Expansion

### Expansion (Page 1)

Expansion in this mod is entirely different from that in the original game. In this mod, you don't need to core every conquered province and run out of your adm power, instead, you can just wait for the Province Auto-Core(PAC) progress, and gain a free core in this province when it is done. The average time of PAC is determined by many factors including ideas, culture, province religion(heathens and untolarated heresies take penalty), overextension, government buildings and development.

### Province Auto Coring (Page 2)

Basically, PAC event triggers when the province's separatism reaches 0, meaning that it takes about 30 years to finish, but cultural acceptance and MIL power can speed it up greatly. If the province has your primary culture, you can expect PAC to complete in 3 years ignoring its separatism, accepted culture reduce PAC time by 10 years(meaning PAC will trigger when separatism year is less than 10, the same below), and culture of the primary group reduce it by 10, too.

There is a 'Supress Nationalism' event that allows you to spend mil power(10 per 3 devs) to reduce a province's PAC time by 10 years and its unrest by 5.

### Non-core provinces (Page 3)

A non-core province has 5 extra unrest and cost additional 1 yearly gold maintanance, meanwhile it contributes to the overextension, which gives further penalties and lowers the frequency of PAC and 'Supress Nationalism' event. In addition, non-core provinces occupies 200% Governance Capacity and provides none. So keeping a lot of non-core province is both costy and risky.

Governance Capacity also influences core cost.

### Quick Expansion (Page 4)

There are many ways of quick expansion in this mod:

* For example, you can pick the Administrative idea group, fabricate a claim and advance adm tech to gain a minimum core creation cost
* Or you can pick Humanist idea group which reduces both unrest and seperatism, and keep a lot of provinces for PAC
* As religion also plays an important role in PAC, Religious idea group may be another good choice
* Building a Province Government in the conquered province, or a State Government in any neighbor province, will reduce PAC time by about 25%, but you have to develop the province to meet the building requirement first, thus making Economic Ideas useful for expansion
* As diplomatic annexation costs a lot less than coring, Diplomatic and Influence ideas are also good options
* Other idea groups also help a lot, even the Spy idea group, which has some good policies that reduce unrest over your country, and increase GC at the same time.

In CU,you need 10 provinces in a colonial region to form a colonial nation.

### Unique expansion mechanics (Page 5)

Several countries have unique expansion mechanics.

* For example, western countries can slaughter natives in oversea provinces, changing their culture and religion to primary and prevent nationalist rebels from spawning
* The Ottomans can annex and core the entire mamluks with a special event when their army captures Cairo(but at the cost of high local autonomy).
* Chinese nations, and foreign nations after moving capital to Chinese region, can declare the Mandate of Heaven, which allows them to seize and auto-core captured Chinese provinces, making it possible to reunify China in ten or twenty years.