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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.png Common Sense DLC can increase province development values by using monarch power.

Base development

Effects of development[edit]

A province gains per development level in:

Tax Base Icon.png Base tax:

Regiment recruit speed.png −1% Local recruitment time

Gold Icon.png +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

Manpower.png +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):

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 Sailor increase
Local trade power.png +0.2 Local trade power
Possible Manchu banners (local) +0.1 Possible Manchu banners
  • Development cost.png+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.).
  • Province warscore 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.
  • 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.
  • Institutions.png Increases the institution presence in the province by (new development level/6). This is capped at +10% increase.
  • Institutions.png 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 Caravan power.png+1 caravan power for each 3 total development levels, up to 50.

Developing a province[edit]

Development cost tooltip.

Monarch points (Administrative power.png, Diplomatic power.png or Military power.png) 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.

Base cost[edit]

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.

\text{final base cost} = 50 \cdot (1+ \text{development efficiency})

Development cost modifiers[edit]

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: Development cost.png+99%" modifier.

All development cost modifiers are applied in an additive fashion.

Note that without the Common Sense.pngCommon 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[edit]

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

Ideas and traditions[edit]

These modifiers lower the cost for developing a province. Without the Common Sense.png Common Sense DLC, development is not possible; these modifiers are replaced with a Goods produced modifier.png goods produced modifier of the same size.

Development cost.png Traditions Ideas Bonuses Policies
  • Full Economy Focus
  • Colonial traditions
  • Garhwali traditions
  • Saxon traditions
  • Tuscan traditions
  • Ajuuraan idea 5: Hydraulic Empire
  • Andean idea 5: Monumental Ornaments
  • Ansbach idea 5: Protestant Exiles
  • Assamese idea 2: Wet Rice Cultivation
  • Chachapoyan idea 2: Legacy of Kuelap
  • Candarid idea 3: Ismail Bey Complex
  • Charruan idea 1: Hunter-Gatherer Ways
  • Dali idea 6: Rice Terraces
  • Date idea 7: Intensive Domain Development
  • Dithmarscher idea 5: Fortify the Coastline
  • Dutch idea 3: Polders
  • Finnish idea 4: Settle Middle Finland
  • Golden Horde idea 6: Populating the Steppes
  • Gutnish idea 1: Rebuild Visby
  • Hessian idea 4: Receive Religious Immigrants
  • 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
  • Mayan idea 2: Building Traditions
  • Milanese idea 3: Lowered Power of the Barons
  • Mogadishan idea 4: City of Mogadishu
  • Moravian idea 3: Cities of Moravia
  • 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
  • Zaporozhian idea 1: Fast Fort Builders
  • Bavarian ambition
  • Hausan ambition
  • Lan Na ambition
  • Mutapan ambition
  • Pegu ambition
  • Economic-Quantity: Agricultural Cultivation
  • Prussian idea 7: Religious Toleration

Note: The minimum cost is capped at 4 power per development.

Other modifiers[edit]

-5% in the capital province per 100 country development (up to -50%)
-20% if a Latin university.png University is built in the province
-10% with the decree "Expand Palace Bureaucracy" active, available to the Emperor of china icon.png Emperor of China
-10% with Parliament.png parliamentary issue "Land Reform" active
-10% as an Imperial Free City
-10% if Burghers.png Burghers are at Estate loyalty 60 loyalty and Estate influence 60 influence (lower at less influence)
-10% as Orthodoxy Orthodox with Icon of Christ Pantocrator active
-10% as Shintoism Shinto with Adaptive Isolationism level
-10% as Tengri Tengri with Theravada.png Theravada as syncretic faith
-10% as Fetishist Fetishist with Buddhism.png Buddhism cult
-10% with Encourage Development edict
-10% with Prosperity
-10% in province producing cloth or cotton with Rights of Man.png
-5% if the province is an "Important Center of Trade" or "Important Natural Harbor"
-5% with "Trading in Tropical Wood" bonus
-5% as Protestantism 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.png Renaissance institution
-1% per 500 natives left alive in a colonized province
+0.1% per point of devastation
+0.5% as Confucianism 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 behavior[edit]

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.[2]


  1. patch notes 1.15
Concepts BuildingsColonizationTradeTrade goodsTrade nodesTrade companyTariffsDevelopmentTaxProductionOverextensionWar exhaustion
Province mechanics
Management CapitalCoreCultureReligionRebellionAutonomyList of provinces
Economy DevelopmentTaxProductionBuildingsManpowerSailors