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 :
- +3% per point above 10 total development, goes up by 3 every 10 total development.
- +1% 省份战争分数花费
- +1% 省份过度扩张花费
- +10 造核花费
- +8 外交合并花费
- 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.
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.
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 ‘Common Sense’ DLC the modifiers are exchanged. (National) Development cost modifiers are replaced by a (national) goods produced modifier of the same amount with versed sign. Local development cost modifiers are replaced by tax income of a tenth with versed sign.
Stacking development cost modifiers
Developing a province to get an institution can be expensive in terms of monarch points; 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: Lublin, Baghdad, Selanik, Cairo, Regensburg, London, Milan and Prague. These provinces have a cumulative reduction in developing cost of -20% (-5% from farmlands, -5% from CoT, -10% from cloth/cotton).
|-10%||如果省份产出为 或者 棉花 (需要人权DLC)|
|-10%||with parliamentary issue "Land Reform" active|
|-10%||if Burghers are at 60 loyalty and 60 influence (lower at less influence)|
|-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|
|-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 1% 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一般不会将提升省份至原先的两倍或高过原先10点，取决于哪个值更大。 generally will not develop provinces to more than original development * 2 or 10 development, whichever is biggest. 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
|概括||建筑 • 殖民 • 贸易 • 产品 • 贸易节点 • 贸易公司|
殖民领 • 发展度 • 税收 • 生产 • 过度扩张 • 厌战度
|行政||首都 • 核心 • 文化 • 宗教 • 叛乱 • 自治度 • 省份列表|
|经济||发展度 • 税收 • 生产 • 建筑 • 人力 • 水手|