recursal/Fanatic-Fandom huggingface dataset:
H2O: Meninas Sereias

2ª Temporada: 2007-2008

**H2O: Meninas Sereias** (***H2O: Just Add Water***) uma série de televisão australiana criada por Jonathan M. Shiff. Ele foi ao ar pela primeira vez no Canal Record em 2009, e mais tarde no Boomerang. A série funciona atualmente na TV em mais de 100 países em todo o mundo e tem uma audiência de mais de 250 milhões. H2O: Meninas Sereias parou arejar novos episódios em 2010, mas o produtor tweetou que as sereias (Cléo, Drica, Nanda e, possivelmente, Bella) pode aparecer como sereias no novo spin-off em *Mako Mermaids*. Uma versão animada dessa série é chamada de *H2O: Aventuras de Sereia* está em produção.

## Personagens

### Personagens Principais

* **Nanda Gilbert** (Claire Holt(atriz), Lene Bastos(dub)) - Nanda gosta de andar a cavalo, natação e trabalhar no JuiceNet Café, que se torna Rikki's Café na 3ª Temporada. Seus poderes de sereia permitir que congele qualquer coisa que contém água, e depois tarde pode congelar sem água. Na Temporada 3, Nanda está viajando no mundo com a sua família. Nanda está presente nas temporadas 1 - 2.
* **Cléo Sertori** (Phoebe Tonkin(atriz), Silvia Suzy(dub)) - Cléo é bastante tímida e desajeitada, mas uma amiga leal. Seu poder de sereia lhe permite moldar a água em uma forma diferente, e mais tarde para controlar o vento. Cléo é nas estações 1 - 3.
* **Drica Chadwick** (Cariba Heine,(atriz), Fernanda Bullara(dub)) - Drica não é muito sociável e bastante um rebelde, mas está sempre lá para seus amigos. Seu poder especial permite a ela para ferver água e qualquer coisa com água nele; ela mais tarde é capaz de controlar um fogo e o raios também. Drica é das 1ª-3ª Temporadas.
Nanako's Stats

### Alive

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.

### Ghost

 * Minimum stats are calculated with 0 EVs, IVs of 0, and a hindering nature, if applicable.

* Maximum stats are calculated with 252 EVs, IVs of 31, and a helpful nature, if applicable.
Amazing Marble Race Season 1 (Jack Spero)

## AMR S1 (JS)

### Next

AMR S2 (JS)

Amazing Marble Race Season 1 from Jack Spero has 10 parts and 28 marbles.

Blue won the race

1st: Blue

2nd: Dark Yellow

3rd: Red

4th: Salmon

5th: Gold

6th: Purple

7th: Lime

8th: Lavender

9th: Cyan

10th: Goldenrod

11th: Navy

12th: Tan

13th: Dandelion

14th: Teal

15th: Dark Magenta

16th: Maroon

17th: Black

18th: Magenta

19th: Yellow

20th: Olive

21st: White

22nd: Brown

23rd: Green

24th: Orange

25th: Dark Orange

26th: Silver

27th: Hot Pink

28th: Gray
Mario

Mario as he appears in New Super Mario Bros. Wii

**Mario** is a playable character in Crossover Universe . He is from the Mario universe.

## Background

Information about Mario can be found here.

## CU Fighting

Information about Mario's moves and fighting characteristics can be found here.

## CU Racing

Information about Mario's racing characteristics can be found here. More precise information, such as statistics, can be found here.
Luigi

Luigi as he appears in New Super Mario Bros. Wii

Luigi is a playable character in Crossover Universe. He is from the Mario Universe.

## Background

Information about Luigi can be found here.

## CU Fighting

Information about Luigi's moves and fighting characteristics can be found here.

## CU Racing

Information about Luigi's past racing characteristics can be found here. More precise information, such as statistics, can be found on the games' individual pages on the Mario Wiki.
Gabriel Noya

**Gabriel Noya Baron** (22 de Setembro de 1988)é filho da dubladora Fátima Noya. Ele é dublador oficial de Léo McCartney na série de televisão *H2O: Meninas Sereias.*

## Outros Trabalhos

* **Sam Evans** em Glee 1° a 2° temporada (Canal FOX Brasil)
* **Carl Foutley** em Ginger
* **Garoto Chocolate** em Hey Arnold
* **Rintaru** em Medabots
* **Paul** & **Pokedex** em Pokémon
* **Mokuba** em Yu-Gi-Oh
* **Principe Ojin** em Yu-Gi-Oh! GX
* **Dendê** em Dragon Ball Kai
* **Heath Burns** em Monster High
* **Preyas** em Bakugan
* **Goenji** em Super Onze
* **Luke** em Combo Rangers
* **Aoi Rokushō** em Naruto
* **Kiki de Aries** em Cavaleiros do Zodíaco Omega
* **Príncipe Thomas**em Once Upon a Time
Regions

The world of M&T is divided into provinces which are grouped into areas, regions, subcontinents and continents.

Regions

* All excess food is shared on a regional level.

## Subcontinents

Subcontinents are a concept in MEIOU and Taxes where multiple regions form one bigger super-region, often called a subcontinent.

The Subcontinents as of 2.52.4 are:

* Atlantic Coast
* Australia
* Balkans
* British Isles
* Central America
* Central India
* Commonwealth
* East Africa
* East China
* East India
* East Indies
* Eastern South America
* France
* Germany
* Greater Austrian Circle
* Greater Russia
* Iberia
* Italy
* Japan & Korea
* Mongolia & Manchuria
* Near East
* North Africa
* North America
* North India
* Pacific Coast
* Persia
* Rajputana
* Scandinavia
* Siberia
* South India
* Southeast Asia
* Southwest China
* Tibet
* West Africa
* West India
* Western South America
Yoshi

**Yoshi** is a playable character in Crossover Universe . He is from the Yoshi universe.

## Background

Information about Yoshi can be found here.

## CU Fighting

Information about Yoshi's moves and fighting characteristics can be found here.

## CU Racing

Information about Yoshi's racing characteristics can be found here. More precise information, such as statistics, can be found here.
Dingodile

Dingodile is a playable character in Crossover Universe. He is from the Crash Bandicoot Universe.

## Background

Information about Dingodile can be found here.

## CU Racing

Information about Dingodile's past racing characteristics and stats can be found here.

### Karts

**CTR** - Dingodile's kart from Crash Team Racing is the basic kart colored yellow-green.

**CNK** - Dingodile's kart from Crash Nitro Kart is the kart used by the characters under mind control of N. Trance. It is a green kart with an antenna and two blue marks on the front.
Jack Spero

Jack Spero has made many marble races. He doesn't like Magenta.

## Marble Races

* Amazing Marble Race Season 1
* Amazing Marble Race Season 2
* Amazing Marble Race Season 3
* Amazing Marble Race Season 4
* Amazing Marble Race Season 5 (in progress)
* Algodoo Creator vs. Subscribe Marble Race
* Survival Marble Race
* Best Marble of 2014 (unfinished)
* Marble Party Season 1
* Marble Party Season 2
* Marble Party Season 3
* Marble Party Season 4
* Marble Party Season 5 (possibly soon)
* Extreme Marble Party
* Algicosathlon (Day 3 Private)
* Algitriacosomethin (in progress, possible hiatus)
* Beat The Clock Marble Race
* Luck Of The Fall Marble Race
* Magenta Marathon Marble Mayhem
* Crumbling World Marble Race
* Amazing Magenta Race
* Magenta Day
* Magenta Minigolf (in progress)
* Crumbling World Beat The Clock And Luck Of The Fall Marble Race (CWBTCALOTFMR)
* Marble Siege
* Topic Tangleup
Austrian events

Is Holy roman emperor

Year is between 1550 and 1650

The protestant reformation has happened

The HRE contains both Catholic and Protestant countries

Can only happen ones

x0.75 if Austria is catholic

Every country gets the "Religious compromise" opinion modifier towards Austria

#### Option 2 "Support the catholics

Every country in the HRE gets the "Supports catholics" opinion modifer towards Austria

#### Option 3 "Support protestants"

Every country gets the "Supports protestants" opinion modifier towards Austria

-50 Papal influence
Lego Message Boards Coffee Table Wikia

## Welcome to the Lego Message Boards Coffee Table Wikia

Founded by Gollymolly on the 8th of September in 2015, the Lego Message Boards Coffee Table is a small group of people who hang out on Steam to play videogames, or chat on the Coffee Table forum topic on the Lego Message Boards (LMBs).

For a general list of what we need on the wiki, see the Community Corner.

Please visit the Guidelines before editing anything on the wiki.
ВакцинаМен

**Имя:** Гнев природы, Вакцина

**Происхождение:** Onepunchman

**Уровень сил:**8

**Пол:** Мужской

**Классификация:** Мистическое существо драконьего уровня, защитник окружающей среды

**Возраст:** Неизвестен

**Умения, силы и способности:** Сверхчеловеческие физические характеристики, нечеловеческая физиология, изменение формы (тип 1, 2, 3), огромный размер (тип 0, 1), аура, энергетические атаки, манипуляции взрывами, полёт

**Разрушительный потенциал:** Уровень холма+

**Диапазон:** Не менее километра

**Прочность/защита:** По крайней мере уровень скалы+, вероятно выше

**Скорость:** Сверхчеловеческая+

**Сила на подъём:** Сверхчеловеческая неопределённого уровня

**Сила на удар:** По крайней мере уровень скалы

**Выносливость:** Сверхчеловеческая

**Интеллект:** Средний

**Боевые навыки:** Средние

**Атаки, техники и способности:**

[1]

**Апостол природы** – по утверждению Вакцины, он возник как ответ планеты на загрязнения и вред, причиняемые человечеством, дабы стать лекарством и уничтожить всех людей как опасный вирус, паразитирующий на теле Земли.

* ***Энергетические атаки*** - Вакцина способен концентрировать энергию в виде сфер вокруг себя и отправлять в цель, при столкновении с которой сферы взрываются с мощью, достаточной для уничтожения квартала. Может одновременно создавать до четырёх сфер. Вакцина способен создать мощнейший взрыв уровня холма+, сносящий окрестные небоскрёбы и оставляющий глубокую воронку.
* ***Увеличение размера*** - Вакцина способен практически мгновенно вырасти с 2 до 18 метров, значительно увеличивая свои физические характеристики, помимо этого может выборочно увеличивать конечности, например, только руку.
* ***Трансформация*** - Вакцина превращается в огромного 18 метрового монстра. Увеличиваются зубы и когти, клыки превращаются в бивни, на спине, коленях и локтях появляются шипы, значительно увеличивается мышечная масса.
* ***Полёт*** - благодаря некой ауре вокруг своего тела Вакцина способен летать. Возможно, с помощью неё же создаёт энергетические атаки.

[2]
Medalhão Azul

**Medalhão Azul** é o primeiro medalhão encontrada das Sereias Originais.

## História

Em "Garotas Festeiras" fez sua primeira aparição. Nanda encontrou o medalhão no fundo da Piscina da Lua, na Ilha Mako, onde viajou com Léo para tentar descobrir sobre sua transformação.

O medalhão da Cléo pertencia originalmente a Gracie que se transformou em uma sereia há 50 anos. Gracie achava cada vez mais difícil ser uma sereia, e desejava ser uma garota comum outra vez. Assim Max Hamilton fez três medalhões - um para cada menina e cada um era ligeiramente diferente; O medalhão de Gracie tem uma pedra azul - possivelmente uma safira. Isso poderia simbolizar a capacidade de controle da água. Max criou os medalhões para ajudar as meninas a acreditar que elas eram parte de algo especial.

No entanto, Gracie ainda ansiava por ser uma garota comum e uma noite houve uma Lua Cheia muito poderosa e Gracie entrou no Piscina de Lua e perdeu seus poderes de sereia para sempre. Não se sabe o que aconteceu com Gracie depois disso, mas quando Charlotte Watsford (neta de Gracie) tinha 6 anos, Gracie morreu.

Cléo usa seu medalhão frequentemente, porém no episódio, "A Revelação" Charlotte se torna uma sereia e acredita que Cléo, Nanda e Drica não merecem seus poderes de sereia e que Charlotte é uma "Super Sereia". Então, no episódio, "Refúgio no Mar" Charlotte rouba o medalhão de Cléo, dizendo que ela não merece e que pertence a ela.

Léo não faz nada quando Charlotte lhe disse que Cléo a deu de sua própria vontade porque acreditou que Cléo deu o medalhão para Charlotte, porque era a da sua avó. Ele permaneceu cético sobre isso até que ele ouviu a mensagem de desgosto de Cléo em seu telefone (que Charlotte tentou esconder dele, a fim de evitar que eles se vejam). Depois que Charlotte perdeu seus poderes de sereia, Léo conseguiu recuperar o medalhão e deu de volta para Cléo.
England

Trade Steering: +10%
Global Trade Goods Size Modifiers: +5%
Diplomatic Tech Cost Modifier: -5%
Global Autonomy: +0.05
Heretic Missionary Strength: -2.5%

Transport Cost: -20%

Light Ship Combat Ability: +7.5%
Foreign Spy Detection: +10%
Blockade Efficiency: +20%
Embargo Efficiency: +20%

National Unrest: -1
Advisor Costs: -5%

Trade Power Abroad: +10%
Merchant Trade Power: +0.2

Prestige from Land battles: +20%
Available Mercenaries: +25%
Land Fire Damage: +5%
Military Technology Cost: -5%

Idea Cost: -5%
Global Institution Spread: +10%

Situated in the north-westernmost part of Europe, the **Kingdom of England** is one of the most interesting nations to play in MEIOU & Taxes.

## Introduction and position

England begins the game with the unique English Monarchy as it's government, an above average (4/5/6) Monarch in King Edward III, who is also the Duke of Aquitaine in south-west France. England additionally holds Wales and the province of Calais, as well as several provinces in east Ireland. Aquitaine is represented as a combination of March and Personal Union under England and Albret is a vassal as well.

England is bordered to the north by Scotland, to the west by several Irish minors and just across the channel to the south by France and her innumerable vassal duchies.

England in 1356 is fighting in the Breton War of Succession.
Brittany

The **Duchy of Brittany** is a small (6 province) country in the furthest North-western reaches of France, in 1356 it is it divided between two rival houses fighting for it's succession, **Monfort**, as supported by the King of England, and **Blois**, as supported by the King of France. At game start, it is this conflict that simulates the ongoing Hundred Years' War.

## The Breton war of succession

From 1305 to 1312 Arthur II was Duke of Brittany, from his first wife he a son, John and a second son Guy. From his second marraige he had a son called John of Monfort. After his death John became John III of Brittany, despite having three wives he never had children and disliking his father's second marraige attempted to ensure the Monforts would never rise to the ducal throne by bequeathing it to his niece's (by Guy) husband Charles of Blois. John III died in 1341 and John of Monfort immediately siezed the three largest cities of Nantes, Rennes and Vannes attempting to legitimize his succession before organized ressistance by the supporters of Blois can be made.

Meanwhile, the Hundred Years' War.

Philip IV had heard rumours that John had recieved English agents to his court and immediately began to support Charles of Blois as the rightful Duke, and Monfort was forced to ally with Edward III of England to retain his title.
Vassals

Vassal mechanics have been expanded on compared to vanilla Europa Universalis 4.

The most major difference is that **rather than waiting a fixed 10 years before you can start annexing a vassal, there is an individual counter for each vassal before you can do it.** This process may be accelerated or slowed down by the state of your country. However, you also no longer have to get your vassal's opinion to 190+ to annex them, just make sure their liberty desire does not rise above 50% during the process.

You are **no longer able to enforce your religion on a vassal through a subject interaction**. Instead, you only get such a chance when you first create a vassal **that has not previously owned any provinces in the game**. Otherwise, you will have to send missionaries to your vassal if you want them to follow your religion.

You can interact with your vassals through a decision that will appear if you have at least one subject. From there, you will be able to increase their tribute burden at the cost of extra liberty desire, or reduce it to win their loyalty, or attempt to speed up their assimilation for monarch points.

## Assimilation factors

**Positive:**

* High Centralization (-5 speeds it up by 100% while 5 slows it down by 90%)
* Vassal-related policies (One Currency, Full Sovereignity, Vassal Integration by 10% for each)
* Same culture or culture group as overlord (10% or 5%)
* Diplomatic annexation cost modifier (Calculated from Expansion Capacity and any ideas that reduce it)
* Vassal being small

**Negative:**

Republican or Theocratic government (100% slower for Republics, 500% slower for Theocracies, 333% slower for Monastic Orders)

* Low Centralization
* Differing religion/religious group (50% or 100% slower)
* Having a Japanese government without being at least Kingdom rank (1000% slower)
* Being a subject yourself (1000% slower)

## Vassal upkeep

Some countries, depending on their government, may be able to receive extra diplomatic slots for vassals in the same culture group. The amount of diplomatic slots received depends on the country's decentralization, and the slots will only be applied for existing vassals.

**Feudal, Irish, Elective Monarchies:** 1 vassal per decentralization point

**Indian Monarchies and Medieval Monarchy:** 2 vassals per decentralization point

**Japanese Monarchies:** 3 vassals per decentralization point
Transformação Limitada

**Transformação Limitada** é a capacidade de se transformar em sereianos quanro entra em contato com a água. Quando um sereiano está completamente seco, as suas caudas se transformam pernas humanas. Apenas uma gota pode alterá-los em suas formas. Dez segundos depois da água tocando, eles se transformam em suas verdadeiras formas. Todas as roupas, incluindo top, acessórios e relógios são absorvidos pelo sereiano e desaparece durante a sua transformação. Apenas anéis lua permanecer em ambas as duas formas como eles são mágicos em si. Os seres humanos que se viraram sereias possuem esse poder desde a sua primeira transformação. Os sereianos naturais não têm uma forma humana, eles podem lançar um feitiço para dar-lhes as pernas com a Lua Cheia ou um anel lua.
Piety

This Article lists all the Possible Sources of Piety.

## The State

### Govermentform

 Enlightent governments (Constitutional Monarchy, enlightened Despotism, tribal Rebublic, Revolutionary Empire,Rebublican Dictatorship , Constitutiona Rebublic, bureaucratic Despotism and Revolutionary Rebublic)
 Theocracys
 Tribal Goverments
 Rebublics

These sources are cumulative. (Tribal Republic has no Effect on Piety, due to +10% from being Tribal and -10% from being an Enlightent government.)

### Education System

 Charity Schools
 Preparatory Schools
 Public Schools
 Public Religious Schools
 Catholic: Jesuit Colleges
 Catholic: Jesuit Colleges and Schools

### Great Temple

 Jewish: Third Temple rebuild and Grain sacrifices

### Ideagroups

These sources are cumulative. Only when the Ideagroup is finished is the full Effect applied, otherwise it has only half the Effect.

### Relations with Heathens

 Any neighboring Country has a follows a different Religios Group
 Having an Alliance with a Country that isn't in the same Religous Group

### Religious Turmoil

 Religious Turmoil
 Religious Civil War
 Enlightenment Thought
 Enlightenment Deism
 Religious Blasphemy Reaction
 Secular Blasphemy Reaction

### Church Land

 Church Land seized
 Church Land donated
 State supported Church

## The Court

### Ruler Piety

 Pious
 Observant
 Cynical
 Unbeliever

### Pope Personality

 Secular Pope
 Corrupt Pope

This only applies if you have the Papacay Goverment.

### Religious Tolerance

 Policy of Tolerance
 Catholic: Edict of Tolerance

The Edict and the Policy of Tolerance can be active at the same time.

## Religions

### Christian

#### Dualist, Calixtine, Protestant and Reformed

 Adult Baptism
 Lay Priesthood
 Free Membership

Miaphysite

#### Orthodox

 Philokalia
 Third Rome

#### Protestant

 Protestantism exist for 60 Years and no Religous Revival happend

Religous Revival can only happen if Protestantism exist for 120 Years.

### Zoroastrian

 Impious Priests
 Sofre Prayers
 Old Prayers
 Animal Sacrifices
 Sacrifices banned

### Hindu

 Brahmin supported
 Tantrism reined in
 Regulated Sadhu
 Neo Vedanta Movement
Looting

Provinces are looted once in a war, upon a successful siege or occupation. They then have a "Province Looted" modifier that prevents further looting until the owner is at peace. Provinces are also looted when they are occupied by rebels.

The country that controls the province does the looting. This means that vassals, which automatically transfer occupation to the overlord, let the overlord loot provinces they occupy. AI allies need some time to transfer occupation of unwanted provinces to the warleader though, so they still get their own loot.

The amount of loot taken is a percentage of the total urban/rural wealth in the province, that is fluid wealth (province modifier) plus infrastructure value (buildings).

 20
 17.5
 15
 10

All four of these chances are calculated individually and affected by the following multipliers:

 Province controlled by tribals
 Same culture
 Same culture group
 Same religion
 Same religion group
 Is core of controller
 Is claim of controller

E.g. a province in the same culture group and with the same religion will only receive 65% of the damage.

Looting will give the province loot fatigue according to the damage done, which reduces looting damage for the next few years.

40% of the damage done is multiplied with the country's looting modifier again and then added to the carried loot amount, visible in the loot decision. Carried loot is automatically carted home at a regular speed. If your armies carry too much loot, they will become overburdened and receive negative war modifiers that increase as they carry more.

## Looting policy

Upon entering a war, an event happens shortly thereafter for every participant that gives them the option to choose their Looting Policy, which lasts until the country is at peace again. The options and their respective effects are as follows:

"Penalties for not looting" requires a Mil 6 skill ruler, a Mil 3+ skill ruler as Tribals or being Nomads

"Loot, Burn, Devastate" requires a Mil 4+ ruler for Nomads

"Build Skull Pyramids" requires a Mil 6 ruler for Nomads, e.g. Timur
Glossary

(last updated: 2.52.06)

Will contain brief definitions of commonly used terms

## Population

#### Pop

One internal unit of population, representing 10,000 people of a particular type. Each Pop consumes 1 Food.

#### Rural Population

These are your farmers, be they serfs, peasants, or freemen. They produce food per pop, according to provincial farming efficiency.

#### Urban Population

The city dwellers, your middle class merchants and traders and bureaucrats. They are a key source of trade power, and can produce urban trade goods.

#### Upper Class Population

The richest and most powerful members of society, they form 5% of the population. The main purpose of these Pops is to be educated. Construct universities for these affluent people to get the most out of your education.

#### Urban Gravity

A measure of how much urban population the province can support. Urban population growth will slow down a lot when it's near or even above this value. Urban gravity is mainly affected by the buildings built in a province.

#### Ideal Rural Population

A measure of how much rural population the province can support. Urban population growth will slow down a lot when it's near or even above this value. Ideal rural population grows over time, if actual rural population is above it.

## Wealth

#### Asset Wealth

The value of buildings and infrastructure invested in a province

#### Fluid Wealth

The amount of ducats circulating in a province or non-state actor's treasury that has not yet been invested. At a provincial level, this is more susceptible to looting and other loss. A percentage of fluid wealth is taxed by the state and estates, adding to tax income.

####
MeiouAndTaxes Wikia

Welcome to MEIOU and Taxes 2.52 Wiki, a EUIV total conversion mod. This Wiki is intended as a repository of knowledge. Feel free to contribute in any way that you can.

## Page Index

	+ Glossary
	+ FAQ
	+ Patch Notes: 1.X, 2.X, 2.5
* **Population Hub**
	+ Population Types
	+ Urban Gravity
	+ Food
	+ Growth System
	+ Farming Efficiency
* **Wealth Hub**
	+ Production
	+ Trade Goods (Production)
	+ Trade
	+ Buildings
	+ Estuaries and Natural Harbour
* **Estates, Factions and Non-State Actors**
	+ Estates
	+ Factions
* **Disasters Hub**
	+ Plague
	+ Famine
* **Warfare and Militaries**
	+ Looting
	+ War dynamism
	+ Province
	+ Subcontinents
* **Colonization**
	+ Slave Trade
	+ Plantations
	+ Types of Colonies
* **Ideas, Policies and Technology Hub**
	+ Idea groups
	+ National Ideas
	+ Policies
	+ Technology
	+ Institutions
* **Administration and Government**
	+ Advisors
	+ Centralisation
	+ Communication Efficiency (CE)
	+ Government Types and Ranks
	+ Court
	+ Education
	+ Development Level
* **Religion**
	+ Rules for Reformation
	+ Religious leagues
	+ Piety
* **Tools and Interface**
	+ Special Map Mode
	+ Census
* Mechanics
	+ Culture Conversion
* Countries

## Want to help improve the wiki?

If you'd like to claim a topic post in the forum thread and I'll make a note on the outline.

The first priority is to get the fundamental changes presentable to users switching from 1.25.x to 2.0. These essential articles will then be trimmed down and packaged into events for an in-game manual accessible as a decision. From there, hopefully this can expand to document and explain all of M&T.
For the time being Demian's many updates can serve as initial material to base pages off of, but unfortunately many things have changed from what he originally posted. WIth that in mind, it's still much easier to fix-up a mostly correct entry than work from scratch.

If contributing: Go here to see rough page outlines.
Disasters

## Plague

At a glance
* Possible from 1350 to 1650, but become progressively weaker
* Kill large numbers, especially urban population.
* Little effect on wealth
* Spread through adjacency and Centers of Trade.

Overview
While the most devastating outbreak of the Black Death swept through Europe shortly before game start, smaller bouts of plague will hit pockets until 1650. The first 2-3 epidemics pose a severe threat and countless thousands will die, but over time they will gradually become smaller and smaller until finally stopping completely.

It is possible for the player to reduce the spread of the plague in his country by closing down the ports and centers of trade, which is done through the bureaucracy estate menu. This will anger the burghers unless compensation is paid to them though.

Through the same menu the player can train doctors and take sanitation measures, reducing the severity of an outbreak. It will take some time for them to take effect, so plan ahead.

## Famine

At a glance
* Use local wealth to import food, higher death rates the less wealth available.
* Caused by severe weather, poor local food availability, overcrowding, and Province Trauma
* Triggered at regional level, but affect provinces individually.

Overview
A famine represents a large scale food shortfall severe enough to stifle population growth, cause wealth to be spent on food imports and potentially devastating mass die offs. Famines occur at the regional level and are caused by a combination of severe weather conditions, poor local food availability, overcrowding, looting and province trauma in general. While they trigger at a regional level, each province will be affected differently based on the conditions on the ground.

Famines tend to hit on the heels of other trouble, so remember that while getting half your country looted hurts, it might not be over yet!

## Flood

At a glance
...

Overview
...
Urban Gravity

## Introduction

Urban Gravity is a mechanic introduced in MEIOU and Taxes that represents how attractive a city is to live in. Generally, unless a region has very low rural population, the player want to improve the Urban Gravity of a city in order to get people to settle there in order to create a large city.

## Base Urban Gravity

Base Urban Gravity is The total Urban Gravity before the Urban Gravity Modifiers are added and always a Number. When calculating the total Urban Gravity. All Base urban gravity modifiers are added and Multiplied by the Urban gravity modifier.

## Urban Gravity Modifiers

Urban gravity Modifier is the percentage by which the Base urban Gravity increases, and always a percentage. When calculating the total Urban Gravity the urban Gravity Modifiers are multiplied by the Base Urban Gravity.

## Ways to increase Urban Gravity

There are a lot of ways with which a player could increase Urban Gravity

### Buildings

For more information see the buildings page
Centralisation/archive

**Outdated as of version 2.00**

## Centralization-Decentralization

Centralization-Decentralization is a mechanic similar to the Centralization vs. Decentralization Domestic Policy in EU3. The mechanic consists of a slider which is represented by different stages and uses policies to move it. Centralization is used for:

* Unlocking advance government types
* France enabling edict of Moulins
* France moving court to Versailles
* Iberians abrogating Cortes and Reinos
* Removing Mirco-nation modifiers
* Faster integration of junior partners
* Avoiding Bahmanid estate disaster

### Stages

There are 11 stages in Centralization vs. Decentralization:

* Decentralization 1 - 5
* Decentralization 0 (Midpoint)
* Centralization 1 - 5 (In-game are displayed as negative numbers)

Each government type can centralize or decentralize as follows:

 Feudal Monarchy
 Despotic Monarchy
 Administrative Monarchy
 Absolute Monarchy
 Constitutional Monarchy
 Enlightened Despotism

### Policies

The policies 'Centralization Efforts' and 'Decentralization Efforts' are used to centralize and decentralize the nation respectively. These can be enacted by either having a:

* Statesman as the diplomatic advisor
* Ruler with 3 or greater administrative skill

Enacting the 'Centralization Efforts' policy has the following country modifiers:

* Yearly Corruption: +0.05
* Yearly Prestige: +0.01

Enacting the 'Decentralization Efforts' policy has no country modifiers.

Centralization and decentralization progress are lost over time if the policies removed.

### Speed

Centralization process is sped by having:

* Ruler with high administrative skill
* High stability

Centralization process is slowed by having:

* Ruler with low administrative skill
* Low Stability
* Having a disaster will stop the process

### Decentralization

**Decentralization 0:**

Yearly Inflation Reduction: -0.05
Trade Goods

Trade goods are sources of Trade Value and other bonuses. Every province in the game produces one or more types of Trade Goods. Building up the production of Trade Goods in your empire is one of the best ways to improve your economy.

## Overview

There are four different kinds of Trade Goods in M&T: Rural, Urban, Mined and Special. Rural trade goods are shown as the large icons located at the bottom of the province view. The other Trade Goods can be found in the row of icons in the middle of the province view where they can be distinguished by their colour (white, blue or purple for Urban, grey or yellow for Mined and brown for Special Trade Goods).

## Rural Trade Goods

Rural Trade Goods are produced by Rural Pops (see Production for details). Every province has a Rural Trade Good. They affect the price of the province's produced food on the Continental Food Market (see Food for details). They also affect to which extent exports are counted as food, e.g. 25% of wool export is considered food while 100% of wheat export is food, which makes wheat-exporting provinces better at feeding other cities in the same continent than wool-exporting provinces. Below are all Rural Trade Goods listed with their Value and divided by their effect on the Food Price.

100% food export price & 100% of export counted as food
 Potatoes
 Livestock

40% food export price & 40% of export counted as food
 Carmine
 Nutmeg
 Dye (Indigo, Woad)
 Incense

25% food export price & 25% of export counted as food
 Unknown | 0.00

## Urban Trade Goods

Urban Trade Goods are produced by Urban Pops (see Production for details). There are three ranks of Urban Trade goods: Mundane (white icon), Common (blue icon) and Luxury (purple icon). All Urban Trade Goods of the same rank have the same Trade Value. Below are all Urban Trade Goods listed with their upgrade path and divided by rank. Upgrades to Trade Goods with a \* have an extra requirement.

## Luxury Trade Good Bonus

Luxury Trade Goods provide a nation wide bonus depending on their kind and their quantity compared to the Total Population of the country. The table below lists all the different bonuses at different quantities.

## Mined Trade Goods

Mined Trade goods are produced by Mine Complex buildings (see Production for details). There are two kinds of mined trade goods: Regular (grey icon) and Precious Metal (yellow icon). Below are all Mined goods listed with their Trade Value (and Tax Income if appropriate) and divided by type.

Regular
 Tin | 0.40

Precious Metal
 Gems | 0.5

## Special Trade Goods

Special Trade Goods are found in certain provinces. Their icons have a brown background. All Special Trade Goods come in Low, Medium and Large variants. Below are all Special Trade Goods listed with their Trade Value (and Tax Income if appropriate) per quantity.

* Fur (Low) 0.25
* Fur (Medium) 0.75
* Fur (Large) 1.25
* Ivory (Low) 0.25
* Ivory (Medium) 0.50
* Ivory (Large) 0.75
* Pearls (Low) 0.25 Tax Income 1.0
* Pearls (Medium) 0.75 Tax Income 2.5
* Pearls (Large) 1.50 Tax Income 5.0
Holy Roman Empire

WIP Version 2.02.01

The Holy Roman Empire (often abbreviated as HRE) represents the political entity that included large portions of Western and Central Europe from the end of the 10th to the beginning of the 19th century. The start date for M&T begins with the Golden Bull of 1356, which established the Prince-Electors that choose the Emperor.

For now, the M&T HRE functions similarly to vanilla, but major reworks are planned by the M&T development team. The purpose of this page is to outline changes and reworks done on the HRE.

## Emperor

As in vanilla, there are a number of benefits and responsibilities that come with the title of Holy Roman Emperor. The Emperor is expected to defend the princes from foreign invaders outside the Empire. To do this, the Emperor will receive support from the princes, depending on the strength of the invader, and the diplomatic relationships of the parties involved.

#### Bonuses

* Monthly War Exhaustion: -.01
* Spy Network Construction: +5.0%
* Yearly Prestige: +0.20
* Possible Advisors: +1
* Diplomatic Reputation: +1.00
* Cost to fabricate claims: +50.0%
* Global Institution Spread: +30.0%
* Yearly Centralisation: -0.10

In addition to these bonuses, the Emperor receives a tax and levy from the princes of the Empire. (What is the formula?)

The King of Bohemia, Karl IV von Luxemburg reigns as Emperor at the start.

## Princes

There are 130 Princes that are members of the Empire at the start, 79 more than in vanilla.

(list here)

## Imperial Authority/Reforms

There is a bug: Emperor is weak so that he can not pass reforms. It comes from a modifier called: hre\_first\_ diet. :-(
Derek Quinn

**Derek Quinn** is the son of Don, older brother to Justin and stepson of Julie. He is also stepbrother to Ashley, Chad, Amber and Emily.

He opened up to Jo about how he felt broke as he felt like he wasn't getting the respect he deserves and that he can't speak to his dad.

He was 18 when Jo came and is now 22 in 2016.
MEIOU and Taxes

MEIOU and Taxes is an Europa Universalis IV total conversion created to enhance its experience.

## Overview

This mod has been formed by the conversion and merger of two major EUIII mods: MEIOU, and Death & Taxes. It adds over a thousand new provinces and hundreds of new nations to conquer and tax. Almost every aspect of the game has been either reworked or completely redone.

M&T 2.0 ...

The first part of the name is a play on the old Habsburg motto AEIOU. Which meant Autria est imperare orbi universo, that is "it is Austria's destiny to rule the world". In Meiou they changed to the first word from Austria to Mihi, meaning "it is my destiny to rule the world". The second is based on a quote of Benjamin Franklin: " in this world nothing can be said to be certain, except death and taxes."

## Features

* Fifteen-hundred new provinces and counting, as well as new nations.
* Extends the timeline, offering five hundred years of history (1356-1856).
* Reworked religious mechanics with Dharper's Dei Gratia.
* New trade system.
* New subject integration system.

* Overhauled graphics and map courtesy of EOOQE.
* A unique musical score composed by ciadude2.

* French and German language support.

## M&T team

The mod development is led by Gigau, Lukew, Demiansky, Myzael, DHarper, Sun Wu, Malorn and supported by the M&T team. Credits list bellow:

* Gigau - Cartographer & Imperator Orbi Universo
* Myzael - Field Marshal
* DHarper - Minister of Religious Affairs
* Demiansky - Superintendent in charge of Province Developments
* Sun Wu - Empress of Asia
* Malorn - Master of the Weighing Scales
* Phlopsi - High Judge of Code
* Aldaron - Royal Factotum
* DukeMikeIII - Vice Roy of the Colonies
* Inimicus - Work on Revolutions
* Khardinal - Consul of the Cities
* fus87 - King of Arms
* Ispil - Khaaan
* Warial - Steppe Son
* Ciadude2 - Composer
* Zimxavier - French Translation
* Sundertum - German Translation
* Cyberalien - Iberian Spymaster
* Cèsar deQuart - Flag and Sprit Designer
* Saboteur100 - Work on Positions
* jnt.mullen - Talionis Attorney General
* EOOQE - Court Artist
* Elkar
* vengeance88
* Xaelyn
* qwerty142
* Cisco
* Urdnot\_Scott
* Mameluke
* Steve-O
* hangman
* lumen de lumine

## External links

* Steam Mod page
* Reddit
* Forum at Paradox Forums, you must have a profile with EU4 registered to view.
* Some videos diaries detailing the new features coming with M&T 2.0.
Government Types

Government rank does not affect government bonuses.

* +0 Number of states
* -12.5% Income from vassals
* +10% National manpower modifier
* -5% Land maintenance modifier
* -10% Regiment cost
* -40% Fort maintenance
* +0.1 Monthly autonomy change

**Changing to this form**

You cannot change to this form.

* +15% Stability Increase Interval
* -10% Unjustified demands
* +10% Nation Manpower modifier
* +10% Land Force Limit modifier
* -10% Land maintenance modifier
* +0.05 Monthly autonomy change

**Changing to this form**

* 1 or higher stability
* 100 administrative power
* Culture group is NOT
	+ Altaic
	+ Tartar
	+ Tungusic
* Either
	+ Ruler ADM rating 5
 Feudal monarchy
Administrative monarchy
Absolute monarchy
English monarchy
* At least administrative technology 5
* 1 or higher stability
* 100 administrative monarchy
* Either
	+ Ruler is Arbitrary
	+ Ruler is Cruel
	+ Ruler is Flamboyant Schemer
	+ Ruler is Energetic
	+ Ruler is Selfish
	+ Ruler ADM rating 5
	+ Ruler MIL rating 5
* Country tag is NOT either
	+ Italy (ITA)
	+ Sardinia Piedmont (SPI)
	+ Germany (GER)
 Eastern monarchy
Indian monarchy
Rajput monarchy
Maratha confederacy
Chinese monarchy
* At least administrative technology 5
* 1 or higher stability
* 100 administrative power
* Either
	+ Ruler ADM rating 5
	+ Ruler MIL rating 5

* +2 Number of states
* +12.5% Income from vassals
* -5% Land maintenance modifier
* -15% Fort maintenance
* +0.10 Monthly autonomy change

**Changing to this form**

* At least administrative technology 5
* 0 or higher stability
 Despotic monarchy
Administrative monarchy
Absolute monarchy
English monarchy
* At least administrative technology 2
* 0 or higher stability
* 100 administrative power
* Tag is NOT either
	+ Italy (ITA)
	+ Sardinia Piedmont (SPI)
	+ Germany (GER)
	+ Holy Roman Empire (ERG)

* +3 Number of states
* +5% Production efficiency
* +5% National tax modifier
* +5 Maximum Centralization

* +2 Number of states
* +5% Discipline
* -1 National unrest
* -0.05 Monthly autonomy change

* +3 Number of states
* -1% Prestige decay
* +1 Yearly legitimacy
* -0.05 Monthly autonomy change

* +10 Number of States
* +0.1 Yearly Centralisation

* +20% Trade Efficiency
* +1 Merchant
* +10% Global Trade Power
* +20% Trade Power Abroad
* +0.2 Monthly Autonomy Change
* -4 Number of States

* +2 Number of states
* +1 Number of accepted cultures
* -5% Core creation cost
* +10% Global manpower modifier
* -0.05 Monthly autonomy change

* +2 Number of states
* +0.25 Yearly legitimacy
* -1 National unrest
* -5% National tax modifier
* -5% Regiment cost
* -10% Fort maintenance
* +0.07 Monthly autonomy change

# Republics

### Merchant Republic

Holds elections every four years. Features factions. Enables forming trade league and trade cities. Bonuses

* +10% Provincial trade power
* +10% Stability Increase Interval
* +10% Trade power abroad
* +1 Tolerance of heretics
* +1 Tolerance of heathens
* +10% Fort defense
* -4 Number of states
* -10 Maximum centralization
Government Ranks

M&T expands the government ranks from 3 to 6. A country's starting rank is based on historical considerations, though players can improve their rank via decisions.

## Government ranks

M&T expands the government ranks from 3 to 6. These are:

 2
 3
 5
 6
Diplomats: +1

## Increasing rank decision

You can increase your rank by 1 at a time by enacting decisions. There is a time period of 3000 days (~8.2 years) after enacting such a decision where you can't enact another such decision. The AI will never enact these decisions.

### Requirements

There are 4 kinds of decisions: HRE, catholic non-HRE, vassals and non-catholic non-HRE

For HRE countries and vassals, you need to seek permission from the Emperor of the HRE. Before that, the following is required:

* 0/10/40/80 prestige (when increasing to rank 2/3/4/5)
* Has religion Catholic, Protestant or Reformed (note that this excludes Calixtine, etc.)
* Is not rank 5 (cannot have higher rank than 5)

For non-HRE vassals, you need to seek permission from your overlord. Before that, the following is required:

* 5/10/20/40 prestige (when increasing to rank 2/3/4/5)
* Is not lesser part in union
* Is not rank 5
* You can exceed the rank of your overlord

For catholic non-HRE members, you need to seek permission from the Pope. Before that, the following is required:

* 5/10/20/40/80 prestige (when increasing to rank 2/3/4/5/6)

For any other nations, the following is required:

* 5 prestige

Generally, increasing your rank requires you being at peace. Also, every specific rank increase requires these:

* Either
	+ Ruler DIP rating 1
	+ Ruler MIL rating 2
 2 to 3
* Either
	+ Ruler DIP rating 2
	+ Ruler MIL rating 3
 3 to 4
* Either
	+ Ruler DIP rating 3
	+ Ruler MIL rating 4
 4 to 5
* Either
	+ Ruler DIP rating 4
	+ Ruler MIL rating 5
 5 to 6
* Either
	+ Ruler DIP rating 5
	+ Ruler MIL rating 6
	+ Has advisor 'Statesman'

### AI acception chance

When seeking permission from an AI, the following opinions towards you will make them more lenient/restrictive towards the request:

 50-99.99
 100-149.99
 150-179.99
 >179.99

## Notes

Rules governing these decision can be found in: `meiouandtaxes\decisions\M - ChangingTitleLevel.txt`
Austrian missions

This is a list of Austria's missions.

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## Austrian missions

### Claim emperorship

 Goal
 Reward
"Succesful bid for imperial crown" for 15 years

### Focus on the east(left branch)

 Goal
Have a force limit of at least 20
Have at least 40K manpower
 Reward
10.0 Army tradition
"Morale boost" modifier for 5 years

### Decline of Hungary

 Goal
Hungary exists
 Reward

### Subjugate Hungary

 Goal
 Reward

### Control Croatia

 Goal
 Reward

### Austrian Bosnia

 Goal
 Reward

### Conquer Galicia

 Goal
 Reward

## Mission modifiers

Here's a list of all mission modifiers in the Austrian mission tree
Greater Nobles

*"The Greater Nobles Estate consists of nobles in your realm that exert significant rights and priveleges relative to the crown making them a force to be reckoned with.Because of these special rights, they are able to behave more autonomously and thereby seize a larger percentage of state income for themselves as opposed to the crown"*

-The Greater Nobles interaction screen

## Introduction and background

The Greater nobles(from this point on referred to as GN) are the Nobles that have a lot of priveleges and are more powerful than the lesser nobles. They usually use their priveleges to advance their own interests, usually hindering the Crown in the progress

## Province effects

The following modifers only apply to provinces owned by the estate

 GN disloyal
Local unrest +8
Local manpower -25%
Local tax -15%
Local friendly movement speed -20%
Local defensiveness -20%

## Available priveleges

(certain effects only affect provinces controlled by the estate)
Item-Modding

By using the anvil brick, you can modify items by repairing them if degraded, by applying modifiers to them or by combining certain items together to form new ones. When an item can be successfully modified, a "ghost item" will appear in the anvil's output slot.

## Repairing Items

By inserting a **Restore Hammer** in the anvil's "tool slot" (the one with a hammer icon), and then placing another item in the "input slot" (bottom-left of the GUI), you can then repair that item to full durability after selecting the "Modify" button.

**Note:** If an item's full durability is increased (mentioned in detail below), the item will be restored to the modified / increased durability instead.

## Applying Modifiers

The various gems included with RPGx allow you to add modifiers, such as for increasing an item's durability or reducing it's weight. Effects can also be added onto projectile-based weapons (like the bow), such as kick, burn and freeze effects.

To apply a modifier, insert a **Mod Hammer** in the tool slot, and the item you want to mod in the input slot. Then, add one of the colored gem items in the "mod slot" - marked with a plus (+) sign. Select "Modify" and the item will be altered; the gem itself will be removed. The effect of each gem is listed blow:

* **Amethyst** (Purple) - Reduces an item's weight by 5 units.
* **Diamond** (Clear) - Increases an item's durability / health by 10 units.
* **Emerald** (Green) - Increases effect probability (how likely a kick, burn or freeze effect will be added to a player who the projectile collides with) by 5%. Probability defaults to 30% for all items.
* **Onyx** (Black) - Applies a "Kick" effect, which knocks a player backwards.
* **Ruby** (Red) - Applies a "Burn" effect, which causes a player to catch on fire for a certain amount of time (and reduces their health, based on the level of the effect).
* **Sapphire** (Blue) - Applies a "Freeze" effect, which prevents a player from being able to move for a certain amount of time (in seconds, based on the effect's level).
* **Topaz** (Yellow) - Increases an item's efficiency / effectiveness (for now mainly used for the axe and pickaxe) by 5%. Efficiency by default for all items is 30%.

**Note:** Modifiers can be added multiple times to the same item, increasing it's effect. The kick, burn and freeze effects can only be added 5 times / up to "level" 5.

## Combining Items

Using the **Blacksmith Hammer** in the anvil's tool slot will allow you to combine certain items together to form new items. Examples of combinations are listed below:

* **Iron Ingot** (input slot) + **Iron Ingot** (mod slot) = **Steel ingot**.
* **Iron Ingot** (input slot) + **any tool part blueprint** (mod slot) = **tool part item**.
* **Steel Ingot** (input slot) + **any weapon part blueprint** (mod slot) = **weapon part item**.

**Note:** If both Item Durability and Degrade Items On Use are enabled, tools used in the anvil's tool slot will degrade every time you modify an item.
Vehicle Storage

Besides being able to store items in bricks and container items, you can also store them in vehicles. Vehicle inventory sizes are based on the size of the vehicle itself - the GUI will update for each inventory, based on the vehicle's length and width. All vehicle inventories can be viewed by multiple players at the same time, just like other storage inventories.

To access a vehicle's inventory, simply click / activate it with one of the key items; this feature can be toggled under Server Settings in the Drafting Table GUI. All vehicle inventories can also be locked, unlocked and picked.