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.
Effects of development
A province gains per development level in:
|−1%||Local recruitment time|
+1 yearly tax income base
|+0.2||Local goods produced|
|−1%||Local shipbuilding time|
+250 max manpower
Irrespective of category, every point of development has the following effects on the individual province note only coastal provinces will experience 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|
|+0.2||Local trade power|
- +3% per point above 10 total development, goes up by 3 every 10 total development.
- +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.
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 +1 caravan power for each 3 total development levels, up to 50.
Developing a province
|Available only with the Common Sense DLC enabled.|
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). In other words the cap for one development type is equal to the other 2 plus 1.
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: +99%" modifier.
It is further additively affected by terrain and other modifiers.
|Terrain||Development cost modifier|
|Climate||Development cost modifier|
Ideas and traditions
|-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|
|-10%||if Burghers are at 60 influence and 60 loyalty|
|-10%||As with cult.|
|-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|
AI will no longer develop provinces to more than original development * 2 or 10 development, whichever is biggest. These numbers can be changed in defines.
- patch notes 1.15