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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.
 
Intriguing!

Edit: Also almost the-preposition-that-shall-not-be-named.
 
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.

Does this mean that the autonomy cap of 75% is gone? Or does this refer to something else that I've overlooked?

EDIT: ninja'd
 
Arrived just in time the for the diary :D
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
Will those 3 also cost triple maintenance?
 
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?
 
Will be there any limit for edicts? Is it possible to enact more than one edict per state?
Finally it will be reasonable to build courthouses.

Btw, You forgot to add "Defensive Edict" to the list.
 
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.

How many edicts can be active at once?

What resource do they use?

How often can you switch them?
 
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.

Will these count towards the limit of full state provinces for Merchant Republics ?
 
while an Edict is active, the maintenance for that state triples

That makes most of them entirely useless.

They're literally just trade money for money, and most of the time you'll be making a bad trade

Only ones i can really imagine using is the dev one when forcing institutions
Conversion perhaps early game, but 1% is awfully weak.
 
You forgot to tell us what next weeks dev diary is about. :(
 
That makes most of them entirely useless.

They're literally just trade money for money, and most of the time you'll be making a bad trade

Only ones i can really imagine using is the dev one when forcing institutions
Conversion perhaps early game, but 1% is awfully weak.
Considering how easy you can get money there is no reason not to have edicts active in all states where it makes sense.