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EU4 - Development Diary - 10th of April 2018

Good day! Today we're getting right into the dev diary by continuing on from last week, where we announced large changes to the Government System in Europa Universalis IV. Last week we talked about Monarchies, today, by popular request, let's look at Republics.

I'll start by re-iterating that these changes will not result in the removal of special government mechanics with or without the expansion. The Militarization of the Prussian Monarchy, Mamluk Government Interactions, Dutch republic mechanics etc will all still be in the game, and tied to Government Reforms rather than being a specific government type in itself.

Also the new government reforms are part of the upcoming yet unannounced Expansion Pack. For those who get the 1.26 update but not the expansion, you will still have access to the different government mechanics, but not the new reform choices seen below.

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Our Government Reforms interface is coming along, with significantly fewer placeholders than before. Now, outside of Hordes, Republics are my favourite government types. No regencies ever, control over which monarch points you get, ruler generals aplenty. That said it's clear to see that since Absolutism arrived on the scene, they have been left feeling a little lackluster, not to mention they have always been that bit too inflexible.

With that in mind, the Republican Reform path contains up to ten different reforms, putting them ahead as the most diverse set we're adding. Let's see what's on offer (all values and effects very subject to balance and change)

  • Oligarchy vs Merchant Class vs Noble Elite
    • Oligarchy: +5% Tax, elections every 4 Years
    • Merchants: Enables Merchant Republic mechanics, -10 max Absolutism
    • Noble Elite: +0.25 Army Tradition, + Nobility Estate influence, elections every 8 years
    • Presidential Despot:
    • Revolutionary Republic - (Special for Revolutionary Target)
    • [Other Special Republics]
  • Republican Virtues
    • Autocratic: -1 Unrest
    • Nepotism: Each candidate get +1 random stat
    • Republicanism: +0.2 republican tradition
  • Frequent Elections vs consolidation of power
    • -1 years between elections, -10 max absolutism
    • +1 year between elections, +10 max absolutism
  • Federalism vs Unitarism vs Confederacy
    • Provincial Governments: -25% State Maintenance
    • Administrative Divisions: +5 States
    • Union of States: +10% Global Trade Power
    • Seizure of Power: [HIDDEN]
  • Parliamentary vs Presidential
    • Parliamentary: Enables Parliaments if Common Sense DLC, else -1 Unrest
    • Presidential Rule: -10% Institution Embracement Cost
  • Consolidation of Power
    • Broaden Executive powers: -15% Stability cost
    • Devolution of powers: +1 Diplomat
  • Guiding Principle of Administration
    • Political Principle - +1 [HIDDEN]
    • Moral Principle - +1 [HIDDEN]
  • Electorate
    • Landholders: +10% Manpower Recovery Speed
    • Citizenry: +10% Land Morale
  • Office Selection
    • Sortition: -0.05 Yearly Corruption
    • Universal Suffrage: +1 Accepted Culture
  • Question of Dictatorship
    • Seize Executive Power: Become Monarchy, lose 4 reforms
    • Proclaim Divine Guidance: Become a Theocracy, lose 6 reforms
    • Strengthen executive powers: +25 Max Absolutism
    • Reinforce Republican Values: +1 [HIDDEN] -25% Republican Tradition Cost of re-elections
    • Revolutionary Empire (For Revolutionary Target): Makes ruler into a Dictator
Next week we will round off by looking at what's in store for Theocracies and Tribals with these government changes. After-which we might even start hinting at where this upcoming expansion and Update focuses on.
 
So without the expansion you'd be locked atthe starting government without ever being able to change governnent (except possibly through event/decision for the special ones)?

Wouldn't reforms that change your government be one of those that are available in vanilla? It is the old feature just transfered to the new system.
 
- are forced government ranks still a thing in new expansion? I mean instances like Papal kingdom, knightly duchies, veche duchies etc.
Yes

Wouldn't reforms that change your government be one of those that are available in vanilla? It is the old feature just transfered to the new system.

Correct
 
The Expansion will focus on the [REDACTED]

edit: Hmm that's weird... when I write [REDACTED] it becomes like this :eek:
Welp guess you will have to just wait until we announce it :rolleyes:

So... the expansion will focus on a "the"? Maybe the HRE? It's usually not the Italy or the India, right?
But then again, it could also be the Indian subcontinent or the Italian peninsula I guess...
 
The Expansion will focus on the [REDACTED]

edit: Hmm that's weird... when I write [REDACTED] it becomes like this :eek:
Welp guess you will have to just wait until we announce it :rolleyes:
The new system got the tomatocow treatment!:eek::eek:

Wouldn't reforms that change your government be one of those that are available in vanilla? It is the old feature just transfered to the new system.
Yeah seems so. Hadn't read the thread as I posted.
 
So that "allow merchant republic mechanics" reform...

Does that also mean that the nation is now limited in the same way that merchant republics now are limited?

Because nobody will ever take that choice, in any min/max or even moderately 'max' situation.

Merchant republics have been an absolute dumpster fire since that change (limiting their size) and probably imo the worst change that paradox has ever made.

Please for the love of god unlimit their expansion. I have seen the effects of this change in multiplayer games aplenty. We used to have Venices, Lubecks, even Genoas being played in competitive balls-to-the-wall mulitplayer games where there are majors being played (e.g. France, Ottomans) and these minors (relatively speaking) succeeded and even beat some of those majors.

I am quite excited for this expansion overall.

Its not just more numbers to stare at, its more customization, to feel that you are really in control of the country. This has the possibility to be the best DLC since Art of War if it is executed well, and probably the first I am excited for since the "Immersion packs" have started.
 
It could also be the italian peninsula.
 
Will Election candidates still have the same 4/1/1 candidates (with the exception of the nepotism bonus) or will there be more variation in ability? (e.g. 2(D3-1) + 2 / 2(D2-1) / 2(D2-1) stats [where a D2-1 rolls either a 0 or a 1 and a D3-1 rolls either a 0, a 1 or a 2]).
 
Will Election candidates still have the same 4/1/1 candidates (with the exception of the nepotism bonus) or will there be more variation in ability? (e.g. 2(D3-1) + 2 / 2(D2-1) / 2(D2-1) stats [where a D2-1 rolls either a 0 or a 1 and a D3-1 rolls either a 0, a 1 or a 2]).

I would just like to have my 2-2-2 republic leaders. I don't want to have to choose one stat to prioritize over others all the time. Most of the time I just want balanced MP income. I run out of ADM all the time, but if I set my focus to ADM and then select a 4-1-1 ruler I will probably have too much and then have to ''waste'' it on development.

The alternative would be to give republic leaders random stats of course.
 
@Groogy, can you explain more on fixed ranks, please?
 
I'll start by re-iterating that these changes will not result in the removal of special government mechanics with or without the expansion. The Militarization of the Prussian Monarchy, Mamluk Government Interactions, Dutch republic mechanics etc will all still be in the game, and tied to Government Reforms rather than being a specific government type in itself.
But what about the unique bonuses like extra military points for Prussia and admin for Mamluks? Is that part of the mechanics being saved or are we only keeping the actual buttons?
 
I would just like to have my 2-2-2 republic leaders. I don't want to have to choose one stat to prioritize over others all the time. Most of the time I just want balanced MP income. I run out of ADM all the time, but if I set my focus to ADM and then select a 4-1-1 ruler I will probably have too much and then have to ''waste'' it on development.

The alternative would be to give republic leaders random stats of course.

Random idea I just had, if Estates/Factions are ever going to be revamped, have rulers tied to Estates with random stats - similar to Theocracies?
 
If you don't own the expansion, you will have the new reform system, however the reforms will be a select group that will give you similar effects to like it did before this patch.
As an example the Ambrosian Republic government reform looks like this(of course preliminary values subject to change!!!):

After reading all the explanations I'm still a bit confused. It would be best if the next Developer Diary clarified the system for those that don't get the expansion.

From what I gather, the existing governments at Duchy level will be the baseline, with any reform just giving the effects of higher ranks (Kingdom and Empire), or the option to switch to another basic government (I assume some are still locked in to theirs?).

Personally I think some government reforms should be given to everyone, with the DLC unlocking more options (balance becomes key here, but many of your options show promise in this regard). The mission system last patch was a big success, and releasing partial mechanics (albeit retroactively) has been done with EU4's relation Stellaris...

As it stands it shows a continuation of a worrying trend - DLC makes things easier for the player. This is partly because a player can manipulate various systems better than the AI (more systems = a greater gap), which I think is fine. The problem though, is giving things which make general mechanics easier to overcome. For example, if you were going for a world conquest then the ability to increase admin efficiency (through absolutism) and monarch point generation are far better than anything available without the DLC. Without achievements this would be moot, but having even the slightest reward for gameplay makes treating continually investing players preferentially into a problem.
State Maintenance is applied *after* State Edicts cost is added on. So if you have -100% State Maintenance then they cost nothing and in that way the State Maintenance modifier is indirectly much more powerful than you think.

Another point for people with less DLC - edicts are locked, so if you have the reform without the edict it is far less valuable. It would be best if you could balance these for any combination of DLC (I know this will be difficult, but until the DLC system is reworked then that is the task you have set yourselves).

After saying all that, the Government Reform system in general looks well thought out and very promising. Good work so far.