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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.

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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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How so? Seems like it will be cheaper (in ADM/DIP) to WC if you leave things as territories, allowing "overseas coring" even in connected land.
Oops, I thought that there would be limit to "territories" together with "states". Sorry.

I would like to see how this will affect the economy of superblobs.
 
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Corruption is a good concept, but it does require extra attention on the part of the player, making an already complicated and click-happy game even more so. I'll have to see how it plays. I'll probably like it since I'm in favor of complexity and realism. An extra, less micro intensive approach might be just to reduce global income as income or total development increases. That's effective and doesn't result in more micromanagement. Something to consider, perhaps, if additional nerfs to superpowers is a goal (it should be).

Thanks for the Dev diary, Johan, et alia.

PS: Actually, let me rephrase that in part. It might not make the game more click-happy per se, but it does require the player to be aware of a lot more info. A simple global income malus is a super simple concept and would also represent bureaucratic inefficiency.
 
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Do regions adjacent to your capital region also need a state?

For example, if I have two provinces, one in France and one in Iberia, do I need two states?
 
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I doubt it. I think many experienced players tend to avoid the gov't already, that type of effect would simply reinforce it.
It would require rebalancing parliaments, but that's exactly the kind of way separate subsystems should be connected. Seems nonsensical to have "corruption" and "bribes" that do not interact.
 
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In the first example, if England conquers a province in Spain, it will be a territory by default, unless England decide to invest in it and change into a full state ?
Also I cannot understand well how the "territory" status works with overextension. Does not an uncored territory count for overextension etc. ?
Must a territory (let say in North America) be changed into a state in order to form a colonial nation ? Or can a certain number (more than 5) provinces remain a territory , preventing the forming of a Colonial nation ?
 
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It would require rebalancing parliaments, but that's exactly the kind of way separate subsystems should be connected. Seems nonsensical to have "corruption" and "bribes" that do not interact.

Of course you're right. And parliaments need some kind of boost for larger empires at a minimum.
 
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Wonderful changes, in theory. Hope they will be implemented well. At this moment, I think everyone is looking for more substance outside wars, more internal mechanics. This is a good step forward in that directions. I think EU4 players have a bit of war exhaustion :)
 
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Will Corruption be used for the Ming administration like Local Autonomy was used to get rid of half of the negative modifiers of Ming. Like having something like "min_corruption = 25" instead of "min_autonomy = 50".


Condottieri? Can we send mercenaries to other countries? That would be nice.
 
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It would be better if these states and territories were slightly more flexible based on cultures and geographical lines rather than arbitrarily determined at the game's start. For example, if a country chooses to change a culture in a territory, and it is adjacent to an adjacent state, that province should be able to join that state. Of, course a country in control of a neighboring territory could then gain a re-conquest CB to re-acquire the territory. Natural geographical boundaries could act as buffer zones that stop a territory becoming too large e.g. seas and mountain ranges.
 
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In the first example, if England conquers a province in Spain, it will be a territory by default, unless England decide to invest in it and change into a full state ?
Also I cannot understand well how the "territory" status works with overextension. Does not an uncored territory count for overextension etc. ?
Must a territory (let say in North America) be changed into a state in order to form a colonial nation ? Or can a certain number (more than 5) provinces remain a territory , preventing the forming of a Colonial nation ?
1. Yes, but it would be silly to so just for one province [from the numbers you can have at most 12 states].
2. It will work the same as you still need to core them. Territories/States are basically a rework of the overseas mechanic.
3. Since nothing was said it would presumably work as before, but it would be interesting to know if you can make CN regions into states..
 
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This is a massive blow to small nations on regional borders. If I'm not kingdom level yet, my only meaningful expansion opportunities are inside the same region I already belong to; but if you are e.g. Savoy that means invading France. Honestly, this just seems such an arbitrary policy - we only think of the current regions in the way we do because states happened to evolve that way in our history. If they had evolved differently, we would think of the 'natural' regions differently. Why not just give TAGs state control over things within a certain distance and territorial control beyond that distance, and then have building roads or increasing ADM tech or just straight up paying for better state maintenance increasing that state/territory distance? It has exactly the same effect without forcing all countries to expand upon often arbitrary regional borders.
 
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This is a massive blow to small nations on regional borders. If I'm not kingdom level yet, my only meaningful expansion opportunities are inside the same region I already belong to;
From the OP it seems like almost everyone will be able to have at least one state in addition to the capital, since there's +1 for non-tribal governments.
 
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