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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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I have a number of questions regarding the state/territory mechanic.

If I gain an Actual Core on a piece of land in a State and later change that land to a Territory, do I lose the Actual Core and gain a Colonial Core, or does it retain the Actual Core but still work as a Territory (with 75% reduction)?

If by event I gain cores and provinces that are added to a Territory (and not a State) in my nation, do I gain Actual Cores or Colonial Cores?

Do secondary systems added through expansions, such as the parliament and estates, only impact States or are they also relevant for Territories? As a followup if these only impact States, if I strip land of it's State status does this strip the land from control of my estates and does it remove the seats in parliament?

Do the new diplomacy mechanics from Cossacks together with the State/Territory regional concepts mesh well? Will nations have a predisposition to favor provinces within States over anything else ("vital interest")?

Can I change my 4-province-colonial-region (so it hasn't become a colonial nation yet) into a State? Can States with a nation turn into colonial nations? If I move my capital into the New World from the Old when I also have colonial nations will I be able to absorb those colonial nations? Or will I continue to spawn more colonial regions?

If I move my capital to the Old World from the New World will I start to create colonial nations as I expand in the New World?
 
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i dont think i like it

overall for overseas etc this seems amazing but i already see the huge problems, that some islands then are territory so its useless to even conquer them and that makes me sad :(
also its for me stupid that as swizz go goes in france italy you need 2 states instant ? that sounds so wrong ... should be like STATES AND TERRITORIES ONLY APPLY TO NOT THE HOME CONTINENT or something then THAT would be amazing, but having to deal with them on home continent ... that when you like aachen you can have 10 territories to the right with no problem but 2 to the left and you instant have a state or territory that sounds dumb

it pretty much FORCES you to attack a special way it takes away A LOT of freedom in this game

the other thing bothering is me can you do a state the second you conquer something ? or did i miss that ever province you conquer has already 75 aut ?
because if its the first time you attack a region it will be territory right ? before you can change it so all is 75 but it can be 75 neverless i dont remember how it works right now, if it isnt 75 always then this will force the 1st to 75 which would be stupid

so i bet state/territory is only dlc ? cause then its the first i just wont buy :( sadly cause i would even pay for the rest alone :( i even own every cosmetic one but as its mentioned now, state/territory for the HOME CONTINENT sounds aweful

ps: corruption also seems like just a thing added that has no porpuse other then hurt you, so not having the dlc and not have to deal with it seems just ... being better ?

plz overthink that for the home continent ... sometuimes u have ideas and somtimes they are bad and then its best to change em
 
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From my Riga -> Mughals game it forces you to Iqta but then you switch to despotic monarchy if not Muslim.

Circassia exists!

I completely forgot about their government! Haha wow. Circassia can into Italy? Very likely, but at some point if you're going to bother with this kind of planning it's worth realizing that it's probably more efficient to just form Italy with Austria or something and abuse overseas cores, time advantage > tribal government stuff :p.
 
likely we'll be able to rent out our military just like it was recently introduced in CK2.

Interesting. I don't have CK2 so not familiar with this concept but it sounds promising. I was playing a game recently and my army was probably 1/3-1/2 merc infantry and I didn't pay any attention and the next thing I know my manpower was really high. It'd be kind of cool to rent out my manpower for income.
 
Vicky 2 has states and colonial states which seem like States and teritories to me.
Also corruption seems like Burocratic managment which is in vicky2
Not really, given that this mechanic is based around limits and controlled by monarch points, while the Victoria 2 system is based upon expansion and controlled by colonial points, which is related to navy and ports. No, corruption and bureaucratic management are completely different. The state maintenance is what corresponds with bureaucratic management in Victoria 2.
 
@Johan 1)Administative idea should reduce corruption if you think about it but it is already god tier.Any words about it?

2)Portugal or Castile/Spain colonizing new world or africa would make natives and africans swim in corruption.Any love for them?

Edit: Can we get a advisor to reduce corruption?
 
Why is corruption determined by government rank? Shouldn't something like number of provinces/total development also determine it? I mean, it's possible to have a massive, multiple-continent spanning realm that is a duchy.
 
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I've got faith in Paradox. Almost 2 years that i complain about espionnage, and this looks like changes i want to see.

Now i want 3 new ideas groups, new advisor types, flavor for china/japan and russia (cf grand historian work around it), overhaul of trade mecanics and more dynamics events + new rnw tiles.

And don't forget to synergize old mecanics with new ones aka estates with corruption and territories with art of war personalisation for instance
 
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Why is corruption determined by government rank? Shouldn't something like number of provinces/total development also determine it? I mean, it's possible to have a massive, multiple-continent spanning realm that is a duchy.

More sensibly they'd make it based on development total rather than government rank, not making it based on both. There's no reason to double-dip punishing players for having a certain size.

I still think corruption is ass as a mechanic, though, so I don't want to give Paradox any ideas.
 
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  • Having one tech being more than 2 techs behind another.
This increasing corruption seems horrible. Focusing on an idea group will have dramatic consequences.

So will simply playing as a nation outside Europe. That modifier seems pretty non-viable, so hopefully it doesn't make final cut or is reworked.
 
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I understand how corruption growth can be related to being a big empire or having high mercantilism, but linking corruption growth to tech imbalance and being behind in tech seems completely arbitrary and just an absurd way of telling you what you should do. I can't think of any relation gameplay or immersionwise between comparative tech development and corruption.
 
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You forget that tech level is scale with relative tech group.

the corruption is added if you are more than 1 tech level behind a neighbor. falling behind in tech? now you're going to have increase in your tech costs because you're behind in tech

which of course makes me wonder, if i go ahead of time (which would only really be possible as a european) can I make my neighbors be corrupt for them being "on time" while I become virtuous? (being ahead of time apparently decreases corruption). this will then force my neighbors to pay more in power costs... it's all just, very poorly thought out or very poorly explained or both
 
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You forget that tech level is scale with relative tech group.

What led you to that conclusion? No, I didn't forget. Lagging by multiple techs in one category vs the others is more common with ROTW tech groups, and if you border higher group you're going to be behind neighbors necessarily too.

Punishing a backwards nation for being behind in technology in addition to punishing a backwards nation for being behind in technology is nonsense. It also works at cross purposes with the neighbor bonus.

But you're also going to get higher-cost tech because you're behind in tech, which is inane and *completely against* the developer's reasoning against "spirals". I will posit it is impossible for Johan to justify both corruption as a design concept in this thread *and* revanchism + long truces without changing reasoning for them, because the stated reason for one as a design goal conflicts with the other.

But what makes corruption particularly foul is that it is yet another penalty that in large part is hitting the player with limited agency (ruler quality). It's going to range somewhere from "basic cash sink" to "travesty", depending on details of implementation.
 
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I'm so glad I've already decided to not buy the DLC accompanying this patch.
 
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At first glance I don't like the changes shown in this dev diary, and I mean none of them, the last dev diary was very exsiting then this one just killed the hype for the DLC for me, Why would you even add another way to loose money in the game, Adm points and Ducats are alreadyt an overused object in this game and instead of finding an effecient way of handeling it we get more stuff to waste them on!
 
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