Difference between revisions of "Development"

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Revision as of 16:56, 14 October 2016

Development is a province attribute, which replaces the former system of static base tax and manpower. There are three kinds of development in a province - base tax, production, and manpower, corresponding to administrative, diplomatic and military power respectively. Players with the Common Sense DLC can increase province development values by using monarch power.

Base development

Effects of development

A province gains per development level in:

Tax Base Icon.png Base tax:

Regiment recruit speed.png −1% Local recruitment time

+1 yearly tax income base

Production.png Production:

Local goods produced +0.2 Local goods produced
Local shipbuilding time.png −1% Local shipbuilding time

Local manpower modifier.png Manpower:

National garrison growth.png +1% Garrison growth

+250 max manpower

Irrespective of category, every point of development has the following effects on the individual province:

Possible number of buildings.png +0.1 Possible number of buildings
Supply limit modifier +2% Supply limit modifier
Local missionary strength.png −0.1% Local missionary strength
Land forcelimit.png +0.1 Land force limit
Naval forcelimit.png +0.1 Naval force limit
Sailors.png +30 Sailors
Local trade power.png +0.2 Local trade power
Possible Manchu banners (local) +0.066 Possible Manchu banners
  • Development cost.png+3% per point above 10 total development, goes up by 3 every 10 total development.
  • Province war score cost.png+1% Province warscore cost
  • Overextension.png+1% Province overextension value
  • Core-creation cost.png+10 Core creation cost
  • Diplomatic annexation cost+8 Diplomatic annexation cost
  • Culture icon.png Increases the percentage of the local province culture in the player's nation (a way of turning it into an Max promoted cultures.png accepted culture).
  • Estate loyalty If the province belongs to an estate, the estate's loyalty will increase as if it had been granted a 1 development province.
  • Development inscreases the institution presence on the province

Development levels over 30 no longer contribute to higher coring and culture conversion costs. For each 10 levels of development, a province gets an additional building slot.

In addition, the nation gains Caravan power.png+1 caravan power for each 3 total development levels, up to 50.

Developing a province

A developed province: in this example, base development cost is 50. The sum of development cost modifier is +638%, so the total cost for increasing development becomes 50*(1+6.38) = 368.

Adm/dip/mil power can be used to increase base tax/production/manpower values, respectively. Province's base tax, production or manpower cannot be increased if its value is already more than that of the other two combined (for example, if base tax is 3 and production/manpower 1 each, only an improvement of production or manpower is possible).

The base cost for 1 point of development is 50 monarch points.

Development cost modifiers

The Development cost modifiers influence how much it costs to develop a province, a reduction in costs from higher technology levels is the development efficiency. The cost to develop provinces increases additively by +3% per point above 10 total development, this modifier increases itself by 3 for every 10 total development. For example, a province upgrading from total development level 30 to 31 will have "Development: Development cost.png+99%" modifier.

It is further additively affected by terrain and other modifiers.

Terrain

Terrain Development cost modifier
Farmlands terrain Farmlands -5%
Grasslands terrain Grasslands 0%
Drylands terrain Drylands +5%
Woods terrain Woods +15%
Savannah terrain Savannah +15%
Forest terrain Forest +20%
Steppe terrain Steppe +20%
Highlands terrain Highlands +20%
Coastal Desert terrain Coastal Desert +25%
Coastline terrain Coastline +25%
Hills terrain Hills +25%
Marsh terrain Marsh +25%
Desert terrain Desert +35%
Jungle terrain Jungle +35%
Mountain terrain Mountain +50%
Arctic terrain Glacial +50%

Climate

Climate Development cost modifier
Temperate 0%
Tropical.png Tropical +15%
Arid.png Arid +15%
Arctic.png Arctic +50%

Ideas and traditions

These modifiers lower the cost for developing a province:


Development cost.png Traditions Ideas Bonuses Policies
−20%
  • Full Economy Focus
−15%
  • Genevan idea 1: The Grand Council
  • Australian ambition
−10%
  • Caspian traditions
  • Colonial traditions
  • Frisian traditions
  • Garhwali traditions
  • Goslar traditions
  • Hojo traditions
  • Rigan traditions
  • Saxon traditions
  • Tuscan traditions
  • West Indies traditions
  • Ajuuraan idea 5: Hydraulic Empire
  • Alaskan idea 1: Aleutian Endurance
  • Andean idea 5: Monumental Ornaments
  • Ansbach idea 4: Protestant Exiles
  • Armenian idea 2: Land Reclamation
  • Asakura idea 3: Ichijodani City
  • Assamese idea 2: Wet Rice Cultivation
  • Bengal Sultanate idea 3: Clear the Delta
  • Candarid idea 3: Ismail Bey Complex
  • Cebu idea 7: Expand the Capital
  • Chachapoyan idea 2: Legacy of Kuelap
  • Charruan idea 1: Hunter-Gatherer Ways
  • Colognian idea 3: Hanseatic Trade City
  • Dali idea 6: Rice Terraces
  • Date idea 7: Intensive Domain Development
  • Dhundhari idea 4: Found the city of Jaipur
  • Dithmarscher idea 5: Fortify the Coastline
  • Dutch idea 3: Polders
  • Farsi idea 7: A Capital for an Empire
  • Finnish idea 4: Settle Middle Finland
  • Flemish idea 2: Land Reclamation
  • Garjati idea 4: Extend Tanks and Reservoirs
  • Gelre idea 4: Rule the Rivers
  • Golden Horde idea 6: Populating the Steppes
  • Gutnish idea 1: Rebuild Visby
  • Hanoverian idea 2: Weser Renaissance
  • Hessian idea 4: Receive Religious Immigrants
  • Hindustani idea 7 : Proto-Industrialization
  • Hormuz idea 6: Develop Qeshm and Hormuz
  • Hosokawa idea 7: Horeki Reform
  • Incan idea 2: Mitma Policy
  • Isshiki idea 7: Expand our Ports
  • Jaunpuri idea 4: Jaunpuri Architecture
  • Karamanid idea 5: Karamanid Architecture
  • Kiwi idea 3: Piopiotahi
  • Kuban idea 2: Children of Woot
  • Luban idea 5: Lukasa Boards
  • Luccan idea 3: Draining Lago di Bientina
  • Madyas idea 3: Riches of the Visayas
  • Mayan idea 2: Building Traditions
  • Mewari idea 4: City of Lakes
  • Milanese idea 3: Lowered Power of the Barons
  • Mogadishan idea 4: City of Mogadishu
  • Moravian idea 3: Cities of Moravia
  • Mori idea 5: Hiroshima
  • Nanbu idea 7: Defeating the Famines
  • Neapolitan idea 3: Encourage City Living
  • Nizhny Novgorod idea 2: Crossroads Of Nations
  • Pattani idea 7: Canal Infrastructure
  • Pisan idea 4: Urbanization effort
  • Polotskian idea 7: Forest of Europe
  • Rostov idea 1: Re-Unification of Rostov
  • Satake idea 6: Strong Central Rule
  • Semien idea 4: Builders and Artisans
  • Silesian idea 3: German Settlers
  • Swiss idea 5: Oasis of Peace and Prosperity
  • Texan idea 7: Adelsverein
  • Zaporozhian idea 1: Fast Fort Builders
  • Bavarian ambition
  • Bolognese ambition
  • Hausan ambition
  • Lan Na ambition
  • Mutapan ambition
  • Pegu ambition
  • Tokugawa ambition
  • Tyrone ambition
  • Economic-Quantity: Agricultural Cultivation
−5%
  • Bamberger idea 4: Little Venice
  • Dalmatian idea 4: Center of Art and Literature
  • Franconian idea 7: Franconian Bourgeoisie
  • Icelandic idea 6: Resilient Craftsmen
  • Prussian idea 7: Religious Toleration
  • Sardinian-Piedmontese idea 5: Centralized State
  • Westphalian idea 2: Westphalian Decentralization

Other modifiers

-5% in the capital province per 100 country development (up to -50%)
-10% each from Administrative technology levels 17, 23, and 27 (up to -30%)
-20% if a University is built in the province
-10% for being Imperial Free City
-10% parliamentary issue "Land reform" is active
-5% if the province is an "Important Center of Trade" or "Important Natural Harbor"
-5% if "Trading in Tropical Wood" is active
-5% for "Call for Reichsreform" in the Holy Roman Empire
-5% for "Organized through bishops" Protestant Aspect
-5% for adopting the Renaissance institution
-1% per 500 natives left alive in a colonized province
+50% for being a primitive nation
+50% for being a vassal, client state or march
Province mechanics