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tnlyons

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Im playing a custom nation in South America and have taken over a good chunk of land. I developed an institution in Cuzco which is a gold mine province. The "exploit" that I'm wondering if exists is thus: If a gold mine gets depleted and resets your dev you keep the amount of institution you've already developed? If so you could really cut down on the monarch costs of institution development.

Has anyone experienced a gold mine depleting while developing an institution to confirm whether or not you keep institution progress?
 

Reman

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I'm also fairly certain it halves production development.

Unfortunately the OP's suggestion isn't typically useful since gold depletion happens way too infrequently even at high levels to be useful. Even at 42 production development it has just an 8.8% chance to deplete per year which would make it unwieldy to use consistently.

However, goldmines definitely are good candidates for dev pushing institutions regardless.
 

Ironside121

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Yes this will work. So will taking away dev with the new thing the added, I don't know what it's called. Just taking away one dev for a small bonus. But this can't happen often enough to be worth it.

@Badesumofu depleting a gold mine halves the production dev- which halves the gold mine output,
 

Badesumofu

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Yes this will work. So will taking away dev with the new thing the added, I don't know what it's called. Just taking away one dev for a small bonus. But this can't happen often enough to be worth it.

@Badesumofu depleting a gold mine halves the production dev- which halves the gold mine output,

Yeah, you're right. I was incorrect. My earlier reading was that depletion halves production, I hadn't realised that it does this by halving production development. And as I mentioned it's never been anything I've paid much attention to since I've rarely had gold income be a significant portion of my overall income other than an Ethiopia game, but my mine never depleted, so...

So I guess this could be a possible way to possibly save some MP on developing an institution. Along with Exploit Development which you referred to. Probably more a min-max than a true exploit, though I'd say.
 

iquabakaner

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You can indeed reduce dev in a province via depleting gold mines and exploiting development, and thus lower the development cost. I frequently do it in my run. It is best to do it when you are only 1-2 dev away though, as miscalculation may lead you to the very frustrating 99.96% progress and need to develop once more to get the institution, thus increasing your overall cost.
 

Dominion

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You can reduce dev by grabbing CoC and clicking a button.
 

tnlyons

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It doesn't reset dev, it just halves base production for the year

I used the word "reset" because I couldn't remember the actual results and couldn't think of a better word.

It is very unlikely to happen given the small percent chance but when playing in the RotW every little bit helps to keep up with the Europeans.

It may be more min/max-y than exploit-y but I feel like the spirit of the mechanic is that as a province develops so too do new ideas (institutions). But say you lose some of that development; whether you're taxing people into an oblivion/recruiting them into your army/navy (the effects of exploiting development) OR you run out of gold in a mine (gold depletion) you lose massive amounts of people. And while there is no population mechanic eventually if you lose enough people those grand ideas don't matter so much anymore.

Consider the ghost towns that sprung up in California and Alaska after the gold rush. Veins depleted, gold dried up and everyone left town. Translate that into eu4: if a gold mine depletes and you lose development, then why should institution progress not decrease with the resulting loss of people? The same logic holds true for exploiting development.

Obviously some of the mechanics like population aren't a part of EU4 but they are represented in other mechanics (colonization, base manpower and events). And currently the way the system works benefits the players. But just from a historical and logical view It shouldn't work the way it does IMO. That's why I considered it more of an exploit than min-max-ing.
 

DarthDanMan

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I don't think it's an exploit. It's such a fringe case that even when attempting it, it probably won't come up at all. Deving a province for an institution takes you devloping it thirty times? With let's say eighteen production that still has a very low chance of depleting per year.
 

newtlord

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How much does this help? My understanding was that institution gain per click grows with province development, so institution gain per monarch point spent stays roughly constant. Where then is the benefit in occasionally reducing development? Or am I misremembering how the mechanic works?
 

rinehime

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How much does this help? My understanding was that institution gain per click grows with province development, so institution gain per monarch point spent stays roughly constant. Where then is the benefit in occasionally reducing development? Or am I misremembering how the mechanic works?
Yeah, the cost is around 2000, but can go up to about 2300.. It's capped at 10% per "click", so costs go up substaintially fro 60 dev and up. Gold mine depletion would really only be worthwhile if you have a 50-dev and up province to keep you below the cap, and even then, it's not super-likely to happen...

Exploiting might make developing for an institution up to 75 or 80 mana cheaper, if you're at one of the "steps" in cost. Going from 21 to 20 dev, should save you 78 mana (before discounts). So yeah, maybe it's worthwhile if you're min-maxing or light on points, but it's a pretty niche strategy.