Estates and Development of Provinces

  • 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.

IrishGirl

Major
92 Badges
May 21, 2013
539
37
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Mass Transit
  • Rome: Vae Victis
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Cities: Skylines - Natural Disasters
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Dharma
  • Stellaris - Path to Destruction bundle
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 2
  • Victoria 2: Heart of Darkness
I was watching a YouTube Let's Play on the way to work today and the author said that he was assigning provinces to the Burgher class for development. I feel I've heard players say similar things before. Does this actually work?

This is my understanding: A player has three estates: Nobility (of some kind), Burghers (or Merchants of some kind), and Clergy (or something similar). The loyalty of each of these three classes influences what kind of benefits the player receives. Trade efficiency +10%, National Tax Modifier +15%, whatever. The higher the loyalty, the better the benefit.

But these are "global" effects for the entire nation, correct? How does assigning a province that needs to be converted to the clergy or a province that is a center of trade, an estuary, or a highly developed province to the Burghers, benefit that specific province? If the above modifier is nationwide, it shouldn't matter where you put the estate, as long as they have enough land to keep them smiling.

So will the Burghers develop a province? Will the Clergy convert a province? Why is it important to assign these particular provinces to these specific estates?

Thanks for any help.
 

grommile

Field Marshal
66 Badges
Jun 4, 2011
22.457
38.915
  • Europa Universalis IV
  • Crusader Kings III
  • Stellaris
  • Shadowrun Returns
  • Teleglitch: Die More Edition
  • Victoria 2
  • 500k Club
  • March of the Eagles
  • Knights of Pen and Paper 2
  • Crusader Kings II
  • Europa Universalis III
  • Hearts of Iron IV: Cadet
  • Cities: Skylines
  • Prison Architect
Each estate provides provincial modifiers in provinces they control, as well as national modifiers for the whole country.

For example, the Clergy give -2 Unrest in provinces they control as long as their loyalty is 40% or greater, and if their loyalty is 60% or greater, they also give +2% missionary strength in provinces they control.

Also, estates have two parameters affecting their national modifiers: Loyalty, and Influence.

Influence controls the size of the modifiers; Loyalty determines which modifiers you get.
 

rinehime

Major
60 Badges
Jul 24, 2012
558
1
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Third Rome
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis 4: Emperor
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
So will the Burghers develop a province? Will the Clergy convert a province? Why is it important to assign these particular provinces to these specific estates?

To expand on grommile's post (and actually answer your question ;)):
NO, the Burghers do not develop a province. Nor do they give a local (province-level) bonus to developing. As you mentioned above, that bonus is national for loyalty >60.

Also, NO, clergy will not convert a province. But, as noted in grommile's post, they can help with +2% missionary strength if loyalty is above 60.

Why is it important to assign these particular provinces to these specific estates?

The YouTuber might have meant to imply that it was because of the "production" development of that province. Generally, when dealing out estates, you want to give them high autonomy land with more development concentrated in the corresponding category that the estate cancels out. For example, Clergy reduces the autonomy penalty for Tax and Nobility for manpower/force limit.

Burghers are somewhat special in that, in addition to reducing autonomy for production efficiency (and sailiors/naval FL, but who cares :p), they also reduce autonomy for Trade power, which is dependent on total development (not just production) as well as special modifiers like Centers of Trade (CoTs). So, in addition to high production provinces, it's useful to give them CoTs and higher total development overall as well as high production land.

As to how much land you give them, you need to balance that out to keep them loyal, so you can milk all 150 MP from them every 20 years. If you have lots of high-autonomy states, you can feed them more land, otherwise you generally want to stay near the minimum requirements.
 

Valvinar

First Lieutenant
117 Badges
Jan 4, 2010
228
12
  • Stellaris: Apocalypse
  • Europa Universalis IV: Pre-order
  • Warlock: Master of the Arcane
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Supreme Ruler 2020
  • Crusader Kings II: Holy Knight (pre-order)
  • Imperator: Rome
  • Hearts of Iron IV: No Step Back
  • Sword of the Stars II
  • Victoria 2
  • War of the Roses
  • 500k Club
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: El Dorado
  • Rise of Prussia
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Dharma
  • Stellaris
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Expansion Pass
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Crusader Kings II: Holy Fury
They used to provide a provincial benefit but it seems like they no longer do. IE you wanted nobility to have your forts for extra defense, burgers to have trade places for extra trade, etc.
 

Seelensturm

Lt. General
18 Badges
Jan 30, 2007
1.616
768
  • Europa Universalis III Complete
  • Imperator: Rome Sign Up
  • Surviving Mars: Digital Deluxe Edition
  • Surviving Mars
  • Stellaris Sign-up
  • Stellaris
  • 500k Club
  • Victoria 2
  • Europa Universalis: Rome
  • Crusader Kings II
  • Europa Universalis III Complete
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
I was watching a YouTube Let's Play on the way to work today and the author said that he was assigning provinces to the Burgher class for development..

Assigning provinces to the Burghers increases their loyality and influence. Loyal burghers, especially when powerful, give a country wide cost reduction for development.
 

Ironside121

World Conquest Title Holder
56 Badges
Mar 2, 2015
3.297
1.283
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Rights of Man
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Magicka
  • Knights of Pen and Paper +1 Edition
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Impire
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II
  • Europa Universalis IV
  • Crusader Kings II: Reapers Due
  • Imperator: Rome
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
  • Europa Universalis 4: Emperor
  • Victoria 2
They used to provide a provincial benefit but it seems like they no longer do. IE you wanted nobility to have your forts for extra defense, burgers to have trade places for extra trade, etc.

They still do. Burghers provide 50% trade power- and then 10% goods produced if they have more than 60 loyalty.

Clergy provide -2 Unrest, then +2% missionary strength at 60 loyalty.

Nobility provide 20% local manpower, and then 15% fort defence at 60 loyalty.
 

IrishGirl

Major
92 Badges
May 21, 2013
539
37
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Mass Transit
  • Rome: Vae Victis
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Cities: Skylines - Natural Disasters
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Dharma
  • Stellaris - Path to Destruction bundle
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 2
  • Victoria 2: Heart of Darkness
Thank you, everyone, for your posts and help. I was finally able to access the Wiki on the train and thanks to that and your comments, now have what I hope is a better understanding.

There is one thing I'm not clear on though: There is grid correlation between Loyalty on the one hand and Influence on the other (as @grommile suggested). So the benefit your overall nation gets (or the penalty) is based upon that correlation. 60-100 loyalty with 40-59 influence produces different results than if that influence was 60 to 100. Okay, I got that.

But the province benefit seems to correlate solely to the Estate's loyalty. There is no "different" benefit (increased or otherwise) for more or less influence. And this makes sense when I consider the role land plays in raising and lower influence.

So I just want to check: is that correct? That influence has no effect on the strength of province modifiers?
 

Hootieleece

Field Marshal
105 Badges
Dec 21, 2002
4.273
842
  • Cities: Skylines
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis: Rome
  • Rome Gold
  • Semper Fi
  • Sengoku
  • Supreme Ruler 2020
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • 500k Club
  • Europa Universalis III Complete
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis III: Collection
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Cossacks
  • Hearts of Iron IV: No Step Back
  • Divine Wind
  • Arsenal of Democracy
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Deus Vult
  • Europa Universalis III
  • Hearts of Iron Anthology
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis III Complete
Estate Influence is bad if it goes 80 or higher it starts counting to a disaster .

Influence is gained by giving them provinces, using the estates abilities, and random events.

That said it is pretty easy to keep estate loyalty high (60+) and influence below 80.
 

Cookiepie

First Lieutenant
32 Badges
Apr 11, 2017
286
71
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Stellaris: Ancient Relics
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
  • Crusader Kings II
Thank you, everyone, for your posts and help. I was finally able to access the Wiki on the train and thanks to that and your comments, now have what I hope is a better understanding.

There is one thing I'm not clear on though: There is grid correlation between Loyalty on the one hand and Influence on the other (as @grommile suggested). So the benefit your overall nation gets (or the penalty) is based upon that correlation. 60-100 loyalty with 40-59 influence produces different results than if that influence was 60 to 100. Okay, I got that.

But the province benefit seems to correlate solely to the Estate's loyalty. There is no "different" benefit (increased or otherwise) for more or less influence. And this makes sense when I consider the role land plays in raising and lower influence.

So I just want to check: is that correct? That influence has no effect on the strength of province modifiers?
This is accurate.
 

Palatinus Germanicus

Major
39 Badges
Apr 9, 2016
521
4
  • Europa Universalis IV: El Dorado
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Victoria 2
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Europa Universalis IV: Pre-order
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
Influence effects the modifiers visible in the estates menu screen (25/50/75/100) --( F9 or whatever it is, I use the mouse), not the provincial modifiers.

The YouTuber was probably just trying to get the loyalty up, so that he could get to 60 loyalty... that, along w/ 60+ influence, for max benefit.

As mentioned, there is a random event where you can either fight rebels (no), or increase the base tax in almost every province owned by the burghers (yes).

Don't forget to use state edicts, and try to focus most development on favorable land (costs less), like farms & grassland. Generally you'll go through 'building phases' from time to time... when burgher loyalty is 60+. That's when you'll used the edicts for 1 year, and use as many monarch pts for development as you can spare. I tend to estimate (even calculate) how much MP I'm going to need, for the next tech(s)... and use all the rest at the current time for development. -Then extort the burghers for cash, ships, and/or MPs.

In you're not aware, most of this is done (i.e. it's an important strategy) in the capital (cheap to dev. in the capital), in order to spawn an institution. If you're in India for example, and it's 1452... you can spawn the Renaissance without difficulty using all the right modifiers. Then it spreads (again, use edicts), and then you never pay much penalty when getting techs. You can actually be a 'tech beast from the east', even when playing as Mongolia or anyone else, using these tactics. -Not that your units are going to be as good as the Western, though. But hey, at least you'll have guns. And conquering your whole region will be easy... thus you'll have a big economy... so you make up for the inferior units, by sheer volume.
 

Richard Karlsson

Sergeant
59 Badges
Mar 13, 2017
61
8
www.richardsvensson.se
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Cities in Motion 2
  • Crusader Kings II
  • Stellaris: Federations
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • PDXCON 2018 "The Baron"
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Cities: Skylines - Campus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Sons of Abraham
I summarized the info on the wiki page for a friend some time ago. What I tried to do was to very briefly summarize how to manage the estates. It doesn't cover 100% of all modifiers etc, but might be a good introduction to the topic.

I attach the document to this post in case anyone is interested.
 

Attachments

  • Estates.pdf
    473,7 KB · Views: 92

Richard Karlsson

Sergeant
59 Badges
Mar 13, 2017
61
8
www.richardsvensson.se
  • Europa Universalis IV: Wealth of Nations
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: The Republic
  • Crusader Kings II: The Old Gods
  • Cities in Motion 2
  • Crusader Kings II
  • Stellaris: Federations
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Apocalypse
  • PDXCON 2018 "The Baron"
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Dharma
  • Cities: Skylines Industries
  • Hearts of Iron IV: By Blood Alone
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Cities: Skylines - Campus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Crusader Kings II: Sons of Abraham
Edit: Would have been nice to also credit the wiki :(

Yes you're right, of course I should have done that. The reason I didn't is that it was only supposed to be read by one friend of mine, I never planned to upload it anywhere until I read the discussion about the estates yesterday.
 

IrishGirl

Major
92 Badges
May 21, 2013
539
37
  • Stellaris: Federations
  • Crusader Kings III
  • Europa Universalis IV
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Mass Transit
  • Rome: Vae Victis
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Conclave
  • Cities: Skylines - Natural Disasters
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Dharma
  • Stellaris - Path to Destruction bundle
  • Imperator: Rome - Magna Graecia
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome Sign Up
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Cities: Skylines - Parklife Pre-Order
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Cities: Skylines - Green Cities
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Mandate of Heaven
  • Victoria 2
  • Victoria 2: Heart of Darkness
Influence effects the modifiers visible in the estates menu screen (25/50/75/100) --( F9 or whatever it is, I use the mouse), not the provincial modifiers.

The YouTuber was probably just trying to get the loyalty up, so that he could get to 60 loyalty... that, along w/ 60+ influence, for max benefit.

As mentioned, there is a random event where you can either fight rebels (no), or increase the base tax in almost every province owned by the burghers (yes).

Don't forget to use state edicts, and try to focus most development on favorable land (costs less), like farms & grassland. Generally you'll go through 'building phases' from time to time... when burgher loyalty is 60+. That's when you'll used the edicts for 1 year, and use as many monarch pts for development as you can spare. I tend to estimate (even calculate) how much MP I'm going to need, for the next tech(s)... and use all the rest at the current time for development. -Then extort the burghers for cash, ships, and/or MPs.

In you're not aware, most of this is done (i.e. it's an important strategy) in the capital (cheap to dev. in the capital), in order to spawn an institution. If you're in India for example, and it's 1452... you can spawn the Renaissance without difficulty using all the right modifiers. Then it spreads (again, use edicts), and then you never pay much penalty when getting techs. You can actually be a 'tech beast from the east', even when playing as Mongolia or anyone else, using these tactics. -Not that your units are going to be as good as the Western, though. But hey, at least you'll have guns. And conquering your whole region will be easy... thus you'll have a big economy... so you make up for the inferior units, by sheer volume.

That was a very helpful post. Thanks!