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I think states are a good idea because it adds the necessary middle step to the administrative decisions between individual provinces and the whole country/empire. I'm not really sure how the concept could be changed to make it better. But pretty much everywhere else the local/regional dynamics remained roughly the same no matter who "owned" the land, so I think the mechanic is working well in most areas of the game. I agree that it's problematic in the colonial areas like the Americas because that is where the old regions or "states" of natives did not correspond seamlessly with the new incoming states formed by the colonial powers. Yes, the AI will of course also use Edicts, and edicts are 100% fully scriptable, and modders can add and remove as they feel fit.
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Edicts can be enacted at any time, but once set they can not be revoked until at least one year has passed, and while an Edict is active, the maintenance for that state triples.Įdicts gives bonus to all provinces you own in the state, and which edicts you have active can also be seen in the ledger and in a new mapmode. In the new expansion, we are introducing a new concept to states though, something we call State Edicts. This tab now gives you information of the entire state at once, making it possible to determine if the state is profitable or not, what provinces belong to it, and details about them. This time we dig into the states.įirst of all, we have now improved the province interface to have a separate tab for all things related to a state, as the province interface started to become really cluttered.
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Hello everyone, and welcome to another Europa Universalis IV development diary.
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