Welcome to another Europa Universalis IV development diary. Everything is going fine with the development of Leviathan, as we are working on polishing content at the moment.
We have talked about some major improvements to playing tall in previous diaries, with possibilities of stacking manufactories and concentrating development. Today we will talk about something that synergies nicely with both these features.
Centralizing a State
The final new Playing-Tall option is the ability to Centralize a State. This action reduces the administrative cost of a state by as much as the value of 20 development points.
Centralizing States costs 100 Government Reform Progress points and takes five years to complete.
This interaction is available both through the state interface and through the macrobuilder.
Never Mothball
A small thing that might make the top 3 of some peoples requested lists, and may be completely ignored by others is a small toggle for individual forts to never mothball.
We are adding a small checkbox in the province interface that if enabled, that fort will never mothball when you mothball every fort in your country from the military screen. This is something you may want to use when you may want to save money on lots of forts, but never risk it with the important forts next to France.
Canal changes
With the new monument mechanics, we moved the old great projects system to be using the new monument code internally as well, which gives a few benefits, in that you can upgrade them as well. Each upgrade takes about 10 years further, and about 1000 gold each. We are also making the canals available from an earlier technology as well, from admin tech 26 to admin tech 22.
Previously the canals, besides opening the paths, gave a +20 trade power to the location, now instead they are giving these.
Next week we’ll be back and talk about colonial nations.
We have talked about some major improvements to playing tall in previous diaries, with possibilities of stacking manufactories and concentrating development. Today we will talk about something that synergies nicely with both these features.
Centralizing a State
The final new Playing-Tall option is the ability to Centralize a State. This action reduces the administrative cost of a state by as much as the value of 20 development points.
Centralizing States costs 100 Government Reform Progress points and takes five years to complete.
This interaction is available both through the state interface and through the macrobuilder.
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Never Mothball
A small thing that might make the top 3 of some peoples requested lists, and may be completely ignored by others is a small toggle for individual forts to never mothball.
We are adding a small checkbox in the province interface that if enabled, that fort will never mothball when you mothball every fort in your country from the military screen. This is something you may want to use when you may want to save money on lots of forts, but never risk it with the important forts next to France.

Canal changes
With the new monument mechanics, we moved the old great projects system to be using the new monument code internally as well, which gives a few benefits, in that you can upgrade them as well. Each upgrade takes about 10 years further, and about 1000 gold each. We are also making the canals available from an earlier technology as well, from admin tech 26 to admin tech 22.
Previously the canals, besides opening the paths, gave a +20 trade power to the location, now instead they are giving these.
- Tier 0 +10 Trade Power to Location, and +1% Trade Power to the Controller.
- Tier 1 +20 Trade Power to Location, and +2% Trade Power to the Controller.
- Tier 2 +30 Trade Power to Location, and +3% Trade Power to the Controller.
- Tier 3 +50 Trade Power to Location, and +5% Trade Power to the Controller.
Next week we’ll be back and talk about colonial nations.