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Welcome back to our weekly series of development diaries about Europa Universalis. This time we’ll talk about two features that will be part of the next expansion.

Theocracies
This is based on something we read in the suggestions forum. Monarchies and Republics have had their Legitimacy and Republican Tradition, but Theocracies haven’t had a unique mechanic yet. The next expansion will add a concept we call Devotion. Devotion ranges for 0 to 100, and impacts several thing.

Devotion impacts your religious abilities, your prestige gain and your tax-income.

You primarily gain devotion from high religious unity and the devoutness idea. Low stability will decrease it, while being Defender of the Faith will increase it.

There are also a lot of events that impact your devotion.

Another unique mechanic for theocracies is the fact that they always have an heir, and they have somewhat of control of it.

If you do not have an heir, you get a chance to select one heir. Heirs are age 40+ with random stats. You can then pick one of the following.

  • A Local Noble – Loses 5 devotion, but gains +10 Prestige
  • A Foreign Noble - Gains +100 relation with a random nation.
  • A Merchant's Son - +25% yearly income, lost 10 devotion
  • A Papal Protege – Catholic only. Gains +10 Papal Influence
  • A Talented Theologian: +10 Devotion
  • A local preacher – +5 Devotion & -10 Prestige


Government Ranks
A new feature in the next expansion is the introduction of proper Government Ranks. In previous versions, most countries would either be simply a Kingdom or a Republic, with a few special cases like Byzantium's Imperial Government and vassalized Kings becoming Dukes. If you don't get the expansion, this changes little, but for those with it most government types will come in three ranks: Duchy, Kingdom and Empire. While these are the names of the ranks, it doesn't mean there aren't any ranks for Republics - Venice's Serene Republic is on the same level as a Kingdom, for example.

Countries will start with whatever is closest to the rank they had historically, so the King of Burgundy becomes the Duke of Burgundy, while Byzantium is very much an Empire despite no longer having a special government form. Vassals, Marches and non-Elector members of the HRE are always Duchy rank, and certain government types only come in a single rank (such as Ming's Celestial Empire, which is always an Empire). Countries that are not locked to a particular rank can raise their rank through the Government screen by fulfilling certain requirements such as a certain level of prestige and total development level of your nation.

So what benefit do you get from a higher government rank, besides a new title and fancier headgear? Well, for one, higher government ranks are able to change their National Focus more often, with the default 25 year cooldown being 20 years for Kingdoms, and a mere 15 years for Empires. The bonuses granted from each government are now also set per rank, with government types getting more autonomy reduction from the higher ranks, while others such as Steppe Hordes have their base government bonuses to force limits, manpower and looting speed increased by higher government ranks.

Finally, this system also comes with a complete and mod-friendly overhaul of how government names and titles are handled. Under the old system, if you wanted to for example call your Greek Emperor a Basileus, you would have to create a particular localisation string that might get overwritten by other localisation strings, and there was no ability to differentiate between the titles of say, a Greek Western Technology Group Emperor and a Greek Eastern Technology Group Emperor. Under the new system, you script specific government name/title entries that might look something like this:


Code:
byzantine_monarchy = {
rank_1 = PRINCIPALITY
rank_2 = KINGDOM
rank_3 = EMPIRE


ruler_1 = AUTOKRATOR
ruler_1_female = AUTOKRATEIRA
ruler_2 = DESPOT
ruler_2_female = DESPOTISSA
ruler_3 = BASILEUS
ruler_3_female = BASILISSA

trigger = {
   government = monarchy
   tag = BYZ
}
}


The game goes through the government entries, picks the first one it finds where the trigger evaluates true, and applies those government titles to that nation. This means that if you so desire, you could create a complete unique set of government names for each and every country in the game!


AQP3Ng9.jpg
 

Wizzington

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Why does increasing your rank allow you to lower autonomy faster? Just because a polity has grown large enough in size or prestige that it can claim a higher perceived rank, that doesn't mean it magically has better forms of administration. That seems like an arbitrary bonus just for the sake of having a bonus. Why not make the bonus something that might actually relate to how other countries interact with them like higher diplomatic reputation or decreased prestige decay?

It's almost like you're playing some kind of... game.

Almost.
 
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I like a lot the content of this DD but i've to say that it's weird to see another cross-dlc mechanic. What i mean is that the feature that will enhance National Focus on MP (given by res publica) is behind the next dlc. I own res publica and i'll buy the next dlc but please don't do these things. I always thought that dlcs are good as long as you don't feel that they're putting content that should have been there since the beginning, and also content that doesn't require you to have other content (except the base game ofc). So I know i'm just a fan and i know nothing about the balance of free features/paid on the next dlc but i would suggest to put the government ranks in the patch for free, so that you both give this game a feature that - at least in a very basilar way - should have been here, and also you don't create another dlc loop for the customer, keeping features and their enhancements separate between expansions.

The way this works is that if we depend on a past expansion mechanic, the new expansion will also unlock this mechanic. Like how El Dorado unlocked privateers.
 
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Yay, more abstract values!


I have made DOZENS of suggestions. Some of them actually make into the game though I don't know if it's because of my feedback.
Despite could you please refer only to my post rather than to my signature? I am not buying new stuff, right. I think I am free to do so as long as I am not happy with the course of the development which I still hope gets revised one day.

If you think the development of EU4 is going entirely in the wrong direction then that's too bad and I can only advise you to look for a game that fits you more. Personally I think the game is the best it's ever been and am incredibly excited about the stuff we're bringing out in the coming expansions.
 
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It's a nice try at explaining it, but I don't think it stands up. The Byzantine Empire had some pretty entrenched institutions, but let's be honest: they were fairly awful. The lack of legalistic succession meant that civil war was frequent and ruinous. The fact it was called an 'Empire' didn't mean it was run well. Secondly, even if that weren't the case, the causation you have is backwards: the institution precedes the rank. Under this model, you should become an Empire if your autonomy is low, rather than get lower autonomy because you are an Empire. :)

It's an abstraction. A higher government rank is purely beneficial for the same reason national ideas purely beneficial - upgrading your government should feel like you've progressed, not "I gain this but I lost this, was it worth it?" so we bundle better administration into the title itself.
 
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Will this work similar to El Dorado which gave features from WoN & CoP? Meaning will the new DLC give not-Res-Publica-Owners the national focus ability?

Yes. From El Dorado on this is our strategy for dealing with cross-expansion dependencies.
 
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This too. That thought process is like... the fundamental basis of all strategy games, cost-benefit analysis.

Not *everything* should be a cost-benefit analysis, because that strips all the fun out of the game. There are many cost-benefit analyses in EU4 (the whole monarch point system for one), but this is one of those things that shouldn't be because it's a matter of clear progression and the sense of reward it brings.
 
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Awesome :)

And first question which came in my mind - do non Christian theocracies (Mzab, Ajuraan, Tibet) work in the same way as Christian ones?

yes, but different events.
 
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Want to pre-order it now.
 
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How much random?
I mean, if I choose this option as Teutons, is there a probality that I suddenly improve relation with Comanches?

neighbour monarchy of same religion.
 
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Does changing the name of a Rank, such as a Greek Emperor to "Basileus" affect Ironman mode?
I want Lithuanian Grand Dukes and Russian Czars!

We've added a lot of new titles to this system, including the aforementioned two.
 
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Uh.. then elector? A king of Brandenburg instead of markgraf or duke? Or prince-elector? I think there are too much freedom for princes of HRE and too few differencies between normal princes and elector.

Electors can be King rank, normal princes are stuck at Duke.
 
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Well, for one, higher government ranks are able to change their National Focus more often, with the default 25 year cooldown being 20 years for Kingdoms, and a mere 15 years for Empires.

I understand that bonuses are tied to higher government levels, but wouldn't it make more sense that a smaller nation has an easier time switching focus than a large empire?
It would also be an interesting choice between the flexibility of a "small" nation, or the autonomy reduction of a "large" nation.
 
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