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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
 

loup99

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Yay, more abstract values!
Well, you must like those kindof values a lot, as you must have played a game, a game which is almost only composed of those. I think that instead of doing a sneaky and unclear ambigious boycot, you should tell us some alternatives to what paradox has implemented.
 
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You say "alot more", how many dev diaries worth are we talking about, give or take?
Aren't they going to release one each week even after the next expansion is out? In that case there indeed are really many left.
 
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Chief of Staff

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@Johan
Do we get one (or more) new unit pack with this DLC?
I would really like to see some speciall units for the knight orders (teutonic order, etc) in this game; especially incase of the increased attention of the theocrasies in this game.

To my mind it would be really awesome to see teutonic knights, like this one, moving on the EU4 ingame map.

p-6844.jpg

I'm still waiting for Napoleonic era unit packs with shako headgear. ;)
 
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I don't think so. If you had, say, created an event or decision that would allow you to freely remove an idea group, I'm pretty sure after AoW was released you would have needed to either remove it or modify it so that only those with AoW could use it.

The Rule is: No material from one Paradox IP(Game or DLC, includes any content in them) may be used in a user mod, unless that user mod can assure only people with that other Paradox IP installed can use it. If doing that is beyond the technical ability of the particular mod maker or it is impossible then they cannot be used.

I disagree with your reading of it and think it would not be applicable. Paradox has final say, of course, but your interpretation of the rule is far more strict than mine. If I were a modder in the case you are suggesting, I would post my mod in good faith that I had not tried to circumvent any of Paradox's protections on their DLC content.
 
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zerosius

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I can't believe Paradox is asking money for stuff that has been in mods since EU III, like goverment ranks or the 30 years war.
Don´t like it, don´t buy it. It´s simple as that ;)
 
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ed84

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He makes it seem like the expansion is going to include only this change..there are many more things which will hopefully make the price worth it.
 
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waypin

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Anyways, exciting changes even if the fact that the gameplay is being radically changed so late after release bugs me a little.

I have mixed feelings on this. One on hand, it's frustrating to have to relearn the game every time a major patch comes out. On the other hand, it keeps the game interesting and boosts replayability of nations.
 
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Yes. Religious Orders are all Duchy rank though.
What more can you tell us about them? I suspect that the new government is for Teutonic order, Livonian Order, The Knights and orders imported from CK2. What are the base bonuses for it?
 
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How do you think the next Pope will be decided upon? If Theocracies can at some stage pick a ruler and enhance/reduce Devoutness, then could there be some event relating to which Cardinal as the next Pope on the death of the previous Pope? Again, if the next Pope has some sort of Noble/Mercantile background (like the Borgia and Medici) then Devoutness could be lost but different modifiers could be enhanced, like 'pick Mercantile Pope, get X% of annual income as gift, lose X Devoutness).
 
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How do you think the next Pope will be decided upon? If Theocracies can at some stage pick a ruler and enhance/reduce Devoutness, then could there be some event relating to which Cardinal as the next Pope on the death of the previous Pope? Again, if the next Pope has some sort of Noble/Mercantile background (like the Borgia and Medici) then Devoutness could be lost but different modifiers could be enhanced, like 'pick Mercantile Pope, get X% of annual income as gift, lose X Devoutness).

Whatever the mechanism, it needs to be integrated with the papal controller system somehow. When great powers are vying to put 'their' man in the chair, it's clearly not just a matter of domestic Papal States politics.
 
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I HAVE AN IDEA!!
Ive had an idea of having two buttons when it comes to colonisation. One called civilising which lets you to take areas that use to be colonisable where the religion changes and the cultures change. But in this case you would only be taking an area by sending a colonist to civilis the people and would face alot of resistance. This would be a great tool as it would work with other mechanics you have had added such as the cliant states. Like if you have an area in siberia and you are a WESTERN (only available for western, eastern and muslim) nation then you can make that province a cliant state. Which is what that culture there would consider it as its own nation. so if it gets taken and revolts it would form that nation but it wont be your cliant state any more(and would keep there tach same as you had when civilising them). This would be great to have as paradox knows that africa and some areas of the world like the middleast and north africa was put into a civilising program in various time in history. This would keep your colonists busy too.

Civilising the savages is more 19th century though.

Well yeah but most of africa was in that process in the very lete 17th century. Its annoying to see the portugese or shpanish taking eveything and there isnt much friction(between the cultures) like if the spanish took masive parts of west africa then they should have revolts and if they revolted then they would be able to aquire your tech and be able to generate a naiton of there own. It would make the game more intresting.
 
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Why Paradox Nerf Burgundy?
 
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I, for one, am content to wait until the patch comes out to get all the little details and stuff. Dev Diaries are great for broad strokes, but I'd rather find out all the little nuances by myself.
 
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Korsan82

Anadolu beylerbeyi
11 Badges
May 15, 2007
998
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  • Crusader Kings II
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I have no problems with you not buying new stuff, don't get me wrong. But your signature is to one-sided and very ambiguous. It strikes me as ironical that you boycott, but still criticizes these new features (that you won't buy anyway) without coming with any feedback or comments. And you dislike the advertised quality standard, thus making your boycott into a paradox. :p How is the value less abstract than something less, and how could it be implemented in another way?

As long as Steam Family Share is legal I have a friend who let's me play. I lurk in from time to time but really can't stay longer than an hour usually.
But Wiz kinda confirmed that this is the way EU is going now.
My only wish is that EUV will be a bigger step, not as EU3->EUIV. I really hope we'll see some real changes that actually utilize today's hardware. All abstraction features in the game are relicts of old days where the computers weren't able to handle it otherwise.

How would I solve it without abstraction? Well... I've recently made this suggestion to use the POP system from Victoria 2 in a heavily modified version for EU4.
The POPs would be the representatives at your court and based on what you actually do and what decisions you make in the game the mixup in your court forms.
The deal with this is that instead of manpower/trade goods/whatever those modified POPs only produce EVENTS.
The bigger a certain faction is the bigger will be the chance for a faction specific event to fire.

So if your court has a big cleric faction your religious attributes/bonusses will fire
if you have democratic faction the chances for democratic reform decisions/events will increase
if you have a strong aristocratic faction the events triggering wars might be increased.
Add conservatives, zealots and so on and create event pools for those factions.

Second part of the deal is: No more unique mechanics for each government type. Instead the starting ratios at your courts will be set according to your starting government type. The strength of each faction will change during playing and there might be even demands for government changes. This adds some level of autonomy to the empire which feels like you are the only living person in it right now.
There will be still some level of abstraction, sure. But it will be vastly reduced and I think the game will become MUCH more dynamic this way.

This and other suggestions I have made. I am not only ranting and shouting here, I bring in my suggestions and constructive criticism as well. Note that this is just the result of a 10 minutes brainstorming. I am sure a professional game designer could turn this into a beast and make the game so much better..
 
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