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EU4 Development Diary - 25th February 2016

Hello and Welcome to another development diary for Europa Universalis IV. Today we’ll talk about features that will be part of the next patch, and will enhance the historical feeling of the game.

The first of these major paradigm shifting concepts is what we refer to as States and Territories. A large part of the game has been related to what you can do with a province depending on if it is overseas or not. With the overseas concept, there have been very many limitations that have reduced immersion.

What we have now, is that every region you own and control is represented as a Territory. Provinces in a Territory, unless the Territory is upgraded to a State, is considered overseas for almost all previous rules when it comes to things like coring, autonomy, trade companies etc. So why would you not just make everything into a state then you ask?

Well.. First of all, each state that is not your capital has a maintenance cost in gold, which is dependent on its development, the distance to the capital and if it is on another continent or not.

Secondly, there is a limit on how many states your empire can control. Everyone can have at least 1 state in their realm, with a Kingdom being able to add 1 more state, and an Empire 2 more states. All non-tribal states can also add another state, and the Celestial Empire can have 2. Administrative technologies can add up to 7 more states to your realm, and if you get the administrative ideagroup fully filled out, you get another state as well.

You can at any time abandon a state to become a territory, but then it’s autonomy will grow to 75% immediately, while it takes time for it to decay down after making a territory to a state.

Your capitals region is always a state, and can not be downgraded to a territory. Another benefit from this is the rule change when it comes to capitals. You can now move capital to any province in a state that is your core.

Coring in a Territory is 50% cheaper, but the cores created are “colonial cores”, which require an instant upgrade cost when it becomes a state. If a province is still a colonial core and not upgraded when a state, the autonomy will not go below 50%.

While doing this we have revised the setup of regions on the map, so they are more similar in the amount of provinces they contain.

uw9kMf4.jpg



Our second large feature from today is Corruption. Corruption is a state in your country, easily seen in the topbar. The higher corruption you have the worse off your country becomes. Corruption affects all power costs in a country by up to 100%, and it also increases minimum autonomy by up to 50%. Corruption also affects your defence against hostile spies and your capacity to build up spynetworks in another nations.

Corruption increases include the following.
  • Mercantilism
  • Being an Empire
  • Hostile Spy Action
  • Having one tech being more than 2 techs behind another.
  • Being more than 1 tech behind a neighbour.

Corruption is reduced by the following.
  • Investing money, you now have a slider indicating how much money you want to spend on combating corruption. This cost is scaled like advisor costs are scaled through time.
  • Being ahead of time in administrative or diplomatic technology.
  • Being a Duchy
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The actual numbers are still in the balance phase here, so won't mention them just yet..

There are alerts indicating if corruption is growing or not, and there are plenty of events triggering and/or affecting corruption. Having no corruption, and not having corruption growing can even trigger some really beneficial events.

Finally, one of the remaining espionage actions we mentioned in an earlier development diary is related to corruption. You can for a very high cost of your network place down a spy to increase corruption in the target country for five years. Of course, only one can do it in the target at a time.
 
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Has it been said whether these two are free features or part of the next expansion?

First line in the OP:

Hello and Welcome to another development diary for Europa Universalis IV. Today we’ll talk about features that will be part of the next patch, and will enhance the historical feeling of the game.
 
If states are limited to just one region, then some regions are clearly gonna be out of favor, as some regions appear to be worth much less than others, it would compel you to keep the states in the richest regions, it could result in more limited effective freedom than the design might be intended for.

Rather than just having "one state, one region", states could have a function to add additional neighboring regions to them, as long as the total development within regions of the state afterwards won't be over a certain ammount, could even have a "state size" value that could get increased through ideas or technology, that raises the ammount of development a state can have.

Although if the ability to add extra regions to a state was to be made possible, maybe it could also be possible to add the smaller areas within a region, rather than having to add an entire region outright.

Maybe a state could even just start out as the area it's placed in, and other areas or regions can be added later, that way you can freely add areas across regions, it would also help with countries that are placed across multiple regions, like Savoy is, as the capital "state" could just have those 3 areas in it from the start, instead of being locked to the region of Italy.
 
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I sincerly believe you are overestimate how corruption affect small nations and espacially Rotw nations. (and if it does it could be balanced with territory /= state )
Neighbour bonus : +0.05 per year
Unbalance Research : +0.05 per year
Corruption depense 1.70 per month so 20.4 ducat per year : -0.11 per year . Nevermind i don't know the maths here
PS ; I may remind you that when european colonized Rotw that always brought corruption. -> do you believe that American natives having 1000 ducats is fair balance between colonist and non colonist ?

It's not about the ducats. It's about it increasing point costs, such as tech, development etc. It causes tags that already need to spend more points, to spend even more points, because they got less to begin with.
 
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If states are limited to just one region, then some regions are clearly gonna be out of favor, as some regions appear to be worth much less than others, it would compel you to keep the states in the richest regions, it could result in more limited effective freedom than the design might be intended for.

Rather than just having "one state, one region", states could have a function to add additional neighboring regions to them, as long as the total development within regions of the state afterwards won't be over a certain ammount, could even have a "state size" value that could get increased through ideas or technology, that raises the ammount of development a state can have.

Although if the ability to add extra regions to a state was to be made possible, maybe it could also be possible to add the smaller areas within a region, rather than having to add an entire region outright.

Maybe a state could even just start out as the area it's placed in, and other areas or regions can be added later, that way you can freely add areas across regions, it would also help with countries that are placed across multiple regions, like Savoy is, as the capital "state" could just have those 3 areas in it from the start, instead of being locked to the region of Italy.

Two Words Client State

It's not about the ducats. It's about it increasing point costs, such as tech, development etc. It causes tags that already need to spend more points, to spend even more points, because they got less to begin with.

Yeah as a player you clearly take that path. Let's play a corrupted Ethiopia because i have not enough ducats to snowball my neighbours.
Corrupted neighbours -> less development -> less coring cost ???
 
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this dev diary recieved a lot of critisism by the subreddit and the people in the forums, they should just drop the idea,I mean if we apply the Corruption slider in real life, Who fixes Corrusption by just throwing more money at it????
 
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this dev diary recieved a lot of critisism by the subreddit and the people in the forums, they should just drop the idea,I mean if we apply the Corruption slider in real life, Who fixes Corrusption by just throwing more money at it????
While you don't fix corruption in the real world by just "throwing more money at it", the cold facts are that in the real world, fixing corruption has a sizeable economic cost, which you may recoup in the long term but only if you succeed.
 
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Wait. What. What's that about, I only knew about that 1.12 or something change about not being able to use the Tribal CBs from a vassal anymore.



The dev diary is ambiguous, it says the capital will have a state not costing in maintenance and everyone has a base state count of 1, but it does not say if the capital state will be "free" also in regards to that count.

1. The monarch points from razing got nerfed. This one was pretty unambiguously sensible.
2. Hordes now get 25% shock bonus on *all* flatlands, completely ruined by a 25% penalty on all non-flat terrain. This is a serious nerf, hard to justify.
3. Horde CB got undocumented AE nerf (they get more).
 
this dev diary recieved a lot of critisism by the subreddit and the people in the forums, they should just drop the idea,I mean if we apply the Corruption slider in real life, Who fixes Corrusption by just throwing more money at it????
Nah, eu4 forums/reddit is notorious for criticising anything and everything devs do, it's good because, hey, feedback, but until we actually play it and find the resulting game, as a whole, worse off, its not worth even considering axing the whole thing, besides I think most would rather see things patched up and made good rather then throwing away hard work.
 
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this dev diary recieved a lot of critisism by the subreddit and the people in the forums, they should just drop the idea,I mean if we apply the Corruption slider in real life, Who fixes Corrusption by just throwing more money at it????

It's an abstraction. Do you fight crime with budget ?

This is the very same setup in the Art of War Patch. Overall cost is 510 Admin Points. Should give you an idea how much expansion has been nerfed.

And buildings now cost 0 points. Etc... You are comparing a cow and a duck.

Explains what? Client states are late game, and doesn't address countries that are start out split over regions they can't exploit properly, or the arbitrariness of being penalized for spreading outside of large, predefined locations.

Coring in a Territory is 50% cheaper, but the cores created are “colonial cores”, which require an instant upgrade cost when it becomes a state. If a province is still a colonial core and not upgraded when a state, the autonomy will not go below 50%.

uw9kMf4.jpg

Are we reading the same values here ? Are you really affraid by those early game values?
 
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So far the only good thing I can think of about these 2 mechanic, baring the fact that they may play out well but just sound bad, is that they are part of the patch. Meaning they can be severely changed or removed if the majority hate them. It would be nice if there was a clear statistical way to judge this, so the people that cry "noisy minority" constantly on these forums can finally be brushed aside.
 
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Eh, the idea of having corruption and states, territories, regions etc., both are good ideas in themselves but in their current form here? no thanks. I do not see why ROTW nations have to be punished more than they already are. Some of the mechanics are head scratching regarding corruption.

Looking at the state system currently, it does not seem like an improvement over the way the game currently works. People have already pointed out quite a few issues.(neighboring provinces go from being full cores to being a colony?) feels like this patch you will be playing against the game rather than just playing it.

and comments like "and will enhance the historical feeling of the game." are funny. It only applies where devs arbitrarily pick things they want to be "immersive" despite the negative impact it has on gameplay. There is no consistency in what they choose and why.
 
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You also had more points though. Now to build more stuff you need to develop which is so much more expensive! The temple building got you 1 more base-tax for just 10ADM and 50 ducats

A cow and a duck. -> More provinces in the game and assuming you have DLC -> estates / national focuses / globally more money so higher advisor / rivalry system provides mana............... and ......

I'm sorry you can't full annex novgorod at the starting date
 
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The only thing I read that I am not a fan of is the neighboring tech malus. I think it should only be against nations with the same tech group, but if that is added in I think corruption is going to be a neat mechanic. It will suck, yes, but honestly, having internal issues isn't necessarily supposed to be something you enjoy. At least we will have some degree of control with it other than a "You get stuck with random crappy malus for x-reasons because RNGesus said so.

As for states, I think it may just be being misread by people. It does suck for Prussia/Savoy, but I think the DD is just a bit too ambiguous to be jumping to conclusions.
 
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State Maintenance ....
and why no one is talking about harbor fees or condotierri.
Probably because Harbor fees have always been in the game. Or was there something extra that I missed?