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Hello, and welcome to a new era of EU4 development, where we’ll have development diaries talking about what we are doing almost every week.

One of the criticism we’ve had regarding EU4, have been that the game has always premiered conquest, and if you didn’t expand, you fell behind. In the next major update, you’ll be able to make an empire that is more focused on tall than on wide. After all, it is just common sense of us to listen to what the community is requesting.

Most of you are familiar with the concept of base tax. This permeates the game at so many fundamental levels, with everything from forcelimits to coring costs being coupled to this. We also had a value in a province that was called manpower. Trade-Goods produced was arcanely connected to the basetax, and there is not a single human being that could calculate how much manpower in a province actually

Now we have 3 separate values in a province called Base Tax, Base Production & Base Manpower.

Base Tax affects your monthly tax income as before, and also increases your defence against hostile spies.

Base Production impacts the amount of trade-goods produced in the province, and how quickly ships gets build in the province.

Each level of base manpower increased your nations maximum manpower by 250, and also impacts the garrison growth in the province, and how quickly regiments is recruited in that province.

All of them together is called “Development”, which describes how heavily populated and built up the province is. Each level of development increases the supply limit, forcelimits for your armies and navies and makes it harder to converts its religion.

Finally, the development level also allows you to be able to build more buildings in that province.

Wait?

What am I talking about here? Well, first of all, we have reduced the amount of possible buildings, as a large part were fillers. Secondly, we removed the power-cost for building buildings. And finally, not every province can have the same amount of buildings. Currently, a province can have 1 building as default, with some terrains like desert or mountains reducing it by 1, and some increasing it, like farmlands. And, every 10 development allows another building slot in a province. So Paris may be able to have 6 buildings in 1444, while Figuig can not support a single building.




Now you say that we haven’t really talked that much about wide versus tall, but bear with me.

You will be able to spend adm, dip or mil power to increase base tax, production and manpower respectively in a province, where of course the cost keep increasing, but if you dream about a 20 base tax Dublin, then you can do that :) Doing this in deserts or arctic climate is far more expensive than doing it in better climates. The ideas that affected build power costs, now affects the cost of improving your province. There is also technologies that decrease the cost of improving development in the later half of the game.

SgIW348.jpg


Here’s the example of a few buildings in the game.

Marketplace - Dip4 - +2 Trade Power - 50 gold
Barracks - Mil 6 - +25% Manpower - 50 gold
Cathedral - Adm 19 - +3% Missionary Strength & +40% Tax Income - 200 gold
Stock Exchange - Dip 22 - +100% Trade Power - 400 gold
Town Hall -Adm 22 -5 Local Unrest - 400 g

Next week, we’ll talk a little about something that fits England very well..
 
i tried searching the thread but found nothing; Is there any information on what the maximum basetax will be?
How will basetax influence conversion rate and rebel spawn?

The horror of a basetax 20 province being turned and spawning rebels in a small country isn't nice :)

But i certainly look forward to trying to build a powerfull tiny kingdom to rival the big ones.
 
Yeah that would be bad. Perhaps forts should do something more, or stationed armies. Or perhaps they could limit rebellions based on region size you control -if you control a large amount of contiguous territory there are more rebels as they have time and space to assemble.
 
As shown in the recent DDRJake stream, the cost for developing a province is base 50 plus 5 for each time the province has been developed. Each development level seems to increase this by 1%.
 
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pre-1.12 buildings model has been made exclusively for western tech, others just couldn't afford to spend any MP on buildings. Now in 1.12 rich non-western countries like Qing can actually spend their 1000s of ducets on some walls and barns.

question:
- What about native north american buildings, do they still cost MP?

suggestions:
- The force limit hover-over message should show the numbers after autonomy is applied (not the raw numbers which makes it deceiving). Raw force limit contributions are already shown in the provinces development hover-over message.

- It would be great to have an ability to change technology group to any other than western. If a country of a better than yours tech has a border with you, you should be able to change your tech group to that country's tech group.
 
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