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    Saturday, July 4, 2020

    EU4 Happy 4th of July!

    EU4 Happy 4th of July!


    Happy 4th of July!

    Posted: 04 Jul 2020 08:33 AM PDT

    I Won?

    Posted: 04 Jul 2020 02:42 AM PDT

    I finally finished my first WC in EU4

    Posted: 04 Jul 2020 04:16 AM PDT

    Had a great multiplayer as the Dutch.

    Posted: 03 Jul 2020 11:15 PM PDT

    Mom please come pick me up, im scared

    Posted: 03 Jul 2020 05:56 PM PDT

    *Happy Potato Noises*

    Posted: 04 Jul 2020 05:05 AM PDT

    Fun Fact: If you make your Dutch subjects into single country, independent Dutch nations join them (and thus join you)

    Posted: 04 Jul 2020 09:47 AM PDT

    Roman National Ideas vs Italian National Ideas?

    Posted: 04 Jul 2020 05:12 AM PDT

    Literally unplayable

    Posted: 04 Jul 2020 01:02 AM PDT

    Found this cool easter egg last night. I knew Paradox had put one like this in Stellaris, but I didn't know about this!

    Posted: 04 Jul 2020 12:04 PM PDT

    my 1/1/1 ruler defying the laws of incompetence

    Posted: 04 Jul 2020 08:12 AM PDT

    How to administer your empire like a true imperialist

    Posted: 04 Jul 2020 08:01 AM PDT

    Since 1.30, the previous system of states got changed. First, I wasn't a large fan of the change, but I have come to somewhat appreciate it. At least, I do in the early game. In the late game it makes you able to administer an incredibly large amount of land - potentially the entire world (I haven't checked this, but the math works out). Do you too want to administer the entire world like the imperialist you are? Then please read on. tl;dr at the bottom.

    1. The old and the new

    For those (somehow) not in the know, the old state system let you administer a set amount of areas as states, granting an autonomy floor of 0 and the allowing you to use state edicts. The rest of your provinces would have an autonomy floor of 75%. If you were administering more than twice your amount of possible states, you gained monthly corruption equal to 0.02 per territory extra. Large caveat: provinces in a trade company region could be assigned to trade companies. These trade companies had an autonomy floor of 0 and buffs to trade power and sailors, but large debuffs to local tax and manpower that could be partially negated using trade company investments. Territories in trade companies would not count towards the "too many territories" modifier, making them extremely powerful and mostly free. Lastly, trade companies could only be established in a limited amount of trade company zones that were not on the same continent as your capital. This heavily favored europeans, who could make use of all possible trade companies.

    The new system drops all that for a new system called governing capacity. Once again, you can administer areas as states, territories or trade companies. Areas administered as states cost governing capacity equal to the amount of development in the state (plus modifiers). States have an autonomy floor of 0 and can use state edicts like before. Territories cost only 25% of their development in governing capacity. They now have their autonomy floor set to 90%. Trade companies cost 50% of their development as governing capacity, and their autonomy floor is 90%. In new trade companies, autonomy only counts as half when calculating production. They also still get buffs to sailors and trade power. Since 1.30, the entire old world has been populated with trade companies, meaning all the power is no longer with the europeans (although being in europe is still a large bonus because of how trade flows). You can only establish trade companies in territories that are not on your subcontinent. If you go over your maximum governing capacity, you gain debuffs to stab cost, advisor cost, core cost, improve relations, AE and militarization (for the prussians).

    2. Governing capacity and how to get it

    We've talked about how governing capacity works, and it should be clear that it's something we want a lot of. But how do we get it?

    Governing capacity is gained in the following ways: base, through administrative technology, government rank, certain government reforms, giving a certain privilege to the estates, being the economic hegemon, completing administrative ideas, completing certain missions as either taungu or lithuania, the russian age bonus and taking the "expand administration" action. Let's go into them next.

    Base: each country has a base governing capacity of 200.

    Admin tech: staggered through the tech levels, you gain a total of 1700. For reasons that will become obvious later, it is of note that at admin tech level 22, you gain 700 total.

    Government rank: 0 for being a duchy, +200 for a kingdom, +400 for an empire.

    Certain government reforms: ignoring the reforms that are only available to certain nations, the reforms of note are l'etat c'est moi for monarchies, administrative divisions for republics, and priestly autonomy for theocracies, which give +250 each.

    Estate privileges: every "estate land rights" privilege you give grants you +100.

    Being the economic hegemon: really only a late game option, this gives you +20%.

    Completing admin ideas: gives +25%.

    Completing certain missions, being the russian empire: give a percentage each, but not relevant for most nations.

    Taking the "expand the administration" action: taking this action in the government reform screen allows you to expend reform progress for 20 Governing capacity. Because reform progress is gained faster the more

    3. Buildings and recreational maths

    We have looked at gaining maximum governing capacity, but unfortunately this doesn't let us administer the entire world yet. Quick maths tells us that the maximum governing capacity we can expect is somewhere between 4132 and 4277. Say (hypothetically) that we administer everything as a province (not as a state). That would mean we can administer somewhere between 16000 and 17000 development. A quick google search teaches us that an average world conquest results in a world development of between 22000 and 27000 development. Even with quite some of that development being in the new world (and thus delegatable to colonial nations), we're still missing quite a bit. Also: we may not be interested in relatively mediocre government reforms like l'etat c'est moi. Being the economic hegemon might not be feasible to get before one of the other two hegemonies. Or maybe, we really need the absolutism and can't afford to give the estates many more privileges. I hear you, poor EU4 player, and fear not, help is on the way.

    1.30 has introduced one building and changed two others, and now these buildings are of interest to us in our quest to govern the entire world. The first one is the state house.

    The state house is a manufactory-type building. This means it costs 500 ducats before modifiers, and takes 60 months to build. Once it's built, the state house gives the entire state -20% governing capacity cost. This modifier is additive with all other procentual modifiers. If the state house is built on a province producing paper, glass or gems, this modifier doubles to -40%. This is obviously quite good, since we want the governing cost a low as possible. The state house becomes available at amin tech 12, and we should try to build one in each state, so we can administrate more. If a state does not have a province producing paper, gems or glass, we should try to build the state house on a province producing gold. This because we can't build any other manufactory there anyway, so we might as well. If none of these are available, we should probably just pick the province with the worst trade good (unless if it's hiding coal. late game furnaces are too good).

    The other two buildings of note are two buildings in the same upgrade line: the courthouse and the town hall. The court house unlocks at admin tech 8, and provides the province with -25% governing cost along with a few other minot but useful modifiers. The town hall unlocks at admin tech 22 and doubles all these bonuses, granting -50% governing cost. This means you can administer a state for 30% of the cost (or 10% if it has a paper glass or gems province). But wait, it gets better, as admin tech 22 comes with a bit of a breakpoint.

    4. Free real estate

    At admin tech 22, we unlock the town hall. The fact that this reduces governing cost as an additive modifier is quite important, because if we look back to part 1, we can see that trade companies cost 50% governing capacity. This means that we can administer trade companies for 50 - 50 = 0% cost. The minimum governing cost of any province is always 1%, which means we can govern trade companies for 100 development per governing capacity. This shows the true lategame potential of trade companies: we can get a lot of land and money withouth it costing us anything. Trade companies are also affected by the reform "regional representation", granting a reduced autonomy floor. This, combined with fully investing in a trade company, means that (for purposes of money and money only), trade companies are better than states. From this point forward, building state houses in trade companies is no longer worth it, as regular manufactories are almost always better.

    Taking as an example my recent "first come first serve" run, administering all of the americas in states with town halls and state houses placed reasonably well cost me 2319 governing capacity for 6621 development. Taking a world development of 25000 as baseline means that we have another 18379 development to administer. Because all of this land can be put into trade companies it will cost us merely 1% governing capacity, meaning we can administer it for a mere 184 government capacity, totalling approximately 2500 governing capacity needed to administer the world. If we go back to point 2, we can do some more quick maths and see that if we become an empire, reach admin tech 27, and take administrative ideas, we reach a governing capacity of 2250. Obviously that's not enough, but we have a whole load of ways to gain that extra 250 capacity, meaning you can in fact administer the entire world, and there is even some personal freedom to be had in how to accomplish this.

    5. Wrapping up

    The new governing capacity system allows for administrating the entire world as either state, trade company or colonial subject, proving that not only is a onetag still possible without breaking intended game mechanics, it might even be easier than before. At least, on the administration side of things. Maybe I should put it into practice and actually conquer the world once...

    I hope you had fun reading this post, and maybe learned something about the game. Happy conquering everyone.

    tl;dr - for optimal administering of your global empire: put all eligible land in a trade company, and everything else in a state. In all trade company provinces, build a town hall. In all states, build a town hall in each province and a state house in each state, choosing provinces in the following order: province with trade good paper glass or gems - province with gold - province with very low development (but make sure you have enough building slots to also build a town hall) - province with bad trade good - high quality province. In general regional representation is better than l'etat c'est moi. Happy conquering.

    submitted by /u/spawnmorezerglings
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    A Tale of Two Cities

    Posted: 04 Jul 2020 01:18 PM PDT

    "We gotta get outta this place"

    Posted: 04 Jul 2020 01:12 PM PDT

    Guardian of the Balkans

    Posted: 04 Jul 2020 07:29 AM PDT

    Shahanshah into This is Persia

    Posted: 04 Jul 2020 09:09 AM PDT

    aint this beutifull

    Posted: 04 Jul 2020 12:02 AM PDT

    Yes, I've waited an entire year for it.

    Posted: 03 Jul 2020 08:33 PM PDT

    That's a lot of damage!

    Posted: 04 Jul 2020 05:11 AM PDT

    I thought it would never happen

    Posted: 04 Jul 2020 01:00 PM PDT

    After 100 hours on this Patch, I think I found some reasons why the AI is so often in Debt.

    Posted: 04 Jul 2020 02:15 PM PDT

    As many have noticed, 1.30 has seen a larger spike in the frequency of the AI to be in debt. Usually, we see it in larger nations like Spain, Muscovy, Ottomans, France, and the Mamluks. After tagging to the AI in various points of my campaigns, I believe I discovered why the AI is so much in debt.

    1.) First of all, the AI does not use estates correctly. They do not seem to prioritize the governing capacity privileges. At least they don't have the sense to use them proactively. They don't do it until they are over the cap it seems, and the AI doesn't seem to expand unless they are under the cap. So big nations are often expansion locked by their own stupidity. This is very evident in Spain, because when they form Spain, they cannot state any of the Aragonese land because they will go over the governing capacity cap and they just won't use the privilege to do so. So they get into a debt spiral because they cannot get the income from the Aragonese land. They could easily use the estates to do so, but they just don't. This can be fixed by giving the AI a large weight on using the governing capacity privileges. It should solve some issues with the AI not having the income to sustain their armies.

    2.) Defender of the Faith is causing the AI to get into stupid wars. The AI does not seem to take into account the strength of the defender of the faith when they start a war. Because defender is so common now, so many nations are ruined by their stupid wars that they start because they don't know how to judge the proper strength of the war. Spain does this all the time too against the Mamluks or Ottomans when they attack into the Maghreb. They usually get into a war with the Mamluks or Turks early and it ruins their debt. This can be fixed by changing the AI to include the strength of the defender of the faith when deciding offensive wars.

    3.) The AI still sucks at building buildings. I have no idea why the developers insist on the AI spamming coastal defense buildings. They are just a waste of a building slot. The AI should prioritize trade buildings (which they do), workshops, and temples. This will allow them to sustain an actual economy and be in less debt. For some reason, the AI likes to build coastal defense, regiment camps, barracks, shipyards, and docks way more than manufacturies and other economic buildings. To help fix AI debt, there should be a larger weight on the AI to build these economic buildings, because the bigger problem with the AI is their lack of economy, not how many troops or manpower they can get.

    So these are the big 3 reasons I've noticed why the AI gets into debt so much in 1.30. I'm sure there are other reasons you can point out, but these 3 are the ones that cause the massive debt spirals you see in the latest patch.

    submitted by /u/Hidious8911
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    I don't know why I expected better - Random member of catholic league elected emperor after I (the nation with the full support of the only elector) win the league war.

    Posted: 04 Jul 2020 05:20 AM PDT

    cursed independence

    Posted: 04 Jul 2020 11:24 AM PDT

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