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EU4 - Development Diary - 7th of April 2020

Hey everyone! Today we’ll be talking about two changes, part of the patch coming along with the Emperor expansion. You’ve probably already spotted them both if you had a keen eye on one of our streams.

First feature is part of the Governing Capacity rework and some small rework of Government Reform Progress. We’ve changed so that changing a government reform no longer causes you to gain 10 corruption, instead it costs Government Reform progress to switch on a level you’ve already picked.

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Now to the new feature that will be interacting both with Governing Capacity and the Reform Progress. The original intent with Reform Progress was that the larger your empire was, the slower you would be reforming your government and progressing through the reforms. Hence why it is affected by the autonomy of your empire as while expanding heavily your autonomy on average will be higher.

So in that spirit as well we are introducing a choice for the player to instead of reforming their government, they can expand the capabilities of their administration in order to integrate more of their conquered territories as core states. This action increases in cost every time it’s used.

This gives the player besides having to pick what land should be states, trade companies or territory, also a choice on if to advance and modernize their government or if to focus on making sure you have full control over the territory that you possess.

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Next thing is a new institution we’ve added that is to go together with several of our late game additions we’ve been doing in this patch. We felt that you could just skip by without any technological disparity in the world for the last 80 years So we added a last institution to represent the Industrial revolution. This revolution started sometime after the 1750, as coal, steam engines saw their use increase and industries grew throughout Europe.

The requirements spawning are very much focused on the wealth from nations that have industrialized. It will spawn in any province that has 30 development, a Furnace built, the owner of the province are the leading producers of either iron, cloth or coal. If it is before 1760 it also requires that the province is in the highest trade node in the world. If the player lacks Rule Britannia, then coal and furnace requirements are replaced to focus on simply iron and cloth manufacturies.

This will give a spurt of technological advancement at the end of the game giving those who have modernized their economy an advantage.



So that’s it for this development diary, short but sweet. Next one will be written by @neondt and will be about the content regarding Imperial Diet’s such as Incidents and will be fairly more substantial.
 
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Probably not, but are numbers final? I liked this new button at first, but now I fear it may be a false choice. If I can pay 20+(0.2*n) reform progress for something that will lower my average autonomy (and therefore give me more reform progress gain), then it may be a no-brainer to click in the early-to-mid game.
 
Hello @Groogy,
Nice feature with the government reform thing :), is the 20% cost increase on the base and additive, cost: 20 , 24 , 28 , 32 etc. to gain
I and some others were thinking about the decision that was made to give colonist the chance of improving development in provinces, and why should it not happen to merchant and missionaries too. And the nice possibilities it can open up to.
Some starting countries can not even use the 2 merchants and in some places having extra merchants does not give that much benefit later in the game, missionaries are useless if one has no provinces to convert.
But making that they can increase the development is "boring" solution if they all do that.
Missionaries can give chance of building temple or cathedral. the bigger the development, the bigger the chance.
Merchants can change the trade good in the province and/or spawn/upgrade trading centers.
It would be nice to change wool to cloth and not have to wait for the unlikely and late game industrialization events.
This is not to give a new main function to those "units", its to give a trade off that is good in niche occasions , and to make that the resource can always be useful.
 
Excuse me sir, can we please convert culture in our colonial nations provinces? Thanks
 
Noone seems to mention that a new province, Sheffield has been added to Yorkshire area.
Maybe are there any more regions touched like Great Britain and Iberia?

I'm still hoping that my little Russian thread was seen and used. Even 1 province out of three mentioned would have been satisfying to me, while tweak of Russian ideas and missions would make me happy forever.

However, sometimes I feel myself being too much of Channel Islands guy for being too vocal.
 
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Love the both features! I have a few questions though:

Does AI use expand administration mechanic?

Will the new estates interact with this new institution? For example, burghers gaining power after industrialization while nobility declining, will this happen? Or this happens on the way of industrialization instead. If not, please do so.
That requirement is not required anymore after 1760 :) So i'ts only if you want a head start.
What's the logic behind this, industrialization happening without appropriate goods? Can someone explain?
 
I'm still hoping that my little Russian thread was seen and used. Even 1 province out of three mentioned would have been satisfying to me, while tweak of Russian ideas and missions would make me happy forever.

However, sometimes I feel myself being too much of Channel Islands guy for being too vocal.
That hurts
 
there aren't that many coal provinces in the game , but i like the new additions on the government capacity and progress
and it's nice to not have the last reform moe than 100 years before the end of the game, HUGE manpower bonus
 
First feature is part of the Governing Capacity rework and some small rework of Government Reform Progress. We’ve changed so that changing a government reform no longer causes you to gain 10 corruption, instead it costs Government Reform progress to switch on a level you’ve already picked.
Nice, always wondered why that wasn't the case.
 
Not that it matters that late into the game. Hardly anyone will play past 1760 anyway and those who do just want to conquer the rest of the world or fulfill some achievment requirement. Tech costs through industrialization or extra tax will mean nothing at that point.

For me, this is not the case. I always keep playing until the end date in my roleplay games in which I unite germany as austria
 
How is it with coal balance? The way you've currently shown it, I see Britain being the birthplace of industrialization 9 times out of 10.
 
and Iberia?

You can actually see a couple of changes in Iberia in the screenshot. Carceres and Badajoz have been reshaped to make place for the new province Plasencia, and the Leon area has been split into a northern and southern half. In Portugal, the eastern half of the Lisboa province has been split off into the new Ribatejo province.
 
You can actually see a couple of changes in Iberia in the screenshot. Carceres and Badajoz have been reshaped to make place for the new province Plasencia, and the Leon area has been split into a northern and southern half. In Portugal, the eastern half of the Lisboa province has been split off into the new Ribatejo province.
He knows, he was asking about other places other than Brittain and Iberia (which were both slightly reworked, despite being technically out of scope in this patch)
 
I would also like to see a way to make it possible to spawn the institution outside of europe. Currently almost all of the coal provinces are in europe, which favors it to spawn there especially in gb, which i think should be the case. On the other hand i like to play alt history, in which another area of the world became dominating. Maybe add the possibility to discover coal as a latent resource on uncolonized provinces. And/or an event that can fire after the enligthenment if you have high inovativeness/a scientist advisor/a ruler with industrious/economic, inovative, exploration ideas that adds coal to one of your provinces.
 
Probably not, but are numbers final? I liked this new button at first, but now I fear it may be a false choice. If I can pay 20+(0.2*n) reform progress for something that will lower my average autonomy (and therefore give me more reform progress gain), then it may be a no-brainer to click in the early-to-mid game.

Yes, the increase in cost seems to be too linear and not sharp enough to really discourage its use.

However, is Reform Progress tied to all provinces or only stated ones? If its the later, since stating a province increases the average autonomy, it could delay further a reform. If its the former, then you are right and one would always want to do this.
 
Extend the timeline to 1836 please! Wouldn´t be too different compared to 1821 (one more level of technology needed) but those 15 years would stretch the ending just nicely.
 
Extend the timeline to 1836 please! Wouldn´t be too different compared to 1821 (one more level of technology needed) but those 15 years would stretch the ending just nicely.
March of the Eagles 2 is going to come up soo