EU4 - Development Diary - 7th of April 2020

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Groogy

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Hey everyone! Today we’ll be talking about two changes, part of the patch coming along with the Emperor expansion. You’ve probably already spotted them both if you had a keen eye on one of our streams.

First feature is part of the Governing Capacity rework and some small rework of Government Reform Progress. We’ve changed so that changing a government reform no longer causes you to gain 10 corruption, instead it costs Government Reform progress to switch on a level you’ve already picked.

upload_2020-4-7_11-4-25.png


Now to the new feature that will be interacting both with Governing Capacity and the Reform Progress. The original intent with Reform Progress was that the larger your empire was, the slower you would be reforming your government and progressing through the reforms. Hence why it is affected by the autonomy of your empire as while expanding heavily your autonomy on average will be higher.

So in that spirit as well we are introducing a choice for the player to instead of reforming their government, they can expand the capabilities of their administration in order to integrate more of their conquered territories as core states. This action increases in cost every time it’s used.

This gives the player besides having to pick what land should be states, trade companies or territory, also a choice on if to advance and modernize their government or if to focus on making sure you have full control over the territory that you possess.

upload_2020-4-7_11-20-41.png


Next thing is a new institution we’ve added that is to go together with several of our late game additions we’ve been doing in this patch. We felt that you could just skip by without any technological disparity in the world for the last 80 years So we added a last institution to represent the Industrial revolution. This revolution started sometime after the 1750, as coal, steam engines saw their use increase and industries grew throughout Europe.

The requirements spawning are very much focused on the wealth from nations that have industrialized. It will spawn in any province that has 30 development, a Furnace built, the owner of the province are the leading producers of either iron, cloth or coal. If it is before 1760 it also requires that the province is in the highest trade node in the world. If the player lacks Rule Britannia, then coal and furnace requirements are replaced to focus on simply iron and cloth manufacturies.

This will give a spurt of technological advancement at the end of the game giving those who have modernized their economy an advantage.



So that’s it for this development diary, short but sweet. Next one will be written by @neondt and will be about the content regarding Imperial Diet’s such as Incidents and will be fairly more substantial.
 
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I’m liking the expand administration feature. Seems like a nice way to get governing capacity early game when your a small country with low autonomy. Do the benefits stay with you the whole game?

Yepp
 
If I have completed the Government Reform path, can I still invest Reform Progress into more Governing Capacity?

Yes, we did so you can continue to accumulate reform progress after you've finished the reforms.
 
@Groogy Did you know there are Hedgehogs on Jersey? Maybe you still want to reconsider and add the Channel Islands as province :p

I really respect your efforts and your tenacity in accomplishing your goals.
 
Could you give us some information about the automatic spread of the industrialization? From the screenshot, it seems that it only spreads in Centers of Trade, but not even in coal provinces? Also, in the screenshot the spawner of that institution has not embraced it in 26 years, and it hasn't spread anywhere, which seems a bit unlikely

It's from the bookmark that's why :)
 
If the highest trade node in the world has no coal provinces, where the institution will spawn?
That requirement is not required anymore after 1760 :) So i'ts only if you want a head start.
 
How will this feature interact with prussian monarchie and plutocracy government type?

Expand Administration? It will give you +20 Governing Capacity as usual, and then the total amount is modified by the governing capacity modifier.
 
The solution with reform changes is really nice. Although I wonder was the speed of the progression buffed at least slightly so republics could came to last reform before the end of the game.

In other words, THE: The post.

Republics get increased government reform progress from their republican tradition, it was covered in a prior DD.
 
Hey Groogy :),

Are we able to switch reformen freely when we finished all reforms or do we lose the last reform?

You need to have the reform progress stored to afford a switch, so it shouldn't affect any later reforms.
 
Am I correct in interpreting the increase in governing capacity as a permanent modifier, rather than one that expires after, say, twenty years? I hope so..
Yep!
 
What is meant by the "Expand Administration Cost: +20%"? Does it mean that all adm. expenses like development, ideas, technology will be higher?
It means that for every time you click, the next click becomes 20% more expensive.
 
Presumably that's additive? I.e. the cost for successive expansions would be 24, 28, and so on.

The blob-bureaucracy must expand to meet the needs of the expanding bureaucracy-blob.

Exactly
 
Does it persist when changing governemnt-form? It occurs to me that I could start as a republic, use my tradition to boost my governing capacity, then re-elect into a monarchy (see my earlier post) and keep the extra capacity.

Yepp it will stay
 
Was there significant coal mining in Southern Europe during the game's timeline?

There was in Sardinia I believe, but this is a case about game balance and what we want the game to do. We'll of course think about it but coal as a trade goods is black gold right now so adding further coal provinces is a big disruption to balance.
 
@Groogy is there an alwert if my goverment capacity is over, but I have the possiblity to raise it with my reform progress?
Otherwise a lot of player will miss this new button.

Good point we'll look into it :)