Hello everyone, in today's development diary we’ll go into details about the Age of Absolutism and the Absolutism mechanic. The absolutism mechanic is part of the free patch, while the Age abilities and objectives are part of the expansion.
So, how does the absolutism mechanic now work?
First of all, we’ve removed the Absolute Monarchy government form.
Secondly, administrative efficiency from technology is now 10% from each tech giving it.
Governments now have an “Absolutism” value, which ranges from 0 to 100, and this increases your administrative efficiency with up to 40% and your discipline with up to 5%, and makes foreign cores on you decay 3 times as quick at maximum absolutism.
There is also a maximum value to absolutism a nation can have, which defaults to 65, with legitimacy increasing it up to +20, republics decreasing it by 30, religious unity increasing it by 5, great power by 5, being empire by 5, and several other factors.
Several events and ideas talking about absolutism now affect absolutism either by directly increasing it, or having a yearly increase.
Absolutism is not just a number that ticks up or down like so many others, this is tied into the actions you do as a player.
Doing harsh treatment on rebels, increasing stability and decreasing autonomy in a province each increase absolutism by +1.
Increasing autonomy reduce it by 2, debase currency reduce it by 1, accepting rebel demands reduce it by 10, assigning a seat in parliament by 3 and reducing war exhaustion reduce it by 1.
These numbers will be tweaked during the development, and actions impacting absolutism may be added or removed from this list.
Whats cool for modders is that you can script absolutism impact individually for your age.
Here is the special things regarding the Age of Absolutism, which lasts from 1620 until 1710.
Rules
Absolutism mechanics are enabled.
English Civil War & Court & Country Disaster, can only happen in this Age.
Objectives
Abilities
Next week, we’ll look into the Age of Revolutions.
So, how does the absolutism mechanic now work?
First of all, we’ve removed the Absolute Monarchy government form.
Secondly, administrative efficiency from technology is now 10% from each tech giving it.
Governments now have an “Absolutism” value, which ranges from 0 to 100, and this increases your administrative efficiency with up to 40% and your discipline with up to 5%, and makes foreign cores on you decay 3 times as quick at maximum absolutism.
There is also a maximum value to absolutism a nation can have, which defaults to 65, with legitimacy increasing it up to +20, republics decreasing it by 30, religious unity increasing it by 5, great power by 5, being empire by 5, and several other factors.
Several events and ideas talking about absolutism now affect absolutism either by directly increasing it, or having a yearly increase.
Absolutism is not just a number that ticks up or down like so many others, this is tied into the actions you do as a player.
Doing harsh treatment on rebels, increasing stability and decreasing autonomy in a province each increase absolutism by +1.
Increasing autonomy reduce it by 2, debase currency reduce it by 1, accepting rebel demands reduce it by 10, assigning a seat in parliament by 3 and reducing war exhaustion reduce it by 1.
These numbers will be tweaked during the development, and actions impacting absolutism may be added or removed from this list.
Whats cool for modders is that you can script absolutism impact individually for your age.

Here is the special things regarding the Age of Absolutism, which lasts from 1620 until 1710.
Rules
Absolutism mechanics are enabled.
English Civil War & Court & Country Disaster, can only happen in this Age.
Objectives
- Have 3 Trade Companies
- Own and Control at least 3 Universities.
- Have 90%+ Absolutism
- At least 5 different cultures promoted.
- Be Emperor of China
- Reach a force-limit of 200 regiments.
- Be on victorious side of the religious war.
Abilities
- 50% shorter unrest impact from changing autonomy (shorter cooldown)
- +1 Yearly Absolutism
- 50% cheaper and quicker to change rivals
- Forts bordering rivals are free to maintain
- +5% Administrative efficiency
- Allow Edict “Edict of Abolutism” 10 years less separatism in state.
- Harsh Treatment 50% cheaper
- France - 20% extra firedamage
- Netherlands - 0.2 corruption reduction
- Sweden - +35% manpower recovery
- Manchu - +50% Larger Banners

Next week, we’ll look into the Age of Revolutions.