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EU4 - Development Diary - 3rd of April 2018

Good morning all. It's Tuesday and that means time for another Dev Diary. As I mentioned in the last non-alcoholic dev diary, we're going to start looking at changes and features coming with the 1.26 and its accompanying, unannounced expansion.

Before that though, we are currently looking to iron out the kinks with the open beta 1.25.1 hotfix (AI allies deciding that money is more important than friendship and nations sometimes failing to explore for a long time). These fixes will be made, applied to the open beta and rolled out in due time.

Governments

The way governments work have remained mostly unchanged for the duration of Europa Universalis IV, still being almost entirely lifted from EU3. While we have added new government types and their own mechanics such as Theocracy devotion, Steppe Nomads and American Natives, the government progression has remained quite stale, where tech sometimes unlocks a new tier within your government tier and you will switch to it at a cost of 100 ADM if you want its better effects, different election times, absolutism etc.

As a feature in 1.26's accompanying expansion this goes out the window and instead we introduce the system of Government Reforms where you will hand-craft your own government through a series of reforms as the game progresses.

The start of any great project starts with burning a few things down, so to set things straight:

All Monarchy types are merged into one
All Republic types are merged into one
All Theocracies are merged into one
All Tribals are merged into one

The differences we had between government types, for example between Administrative Republic and Oligarchic Republic, or Steppe Nomad and Tribal Despotism, will now be modeled through the reforms

Each Government has a starting reform and maximum number of reforms available. When a Reform value ticks up to a required value, a Governmental reform can be made granting a choice of modifiers and effects and advancing Government reform by 1 step. Each bonus gets incrementally more expensive to increase.

Each reform costs 100 Government Reform Progress, plus 50 for each additional reform. Each nation gains +10 Government Reform Progress towards reform per year, multiplied by 1-(its average autonomy across all provinces. As ever, the numbers we talk about today are subject to balancing and can and likely will change by release, but the net effect is that nations who crack down on autonomy are going to have a far easier time passing their government reforms.

We will cover all the different types of governments over the course of a few dev diaries, but today we will focus on the reforms for a Monarchy.

  • Feudalism vs Autocracy
    • Feudalism: +25% Income from Vassals

    • Autocracy: -10% Unjust Demands
    • [Other Special monarchies]*
  • Hereditary Nobility
    • Enforce privileges: +15% Manpower

    • Quash Noble power: +10% Tax Modifier
  • Bureaucracy
    • Centralize: -0.05 Autonomy reduction

    • Decentralize: +2 Accepted Cultures
  • Growth of Administration
    • Clergy in Administration: +1 [HIDDEN] , +5% base loyalty of Clergy

    • Of Noble Bearing: -10% hire leader cost, +5% base loyalty of Nobility

    • Meritocratic Focus: -10% Advisors Cost

    • Seizure of Power: [Early path for Government type change]
  • Deliberative assembly
    • Parliamentary: Enables Parliaments if Common Sense DLC enabled, else -1 Unrest

    • Royal Decree: +5 max absolutism

    • Aristocratic Court: -0.5 Army Tradition Decay

    • States General: +10% Production Efficiency
  • Absolute Rule v Constitutional
    • l'etat c'est moi: +5 States, -15% State Autonomy

    • Regional Representation - 25% lower autonomy in Territories
  • Separation of powers
    • Political Absolutism: +5 max absolutism, +0.1 Yearly Absolutism

    • Legislative Houses: +1 Possible [HIDDEN]

    • Become a Republic

    • Install Theocratic Government
"What about unique government types?"

The game is host to various different unique government types, with their own effects or mechanics. some examples:

  • Shogunate - +1 Diplomat, -25% Envoy Travel Time, +2 Number of states, +5 Max Absolutism. Dynasty is fixed, Enable Shogun-Daimyo mechanics
  • Daimyo - +10% Morale of Armies, 10% Infantry CA. Dynasty is fixed, enable Daimyo mechanics
  • English Monarchy - +0.5 Yearly Legitimacy, -1 National Unrest, 1 states, -30 absolutism, uses Parliaments
  • Prussian Monarchy - -2 Unrest, -0.02 War exhaustion, +3 Monarch Military skill, uses Militarism.

These special tools will now be modeled by unique reforms. In most cases, it will be a special reform on the first level (Feudalism vs Autocracy) ready-unlocked for said countries. We will also be making the system more flexible in that if you fulfill the criteria for having a certain government type, but previously had no way of switching into it, you will be able to change your reform to pick it up. Changing reforms that have already been passed comes at a cost (currently 10 corruption)

This system is still Work in Progress, so expect changes along the way. Here's a screenshot of it in-game at this current time:

government.png

Return of the pink coder-art and overflowing GUI. Games are like sausages, beware of seeing them made.

Next week we will have more information about this feature as well as looking at another reform path. Which shall we look at, Republics, Theocracies or Tribals? See you next week for it!
 
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What about special governments for Cossack state Zaporozhia Sich? Now they are nomads but it is isnt right.
This must called "Getmanat" Ruler must be Getman, Became Getmanat can only nations in Ukraine and today South Russia.
Mechanic will be close to Dutch Republic. Cossacks elect Getman for all his life and can impeach him if he lose several wars. Cossacks can elect his son and became something close to monarchy but it is isnt monarchy and isnt republic
 
How will these reforms work for custom nations? Will it now only be possible to get whatever reform makes the prussian monarchy if you actually form prussia, or will it just require prussian culture? Will the Janissaries now only be available to the Ottomans? (I don't think it's possible to get the Ottoman Government in game other than by starting as the ottomans or a custom nation)
 
How will these reforms work for custom nations? Will it now only be possible to get whatever reform makes the prussian monarchy if you actually form prussia, or will it just require prussian culture? Will the Janissaries now only be available to the Ottomans? (I don't think it's possible to get the Ottoman Government in game other than by starting as the ottomans or a custom nation)
Doesn't forming Rum give you the Ottoman government?
 
I am more concerned how will reforms work with tag switching, or forming nations. Like when you form Persia you become feudal theocracy. What happens to the reforms you already passed as Iqta?
from the dev clash, when you change government form from a republic to a monarchy, for example, you lose all of your reforms, but you get to pass reforms for free (I BELIEVE you may lose one, so if you'd passed 5 reforms you'd get to instantly pass 4 in the new government type) but I think if you just unlock a special reform, such as militarization as prussia, I think it will just replace whatever you already have in its reform slot for free (perhaps through an event?) so I assume that forming something that usually forces you out of being an iqta into a monarchy will just revoke whichever reform makes iqta special, although I don't know if you will get to choose which one replaces it, or if it will be chosen arbitrarily.
 
Id really like too see a reform for Ming which lets them get rid of the mandate. Maybe as the last reform that you get very late, atleast that there is a way to get rid of it besides loosing a war.
 
Will any of these options give us to ability to control the gender laws in our nation? Historically rulers would do whatever necessary to ensure or prevent women gaining the throne and i would love a way to model this. I know it is ahistorical but i personally would be happy if i could change my republic or theocratic play-throughs to include female rulers. We already have female advisers and generals so i dont think that this is too far of a stretch.
 
Will any of these options give us to ability to control the gender laws in our nation? Historically rulers would do whatever necessary to ensure or prevent women gaining the throne and i would love a way to model this. I know it is ahistorical but i personally would be happy if i could change my republic or theocratic play-throughs to include female rulers. We already have female advisers and generals so i dont think that this is too far of a stretch.


That is available if you create a custom nation. You can get 100% female advisors and also make female rulers the default.
 
That is available if you create a custom nation. You can get 100% female advisors and also make female rulers the default.

That doesn't apply to republics or theocracies as far as I know. I love custom nations but they miss out on many of the new mechanics, missions and graphics added by dlcs.