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dabeldi bibi

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In a game. I have played with France from 1444 to 1700 and I realise that Paris that was one of the most developed provinces in the start, now is nothing compared to napoli and constantinople wich are at 50 total development compared to my Paris with just 36 development. I know I can increase the development in my capital like all other countrys do but it feels like I'm just throwing away my powers(administrative diplomatic military).

Is it worth it to increase the development in provinces? What's your opinion?

(Also is this the right place to post this kind of questions?)
 

ecrurudesby

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It is never a complete waste of points, because you always get something in return, but there are provinces in France that are cheaper to develop than Paris. So in that sense it is probably inefficient to develop Paris. That is a kind of waste I suppose.

There are more important things to spend points on such as tech and ideas, but if you're ahead of time on tech and you've no ideas to unlock, and you're going to hit your point ceiling, then development is a good way to spend points. For example every multiple of 10 development adds a new building slot.

If you have the Mandate of Heaven DLC then a capital of 50 development is an age of revolution objective.
 

Daddl

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Yes, this is the right place for such questions.

Usually I only develop provinces when I have excess points, waiting for the technology to not be ahead of time anymore. But that happens fairly often if you have good leaders and don't go too crazy on expanding. Developing really is a good way to strengthen your nation. Especially using excess military points to increase manpower and putting baracks on this provinces is a must to have enough manpower available.
 

Palatinus Germanicus

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Designate certain provinces for your nobility estates. Find places that don't have high trade power, goods which have low trade value, and not many 'goods produced'. Basically some place that produces grain, or maybe fish, etc. Try to find a place that's either farmland, or plains. Build manpower buildings, and develop MIL to max. A typical place would be like 5-5-11, for example. Or maybe you go to +30, and it's 7-8-16. Give those to the nobility, and you're manpower will skyrocket.

Trade cities, which have 'inland/coastal centers of trade', estuaries, etc... the burghers get these (boosting trade power & income), and you focus on production development here, with production buildings. Maybe Hamburg for example, is a 9-18-8. All that development in these provinces gives you even more trade power. Build your first manufactories here.

You probably won't have much admin pts to spare, but if you can manage to have some 9-4-4 prov's for ex., the clergy can give you some good tax income enhancement there. Churches/temples, needless to say.

The time to develop your capital is ONLY when you're trying to get a new institution. Save it for that. When you develop the capital, the institution boost is much greater there, than in your other provinces.


I typically develop most when I extort my estates every 30 years... when the burghers are above 60 loyalty. Do as much development as you can at that time... but of course don't interfere too much with getting tech on schedule. Tech generally has priority.

Needless to say; only develop where it's a state, and preferably accepted culture. The exception would be: gold mines. Keep bumping that production, if you need the cash.

But yeah... development, is actually what makes an empire great. -And then the ability to fully utilize that development (right culture, religion, be a state, low autonomy, etc.)
 

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I generally don't use brute force development early game. Early game, my admin points are used for coring, tech, etc. Eventually, I do a designation system similar to what Palatinus suggests, but again, I really dislike giving up admin points.

I'm not a big fan of the current development paradigm. I don't hate it; I just don't think it's the "best" solution. The brute force system is okay, but I wish there more some more - limited - ways to increase the development of a province.
 

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Yeah, in another thread someone mentioned how development should slowly increase over time (in peace) to simulate "normal" growth, and have development decrease with a mechanic tied to devastation... The monarch points would then represent the King actively trying to develop certain parts of his empire. I thought it was a good idea.
 

IrishGirl

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Yeah, in another thread someone mentioned how development should slowly increase over time (in peace) to simulate "normal" growth, and have development decrease with a mechanic tied to devastation... The monarch points would then represent the King actively trying to develop certain parts of his empire. I thought it was a good idea.

I'm not sure that a global increase for development in provinces is a good idea; in fact, I feel like it should be tied to buildings that the player builds. So there would be two options:

1. Slow growth in Admin, Diplo, and Military development as players build respective buildings in provinces. Since development would be tied to the province (rather than applied globally) (and assuming the dev increase was small), it would more accurately reflect how a building encourages more development.

2. The brute force option would still be available for those moments when a player is trying to reach a game goal.

This would encourage me to build buildings I don't build now.
 

makaramus

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I usually devolp when I hit max monarch points or if my province I gave nobles has stats like 2/2/1 and I devolp military to turn harm into benefit (since nobles benefit more from manpower compared to tax and production)

if I building a trade empire its wonderful to devolp production in very high value trade good
 

GoWithTheFlo

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I'm not sure that a global increase for development in provinces is a good idea; in fact, I feel like it should be tied to buildings that the player builds. So there would be two options:

1. Slow growth in Admin, Diplo, and Military development as players build respective buildings in provinces. Since development would be tied to the province (rather than applied globally) (and assuming the dev increase was small), it would more accurately reflect how a building encourages more development.

2. The brute force option would still be available for those moments when a player is trying to reach a game goal.

This would encourage me to build buildings I don't build now.

Yeah, I know what you mean, I wasn't talking about the specifics of the mechanics for the increase over time but just the idea of gradual growth (or decay). The mechanics could be related to buildings like you said; or monarch power (like a 1/3/6 monarch would have more chance of his provinces getting mil dev and such); or national focus; or capitals/centers of trade; or whatever.

I agree that it would have to be very slow though.