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EUIV - Development Diary - 10th of March 2020

Hey! Today we’ll be covering Estates which have been getting a huge overhaul in the 1.30. The mechanic as a whole has gotten a rethink from the ground up on how we wanted the player to relate to the mechanic.

So here are some of the goals that we have been aiming for as we worked on the Estates the past year.
  • Estates are something you build, not something you exploit
  • Give and Take sort of relationship between Estate & Crown
  • Large benefit early, a dead weight when Absolutism comes
  • Better integration with other parts of the game
  • Better feedback loop for the player in using it and less red numbers.
So the last part is a bit abstract but we’ll get to what we mean when we say that. So let’s get to the actual changes that we’ve done.

upload_2020-3-10_9-25-24.png


There’s a lot going on here, the interface looks nothing like it did before. So let’s get started with the top part which concerns the ownership of land in your realm. Estates no longer own land on a province to province basis but instead have a share of the development of your country.

upload_2020-3-10_9-25-34.png


The land share that the estates have will affect their loyalty and their influence. This land share fluctuates up and down as the country gains development and from some new interactions that are now available. But first besides the estates, the crown also controls some of that development directly. Depending on this control there will be different benefits or penalties depending on if the crown is relatively weak or not to the Estates.

This control of land is mainly affected by these ways:
  • When gaining development like through conquering land each estate will gain land relative to their influence compared to the rest of the estates. The crown's influence is calculated as a base of 50% +absolutism.
  • Developing provinces gives a little bit of control to the crown
  • Events will change the ratio of land that estates share
  • Crown Land interactions will let you manipulate as well.
So why would you want to control a lot of land as the crown? Well for one you are keeping the estates in check, if one estate gets ahead their influence will also rise prompting them to potentially coup you. But there are also modifiers that are applied at different levels. The idea being that if the crown itself is weak, the estates will exploit that.

The bonuses/penalties applied depending on your crown land is done so in steps. You want to hold yourself at 20% or higher crown land as below these modifiers are applied with increasing strength. At 0% land you are in quite a pickle with these penalties:.
  • -50 Max Absolutism
  • +0.2 Global Autonomy
  • +1.5 LD from Subject Dev
  • -20% Tax Modifier
Though when you hit a really low amount of crown land, the estates will be willing to bail you out in exchange for you giving them a really harsh privilege. Which we’ll cover later in the diary.

At the other end, we have at 50% and higher you start to get benefits for being in tighter control over your country. At 100% you get
  • +15 Max Absolutism
  • +1 Yearly Absolutism
  • +20% Tax Modifier
  • -0.05 Global Autonomy
I mentioned earlier that the land share could be manipulated by Crown Land Interactions. There’s three of them. Sales of Titles, Seize Land and Summon the Diet. The first two as you can guess will let you either sell off land to the estates or seize land forcefully from them. Sale of Titles besides giving away 10% of your land to the estates, it will also give you money relative to how rich the estates are and give them 10% Loyalty. Seize Land will of course lower your estate's loyalty by 20%, but take 5% back for yourself. If the estate is disloyal it will spawn rebels and every province the rebels siege down will take back land to the estate based on the province development.

Summon the Diet is a bit different. It’s a good tool to keep the Estates happy. Upon using this interaction you instantly get 5% Loyalty to all Estates but also give them 10% Influence. Then each estate will propose an Agenda for you to pick between, each asking for something from you.

upload_2020-3-10_9-26-0.png


upload_2020-3-10_9-26-8.png


Most of the time these will be very simple things but fitting for that estate. For instance the Burghers might ask you to increase production in a province, Clergy might want you to build a Church and so on. Upon finishing Agenda for a specific estate you will also gain more loyalty with specifically them.

This should all be very reminiscent of the old mission system, giving you small bonuses and rewards for simple tasks you can complete quite quickly. Though keep in mind, each time you summon the Diet the estates stack the 10% Influence. Though there is a privilege you can grant the nobles where you empower them to dictate the Agenda of the Crown themselves bypassing that issue. A lot of these agendas have been made, both Generic ones and more advanced Estate specific ones.

Next is the Estate Privileges. The old interactions system is removed as we are moving away from the purpose of Estates being something you squeeze every 20 year for money and mana. Privileges is something you grant to the Estates, to get something out of them, but it usually also means they take something away from you. All Privileges also reduces the max absolutism of the country.

upload_2020-3-10_9-26-21.png


Privileges after granted can only be removed if you have higher loyalty with the Estate than their influence is. When removed their loyalty will reset to 0. Some privileges will remove themselves after certain conditions are fulfilled.

All of the old interactions have in one way or form been translated into the new privilege system, but in a way that fits with something that are not one time bonuses but intended to be longer term. For instance instead of getting +50/100/150 monarch points of your choice, you can now get +1 to your monarch power generation by giving a privilege to the relevant estate. However in exchange they will take 10% of your Crown land. And with how the balance is at start, it means you might only be able to get that privilege for one of the estate, and not all three, unless you are willing to compromise on realm stability.

There’s also unique for nations, for instance Poland starts with the Golden Liberty which grants the Nobility unchecked power. This entire rework will be part of the base game and most of these privileges will be free. But there will also be some unique fun ones that are locked to the Emperor DLC,like various Monopolies on trade goods you can give to Estates which gives you the total production income of 8 years for that trade good in your nation up front.
upload_2020-3-10_9-26-36.png

upload_2020-3-10_9-26-53.png


Most privileges besides their big effects will also usually manipulate the Loyalty, Influence, Crown Land or Absolutism of the country.

Part of moving towards this Privilege system and away from the one time benefit interactions from before, is that we want you to build with the Estates. For instance there are privileges that increase your Governing Capacity. You will as well have it easier to play around with Estate Loyalty as how that is calculated have been redone as part of adding the Privilege system.

There are now proper modifiers for Estate Loyalty and Influence, which might not tell you much if you don’t mod the game. What we have done is that we have separated out so that as a player you can manipulate the equilibrium that the Loyalty is moving towards. In one time effects like the Seize Land/Sale of Titles it still instant change of the Loyalty value of the estate. But this change where you manipulate the equilibrium have been integrated into a lot more mechanics, not only the Privileges, giving you a better opportunity to keep estates happy over a longer time than “just long enough to press this button”.

upload_2020-3-10_9-27-8.png


So in summary what have we changed. Well for one loyalty is not a currency in the way it was before, now you interact with estates when you want to tweak something. Loyalty and Influence of estates is an ever present value that you can see being affected in a lot of different interfaces now. Loyalty will be a lot clearer now on where it will end up if you let time pass, and you can build your country in such a way that an estate will naturally be happy with you. What this means is that it can be less of an exploitative relationship with the Estates and more a mutual one which gives a way better feedback loop to the player that he is not doing something bad.

But even so the Estates are still a double edged sword if you do not take care. Several of the players for the Dev Clash as they were testing things out accidentally ended up creating a state where the King was but a puppet of the Estates.

upload_2020-3-10_9-40-26.png


As usual we’ll be in the thread and answer any questions you might have. Next week we will be talking about Papal and Italian content that is coming with Emperor.
 
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Okay, so how will Cosssack Estate will work now?
Them already owning land was weird (but kinda working), but in new system how it will be reflected? No one picks country from Eastern Europe to test it in DevClash too, so we wouldn't be likely to see it.
 
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Will you be implementing New Estates as well?

I would be particularly fond of the addition of the Peasants as an estate for nations which granted them freedom.

Such nations would be the Scandinavian countries, Dithmarshen, Friesland, some other lowland countries, and of course potentially if the Peasant uprising in the Swabian wars would be succesful maybe in the HRE as well?

Would be lovely to help Dithmarshen's lack of Nobility and should be a defining feature of the Peasant Republic government reform. (Of course this reform needs to be added to Friesland as well).
 
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@Groogy In a few last dev dairy we saw some content for Poland/PLC sneaking into it. My question is if there will be dev dairy focused on this how terrible elective monarchy is (usualy u get 50-60 + heirs they are most likely older that ruler and u cant even choose which to support. There are no events for historical heirs happening at some period of time) maybe something about stability of Lithuania ( i just realised in last run that every time i get ruler without Lithuanian culture they get unrest in provinces lol) And maybe some actual missions that are focused on east (Musovite-Polish wars, Succession of sweeden) And ofc there were a lot of finest historical generals (where are they? missions, events ?)
 
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This Reworked Estates mechanic alone could introduce so many new possibilities... We may finally be able to see weak Ottoman Sultans dominated by the ever power hungry Jannissaries (not just a one time event), or Poland actually historically succumbing due to bickering, corrupted nobles, or maybe have an actual representation of the struggle between the English monarchs and the opposing barons in the parliament... The list could definately go on as there are countless examples of nations not necesseraly dominated by monarchs but by various estates always fighting to stay in power. One must also hope that Ai will be up to the challenge in dealing with these new developments.
 
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@Groogy
Nice touch with the Poland and PLC exclusive privileges.
Relating to "The Golden Liberty" privilege of the Szlachta:
Wow can one get rid of it? Does it stay until the "Struggle for the Royal Power" fires in 17th century or can it be done earlier?
Will there be any other way of taking the land back from the nobility? The "Executionist movement" (for those interested it's described in detail on Wikipedia under this exact term) was after all a movement of the file and rank nobles forcing the king to take the crown's lands from the magnates and his protegees.
May I suggest to hide the current elective monarchy behind a separate privilege? After all the Jagiellons PLC worked more like a hereditary monarchy with strong nobility influence rather than the later open elections with foreign candidates.
 
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Hey! Today we’ll be covering Estates which have been getting a huge overhaul in the 1.30. The mechanic as a whole has gotten a rethink from the ground up on how we wanted the player to relate to the mechanic.

So here are some of the goals that we have been aiming for as we worked on the Estates the past year.
  • Estates are something you build, not something you exploit
  • Give and Take sort of relationship between Estate & Crown
  • Large benefit early, a dead weight when Absolutism comes
  • Better integration with other parts of the game
  • Better feedback loop for the player in using it and less red numbers.
So the last part is a bit abstract but we’ll get to what we mean when we say that. So let’s get to the actual changes that we’ve done.

View attachment 552309

There’s a lot going on here, the interface looks nothing like it did before. So let’s get started with the top part which concerns the ownership of land in your realm. Estates no longer own land on a province to province basis but instead have a share of the development of your country.

View attachment 552311

The land share that the estates have will affect their loyalty and their influence. This land share fluctuates up and down as the country gains development and from some new interactions that are now available. But first besides the estates, the crown also controls some of that development directly. Depending on this control there will be different benefits or penalties depending on if the crown is relatively weak or not to the Estates.

This control of land is mainly affected by these ways:
  • When gaining development like through conquering land each estate will gain land relative to their influence compared to the rest of the estates. The crown's influence is calculated as a base of 50% +absolutism.
  • Developing provinces gives a little bit of control to the crown
  • Events will change the ratio of land that estates share
  • Crown Land interactions will let you manipulate as well.
So why would you want to control a lot of land as the crown? Well for one you are keeping the estates in check, if one estate gets ahead their influence will also rise prompting them to potentially coup you. But there are also modifiers that are applied at different levels. The idea being that if the crown itself is weak, the estates will exploit that.

The bonuses/penalties applied depending on your crown land is done so in steps. You want to hold yourself at 20% or higher crown land as below these modifiers are applied with increasing strength. At 0% land you are in quite a pickle with these penalties:.
  • -50 Max Absolutism
  • +0.2 Global Autonomy
  • +1.5 LD from Subject Dev
  • -20% Tax Modifier
Though when you hit a really low amount of crown land, the estates will be willing to bail you out in exchange for you giving them a really harsh privilege. Which we’ll cover later in the diary.

At the other end, we have at 50% and higher you start to get benefits for being in tighter control over your country. At 100% you get
  • +15 Max Absolutism
  • +1 Yearly Absolutism
  • +20% Tax Modifier
  • -0.05 Global Autonomy
I mentioned earlier that the land share could be manipulated by Crown Land Interactions. There’s three of them. Sales of Titles, Seize Land and Summon the Diet. The first two as you can guess will let you either sell off land to the estates or seize land forcefully from them. Sale of Titles besides giving away 10% of your land to the estates, it will also give you money relative to how rich the estates are and give them 10% Loyalty. Seize Land will of course lower your estate's loyalty by 20%, but take 5% back for yourself. If the estate is disloyal it will spawn rebels and every province the rebels siege down will take back land to the estate based on the province development.

Summon the Diet is a bit different. It’s a good tool to keep the Estates happy. Upon using this interaction you instantly get 5% Loyalty to all Estates but also give them 10% Influence. Then each estate will propose an Agenda for you to pick between, each asking for something from you.

View attachment 552312

View attachment 552313

Most of the time these will be very simple things but fitting for that estate. For instance the Burghers might ask you to increase production in a province, Clergy might want you to build a Church and so on. Upon finishing Agenda for a specific estate you will also gain more loyalty with specifically them.

This should all be very reminiscent of the old mission system, giving you small bonuses and rewards for simple tasks you can complete quite quickly. Though keep in mind, each time you summon the Diet the estates stack the 10% Influence. Though there is a privilege you can grant the nobles where you empower them to dictate the Agenda of the Crown themselves bypassing that issue. A lot of these agendas have been made, both Generic ones and more advanced Estate specific ones.

Next is the Estate Privileges. The old interactions system is removed as we are moving away from the purpose of Estates being something you squeeze every 20 year for money and mana. Privileges is something you grant to the Estates, to get something out of them, but it usually also means they take something away from you. All Privileges also reduces the max absolutism of the country.

View attachment 552314

Privileges after granted can only be removed if you have higher loyalty with the Estate than their influence is. When removed their loyalty will reset to 0. Some privileges will remove themselves after certain conditions are fulfilled.

All of the old interactions have in one way or form been translated into the new privilege system, but in a way that fits with something that are not one time bonuses but intended to be longer term. For instance instead of getting +50/100/150 monarch points of your choice, you can now get +1 to your monarch power generation by giving a privilege to the relevant estate. However in exchange they will take 10% of your Crown land. And with how the balance is at start, it means you might only be able to get that privilege for one of the estate, and not all three, unless you are willing to compromise on realm stability.

There’s also unique for nations, for instance Poland starts with the Golden Liberty which grants the Nobility unchecked power. This entire rework will be part of the base game and most of these privileges will be free. But there will also be some unique fun ones that are locked to the Emperor DLC,like various Monopolies on trade goods you can give to Estates which gives you the total production income of 8 years for that trade good in your nation up front.
View attachment 552315
View attachment 552316

Most privileges besides their big effects will also usually manipulate the Loyalty, Influence, Crown Land or Absolutism of the country.

Part of moving towards this Privilege system and away from the one time benefit interactions from before, is that we want you to build with the Estates. For instance there are privileges that increase your Governing Capacity. You will as well have it easier to play around with Estate Loyalty as how that is calculated have been redone as part of adding the Privilege system.

There are now proper modifiers for Estate Loyalty and Influence, which might not tell you much if you don’t mod the game. What we have done is that we have separated out so that as a player you can manipulate the equilibrium that the Loyalty is moving towards. In one time effects like the Seize Land/Sale of Titles it still instant change of the Loyalty value of the estate. But this change where you manipulate the equilibrium have been integrated into a lot more mechanics, not only the Privileges, giving you a better opportunity to keep estates happy over a longer time than “just long enough to press this button”.

View attachment 552317

So in summary what have we changed. Well for one loyalty is not a currency in the way it was before, now you interact with estates when you want to tweak something. Loyalty and Influence of estates is an ever present value that you can see being affected in a lot of different interfaces now. Loyalty will be a lot clearer now on where it will end up if you let time pass, and you can build your country in such a way that an estate will naturally be happy with you. What this means is that it can be less of an exploitative relationship with the Estates and more a mutual one which gives a way better feedback loop to the player that he is not doing something bad.

But even so the Estates are still a double edged sword if you do not take care. Several of the players for the Dev Clash as they were testing things out accidentally ended up creating a state where the King was but a puppet of the Estates.

View attachment 552324

As usual we’ll be in the thread and answer any questions you might have. Next week we will be talking about Papal and Italian content that is coming with Emperor.
This was my most awaited for DD in this expansion (and this says a lot), and I'm very happy with what I'm seeing.
Looks great and much deeper than the current system, really looking forward to playing with it.

However:
That's the idea yes
This is quite disappointing, I think it's a big waste to have such an intricate system to largely discard it for half of the game.
Wouldn't it be interesting if the interplay between crown and estates, instead of becoming a nonfactor altogether as a liability, changed when the age of absolutism hits?
I could see something like the privilege penalty to absolutism being proportional to the estate's loyalty and influence, so keeping an interaction with them would still be necessary and largely beneficial.
The period right before that age hits would be marked by a huge scramble for land, the player doing what he can to grab the most land possible to get the highest absolutism boost (as designed), but then, after 1600, it would be in the player's best interest to get back to working together with the estates and keep their loyalty up to be able to keep using their systems and keep the absolutism penalty down.
 
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It's not discarded though: the system is still there.
The difference is that the player is motivated to start centralizing the realm rather than try to profit from Estate system. Which is historically accurate: Absolutism is when the Crown started to depend less on the Estates, and more on its own power.
However, from what I see, you're not forced to get rid of their influence. You can still decide that you prefer their bonuses over Absolutism.
My concern is that, with absolutism being the powerful mechanic it is, it would become a non choice to get rid of everything related to estates in favor of it, and it seems that they are designed to do that indeed.

Then let's give it a mechanism to reign estates in with absolutism, instead of getting rid of them (as it happened historically btw, the process of centralization wasn't done to get rid of the estates, but to subjugate them).
How about using the current absolutism level to increase loyalty, creating a virtuous cycle between them:
You revoke land to increase absolutism, which in turn increases loyalty in the long term, which in turn will decrease the penalty to absolutism from privileges, increasing absolutism further.
This is way more historical tbh, estates became more integrated to the state and started to be extensions of it, instead of the independent agents they were before, but they didn't cease to operate altogether because the monarch was very absolutist, as this system would have you do.
But even more importantly, mechanically it's such a massive waste to have this intricate system simply become a hurdle for the player halfway through the game, and eventually being completely phased out.
 
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what you think about linking advisors with estates?

For example theologians and inquisitors could be representatives of the clergy, the trader could be a representative of the bourgeoisie, the commander could be a member of the nobility etc ... The estates could press to have their members in court advising the king, or feel aggrieved because other estates have members of their guild while they do not have them, something well developed I think it might be interesting
 
  • 1Like
Reactions:
Hey! Today we’ll be covering Estates which have been getting a huge overhaul in the 1.30. The mechanic as a whole has gotten a rethink from the ground up on how we wanted the player to relate to the mechanic.

So here are some of the goals that we have been aiming for as we worked on the Estates the past year.
  • Estates are something you build, not something you exploit
  • Give and Take sort of relationship between Estate & Crown
  • Large benefit early, a dead weight when Absolutism comes
  • Better integration with other parts of the game
  • Better feedback loop for the player in using it and less red numbers.
So the last part is a bit abstract but we’ll get to what we mean when we say that. So let’s get to the actual changes that we’ve done.

View attachment 552309

There’s a lot going on here, the interface looks nothing like it did before. So let’s get started with the top part which concerns the ownership of land in your realm. Estates no longer own land on a province to province basis but instead have a share of the development of your country.

View attachment 552311

The land share that the estates have will affect their loyalty and their influence. This land share fluctuates up and down as the country gains development and from some new interactions that are now available. But first besides the estates, the crown also controls some of that development directly. Depending on this control there will be different benefits or penalties depending on if the crown is relatively weak or not to the Estates.

This control of land is mainly affected by these ways:
  • When gaining development like through conquering land each estate will gain land relative to their influence compared to the rest of the estates. The crown's influence is calculated as a base of 50% +absolutism.
  • Developing provinces gives a little bit of control to the crown
  • Events will change the ratio of land that estates share
  • Crown Land interactions will let you manipulate as well.
So why would you want to control a lot of land as the crown? Well for one you are keeping the estates in check, if one estate gets ahead their influence will also rise prompting them to potentially coup you. But there are also modifiers that are applied at different levels. The idea being that if the crown itself is weak, the estates will exploit that.

The bonuses/penalties applied depending on your crown land is done so in steps. You want to hold yourself at 20% or higher crown land as below these modifiers are applied with increasing strength. At 0% land you are in quite a pickle with these penalties:.
  • -50 Max Absolutism
  • +0.2 Global Autonomy
  • +1.5 LD from Subject Dev
  • -20% Tax Modifier
Though when you hit a really low amount of crown land, the estates will be willing to bail you out in exchange for you giving them a really harsh privilege. Which we’ll cover later in the diary.

At the other end, we have at 50% and higher you start to get benefits for being in tighter control over your country. At 100% you get
  • +15 Max Absolutism
  • +1 Yearly Absolutism
  • +20% Tax Modifier
  • -0.05 Global Autonomy
I mentioned earlier that the land share could be manipulated by Crown Land Interactions. There’s three of them. Sales of Titles, Seize Land and Summon the Diet. The first two as you can guess will let you either sell off land to the estates or seize land forcefully from them. Sale of Titles besides giving away 10% of your land to the estates, it will also give you money relative to how rich the estates are and give them 10% Loyalty. Seize Land will of course lower your estate's loyalty by 20%, but take 5% back for yourself. If the estate is disloyal it will spawn rebels and every province the rebels siege down will take back land to the estate based on the province development.

Summon the Diet is a bit different. It’s a good tool to keep the Estates happy. Upon using this interaction you instantly get 5% Loyalty to all Estates but also give them 10% Influence. Then each estate will propose an Agenda for you to pick between, each asking for something from you.

View attachment 552312

View attachment 552313

Most of the time these will be very simple things but fitting for that estate. For instance the Burghers might ask you to increase production in a province, Clergy might want you to build a Church and so on. Upon finishing Agenda for a specific estate you will also gain more loyalty with specifically them.

This should all be very reminiscent of the old mission system, giving you small bonuses and rewards for simple tasks you can complete quite quickly. Though keep in mind, each time you summon the Diet the estates stack the 10% Influence. Though there is a privilege you can grant the nobles where you empower them to dictate the Agenda of the Crown themselves bypassing that issue. A lot of these agendas have been made, both Generic ones and more advanced Estate specific ones.

Next is the Estate Privileges. The old interactions system is removed as we are moving away from the purpose of Estates being something you squeeze every 20 year for money and mana. Privileges is something you grant to the Estates, to get something out of them, but it usually also means they take something away from you. All Privileges also reduces the max absolutism of the country.

View attachment 552314

Privileges after granted can only be removed if you have higher loyalty with the Estate than their influence is. When removed their loyalty will reset to 0. Some privileges will remove themselves after certain conditions are fulfilled.

All of the old interactions have in one way or form been translated into the new privilege system, but in a way that fits with something that are not one time bonuses but intended to be longer term. For instance instead of getting +50/100/150 monarch points of your choice, you can now get +1 to your monarch power generation by giving a privilege to the relevant estate. However in exchange they will take 10% of your Crown land. And with how the balance is at start, it means you might only be able to get that privilege for one of the estate, and not all three, unless you are willing to compromise on realm stability.

There’s also unique for nations, for instance Poland starts with the Golden Liberty which grants the Nobility unchecked power. This entire rework will be part of the base game and most of these privileges will be free. But there will also be some unique fun ones that are locked to the Emperor DLC,like various Monopolies on trade goods you can give to Estates which gives you the total production income of 8 years for that trade good in your nation up front.
View attachment 552315
View attachment 552316

Most privileges besides their big effects will also usually manipulate the Loyalty, Influence, Crown Land or Absolutism of the country.

Part of moving towards this Privilege system and away from the one time benefit interactions from before, is that we want you to build with the Estates. For instance there are privileges that increase your Governing Capacity. You will as well have it easier to play around with Estate Loyalty as how that is calculated have been redone as part of adding the Privilege system.

There are now proper modifiers for Estate Loyalty and Influence, which might not tell you much if you don’t mod the game. What we have done is that we have separated out so that as a player you can manipulate the equilibrium that the Loyalty is moving towards. In one time effects like the Seize Land/Sale of Titles it still instant change of the Loyalty value of the estate. But this change where you manipulate the equilibrium have been integrated into a lot more mechanics, not only the Privileges, giving you a better opportunity to keep estates happy over a longer time than “just long enough to press this button”.

View attachment 552317

So in summary what have we changed. Well for one loyalty is not a currency in the way it was before, now you interact with estates when you want to tweak something. Loyalty and Influence of estates is an ever present value that you can see being affected in a lot of different interfaces now. Loyalty will be a lot clearer now on where it will end up if you let time pass, and you can build your country in such a way that an estate will naturally be happy with you. What this means is that it can be less of an exploitative relationship with the Estates and more a mutual one which gives a way better feedback loop to the player that he is not doing something bad.

But even so the Estates are still a double edged sword if you do not take care. Several of the players for the Dev Clash as they were testing things out accidentally ended up creating a state where the King was but a puppet of the Estates.

View attachment 552324

As usual we’ll be in the thread and answer any questions you might have. Next week we will be talking about Papal and Italian content that is coming with Emperor.
Now talking about the graphics there, wouldn't it be better to have the estates laid horizontally in a single column instead of two?
Something like this perhaps:
upload_2020-3-10_9-25-24.png

(sorry for my paint skills)

I feel like having an odd number of estates would be more pleasing this way, instead of it being displayed in an asymmetrical way.
Nothing major really at all, just a thought.
 
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This seems like a great change. The agenda concept in particular seems like it has a ton of potential. I suspect I will end up always enabling this just for roleplay/to provide goals. I have a couple of questions:

1) Will agendas scale with the size of the state? Building a church can be anywhere from extremely difficult if you're very poor to just a meaningless click for a great power or anyone past the midgame. It would be cool if larger states would get something like "Have churches in x% of your state provinces" or "have cathedrals in all of your wrong-religion provinces" (you know, to convert the heathens). Of course, many things don't need to scale, including all 3 of the examples in the screenshot. But keeping the ones that do in mind seems like a good way to keep this relevant.

2) Do agendas change depending on how much estates like/dislike you and their influence? It would be very interesting if estates that despise you would start making outrageous demands, powerful estates try to take advantage by asking for more, etc.

3) Are there agendas involving conquest or war? You could have the old "get a claim on a neighbor" idea, but with two twists - the estate gets mad if you don't use it, and if you do fight and win, you then get an event to decide if you will follow through and give the new land to the estate that spawned the claim or keep it as crown lands. Another one could be to humiliate a rival, or even join in a defensive war against a rival (though that might be hard to pull off).
 
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Everybody could thought Golden Liberty was great thing, but it was one of reason of downfall of Commonwealth with Nihil Novi. Nobles had a lot power and King could not take steps too reform the Country. I am thinking about give 0,2 legitamacy or 0,1 corruption as downgrade of good bonuses of Golden Liberty.
 
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How will this system interact with Parliaments? Will having a Parliament still disable the Nobility? Will England still have no Nobility Estate? If so that's kind of a bummer, seems like a really interesting feature especially since privileges could now afford some kind of control over the Ruler by Estates in a way that makes constitutional monarchies feel more "constitutional".

Also, an Estate for Peasants in countries like Dithmarschen would be amazing, and also make the Estate system for them seem less wonky, unless the "State" itself is meant to embody the Peasants, which feels kinda strange but I guess would make sense.
 
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If there won't be anymore estate-bound provinces, that means the 25% minimum autonomy from estate owned provinces is out. That means the average minimum autonomy for the whole country will be generally lower. Perhaps even 0%. Won't that affect government progress scoring? Since it's scaled up with autonomy... Will you guys fix it, so we won't be able to reform our govt so quickly?
I think the answer would be more government reforms.
Monarchies considerably fewer and less interesting reforms than republics and theocracies.
I was actually surprised that in the European DLC most government reforms actually affected the ROTW with the exception of theocracies and a couple of unique reforms.
 
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