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|
|+0.2||Local goods produced|
|−1%||Local shipbuilding time|
+250 maximum manpower
Irrespective of category, every point of development has the following effects on the individual province (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|
|+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.
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.|
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 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 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 modifiers
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.
Note that without the ‘Common Sense’ DLC the modifiers are exchanged. (National) Development cost modifiers are replaced by a (national) goods produced modifier of the same amount with reversed sign. Local development cost modifiers are replaced by tax income of a tenth with reversed sign.
Stacking development cost modifiers
For developing a province to get an institution, 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: Antwerp, Baghdad, Constantinople, London, and Prague. These provinces have a cumulative reduction in developing cost of -20% (-5% from farmlands, -5% from CoT, -10% from cloth/cotton).
|Terrain||Development cost modifier|
|Climate||Development cost modifier|
Ideas and traditions
Note: The minimum cost is capped at 4 power per development.
|-5%||in the capital province per 100 country development (up to -50%)|
|-20%||if a University is built in the province|
|-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 Shinto with Adaptive Isolationism level|
|-10%||as Tengri with Theravada as syncretic faith|
|-10%||as Fetishist with Buddhism cult|
|-10%||with Encourage Development edict|
|-10%||in province producing cloth or cotton with|
|-5%||if the province is an "Important Center of Trade" or "Important Natural Harbor"|
|-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 point of devastation|
|+0.5%||as for each point of Harmony less than 50 (up to +25%)|
|+50%||for being a primitive nation|
|+50%||for being a vassal, client state or march|
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.
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.
- patch notes 1.15