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Obviously, the more cities a country has, the more difficult the stabilization becomes. The inspiration was again from the Fairer Blobbing - Diminishing Returns on Development mod.
The idea behind this rule is that duchies need more effort to maintain high prestige compared to empires.
War, sieges, and blockades increase the development cost by 20% to 50%. This increase is accumulated.
A 10% bonus to manpower recovery speed is given to republics. As people are closer to the decision makings, so the war can partly be considered as their decision and therefore the show more willingness to fight for it.
Republics lose 5% republican_tradition when they are involved in a war, and an additional 10%, when they are leading an offensive war.
In the original game, any province with development above 30, counts as 30 for Aggressive Expansion penalty. This cap was raised to 50.
Before 60 months the attacker occupying the wargoal was not able to achieve 100% warscore. This period has been shortened to 36 months.
In a case of a disease outbreak during the siege, the impact used to be 5%. It has been raised to 10%.
This used to be 5, now is raised to 12. This shortens the duration of war. Inspired by Cae's Expensive Wars.
This used to be 3, now is raised to 8. This increases the role of the battles. Inspired by Cae's Expensive Wars.
This used to be 40, now is raised to 200. So a 100 warscore can be achieved only by winning battles, without any need of occupation. Inspired by Cae's Expensive Wars.
This used to be 0, now is raised to 10. More desire for peace for someone who is losing the war.
It used to be 0.25 for all. Now it is 0.40 for Infantry, 0.25 for Cavalry, and 0.10 for Artillery. The sum is the same but the balance is now different.