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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
 

eddyill

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low Devotion theocracies should become secular but what they become should depend on which leader they have A Foreign Noble - monarchy, A Merchant's Son - Merchant republic, A Local Noble - Noble republic etc
 
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getting annexed by Poland =/= becoming the same exact Prussian state which Brandenburg formed, complete with its historical events, ideas, etc. including military prowess
Sure, make a different Prussian state which they can form, but it's not the same

It was more of a vassalization than an annexation. Plus it was this same Prussian state that was later inherited by the elector of Brandenburg, allowing them to become the King in Prussia.
 
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TheDungen

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Trivially false. I mean, even Dwarf Fortress - which is far more vigorously simulationist (it has thermal transfer, gas diffusion, and liquid flow mechanics) than anything Paradox Design Studio have ever written - is full of abstractions.

Perhaps but on the other side of the spectrum Civ5 and the total war series have numbers representing populations and percentages of population representing religions (and cultures?). And those games are far less spreadsheet simulator than EU4 is (in earlier used terms, more abstraction... waaay more). Also since Vic does these things in more depth there is little reason that the EU series, Padardox's flagship series, should be left in the cold. Granted the changes they already promised us relating to province management in the upcomming patch/expansion sounds like a significant step in the right direction. But I don't know there is a pleasent feeling in being able to read how many people live in a province or in your country. To think "I am the king of x number of thousands loving citizens" instead of thinking "my combined basetax is y". True a king of these times might not have had that kind of demographics information but the number could still exist behind the scenes and be displayable with the debugger or something.
 
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TheDungen

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Well, it has to be full of abstractions because we can't simulate the real world perfectly, so you can still cite technical obstacles rather than a design choice. I get the impression that the Dwarf Fortress people would simulate just about anything if they had the resources to do (resources here being end-user processing power, but also developer knowledge and time - I'm guessing the average game dev doesn't have a PhD in geology or what have you).

Still, even if you can do it, it doesn't mean you should. Past a certain point, realism is either irrelevant to the game (imagine a fully-fledged meteorological simulation in DF, for instance) or it can even be detrimental (because the game gets so complicated that players can't get anywhere). A big aspect of the appeal of games like EU4 is the power fantasy - you can change history! - but if it was totally realistic, you'd have to deal with myriad complex political forces in your country that you have little hope of understanding, not least because your information-gathering would be extremely limited, unreliable and costly (a realistic reflection of how much an early modern ruler could reasonably find out about his realm).

A flight simulator can be realistic (as far as the technology allows), because it replicates something you could actually master in real life. A (geo-)political simulator can't, because if it were, the player (much like most real politicians) would be frustrated by the sheer difficulty of making any lasting improvements to the country they are running.

I disagree there, I'm much more intrested in small improvments on what really happened. Just blobbing or the ai just blobbing and turning the religion and culture of everythign is just sad to me, thousands of years of complex evolution of society and.... then everyhing is catcholic french france. It's an immersion breaker.
 
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Though this DD mention Devotion
religious idea is weird for non-Christian, and religious system is still awful in Far East.

Suggestion:
  1. Idea group will change like Aristocratic/Plutocratic
  2. Merge Confucian & Shinto into Buddhist system
  3. Divide into 2 Schools of Buddhism + Confucian, Shinto
    1. Theravada : in South Asia and Southeast Asia
    2. Vajrayāna : in Tibet and North Asia
    3. Confucian : in China and Korea
    4. Shinto : in Japan

Confucianism is not a "sect" of Buddhism.
 
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Afinati

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

Almost.

That's not cool. The fact is that this series as well as CK and Vicky and HOI attempt to have historically and politically flavored mechanical responses to ingame choices that are justifiable ... all the time.

There's no way Paradox hasn't changed its games based on unjustifiable or logically clunky processes before, and being trivial about a community member's reasonable, constructive opinion in a relevant forum post is pretty agitating. I came back more than a week after I'd read this dev diary to add my opinion about government ranks, and when I re-read your comment, I thought I should stick up for CrabHelmet. So there, I did it.
 
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Why I should chooce a local preacher instead of a Talented theologian?

The numbers were just set wrong, it's been fixed since.
 
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cristofolmc

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Because the local preacher might have better stats than those of thetheologician.

QUESTION: You didn't mention what happens if your devotion falls to less than X like in republics. Do you really stay as a Theocracy if you have no devotion? Makes little sense. It should turn into a republic or monarchy depending on the ruler you have at the moment or something right? I mean, what's the point of having a theocracy based on devotion when you have none?
 
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Will the Daimyo and Shogun government forms be absolete now, and rather be ordinary Despotic Monarchies with the Duke and King rank, becoming Emperor if uniting Japan?
 
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Buladelu

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Are there any dangers connected with rising the rank? Do you get diplomatic penalties as a newcomer? Are you forced to be involved in great game sort of like Vic2? Additional resposibilities? E.g. it would make sense for Empire to have bigger prestige penalties than Duchy for not upholding alliance.
 
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Knut Skallagrim

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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.
 
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AchedTeacher

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but that has nothing to do with being a member of the HRE or not, this happens to anyone taking HRE territory leaving the empire does nothing to stop this

The issue is that nations have no reason to leave the HRE as many did historically
Like I said, giving the emperor slight bonuses or just giving members slight maluses based on the emperors actions (like going to war) should give them some negatives. I'm really not sure, what was the real historical reason princes didn't want to be a part of it anymore?
 
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Checco

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I liked this DD more than the recent previous ones.

These additions look immersive, modder-friendly, and not as complicated as to read 'Bugfest!!' all over them. Better something that has less impact on the system but will not require loads of hotfixes imo.

I'm not sure I will ever play a Theocracy, but they surely deserved some love.
 
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Haccoude

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Or will there be some advanced theocracies such as feudal theocracy, administrative theocracy, absolute theocracy and enlighted theocracy.
Hope not, the EU4 period was worse for Theocracies than it was for hordes/khanates.
 
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CzokletMuss

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Wiz, since we're getting new expansion and patch sometime soon (?) could you please enable modding of religious reforms (the "El Dorado" mechanic for Nahuatl, Maya and Inti)? Right now AFAIK it's hardcoded to be enabled only for primitives (tech groups with >100% penalty), which is a shame since the religious reforms could be a perfect tool for modders who want to focus on religion :)
 
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