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Development

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 can increase province development values by using monarch power; players who have the Rights of Man.png Rights of Man expansion can develop subjects' provinces.

Province development is involved in some Age Objectives:

  • Having a cored province with at least 30 development is an objective in the Age of Discovery.
  • Having a total development of at least 100 while the nation's capital is not in Europe, Asia and Africa is another objective in the Age of Discovery.
  • Having a capital with at least 50 development is an objective in the Age of Revolutions.
  • Having a subject with at least 250 development is another objective in the Age of Revolutions.
Base development

Contents

Effects of developmentEdit

A province gains per development level in:

  Base tax:

  −1% Local recruitment time

  +1 yearly tax income base

  Production:

  +0.2 Local goods produced
  −1% Local shipbuilding time

  Manpower:

  +1% Garrison growth

  +250 maximum manpower

Irrespective of category, every point of development has the following effects on the individual province (note that only coastal provinces get sailor and naval force limit bonuses):

  +0.1 Possible number of buildings
  +2% Supply limit modifier
  −0.1% Local missionary strength
  +0.1 Land force limit
  +0.1 Naval force limit
  +30 Sailors
  +0.2 Local trade power
  +0.1 Possible Manchu banners
  •  +3% local development cost per point above 10 total development. This increase rises by 3% every 10 total development (+6% at 20, +9% at 30, etc.).
  •  +1% Province warscore cost
  •  +1% Province overextension value
  •  +10 Core creation cost
  •  +8 Diplomatic annexation cost
  •   Increases the percentage of the local province culture in the player's nation.
  •   If the province belongs to an estate, the estate's loyalty will increase as if it had been granted a 1 development province.
  •   Increases the institution presence in the province by (new development level/6). This is capped at +10% increase.
  •   Most institution spread modifiers scale linearly with province development.
  • Removes 5%  devastation(with adjustment based on local autonomy).

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

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

Developing a provinceEdit

 
Development cost tooltip.

Monarch points ( ,   or  ) can be used to increase base tax, production, and manpower values, respectively. A 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 the province's production and manpower are 1 each, then the base tax can not be raised above 3 and only an improvement of production or manpower is possible). In other words, the cap for one development type is equal to the other 2 plus 1.

Base costEdit

The base cost for developing a province is 50 monarch points. Development efficiency from administrative technology affects the base cost by additional −10% at level 17, 23 and 27.

 

Development cost modifiersEdit

The development cost modifiers influence how much it costs to develop a province. The cost to develop provinces increases by +3% per point above 10 total development. This modifier itself increases by 3 for every 10 total development. For example, a province upgrading from total development level 30 to 31 will have "Development:  +99%" modifier.

All development cost modifiers are applied in an additive fashion.

Stacking development cost modifiersEdit

Developing a province to get an institution can be expensive in terms of monarch points; it is recommended that the player choose to develop a province with multiple modifiers that stack. To be specific, to attain the maximal reduction in development cost, the player should choose to locate their capital in a province with a Centre of Trade, temperate climate, farmlands, and that produces cloth or cotton. The following provinces have this combination of modifiers: Lublin, Baghdad, Macedonia, Cairo, Regensburg, London, Milan, Prague and Amsterdam. These provinces have a cumulative reduction in developing cost of −20% (−5% from farmlands, −5% from CoT, −10% from cloth/cotton).

 
Stacking development cost modifiers map including trade center, climate, terrain and goods. Colors range from red (expensive development) to green (cheap development) with yellow for no modification.

TerrainEdit

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

ClimateEdit

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

Ideas and traditionsEdit

These modifiers lower the cost for developing a province. Starting with patch 1.28, the   Common Sense DLC is no longer needed to develop provinces. On prior versions, these modifiers are replaced with a   goods produced modifier of the same size if Common Sense is not active.

  Traditions Ideas Bonuses Policies
−20%
  • Full Economy Focus
−10%
  • Caspian traditions
  • Colonial traditions
  • Frisian traditions
  • Garhwali traditions
  • Hojo traditions
  • Rigan traditions
  • Saxon traditions
  • Tuscan traditions
  • Ajuuraan idea 5: Hydraulic Empire
  • Andean idea 5: Monumental Ornaments
  • Ansbach idea 5: 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
  • 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
  • Kuban idea 2: Children of Woot
  • Luban idea 5: Lukasa Boards
  • 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
  • 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 4: Oasis of Peace and Prosperity
  • Texan idea 7: Adelsverein
  • Zaporozhian idea 1: Fast Fort Builders
  • Bavarian ambition
  • Hausan ambition
  • Lan Na ambition
  • Mutapan ambition
  • Pegu ambition
  • Tokugawa ambition
  • Tyrone ambition
  • Economic-Quantity: Agricultural Cultivation
−5%
  • Prussian idea 7: Religious Toleration

Note: The minimum cost is capped at 3 power per development.

Other modifiersEdit

−5% in the capital province per 100 country development (up to −50%)
−20% if a   University is built in the province
−20% in Capital area, with Invite Minorities from Abroad action as   Feudal Theocracy
−10% if province trade good is   Cloth or   Cotton (requires  )
−10% with the decree "Expand Palace Bureaucracy" active, available to the   Emperor of China
−10% with   parliamentary issue "Land Reform" active
−10% as an Imperial Free City
−10% if   Burghers are at   60 loyalty and   60 influence (lower at less influence)
−10% as   Orthodox with Icon of Christ Pantocrator active
−10% as   Muslim with   Maliki school followed or invited.
−10% as   Shinto with Adaptive Isolationism level
−10% as   Tengri with   Theravada as syncretic faith
−10% as   Fetishist with   Buddhism cult
−10% with   Anglican religion
−10% with Encourage Development edict
−10% with Prosperity
−10%  if the state the province is in has a level 3 Center of Trade, a "World Port" or "World Trade Center".
−5%  if the province is a level 2 Center of Trade, an "Entrepot" or "Market Town".
−5% with "Trading in Tropical Wood" bonus
−5% as   Protestant with "Organized through bishops" aspect active
−5% for members of the Holy Roman Empire, if the "Call for Reichsreform" reform is passed
−5% for embracing the   Renaissance institution
−1% per 500 natives left alive in a colonized province
+0.1% per 1% of devastation
+0.5% as   Confucian for each point of Harmony less than 50 (up to +25%)
+50% for being a primitive nation
+50% for being a subject nation

Exploiting developmentEdit

A province can be exploited for short-term benefits by permanently reducing its development by 1.

  • Exploit   Base Tax to gain 60 months worth of that province's tax income
  • Exploit   Production to gain 60 months worth of that province's sailors
  • Exploit   Base Manpower to gain 60 months worth of that province's manpower

A province has to have at least 2 development in a category for it to be exploitable, and is required to have at least a territorial core. A province cannot be exploited within the 20 years following its last exploitation, even if it changes owners.

AI behaviorEdit

AI generally will not develop provinces to more than original development × 2 or 10 development, whichever is higher. These numbers can be changed in defines.[1]

The exception to this rule emerges when the AI develops one province for the purposes of institution spread, introduced in Patch 1.18. At this time the exact behaviour of the AI regarding this is not well understood. The AI does not develop provinces anywhere as efficiently as a human player may do so.

StrategyEdit

  • Prioritize provinces with 9 and 19 development (followed by 8 and 18, etc.) to open an additional building slot.
  • Improve production in provinces with high value trade goods before provinces with lower valued goods.
  • Evenly developing a province (4/4/4) is not as lucrative as weighting towards one type of development and reaping a greater bonus with an appropriate building (6/3/3 and a   church). Combining with an appropriate estate can increase this further but at the trade off of the increased   local autonomy affecting other aspects.
  • Developing a province belonging to an estate increases its share of development. This can save having to give them another province if close to the required percentage.
  • Developing a coastal province instead of an inland province also improves sailors and trade power (through the +25% coastal province modifier).
  • Consider timing: Is the province close to prosperity? Is an institution about to spawn? Is the   University about to finish construction? Is the parliamentary issue about to expire? Has the state edict reset time elapsed? Delaying or expediting development can save vital monarch points.

ReferencesEdit