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EU4 - Development Diary - 7th of February 2017

Hello everyone, and welcome to another Europa Universalis IV development diary. This time we dig into the states.

First of all, we have now improved the province interface to have a separate tab for all things related to a state, as the province interface started to become really cluttered.

This tab now gives you information of the entire state at once, making it possible to determine if the state is profitable or not, what provinces belong to it, and details about them.

In the new expansion, we are introducing a new concept to states though, something we call State Edicts. Edicts can be enacted at any time, but once set they can not be revoked until at least one year has passed, and while an Edict is active, the maintenance for that state triples.

Edicts gives bonus to all provinces you own in the state, and which edicts you have active can also be seen in the ledger and in a new mapmode.

So what edicts do we have then?

  • Enforce Religious Unity : 1% Missionary Strength
  • Protect Trade : +50% Provincial Trade Power
  • Promote Military Recruitment: +25% Manpower
  • Encourage Development: -10% Development Cost
  • Advancement Effort: +33% Institution Spread
  • Centralization Effort: -0.03 Monthly Autonomy
There are also 3 edicts you can gain from taking certain abilities in different ages.
  • Feudal De Jure Law: -5 Unrest
  • Religion Enforced: 50% resistance to Religious Conversion Centers.
  • Edict of Absolutism: -0.25 Monthly Devastation

Yes, the AI will of course also use Edicts, and edicts are 100% fully scriptable, and modders can add and remove as they feel fit.

Open Spoiler to see a script example..
edict_centralization_effort = {
potential = {
always = yes #we support "potential" if modders want to have lots and just show some.
}

allow = {
always = yes
}

modifier = {
local_autonomy = -0.03
}



color = { 220 178 155 }

ai_will_do = {
factor = 10
modifier = {
factor = 0
all_province_in_state = {
NOT = {
local_autonomy_above_min = 10
}
}
}

modifier = {
factor = 3
all_province_in_state = {
local_autonomy_above_min = 10
}
}
}
}

eu4_15.png


We have also rebalanced how Trade Companies work in 1.20, and provinces that belong to a trade company, will now be counted as full state provinces when it comes to autonomy calculations.
 
Awww yeah, it looks like Dorpat has replaced Ingria as part of the Estonia area! Hopefully its culture has been changed from Latvian to Estonian as well!
 
Cheers for the DD Johan, more great changes and love the state focus :). Random though - is there a chance of having a list of all states, state costs, enacted edicts and maybe some key stats, shown as a table (so multiple states can be seen at once) in the 'quick build' interface (brought up by 'b') - would make managing the various state costs, edicts and what-have-you easier in a large nation.
 
That's pathetic for triple the maintenance.

that mighr be 3 or 4 Ducats a year. I think you can easily make and argument that it might be worth doing that once in a while on very marginally convertable Provinces, going from +1% too +2%. is significant enough that I would pay the extra maintenance. goung freom +5 to +6 probably not at that stage conversion is quite fast enough.
 
Awww yeah, it looks like Dorpat has replaced Ingria as part of the Estonia area! Hopefully its culture has been changed from Latvian to Estonian as well!

Oh hey, I wasn't the only one who noticed that some of the areas have been changed. Ingermanland was always a minor nuisance around the Baltic - if you were Russia, it was the odd province out when you're generally hurting for states most of the time early. If you were in the Baltic, it was that one province teasing you that you want to steal from Novgorod before Muscovy eats it, while being all too cognizant that Muscovy still wants to eat it.
 
Oh hey, I wasn't the only one who noticed that some of the areas have been changed. Ingermanland was always a minor nuisance around the Baltic - if you were Russia, it was the odd province out when you're generally hurting for states most of the time early. If you were in the Baltic, it was that one province teasing you that you want to steal from Novgorod before Muscovy eats it, while being all too cognizant that Muscovy still wants to eat it.

As someone who often likes to conquer the Baltic as Brandenburg/Prussia, Ingria was always annoying. It created bordergore but made stating Estonia worth it.
 
Personally I feel the exact opposite. That unrest reduction is huge early in the game (well when you have collected enough Splendor to unlock it). For example as a small nation you can take some provinces from a larger nation and probably avoid a Rebellion that is larger than your FL. Later in the game you're able to stack unrest modifiers and it isn't that important anymore

To be frank with you. I never had trouble with rebels and I have quite a few trick that allow me to wipe the floor squeaky clean so to speak.

It is only that when you grow VERY large that rebel size start to scale a lot more. Early on you can control how much big rebel stack can spawn by split the rebel type across provinces you take over so they end up 40% smaller than max size otherwise.

IE you take 3 provinces and all 3 originally have "wants to break off to rejoin former own rebel type". They are all of the wrong culture/religious. So you can put a missionary on one of them. All of suddenly the rebel split into two. One "wants to convert you" of a far smaller size. While the original "Wants to break off to rejoin former owner" lose the max size and shrink!

So how exactly are you HAVING trouble with rebel during the grow from OPM - 5 province countries up to 25 provinces or larger. I will never know.
 
If capital states cost maintenance now, are OPMs and poor countries going to suffer a big income loss? I'll admit that I don't know how much states usually cost to maintain, but it seems like small countries with low income will be even poorer. Maybe the base income for independent nations could be increased, or maybe your capital state is free if you only have 1 state? Because as far as I know, the Area that your capital is in is always a State.

Or maybe I'm imagining things and I'm only talking about fractions of ducats here. I don't have access to a computer right now so I can't check to see what states usually cost to maintain.
 
Is there a tooltip that shows the change that a state edict will have on the state maintenance to your monthly income, akin to how adding each development point will impact income? I can just forsee people's first days with edicts playing as like Ming or some big country and popping edicts off in all their states before unpausing and then not being able to change the fact that their income is tanking for a whole year...

Just a quality of life suggestion
 
Only problem I see is the buttons on the edicts along with the text are horrendous, I'd prefer the buttons to be to the right and be smaller or something. I fee like I'd misclick on one if I was trying to do it really quickly rather than read the button.
 
Really like the idea of edicts even if the bonuses seem a touch lacklustre.

Enforce Religious Unity : 1% Missionary Strength - I guess this is useful for non-Sunni ROTW nations in some cases.

Protect Trade : +50% Provincial Trade Power - Meh. I guess I'll get annoyed when the AI turns it on and may respond. I'd rather just conquer the provinces though.

Promote Military Recruitment: +25% Manpower - Not useful unless the merc prices go through the roof or their availability is diminished. But I do really, really like the idea of a nobility enriched state with this on. This is some potentially fun empire management.

Encourage Development: -10% Development Cost - Useful almost every game for institutions.

Advancement Effort: +33% Institution Spread - Not once will this be used.

Centralization Effort: -0.03 Monthly Autonomy - Weird one. I don't think there's a point in the game where this is very useful despite how amazing autonomy reduction is. I mean, you'd want to use this early game before you get any natural ticking autonomy but at that point the triple state cost is actually significant and I'd likely just give the provinces to the estates instead for their instant autonomy ignoring. Maybe if this was changed to 0.10 or a reasonable amount. That said, I'll probably use this on freshly integrated vassal land and such when I'm stinking rich already.

Anyway, there's a lot of potential with these edicts. Hopefully they get fleshed out a bunch more in the future and not just left as is. Thumbs up.
 
that mighr be 3 or 4 Ducats a year. I think you can easily make and argument that it might be worth doing that once in a while on very marginally convertable Provinces, going from +1% too +2%. is significant enough that I would pay the extra maintenance. goung freom +5 to +6 probably not at that stage conversion is quite fast enough.
Note also that faster conversion means less time with active missionaries==>less money spent on missionary maintenance, so it's less expensive than it seems at first glance. Again, you'd get diminishing returns for high missionary strength, but how often do you have really high missionary strength early in the game (and late-game, the extra maintenance is a drop in the bucket anyway)?

And as others have noted, missionary strength is much harder to get with non-Abrahamic religions.
 
Even christians struggle with Sunni land early, especially the Orthodox guys that live around the hordes.

Its a very welcome change. Of course in those types of starts it will likely still be better to convert to Sunni outright due to the over-centralizing factor of "Ottomans exist"

(tbh removing the Muslim -2% would make so many more religions viable, that'd be really cool too. Right now it basically eliminates everyone that cannot field 4-5+ missionaries consistently)
 
We have also rebalanced how Trade Companies work in 1.20, and provinces that belong to a trade company, will now be counted as full state provinces when it comes to autonomy calculations.

This is a huge buff to a mechanic that many players already consider to be overpowered. In terms of game impact, I would have made the news about zero-autonomy Trade Companies the main story of the developer diary, as the proposed State Edicts are a minor tweak by comparison. I am very worried about the balance here, and really hope this is a 'teaser' to a future dev diary explaining the counterbalancing nerfs to Trade Companies. Otherwise the picture looks like this, comparing Trade Companies to States:

+ You can have an unlimited amount of Trade Company land (not affected by state cap, and the amount of TC-able land in the world is enormous), so you can use your precious States elsewhere
+ Half coring cost compared to States
+ Zero autonomy and whopping great goods produced bonus = goods income far in excess of what States offer
+ No state maintenance cost
+ Bonus merchants, huge bonus trade power (no longer nerfed by Local Autonomy!)
+ No religious unity problems, negative tolerance is ignored, no unrest due to wrong culture
+ No cost to grant/revoke Trade Company provinces (so e.g. the missionary strength penalty to TC provinces is irrelevant, because you only de-TC the provinces you are converting right this minute)
+/- Can't use Estates, but also don't have to deal with Estate demands for land
? The Trade Company events that require the player to do something have a pro-blobbing agenda, as if you need to tell players to blob in SP
- Tax penalty, but it's mostly counterbalanced by lack of culture penalty
- No manpower/sailors, so you need another source of those (but TCs aren't doing anything to stop you getting State land elsewhere)
- Can't use State Edicts

Is it going to be standard play for the likes of Austria or Sweden to take over India? If you start Asian, is moving your capital out of Asia (so you can TC-ify your own homeland) supposed to be a complete no-brainer national upgrade you do at your earliest convenience? The way this appears to be going, a European that has a token amount of provinces in Europe (so he can have a non-Asian capital), India as TC land *and nothing else* will be far richer than a unified and fully Stated Bharat (if that's even possible with the nerfs to state limit). Add on a moderate quantity of military-focused State land somewhere, and he'll outdo Bharat in all respects.
 
Last edited:
That's pretty powerful for the Netherlands. +50% trade power in Amsterdam might mean 5 or 10 ducats a month.

Yeah, it's easy to imagine situations where it could be useful and I know I'll need to use it at some points to be efficient. In your example I'd be hoping England would use it in London as well to somewhat nullify any gain. And I guess that my "meh" is more directed at this aspect - unlike the other bonuses this one is somewhat dependent on what the AI does. If they don't use it properly, they're broken, if they do then the bonus could end up just being "create an expensive state for little return". The bonus as a whole just seems awkward mechanically and I'm not looking forward to micro'ing it in the slightest.

Lord. I can see it now. The AI continues to spam marketplaces in every single province and activates this in every state. *shudder*
 
Dear Devs,

Are there any plans to rebalance Institution spread? I've already played recent patch like 10 full-time campaings and by 1720-1730 99.9% of world have embraced all institutions except last one. Even africa tribes. Even isolationist Japan. Even north american tribes. Everyone has printing press and manufactories.
 
Do you also not like spawning recruits with soldier and money mana?

Of course if you ridicule it into obscurity it's going to be obscure. It makes sense that highly developed regions will experience an influx of concepts and ideas like the institutions represent.
Not if they don'the even know a single place where the institution is present o_O
 
Hello everyone, and welcome to another Europa Universalis IV development diary. This time we dig into the states.

First of all, we have now improved the province interface to have a separate tab for all things related to a state, as the province interface started to become really cluttered.

This tab now gives you information of the entire state at once, making it possible to determine if the state is profitable or not, what provinces belong to it, and details about them.

In the new expansion, we are introducing a new concept to states though, something we call State Edicts. Edicts can be enacted at any time, but once set they can not be revoked until at least one year has passed, and while an Edict is active, the maintenance for that state triples.

Edicts gives bonus to all provinces you own in the state, and which edicts you have active can also be seen in the ledger and in a new mapmode.

So what edicts do we have then?

  • Enforce Religious Unity : 1% Missionary Strength
  • Protect Trade : +50% Provincial Trade Power
  • Promote Military Recruitment: +25% Manpower
  • Encourage Development: -10% Development Cost
  • Advancement Effort: +33% Institution Spread
  • Centralization Effort: -0.03 Monthly Autonomy
There are also 3 edicts you can gain from taking certain abilities in different ages.
  • Feudal De Jure Law: -5 Unrest
  • Religion Enforced: 50% resistance to Religious Conversion Centers.
  • Edict of Absolutism: -0.25 Monthly Devastation

Yes, the AI will of course also use Edicts, and edicts are 100% fully scriptable, and modders can add and remove as they feel fit.

Open Spoiler to see a script example..
edict_centralization_effort = {
potential = {
always = yes #we support "potential" if modders want to have lots and just show some.
}

allow = {
always = yes
}

modifier = {
local_autonomy = -0.03
}



color = { 220 178 155 }

ai_will_do = {
factor = 10
modifier = {
factor = 0
all_province_in_state = {
NOT = {
local_autonomy_above_min = 10
}
}
}

modifier = {
factor = 3
all_province_in_state = {
local_autonomy_above_min = 10
}
}
}
}

View attachment 239579

We have also rebalanced how Trade Companies work in 1.20, and provinces that belong to a trade company, will now be counted as full state provinces when it comes to autonomy calculations.
Stealing ideas from total war now ey? :p


I like it
 
  • Will estates be angry if we issue edicts in their states?
  • Will they demand compensation of any kind for being edicted around by the Crown?
  • Will all government forms be able to issue edicts, even primitive?
  • Where will the additional manpower from "promote mil recruitment" come from if you already have quantitative ideas?
  • Does "protect trade" have any interrelationship with mercantilism?
 
I'm kinda surprised there isn't an edict to reduce cost of culture conversion or religious conversion instead of getting religious early on you could spend increased money on state to convert Sunni as Muscovy instead it could help the AI deal with Religious unity early in the game.