• 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.

Europa Universalis IV - Development Diary 26th of July 2022

Hello everyone! Today I’ll introduce you to the new monuments we’ve designed for the next update. As before, this content will be free for all Leviathan DLC owners. Along with that, I’ll also comment on some game balance changes we’ve implemented for free in the 1.34 update.

New Monuments

As already mentioned in some of the previous DDs, we decided to introduce a few more monuments. Overall, we’re happy with the monument density we got after the 1.32 update, so we just wanted to address one specific region that was lacking in love (Scandinavia, which fits in pretty well with the upcoming DLC), and a few gaps we wanted to cover here and there. Since we had few monuments to cover this time, we also tried to get creative with the attached modifiers (you may notice some new modifiers on them, also). Let’s see:

The Falun Copper Mine was already present in the game, as a local modifier to the province of Dalaskogen. As it was the main copper production site for Europe in the Modern Age, we decided to turn it into a monument (and for those not owning Leviathan, the local province modifier will stay as it is).

great_project_falun_copper_mine.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+3 Local Goods Produced

Area modifiers:
−5% Local construction cost
−5% Local construction time
Local modifiers:
+6 Local Goods Produced

Area modifiers:
−10% Local construction cost
−10% Local construction time

Global modifiers:
-10% Artillery cost
Local modifiers:
+9 Local Goods Produced

Area modifiers:
−20% Local construction cost
−20% Local construction time

Global modifiers:
-20% Artillery cost

Built by King Erik VII in the early 15th century, Kronborg Castle was established to enforce the Sound Toll, though it would later be transformed into a magnificent royal residence.

great_project_kronborg.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+15% Local defensiveness

Global modifiers:
+25% Navy tradition from protecting trade

When upgraded:
+1 Mercantilism
Local modifiers:
+25% Local defensiveness
+1 Naval combat local bonus off owned coast

Global modifiers:
+50% Navy tradition from protecting trade

When upgraded:
+3 Mercantilism
Local modifiers:
+33% Local defensiveness
+2 Naval combat local bonus off owned coast

Global modifiers:
+100% Navy tradition from protecting trade

When upgraded:
+6 Mercantilism

The city of Visby was one of the main ports on the Baltic trade routes, its walls protected it from its many enemies, making it the heart of an independent Gotland.

great_project_visby_city.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
-25% Local shipbuilding time
+50% Hostile disembark time

Global modifiers:
+20% Privateer efficiency
Local modifiers:
-33% Local shipbuilding time
+100% Hostile disembark time

Global modifiers:
+33% Privateer efficiency
+15% Domestic trade power
Local modifiers:
-50% Local shipbuilding time
+200% Hostile disembark time

Global modifiers:
+50% Privateer efficiency
+25% Domestic trade power

Trakai Island Castle was completed in the early 15th century by Grand Duke Vytautas, first for a military purpose and later transformed into a royal residence.

great_project_trakai_castle.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+10% Local manpower modifier

Global modifiers:
+0.25 Yearly prestige
+0.5 Monthly splendor
+5% Reform progress growth
Local modifiers:
+15% Local manpower modifier

Global modifiers:
+0.5 Yearly prestige
+1 Monthly splendor
+10% Reform progress growth
+1 Possible advisors
Local modifiers:
+25% Local manpower modifier

Global modifiers:
+1 Yearly prestige
+2 Monthly splendor
+20% Reform progress growth
+2 Possible advisors

Salvador da Bahia was one of the oldest cities established by the Portuguese in Brazil, becoming the capital of the colony for more than two centuries.

great_project_salvador_da_bahia.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+10 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
Local modifiers:
+15 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.25 Goods produced
Local modifiers:
+25 Local trade power

Global modifiers:
+10% Global trade power
+10 Global settler increase
+0.5 Goods produced

M'banza-Kongo was the seat of Manikongo, the ruler of the Kingdom of Kongo, becoming the most important city in the region during the 15th and 16th centuries, as the power of its king prospered.

great_project_mbanza_kongo.jpg

Requirements:
Culture is in Kongo group and is accepted by its owner

Modifiers:

Tier 1Tier 2Tier 3
Global modifiers:
+20% Institution spread in true faith provinces
+10% Reform progress growth
Global modifiers:
+33% Institution spread in true faith provinces
+15% Reform progress growth
+0.5 Yearly legitimacy
Global modifiers:
+50% Institution spread in true faith provinces
+20% Reform progress growth
+1 Yearly legitimacy
Allow Estate Privileges to be revoked regardless of loyalty and influence

The historic city of Harar Jugol was one of the main places of pilgrimage for Muslims, with dozens of mosques and shrines, and a tradition of scholars and holy men.

great_project_harar_jugol.jpg

Requirements:
Province has the state or syncretic religion, which is in Muslim group.

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
+0.25 Institution Growth

Global modifiers:
+0.1 Prestige per development from missionary
Local modifiers:
+0.25 Institution Growth

Global modifiers:
+0.2 Prestige per development from missionary
-10% Stability cost modifier
Local modifiers:
+0.5 Institution Growth

Global modifiers:
+0.3 Prestige per development from missionary
-25% Stability cost modifier

When upgraded:
Unlocks decision which allow to embrace Legalism at below -50 Piety and Mysticism above 50 Piety

Dujiangyan is related to the ancient irrigation system developed around the city of the same name, and how it made the Sichuan region one of the most prosperous in China.

great_project_dujiangyan.jpg

Modifiers:

Tier 1Tier 2Tier 3
Local modifiers:
-20% Province governing cost
-5% Development efficiency

Area modifiers:
-0.05 Monthly devastation
Local modifiers:
-10% Development efficiency
+1 Possible number of buildings

Area modifiers:
-20% Province governing cost

Region modifiers:
-0.05 Monthly devastation
Area modifiers:
-40% Province governing cost
-10% Development efficiency
+1 Possible number of buildings

Global modifiers:
-0.05 Monthly devastation



Idea groups & Policies rebalance

We already talked in previous DDs about the new national ideas that we developed for some countries. Along with that, we decided to rebalance some of the existing idea groups. The general design behind this rebalance was to give again a bit of extra diversity to the different groups available, so choosing different possibilities between them might be more viable from this update. Getting into more detail, here are some of the reasoning behind specific changes:
  • Ideas giving National Manpower and Land Force limit are nerfed, to combine them with the new changes in the combat system. We felt that there were already many different sources of Manpower and Land Force available to the player and that also some ideas (e.g. Quantity) were heavily favored over others.
  • We’re also nerfing both the Economic Ideas and the Economic-Quality Policy Development Cost reduction, as we felt that we already introduced a fair amount of Development Cost elsewhere, so we saw it right to reduce it considerably here, effectively rebalancing the total amount you get from these sources.
  • We wanted to buff some of the underdogs in the Idea Groups, such as Espionage, Trade and Naval, to make them more viable compared to others in their groups.
Here you’ve got a detailed account of the changes implemented:
  • Innovative Ideas:
    • ‘Optimism’ gives now also gives +1 Leaders without Upkeep.
    • 'Formalized Officer Corps' replaced by ‘Expanded Policies’, now granting +1 Free Policies.
  • Economic Ideas:
    • Bonus now gives -10% Development Cost instead of -20%.
  • Espionage Ideas:
    • ‘State Propaganda’ now also reduces Covert Action Relation Impact by -50%.
    • ‘Vetting’ now also grants -0.1 Yearly Corruption.
    • ‘Audit Checks’ replaced by ‘Blackmailing’, now granting:
      • Reasons to Accept Vassalization +15.
      • Monthly Favors Modifier +33%.
    • Bonus gives now Rebel Support Efficiency of 100% instead of just 50%, and reduces Covert Action Relation Impact by -50%.
  • Trade Ideas
    • ‘Shrewd Commerce Practice’ now also decreases Promote Mercantilism Cost by 25%.
    • ‘Free Trade’ now also gives +2 Merchant Trade Power.
    • ‘Overseas Merchants’ now also decreases Trade Company Investment Cost by 25%.
    • Bonus now also gives +10% Loyalty of the Burghers/Vaisyas
  • Exploration Ideas:
    • ‘Free Colonies’ now gives +10% Settler Chance.
    • ‘Global Empire’ now also gives +25% Treasure Fleet Income.
  • Aristocratic Ideas:
    • ‘Noble Knights’ gives now -20% Cavalry Cost instead of 10% and +15% Cavalry Combat Ability instead of 10%.
    • ‘Serfdom’ now gives +20% National Manpower Modifier instead of +33%.
    • ‘Noble Connections’ now increases mercenary manpower by 25% instead of 20%.
  • Divine Ideas:
    • ‘Martyrs’ gives now +25% Manpower in True Faith provinces instead of +15% Global Manpower modifier.
  • Horde Ideas:
    • Bonus now also gives +10% Tribes Loyalty Equilibrium.
  • Indigenous Ideas:
    • ‘Controlled Burns’ from Indigenous Ideas gives now +15% National Manpower Modifier instead of +20%
  • Offensive Ideas:
    • ‘Grand Army’ now gives +10% Special Unit Force Limit and +15% Land Force Limit Modifier instead of 20% Land Force Limit Modifier.
  • Quality Ideas:
    • ‘Quality Education’ now also gives +0.5 Navy Tradition.
  • Quantity Ideas:
    • ‘Levée en Masse’ now gives +33% National Manpower Modifier instead of 50%.
    • Bonus now gives +33% Land Force Limit Modifier instead of +50%.
  • Naval Ideas:
    • ‘Naval Glory’ now also gives +1 Impact on Siege.
    • ‘Oak Forests for Ships’ now also gives +10% Ship Durability.
    • Bonus now gives -100% Naval Barrage Cost instead of +10% Ship Durability.
Policies:
  • Economic - Quantity:
    • No longer gives -10% Development Cost, instead it gives -5% Land Maintenance Modifier.
  • Innovative - Quality:
    • Now gives Infantry Combat Ability +15% instead of +10%.
  • Aristocratic - Espionage:
    • Now gives Cavalry Combat Ability +15% instead of +10%, and +10% Noble Estate Loyalty Equilibrium.


Crownland & Government Reform Progress

You may know that it was commented by my colleagues @PDX Big Boss and @Ogele that we replaced the tax modifier from high crownland with Reform progress growth, but for those who don’t follow as much in detail the DDs, here is a kind reminder of it:

1657651615437.png

We made an additional change to this: now each Crownland Level above 50% Crownland increases Reform Progress Growth (the modifier, not the flat value) by 20%, up from the current 10%, so the final amount of RPG you can get at 100% Crownlands is 100%. And we’ve also lowered the subsequent reform growth cost from 50 to 40. This makes for more consistent growth of RP, making it easier to progress through the expanded tiers of Government Reforms.



Governing Capacity

Along with the above change, we also decided that we could make Reform Progress Growth even more strategic, by adding a malus to Administrative Efficiency if being over the Governing Capacity - which is something that can be countered either by the Centralize State mechanic or by getting more Gov. Cap. with buildings, monuments, reforms, etc. This will certainly curb growth speed, but we think that this also adds some more depth to the game because it presents the player with the choice of how to get extra Gov. Cap. from the different features from where it can be expanded, but also an additional “How do I spend my precious Government Reform Progress” because it can be used either on the ‘Centralize State’ mechanic or in getting more Government Reforms.

Thus, the change we implemented is adding -1% Administrative Efficiency for every 2% Governing Capacity above the cap. This way it scales logically and gives off a dynamic and natural effect on the expansion speed of the country in question.

Adm..jpg

To help adjust the Governing Capacity, we made that Courthouses and Town Halls no longer require an open building slot to be constructed, similar to how Universities work, making them a more interesting type of building. Additionally, the State House building now no longer requires an open building slot, and now decreases local governing cost by a percentage of 25% and a flat -25. These governing modifiers are doubled when constructed on a Paper, Gems or Glass province.



Other Miscellaneous Changes

Aside from that, we've implemented a few more changes here and there, which we're covering in this miscellaneous section, as we think they might be of interest:

  • Slackening for Manpower now only gives 1 year worth of manpower instead of 2 years.
  • Expanding the Infrastructure of a province now increases local development cost by -25% instead of -5%. We decided against using Development Efficiency because it could end up at 0 Dev Cost for a province
  • Ramparts give 1 Combat Roll Bonus for the defender.
  • Pagan religious rebels can now force you to convert to their religion if the majority of your country has this religion. Nahuatl, Mayan and Ican are excluded from it due to their "primitive" status in the game.
  • If you have Mare Nostrum then the Spy Network in a foreign country will decrease AE Impact in that nation by -30% instead of -10%
  • Support Rebels now costs 30% Spy Network instead of 60%
  • Scorched Earth now causes +0.25 Local Monthly Devastation alongside the -50% Hostile Movement Speed for 5 years
  • Devotion now gives +25% Church Power, 25% Harmonization Speed, 0.001 Monthly Piety Accelerator, 0.5 Yearly Authority, 0.1% Yearly Patriarchal Authority, 0.5 Yearly Doom Reduction, 0.05 Yearly Karma Decay and 0.05% Clergy/Brahmins Loyalty Equilibrium additionally to the Papal Influence, Prestige and Global Tax modifiers
    Note: this change has been added to make Theocracies more fitting for other religions too.
  • Crimea now becomes a Tributary State of the Ottomans instead of a March when they seek Ottoman protection during the "Fate of the Crimean Khanate" event.

There were a lot of things to cover today! Please let us know of any feedback you have regarding these changes, as we feel today's DD is more about engaging with the community on balance changes than any other. Also, keep in mind that the numbers presented still have room for improvement, so please stay civil in discussing them. Next week the DD will be all about the great art our team has been working on for the upcoming DLC, brought to you by @SaintDaveUK . See you!
 

Attachments

  • great_project_mbanza_kongo.jpg
    great_project_mbanza_kongo.jpg
    105,8 KB · Views: 0
  • 127Like
  • 44Love
  • 19
  • 15
  • 7
Reactions:
Tall players had buffed for several patches in a raw. Also, have you seen that being over gov cap now punishes you with admin efficiency malus?
In the same patches aggressive expansion and province cost got reduced. It's not that hard to deal with the malus, when you can build court houses and state houses in almost every province.
 
  • 1
Reactions:
The bonuses in the current patch even with the -20% from eco and -10% policy aren’t enough past a certain point to make playing tall competitive. The first round of dev efficiency from techs comes in at 1620, followed by 1700, and finally 1760 - the last two are too late to be much help. A new expand infrastructure can solve all these problems through giving only province specific buffs and keeping wide nations from going wide-tall by taking eco ideas through the gov capacity cost and the new admin efficiency malus - keeps tall nations tall and wide nations wide.

Edit: It gets even worse with the nerf to quantity giving a much smaller force limit to tall nations, but I’d take that if it means we get the expand infrastructure buffs.
Spamming some specific modifiers and clicking buttons may be efficient, but hardly fun. I'm glad that Paradox decided to change rather stale meta
 
  • 2Like
  • 2
  • 1
Reactions:
Devotion now gives +25% Church Power, 25% Harmonization Speed, 0.001 Monthly Piety Accelerator, 0.5 Yearly Authority, 0.1% Yearly Patriarchal Authority, 0.5 Yearly Doom Reduction, 0.05 Yearly Karma Decay and 0.05% Clergy/Brahmins Loyalty Equilibrium additionally to the Papal Influence, Prestige and Global Tax modifiers
I'm going off the wiki right now so maybe I'm totally wrong about the current status of the modifiers, but assuming the wiki isn't horribly out of date, aren't some of these a nerf? 0.1 -> 0.001 piety is still increasing piety, but a lot more useless now since it pushes the bar up slower, and since piety in practice only exists from 0-100 this would be a nerf. 0.5 -> 0.1 patriarchal authority is just a direct downgrade, same with 1 -> 0.5 doom reduction, same with 0.1 -> 0.05 karma decay. I don't understand why religious needed to be made weaker, it's already not good.
 
  • 4
Reactions:
Spamming some specific modifiers and clicking buttons may be efficient, but hardly fun. I'm glad that Paradox decided to change rather stale meta
I disagree, I find it very fun to try to push the nations with the smallest footprints possible to be as competitive with wide nations as they can be. I imagine you prefer playing wide, which is valid and fun too. If these modifiers are irrelevant to wide play and cannot be spammed by wide players due to other mechanics/debuffs, meaning they won’t impact your games, why can’t they be implemented to make tall play more competitive for players that prefer that way of playing?
 
  • 1
Reactions:
The bonuses in the current patch even with the -20% from eco and -10% policy aren’t enough past a certain point to make playing tall competitive.
I personally find the nerf to dev cost odd and unnecessary, but I don't understand what people mean by tall play being "competitive" or "viable". Unless you're trying to play tall by staying as an OPM next to the Ottomans, tall play will be just about as viable as it always has been regardless of the nerf tbh. if we're talking about competitive, than tall play has always been inferior to wide play from a powergaming perspective. It always has been and always will be, simply because of EU4's design.
 
  • 10
  • 3
Reactions:
So, what is the point of Economic ideas now, when the only useful thing (dev cost reduction) is absent? I don't see much value now in Economic ideas
 
  • 6
  • 5
  • 1Haha
  • 1
Reactions:
I don't like the courthouse change. Now its a no-brainer, whilst before you had considerations to make. Why not just give -25% gc cost to all provinces at that tech? why even have courthouses in the game now?

The dev reduction nerf to Economic is too much. Economic just plain sucks now, except for the +5% discipline. I would have left the -20% and removed the FL from the policy.

Tying dev reduction and admin efficiency to GC drastically changes the game. Now that republics get estates, plus the reform bonus, I imagine they will become much more popular.

You have also nerfed quantity and economics, but buffed Admin and diplo, and buffed Otto and Russia, and buffed Orthodoxy (which has both manpower increase and dev reduction).

Novgorod should be much more popular this patch - cheaper dev, more manpower and force limit, 4 estates, faster reform progress, GC bonuses...
 
  • 10
  • 1Like
  • 1
  • 1
Reactions:
I don't like the courthouse change. Now its a no-brainer, whilst before you had considerations to make. Why not just give -25% gc cost to all provinces at that tech? why even have courthouses in the game now?

It was always a no-brainer, you just deleted a temple or whatever nonsense the AI built. It just took hundreds or thousands of tedious clicks to achieve nearly the same result.

Obviously the difference between just giving the player the GC and making them buy it is that courthouses require a substantial monetary investment.

I presume they did this to alleviate micromanagement, because they're unwilling or unable to develop an interface to delete buildings en masse to make this process less tedious.
 
  • 7Like
  • 3
Reactions:
I'm going off the wiki right now so maybe I'm totally wrong about the current status of the modifiers, but assuming the wiki isn't horribly out of date, aren't some of these a nerf? 0.1 -> 0.001 piety is still increasing piety, but a lot more useless now since it pushes the bar up slower, and since piety in practice only exists from 0-100 this would be a nerf. 0.5 -> 0.1 patriarchal authority is just a direct downgrade, same with 1 -> 0.5 doom reduction, same with 0.1 -> 0.05 karma decay. I don't understand why religious needed to be made weaker, it's already not good.

And the pa worked well with the lavra, giving +1 per year, meaning you could stay at 90-100% once you got there. .1 pa is poop.
 
  • 1
Reactions:
It was always a no-brainer, you just deleted a temple or whatever nonsense the AI built. It just took hundreds or thousands of tedious clicks to achieve nearly the same result.

Obviously the difference between just giving the player the GC and making them buy it is that courthouses require a substantial monetary investment.

I presume they did this to alleviate micromanagement, because they're unwilling or unable to develop an interface to delete buildings en masse to make this process less tedious.
Not as much of one. If you have one space, do you build a factory or s courthouse? A barracks? Do you dev up that province or another? There were decisions to make, not just 'delete a temple.' And the way the malus worked, personally I think its bad play to delete a temple for a courthouse. A naval building, sure, but not a temple.

If you need courhouses, the gold isn't that much at that point.
 
  • 10
Reactions:
Everything will depend how Ai will use Courthouse. I have never saw AI build it.

I would need think about ideas and policies. I am happy about nerfs of "Manpower Ideas".


My small suggestions

I think Offensive could get 10% force lmit and 10 % special units.

Innovation could get small bonus to army professional 0,2 per year instead 1 more leader upkeep.

Defensive small bonus for Army Drill

Economy could get 5% goods produce
 
  • 1
Reactions:
Not as much of one. If you have one space, do you build a factory or s courthouse? A barracks? Do you dev up that province or another? There were decisions to make, not just 'delete a temple.' And the way the malus worked, personally I think its bad play to delete a temple for a courthouse. A naval building, sure, but not a temple.

If you need courhouses, the gold isn't that much at that point.
99% of the time you built a courthouse and a manufactory, excepting garbage grain provinces and the like. Everything else is essentially a nice to have. I would happily delete a temple for a courthouse 99 times out of 100, unless I'm REALLY not squeezed for GC. To me, all this change does is resolve a bunch of annoying micromanagement and let you keep a bit of extra pocket change from temples or what have you.

When they make it easier to build and delete building en masse I will probably feel differently about this change, but as-is right now this is one of the better changes the dev team has made in the past few years.
 
  • 9
  • 1Like
Reactions:
Not as much of one. If you have one space, do you build a factory or s courthouse? A barracks? Do you dev up that province or another? There were decisions to make, not just 'delete a temple.' And the way the malus worked, personally I think its bad play to delete a temple for a courthouse. A naval building, sure, but not a temple.

If you need courhouses, the gold isn't that much at that point.
In my runs I delete anything for Courthouse. It takes hours get rid of many buildings. If Ai Russia will build courthouse I will be happy.
 
  • 7
Reactions:
negative administrative efficiency gave me an idea, if force limit is exceeded negative discipline should be applied, the extra cost is an unrealistic penalty.
 
  • 2
  • 1
Reactions:
I think playing tall will still be very viable, especially if they introduce a small dev efficiency boost to eco/expand infrastructure and buff expand infrastructure in general - wide players won’t be able to access it due to losing admin efficiency but tall players won’t need to care/won’t be going over gov cap anyways. Also having economic reduce expand administration intervals could allow for stacking its dev cost reduction a bit more and again only having that dev cost reduction limited to tall players.
So with the boost to expand infrastructure and such will that cancel out the nerf to economic dev reduction?
 
  • 1Like
Reactions:
I'm going off the wiki right now so maybe I'm totally wrong about the current status of the modifiers, but assuming the wiki isn't horribly out of date, aren't some of these a nerf? 0.1 -> 0.001 piety is still increasing piety, but a lot more useless now since it pushes the bar up slower, and since piety in practice only exists from 0-100 this would be a nerf. 0.5 -> 0.1 patriarchal authority is just a direct downgrade, same with 1 -> 0.5 doom reduction, same with 0.1 -> 0.05 karma decay. I don't understand why religious needed to be made weaker, it's already not good.

They are talking about the Devotion mechanic of Theocracies (the equivalent of Legitimacy and Republican Tradition) not the Devoutness idea of the Religious Idea Group.
 
  • 2
Reactions:
Hello everyone! Today I’ll introduce you to the new monuments we’ve designed for the next update. As before, this content will be free for all Leviathan DLC owners. Along with that, I’ll also comment on some game balance changes we’ve implemented for free in the 1.34 update.

New Monuments
Please add Grand Canal!

The Grand Canal, known to the Chinese as the Jing–Hang Grand Canal, a UNESCO World Heritage Site, is the longest canal or artificial river in the world. Starting in Beijing, it passes through Tianjin and the provinces of Hebei, Shandong, Jiangsu, and Zhejiang to the city of Hangzhou, linking the Yellow River and Yangtze River. The oldest parts of the canal date back to the 5th century BC, but the various sections were first connected during the Sui dynasty (581–618 AD). Dynasties in 1271–1633 significantly restored and rebuilt the canal and altered its route to supply their capital.

The Grand Canal was renovated almost in its entirety between 1411 and 1415 during the Ming dynasty. So, it was at it's full glory at Nov 1444.

Astronaut William Pogue thought he had seen the Great Wall of China from Skylab but discovered he was actually looking at the Grand Canal of China near Beijing.

And while we are talking canals -- please make Suez as the province where you can see/build Suez Canal. Makes no sense for Kiel to be shown in Kiel but for Suez to be found in Sharqiya!
 
  • 4
  • 1Like
Reactions:
So with the boost to expand infrastructure and such will that cancel out the nerf to economic dev reduction?
If you expand infrastructure once (-25%) on a province, that’ll make up for the 20% nerf and you still have an extra -5% it gives you. Then if you expand infrastructure again at 30 dev (-25% again) that’s an extra -20% that you otherwise wouldn’t have had before. I’d say this does make up for it.