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.
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.
Cheers!
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.
Cheers!