• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

EU4 - Development Diary - 7th of February 2017

Hello everyone, and welcome to another Europa Universalis IV development diary. This time we dig into the states.

First of all, we have now improved the province interface to have a separate tab for all things related to a state, as the province interface started to become really cluttered.

This tab now gives you information of the entire state at once, making it possible to determine if the state is profitable or not, what provinces belong to it, and details about them.

In the new expansion, we are introducing a new concept to states though, something we call State Edicts. Edicts can be enacted at any time, but once set they can not be revoked until at least one year has passed, and while an Edict is active, the maintenance for that state triples.

Edicts gives bonus to all provinces you own in the state, and which edicts you have active can also be seen in the ledger and in a new mapmode.

So what edicts do we have then?

  • Enforce Religious Unity : 1% Missionary Strength
  • Protect Trade : +50% Provincial Trade Power
  • Promote Military Recruitment: +25% Manpower
  • Encourage Development: -10% Development Cost
  • Advancement Effort: +33% Institution Spread
  • Centralization Effort: -0.03 Monthly Autonomy
There are also 3 edicts you can gain from taking certain abilities in different ages.
  • Feudal De Jure Law: -5 Unrest
  • Religion Enforced: 50% resistance to Religious Conversion Centers.
  • Edict of Absolutism: -0.25 Monthly Devastation

Yes, the AI will of course also use Edicts, and edicts are 100% fully scriptable, and modders can add and remove as they feel fit.

Open Spoiler to see a script example..
edict_centralization_effort = {
potential = {
always = yes #we support "potential" if modders want to have lots and just show some.
}

allow = {
always = yes
}

modifier = {
local_autonomy = -0.03
}



color = { 220 178 155 }

ai_will_do = {
factor = 10
modifier = {
factor = 0
all_province_in_state = {
NOT = {
local_autonomy_above_min = 10
}
}
}

modifier = {
factor = 3
all_province_in_state = {
local_autonomy_above_min = 10
}
}
}
}

eu4_15.png


We have also rebalanced how Trade Companies work in 1.20, and provinces that belong to a trade company, will now be counted as full state provinces when it comes to autonomy calculations.
 
Can you explain this? Will we be able to get lower autonomy then 75% in trade company provinces?

Yes, it will be basically 0
 
Can edicts be enacted in the capital state? The maintenance of a capital state is 0 so if it is possible would we get a free edict in our capital or would we just have to pay the additional cost?

No, capitals are no longer free
 
How many edicts can be active at once?

What resource do they use?

How often can you switch them?

1 per state

Money

Once a year
 
Like some I'm still unsure about the overall era system in the new patch, but I really like all of these things. I'm especially pleased about the trade company change too, it was weird not being able to create a state without losing your trade company provinces.
 
ROTW has almost no tech penalty anymore with this, Developing a Province from 16 costs around 2000 monarch points with no reduction, but now you can make burgers happy get Economic Ideas and issue this edict for an early 40% dev cost reduction oh boy Institutions will cost nothing anymore.

*Note Hyperbole developing instzitutions still costs monarch points just not as many.
 
Last edited:
It would be interesting to know whether the state maintenance cost reduction from buildings (town halls etc) is additive or multiplicative when it comes to interacting with the extra cost of states with edicts. They could potentially be finally quite nice/competitive VS other buildings depending on the answer.
 
@Johan In that sate overview are there tool tips with a break down of the income and expenses if you hover over them? Will there be tool tips for the edicts to show you the relveant changes, e.g. how much more trade power you get in real terms etc?
 
Very well, but 50% trade power might sound abit extreme (at least right now before I know 100% how the new bonus mechanism works). What do you pay for the state bonuses, and how long does the bonus last?

Great! Waited for ducat sink.

How costly will they be?

Edict makes state maintenance of such state triple as costly.

If state was maintained for 0.2 monthly, now it will be 0.6 monthly while edict is active.

Edict stays for at least 12 months before you can change it or remove. If you want, it can stay there indefinetely.
 
Hello everyone, and welcome to another Europa Universalis IV development diary. This time we dig into the states.

First of all, we have now improved the province interface to have a separate tab for all things related to a state, as the province interface started to become really cluttered.

This tab now gives you information of the entire state at once, making it possible to determine if the state is profitable or not, what provinces belong to it, and details about them.

In the new expansion, we are introducing a new concept to states though, something we call State Edicts. Edicts can be enacted at any time, but once set they can not be revoked until at least one year has passed, and while an Edict is active, the maintenance for that state triples.

Edicts gives bonus to all provinces you own in the state, and which edicts you have active can also be seen in the ledger and in a new mapmode.

So what edicts do we have then?

  • Enforce Religious Unity : 1% Missionary Strength
  • Protect Trade : +50% Provincial Trade Power
  • Promote Military Recruitment: +25% Manpower
  • Encourage Development: -10% Development Cost
  • Advancement Effort: +33% Institution Spread
  • Centralization Effort: -0.03 Monthly Autonomy
There are also 3 edicts you can gain from taking certain abilities in different ages.
  • Feudal De Jure Law: -5 Unrest
  • Religion Enforced: 50% resistance to Religious Conversion Centers.
  • Edict of Absolutism: -0.25 Monthly Devastation

Yes, the AI will of course also use Edicts, and edicts are 100% fully scriptable, and modders can add and remove as they feel fit.

Open Spoiler to see a script example..
edict_centralization_effort = {
potential = {
always = yes #we support "potential" if modders want to have lots and just show some.
}

allow = {
always = yes
}

modifier = {
local_autonomy = -0.03
}



color = { 220 178 155 }

ai_will_do = {
factor = 10
modifier = {
factor = 0
all_province_in_state = {
NOT = {
local_autonomy_above_min = 10
}
}
}

modifier = {
factor = 3
all_province_in_state = {
local_autonomy_above_min = 10
}
}
}
}

View attachment 239579

We have also rebalanced how Trade Companies work in 1.20, and provinces that belong to a trade company, will now be counted as full state provinces when it comes to autonomy calculations.

Fantastic!

Since edicts is moddable, one interesting possibility I thought of is appointment or election of a governor, who is represented by a modifier. Using my parliament election mod (currently outdated due to updating effort being stalled by constant crashes with exceptions.log not telling me anything useful) as an analogy, one could write events providing for either appointment or election of a state governor depending on what edicts was chosen.

Ideally, such system would make sense for ones like English who seem to have a tendency to favor smaller settler colonies (note the "settler", excluding the colonies where natives existed in abundantly large population like in India) and less micromanagement (e.g. Thirteen Colonies, provinces of Canada, states of Australia). Compare this with the viceroyalties of the Spanish Empire, where most of the powers devolved to the Crown and the viceroys. It is also plausible to think that the Dominion of New England was a failed experiment not only because of the Glorious Revolution of 1688 and the resistance by colonists to this experiment but also because, like Spanish viceroyalties, it is an inefficient administration owing to long distances for communication purposes and the diverse character of these colonies that were absorbed into the Dominion.

Right now, the way CNs work, it acts like Spanish viceroyalties where you have a governor reigning over a large domains. There is just no other flavors for the administration of CNs right now in this game. And large CNs like this are done anyway for gameplay purpose, for sakes of simplification.

Unfortunately, we can't displace the CN governor with such a system because edicts are state-based. But one could imagine that CN governor might plausibly represent an agent of the Crown that acted as an intermediary between the "state" governors and the Crown.

Events-driven system of appointing or electing governors might be too much for a large nation or CN obviously because you might as well be dealing with dozen events. It can be staggered to prevent a spam of events in a short time. And it can also be varied in methods, with some states having elected governors and other states having appointed governors, more closely resembling the garden variety of administrations used in the Thirteen Colonies where some are appointed by the Crown and others elected. This reflects the ad-hoc arrangement that the English/British often employed in terms of administering colonies.
 
Edict makes state maintenance of such state triple as costly.

If state was maintained for 0.2 monthly, now it will be 0.6 monthly while edict is active.

Edict stays for at least 12 months before you can change it or remove. If you want, it can stay there indefinetely.

Interesting solution indeed. And yes, I welcome more money sinks and usefullness of government buildings. State upkeep for Capital state is also very welcomed. Johan isn't the dumbest knife in the drawer.
 
ROTW has almost no tech penalty anymore with this, Developing a Province from 16 costs around 2000 monarch points with no reduction, but now you can make burgers happy get Economic Ideas and issue this edict for an early 40% dev cost reduction oh boy Institutions will cost nothing anymore.
You didn't tried the math, right? The monarch point saving from having 40% dev cost reduction is 459 - you spend 1526 rather than 1985. This is assuming you develop a province from 7, which is most cost efficient at -40%.
And I don't see how institutions become magically free.

BTW if you somehow get 100% dev cost reduction a institution will cost 686.
 
1 per state

Money

Once a year

Oi... I made a suggestion before I saw this post. Are the limit on a number of active edicts per a state moddable? I can see lot of possibilities with edict modding.

Would also be interesting if the limit on number of active edicts in any given state are modified by factors like institutions and such. The more advanced a state is, the more edicts you can activate in that state, representing the advanced government in there with a larger staff or something.
 
Soo... I can finally make all those 1-1-1 province regions good for generating manpower, at least :D
Also, finally makes Courthouses useful

its +25% manpower from those provinces..