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Also, magistrate upkeep doesn't take into account that large empires probably have a bureaucracy that is a teensy bit larger.

Yeh, but distance did matter back then... Administering Luxembourg was a teensy bit easier than Russia or the British Empire. There's a reason that all this viceroy & dominion stuff happened. Centers usually were a bit more developed and more well administered than peripheries...
 

Arizal

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What do you mean by "repairing buildings" btw.?

I though you were looking for an alternate use for the magistrates, and I though repairing damaged infrstructures, as in MEIOU mod, would be good for them. Really, I don't see their points in many way, as I think there is not a lack of skilled people to help the government if you have the cash for it (Honestly I would even scrap diplomats), but if you remove the magistrates from the building creation, you should give them some task.
 

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I though you were looking for an alternate use for the magistrates, and I though repairing damaged infrstructures, as in MEIOU mod, would be good for them. Really, I don't see their points in many way, as I think there is not a lack of skilled people to help the government if you have the cash for it (Honestly I would even scrap diplomats), but if you remove the magistrates from the building creation, you should give them some task.

Yeh, I don't play MEIOU though (anybody want to buy me a new PC btw.?) so I was wondering how that mechanism works... and honestly still am. :)
 

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Yeh, I don't play MEIOU though (anybody want to buy me a new PC btw.?) so I was wondering how that mechanism works... and honestly still am. :)

It works simply by adding by event some modifiers which are removable if you enact a provincial decision which cost a magistrate. The said decision either cost money (immediate repair) or lower the tax base of the province. (long repair)
 

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Yeh, but distance did matter back then... Administering Luxembourg was a teensy bit easier than Russia or the British Empire. There's a reason that all this viceroy & dominion stuff happened. Centers usually were a bit more developed and more well administered than peripheries...

Which the current system manages fine.
 

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colinljx

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InExtenso is a good way to simulate it. Magistrate upkeep isn't.

Ok... how about the original suggestion? Including the update I added..
 

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Why not implement bakers to produce bread and delivery boys to... deliver that bread to troops ?

No, seriously, I think the upkeep issue would complicate the whole game mechanic.
In the real case, buildings did cost upkeep. And in real case, there are more ways of income. The lack of these income counterbalance the lack of building upkeep.
That make things easier to manage without the game engine being totally irrelevant to the historical facts.

Furthermore, military power and building development are not inverserly proportional. Actually, the more your lands are developped, the more your armies are efficient and numerous, especially in feudal times.

However, since DW has been more disappointing rather than satisfying so far, [...]
No, you can't say that, this is just your opinion. And mine is different on that point.
 

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Well, I increased gold and magistrate cost for level 3, 4, 5 and 6 building - something that works quite well imo.
While there is no upkeep per se, the tremendous cost of high level building prevents the player from just spamming them everywhere.
On the other hand, there is no bookkeeping involved if these buildings will pay off, which makes it much easier to determine your goals for province modernisation.

The idea about having upkeep cost is not really wrong, but I agree with other users here: I don't think it really benefits the gameplay.
 

colinljx

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Furthermore, military power and building development are not inverserly proportional.

First, the game represents developed provinces through population and base tax, not building. The in-game buildings represent more of the governmental & technological impacts on people's live.

Actually, the more your lands are developped, the more your armies are efficient and numerous, especially in feudal times.

More efficient and numerous army by developing the lands? No, the English longbow men didn't beat the French cavalry just because their lands are more developed, and Napoleon's French Empire is definitely not the most advanced nation at its time, not to mention the barbarians and hordes that steamrolled Europe several times. "Especially not in feudal times" is more accurate.
 
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colinljx

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The idea about having upkeep cost is not really wrong, but I agree with other users here: I don't think it really benefits the gameplay.

Well, I was hoping the building upkeep can reduce the massive standing armies patrolling around the map, whether or not will it benefit the gameplay is something that has to be tested ingame. Perhaps something like prestige penalty for undeveloped home provinces will encourage the AI and human to focus on buildings rather than armies, but maybe this is something for my next suggestion.