But the grim reality of Scandinavian life aside, let's look at our final in a three-parter dev diary on the Government Changes coming along. We've already elaborated how they work as well as Monarchy reforms in Part One, then checked out Republics in Part Two. Today we wrap up by checking out the remaining government types: Theocracies and Tribes.
- Clergy: 5% Tax Modifier
- Monastic Order: -20% Fort Maintenance
- (Papal States only) Pope: +1 Prestige, +1 Tolerance of True Faith
- Internal vs External Mission
- Internal Mission: +2 tolerance of true faith
- External Mission: -20% Warscore against other religions
- Divine Cause
- Safeguard Holy Sites: +1 Prestige
- Combat Heresy: 10% Morale
- Expel heathens: 5% Development cost
- Clergy in Administration
- Subservient Administrators: +1 Free [HIDDENS] (almost missed this one)
- Religious Administrators: -10% Stability cost
- Maintain Religious Head of State: +10% Absolutism
- (Muslim) Hereditary Religious Leadership: gain Feudal Theocracy abilities
- Crown [Root.Monarch.GetName]: Turn into a monarchy, lose 2 reforms
- Proclaim Republic, lose 2 reforms
Looking over to our friends the Tribal nations. We wanted to make the path from Tribal to settled nation more exciting than being an ADM sink and rail-roading of National Ideas. They are offered several choices of where to direct their nations.
- Tribal Administration
- Nomadic - Enables Steppe Nomad mechanics, all old nomad bonuses. only available for 1444 nomadic nations.
- Federation - Enables Federation mechanics. - 5 years of separatism. Only available for the previously defined Tribal Federations.
- Despotism: -10% Core Creation cost
- Kingdom: +20% Vassal Income
- Cultural Values
- Martial Society: +15% Manpower
- Civil Society: +5% Tax
- Religion v secular
- Religious Societies: -10% Stability cost
- Lip-Service: -20% Land Maintenance Modifier
- Centralize Powers: +3 States, +10 Max Absolutism
- Retain Tribal Hierarchy: -5% Core Creation Cost -5% Stability cost
- Become Monarchy - Lose 4 Reforms, become Monarchy
- Become Republic - Lose 4 reforms, become Republic
- Become Theocracy - Lose 4 reforms, become Theocracy
- Become Horde - Become Steppe Nomad. Use Nomadic mechanics.
With Tribes you are now given more control over how (and if you even wish to) reform your nation, complete with the ability to embrace horde life as a nation not blessed with Steppe Nomad mechanics in 1444, so once you have dominated West Africa as Dahomy and don't want any of those fancy styles of government that the arriving Europeans offer, you can go full horde and ride north razing everything into dust.
You will be able to see how close you are to your next reform straight from the main GUI, as we have re-positioned the Great Powers button to allow a button that opens your reforms. This button also fills up with green as you get closer to your next reform so you won't need to keep consulting the tab to check your progress.
As is often the case, changes to a base system like this is going to be subject to iteration as we continue our work on 1.26 and its accompanying yet unannounced expansion, so do not be surprised when other changes to it are announced along the way. For now though, we will shift our attention in these dev diaries. Starting next week we will have some dev diaries on the map changes upcoming in 1.26. As always, map changes and new nations added are free additions to the game and are part of the upcoming Update. This will also reveal where we will be focusing on in this expansion. In the interest of teasing it though, I'll post some screenshots along the way.
We'll see you then!