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?
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..
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.
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
- 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
}
}
}
}
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
}
}
}
}
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.