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EU4 - Development Diary - 10th of April 2018

Good day! Today we're getting right into the dev diary by continuing on from last week, where we announced large changes to the Government System in Europa Universalis IV. Last week we talked about Monarchies, today, by popular request, let's look at Republics.

I'll start by re-iterating that these changes will not result in the removal of special government mechanics with or without the expansion. The Militarization of the Prussian Monarchy, Mamluk Government Interactions, Dutch republic mechanics etc will all still be in the game, and tied to Government Reforms rather than being a specific government type in itself.

Also the new government reforms are part of the upcoming yet unannounced Expansion Pack. For those who get the 1.26 update but not the expansion, you will still have access to the different government mechanics, but not the new reform choices seen below.

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Our Government Reforms interface is coming along, with significantly fewer placeholders than before. Now, outside of Hordes, Republics are my favourite government types. No regencies ever, control over which monarch points you get, ruler generals aplenty. That said it's clear to see that since Absolutism arrived on the scene, they have been left feeling a little lackluster, not to mention they have always been that bit too inflexible.

With that in mind, the Republican Reform path contains up to ten different reforms, putting them ahead as the most diverse set we're adding. Let's see what's on offer (all values and effects very subject to balance and change)

  • Oligarchy vs Merchant Class vs Noble Elite
    • Oligarchy: +5% Tax, elections every 4 Years
    • Merchants: Enables Merchant Republic mechanics, -10 max Absolutism
    • Noble Elite: +0.25 Army Tradition, + Nobility Estate influence, elections every 8 years
    • Presidential Despot:
    • Revolutionary Republic - (Special for Revolutionary Target)
    • [Other Special Republics]
  • Republican Virtues
    • Autocratic: -1 Unrest
    • Nepotism: Each candidate get +1 random stat
    • Republicanism: +0.2 republican tradition
  • Frequent Elections vs consolidation of power
    • -1 years between elections, -10 max absolutism
    • +1 year between elections, +10 max absolutism
  • Federalism vs Unitarism vs Confederacy
    • Provincial Governments: -25% State Maintenance
    • Administrative Divisions: +5 States
    • Union of States: +10% Global Trade Power
    • Seizure of Power: [HIDDEN]
  • Parliamentary vs Presidential
    • Parliamentary: Enables Parliaments if Common Sense DLC, else -1 Unrest
    • Presidential Rule: -10% Institution Embracement Cost
  • Consolidation of Power
    • Broaden Executive powers: -15% Stability cost
    • Devolution of powers: +1 Diplomat
  • Guiding Principle of Administration
    • Political Principle - +1 [HIDDEN]
    • Moral Principle - +1 [HIDDEN]
  • Electorate
    • Landholders: +10% Manpower Recovery Speed
    • Citizenry: +10% Land Morale
  • Office Selection
    • Sortition: -0.05 Yearly Corruption
    • Universal Suffrage: +1 Accepted Culture
  • Question of Dictatorship
    • Seize Executive Power: Become Monarchy, lose 4 reforms
    • Proclaim Divine Guidance: Become a Theocracy, lose 6 reforms
    • Strengthen executive powers: +25 Max Absolutism
    • Reinforce Republican Values: +1 [HIDDEN] -25% Republican Tradition Cost of re-elections
    • Revolutionary Empire (For Revolutionary Target): Makes ruler into a Dictator
Next week we will round off by looking at what's in store for Theocracies and Tribals with these government changes. After-which we might even start hinting at where this upcoming expansion and Update focuses on.
 
While we're talking about improving government mechanics, here's a government mechanic change to tribal governments I'd like for modding purposes (that'd have no effect on regular gameplay). I'd like to mod a government type that would have access to the "federation" mechanic but not the other North American mechanics like their special buildings (I think that might work well for the Hausa governments for example). At the moment, there's just the "native_mechanic = yes" modifier, which controls whether a government gets access to all of the native mechanics except migration. I'd like to see something like "can_form_federation" the way allow_migration is separate .
 
Republican tradition loss upon re-election scales linearly with the number of years between elections, so there's no downside to a shorter election cycle.

You take a hit of -10 max Absolutism; likly on top of the -30 or so you automatically take for being a Republic.

However; there is an upside too in greater flexibility and the ability to pump monarch stats faster so you are not stuck with a bad 6 total stat ruler.

This got me hocked for the new expansion, I really love republics but I felt that they were a bit underpowered lately compaired to monarchies, glad that they get a small buff.

Republics past 1610 were basically roleplay only in the last few patches. You have:

Less Discipline and ability to take land due to Absolutism malus

Are saddled with pretty awful Republic events every 3~5 years

Have to pay through the nose for stability in most cases

Find it more difficult to create alliances between no Royal Marriages and no diplo rep from Legitimacy

Usually end up with WORSE rulers on average due to disinheriting. Average Monarchy ruler is a 3/3/3. [9 stats] Disinherit bumps that up since you can disinherit the below-average. Starting Republican rulers are 6 stats; 1 re-election puts them 3/3/3; which is still below the Monarchy average. You have to re-elect twice to even start making more average MP than a Monarchy, and you can't always do that between RT and ruler deaths.

They're also worse than Theocracies. Devotion is awesome, and Theocracies get good events unlike Republics; no hit to Absolutism, 3/3/3 average ruler stats, and flexibility with estate control.

Also Monarchies are getting buffed too.
 
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Do the refroms of republics in any way change the title of the ruler, like choosing presidential making your ruler a president? Currently, republican titles are tied to government form, so just wondering how the title of the ruler is determined now.
 
Can you guys just do kinda... like an example of a special government? A lot of people me included are having a hard time visualizing what it is exactly that you mean.

Like, instead of the first reform you choose your special government and corresponding stats?
 
@DDRJake , can you confirm that France isn't the focus of 1.26? Or do we have to guess it from no province changes for Lorraine, Provence and France Comte, which can be concluded from your screen.
 
Does this mean I can have the merchant republic and parliament mechanics enabled at the same time?

Republican Virtues
  • Autocratic: -1 Unrest
  • Nepotism: Each candidate get +1 random stat
  • Republicanism: +0.2 republican tradition
I would suggest
  • Nepotism: -1 Unrest
  • Meritocracy: Each candidate get +1 random stat
  • Partisanship: +0.2 republican tradition
Instead

Federalism vs Unitarism vs Confederacy
Perhaps make it confederalism to make it a bit more coherent.

  • Landholders: +10% Manpower Recovery Speed
  • Citizenry: +10% Land Morale
These don't seem particularly balanced options. Citizenry seems way better which is odd since landholders voting was pretty much the go to system.
 
I also think the 10% land morale 10% manpower recovery speed option is a bit ... odd?

I think it should probably be something like 7.5% morale, 15% manpower recovery. 10% manpower seems too high to get randomly, but 5% morale would be too low. All decisions should also be a bit weighted towards their historical approaches.
 
Good day! Today we're getting right into the dev diary by continuing on from last week, where we announced large changes to the Government System in Europa Universalis IV. Last week we talked about Monarchies, today, by popular request, let's look at Republics.

I'll start by re-iterating that these changes will not result in the removal of special government mechanics with or without the expansion. The Militarization of the Prussian Monarchy, Mamluk Government Interactions, Dutch republic mechanics etc will all still be in the game, and tied to Government Reforms rather than being a specific government type in itself.

Also the new government reforms are part of the upcoming yet unannounced Expansion Pack. For those who get the 1.26 update but not the expansion, you will still have access to the different government mechanics, but not the new reform choices seen below.

View attachment 356501

Our Government Reforms interface is coming along, with significantly fewer placeholders than before. Now, outside of Hordes, Republics are my favourite government types. No regencies ever, control over which monarch points you get, ruler generals aplenty. That said it's clear to see that since Absolutism arrived on the scene, they have been left feeling a little lackluster, not to mention they have always been that bit too inflexible.

With that in mind, the Republican Reform path contains up to ten different reforms, putting them ahead as the most diverse set we're adding. Let's see what's on offer (all values and effects very subject to balance and change)

  • Oligarchy vs Merchant Class vs Noble Elite
    • Oligarchy: +5% Tax, elections every 4 Years
    • Merchants: Enables Merchant Republic mechanics, -10 max Absolutism
    • Noble Elite: +0.25 Army Tradition, + Nobility Estate influence, elections every 8 years
    • Presidential Despot:
    • Revolutionary Republic - (Special for Revolutionary Target)
    • Other Special Republics
  • Republican Virtues
    • Autocratic: -1 Unrest
    • Nepotism: Each candidate get +1 random stat
    • Republicanism: +0.2 republican tradition
  • Frequent Elections vs consolidation of power
    • -1 years between elections, -10 max absolutism
    • +1 year between elections, +10 max absolutism
  • Federalism vs Unitarism vs Confederacy
    • Provincial Governments: -25% State Maintenance
    • Administrative Divisions: +5 States
    • Union of States: +10% Global Trade Power
    • Seizure of Power: [HIDDEN]
  • Parliamentary vs Presidential
    • Parliamentary: Enables Parliaments if Common Sense DLC, else -1 Unrest
    • Presidential Rule: -10% Institution Embracement Cost
  • Consolidation of Power
    • Broaden Executive powers: -15% Stability cost
    • Devolution of powers: +1 Diplomat
  • Guiding Principle of Administration
    • Political Principle - +1 [HIDDEN]
    • Moral Principle - +1 [HIDDEN]
  • Electorate
    • Landholders: +10% Manpower Recovery Speed
    • Citizenry: +10% Land Morale
  • Office Selection
    • Sortition: -0.05 Yearly Corruption
    • Universal Suffrage: +1 Accepted Culture
  • Question of Dictatorship
    • Seize Executive Power: Become Monarchy, lose 4 reforms
    • Proclaim Divine Guidance: Become a Theocracy, lose 6 reforms
    • Strengthen executive powers: +25 Max Absolutism
    • Reinforce Republican Values: +1 [HIDDEN] -25% Republican Tradition Cost of re-elections
    • Revolutionary Empire (For Revolutionary Target): Makes ruler into a Dictator
Next week we will round off by looking at what's in store for Theocracies and Tribals with these government changes. After-which we might even start hinting at where this upcoming expansion and Update focuses on.


Anatolian beyliks can be a tribal federation..
 
    • Based on this quote, I predict the next expansion is going to be called „The Prince” and accompanying 1.26 is going to be „Italy” patch. The place was a hotbed for governmental experiments and theory. Plus it would enable a bunch of cool flavour events.

With the new character picture being Machiavelli sounds good since he was important in making the political system which ties into the government thing.