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The wiki has more info: https://eu4.paradoxwikis.com/States_and_territories#Governing_capacity
When expanding outside of your subcontinent, try to only add provinces with trading bonuses to your trade companies. You're aiming for the merchant upon reaching 50% of province trade power, above isn't necessary.
If you want to dev up your nation, remember that the capital region only has 1% governing capacity cost, so chose your capital accordingly.
Trying to maximize governing capacity isn't easy and you'll have to wait, so the best way to deal with it is not to bite more than you can chew in the first place.
I have around 1300 capacity and have stated the ones with high dev. Im planning on going after the moluccas now for trade. but Im expanding everywhere I can.
As a general rule, you can state everything that belongs to your sub-continent and states with goldmine provinces. Everything else should belong to a trade company.
I don't agree with this. Stating lands outside your subcontinent is generally a bad idea. There are two exceptions: gold mines, and when your nation begins the game on the border of two subcontinents. Then, early on, it makes sense to state some land in the second subcontinent because you need the tax income and manpower.
But if you plan to seriously blob, putting everything else into TCs is the way to go. You'll save an enormous amount of governing capacity in addition the many other benefits TCs provide.
True, but when you are reaching your limit in Governing Capacity, turning some TC provinces into territories can save quite a lot without losing your economic power.
Honestly, in most cases, that shouldn't happen until you're nearing (or past) "unstoppable blob" status when it really doesn't matter any more. There are exceptions like early game Ming but it takes quite a bit of development to exceed the readily available governing capacity.
1) They don't build courthouses (and then upgrade them to town halls) in literally every province they own except for their capital state and they don't build statehouses in literally every full state that they own (again, except for the capital). I've given advice to folks with GC problems in the past whose response is "I never build any of those, they suck." Uh, no. No, they don't.
2) They don't take the Admin idea group early enough and they don't stay ahead on admin tech.
Problem one is easily solved. If you're big enough to have major GC issues, you're rich enough to build the necessary buildings. Problem two is also simple to fix. Take Admin as one of your first groups and make sure you expand through both vassal annexation and conquest so that you can funnel admin monarch points into tech and ideas in addition to coring.
I’m having similar problems, I’m just expanding too fast chaining multiple wars at the same time as soon as I have a new border…. Probably a bad habit, need to be more chill Speed 5 and wait for Admin Techs to catch up with you.
I have about 2000 dev as Ryazan in 1529
and master yi I have 2600 in 1650~ Im running into military problems because their quality is much higher. So rn im just focusing on military ideas and having disicipline guy. Im gonna declare war on tonkan and wu at the same time soon. I need to wipe everything out and the coalitions soon. (RN no governing problems cause of estates and 25% extra from idea so I plan to state the rest in japan and china and other parts of asia. )
If you think it's an insult to call people nerds on a forum devoted to what's probably the nerdiest of all gaming genres, think again. The mere fact that you're playing and posting about EU4 qualifies you as a big one yourself. We're all nerds here and should be proud of it.
This is the cause of your problems. In single player EU4, "focusing on military ideas" is an approach that ironically makes your military weaker. The way to get strong is to focus on your administration, your diplomacy, and your economy. Then you grow like crazy and swamp your enemies with so many troops that it doesn't matter if they are better than yours on a 1 to 1 basis. Korea can get very powerful very quickly if they hammer their way northeast early, set up a huge colonial empire in the northern Asia and the Americas, then eat Japan and China with the power that results from this expansion. Don't attack strength head on. Attack weakness and expand into open regions to get strong yourself, then crush the nations that used to threaten you.
If you want to select idea groups that maximize your power, Admin, Diplo, and Influence are called "The Big Three" for good reason. Other solid picks are Religious or Humanism (generally, just one of the pair), Trade, and Expansion. If you're a major early colonizer, Exploration joins the list, often first, and is frequently followed by Expansion and then the Big Three. Korea can be a very successful early colonizer.
But again, once you understand EU4's economic model, how expansion works, and the in's and out's of combat mechanics, military ideas are completely dispensable and provide less bang for the buck than other choices.
Unless they are going to give you a substantial buff in the early game, like Plutocratic and Divine combined with the respective government reform (Republic and Theocracy) can give you +20% morale of armies, which is significant in the early game. I generally get one of them in my first three ideas and get the last one of the big three as fourth or fifth, usually Influence.