Exceptions include the hordes (other than those of Manchu culture), tribal countries (the New World, sub-Saharan Africa, the upper Nile, and others scattered throughout Asia), and a few others. This is present from the start in almost all the Old World. The institution can spread from contact with any of these cultures, or in some cases begin to grow on its own in a society that fulfills certain criteria. Unlike the other Institutions, 'Feudalism' covers a wide range of different systems and exists from the start in all parts of the world where a strong tradition of Urbanism, Institutionalized Government and Social Stratification has reached a critical point. For similar reasons, permanent government and societal systems have formed all over the world, some of which have roots that go far further back than Feudalism itself. After the fall of the Roman Empire this need came to be filled by a number of institutions and customs that taken together are often considered to be part of the European Feudal system. Over time, most societies develop a need for a common structure with stronger and more permanent institutions of government. The amount of monarch points required to reach 100%, without any modifiers or initial presence, is summarized by the table below: Up to an initial development of about 30, the total cost of going from 0 to 100% institution presence in a province is always about 2100 monarch points before other modifiers (such as terrain or the merchant guild estate bonus) to development cost. The required development within a province of a given starting development is summarized in the table below. The development required to bring an institution with 0% presence to 100% presence is at least 601 cumulative development points, because for 600 points (reaching 36 dev starting from 11) you get 99.96% due to rounding. The increase is capped at 10% (60 development).
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |