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mcmanusaur

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Sep 1, 2013
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  • Europa Universalis IV
  • Stellaris
To Paradox’s credit, Tinto Talks have already addressed most of my concerns with EU4’s design, but one of my few remaining concerns- and something that has always bothered me about Paradox’s historical games- is that countries’ internal administrative divisions follow the borders of pre-defined, static regions.

In other words, the game data utilizes a mostly hierarchical structure with smaller units of land grouped into progressively larger regions. This isn’t inherently bad- there’s utility in defining physical regions this way- but the problem is when this also determines the mechanically optimal political borders, which serves as a major force railroading how history unfolds at the regional level.

This is evident when agnostic geographical terms like “location”, “area”, “region”, etc. are being conflated with terms like “province” that imply a particular political arrangement. “States” are one of the most deterministic, prescriptive aspects of EU4’s game design, and Imperator also had a similar system where it’s more efficient to conquer a single complete “province” than multiple partial provinces.

There are some notable exceptions to this approach- CK has a de jure drift mechanic, but the most interesting one is Stellaris. As Stellaris lacks historical context, “sectors” are entirely dynamic (and were at one point customizable). Project Caesar is already known to have a fairly similar system in the form of dynamic markets, so presumably something like this could be viable from a technical perspective.

Why does this matter? Redrawing borders, changing how territories are grouped, is one of the most political courses of action a government can take. Quell separatist sentiment by giving a cultural minority their own autonomous region? Or crack and pack them into existing divisions to cause assimilation, similar to gerrymandering? Furthermore, this would squeeze even more mileage out of the existing map-based UI, which can be a great canvas not just for conquest but also nation-building.

Assimilating vassals is a key feature of EU4, and in some cases that can act as a visual shorthand for how centralized a state like France is. But the reality is that territory is always divided up for the sake of more efficient administration; the difference is just whether that subdivision is controlled by a quasi-independent hereditary lord or a bureaucrat appointed by the ruler.

In conclusion, I would be interested in seeing a system where we have control of how our territory is administrated internally, and where that changes over time. Starting with pre-defined feudal divisions is perfectly fine, but as states centralize and borders evolve over time, regional associations should begin to diverge.

I imagine that these divisions would be dynamically generated for the AI, but the player would reserve the ability to nudge a given location in between adjacent administrative divisions similar to how you could customize sectors in Stellaris. These decisions could pose interesting trade-offs in terms of economic development and nation-building, affecting the satisfaction of estates and cultural minorities.
 
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I think it’d be good if players could determine which locations go into which province, but they’re incentivised to group locations by culture or have a mix of cities and rural locations. What’s the benefit of having fixed provinces?
 
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I think it’d be good if players could determine which locations go into which province, but they’re incentivised to group locations by culture or have a mix of cities and rural locations. What’s the benefit of having fixed provinces?
I agree. In this case vassals would behave like fixed “provinces” that you can’t change (at least without major consequences), but otherwise you would want to figure out an efficient grouping with a capital city and a good mix of resources (this would be the economic component I alluded to at the end) as well as advancing a particular agenda in terms of culture/national identity.

Paradox might argue that the existing fixed province system is simpler, but I’d argue there are significant drawbacks in terms of railroading/not sufficiently representing the nation-building process.
 
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Dyanmic admin borders is up there with dynamic terrain as one of the things that would make the game the most alive, but it might be too much for the game with the improvements its making every elsewhere.

Lack of dynamic provinces was an issue of total war post war scape engine where you cant group a city you have with the two towns you have in nearby provinces. Premature duchies was an issue in CK where eg the duchy of aquitaine would be the ruler of much of Occitania but they could split into gascony, aquitaine, poitou, and auvergne on ruler death.

However in Project Caesar control can act as a form of provinces as we'll have bailiffs in specific settlements rather than everywhere, so the region could be grouped to that in a way. Letting the ai form whatever provinces it wants might also cause the ai to reshape every province after unpausing the game after hours of dev work to make the borders true to 1337. We saw a complaint in the french map diary that Bordeaux's state shouldnt be a rectangle, when thats how the province was governed irl, but more rounded.

Granting a people their own specific province to ease unrest sounds more like granting them a vassal state (e.g. the first serbian princes after the revolts of the 19th century, before they gained autonomy).
 
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For some context, the reason why generally speaking these games have these predefined groupings of territory are more for balance reasons than anything else. CK2, for instance, would have a few CBs that would grant you all the de-jure land of a given target kingdom regardless of whether or not it existed, which had significant gameplay ramifications if you went and de-jure drifted as much as you could into this kingdom. In reality this CB should've been rewritten to be region-based.

We know, for instance, that there are going to be cabinet tasks that target a given province. So what's stopping you from grouping your whole country into a single province to abuse this? Or, if there are limits as to a province's size, what's stopping you from picking out a series of key territories to maximize the benefit while requiring as few cabinet members as possible?

I like the idea of internal administrative divisions of a realm, but to me this is independent of the location-province-area-region-subcontinent-continent system. There needs to be some notion of static groupings of territories based on geography so that certain mechanics can have a stable foundation without having to drill down to location-specificity.
 
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For some context, the reason why generally speaking these games have these predefined groupings of territory are more for balance reasons than anything else. CK2, for instance, would have a few CBs that would grant you all the de-jure land of a given target kingdom regardless of whether or not it existed, which had significant gameplay ramifications if you went and de-jure drifted as much as you could into this kingdom. In reality this CB should've been rewritten to be region-based.

We know, for instance, that there are going to be cabinet tasks that target a given province. So what's stopping you from grouping your whole country into a single province to abuse this? Or, if there are limits as to a province's size, what's stopping you from picking out a series of key territories to maximize the benefit while requiring as few cabinet members as possible?

I like the idea of internal administrative divisions of a realm, but to me this is independent of the location-province-area-region-subcontinent-continent system. There needs to be some notion of static groupings of territories based on geography so that certain mechanics can have a stable foundation without having to drill down to location-specificity.
I think you could probably arrive at a reasonable grouping system by having an ideal/maximum province size based on some administrative efficiency value, and then reducing the control within a province the further it is from the provincial capital, with exclaves penalized according to distance (with sea counting differently from foreign land). As I pointed out, the dynamic markets already appear to use a similar algorithm.

The territorial grouping hierarchy is still worth having for stuff that’s driven by physical geography, but IMO not for political and economic factors in a world where borders and development are dynamic.
 
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As far as I am aware Johan hasn't actually discussed how internal Location -> Province -> State Administration will work. As far as we know what is shown might just be for regional subdivision similar to how regions, subcontinents, and continents work

I can understand the frustration and desire for dynamic provinces and states. Especially given that EU4 incentives/ forces the player to conquer the full state, even if it might be historically inaccurate or lead to terrible borders.

However I think there's some hard limit on coding and engine power here. I mean can you just imagine tens of thousands of locations constantly changing provinces and states because of the "incompetent" AI. IDK it just seems like this is one gameplay feature we can all agree is necessary for now to maintain some level of balance.

What I really hope though is that coring works differently. Cuz lets be honest states wouldn't matter if you didn't have to waste admin to core a state. As it stands in EU4 you are incentivized to conquer the entire state if cored simply because it makes sense from a mana perspective.
 
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There would definitely need to be some cooldown rules in place to prevent cheese/lag from the player/AI repeatedly reconfiguring their borders. That’s a very good point.
 
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However I think there's some hard limit on coding and engine power here. I mean can you just imagine tens of thousands of locations constantly changing provinces and states because of the "incompetent" AI. IDK it just seems like this is one gameplay feature we can all agree is necessary for now to maintain some level of balance.
Surely an AI would only repeatedly reconfigure their provinces if they were incentivised to, I can't see how the determiners would change often
 
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I think you could probably arrive at a reasonable grouping system by having an ideal/maximum province size based on some administrative efficiency value, and then reducing the control within a province the further it is from the provincial capital, with exclaves penalized according to distance (with sea counting differently from foreign land). As I pointed out, the dynamic markets already appear to use a similar algorithm.

The territorial grouping hierarchy is still worth having for stuff that’s driven by physical geography, but IMO not for political and economic factors in a world where borders and development are dynamic.
Yeah, you might have better luck with the player being able to dictate the capital of administrative divisions, with the game then sorting out the actual "what belongs to where" based on a similar algorithm used for markets. That way for things like cabinet actions that impact a particular province, they can instead work at the administrative division level and still be somewhat coherent because the player isn't going to be able to gamify that.

Hell, if you wanna go further, you can make "administrative efficiency" based on the same idea of "market access"; the less "inside" a given location is for a given administrative division, the less effective actions taken on the entire administrative division are for that location. That way there's a strong encouragement to divvy up your territories into administrative divisions that sufficiently cover your territories.

Then you can have things like laws and technologies and infrastructure be able to improve the spread of "administrative efficiency", allowing for larger provinces as time goes on (or at least the potential; you might also choose to simply keep things how they are).

Something like this could work to represent, say, the various Kingdoms within the Crown of Castille and the Crown of Aragon. Though at this point we're basically circling back to "governorships", which has been posted about a few times now.

Maybe these vague mysterious references we've seen a few times now might amount to this? Things like the Kingdom of Abkhazia showing up in the religion TT despite not existing, or the Britain TM mentioning a few redacted things.
 
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I have long been a proponent of this idea in principle. I would love being able to play with the inner borders of my country. However, this comes with questions like who has the power to do that, how and at what cost. And then, depending on how many systems work at the provincial level, you have to wonder how this will impact them.
 
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Honestly, my dream would be if you could conquer enemies by the smallest existing land division if you so choose, and then either create new regions/provinces/whatever out of them, or incorporate them into existing ones.
This is particularly appealing to me because I love the idea of natural borders, mountain ranges, rivers, dense forests etc. It is frustrating that often in games a province will straddle a river that I would like to use as a hard border of my country.
 
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This is a dream of mine too, making up your own provinces and states and whatnot, creating administrative divisions with different rights and liberties or responsibilities. Even landless divisions in tribal countries or such as the Ottoman yörük sanjaks. But I don't think it will be in EU5, maybe for the next generation of PDX games. I don't understand why it isn't a thing though, clearly there is some groundwork for this in the Crusader Kings series.
 
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Randomly throwing here :

Redrawing the administrative boundaries give malus to tax and production for the time to adapt the organisation.

The bigger the province, the more debuff it gets (either from a sub control mecanic, or arbitrarly), and/or big province => big revolt risk from its "governor" who is abstracted if need be into province unrest.

Diversity in a province lowers the productivity but lower its "organisation in case of unrest" ; the opposite for homogenous provinces, they are more productive but in case of unrest they are more dangerous.
 
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great post. one of these things i asked for early on, and always wanted in paradox games - to define own administrative divisions. something i asked for in vic3 while still in development (as it would move away from eurocentric colonial borders of africe before africa was even colonized). given that pops are in locations in eu5, i hope this will be possible.


this would also make it easier to manage larger empires by having larger provinces
 
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This sounds like something that could be fun once or twice or in edge cases, but imagine having to split all of Russia or China into states at the start of every game? Maybe an "automatic" button, but if the bonuses they give are good enough then doing it manually becomes all but required and I just can't see it being a fun process.
 
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This sounds like something that could be fun once or twice or in edge cases, but imagine having to split all of Russia or China into states at the start of every game? Maybe an "automatic" button, but if the bonuses they give are good enough then doing it manually becomes all but required and I just can't see it being a fun process.
That doesn't have to be the case.

You could have a system where the states are already setup (as they are now), but allow the player to detach a province from a state, and add it to another. Of course, there have to be a set of rules in place to control this, so a player can't stuff his/her entire nation into a single state.

Victory! The battle for Europe has such a system, although they use the term AIC instead of state. At game start, provinces are attached to pre determined AIC's. The rules for an AIC are simple. One province is the primary hub (state capitol would be an appropriate term in our context here). There is basically one rule: an attached province may be at most two steps away from it's state capitol, where a step is a crossing of a province boundary with another province. Stellaris has a similar set of rules for it's sectors. One star system is the main hub/capitol, and stars can be at most 4 steps away from this hub/capitol.