• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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
61T6yeq.jpg


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.
 
Last edited by a moderator:
  • 307
  • 216
  • 55
Reactions:
  • 25
  • 10
Reactions:
Very interesting. Although they look like decent mechanics, I'm going to withhold judgement until I actually get to try them out myself.
 
  • 8
Reactions:
Utterly fantastic features! I have longed for features like this ever since I started playing EU. Thank you!

I hope we get a corruption_modifier that can be used in Ideas and difficulty settings.

Indeed. I realize of course, it may just be an early game concern (with the admin techs continuously alleviating the problem).
But initially, nations like Savoy, Burgundy, other low country nations and many others elsewhere might experience a much tougher situation (my concern primarily being for the AI).

*shrug* We'll have to wait and see.

Perhaps such countries could start the game with '+1 State' as a Tradition? They would of course still have to pay for the State maintenance, but looking at England in the screenshot this cost seems quite low.
 
  • 8
  • 4
Reactions:
Not be a negative nancy, but doesn't the new region mechanic sort of unduly railroad/penalize nations on the edge of (multiple) regions, such as Savoy for instance?
Though I have a concern.

So if you have your capital at the edge of a region---say in Breslau---provinces bordering your capital to one side will be really different to provinces bordering your capital to the other side? I.e. in the case of Breslau your provinces to the east would be counted as colonies and the ones to the west as integral provinces? It seems a bit immersion breaking that say 25 km to the east is really foreign and far away, whereas if you go 25 km to the west of your capital you aren't in foreign land at all, but in your core area.
I would guess they'll apply the old "distance from capital" to be used here, so while not the whole region would have a lower LA some provinces in a certain radius would.

Edit:
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.
Indeed, it would seem from the screenshot that kingdom rank nations [in 1444] can have at least 3 states, so duchy level can expand in at least 2 regions freely.

Also why would Johan use "states" to refer to nations when describing a mechanic called "states" that refer to something else :(
 
Last edited:
  • 4
Reactions:
I would guess they'll apply the old "distance from capital" to be used here,
I hope not. It's a kludge.

Small nations should have no problems making do with the 2-3 states they get from government and (for kingdoms) rank in the early game. Even Burgundy does not seem to have territory in more than two regions in the OP setup.
 
  • 4
  • 2
Reactions:
Cheers for the DD Johan :D. Intriguing changes, and I like the sound of both. Corruption making an entrance into the game is particularly welcome, given how much a feature it was of the period (and, indeed, is in all modern states to varying degrees, although thankfully a good deal less than it was back in the day), but I also like the sound of States as a way of making nations have sensibly sized 'core' territories. Looking forward to giving both a shake when they come out :).
 
  • 1
Reactions:
This looks good in general. However, the concern that countries located at the edge of a region are greatly disadvantaged (which has been expressed by several posters) seems valid. It seems to me that increasing the minimum possible number of states to 2 instead of 1 would go a long way in addressing that concern, since then the region bordering the capital province can always also be made into a state (though there would still be the problem of countries located near the places where three regions border each other, but presumably there are much fewer cases of that).
 
  • 10
  • 2
Reactions:
Really not liking the corruption mechanic. Does the game need this? Really? Will this make the game more fun?

And affecting POWER costs? So now we have a completely new mechanic that revolves entirely around restricting the one resource in the game that already tends to make things a tedious waitfest?

Some kind of corruption mechanic could be interesting, but this just sounds terrible.
 
  • 74
  • 11
  • 1
Reactions:
I gotta say that I'm not a really fan of this Regional thing... Maybe it's more historical, but gameplay-wise it's boring to me because I don't want to have my expansion railroaded towards the state regions. I wanna grab a piece from Germany and then France and then Britain... Sure, it makes sense in some sense but I can't see why this change was required. This is a big risky move on an aspect of the game that wasn't really bad IMO after all the patches to begin with, colonial provinces and autonomy stuff could be adjusted but not in a single big shot like this. It will create a lot of poor situations for small countries like Savoy and I'm not even sure what a nation like Russia will do after the patch since if the regions are balanced around province numbers, Russia will surely have a lot of regions...
 
  • 27
Reactions:
1. A territory has 75% LA.
2. Making a territory into a state will tick down LA to 50%.
3. Making full cores in a state [from "colonial cores"] will tick LA to 0% [not accounting for other modifiers].
4. Making a state into a territory will raise LA immediately to 75%.

Ah I see, after reading those two sentences a few times. Now I wonder if your Full cores from a State -> Territory will have 50% or 75% autonomy.. if the latter it seems adm will be totally wasted if a state is revoked.
 
This looks good in general. However, the concern that countries located at the edge of a region are greatly disadvantaged (which has been expressed by several posters) seems valid. It seems to me that increasing the minimum possible number of states to 2 instead of 1 would go a long way in addressing that concern, since then the region bordering the capital province can always also be made into a state (though there would still be the problem of countries located near the places where three regions border each other, but presumably there are much fewer cases of that).


All non-tribal countries start with 2 states, and kingdom level gives an extra. So the only countries that start with only 1 state is duchy-level tribes.
 
  • 7
  • 2
Reactions:
Really not liking the corruption mechanic. Does the game need this? Really? Will this make the game more fun?

And affecting POWER costs? So now we have a completely new mechanic that revolves entirely around restricting the one resource in the game that already tends to make things a tedious waitfest?

Some kind of corruption mechanic could be interesting, but this just sounds terrible.

The way i see it it's made to avoid the snowball effect of bigger empires that tend to sit on a pile of cash with 50%+ mercantilism and get ahead in tech and ideas, such as the ottomans and russia. Past a point even at the hand of the AI, those nations wreck anything they declare war to, never get any significant AE, and can continue to snowball forever.

The idea of having corruption and state/territory, to curtail those overpowered empires is interesting, but the way it's explained in the DD leaves too many unknowns.

The way corruption increases is kinda bad too, why link it to tech ?
it seems to punish even more low tech countries. Eastern tech country are going to suffer A LOT with this, and it will make buying tech an even more priority spending of mana
 
Last edited:
  • 21
  • 4
Reactions:
Like I wrote above, the minimum seems to be 2 in most cases, since only tribal duchies can be limited to one:

While this seems to be true, the fact that three contiguous provinces can be either: all 0% autonomy with 0 gold cost or one with 75% autonomy, one with gold cost and one with neither still makes a significant difference imo.

If I'm basing any of my musings on faulty understanding of the OP, I'll be glad to be corrected.
 
  • 4
Reactions:
I hope not. It's a kludge.

Small nations should have no problems making do with the 2-3 states they get from government and (for kingdoms) rank in the early game. Even Burgundy does not seem to have territory in more than two regions in the OP setup.
Was in the middle of editing my post when you replied.
That was a good catch, totally missed that.
 
It's great that Paradox has finally added corruption and I'm excited to see it in the game. However, I don't know how I feel about the states/territories mechanic.

I have a few questions too. Will estates be allowed in both states and territories? And will the total non-overseas development only count provinces in states?
 
  • 2
  • 2
  • 1
Reactions:
To see a little more distinction between your core provinces and the frontier/periphery of your empire is nice. The distant overseas modifier was producing strange results for some countries. Now you actually will have a choice which parts to exploit/integrate more fully. Or at least that's the impression I'm getting from this.
 
  • 1
Reactions: