Magna Mundi Developer's Diary #3: ADMINISTRATIVE EFFICIENCY: GROWTH AND ITS STRAINS

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ADMINISTRATIVE EFFICIENCY: GROWTH AND ITS STRAINS



Today, we are going to talk a bit about Administration Efficiency.
Administration Efficiency represents the country’s ability to administer its possessions, and how such possessions and their management strain it.

At a gameplay level, it places a special price on a country's geographical growth just for its own sake.

The player needs to address this problem by defining some long- and short-term strategies, which means, like everything in Magna Mundi, compromises.


SS22.jpg


ss28.jpg



MECHANICS


At its heart, Administration Efficiency is based on two concepts: Administrative Need and Administrative Capabilities. It’s the relation between both that gives us the Administration Efficiency you see displayed on the interface.


Administrative Need: This concept represents the burden that effectively administering the possessions places on the State. It is modified by the number of provinces being administered, the weight of which depends on additional factors.


• Factors to calculate Administrative Need (AN):

Base Administrative Need
Each Province owned
Each non-Core, non-Colony owned
Each Non-Controlled
Each Culture
Each Religion
Each Colony owned
Each 1% of local revolt risk



ss24.jpg




Administrative Capabilities
: This concept represents the ability of the State to effectively administer its possessions. It is affected by various factors that either contribute to or detract from it.


• Factors affecting Administrative Capabilities (AC):

Each ADM point
Each Centralization
Each Serfdom
Each Prestige
All Merchant Republics
All Monarchies
All Dictatorships
All Despotisms
All Republics
All Empires
All Tier 3 Governments
All Tier 2 Governments
All Tier 1 Governments
Administrative National Ethos
Religious National Ethos
Social National Ethos
Viceroys (*)
Administrative Advisors
Faction Alignment



(*) – Viceroys remove the extra cost of colonies.



ss26.jpg



Calculating Administrative Efficiency rate: The rate of Administrative Efficiency is determined by the result of Administrative Need divided by Administrative Capabilities (AN/AC). It is a powerful modifier that can make country management far smoother or much, much harder.


• Levels of Administration Efficiency

Stellar
Commendable
Competent
Adequate
Ineffective
Crippled
Poor
Strained
Overwhelmed



ss23.jpg


In the end, when the player places the mouse cursor over the Administration Efficiency icon, he sees all of the information in a single tooltip.



ss27.jpg



Enjoy,


Ubik




.
 
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Qorten

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That "Very small monthly war exhaustion increase" and "Maximum war exhaustion increase" applies only when you are effectively at war, no? Or does it also apply when at peace and say your war exhaustion rate is for some reason only with say -0.25 decreasing and then you get this modifier you get to +0.05 WE you just keep on building WE even though you are at peace?
 

Phelan

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Nice ideas, but two small niggles:

1. I would prefer if "wrong religion" would be renamed in "different religion".
2. You should decide if the administration is ineffective or inefficient. These are two complete different things. In the tooltips it is called inefficient and in your diary you have called this ineffective.

Could you explain how the centralisation slider affects administration? I think it the effects are not so straight forward. I would think that a decentralised nation has a lower administrative need. And a more centralised nation has a better administrative capability?
 

nOxr

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How will the AE of a master affect a vassal? Along the same line, will low stability of a master affect a vassal?
 

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That "Very small monthly war exhaustion increase" and "Maximum war exhaustion increase" applies only when you are effectively at war, no? Or does it also apply when at peace and say your war exhaustion rate is for some reason only with say -0.25 decreasing and then you get this modifier you get to +0.05 WE you just keep on building WE even though you are at peace?

As a rule of thumb you cannot gain war exhaustion while at peace. The worst you can get is to not decrease it, which will be something extraordinarily difficult to do. You really need to try very hard with all game variable to reach such condition. ;)
 

steveh11

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Could someone explain why it's harder to administer an island than a land province? Because as things are set here, colonising places like The Azores or Maderia will permanently penalise your administration in a way that placing a colony in Manhattan doesn't - it's *impossible* to remove that modifier.
(Or do I have to split places like Madeira into two incredibly small provinces?)
 

Dawkins

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One problem with Eu3/MMU is that controlling low population but strategic rocks like Gibraltar and Malta put more strain on AE than administering London. Is there any plan to improve on this situation? The "no adjacent controlled" modifier looks like it might actually make it even worse! It seems to me that all province values should be multiplied by a factor representing population.

Regarding decentralisation/centralisation, I think that centralisation should be better for homogenous populations, decentralisation for more religiously and ethnically diverse ones. In order to model this, decentralisation should reduce the effect of wrong culture/religion, whereas centralisation should improve AE. This would intrinsically create a balancing act for the player to perform.
 
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Could someone explain why it's harder to administer an island than a land province? Because as things are set here, colonising places like The Azores or Maderia will permanently penalise your administration in a way that placing a colony in Manhattan doesn't - it's *impossible* to remove that modifier.
(Or do I have to split places like Madeira into two incredibly small provinces?)

Manhattan is going to cost you double of Madeira if it is not isolated, more than that if it is isolated.

You can abstract the exceptions to the rules in whatever way you see fit, but single, isolated provinces will cost a bit more.
 

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One problem with Eu3/MMU is that controlling low population but strategic rocks like Gibraltar and Malta put more strain on AE than administering London. Is there any plan to improve on this situation? The "no adjacent controlled" modifier looks like it might actually make it even worse!

I never found this to be a problem as it adds just a small peeble to the whole weight. We are talking about 1/10th of what the layer gets "for free". Also, it IS realistic that governing a far flung province is harder than one next to your capital. The strastegic value of the province should consider the additional cost of managing it. It's not a "problem", its a "factor" to consider.
 

Belegurt

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i think that technology cost shouldn't be touched by the management efficency... great britain and france had HUGE empires but still weren't affected by this fictional malus... there should be a way to remove this... maybe with some decision/slider combination
 

Romtos

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Great dev diary, nice to see some mechanics explained in detail. :)
 

steveh11

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Manhattan is going to cost you double of Madeira if it is not isolated, more than that if it is isolated.

You can abstract the exceptions to the rules in whatever way you see fit, but single, isolated provinces will cost a bit more.
Let's just say that your rejoinder is not obvious from this DD post.

How much of this is going to be moddable? I recall from previous incarnations of MM that so much was intertwined that it was nearly impossible to change a lot of things.
 

Dawkins

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I never found this to be a problem as it adds just a small peeble to the whole weight. We are talking about 1/10th of what the layer gets "for free". Also, it IS realistic that governing a far flung province is harder than one next to your capital. The strastegic value of the province should consider the additional cost of managing it. It's not a "problem", its a "factor" to consider.

You don't think it's a problem that Britain faces the same administrative strain holding Lisbon as it does holding the Azores? Same holding Madrid as holding Gibraltar?

Incidentally, I agree distance from the capital should contribute to administrative strain - it could open the way for fun gameplay mechanics like investing in regional capitals to counter this problem. But distance isn't modelled in your design!
 

arstal

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I can buy the extra cost myself for far-flung places. That said, I think there should also be an extra cost for managing large provinces. That might be the best solution.