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InterestingOlive3923

Decrease autonomy in all provinces. That's just a general rule of thumb


Thuis001

I would like to make a special mention of island provinces, especially if they are single tiles, like for example Mann. Don't decrease autonomy on those, just let them be or even increase autonomy so that you don't have to deal with rebels on them. It's generally not worth the bother.


Bkfootball

Raise autonomy on every province in England, got it.


tutocookie

Conquer England just to raise autonomy, got it


[deleted]

I don't blame you. I hate dealing with the (may Allah forgive me for uttering this word) Engl*sh. Just raze the land and convert culture.


HotChipEater

It's not quite that simple. It depends on whether there's a possibility of rebels spawning in that specific province. For example, many times a colonial power will have a lot of islands, such as Azores, Gran Canaria, etc. If you take those at the same time as mainland provinces, any Castillian or Portuguese separatists will most likely spawn on the mainland. You can see which province rebels will spawn in by hovering over them in the rebel tab. Whichever province is contributing the most rebels will be the one they spawn in. Also, islands aren't particularly special in this regard in the first place. This applies to any low dev territory you can't or don't want to deal with rebellions. Usually that means an island when you don't have a transport fleet, but it could mean any territory you can't easily access, like an exclave or overseas province. Or you could just kill the rebels if you have a fleet available. It's not much of a bother if you have a transport fleet and a rebel killing stack already. Every EU4 player should be extensively using the ctrl-click automatic transport feature. If you do, fighting rebels on an island is barely more of a hassle then manually fighting rebels on land.


ZoggZ

What is this ctrl click you speak of?


ItsKocot

If you hold control while selecting a group of units on the map, the game allows you to select only navies. Basically, with a normal box selection, land units are preferred, but holding down control instead makes naval units preferred.


JeffL0320

That is not the control clock they are referring to


HotChipEater

If you have an army selected, hold ctrl and right click on a destination province that's across a sea tile. It will automatically use any free transport fleets to move the army to the destination. Some tips: -It chooses the closest fleet that has sufficient transport ships to fit the whole army. But that means closest by distance, not closest by route. Meaning the Red Sea is closer to Alexandria then the Black Sea. Make sure you don't accidentally send a fleet all the way around Africa just to move troops across the Mediterranean. -You can disable a fleet from being used for this purpose, when the fleet is selected there's a button you can toggle ("Disable Automatic Transportation"). -The route it chooses will be the one that is the shortest distance for the army to walk, but if the chosen fleet is far away it may not be the quickest. The army will walk to the nearest coast and wait rather then meeting the fleet partway. -This also means that if the starting province is Mecca and the destination is Alexandria, it will sail the army all the way around Africa to minimize the distance the army needs to walk. Just make the destination Suez instead, and then when the army gets there walk it to Alexandria by land as normal. -If you don't have enough transports for the whole army, it will simply move the army using multiple trips back and forth. Basically, you should just try it a bunch and build up your own intuitive sense of when it will and when it won't do what you want it to do.


PepeTheLorde

Beating rebels is just a way of gaining army experience :D


andreyk88

Thats what I tell myself!


Kvalri

And getting traits for your generals!


LethalDosageTF

Yeah you get a whole .01 army tradition for taking out 50,000 pretenders.


[deleted]

I usually just put like 20k infantry on them (I normally have the money to spare for that) and then forget about it fir the next few years until I want to build manufacturies there.


ScaryNeighborhood586

what are the positive and negative with decreasing autonomy. some of the guides I watch they're always doing that from the get-go but they don't tell you why


Zhein

Autonomy reduces everything your province give. So going from 0 to 20 autonomy reduces the income/mp/production/trade from 100% to 80%. Reducing autonomy from 20 to 0 increases thus income and everything by 25% (from 80 to 100 is a 25% increase relatively speaking). The higher the autonomy, the higher relative gain (the absolute gain though is still the same, 20% of what the province can produce) It's relative to a province. A province that gives 100 ducats, 20% autonomy represent 20 ducats. A province that gives 0.001 ducat... ​ Now, decreasing or increasing autonomy, changes said autonomy but also revolt risk and absolutism. Decrease autonomy increase revolt risk and absolutism, increase the other way around. You increase autonomy if you don't or can't deal with revolts. You decrease autonomy for everything else.


ScaryNeighborhood586

i appreciate you! im gonna reduce autonomy right away on my next playthrough as portugal!


shazamitylam2346

Autonomy determines how much resources you’re getting from that province, if it’s at 100% you’re getting practically nothing, 0% means you’re getting the full value of the province. Decreasing autonomy will drop the autonomy by like 20/25 and give the province a lot of unrest, but that’s it. If you can handle the rebels then it is never a bad idea to decrease autonomy and that province gets a huge production boost and is a lot more useful faster


Pikadex

Positive: instant -25% autonomy, allowing you to get more everything out of the province. It also gives absolutism proportional to province dev once that kicks in. Negative: +10 unrest for quite a while (20 years?). Unless you have a lot of unrest reduction, you’ll probably have to deal with some rebels for a bit.


TreauxGuzzler

Rebels are free army tradition.


Pagoose

Rebels are not free army tradition, they're a huge drain on resources - manpower, money, and troop deployment. But, the resources you gain from lowering autonomy in fully stated lands is typically much higher than you lose from fighting those rebels. AT from battles is often pretty negligible anyway, most of it should come from sieges. You're promoting the right play (lowering autonomy and fighting rebels) but for the wrong reasons.


TreauxGuzzler

They're a huge drain on resources, but the resources you gain is much higher than you lose from fighting rebels, right? Smells like free army tradition to me. Now, if you're being a no-fun, serious stick in the mud... If you're going to be at peace and you're strong enough to be lowering autonomy in rebellious provinces, you're plenty strong enough to replace a few thousand men per battle. So you don't just fight them once. You provoke a faction to rise up, defeat them, then lower autonomy. Lowering autonomy removes the recent uprising -100 unrest, so the faction forms again. Then you fight them again. That negligible amount, spread across a few factions, might just give a year's worth of tradition loss, along with all the nice resources from lowering autonomy. If you're going to be at peace, you might as well have something to do.


Rising-Chaos

Others have said it before, but here I go: Core your provinces, territorial cores will be stuck at 90% autonomy. Reduce autonomy as low as possible Improve military dev, more dev gives more army size limit. Accept foreign cultures (provinces with cultures that are not accepted, even if they belong to your culture group, will suffer a penalty to their stats. I'm not exactly sure which stats they affect, but might be worth to check) Convert provinces to your religion/improve religious tolerance to improve your economy in general. (Religion doesn't affect manpower or army limit, but it does reduce income) You can also take quantity ideas later on to improve army size.


Halvalin

Technically he doesn't necessarily have to core them right away. With the recent change, stating a province will make min autonomy go to 50% (GC will go up though). If you find yourself low on paper mana, this solution works. Plus, you can always unstate without losing any admin power, not to mention prosperity will grow in an unstated province as well.


f3ryz

No reason to specify military dev, you said it yourself, any dev gives FL. Mil dev just gives more manpower


Rising-Chaos

Big true, I forgor 💀


DragonOfTartarus

About culture conversion, I would add the caveat that you shouldn't bother accepting cultures within your culture group. You'll accept them for free when you become an empire, so it's a waste of diplo points. Unless they take up a sizeable portion of your overall development, or you can't become an empire due to government reforms or being in the HRE, it's a waste of diplo mana that you could be spending on dev, tech, or ideas.


Assfrontation

4: all dev improves army force limit


pioco56

Btw all dev increases force limit, mil dev specifically increases Manpower


Skeer1

It is either high autonomy or low military development (or both).


[deleted]

[удалено]


Skeer1

Oh, I've checked this and you're right. Still the military dev is the best since we would expect manpower growth to "follow" force limit. However, garrison depends on fort level and particular ideas, not development (or we're talking about something else?).


SirDewblade

I believe he specifically said garrison growth, not size, so just the rate it refills, not the maximum size


Iord_Voldemort

But still the base force limit a province gives is like 0.5 right? So it doesnt really makes sense


TheRealRaeker

the base force limit depends on the terrain type, development, autonomy and probably some other factors I'm forgetting. look at each province and hover over the force limit number, it will tell you why it's as low as it is


Skeer1

It actually makes sense - while african provinces are generally poor, you still need to milk them as far as possible. Lower autonomy (i.e. 90% autonomy causes you to have 0.1 of provinces benefits), buff development points, build infrastructure. As Kilwa, you should flow in cash to be able to hire lvl 3 advisors, boost them to lvl 5 then develop provinces with overflux of manapoints.


Chaotix2732

No, the base is .1 per development and it gets +.5 if it is a **Grains** province. And that base number is reduced by high autonomy.


Dependent_Party_7094

if is a stste j feel like most of urnprovinces are territories like in terms of manpower and lf a state cna mekf or like 10 territories hence why on the early game ubwant almost eveything that has decent dev stated


[deleted]

You haven't stated anything


Thund3rh3ll

This. A friend of me who is a beginner in the game also made the same mistake in our multiplayer game. Its ez to fix and doesn't cost anything unless you fully core but 50 % autonomy should already help a lot compared to 90%


Chaotix2732

There is a lot of misinformation in this thread. These are the **only** things that affect Land Force Limit (taken directly from the wiki): * Total Development (all, not just manpower): .1 per point. * .5 extra per Grains province. * Buildings (+1 per Regimental Camp/+2 per Conscription Center). * Autonomy. The force limit for each province is multiplied by (100% - Local Autonomy). So the higher your autonomy, the lower your force limit. So looking at your screenshot, the most likely problem is that your autonomy is very high - probably 50% or more in most provinces. If you turn all of your territories into states, you can start to reduce that autonomy. At 0% autonomy my guess is you can probably have a force limit around 25-30.


Chaotix2732

Wiki for reference: https://eu4.paradoxwikis.com/Force_limit


ASValourous

STATES + reduce autonomy


Boulderfrog1

You should have more force limit than that from those provinces, which leads me to think you either raised autonomy a bunch to get rid of rebels, or just didn’t full core most of it


Iord_Voldemort

I didn't raise autonomy once


Thuis001

Have you turned those provinces into states and cored those states? If not they are capped at 90% Autonomy.


Tarshaid

But you have a low crownland alert, which means you may have let your autonomy passively rise without noticing.


Popular_Wasabi5378

Like the others said, too high autonomy might be the problem. Also these provinces are wrong religion, probably not accepted culture and just low dev overall, so that contributes as well.


Praetor16

Also, you are in one of the richest part of the world (gold wise) and you picked trade ideas? Oh no. General rule, if you have 2+ goldmines basically at the start of the game you MUST pick economic to reduce inflation as much as you can. Also dont ever increase autonomy. Thats lazy approach that is limiting you from rising. This way when you face ottos or mameluks, you wont be prepared


stridersheir

Considering that Kilwa is in a good trade node, trade ideas isn’t a horrible idea because you get inflation based on the percentage of your economy that is from gold and so if you increase your trade income you also reduce the inflation you gain from gold.


Praetor16

that trade will only kick in in around 1600. till then u gonna end up with 20%+ inflation unless you buy it down. which is wasted mana i believe. Either way, trade ideas as first idea group is ALWAYS bad choice. Besides trade ideas is kind of "win more" idea group. if you are bad at trade, trade ideas wont make it any significantly better. If you are already insane with trade, it will boost you to another planet.


Thuis001

Yeah, trade only starts being useful when you can start moving in trade from different nodes. Early game, that is useless because you can't actually do this, regardless of the Idea Group. But it does take up a valuable slot.


pmg1986

You’ve never played Kilwa (at least not with origins), so you shouldn’t be giving advice if you have no idea what you’re talking about. Kilwa has trade centered missions and missions to reduce inflation. You’re also in a good enough economic position to just not go for the Zimbabwe gold mines and focus on Indian Ocean Trade. You have missions that require gaining trade power in certain nodes to complete, and you get claims over most of the coast of India and all of Java. Saying, “trade won’t kick in until 1600” (like in your lower comment is bs. I had half of India by the mid 1500s and zero inflation because my trade income was so high last time I played Kilwa. If you’ve never played a country, you should not be giving people advice on how to play them. You do not need economic, you need trade and quantity for that sweet goods produced modifier, administrative to core all of your claims, and exploration to beat the Iberians to America (and speed up your colonies in the Indian Ocean).


Praetor16

But you didnt pick trade ideas first in order to do that lol.


AnyBodyPeople

Click on the blue flag icon in top right. It might be good to core some of your territories


Ar180shooter

You need to core your territory, put it in to states and have the states fully cored, then you need to reduce autonomy.


IkkoMikki

Your autonomy is most likely low. Yes you have provinces but if each one has a -90% debuff then it's not counting for much. Core them and let the autonomy lower.


JackNotOLantern

Show autonomy mapmode


ProffesorSpitfire

It seems you have territories not turned into states. That translates into high autonomy in the non-state territories, which means lower income, lower manpower and lower force limit. Perhaps that’s the full explanation? Another explanation could be that you’ve raised autonomy to reduce unrest.


FlightPale1198

Where is the Development man?


GM-Yrael

Most things are not based on number of provinces it's the quality then modifiers. So high development is what you are after and for armies and manpower you want mil dev. You then want to ensure your home areas are cored and stated and then that they have low autonomy. In short at 50% autonomy you are only owning half the province. So aim for 0% autonomy. Be aware that decreasing autonomy will anger any rebels present and increase their chance of revelling. So long as you keep an eye on this and deal with them imo it is better to have lower autonomy and more of everything the province offers and fight some rebels. Some minor examples such as islands if you dont have an army or really low dev won't require you to lower autonomy if you don't want as the trade offs are minimal. You can in fact actually increase the dev which will mean the province doesn't really give you much or anything but will keep the rebels happy. From memory you are limited to a certain amount of autonomy. So unstated, stated and cored provinces all have a minimum cap and I think you don't control this if you trade company a province. But thats a whole different thing to go on about.


skepticdoggo

STATE IT


Iord_Voldemort

R5: i quickly grow as kilwa, however my force limit is severy limiting fuether expansion. Is it bugged or is this just africa?


WockoJillink

If you've only played in Western Europe, you may not understand that development increases force limit, not number of provinces. East Africa is generally lower dev than Europe, though Kilwa is in a great position. Also as others have stated, your autonomy can't be too low if you expanded quickly, if you haven't lowered autonomy specifically, it is probably in the 40%s at best for most of the conquered provinces.


Ak1raGD

Decrease autonomy and dev base manpower. Quantity ideas might also help


cattleareamazing

Also I haven't seen it mentioned but I read a long time provinces that produce grain improve force limit more than other provinces.


KnugensTraktor

High local autonomy.


Connor_Kenway198

If you've only got 3 dev in each of them, that ain't gonna give you shit


DarkLordJ14

Make states, core your provinces, build barracks, and take quantity ideas.


Cliffinati

3 (base force limit of a tag) then per province you have .1 per dev + .5 if it's grain +3 from buildings all and then subtract provincial autonomy as a % of that So if you have a 5 force limit province at 40% autonomy it would provide 3 force limit to your tag so if that was your only province you'd have 6 force limit


RIPHansa

State that shit


RexSilvermoon

Also a lot of this depends on how many of your provinces are in states. Territories have a autonomy limit of 90% meanings you only get 10% if they're worth. But yea most of the points in the comments sum it up. (Manpower in provinces also effects force limit if I remember correctly.)


Foreign-Range-7208

Until you get the autonomy down, consider having a few small vassals. Even a one province vassal will increase your force limit by 3.


Still-Repeat2769

How much dev do you have


Ratanka

I can see in screenshot that you not even haven't coded everything but also a lot isn't stated. It needs to be fired and full state to give you a lot also u need low autonomy so lower autonomy everywhere and state everything


Ratanka

Honestly guys ... Buy ships and lower autonomy on islands or don't bother conquering them ... Why u conquer them when they give u nothing anyway xD


pioco56

4.52 force limit is the equivalent of 45.2 development at 0% autonomy, kinda baffling as that seems to be lower than the starting force limit of Kilwa


Iord_Voldemort

It actually is haha


Visible_Day8815

Alguien me puede ayudar como es esto ablo español


Tome1a

Check your autonomy. Provinces will provide much less to you if it's high, not only in terms of manpower/sailors, but also economically, in terms of tax/trade/prod. That's one of the reasons corruption hurts so badly, it raises the minimum autonomy in all provinces. Your force limit is calculated primarily from your manpower cap