Civ'ed
I ain't gotta explain a thing
No one knows what happened in 1798's Europe, no is left to tell the tale. All that we know is that a disaster took all of Europe's nations out - as well as the old foundations. People have started to look to their Countries instead, and hope that their leaders will take them to a brave new Europe.
So this is my first IOT! It will be set in the late 18th - 19th century, and be about Nationalism. A lot. Religion, being pushed aside by various happenings, lost importance to patriotism and nationalism.
Theme Music (from Vicky2 as well)
Joining
You can claim 2 Provinces, state your country name, government, and religion, if any, Atheism is allowed, as well as your state motto and flag.
Government
Provinces/Claiming/Enclaves
Provinces define your border. Each one costs 3 XP to claim. Each province has a base income of 2 XP and 100 Manpower, meaning 1 regiment could be created in every province. Naval provinces can create one ship every turn. this may be affected by a modifier.
There are also Wasteland provinces. These are Komi, Sahara and El Djouf. You cannot claim or pass through these provinces, someone in Mali needs to pass through Rio de Oro, Fez and Tadimekket before he is in Songhai. He cannot pass through El Djouf.
Enclaves are a new system. They are a province you control NOT CONNECTED to your other provinces, this includes provinces overseas. Rebel Provinces are not considered enclaves, as are provinces not somehow bordering an island province and provinces bordering neutral provinces. You may lose an enclave through the fact that it has nothing to do with your country, in this case it will go to the country surrounding it the most. If it borders one of the Wasteland provinces, it IS considered an enclave. It's alo considered an enclave if it borders the edge of the map as well as a country. Enclaves are impossible to get if you don't war or are a rebel state.
Here's an example map:
The Province of East Frisia belongs to the Burgundy-ish purple. It's surrounded by Red provinces, which were taken as rebels or a war. It has a lot of chance of going to the Reds soon.
The Light Blue province of Central Sweden is NOT an enclave seeing as it borders a lot of uncontrolled provinces (Central Norway, Lapland).
The Dark Brown province of South Komi borders a lot of Teal, but seeing as it borders Komi it's an enclave.
Liguria is NOT an enclave, it borders Corsica which is controlled by Orange.
The province of Maine (france) is a blue enclave, seeing as it borders just as many burgundy provinces as purple ones it has a 50-50 chance of flipping to one if it flips.
Brown in the Highlands and Ulster is NOT an enclave. They border each other.
Serbia is controlled by rebels so it is NOT an enclave.
Bithnya would be an enclave, those Islands belong to Bythnia Province. Karaman, Cyprus, Rhodes and South Anatolia are NOT considered enclaves, they border each other.
Modifiers
Modifiers are special things that affect your country: They may give you extra income or give you more rebels in a rebellion. Some of the governments have permanent modifiers, some have dynamic ones (the (un)favorable winner modifier, for example). There are Governmental and Country modifiers. Governmental ones depend on your government type, Country ones are totally random. GOVERNMENTAL (starting) modifiers are:
Centralized: More tax income, Higher stability drop when changing to a different government
Prussian Constitution: No negative effects when elections finished, divided house that gives random modifiers.
Unfavorable/Favorable Winner: a random good or bad Country modifier that lasts until each election, depending on if the winner is favorable or not.
Will of the People (Democratic): Random modifiers every now and then.
Will of the People (Communist): Random modifier with each new province.
Spring Uprising: Revolts every now and then, but rarely.
There are too many Country Modifiers to list.
Armies and Navies
Stability and Rebellion
War, Peace and the Casus Belli System
War is not the simple system it is in Civ, so you might want to toughen up on Vicky2/EUIII Casus Belli systems.
Occaisionally, you get a casus belli. This may be on a NPC or on another player, NPCs GET A CASUS BELLI TOO! Roleplaying can give you a casus belli, and the RNG will decide if it's a good CB or not, this is a simple coin flip, heads always equals aye, tails equals nay.
War is fought between armies, I believe that the better army will win. Except if overwhelmed. But this does NOT mean a bunch of Army I soldiers can defeat 5 officers with a small Army IV soldier group, not always. I will use a RNG to determine outcome, first a coin flip, then the sufferings of the armies.
Peace depends on what you can agree on.
Pops (population, new system (I think))
There are a few groups of population, each falls into the lords (rich), governors (middle) and commoners (poor). Each of these groups have their needs - always food, drink and something to do as a job. This part is based of the Anno series of Games.
These are the BASIC needs, you get discounts on Tier II Commerce.
the Everyday needs are always what the upper class craves as BASIC, lords have fruit, whisky, Title. Luxury needs are always what the strata 2 higher than you craves as basic, middle craves the rich everyday, rich craves Cigar, Trading Company and Servant. Everyone can become the higher tier, but new farmers will always appear.
Techs and Inventions
Economy and Construction
So this is my first IOT! It will be set in the late 18th - 19th century, and be about Nationalism. A lot. Religion, being pushed aside by various happenings, lost importance to patriotism and nationalism.
Theme Music (from Vicky2 as well)
Joining
You can claim 2 Provinces, state your country name, government, and religion, if any, Atheism is allowed, as well as your state motto and flag.
Government
Spoiler Government :
Government types:
The government type you have determines your starting bonus. It has a name, depending on your state religion (changeable at any time). Your government, too, can be changed.
The governments are divided into these categories (some are taken from Vicky II):
Monarchies:
There is only one kind: the Democracy. You get the "will of the people" modifier which can affect your country some way. You start with less Rebellion Chance. This represents the USA.
Dictatorships:
The government type you have determines your starting bonus. It has a name, depending on your state religion (changeable at any time). Your government, too, can be changed.
The governments are divided into these categories (some are taken from Vicky II):
Monarchies:
- Absolute Monarchy: One ruler is so much easier. You will receive an extra troop and the "centralized" modifier, which allows you more tax income at the cost of higher stability drop when changing governments. This represents Sultanates and Emirates in Particular.
- Prussian Constitution: Halfway between fair and absolute. You will recieve the modifier "Prussian constitution" which allows you to hold elections without negative outcomes, but with a divided house. You also gain an extra troop. This represents the Prussian constitution, most notably the Landtag and Herrenhaus.
- Parlimentary Monarchy: Monarchs are referred to as "people who open stuff". You get elections every so often and after the election you get the modifier "favorable winner" or "unfavorable winner", in which the first means you have some say and the latter means you are in trouble. You also get a Casus Belli on a chosen Nationalist Dictatorship. This represents the Monarchies that were against Germany in WWII.
There is only one kind: the Democracy. You get the "will of the people" modifier which can affect your country some way. You start with less Rebellion Chance. This represents the USA.
Dictatorships:
- Nationalist Dictatorship: You are Ruler. Everyone believes in you. You get the centralized modifier and an automatic Casus Belli on two chosen Provinces at start. This represents the Third Reich and the Second World War start.
- Communist Dictatorship: You are the people, everyone is equal but you and your comrades in government are more equal. You get the Will of the People, with the exception that it will change through new acquisitions, and an extra province claim at start. This represents the immense size of countries like the USSR and China.
- Republican Dictatorship: You have been elected, but who needs democracy? Just call yourself president and rule with an Iron fist! You start with two extra troops, but recieve the "Spring Uprising" modifier every so often, which spawns rebels. This represents things like the Arab world.
Provinces/Claiming/Enclaves
Spoiler Provinces and Enclaves :
Provinces define your border. Each one costs 3 XP to claim. Each province has a base income of 2 XP and 100 Manpower, meaning 1 regiment could be created in every province. Naval provinces can create one ship every turn. this may be affected by a modifier.
There are also Wasteland provinces. These are Komi, Sahara and El Djouf. You cannot claim or pass through these provinces, someone in Mali needs to pass through Rio de Oro, Fez and Tadimekket before he is in Songhai. He cannot pass through El Djouf.
Enclaves are a new system. They are a province you control NOT CONNECTED to your other provinces, this includes provinces overseas. Rebel Provinces are not considered enclaves, as are provinces not somehow bordering an island province and provinces bordering neutral provinces. You may lose an enclave through the fact that it has nothing to do with your country, in this case it will go to the country surrounding it the most. If it borders one of the Wasteland provinces, it IS considered an enclave. It's alo considered an enclave if it borders the edge of the map as well as a country. Enclaves are impossible to get if you don't war or are a rebel state.
Here's an example map:
Spoiler :

The Province of East Frisia belongs to the Burgundy-ish purple. It's surrounded by Red provinces, which were taken as rebels or a war. It has a lot of chance of going to the Reds soon.
The Light Blue province of Central Sweden is NOT an enclave seeing as it borders a lot of uncontrolled provinces (Central Norway, Lapland).
The Dark Brown province of South Komi borders a lot of Teal, but seeing as it borders Komi it's an enclave.
Liguria is NOT an enclave, it borders Corsica which is controlled by Orange.
The province of Maine (france) is a blue enclave, seeing as it borders just as many burgundy provinces as purple ones it has a 50-50 chance of flipping to one if it flips.
Brown in the Highlands and Ulster is NOT an enclave. They border each other.
Serbia is controlled by rebels so it is NOT an enclave.
Bithnya would be an enclave, those Islands belong to Bythnia Province. Karaman, Cyprus, Rhodes and South Anatolia are NOT considered enclaves, they border each other.
Modifiers
Spoiler Modifiers :
Modifiers are special things that affect your country: They may give you extra income or give you more rebels in a rebellion. Some of the governments have permanent modifiers, some have dynamic ones (the (un)favorable winner modifier, for example). There are Governmental and Country modifiers. Governmental ones depend on your government type, Country ones are totally random. GOVERNMENTAL (starting) modifiers are:
Centralized: More tax income, Higher stability drop when changing to a different government
Prussian Constitution: No negative effects when elections finished, divided house that gives random modifiers.
Unfavorable/Favorable Winner: a random good or bad Country modifier that lasts until each election, depending on if the winner is favorable or not.
Will of the People (Democratic): Random modifiers every now and then.
Will of the People (Communist): Random modifier with each new province.
Spring Uprising: Revolts every now and then, but rarely.
There are too many Country Modifiers to list.
Armies and Navies
Spoiler army/navy :
Your army? the thing that keeps you alive. Always. Navy? your Wooden/Iron wall. Without these, you're toast, no matter what.
You have this thing called manpower, you gain a set amount per province, and you need about 1 province to recruit a regiment of Soldiers. Officers are a strain on your lords. Also mobilization.
There are three types of soldier:
Professional (Soldiers): Normal soldiers that require the manpower to build.
Officers: The bigwigs that require rich people.
Militia: Mobilized, great amounts but stagnates a province.
Soldiers are your best bet, since you can go on living. They fight well and do not care about certain things.
Officers require Tier III army, and help with your soldier efficiency.
Militia are your mobilized reserves, every time you call mobilize a province will stagnate until you call demobilize. You need to be seriously desperate for that, right? Hunting guns have, however, proven a suitable weapon in the past, so the sheer amount of these pack a powerful punch.
Militia autodefend, Soldiers can be set to autodefend, officers don't defend.
Navies, once again 2 types:
Wood: Your normal ship of ancient times, wastes less manpower but falls apart at the shots of the ironclads.
Ironclad: Ironclads are available with Tier III navy and are stronger than wood ships. They waste a lot of manpower though.
Navies waste manpower, so you lose some, this negative effect is lost with Navy Tech.
Militia can be used for navies, and in mobilization, navies will draw from militia instead, Soldiers in normal times, officers never.
They assist in coastal battle.
You have this thing called manpower, you gain a set amount per province, and you need about 1 province to recruit a regiment of Soldiers. Officers are a strain on your lords. Also mobilization.
There are three types of soldier:
Professional (Soldiers): Normal soldiers that require the manpower to build.
Officers: The bigwigs that require rich people.
Militia: Mobilized, great amounts but stagnates a province.
Soldiers are your best bet, since you can go on living. They fight well and do not care about certain things.
Officers require Tier III army, and help with your soldier efficiency.
Militia are your mobilized reserves, every time you call mobilize a province will stagnate until you call demobilize. You need to be seriously desperate for that, right? Hunting guns have, however, proven a suitable weapon in the past, so the sheer amount of these pack a powerful punch.
Militia autodefend, Soldiers can be set to autodefend, officers don't defend.
Navies, once again 2 types:
Wood: Your normal ship of ancient times, wastes less manpower but falls apart at the shots of the ironclads.
Ironclad: Ironclads are available with Tier III navy and are stronger than wood ships. They waste a lot of manpower though.
Navies waste manpower, so you lose some, this negative effect is lost with Navy Tech.
Militia can be used for navies, and in mobilization, navies will draw from militia instead, Soldiers in normal times, officers never.
They assist in coastal battle.
Stability and Rebellion
Spoiler Rebels and Stability :
Think you can be a ruler who won't care for his people? Wrong! You have a constant stream of rebels to worry about (especially if you are a Republican Dictatorship). You also have this wonderfully annoying thing called "stability" or stab for short.
Each empire starts with +1 stability, through good roleplay and time this will increase, for having no Casus Belli and no goods for your pops this will drop. There is a scale from -5 to +5, where -5 means there's a rebellion in a province near you soon, and +5 means that people are so happy with your enlightened rule that they won't rebel.
It is, however, not counting modifiers, very hard to stick on a perma +5. If you are on +5 for 4 updates at a max, the modifier chance is 100%.
Rebels range from some peasants with torches via burgher rebellions and large lordly revolts all the way to civil war, in which case you'd better arm your men.
In civil war, your country will split into two groups, always opposing each other - majorities and minorities, rich and poor, etc. if NATIONALIST rebels control a province longer than an update, a non-player or ex-player can style himself leader of his new country. Others will have to recognize him first though. Otherwise, an NPC will take control and be at war with the parent faction.
Minor revolts are easy to crush, and the stability will go up. Rebellions aren't bound to a country! Just because Greenland has a rebellion does not mean the Red Union can rest in peace!
Each empire starts with +1 stability, through good roleplay and time this will increase, for having no Casus Belli and no goods for your pops this will drop. There is a scale from -5 to +5, where -5 means there's a rebellion in a province near you soon, and +5 means that people are so happy with your enlightened rule that they won't rebel.
It is, however, not counting modifiers, very hard to stick on a perma +5. If you are on +5 for 4 updates at a max, the modifier chance is 100%.
Rebels range from some peasants with torches via burgher rebellions and large lordly revolts all the way to civil war, in which case you'd better arm your men.
In civil war, your country will split into two groups, always opposing each other - majorities and minorities, rich and poor, etc. if NATIONALIST rebels control a province longer than an update, a non-player or ex-player can style himself leader of his new country. Others will have to recognize him first though. Otherwise, an NPC will take control and be at war with the parent faction.
Minor revolts are easy to crush, and the stability will go up. Rebellions aren't bound to a country! Just because Greenland has a rebellion does not mean the Red Union can rest in peace!
War, Peace and the Casus Belli System
Spoiler Casus Belli, War and Peace :
War is not the simple system it is in Civ, so you might want to toughen up on Vicky2/EUIII Casus Belli systems.
Occaisionally, you get a casus belli. This may be on a NPC or on another player, NPCs GET A CASUS BELLI TOO! Roleplaying can give you a casus belli, and the RNG will decide if it's a good CB or not, this is a simple coin flip, heads always equals aye, tails equals nay.
War is fought between armies, I believe that the better army will win. Except if overwhelmed. But this does NOT mean a bunch of Army I soldiers can defeat 5 officers with a small Army IV soldier group, not always. I will use a RNG to determine outcome, first a coin flip, then the sufferings of the armies.
Peace depends on what you can agree on.
Pops (population, new system (I think))
Spoiler lords, governors, commoners :
There are a few groups of population, each falls into the lords (rich), governors (middle) and commoners (poor). Each of these groups have their needs - always food, drink and something to do as a job. This part is based of the Anno series of Games.
Spoiler Poor needs :
Wheat
Milk
Farming grounds (the less lords, the more of this.)
Milk
Farming grounds (the less lords, the more of this.)
Spoiler Middle needs :
Bread
Beer
Public Schooling
Beer
Public Schooling
Spoiler Rich needs :
Meat
Wine
Estate (the less Commoners, the more of this)
Wine
Estate (the less Commoners, the more of this)
These are the BASIC needs, you get discounts on Tier II Commerce.
the Everyday needs are always what the upper class craves as BASIC, lords have fruit, whisky, Title. Luxury needs are always what the strata 2 higher than you craves as basic, middle craves the rich everyday, rich craves Cigar, Trading Company and Servant. Everyone can become the higher tier, but new farmers will always appear.
Techs and Inventions
Spoiler Technology :
There is a tech tree system, but it follows a Vicky2-like model (most of the IOT is drawn from Vicky2). This means that there is a set item that needs tech X to research, and all inventions associated with it require that tech.
There are these groups:
Army: Soldiers, Soldier efficiency, manpower
Navy: Ship advances, naval limit
Commerce: XP gain, trade deals with NPCs
Industry: Buildings.
Each has their own tech tree, and each tier of techs is better. There are 4 (IV) tiers. TECHS ARE NOT CUMULATIVE BECAUSE THIS IS NOT NECESSARY.
Army: Conscripts (+ 10 manpower gain per province)
Navy: Press Gangs (- 10 manpower wasted on ships)
Commerce: No standard (+ 10 XP gain)
Industry: Guild System (allows tier I buildings)
Army: Grande Armee (+ 20 manpower gain, + 10 soldier efficiency)
Navy: Royal Navy (- 20 manpower waste on ships, Naval limit increased by 1.
Commerce: Silver Standard (+ 20 XP gain, discounts on BASIC goods when trading with NPCs)
Industry: Scientific Management (allows tier II buildings)
Army: Nationalist Discipline (+ 30 manpower gain, + 20 soldier efficiency, Allows Officers)
Navy: Rule Britannia (- 30 manpower waste, + 2 Naval Limit, + 10 pop morale, allows flagship)
Commerce: Dual Standard (+ 30 XP gain, discount on BASIC and EVERYDAY goods, when trading with NPCs)
Industry: Steam Engine and Railroad (allows Tier III buildings and transport)
Army: Trench Warfare (+ 40 manpower, + 30 soldier efficiency, allows Trenches)
Navy: Steam (- 40 manpower waste, + 3 Naval Limit, allows Ironclads)
Commerce: Gold Standard and Stock Exchange (+ 40 XP gain, discount on ALL goods when trading with NPCs)
Industry: Mass Assembly (Allows Tier IV buildings, as well as + 1 XP gain)
Then there are inventions, these allow minor modifiers, such as a + 5 manpower boost, inventions:
Nationalism
Atheism
Socialist and Communist Manifesto
Factories
NY Stock Exchange
East India Company
Exchange rates
Work Hierarchy
Timetables
Patent
Gattling gun
Steam Engines in Ships
Early Railroad
Advanced Railroad
Assembly Line
Carabine
Flintlock Rifle
Rifling
There are these groups:
Army: Soldiers, Soldier efficiency, manpower
Navy: Ship advances, naval limit
Commerce: XP gain, trade deals with NPCs
Industry: Buildings.
Each has their own tech tree, and each tier of techs is better. There are 4 (IV) tiers. TECHS ARE NOT CUMULATIVE BECAUSE THIS IS NOT NECESSARY.
Spoiler Tier I techs :
Army: Conscripts (+ 10 manpower gain per province)
Navy: Press Gangs (- 10 manpower wasted on ships)
Commerce: No standard (+ 10 XP gain)
Industry: Guild System (allows tier I buildings)
Spoiler Tier II techs :
Army: Grande Armee (+ 20 manpower gain, + 10 soldier efficiency)
Navy: Royal Navy (- 20 manpower waste on ships, Naval limit increased by 1.
Commerce: Silver Standard (+ 20 XP gain, discounts on BASIC goods when trading with NPCs)
Industry: Scientific Management (allows tier II buildings)
Spoiler Tier III techs :
Army: Nationalist Discipline (+ 30 manpower gain, + 20 soldier efficiency, Allows Officers)
Navy: Rule Britannia (- 30 manpower waste, + 2 Naval Limit, + 10 pop morale, allows flagship)
Commerce: Dual Standard (+ 30 XP gain, discount on BASIC and EVERYDAY goods, when trading with NPCs)
Industry: Steam Engine and Railroad (allows Tier III buildings and transport)
Spoiler Tier IV techs :
Army: Trench Warfare (+ 40 manpower, + 30 soldier efficiency, allows Trenches)
Navy: Steam (- 40 manpower waste, + 3 Naval Limit, allows Ironclads)
Commerce: Gold Standard and Stock Exchange (+ 40 XP gain, discount on ALL goods when trading with NPCs)
Industry: Mass Assembly (Allows Tier IV buildings, as well as + 1 XP gain)
Then there are inventions, these allow minor modifiers, such as a + 5 manpower boost, inventions:
Spoiler Inventions, ideals and regulations are in red, companies in blue, weaponry in green and infrastructure in magenta :
Nationalism
Atheism
Socialist and Communist Manifesto
Factories
NY Stock Exchange
East India Company
Exchange rates
Work Hierarchy
Timetables
Patent
Gattling gun
Steam Engines in Ships
Early Railroad
Advanced Railroad
Assembly Line
Carabine
Flintlock Rifle
Rifling
Economy and Construction
Spoiler Economy and Construction :
Your economy is made up of XPs. It is used to build, research, trade and build ships, although I did not mention that before.
Research for each tier tech equals 15 XP for Tier I techs, 20 XP for Tier II, 35 XP for Tier III and 40 XP for Tier IV. Trading rates depend on what the players want or on what Tier of Commerce you have when trading with NPCs. This is affected by modifiers as well.
Then there is construction. There are the following Tiers of construction: 0, I, II, III, IV. 0 is available from the start, each other tier is unlocked as you research your way through the Industry Tier.
Research for each tier tech equals 15 XP for Tier I techs, 20 XP for Tier II, 35 XP for Tier III and 40 XP for Tier IV. Trading rates depend on what the players want or on what Tier of Commerce you have when trading with NPCs. This is affected by modifiers as well.
Then there is construction. There are the following Tiers of construction: 0, I, II, III, IV. 0 is available from the start, each other tier is unlocked as you research your way through the Industry Tier.
Spoiler Tier 0 :
Tier 0 is the cheapest tier since it contains all sorts of things to stop rebellion - it provides Goods.
Farming Grounds - Provides farm, amount depends on how many Estates, wheat, bread and milk. 5XP
Vineyards - provides wine and fruit 6XP
Brewery - needs Farming grounds, produces Beer. 6XP
Country house - provides Estate, amount depends on how much farms, and Title. 10XP
School: Provides Public School. 15 XP
Farming Grounds - Provides farm, amount depends on how many Estates, wheat, bread and milk. 5XP
Vineyards - provides wine and fruit 6XP
Brewery - needs Farming grounds, produces Beer. 6XP
Country house - provides Estate, amount depends on how much farms, and Title. 10XP
School: Provides Public School. 15 XP
Spoiler Tier I :
Tier I is the tier you get when you researched Industry I. This focuses on keeping Rebels down.
Courthouse: Reduces chance of negative modifier by 25%. 20 XP
Tavern: Provides 1 additional wine and beer, 1 less rebel with every rebellion coming from this province. 25 XP
Community Square: -1 rebel OR +1 rebel, depending on stability. 30XP
Town Hall: -2% Revolt Risk. 35 XP
Courthouse: Reduces chance of negative modifier by 25%. 20 XP
Tavern: Provides 1 additional wine and beer, 1 less rebel with every rebellion coming from this province. 25 XP
Community Square: -1 rebel OR +1 rebel, depending on stability. 30XP
Town Hall: -2% Revolt Risk. 35 XP
Spoiler Tier II :
Tier II focuses on your army and is unlocked by researching Industry Tier II.
Recruiting office: +10 manpower. 35 XP
Barracks: +20 soldier efficiency, +10 manpower. 40 XP
Boot camp: +20 soldier efficiency. 40 XP
City Watch: +20 manpower, -10% revolt risk. 50XP
Recruiting office: +10 manpower. 35 XP
Barracks: +20 soldier efficiency, +10 manpower. 40 XP
Boot camp: +20 soldier efficiency. 40 XP
City Watch: +20 manpower, -10% revolt risk. 50XP
Spoiler Tier III :
Tier III comes with Industry Tier III, it focuses on your navy. Assuming you have a navy. YOU CAN ONLY BUILD THESE IN COASTAL PROVINCES!
Drydock: +10 naval efficiency. 35 XP
Harbor: - 10 manpower waste 40XP
Naval recruiting office: No militia wasted during mobilization, -10 soldier waste. 50XP
Shipyard: Ships cost 10 less XPs. 50XP
Drydock: +10 naval efficiency. 35 XP
Harbor: - 10 manpower waste 40XP
Naval recruiting office: No militia wasted during mobilization, -10 soldier waste. 50XP
Shipyard: Ships cost 10 less XPs. 50XP
Spoiler Tier IV :
The last, the buildings here ain't cheap but with some major bonuses, this is infrastructure and FACTORIES!!!
Railroad: +1 of all goods in provinces which do not produce said goods. 60XP
Food Factory: Produces +2 of wheat, Bread, Fruit 70XP
Weapons Factory: +30 militia efficiency. 75 XP
Great Factory: +10 soldier efficiency, + 10 XP, -10 manpower waste, produces all goods except Title, Farm, Public School, Estate.. 150 XP. This is the ultimate in factories.
Railroad: +1 of all goods in provinces which do not produce said goods. 60XP
Food Factory: Produces +2 of wheat, Bread, Fruit 70XP
Weapons Factory: +30 militia efficiency. 75 XP
Great Factory: +10 soldier efficiency, + 10 XP, -10 manpower waste, produces all goods except Title, Farm, Public School, Estate.. 150 XP. This is the ultimate in factories.