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aQuilaSwe

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Hello everyone. I wrote part of this suggestion in the latest dev diary (Sep 17) thread but since I want to start a serious discussion on the matter I start a new thread here.

In the latest dev diary (Sep 17) Paradox announced that large nations would get a discount on developing their capital and later Wiz also said that they are looking for ways to fix the problem of unrealistic high development in weird locations like shetland. While I like these announcements and think it is a step in the right direction, the changes are in the end only half measures which won’t fix the real problem, which is that development right now is too shallow and well doesn't provide the complexity we all love. For most players, I assume, it only serves as an overflow sink for MP and focusing on playing tall is well in my opinion rather boring.

So what is the problem with development? Well, the only modifier that impacts development is the “development cost reduction” modifier and the only limit to developing is the amount of MPs you are willing to spend on it. The different terrain types naturally makes development higher in farmlands, but the state the nation is in is irrelevant. You can have high LA everywhere, 20 WE, be in severe debt, have rebellions and still develop a newly conquered heathen province to a sky metropolis just as easy as you could develop London as England. So in conclusion, the development depends only on MPs and the single modifier and is not nearly as engaging as conquering an integrating new territory. There is no strategy or planning involved in developing, you just spend the MPs and voila.

So how to improve development? Well, the main problem is that there are too few factors that has any impact on development and there are plenty in the game which should have it naturally.

Here is an outline of my suggestion:

The realistic development levels that a province can have during the game should be dynamic and depend on more factors than only terrain. I’ll call this the “soft-limit”. Developing a province up the soft-limit should have a relatively cheap cost, in the ideal case (more on that later), while developing higher is possible but costly. The soft-limit of a province will depend on multiple factors, both static and dynamic.

Static: (these factor now impacts developing costs, but I think they instead should increase soft-limit)
  • Climate: Provinces with extreme climates should have significantly lower soft-limit.
  • Terrain: Provinces with farmlands should have higher soft-limits than mountainous provinces. Also coastal provinces and/or provinces with major rivers flowing through them should have higher soft-limit.
  • Capital/Estuaries/Important centers of trade: Should provide higher soft-limit for the province.
Dynamic:
  • Technology: The soft-limit should slowly increase with technology.
  • Trade: The soft-limit should dynamically depend on how much trade flows through or is collected in the trade node that the province belongs to. This will simulate how important trade is for development as well as how the colonizers, merchant republics, and other large empires could build great cities in their home provinces.
So now that we have realistic development levels of provinces, how do we make the developing itself more immersive? What are the in game factors that would make it ideally cost effective to develop a certain province?
  • Local Autonomy: The LA of a provinces is an abstraction of centralization. It should therefore have a direct impact on how much effort the government has to put into developing a province. I would suggest a 1:1 ratio between development cost and LA, but maybe that is too harsh.
  • Culture: Provinces within the primary culture group should have normal cost. Accepted but non culture group provinces should have increased cost. Non accepted culture provinces should be even more costly.
  • Religion: Developing in a province with heathen religion should be more costly.
  • Separatism and Revolt risk: Having Separatism and/or Revolt risk in province should severely hamper developing there.
  • War Exhaustion, Debt, Inflation: A country with high WE, Debt, and inflation is not in a realistic state to do any developing.
  • Stability: The stability of the country should have direct impact on development cost. Positive and negative respectively.
  • Power Projection: High PP should make development cheaper.
Introducing such improvements will make the game overall much more immersive and as many people want: realistic. By introducing soft-limits we give the player a goal and incentive to develop their core provinces up that point, instead of develop haphazardly. An inward focused player will focus on reducing LA and keep the revolt risk low. Conquering and also culture converting good provinces because they know that they will be awarded with high soft-limits and cheaper development later. Blobbing nations will have a hard time developing all their conquered land, but it will still be very ideal to develop their home provinces and Capital to the soft-limit.

EDIT:
I forgot to write that current existing and possibly new Events and Disaster could impact both soft-limits and develop cost to introduces some unexpected elements. e.g. plagues could spread between countries and temporarily reduce soft-limits.

After a war and the countryside is devastated the development should be more costly, i.e. looted mechanic. Perhaps even paying/being payed war reparations could impact cost as well.
 
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BrokenSky

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Disagree with increased cost for accepted culture. Everything else ok.
 
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aQuilaSwe

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For gameplay or realism reasons? I can understand how increased cost for developing non-your-culture group provinces in the game right now could be well irritating, but that is mostly due to how culture works right now. I am not suggesting any significant increased cost, but just enough to make it often more desirable to develop you own primary culture provinces first and then spread the development from there.

Also perhaps we should wait until Thursday before discussing culture :)
 

BrokenSky

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For gameplay or realism reasons? I can understand how increased cost for developing non-your-culture group provinces in the game right now could be well irritating, but that is mostly due to how culture works right now. I am not suggesting any significant increased cost, but just enough to make it often more desirable to develop you own primary culture provinces first and then spread the development from there.

Also perhaps we should wait until Thursday before discussing culture :)

Why? is there something in the next dev diary about it?

I can get the whole developing close to capital first, but this would give countries with uniform culture too big of an advantage; England or colonial nations ... ok actually that's a good argument for it; colonial nations need the boost and England is meant to tall...
Maybe make accepted cultures have standard cost and give a small (5%?) discount in the primary culture?
cultural union (but not accepted) should be harder than accepted culture though. (+5%)?
Wrt to true faith / heresy / heathen, maybe make it +5% cost per negative tolerance, -1% per positive tolerance?

EDIT:
If I recall correctly Wiz wrote in the last dev diary that this week would be about culture
Yeah you're right. Thursday is culture diary.
 
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markros50

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Developed a province in one game, got achievement, never touched the buttons again...
It costs mana (often a year supply of) and gives money and manpower.
IF it cost money... would be a whole different story. For now - id rather take ahead of time penalty, reroll generals, change culture, reduce inflation, raise stability.
 

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Developed a province in one game, got achievement, never touched the buttons again...
It costs mana (often a year supply of) and gives money and manpower.
IF it cost money... would be a whole different story. For now - id rather take ahead of time penalty, reroll generals, change culture, reduce inflation, raise stability.

You can develope a lot by waiting to not-AoT and -5% neighbor on tech. Most of the time it's worth it, if you have the points.
 

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You can develope a lot by waiting to not-AoT and -5% neighbor on tech. Most of the time it's worth it, if you have the points.
Yeah, I know, I'd rather not unless I absolutely HAVE to or waste it (ie being so far ahead on tech that im capped unable to tech up).
Would You rather have 10% trade efficiency or 2 base production on Your 100+ province empire? Would You like to upgrade manpower by 250 or try to get that 4 shock general to lead 20 thousand soldiers into battle? Or get next tactics level before another war? Going up is only gonna give You one achievement. EU is a game of wars and diplomacy, not economical growth. Go Vicky for that ;) They even scrapped province population from EU3 :(((
What's worse, are 'peaceful' AI OMP's upping their provinces, making it even harder to attempt WC achievement :(
But that's ofcourse just my way of playing, painting the world. (though i think 90+% of people go for conquest-oriented gameplay)
After enough paint's been used, that 1 basetax's just irrelevant and not worth 50+ mana, as mana doesn't scale with countrysize. (main designflaw of EU4). Mana should be restricted to 'global' country issues (stability, WE, relations, tech, ideas) NOT province improvements. Right now, an omp can develop as much as freaking russia if it wishes to.
 

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Yeah, I know, I'd rather not unless I absolutely HAVE to or waste it (ie being so far ahead on tech that im capped unable to tech up).
Would You rather have 10% trade efficiency or 2 base production on Your 100+ province empire? Would You like to upgrade manpower by 250 or try to get that 4 shock general to lead 20 thousand soldiers into battle? Or get next tactics level before another war? Going up is only gonna give You one achievement. EU is a game of wars and diplomacy, not economical growth. Go Vicky for that ;) They even scrapped province population from EU3 :(((
What's worse, are 'peaceful' AI OMP's upping their provinces, making it even harder to attempt WC achievement :(
But that's ofcourse just my way of playing, painting the world. (though i think 90+% of people go for conquest-oriented gameplay)
After enough paint's been used, that 1 basetax's just irrelevant and not worth 50+ mana, as mana doesn't scale with countrysize. (main designflaw of EU4). Mana should be restricted to 'global' country issues (stability, WE, relations, tech, ideas) NOT province improvements. Right now, an omp can develop as much as freaking russia if it wishes to.

Probably the money. Base tax increase gives money every month for the rest of the game, while ahead of time gives 10% production bonus for some 1 year / 40 points. naturally the size of your nation and how late into the game it is matter, as well as whether it's tech 5 or 7 or not. Because getting 5 early means catching up to those damn Iberian colonists faster etc. But a lot of things care about your development; increasing base tax in a province can help get that culture you want to accept that much closer (though the expansion is going to add another way of doing that. Finally I will be able to accept Cornish without making a Penzance to shame every other city in the world!) and help you get easier diplovassalizing via economic base and gov rank without declaring wars (which you might not be able to fight because of, for example, truces, AE or being weak).

What I'm saying is if you're big, military and accept that you're going to have a lot of unhappy minorities, yes developing isn't the best way to go. If you're small, colonizing overseas or both though it can be worth a lot to buff your home provinces instead of conquering.
 

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What I'm saying is if you're big, military and accept that you're going to have a lot of unhappy minorities, yes developing isn't the best way to go. If you're small, colonizing overseas or both though it can be worth a lot to buff your home provinces instead of conquering.

I rarely play OMP's, but if I do, I ally everyone and France/Bengal/Otto's/Austria and then have to spend a LOT of adm coring :)
It's perfectly fine to go tall, but it is always more cost effective to rather eat your enemies. That way you get stronger while they get weaker. And you get PP - meaning even more precious mana :D.
About being big and accepting rebellions, true, sometimes, if not having a lot of -rr modifiers, its even ok to lower autonomy on newly conquered provinces (they will rebel anyway, so lets get this over with, right?)
 

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I rarely play OMP's, but if I do, I ally everyone and France/Bengal/Otto's/Austria and then have to spend a LOT of adm coring :)
It's perfectly fine to go tall, but it is always more cost effective to rather eat your enemies. That way you get stronger while they get weaker. And you get PP - meaning even more precious mana :D.
About being big and accepting rebellions, true, sometimes, if not having a lot of -rr modifiers, its even ok to lower autonomy on newly conquered provinces (they will rebel anyway, so lets get this over with, right?)

I don't mean if you start small; I mean if you end small.

I generally raise autonomy. Being a big, advanced empire level government give good autonomy reduction anyway. Why deal with rebels?