DD 9: AUTHORITIES
I'm proud to announce that I've changed the trade system again. This time it's back to where it was somewhere around version one: provincial modifiers. Specialization, which I mentioned in the last DD, is still an important feature in the mod; In fact, almost everything I wrote in DD 8 is still relevant. The only difference is that the trade goods are technically provincial modifiers, not trade goods.
As you might have noticed in the last beta, I've been using the religion system for trade goods. It didn't work out very well, in my opinion, so I came up with a new deal: moving the trade goods to provincial modifiers and introducing a brand new feature that replaces the religion system. This feature is, obviously, the theme for today's discussion. I'm talking about authorities.
I'll start off with showing you a nice chart I made. It shows various authorities during Antiquity.
I'll also show you the contents of religion.txt.
You're probably wondering what the heck this is all about.
TFD defines authorities as "the power to enforce laws, exact obedience, command, determine, or judge" or "one that is invested with this power". In Imperium, it signifies the latter: the ones invested with the power to rule. For some countries, it's the local chieftain, for others the senate.
Some authorities have a lot in common, such as the Army and the Navy, which is why I've put them in the same group above (stratocracy). Others stand on their own, such as the Priesthood (theocracy). All of these authorities (except monarchy) have unique effects on both country level and province level.
While authorities on country level are the ones who actually rule the nation, authorities on province level are those whom the locals would prefer to be ruled by. The Senate, for example, is the leading authority in Rome, but provinces conquered from the neighbouring tribes will all consider the Chieftain their natural authority. This leads to increased revolt risk in these provinces (made possible by the different_religion modifier). Finally, authorities also appear on a character level, where they're defined as the authority that the character would prefer to be ruled by. For example, the authority of Junius Brutus is the Senate.
Since I'm using the religion system, authorities actually have a map of their own. The picture below shows Central Italy in 358 AUC, when the Romans had just conquered Veii.
Following the conquest, Veientine nobles try to make a career in Rome. Here's one of them, still believing that plutocracy is the best way to rule a nation.
That was all for today, I hope you'll ask me a lot of questions.
Cheers!
I'm proud to announce that I've changed the trade system again. This time it's back to where it was somewhere around version one: provincial modifiers. Specialization, which I mentioned in the last DD, is still an important feature in the mod; In fact, almost everything I wrote in DD 8 is still relevant. The only difference is that the trade goods are technically provincial modifiers, not trade goods.
As you might have noticed in the last beta, I've been using the religion system for trade goods. It didn't work out very well, in my opinion, so I came up with a new deal: moving the trade goods to provincial modifiers and introducing a brand new feature that replaces the religion system. This feature is, obviously, the theme for today's discussion. I'm talking about authorities.
I'll start off with showing you a nice chart I made. It shows various authorities during Antiquity.
I'll also show you the contents of religion.txt.
Code:
######################
# TRIBAL AUTHORITIES #
######################
authority_tribe = {
authority_the_chieftain = {
color = { 0.3 0.4 0.7 }
country = {
ruler_popularity_gain = 0.1
}
province = {
# none
}
}
authority_the_elder_council = {
color = { 0.8 0.6 0.2 }
country = {
tyranny = -0.05
}
province = {
local_revolt_risk = -1
}
}
}
#####################
# URBAN AUTHORITIES #
#####################
authority_monarchy = {
authority_the_monarch = {
color = { 0.4 0.5 0.8 }
country = {
ruler_popularity_gain = 0.1
}
province = {
# none
}
}
}
authority_theocracy = {
authority_the_priesthood = {
color = { 0.4 0.8 0.3 }
country = {
stability_cost_modifier = -0.1
}
province = {
stability_cost = -3
}
}
}
authority_plutocracy = {
authority_the_rich = {
color = { 0.8 0.8 0.3 }
country = {
civilization_spread = 0.05
}
province = {
local_tax_modifier = 0.1
}
}
}
authority_kritocracy = {
authority_the_court_of_law = {
color = { 0.9 0.7 0.3 }
country = {
tyranny = -0.05
}
province = {
local_revolt_risk = -1
}
}
}
authority_democracy = {
authority_the_senate = {
color = { 0.8 0.4 0.3 }
country = {
monthly_character_loyalty = 0.05
}
province = {
local_research_points_modifier = 0.2
}
}
authority_the_people = {
color = { 0.7 0.4 0.5 }
country = {
land_morale = 0.5
}
province = {
local_manpower_modifier = 0.1
}
}
}
authority_stratocracy = {
authority_the_navy = {
color = { 0.7 0.3 0.6 }
country = {
naval_organisation = 0.1
}
province = {
local_ship_recruit_speed = -0.2
}
}
authority_the_army = {
color = { 0.6 0.3 0.8 }
country = {
land_organisation = 0.1
}
province = {
local_regiment_recruit_speed = -0.2
}
}
}
You're probably wondering what the heck this is all about.
TFD defines authorities as "the power to enforce laws, exact obedience, command, determine, or judge" or "one that is invested with this power". In Imperium, it signifies the latter: the ones invested with the power to rule. For some countries, it's the local chieftain, for others the senate.
Some authorities have a lot in common, such as the Army and the Navy, which is why I've put them in the same group above (stratocracy). Others stand on their own, such as the Priesthood (theocracy). All of these authorities (except monarchy) have unique effects on both country level and province level.
While authorities on country level are the ones who actually rule the nation, authorities on province level are those whom the locals would prefer to be ruled by. The Senate, for example, is the leading authority in Rome, but provinces conquered from the neighbouring tribes will all consider the Chieftain their natural authority. This leads to increased revolt risk in these provinces (made possible by the different_religion modifier). Finally, authorities also appear on a character level, where they're defined as the authority that the character would prefer to be ruled by. For example, the authority of Junius Brutus is the Senate.
Since I'm using the religion system, authorities actually have a map of their own. The picture below shows Central Italy in 358 AUC, when the Romans had just conquered Veii.
Following the conquest, Veientine nobles try to make a career in Rome. Here's one of them, still believing that plutocracy is the best way to rule a nation.
That was all for today, I hope you'll ask me a lot of questions.
Cheers!
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