FANDOM


Lex Talionis add new technologies and also makes some significant changes. Firstly you can now hold upto 2000 MP and technologies have a base cost of 800.

Tech Cost reductions Edit

Everything Edit

  • Every Idea -1.7%
  • French Ideas -5%

Admin: Edit

  • Admin Idea Bonus -5%

Diplomatic: Edit

  • Diplomatic Idea Bonus -5%

Military: Edit

Admin: Edit

Ahead of time = Production efficiency +20%

Tech 0 Edit

year = 1350

Governments

  • Tribal despotism
  • Tribal federation 

Buildings

  • native earthwork
  • native palisade
  • native fortified house
  • native three sisters field
  • native irrigation
  • native storehouse
  • native longhouse
  • native sweat lodge
  • native great trail
  • native ceremonial fire pit

Tech 1 Edit

year = 1390

Governments

  • tribal democracy

Tech 2 Edit

Year = 1420

Governments

  • despotic monarchy
  • feudal monarchy

Tech 3 Edit

year = 1435

Governments

  • noble_republic
  • plutarchy

production efficiency +10%

Allow support rebels

Tech 4 Edit

year = 1450

#National Ideas

allowed_idea_groups = 1

# Tech 5 Edit

year = 1460

#Town Hall

town_hall = yes

# Tech 6 Edit

year = 1475

#Agricultural Improvements

Building

  • farm estate
  • mill

Production Efficiency +5%

# Tech 7 Edit

year = 1485

#Privy Council

allowed_idea_groups = 2

production_efficiency +5%

# Tech 8 Edit

year = 1500

#Centralized Government

Governments

  • administrative_monarchy
  • centralized_monarchy
  • administrative_republic


Tech 9 Edit

year = 1510

#Cathedrals

Building

  • cathedral = yes

production efficiency +5%


# Tech 10 Edit

year = 1525

#Universities

Building

  • University

allowed_idea_groups = 3

# Tech 11 Edit

year = 1535

#Courthouse

Building

  • courthouse

Governments

  • parliamentary monarchy

technology = {

Tech 12 Edit

Manufactories and Plantations

year = 1550

Building

  • textile = yes
  • plantations = yes

Production efficiency +5%

Tech 13 Edit

year = 1560

#Theater

theater = yes

allowed_idea_groups = 4

Edit

Tech 14 Edit

year = 1575

#Workshops

workshop = yes

Production Efficiency +5%

# Tech 15 Edit

year = 1585

#Force March

may_force_march = yes

allowed_idea_groups = 5

Tech 16 Edit

year = 1600

#Absolute Monarchy

  • absolute_monarchy = yes

Production Efficiency +5%

Tech 17 Edit

year = 1610

#City Hall

  • city_hall = yes

Production Efficiency +5%


Tech 18 Edit

year = 1625

#Banking

Building

  • bank = yes

allowed_idea_groups = 6

Tech 19 Edit

year = 1635

#Mining Companies

mining_company = yes

Production Efficiency +5%


Tech 20 Edit

year = 1650

#Measures of Control

region_capital = yes

Production Efficiency +5%

administrative_efficiency +5%

Tech 21 Edit

year = 1660

#National Ideas II

allowed_idea_groups = 7

Tech 22 Edit

year = 1675

#The Constitution

constitutional_monarchy = yes

administrative_efficiency = 0.05

Edit

Tech 23 Edit

year = 1685

#Improved Provincial Development

Production Efficiency +5%

development_efficiency = 0.1

Edit

Tech 24 Edit

year = 1700

#Enlightenment

enlightened_despotism = yes

allowed_idea_groups = 8

administrative_efficiency = 0.05

development_efficiency = 0.05

Edit

Tech 25 Edit

year = 1710

#Government Regulated Copyrights

production_efficiency +5%

development_efficiency = 0.05

Edit

Tech 26 Edit

year = 1725

#Hospitals

administrative_efficiency = 0.05

hospital = yes

Edit

Tech 27 Edit

year = 1735

#National Ideas III

allowed_idea_groups = 9

production_efficiency +5%

Edit

Tech 28 Edit

year = 1750

#Advanced Republics

constitutional_republic = yes

federal_republic_lt = yes

administrative_efficiency +5%

development_efficiency = 0.05

Edit

Tech 29 Edit

year = 1760

#Factories

factory = yes

production_efficiency = 0.05

development_efficiency = 0.05

Edit

Tech 30 Edit

year = 1775

#Public Schools

allowed_idea_groups = 10

public_schools = yes

production_efficiency = 0.05

development_efficiency = 0.05

Edit

Tech 31 Edit

year = 1785

#Revolutionary Ideas

production_efficiency = 0.05

administrative_efficiency = 0.05

development_efficiency = 0.1

Edit

Tech 32 Edit

year = 1800

#Four field rotation

production_efficiency = 0.05

administrative_efficiency = 0.1

development_efficiency = 0.05

Edit

Tech 33 Edit

year = 1810

#Improved Production

production_efficiency +5%

administrative_efficiency = 0.1

Edit

Tech 34 Edit

year = 1825

production efficiency +5%

Tech 35 Edit

year = 1835

production efficiency +5%

Diplomatic: Edit

Ahead of time = trade efficiency +20%

Tech 0

year = 1350

#Early Ships

naval_morale +2.0

Colonization Range +50

# Tech 1

year = 1390

#Merchants & Trade

merchants = yes

naval_morale = 0.1

trade_range = 100

global_colonial_growth = 10

}


technology = {

# Tech 2

year = 1420

#Medieval Ships

naval_morale = 0.1

enable = cog

enable = galley

# Tech 3 Edit

year = 1435

#The Caravel

naval_morale = 0.1

naval_maintenance = 0.1

trade_range = 100

Colonization Range +100

trade_efficiency = 0.1

enable = caravel

# Tech 4 Edit

year = 1450

#Marketplace

naval_morale = 0.1

trade_range = 10


marketplace = yes

# Tech 5 Edit

year = 1460

#Basic Financial Instruments

naval_morale = 0.1

trade_efficiency = 0.05

trade_range = 10

dock = yes

# Tech 6 Edit

year = 1475


#Carracks

naval_morale = 0.1

naval_maintenance = 0.1

global_colonial_growth = 10

enable = carrack

}


technology = {

# Tech 7

year = 1485

#Increased Naval Range

naval_morale = 0.1

trade_range = 10

Colonization Range +100

}


technology  = {

# Tech 8

year = 1500

#The Galleass and Canals

naval_morale = 0.1

naval_maintenance = 0.1

trade_efficiency = 0.05

trade_range = 10

canal = yes

enable = galleass

# Tech 9 Edit

year = 1510

#The Barque

naval_morale = 0.1

naval_maintenance = 0.1

trade_range = 10

Colonization Range +50

enable = barque

# Tech 10 Edit

year = 1525

#Maritime Trade

naval_morale = 0.1

trade_efficiency = 0.05

trade_range = 10

global_colonial_growth  = 10

trade company = yes

Edit

Tech 11 Edit

year = 1535

#Shipyard

naval_morale +0.1

trade_range = 10

range = 50

trade_efficiency = 0.05 Building

  • shipyard = yes

Edit

Tech 12 Edit

year = 1550

#Wharfs and the Galleon

naval_morale = 0.2

trade_efficiency = 0.05

trade_range = 10

Colonization Range +50

global_colonial_growth = 10

wharf = yes

enable = galleon

# Tech 13 Edit

year = 1560

#Frigates

naval_morale = 0.1

naval_maintenance = 0.1

enable = frigate

# Tech 14 Edit

year = 1575

#The Galliot

naval_morale = 0.1

naval_maintenance = 0.1

enable = galiot

# Tech 15 Edit

year = 1585

#Fluyts

naval_morale = 0.1

naval_maintenance = 0.1

trade_range = 10

Colonization Range +50

enable = fluyt

# Tech 16 Edit

year = 1600

#Trade Depot

naval_morale = 0.1

trade_efficiency = 0.05

trade_range = 10

global_colonial_growth = 10

trade_depot = yes

# Tech 17 Edit

year = 1610

#Line of Battle Tactics

naval_morale = 0.2

naval_maintenance = 0.1

Colonization Range +50

enable = seventy_four

enable = heavy_frigate

# Tech 18

year = 1625

#Naval Base

naval_morale = 0.1

trade_efficiency = 0.05

global_colonial_growth = 10

naval_base = yes 

Tech 19 Edit

year = 1635

#Improved Roads

naval_morale = 0.1

trade_efficiency = 0.05

  • road_network = yes

# Tech 20

year = 1650

#Sloops-of-War

naval_morale = 0.1

naval_maintenance = 0.1

range = 50

global_colonial_growth = 10

enable = sloop_of_war

# Tech 21 Edit

year = 1660

#Fifth Rates

naval_morale = 0.1

naval_maintenance = 0.1

trade_efficiency = 0.05

trade_range = 10

enable = fifth_rate

# Tech 22

year = 1675

#Threedeckers and Schooners

naval_morale = 0.2

naval_maintenance = 0.1

trade_range = 10

range = 50

global_colonial_growth  = 10

enable = second_rate_threedecker

enable = schooner

}


technology = {

# Tech 23

year = 1685

#Limes

naval_morale = 0.1

trade_range = 10

range = 100

reduced_naval_attrition = yes

# Tech 24 Edit

year = 1700

#Grand Shipyard and The Brig

naval_morale = 0.1

naval_maintenance = 0.1

trade_efficiency = 0.05

trade_range = 20

range = 50

global_colonial_growth = 10

allow_client_states = yes

grand_shipyard = yes

enable = brig

}


technology = {

# Tech 25

year = 1710

#The Razee

naval_morale = 0.1

naval_maintenance = 0.1

enable = razee

}


technology = {

# Tech 26

year = 1725

#The Indiaman and Customs House

naval_morale = 0.1

naval_maintenance = 0.1

trade_efficiency = 0.05

trade_range = 10

range = 50

global_colonial_growth  = 15

customs_house = yes

enable = indiaman

}


technology = {

# Tech 27

year = 1735

#The First Rate

naval_morale = 0.15

naval_maintenance = 0.1

range = 50

enable = first_rate_threedecker

}


technology = {

# Tech 28

year = 1750

#The Great Frigate and Xebec

naval_morale = 0.15

naval_maintenance = 0.1

trade_efficiency = 0.05

range = 50

trade_range = 10

global_colonial_growth = 15

enable = great_frigate

enable = xebec

}


technology = {

# Tech 29

year = 1760

#Joint Stock Companies

naval_morale = 0.1

trade_efficiency = 0.05

global_colonial_growth = 15

}


technology = {

# Tech 30

year = 1775

#The Clipper

naval_morale = 0.15

naval_maintenance = 0.1

trade_efficiency = 0.05

trade_range = 10

enable = clipper

}


technology = {

# Tech 31

year = 1785

#The Carronade

naval_morale = 0.1

naval_maintenance = 0.1

trade_efficiency = 0.05

}


technology = {

# Tech 32

year = 1800

#Midshipmen Cadets

naval_morale = 0.15

naval_maintenance = 0.1

trade_efficiency = 0.05

trade_range = 10

global_colonial_growth  = 15

}


technology = {

# Tech 33

year = 1810

#Insurance Companies

naval_morale = 0.1

trade_efficiency = 0.05

trade_range = 10

}


technology = {

# Tech 34

year = 1825

#Superior Ship Design

naval_morale = 0.1

trade_efficiency = 0.025

}


technology = {

# Tech 35

year = 1835

#The Gold Standard

naval_morale = 0.1

trade_efficiency = 0.025

}

Military: Edit

Ahead of time = Yearly Army Tradition +0.5

Tech 0 Edit

year = 1350

Pre-Medieval Military

sprite_level = 1

Land Morale +2.0

Infantry Fire +0.25, Infantry Shock +0.25

Cavalry Shock  +0.5

Artillery shock +0.05

Tech 1 Edit

Year = 1390

#Medieval Military

land_morale = 0.1

Infantry Shock +0.2

Cavalry Shock  +0.5

enable = south_american_spearmen, native_indian_archer, native_clubmen, african_spearmen, african_clubmen, indian_archers, mesoamerican_spearmen, halberd_infantry, chevauchee, western_medieval_knights, bardiche_infantry, muslim_cavalry_archers, western_medieval_infantry, eastern_medieval_infantry, ottoman_yaya, chinese_longspear, japanese_archer, persian_footsoldier, east_asian_spearmen, mongolian_bow, indian_footsoldier, rajput_hill_fighters, eastern_bow,persian_cavalry_charge

enable = african_mandelaku

enable = african_abyssinian_light_cavalry

enable = mongol_swarm

enable = mongol_steppe

enable = mongol_bow

enable = eastern_knights

enable = druzhina_cavalry

enable = ottoman_musellem, mamluk_archer, mamluk_cavalry_charge, south_american_warfare

# Tech 2 Edit

year = 1420

#Citadel

fort_15th = yes

land_morale = 0.1

# Tech 3 Edit

year = 1435

#The Simple Charge

land_morale = 0.1

infantry_shock = 0.2

cavalry_shock = 0.5

combat_width = 5

}


technology = {

# Tech 4

year = 1450

#Pike Square

land_morale = 0.1

military_tactics = 0.25

infantry_shock = 0.2

supply_limit = 0.1

enable = western_men_at_arms

enable = western_longbow

enable = gaelic_galloglaigh

enable = aztec_tribal_warfare

enable = zapotec_tribal_warfare

enable = songhai_tribal_warfare

enable = niger_kongolese_tribal_warfare

enable = bantu_tribal_warfare

enable = mali_tribal_warfare

enable = pueblo_ambush

enable = native_indian_tribal_warfare

enable = algonkin_tomahawk_charge

enable = indian_arquebusier

enable = eastern_militia

enable = mamluk_duel  

enable = ottoman_azab

enable = inca_mountain_warfare

enable = south_american_forest_warfare

enable = incan_slingshots

enable = incan_axemen

enable = maya_tribal_warfare

enable = chinese_footsoldier

enable = japanese_footsoldier

combat_width = 2

}


technology = {

# Tech 5

year = 1460

#Arquebus

land_morale = 0.1

military_tactics = 0.25

infantry_fire = 0.25

}


technology = {

# Tech 6

year = 1475

#The limber

arsenal = yes

land_morale = 0.1

supply_limit = 0.1

cavalry_shock   = 0.25

artillery_fire = 1

artillery_shock = 0.05

enable = large_cast_bronze_mortar 

enable = houfnice

enable = african_somali_cavalry

enable = african_tuareg_cavalry

enable = slavic_stradioti

enable = native_indian_horsemen

enable = central_american_horsemen

enable = south_american_horsemen

enable = mughal_mansabdar

enable = ottoman_timariot 

enable = chinese_steppe

enable = japanese_samurai

enable = shaybani

}


technology = {

# Tech 7

year = 1485

#Pike and Shot

land_morale = 0.15

military_tactics = 0.25

infantry_fire = 0.25

infantry_shock = 0.2

enable = south_indian_musketeer

enable = mughal_musketeer

enable = ottoman_janissary

enable = persian_shamshir

enable = italian_condotta

enable = swiss_landsknechten

enable = gaelic_mercenary

enable = germanized_pike

enable = asian_arquebusier

combat_width = 2

}


technology = {

# Tech 8

year = 1500

#Star Fort

fort_16th = yes

land_morale = 0.1

supply_limit = 0.2

enable = demi_lancers

}


technology = {

# Tech 9

year = 1510

#Matchlock Musket

land_morale = 0.1

military_tactics = 0.25

infantry_fire = 0.25

enable = tofongchis_musketeer

enable = ottoman_sekban

enable = rajput_musketeer

enable = spanish_tercio

enable = gaelic_free_shooter

enable = han_banner

enable = reformed_mughal_musketeer

enable = polish_musketeer 

enable = muscovite_musketeer

enable = bantu_plains_warfare

enable = niger_kongolese_forest_warfare

enable = african_hill_warfare

enable = ethiopian_mountain_warfare

combat_width = 2

}


technology = {

# Tech 10

year = 1525

#Culverins and Pedreros

barracks = yes

land_morale = 0.1

supply_limit = 0.2


enable = culverin

enable = pedrero

}


technology = {

# Tech 11

year = 1535

#Reiter

sprite_level = 2

land_morale = 0.15

military_tactics = 0.25

cavalry_fire = 0.25

cavalry_shock = 1.0

enable = hungarian_hussar

enable = ottoman_spahi

enable = schwarze_reiter

enable = african_mossi_horsemen

enable = african_abyssinian_cavalry

enable = native_indian_mountain_warfare

enable = aztec_hill_warfare

enable = maya_forest_warfare

enable = zapotec_plains_warfare

enable = south_american_gunpowder_warfare

enable = south_american_arquebusier

enable = north_american_rifle_cavalry

enable = central_american_rifle_cavalry

enable = south_american_rifle_cavalry

enable = qizilbash_cavalry

enable = east_mongolian_steppe

enable = indian_elephant

}

technology = {

# Tech 12

year = 1550

#Standardization of Calibre (artillery improvements)

weapons = yes

land_morale = 0.1

supply_limit = 0.2

artillery_fire = 0.5

artillery_shock = 0.05

}


technology = {

# Tech 13

year = 1560

#Trunnions

land_morale = 0.1

artillery_fire = 1

artillery_shock = 0.05

enable = small_cast_iron_bombard

enable = large_cast_iron_bombard

}


technology = {

# Tech 14

year = 1575

#Redoubt and Ravelin

additional_fortifications = yes

land_morale = 0.1

cavalry_shock   = 0.25

enable = african_hussar

enable = french_caracolle 

enable = huron_arquebusier  

enable = creek_arquebusier

enable = aztec_gunpowder_warfare

enable = maya_gunpowder_warfare

enable = zapotec_gunpowder_warfare

enable = south_american_reformed_gunpowder_warfare

enable = north_american_hussar

enable = central_american_hussar

enable = south_american_hussar

enable = polish_hussar

enable = muscovite_caracolle

enable = zaporoghian_cossack

enable = topchis_artillery

enable = asian_charge_cavalry

enable = reformed_mughal_mansabdar

}


technology = {

# Tech 15

year = 1585

#Improved Infantry Formations

regimental_camp = yes

land_morale = 0.2

military_tactics = 0.25

maneuver_value = 0.25

supply_limit = 0.3

infantry_fire = 0.25

infantry_shock = 0.2

enable = irish_charge

enable = dutch_maurician

enable = afsharid_reformed_infantry

enable = muscovite_soldaty

enable = polish_tercio

enable = asian_mass_infantry

enable = bantu_gunpowder_warfare

enable = niger_kongolese_gunpowder_warfare

enable = adal_gunpowder_warfare

enable = ethiopian_gunpowder_warfare

combat_width = 2

}


technology = {

# Tech 16

year = 1600

#Plug Bayonet

land_morale = 0.1

infantry_shock = 0.2

enable = chambered_demi_cannon

}


technology = {

# Tech 17

year = 1610

#Wheellock

land_morale = 0.1

infantry_fire = 0.25

}


technology = {

# Tech 18

year = 1625

#Carbine

land_morale = 0.1

supply_limit = 0.2

cavalry_fire = 0.25


enable = swedish_gallop

enable = sikh_hit_and_run

enable = bhonsle_infantry

enable = african_swarm

enable = ottoman_reformed_spahi

enable = mamluk_musket_charge 

enable = afsharid_reformed

enable = maharathan_cavalry

enable = manchu_banner

enable = leather_cannon

# Tech 19

year = 1635

#Tenaille and Crownwork

fort_17th = yes

land_morale = 0.1

# Tech 20

year = 1650

#Line Tactics

sprite_level = 3

conscription_center = yes

land_morale = 0.2

military_tactics = 0.25

maneuver_value = 0.25

supply_limit = 0.2

infantry_fire = 0.25

infantry_shock = 0.2

cavalry_shock   = 0.5

enable = austrian_tercio

enable = swedish_gustavian

enable = scottish_highlander

enable = saxon_infantry

enable = ottoman_reformed_janissary

enable = asian_musketeer

enable = incan_guerilla_warfare

enable = iroquois_rifle_scout

enable = peruvian_guerilla_warfare

enable = mexican_guerilla_warfare

enable = maya_guerilla_warfare

enable = commanche_swarm

enable = central_american_swarm

enable = south_american_swarm

combat_width = 2

}


technology = {

# Tech 21

year = 1660

#Cast-iron guns

land_morale = 0.1

artillery_fire = 1.25

artillery_shock = 0.05

enable = coehorn_mortar

}


technology = {

# Tech 22

year = 1675

#Pre-Packaged Cartridge

land_morale = 0.1

supply_limit = 0.2

infantry_fire = 0.25

cavalry_fire = 0.25

artillery_fire = 0.5

artillery_shock = 0.05

enable = polish_winged_hussar

enable = muscovite_cossack

}


Tech 23 Edit

year = 1685

#Light Cavalry

land_morale = 0.1

military_tactics = 0.25

maneuver_value = 0.25

cavalry_fire = 0.25

cavalry_shock = 0.5


enable = swedish_arme_blanche

enable = french_dragoon

enable = austrian_hussar

enable = ottoman_toprakli_hit_and_run

enable = sioux_dragoon

enable = central_american_dragoon

enable = south_american_dragoon

enable = african_dragoon

enable = maharathan_guerilla_warfare

enable = austrian_grenzer

enable = swedish_caroline

enable = anglofrench_line

enable = durrani_rifled_musketeer

enable = ottoman_nizami_cedid

enable = niger_kongolese_guerilla_warfare

enable = adal_guerilla_warfare

enable = ethiopian_guerilla_warfare

enable = muslim_dragoon

enable = ali_bey_reformed_infantry

enable = indian_shock_cavalry

enable = chinese_dragoon

enable = russian_petrine

combat_width = 2

}


technology = {

# Tech 24

year = 1700

#Flintlock

land_morale = 0.1

military_tactics = 0.25

supply_limit = 0.2

infantry_fire = 0.5

enable = swivel_cannon

combat_width = 2

}


technology = {

# Tech 25

year = 1710

#Socket Bayonet

land_morale = 0.1

military_tactics = 0.25

infantry_shock = 0.2

}


technology = {

# Tech 26

year = 1725

#Screw Elevation

land_morale = 0.1

supply_limit = 0.2

artillery_fire = 1

artillery_shock = 0.05

enable = royal_mortar

}


technology = {

# Tech 27

year = 1735

#Improved Infantry Tactics

sprite_level = 4


land_morale = 0.2

military_tactics = 0.25

maneuver_value = 0.25

infantry_fire = 0.25

infantry_shock = 0.2


enable = austrian_white_coat

enable = french_bluecoat

enable = british_redcoat

enable = prussian_frederickian    

enable = russian_green_coat

enable = muslim_mass_infantry

enable = eastern_carabinier

enable = indian_rifle

enable = reformed_asian_musketeer

enable = westernized_bantu

enable = westernized_niger_kongolese

enable = westernized_adal

enable = westernized_ethiopian

enable = apache_guerilla

enable = westernized_south_american

enable = westernized_aztec

enable = westernized_zapotec

enable = westernized_incan

enable = russian_lancer

enable = tartar_cossack

enable = prussian_uhlan

enable = british_hussar

enable = french_carabinier

enable = eastern_uhlan

enable = eastern_skirmisher

combat_width = 2

}


technology = {

# Tech 28

year = 1750

#Supply Train

land_morale = 0.1

maneuver_value = 0.25

supply_limit = 0.5

combat_width = 2

}


technology = {

# Tech 29

year = 1760

#Defense in Depth

fort_18th = yes

land_morale = 0.1

artillery_fire = 0.5

}


technology = {

# Tech 30

year = 1775

#Cuirassier

land_morale = 0.1

military_tactics = 0.25

cavalry_shock = 0.5

supply_limit = 0.2

enable = african_cuirassier

enable = russian_cuirassier

enable = russian_cossack

enable = ottoman_toprakli_dragoon

enable = ottoman_lancer 

enable = reformed_manchu_rifle

enable = open_order_cavalry

enable = napoleonic_lancers

enable = french_cuirassier

enable = durrani_dragoon 

enable = durrani_swivel

enable = sikh_rifle

enable = bhonsle_cavalry

enable = reformed_asian_cavalry

enable = french_impulse

enable = british_square

}


technology = {

# Tech 31

year = 1785

#Horse Artillery

land_morale = 0.1

artillery_fire = 1.25

artillery_shock = 0.05

enable = flying_battery

}


technology = {

# Tech 32

year = 1800

#Impulse Warfare

sprite_level = 5

land_morale = 0.2

military_tactics = 0.25

maneuver_value = 0.25

supply_limit = 0.2

infantry_fire = 0.5

infantry_shock = 0.2

cavalry_shock   = 0.5

enable = russian_mass

enable = mixed_order_infantry

enable = prussian_drill

enable = austrian_jaeger

enable = napoleonic_square

enable = persian_rifle

enable = ottoman_new_model

enable = tipu_sultan_rocket

enable = american_western_franchise_warfare

enable = african_western_franchise_warfare

enable = westernized_mayan

enable = reformed_westernized_incan

combat_width = 2

}


technology = {

# Tech 33

year = 1810

#Field Howitzer

land_morale = 0.1

military_tactics = 0.25

artillery_fire = 1

artillery_shock = 0.05

}


technology = {

# Tech 34 Edit

year = 1825

#Interchangeable Parts

land_morale = 0.1

artillery_fire = 0.5

artillery_shock = 0.05

}


technology = {

# Tech 35 Edit

year = 1835

#Rifle

land_morale = 0.1

infantry_fire = 0.25

}

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