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EU4 - Development Diary - 7th of February 2017

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.
 
"Protect Trade : +50% Provincial Trade Power"... What? Genoa, Venice, and almost every state (with provincial trade power bonus) in end-node trade give u an insane amount of money early-game. I mean, the other bonuses are "meh", but this one is insane stronger that the others
 
its +25% manpower from those provinces..

Every single recruit counts. ;)

"Protect Trade : +50% Provincial Trade Power"... What? Genoa, Venice, and almost every state (with provincial trade power bonus) in end-node trade give u an insane amount of money early-game. I mean, the other bonuses are "meh", but this one is insane stronger that the others

Was my concern as well.
 
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.
 
Will state maintenance reduction (from ideas, building etc.) also reduce the cost for edicts? Ie. will a state with -50% state maintenance and an active edict cost 250% maintenance (300%-50%) or 150% (300%*50%)?

Edit: I get it. I was just late...
 
Johan, Any news about the institution spread rebalance?

Spread as it is now seems to be a handicap to the AI since the superior choice is to just develop until the institution spawns then embrace.

A higher minimum % for embracing like 20-30% would mean that institution spread would become a useful stat as big countries wouldn't be able to spam development for instant embrace.

Also is there any chance that we could get the minimum development % for embrace variable exposed in the defines?

Thanks in advance!
 
Apart from the triple maintenance... shouldn´t edicts have some penalties associated with them? like unrest for missonary strength, reduced production or tax from increased military promotion?
 
Triple maintenance stings when it's on a state a significant distance from your capital.
 
Johan, Any news about the institution spread rebalance?

Spread as it is now seems to be a handicap to the AI since the superior choice is to just develop until the institution spawns then embrace.

A higher minimum % for embracing like 20-30% would mean that institution spread would become a useful stat as big countries wouldn't be able to spam development for instant embrace.

Also is there any chance that we could get the minimum development % for embrace variable exposed in the defines?

Thanks in advance!
I really hope this gets changed. I was never a fan of spawning an institution out of the blue in the middle of nowhere by simply spending mana.
 
Wished there are some different ones too.
  • More Expansive Fabricating claims to selected state
  • Supporting Migrations: Reducing Culture Changing cost.
 
Edicts sound great! I'd just love to see more unique effects :
  • Defensiveness / bonus attrition
  • Faster move/reinforcement speed for troops
  • Fighting bonus in state
  • Bonus to good produced
  • State provinces automatically reverts to you if occupied but no ennemy troops around
  • State provinces behave as if their culture was accepted
Having a few powerful edicts be unique (only one state at a time) could be a good balance if needed.
 
I really hope this gets changed. I was never a fan of spawning an institution out of the blue in the middle of nowhere by simply spending mana.

Do you also not like spawning recruits with soldier and money mana?

Of course if you ridicule it into obscurity it's going to be obscure. It makes sense that highly developed regions will experience an influx of concepts and ideas like the institutions represent.
 
You didn't tried the math, right? The monarch point saving from having 40% dev cost reduction is 459 - you spend 1526 rather than 1985. This is assuming you develop a province from 7, which is most cost efficient at -40%.
And I don't see how institutions become magically free.

BTW if you somehow get 100% dev cost reduction a institution will cost 686.

No need to try do be condecending about it, it was hyperbole.

The point remains That institutions just about halved the additional monarch point costs for tech across the world. The current change makes developing the 3 relevant institutions even cheaper to the degree where it becomes trivial if you play in europe or in Asia. Saving almost 1/4th of the Development cost to get the institutions seems rather significant to me.

But of course it is a very strong edict in europe too of course
 
You only need them active for a year, so edicts like Enforce Religious Unity and Encourage Development are too easy to just activate until you're done with the bonus before deactivating them.
 
@Johan

How do you resolve AI's rubbish about building chooses? For example, AI ottomans almost never build manufactories to right places like textile man. on hüdavendigar and aleppo or plantations on const. the reason behind this is there is no free slot for more buildings. because when AI able to build manufactories, those provinces have been already fulled of rubbish buildings (like the ones which gives +1 force limit which ottomans never needed this). so AI needs to learn destroy buildings in provinces for more good and profitable buildings or not the build rubbish buildings in the first place...

in my mod i banned ottos for building courthouses and regimental camps...