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Descartes

Lt. General
42 Badges
Oct 12, 2008
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EU III is a good game. I've probably played it more than EUR, mod testing included. One feature that I like in particular is the domestic policies. For those of you who haven't played the game, we're talking about small sliders that represent your government's attitude towards a number of things (such as free trade and civil rights). The whole thing is quite abstract and very Paradox-like.

And now for something completely different! There's a feature in EUR that I don't approve of at all: the national ideas. Apart from the nice graphics, I'd say the ideas are rubbish. Most governments allow only one idea of a specific type, sometimes two, which leads to a quite ahistorical situation. As the Romans, for example, I would like to have professional soldiers, martial ethos, military camps, militarised society, legionary military system AND siege train somewhere around 650 AUC. Our naughty engine, however, forces me to choose only two of these for my imperial government.

I've decided to move the national ideas to the tech trees instead. They will appear as discoveries, or advances, as I call them in Imperium. This leaves me with the mechanics of the idea system, which I will (of course) use to implement domestic policies in EUR. :)

I've come up with eight variables: Centralisation, Despotism, Populism, Censorship, Taxation, Protectionism, Militarism and Piety. Each variable has five levels, named 1, 2, 3, 4 and 5 (great names, eh?). With 3 in the middle (no effect), 1 and 2 have the opposite effect as 4 and 5. I've compiled the effects in a code box below.

Code:
Centralisation 1
global_tax_modifier = -0.4
tribute_income_modifier = -0.4
civic_tech_investment = -0.2 # Judiciary
stability_cost_modifier = -0.2
max_war_exhaustion = -8

Centralisation 2
global_tax_modifier = -0.2
tribute_income_modifier = -0.2
civic_tech_investment = -0.1 # Judiciary
stability_cost_modifier = -0.1
max_war_exhaustion = -4

Centralisation 3
(no effects)

Centralisation 4
global_tax_modifier = 0.2
tribute_income_modifier = 0.2
civic_tech_investment = 0.1 # Judiciary
stability_cost_modifier = 0.1
max_war_exhaustion = 4

Centralisation 5
global_tax_modifier = 0.4
tribute_income_modifier = 0.4
civic_tech_investment = 0.2 # Judiciary
stability_cost_modifier = 0.2
max_war_exhaustion = 8

---

Despotism 1
stability_cost_modifier = 0.2
corruption = 0.08
ruler_popularity_gain = 0.08
tyranny = -0.04

Despotism 2
stability_cost_modifier = 0.1
corruption = 0.04
ruler_popularity_gain = 0.04
tyranny = -0.02

Despotism 3
(no effects)

Despotism 4
stability_cost_modifier = -0.1
corruption = -0.04
ruler_popularity_gain = -0.04
tyranny = 0.02

Despotism 5
stability_cost_modifier = -0.2
corruption = -0.08
ruler_popularity_gain = -0.08
tyranny = 0.04

---

Populism 1
global_tax_modifier = 0.4
ruler_popularity_gain = -0.08
tyranny = 0.04
max_war_exhaustion = 4

Populism 2
global_tax_modifier = 0.2
ruler_popularity_gain = -0.04
tyranny = 0.02
max_war_exhaustion = 2

Populism 3
(no effects)

Populism 4
global_tax_modifier = -0.2
ruler_popularity_gain = 0.04
tyranny = -0.02
max_war_exhaustion = -2

Populism 5
global_tax_modifier = -0.4
ruler_popularity_gain = 0.08
tyranny = -0.04
max_war_exhaustion = -4

---

Censorship 1
stability_cost_modifier = 0.4
religious_tech_investment = 0.4 # Culture

Censorship 2
stability_cost_modifier = 0.2
religious_tech_investment = 0.2 # Culture

Censorship 3
(no effects)

Censorship 4
stability_cost_modifier = -0.2
religious_tech_investment = -0.2 # Culture

Censorship 5
stability_cost_modifier = -0.4
religious_tech_investment = -0.4 # Culture

---

Taxation 1
global_tax_modifier = -0.4
global_revolt_risk = -2
tyranny = -0.04

Taxation 2
global_tax_modifier = -0.2
global_revolt_risk = -1
tyranny = -0.02

Taxation 3
(no effects)

Taxation 4
global_tax_modifier = 0.2
global_revolt_risk = 1
tyranny = 0.02

Taxation 5
global_tax_modifier = 0.4
global_revolt_risk = 2
tyranny = 0.04

---

Protectionism 1
trade_income_modifier = -0.4
badboy = -0.04
naval_tech_investment = 0.2 # Economy

Protectionism 2
trade_income_modifier = -0.2
badboy = -0.02
naval_tech_investment = 0.1 # Economy

Protectionism 3
(no effects)

Protectionism 4
trade_income_modifier = 0.2
badboy = 0.02
naval_tech_investment = -0.1 # Economy

Protectionism 5
trade_income_modifier = 0.4
badboy = 0.04
naval_tech_investment = -0.2 # Economy

---

Militarism 1
global_tax_modifier = 0.4
land_tech_investment = -0.4 # Army
global_manpower_modifier = -0.4
religious_tech_investment = 0.2 # Culture
naval_tech_investment = 0.2 # Economy
global_regiment_recruit_speed = 0.4
regiment_reinforcement_speed = 0.4

Militarism 2
global_tax_modifier = 0.2
land_tech_investment = -0.2 # Army
global_manpower_modifier = -0.2
religious_tech_investment = 0.1 # Culture
naval_tech_investment = 0.1 # Economy
global_regiment_recruit_speed = 0.2
regiment_reinforcement_speed = 0.2

Militarism 4
global_tax_modifier = -0.2
land_tech_investment = 0.2 # Army
global_manpower_modifier = 0.2
religious_tech_investment = -0.1 # Culture
naval_tech_investment = -0.1 # Economy
global_regiment_recruit_speed = -0.2
regiment_reinforcement_speed = -0.2

Militarism 5
global_tax_modifier = -0.4
land_tech_investment = 0.4 # Army
global_manpower_modifier = 0.4
religious_tech_investment = -0.2 # Culture
naval_tech_investment = -0.2 # Economy
global_regiment_recruit_speed = -0.4
regiment_reinforcement_speed = -0.4

---

Piety 1
global_tax_modifier = 0.4
global_revolt_risk = 2
badboy_limit = -8
religious_tech_investment = -0.4 # Culture
global_religious_prestige = -24

Piety 2
global_tax_modifier = 0.2
global_revolt_risk = 1
badboy_limit = -4
religious_tech_investment = -0.2 # Culture
global_religious_prestige = -12

Piety 3
(no effects)

Piety 2
global_tax_modifier = -0.2
global_revolt_risk = -1
badboy_limit = 4
religious_tech_investment = 0.2 # Culture
global_religious_prestige = 12

Piety 5
global_tax_modifier = -0.4
global_revolt_risk = -2
badboy_limit = 8
religious_tech_investment = 0.4 # Culture
global_religious_prestige = 24

I'll finish off with a screenie. The sliders will take up the whole length of 1280 pixels, so I had to cut the picture below in two.
1-6.jpg


Cheers!
 
wow.. just wow, your modding skills are extreme and I really enyoy your latest idea.. But is the changing of the sliders related to the size of the empire like in IN? And will there bee some effects of the slider moves? Also how long time can there go between to slider moves?
 
But is the changing of the sliders related to the size of the empire like in IN?
The effects are related to the size of your empire, if that's what you mean. If a large nation loses 40% of their tax income due to lack of centralisation, they will naturally lose more gold each month than a small country with the same modifier.
And will there bee some effects of the slider moves?
Yup, I plan to include stability penalties and events à la Magna Mundi.
Also how long time can there go between to slider moves?
EU 3 has ten years, which makes good sense to me. The time frame of EUR is shorter, but on the other hand, my sliders have only five values. So ten years it is, at least for now. I guess the player should have the possibility of doing it faster, though, with extra penalties to stability.
 
I can't keep myself from double-posting. :p To begin with, I've discovered two useful commands: add_idea and remove_idea. Very useful, in fact. :D
Also, I've started out on a new layout for the overview window, to fit with my sliders. The picture below is scaled down to 1000 px, so the whole thing looks a lot more blurry than it is in reality.
1-7.jpg

The long box below the ruler portrait is for country modifiers. Oh and I think I've decided to call culture language (hence Official language). I hope you like the NI icons I squeezed in btw. :)
 
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Wow, just wow, your graphical skills are awesome but still your modding ones surpass them. Great job indeed :)

Edit: You have 9 different steps on the slider graphically, but only code for 5. I guess this is because tehre can only be a total of 4*10 different NIs? I also guess that this will result in more emphasis on laws to define a country?
 
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Good job, keep up the good work!
 
Damn, I love this amazing overview. If I would be a woman I would love you too :rolleyes:
I wouldn't mind, you know. ;)
yeah great idea (again). regarding the ideas in the button of the screen why do you have empty spaces between the ideas, it is not so pleasently to look at. :)
This is just a preview, I don't think I'll have any empty spaces in the final version.
Wow, just wow, your graphical skills are awesome but still your modding ones surpass them. Great job indeed :)

Edit: You have 9 different steps on the slider graphically, but only code for 5. I guess this is because tehre can only be a total of 4*10 different NIs? I also guess that this will result in more emphasis on laws to define a country?
Actually, I don't think there's any limit. I'll probably have eleven steps (as in EU III) for each slider. :)
The interface is quite an achievement. How in the world did you swing that? Is this even possible in EU3 or is it built using EU: Rome only features?
You can do almost anything with the interface in both games.
And to think I was complaining about the lack of sliders to myself just the other day. My prayers have been answered, it seems.
Yes yes! ;)
Fantastic! Congrats. One question though: will AI understand new system of silders? Or at least will it keep initial settings, not meddling with sliders unreasonably?
I'll use decisions to change the sliders, and it's easy to squeeze in an ai = no here and there. That means the AI won't change sliders on its own. If we still want the AI to change sliders for historical reasons, I could code a few events.
I'm guessing he made individual National Ideas for each frame, just that each is more/less of the specific thing, yes?
Correct! :)