EU4 - Development Diary - 7th of February 2017

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Johan

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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?

  • 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
There are also 3 edicts you can gain from taking certain abilities in different ages.
  • 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
}
}
}
}

eu4_15.png


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.
 
Can you explain this? Will we be able to get lower autonomy then 75% in trade company provinces?

Yes, it will be basically 0
 
Can edicts be enacted in the capital state? The maintenance of a capital state is 0 so if it is possible would we get a free edict in our capital or would we just have to pay the additional cost?

No, capitals are no longer free
 
How many edicts can be active at once?

What resource do they use?

How often can you switch them?

1 per state

Money

Once a year
 
Soo... I can finally make all those 1-1-1 province regions good for generating manpower, at least :D
Also, finally makes Courthouses useful

its +25% manpower from those provinces..
 
It would be interesting to know whether the state maintenance cost reduction from buildings (town halls etc) is additive or multiplicative when it comes to interacting with the extra cost of states with edicts. They could potentially be finally quite nice/competitive VS other buildings depending on the answer.

One example..
Base = 1
Edict = +200%

THEN cost = 3

building with -25% reduction

THEN cost = 2.25

so statemaintenance increase on edict is before all additative modifiers are done.