[2018-12-19] This thread has been updated all the way to 1.27. I won't bother with 1.28 right now because I've honestly not even opened EUIV since MegaCorp released lmao.
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This is a tentative to integrate some mechanics/features that seem related but are completely independent as of now. There will be numbers.
ESTATES AND THE NATIONAL DIET
The Estates mechanic became part of the base game in 1.26. It was good, but we can go further.
The current Estates tab is deleted, and the Estates interface is moved to the Parliament window, which is renamed to Diet. "oh so now the Estates are added into the Parliament" kinda. It's not that they are added, but that they are now the Parliament; they become its foundation; any other seats would be the exception.
Without the Common Sense DLC, you only have the Estate interactions.
- The Estate "button" (you know, that golden grid I've put the icons in) is transparent but maybe it could become green/red when loyal/disloyal and maybe even fiery during their disaster; something to make people get their loyalty at a glance as you can't see their stats at once anymore.
- A tag can have up to 7 Estates at those dimensions without a horizontal scrollbar, and 4 modifiers per Estate without a vertical scrollbar.
- Clicking the Interaction button would open a horizontal list of the possible interactions, with just the icons (the names would be in the tooltip).
- With no debate, the Debate banner would just read as "Debate" and the body would be swapped for "No Issues are being debated right now" or sth.
- Same thing for Enacted Issues, "No Issues enacted right now".
- The tooltip for the enacted Issues would give the modifiers (including the instant ones) and maybe even some flavor text, should they be added.
- There are two enacted Issues and a third one being debated but that's just a mockup (in which I wasted literally a whole day) to show the most text-heavy this window may look like.
- Call Diet goes gray during a debate cooldown, obviously.
- Date in the Enacted Issues could be shortened (11.11.1454) so that a vertical scrollbar could be added; base game would only accept 2 Issues but modders could want to go over it.
- Sort icons are: Estates (one for each Estate, no icon if a Estateless seat); Province name; Favorite (so you can track key provinces easier); total Development; Influence contribution to the Estate; local Autonomy; Approval (red if <40%, white if 40-59, green if >=60%); Bribes (blue for available Bribes, grey for no available Bribes, no icon for cannot Bribe). Maybe we don't need to sort Bribes just like the Culture Conversion macrobuilder doesn't have it for the Change Culture button.
- Clicking the Bribes button would open a horizontal list of the possible bribes, with just the icons (the names would be in the tooltip).
With the Common Sense DLC, the Diet has the Call Diet button, which is removed from the Nobility interactions. You can call the Diet once every 5 years. Should the Diet be available, you may choose it in Estate events to solve their issues.
Every province you give to an Estate becomes a Diet seat. Each Seat will have a trinary Approval level (Yea/Nay/Meh), calculated from their Estate's Loyalty (say, Nobility with 70% Loyalty will have seats at 70% base Approval), Devastation, past Issues, chosen options in events and some other things (say, Clergy in heathen province giving -10% Approval). >=60% Approval means Yea, <40% means Nay, 40-59% means Meh. In the case of non-Estate Seats, their base Approval will be 40 (same as base Estate Loyalty in this suggestion - note that it is 50% in vanilla).
Calling the Diet will give you five random Issues from which you'll choose the one to be debated (just like vanilla). Right after this, a couple Seats will have a say by event. Some will just outright tell you to fuck off or that they will support you wholeheartedly, while others will demand favors. Some may be easy (they just ask for a specific Bribe), while others may be more elaborate (declaring war, insulting someone, fabricating claim). Besides the "favor", each Seat will have 3 generic Bribes randomly assigned to them; you can give each Bribe only once, but may use all of them. If you reject the favor they asked, they'll instantly go Nay with no chance to bribe anymore. If you accept, they'll wait till the end of the Diet for you to give it to them; doing so will give increased Approval (+10%? +15%?) while choosing other options will give just the usual Approval (+5%? +10%?).
Estate Influence affects both Seats and Issues. Using the issue Letters of Marque as an example, the three modifiers would be decreased by -50% at <40% Influence (7.5%, 5%, 5%) and increased by +50% at >=60% Influence (22.5%, 15%, 15%). Similarly, the bribes would be decreased by -50% and increased by +50% (or +100% for balance). Each Issue would be tied to one Estate, so it would be their Influence that would determine the Issue/Bribe strength. You can't have your cake and eat it however, so, as said beforehand, the list of available Issues at each Diet would be random.
Once 1 year passes, there's a 10% chance per month of the Diet ending (ending automatically at 100% support). You need a (super?)majority vote to win the Diet; losing it will give -20 prestige, a small hit to Absolutism and a 1-year cooldown.
Estate Interactions will also call the Diet, just with their own cooldown instead of using the base 5-year one. Only the respective Estate's Seats will vote on it, the Debate will go on for 6 months, and there will be no consequences for failing (except for the cooldown). Without the appropriate DLC, this will be the most interaction one can have with the Diet, but with no voting (so it's touch-and-go for non-DLC owners).
There will also be emergency Diets. Say, when someone declares a war on you, or a Pretender appears etc, you may call them regardless of the cooldown. The Estates may also call the Diet themselves, specially under disasters (with unique Issues for them which you will mostly likely want the seats to vote against).
ABSOLUTISM
Once Age of Absolutism kicks in, things get spicier. Provinces embracing the Absolutism institution will get Local Unrest if they have seats in the Diet, and once the nation embraces it, it gets worse. Estates/Seats will become more ambitious and therefore Diets will be more difficult, with this being translated as a blanket -10% Approval in every Seat. The ruler will every now and then have to put their foot down in events, and the event options will also affect Absolutism.
This is because Absolutism means a higher centralization at the figure of the ruler, which goes against everything the Estates hold dear (their own power). Max Absolutism will affect Loyalty decay, and Absolutism will affect Max Influence. This is because, even if you don't have much centralization yet (which obviously would impact their influence in the nation), the fact that you have the potential will bring up suspicion. This will by itself make Diets harder due to lower Approval. Estateless Approval will also be directly afflicted by this because fuck you, that's why.
Court and Country (CaC) then starts ticking if Absolutism gets to >=50. The disaster goes as usual (but with some flavor changes, as it's more about Estates/Seats) and the end decides what happens to the Diet.
50-100 Absolutism breaks the Estates and gives higher Max Absolutism. 20-49 is a compromise, in which the Diet keeps power but the ruler still has the final say, getting a small reduction in Max Absolutism while keeping the government. 0-19 means your ruler sucks and the Estates get stronger, with you losing a lot of Max Absolutism. If we were to get this in numbers:
Unless I missed something, the only ways to get >=50 Absolutism as a Republic involve taking the tier 10 reform; being a Dictatorship; tank your Republican Tradition; or have the first Absolutism reform and keep yourself at 100 RT all the time. First three aren't real issues imo, and if the latter really feels like one (right now I'd say it doesn't), then just nerf the reform to +5 Max Absolutism. Btw Theocracy really doesn't deserve being behind Tribes lmao, so I threw them a bone in the govt reforms.
How does Absolutism interact with Estates?
Absolutism and Diet will be antagonistic. The higher your Absolutism is, the lower the Estates Influence will be, and therefore the weaker will be the Diet bonuses and Bribes. This will be by thresholds similar to Estate interactions, so high-Abs nations will have really weak bonuses while low-Abs will have really high ones. High-Abs will have the excellent Absolutism bonuses and honestly never have to bother with Estates being overbearing. Similarly, low-Abs will have the strongest Estate bonuses possible, due to both access to the highest Influence levels and ease of maintaining high Loyalty, while having pratically no Absolutism bonuses. If you take the middle route, you'll be average in both metrics, which is, frankly, quite okay I guess.
Personal Unions' Diet will be controlled by their overlord too. The ruler will be able to assign Estates to the PU's provinces, and will have to deal with both Diets independently. Disloyal same-Estates may band together against you, specially regarding their disasters.
ESTATE INTERACTION BONUSES
Currently, there are 4 tiers for estate interaction bonuses: 0%, 50%, 75%, 100%; meanwhile, disasters only fire at 100% Influence, the threshold for the tier 4 bonuses. Instead, the tiers would be 0%, 50%, 70%, 90%; disasters would be tied to Max Estates Influence; and the base value for this stat would be 75%.
What does it mean? It means that, during the first two Ages, nations can go up to 90% Influence (no one has Absolutism lmao), which gets them the tier 4 bonuses and starts the disaster progress. Once AoA starts, going 100 Abs (aka getting Broken Estates in CaC) will throw you all the way down to 40% Max Influence, restricting you to tier 1 bonuses; being smack in the middle in CaC and keeping 50 Abs will let you get up to 70% Max Influence and therefore tier 3 bonuses; finally, 0 Abs nations will get up to 100% Max Influence (actually 110% but it's obviously capped), thus being able to get the tier 4 bonuses without starting disaster progress, which should be a boon in itself.
DISASTERS
During Age of Discovery and Reformation, every nation may get any Estate disasters. During Absolutism and before CaC, every nation may get any Estate disaster and they will also impact Max Absolutism until they're dealt with. After CaC, it will depend on the result.
Once CaC ends, you get a flag which represents the relationship with the Estates, should you have got the extreme endings: Broken Estates and Strong Estates (tentative names). This flag, besides the Max-Abs and Max-Est modifiers, also gives immunity to every Estate disaster until Age of Revolutions and also immunity to CaC (some government reforms may have the flags before CaC, so they get the immunities from day one). Taking the "middle road" (Compromise) in CaC will keep everything as usual, so no immunities.
During Age of Revolutions, Independence disasters may happen, no matter the flags; also, Revolution may start to any nation (non-European ones will need to embrace Enlightenment beforehand) which has Broken Estates and high Absolutism, or Strong Estates and at least two Estates with max Influence (or 90%, whichever is higher). Other Estate disasters are locked for both flags; the idea is that now the Estates will gang up to depose you instead of acting independently. Aspiration for Liberty then becomes a watered-down Revolution disaster (that is, it changes you to Constitutional Republic instead of Revolutionary Republic) for those which have no extreme flags and have either high Absolutism or low Estates Loyalty.
ESTATE BONUSES
Currently, the amount of modifiers depends on Loyalty and their strength depends on Influence. This is kept. The addition is of a new level, at 85 Loyalty plus 85 influence, which is in practice only sustainable to nations with Strong Estates due to the high Loyalty requirement.
ISSUES
There will a couple ways a voting can start in the Diet. I'm pretty sure of 3, while the other 2 might admittedly be a bit too "wonky" to implement/balance.
The first way is the generic ones, in which you press the Call Diet button and choose an Issue - the ones already existing in vanilla. Issues could last either 5 or 10 years, and you would be allowed to have only 2 generic issues enacted at the same time. DLC only.
Second way are the Estate interactions, which will go on as already explained. Base game, but voting (so being able to bribe etc) is DLC only.
Third one are the event Issues, from Estate events; if the Diet is available, instead of letting you decide, you may choose to take the discussion to the Diet. You won't be able to bribe and there will be no consequences for losing, instead the options the seats may vote for will be the ones from the event. Whatever wins by the end of the debate is what you get. Interested Estates will obviously vote for their option, while the neutral Estates (if any) will vote for whatever is the least detrimental to them (won't let a 60% influence estate get to 65%, in example). You may cast a vote yourself (!), and then loyal/disloyal seats might react accordingly in their votes. To be honest this seems the most difficult Issue type to implement so maybe it could be cut off, but the idea's still here. DLC only anyway.
Fourth will be the disaster issues. The dominating Estate will try to pass Issues that give nice related modifiers but also side effects. As an example, a dominating Clergy may try to vote an Issue that gives +2 Tolerance of True Faith but -25% Manpower and -25% Trade Efficiency. You'll probably want to vote against that lol, but it will be up to you (you will be able to choose whether you want Yea, Nay or Neutral and the Seats will vote accordingly). Their provinces will also count as 50% more for the voting, while the other Estates' will count as two thirds. So a Diet of 10C/12N/6B will have 15 votes with the Clergy, 8 with the Nobility and 4 with the Burghers. My qualm with this is that it might be redundant, considering the lowered Influence the other Estates already get from the disaster, therefore ending up in a weird downward spiral of modifiers. I still like it, tbh. Base game.
Fifth will be the emergency ones, which will immediately happen upon a defensive war, a Pretender rising and maybe other urgent scenarios I have not thought of yet. DLC only.
Each seat will have a set number of possible Bribes, decided randomly every voting. Considering the low amount of possible bribes in vanilla, I'd say a max of 3 possible bribes is enough. 5-6 would be acceptable should more Bribes be created, however (say, DLC-only bribes).
DLC CONTENTS
Of course I'm not the one to decide this lmao, but this suggestion has still been made with what would be in the base game and what would be paywalled. This is relevant because it involves two DLCs that have already been released so whatever content gets revamped needs to be sorted out.
ESTATE LOYALTY
While updating this thread I realized quite an annoying thing: "+x% Estate Loyalty" doesn't work as its name implies. It's not a "you get +x% to your base Loyalty, so your Loyalty will decay to this new value", no, it's just "oh your Loyalty now decays x% faster". This is obviously very weak and goes unnoticed most of the time.
So here's what I ask: rename vanilla "Estate Loyalty" into "Estate Loyalty Decay". And then have "Estates Loyalty" as a new modifier that in fact does what I thought it did. So in my suggestion it would have a base value of 40 and 100 Republican Tradition would increase it to 60, so it would naturally decay to 60. Then make Loyalty Decay a more spread out modifier and keep Estates Loyalty as a really rare one (maybe just keep it exclusive to the parameters/resources I listed here).
Note that I used "Estate" in one modifier and "Estates" in the other one. This is intentional. The Loyalty Decay modifiers would be separate per Estate (Dhimmi Loyalty Decay, Clergy Loyalty Decay etc), while Estates Loyalty would affect all of them together. Similarly, "Estate Influence" (Dhimmi Influence, Clergy Influence) would be for each Estate, while "Max Estates Influence" would work for all of them. So, in the end, I'm only really suggesting two new modifiers.
GOVERNMENTS
I was going to update this list with all the govt reforms but there are too many of them and I equally hate them all. So I'll just list the more unique ones here and update by the weekend or sth with the rest.
Republics may become Dictatorships by event if at <50 RT (option in a high-MTTH event) or by reelecting their ruler at <20 RT (certainty). They will then become Monarchies if the ruler dies while at <50 RT and <50% Estates Influence (at least two Estates), otherwise they revert to their old republic.
The next ruler is decided by the player through an event, at the current ruler's death, from three options. Each option's stats will be determined by the Estates' Influence (main) or Loyalty (others). Choosing an option will increase that Estate's loyalty at the expense of the others'.
Reelections will be a much bigger blow in RT than usual, costing 5 RT (instead of 2.5) per year of election cycle.
For Theocracies, the Estates will have heir candidates, whose main stats will be affected only by their Influence, by giving it a minimum value (NOT a +X modifier). All candidates' stats will be visible in the event, unlike what happens as of now in vanilla.
Tribes will have Estates as usual, but Estateless provinces will also have a seat each in the nation. There cannot be more Estateless seats than a single Estate's, however; this is to stop having 9001 Seats as shown in my mockup in the beginning of the thread derp. You may choose which Estateless provinces will have the seats in this case.
And yeah I guess that's it. Fire away. Again.
---------------------------
This is a tentative to integrate some mechanics/features that seem related but are completely independent as of now. There will be numbers.
ESTATES AND THE NATIONAL DIET
The Estates mechanic became part of the base game in 1.26. It was good, but we can go further.
The current Estates tab is deleted, and the Estates interface is moved to the Parliament window, which is renamed to Diet. "oh so now the Estates are added into the Parliament" kinda. It's not that they are added, but that they are now the Parliament; they become its foundation; any other seats would be the exception.
Without the Common Sense DLC, you only have the Estate interactions.
- The Estate "button" (you know, that golden grid I've put the icons in) is transparent but maybe it could become green/red when loyal/disloyal and maybe even fiery during their disaster; something to make people get their loyalty at a glance as you can't see their stats at once anymore.
- A tag can have up to 7 Estates at those dimensions without a horizontal scrollbar, and 4 modifiers per Estate without a vertical scrollbar.
- Clicking the Interaction button would open a horizontal list of the possible interactions, with just the icons (the names would be in the tooltip).
- With no debate, the Debate banner would just read as "Debate" and the body would be swapped for "No Issues are being debated right now" or sth.
- Same thing for Enacted Issues, "No Issues enacted right now".
- The tooltip for the enacted Issues would give the modifiers (including the instant ones) and maybe even some flavor text, should they be added.
- There are two enacted Issues and a third one being debated but that's just a mockup (in which I wasted literally a whole day) to show the most text-heavy this window may look like.
- Call Diet goes gray during a debate cooldown, obviously.
- Date in the Enacted Issues could be shortened (11.11.1454) so that a vertical scrollbar could be added; base game would only accept 2 Issues but modders could want to go over it.
- Sort icons are: Estates (one for each Estate, no icon if a Estateless seat); Province name; Favorite (so you can track key provinces easier); total Development; Influence contribution to the Estate; local Autonomy; Approval (red if <40%, white if 40-59, green if >=60%); Bribes (blue for available Bribes, grey for no available Bribes, no icon for cannot Bribe). Maybe we don't need to sort Bribes just like the Culture Conversion macrobuilder doesn't have it for the Change Culture button.
- Clicking the Bribes button would open a horizontal list of the possible bribes, with just the icons (the names would be in the tooltip).
With the Common Sense DLC, the Diet has the Call Diet button, which is removed from the Nobility interactions. You can call the Diet once every 5 years. Should the Diet be available, you may choose it in Estate events to solve their issues.
Every province you give to an Estate becomes a Diet seat. Each Seat will have a trinary Approval level (Yea/Nay/Meh), calculated from their Estate's Loyalty (say, Nobility with 70% Loyalty will have seats at 70% base Approval), Devastation, past Issues, chosen options in events and some other things (say, Clergy in heathen province giving -10% Approval). >=60% Approval means Yea, <40% means Nay, 40-59% means Meh. In the case of non-Estate Seats, their base Approval will be 40 (same as base Estate Loyalty in this suggestion - note that it is 50% in vanilla).
Calling the Diet will give you five random Issues from which you'll choose the one to be debated (just like vanilla). Right after this, a couple Seats will have a say by event. Some will just outright tell you to fuck off or that they will support you wholeheartedly, while others will demand favors. Some may be easy (they just ask for a specific Bribe), while others may be more elaborate (declaring war, insulting someone, fabricating claim). Besides the "favor", each Seat will have 3 generic Bribes randomly assigned to them; you can give each Bribe only once, but may use all of them. If you reject the favor they asked, they'll instantly go Nay with no chance to bribe anymore. If you accept, they'll wait till the end of the Diet for you to give it to them; doing so will give increased Approval (+10%? +15%?) while choosing other options will give just the usual Approval (+5%? +10%?).
Estate Influence affects both Seats and Issues. Using the issue Letters of Marque as an example, the three modifiers would be decreased by -50% at <40% Influence (7.5%, 5%, 5%) and increased by +50% at >=60% Influence (22.5%, 15%, 15%). Similarly, the bribes would be decreased by -50% and increased by +50% (or +100% for balance). Each Issue would be tied to one Estate, so it would be their Influence that would determine the Issue/Bribe strength. You can't have your cake and eat it however, so, as said beforehand, the list of available Issues at each Diet would be random.
Once 1 year passes, there's a 10% chance per month of the Diet ending (ending automatically at 100% support). You need a (super?)majority vote to win the Diet; losing it will give -20 prestige, a small hit to Absolutism and a 1-year cooldown.
Estate Interactions will also call the Diet, just with their own cooldown instead of using the base 5-year one. Only the respective Estate's Seats will vote on it, the Debate will go on for 6 months, and there will be no consequences for failing (except for the cooldown). Without the appropriate DLC, this will be the most interaction one can have with the Diet, but with no voting (so it's touch-and-go for non-DLC owners).
There will also be emergency Diets. Say, when someone declares a war on you, or a Pretender appears etc, you may call them regardless of the cooldown. The Estates may also call the Diet themselves, specially under disasters (with unique Issues for them which you will mostly likely want the seats to vote against).
ABSOLUTISM
Once Age of Absolutism kicks in, things get spicier. Provinces embracing the Absolutism institution will get Local Unrest if they have seats in the Diet, and once the nation embraces it, it gets worse. Estates/Seats will become more ambitious and therefore Diets will be more difficult, with this being translated as a blanket -10% Approval in every Seat. The ruler will every now and then have to put their foot down in events, and the event options will also affect Absolutism.
This is because Absolutism means a higher centralization at the figure of the ruler, which goes against everything the Estates hold dear (their own power). Max Absolutism will affect Loyalty decay, and Absolutism will affect Max Influence. This is because, even if you don't have much centralization yet (which obviously would impact their influence in the nation), the fact that you have the potential will bring up suspicion. This will by itself make Diets harder due to lower Approval. Estateless Approval will also be directly afflicted by this because fuck you, that's why.
Court and Country (CaC) then starts ticking if Absolutism gets to >=50. The disaster goes as usual (but with some flavor changes, as it's more about Estates/Seats) and the end decides what happens to the Diet.
50-100 Absolutism breaks the Estates and gives higher Max Absolutism. 20-49 is a compromise, in which the Diet keeps power but the ruler still has the final say, getting a small reduction in Max Absolutism while keeping the government. 0-19 means your ruler sucks and the Estates get stronger, with you losing a lot of Max Absolutism. If we were to get this in numbers:
Base Absolutism: 50
0-100 Legitimacy: 0 to 10
0-100 Rep Tradition: 0 to -20
Some Monarchies: 15
Most Republics: -30
Republican Reforms: 35 (can we just ignore the tier 10 one tho)
Theocracies: 10
Tribes: 10
100% RU: 5
Empire rank: 5
Great Power: 5
Golden Era: 5
Potential Total: 85 if Monarchy / 80 if Theocracy or Tribe / 40 if Republic (no reforms) / 75 if Republic (both reforms)
During CaC: -20
Top Ending CaC: 20
Mid Ending CaC: -10
Low Ending CaC: -20
0-100 Legitimacy: 0 to 10
0-100 Rep Tradition: 0 to -20
Some Monarchies: 15
Most Republics: -30
Republican Reforms: 35 (can we just ignore the tier 10 one tho)
Theocracies: 10
Tribes: 10
100% RU: 5
Empire rank: 5
Great Power: 5
Golden Era: 5
Potential Total: 85 if Monarchy / 80 if Theocracy or Tribe / 40 if Republic (no reforms) / 75 if Republic (both reforms)
During CaC: -20
Top Ending CaC: 20
Mid Ending CaC: -10
Low Ending CaC: -20
Unless I missed something, the only ways to get >=50 Absolutism as a Republic involve taking the tier 10 reform; being a Dictatorship; tank your Republican Tradition; or have the first Absolutism reform and keep yourself at 100 RT all the time. First three aren't real issues imo, and if the latter really feels like one (right now I'd say it doesn't), then just nerf the reform to +5 Max Absolutism. Btw Theocracy really doesn't deserve being behind Tribes lmao, so I threw them a bone in the govt reforms.
How does Absolutism interact with Estates?
Base Estates Loyalty: 40%
Base Max Estates Influence: 75% (disasters happen at Max Influence)
0 Absolutism: +15% Max Estates Influence
50 Absolutism: -+0% Max Estates Influence
100 Absolutism: -15% Max Estates Influence (capped)
0 Max Absolutism: +20% Estates Loyalty
50 Max Absolutism: -+0% Estates Loyalty
100 Max Absolutism: -20% Estates Loyalty (capped)
100% Max Estates Influence: +0.5 Republican Tradition
75% Max Estates Influence: -+0 Republican Tradition
50% Max Estates Influence: -0.5 Republican Tradition (capped)
100 Republican Tradition: +20% Estates Loyalty, -20 Max Absolutism
50 Republican Tradition: -+0% Estates Loyalty, -10 Max Absolutism
0 Republican Tradition: -20% Estates Loyalty, -+0 Max Absolutism
Top CaC (Broken Estates): +20 Max Absolutism, -20% Max Estates Influence
Mid CaC (Compromise): -10 Max Absolutism, -5% Max Estates Influence
Low CaC (Strong Estates): -20 Max Absolutism, +20% Max Estates Influence
Base Max Estates Influence: 75% (disasters happen at Max Influence)
0 Absolutism: +15% Max Estates Influence
50 Absolutism: -+0% Max Estates Influence
100 Absolutism: -15% Max Estates Influence (capped)
0 Max Absolutism: +20% Estates Loyalty
50 Max Absolutism: -+0% Estates Loyalty
100 Max Absolutism: -20% Estates Loyalty (capped)
100% Max Estates Influence: +0.5 Republican Tradition
75% Max Estates Influence: -+0 Republican Tradition
50% Max Estates Influence: -0.5 Republican Tradition (capped)
100 Republican Tradition: +20% Estates Loyalty, -20 Max Absolutism
50 Republican Tradition: -+0% Estates Loyalty, -10 Max Absolutism
0 Republican Tradition: -20% Estates Loyalty, -+0 Max Absolutism
Top CaC (Broken Estates): +20 Max Absolutism, -20% Max Estates Influence
Mid CaC (Compromise): -10 Max Absolutism, -5% Max Estates Influence
Low CaC (Strong Estates): -20 Max Absolutism, +20% Max Estates Influence
Absolutism and Diet will be antagonistic. The higher your Absolutism is, the lower the Estates Influence will be, and therefore the weaker will be the Diet bonuses and Bribes. This will be by thresholds similar to Estate interactions, so high-Abs nations will have really weak bonuses while low-Abs will have really high ones. High-Abs will have the excellent Absolutism bonuses and honestly never have to bother with Estates being overbearing. Similarly, low-Abs will have the strongest Estate bonuses possible, due to both access to the highest Influence levels and ease of maintaining high Loyalty, while having pratically no Absolutism bonuses. If you take the middle route, you'll be average in both metrics, which is, frankly, quite okay I guess.
Personal Unions' Diet will be controlled by their overlord too. The ruler will be able to assign Estates to the PU's provinces, and will have to deal with both Diets independently. Disloyal same-Estates may band together against you, specially regarding their disasters.
ESTATE INTERACTION BONUSES
Currently, there are 4 tiers for estate interaction bonuses: 0%, 50%, 75%, 100%; meanwhile, disasters only fire at 100% Influence, the threshold for the tier 4 bonuses. Instead, the tiers would be 0%, 50%, 70%, 90%; disasters would be tied to Max Estates Influence; and the base value for this stat would be 75%.
What does it mean? It means that, during the first two Ages, nations can go up to 90% Influence (no one has Absolutism lmao), which gets them the tier 4 bonuses and starts the disaster progress. Once AoA starts, going 100 Abs (aka getting Broken Estates in CaC) will throw you all the way down to 40% Max Influence, restricting you to tier 1 bonuses; being smack in the middle in CaC and keeping 50 Abs will let you get up to 70% Max Influence and therefore tier 3 bonuses; finally, 0 Abs nations will get up to 100% Max Influence (actually 110% but it's obviously capped), thus being able to get the tier 4 bonuses without starting disaster progress, which should be a boon in itself.
DISASTERS
During Age of Discovery and Reformation, every nation may get any Estate disasters. During Absolutism and before CaC, every nation may get any Estate disaster and they will also impact Max Absolutism until they're dealt with. After CaC, it will depend on the result.
Once CaC ends, you get a flag which represents the relationship with the Estates, should you have got the extreme endings: Broken Estates and Strong Estates (tentative names). This flag, besides the Max-Abs and Max-Est modifiers, also gives immunity to every Estate disaster until Age of Revolutions and also immunity to CaC (some government reforms may have the flags before CaC, so they get the immunities from day one). Taking the "middle road" (Compromise) in CaC will keep everything as usual, so no immunities.
During Age of Revolutions, Independence disasters may happen, no matter the flags; also, Revolution may start to any nation (non-European ones will need to embrace Enlightenment beforehand) which has Broken Estates and high Absolutism, or Strong Estates and at least two Estates with max Influence (or 90%, whichever is higher). Other Estate disasters are locked for both flags; the idea is that now the Estates will gang up to depose you instead of acting independently. Aspiration for Liberty then becomes a watered-down Revolution disaster (that is, it changes you to Constitutional Republic instead of Revolutionary Republic) for those which have no extreme flags and have either high Absolutism or low Estates Loyalty.
ESTATE BONUSES
Currently, the amount of modifiers depends on Loyalty and their strength depends on Influence. This is kept. The addition is of a new level, at 85 Loyalty plus 85 influence, which is in practice only sustainable to nations with Strong Estates due to the high Loyalty requirement.
Burghers: +25% Trade Efficiency, +15% Development Cost, +10% Province Trade Power
Clergy: +25% National Tax Modifier, -15% Stability Cost, +0.75 Yearly Devotion, +1.5 Yearly Papal Influence, +15% Church Power, +1.5 Monthly Fervor, +2 Tolerance of True Faith
Cossacks: +25% Cavalry Combat Ability, -25% Cavalry Cost, +15% Cavalry to Infantry Ratio, +10% Movement Speed
Dhimmi: +2.5 Tolerance of Heathens, -12.5% Technology Cost, -5% Idea Cost
Nobility: +25% Manpower Recovery Speed, -15% Land Maintenance, +10% Infantry Combat Ability
Tribes: +25% Manpower Recover Speed, -25% Cavalry Cost, +50% Razing Power Gain
Tbh these modifiers might have been too much, but I just wanted to aim high. Maybe they could be smaller, or the other modifiers could keep their 60 Influence values. Fine either way.
Clergy: +25% National Tax Modifier, -15% Stability Cost, +0.75 Yearly Devotion, +1.5 Yearly Papal Influence, +15% Church Power, +1.5 Monthly Fervor, +2 Tolerance of True Faith
Cossacks: +25% Cavalry Combat Ability, -25% Cavalry Cost, +15% Cavalry to Infantry Ratio, +10% Movement Speed
Dhimmi: +2.5 Tolerance of Heathens, -12.5% Technology Cost, -5% Idea Cost
Nobility: +25% Manpower Recovery Speed, -15% Land Maintenance, +10% Infantry Combat Ability
Tribes: +25% Manpower Recover Speed, -25% Cavalry Cost, +50% Razing Power Gain
Tbh these modifiers might have been too much, but I just wanted to aim high. Maybe they could be smaller, or the other modifiers could keep their 60 Influence values. Fine either way.
ISSUES
There will a couple ways a voting can start in the Diet. I'm pretty sure of 3, while the other 2 might admittedly be a bit too "wonky" to implement/balance.
The first way is the generic ones, in which you press the Call Diet button and choose an Issue - the ones already existing in vanilla. Issues could last either 5 or 10 years, and you would be allowed to have only 2 generic issues enacted at the same time. DLC only.
Second way are the Estate interactions, which will go on as already explained. Base game, but voting (so being able to bribe etc) is DLC only.
Third one are the event Issues, from Estate events; if the Diet is available, instead of letting you decide, you may choose to take the discussion to the Diet. You won't be able to bribe and there will be no consequences for losing, instead the options the seats may vote for will be the ones from the event. Whatever wins by the end of the debate is what you get. Interested Estates will obviously vote for their option, while the neutral Estates (if any) will vote for whatever is the least detrimental to them (won't let a 60% influence estate get to 65%, in example). You may cast a vote yourself (!), and then loyal/disloyal seats might react accordingly in their votes. To be honest this seems the most difficult Issue type to implement so maybe it could be cut off, but the idea's still here. DLC only anyway.
Fourth will be the disaster issues. The dominating Estate will try to pass Issues that give nice related modifiers but also side effects. As an example, a dominating Clergy may try to vote an Issue that gives +2 Tolerance of True Faith but -25% Manpower and -25% Trade Efficiency. You'll probably want to vote against that lol, but it will be up to you (you will be able to choose whether you want Yea, Nay or Neutral and the Seats will vote accordingly). Their provinces will also count as 50% more for the voting, while the other Estates' will count as two thirds. So a Diet of 10C/12N/6B will have 15 votes with the Clergy, 8 with the Nobility and 4 with the Burghers. My qualm with this is that it might be redundant, considering the lowered Influence the other Estates already get from the disaster, therefore ending up in a weird downward spiral of modifiers. I still like it, tbh. Base game.
Fifth will be the emergency ones, which will immediately happen upon a defensive war, a Pretender rising and maybe other urgent scenarios I have not thought of yet. DLC only.
-Petty Warfare: +1 Hostile Attrition, -10% Hostile Movement Speed
-Food Relief: -0.1 War Exhaustion
-Improved Forts: +15% Defensiveness, +20% Garrison Size
-Wooden Wall: +10% Ship Durability, -20% Morale Hit When Losing Ship [placeholder name]
-Hit and Run: +10% Recover Army Morale Speed, +10% Movement Speed
-Support the Throne: +20% Land Morale until no Pretender Rebels are around (makes ruler abdicate for the pretender if Issue is lost)
-Food Relief: -0.1 War Exhaustion
-Improved Forts: +15% Defensiveness, +20% Garrison Size
-Wooden Wall: +10% Ship Durability, -20% Morale Hit When Losing Ship [placeholder name]
-Hit and Run: +10% Recover Army Morale Speed, +10% Movement Speed
-Support the Throne: +20% Land Morale until no Pretender Rebels are around (makes ruler abdicate for the pretender if Issue is lost)
Each seat will have a set number of possible Bribes, decided randomly every voting. Considering the low amount of possible bribes in vanilla, I'd say a max of 3 possible bribes is enough. 5-6 would be acceptable should more Bribes be created, however (say, DLC-only bribes).
DLC CONTENTS
Of course I'm not the one to decide this lmao, but this suggestion has still been made with what would be in the base game and what would be paywalled. This is relevant because it involves two DLCs that have already been released so whatever content gets revamped needs to be sorted out.
-BASE GAME
Integration of Estates with the Diet. Almost all Estate interactions.
-THE COSSACKS
MP-granting Estate interactions. Cossacks Estate. Voting for Estate interactions.
-COMMON SENSE
Call Diet for generic Issues ("Parliamentarism mechanic" in govt reforms). Emergency Issues.
-???
Disaster Issues. Event Issues.
Integration of Estates with the Diet. Almost all Estate interactions.
-THE COSSACKS
MP-granting Estate interactions. Cossacks Estate. Voting for Estate interactions.
-COMMON SENSE
Call Diet for generic Issues ("Parliamentarism mechanic" in govt reforms). Emergency Issues.
-???
Disaster Issues. Event Issues.
ESTATE LOYALTY
While updating this thread I realized quite an annoying thing: "+x% Estate Loyalty" doesn't work as its name implies. It's not a "you get +x% to your base Loyalty, so your Loyalty will decay to this new value", no, it's just "oh your Loyalty now decays x% faster". This is obviously very weak and goes unnoticed most of the time.
So here's what I ask: rename vanilla "Estate Loyalty" into "Estate Loyalty Decay". And then have "Estates Loyalty" as a new modifier that in fact does what I thought it did. So in my suggestion it would have a base value of 40 and 100 Republican Tradition would increase it to 60, so it would naturally decay to 60. Then make Loyalty Decay a more spread out modifier and keep Estates Loyalty as a really rare one (maybe just keep it exclusive to the parameters/resources I listed here).
Note that I used "Estate" in one modifier and "Estates" in the other one. This is intentional. The Loyalty Decay modifiers would be separate per Estate (Dhimmi Loyalty Decay, Clergy Loyalty Decay etc), while Estates Loyalty would affect all of them together. Similarly, "Estate Influence" (Dhimmi Influence, Clergy Influence) would be for each Estate, while "Max Estates Influence" would work for all of them. So, in the end, I'm only really suggesting two new modifiers.
GOVERNMENTS
I was going to update this list with all the govt reforms but there are too many of them and I equally hate them all. So I'll just list the more unique ones here and update by the weekend or sth with the rest.
-Indian Sultanate
+5% Dhimmi/Brahmins Influence, +5% Dhimmi/Brahmins Loyalty Decay.
Cannot choose Parliamentarism nor States General reforms.
-Shogunate
+5 Max Absolutism.
Broken Estates modifier.
Cannot have any Diet Issues whatsoever.
Cannot choose Parliamentarism nor States General reforms.
-Daimyo
Broken Estates modifier.
Cannot have any Diet Issues whatsoever.
Cannot choose Parliamentarism nor States General reforms.
-Independent Daimyo
Broken Estates modifier.
Cannot have any Diet Issues whatsoever.
Cannot choose Parliamentarism nor States General reforms.
-Celestial Empire
-10% Max Estates Influence.
Broken Estates modifier.
Cannot have any Diet Issues whatsoever.
Cannot choose Parliamentarism nor States General reforms.
-Elective Monarchy
-50 Max Absolutism.
Diet renamed to Sejm.
Strong Estates modifier.
Nobility gets States instead of provinces, each province has a seat.
Sejm has to approve hereditary heirs. If a foreign ruler is elected, Pacta Conventa is enabled.
May reform in Age of Absolutism.
-Iqta
-5% Max Estates Influence.
Cannot choose Parliamentarism nor States General reforms.
-English Monarchy
-30 Max Absolutism.
Strong Estates modifier.
Enables Parliamentarism mechanic.
Can still break out of it to become absolutist, but only by disasters (English Civil War etc).
-Ottoman Government
-5% Max Estates Influence.
+5 Max Absolutism.
Pashas also have a seat each.
-Prussian Monarchy
+10 Max Absolutism.
+10% Nobility Loyalty Decay.
Broken Estates modifier.
-Russian Principality
Metropolitan States also have a seat each.
Sudebnik gives +5 Clergy Loyalty (flat value).
Oprichnina gives -10 Nobility Loyalty (flat value) and -5% Nobility Influence (temporary modifier).
-Tsardom
+0.5 Yearly Absolutism.
-10% Max Estates Influence.
Broken Estates modifier.
-Mamluk Government
+10% Nobility Influence.
-Feudal Theocracy
+5% Clergy/Brahmins Influence, -5% Dhimmi Influence, +5% Clergy/Brahmins Loyalty Decay.
-Mughal Diwan
Can we just delete this one please.
-Parliamentarism
Enables Parliamentarism mechanics.
-General Estates
+10% Estates Loyalty.
-L'Etat C'est Moi
-5% Estates Loyalty
-Oligarchy
+5% Max Estates Influence.
-40 Max Absolutism.
-Plutocracy
-50 Max Absolutism.
Diet is renamed to Signoria.
Signoria also has CoTs, Trade Posts and Trade League members as seats (any votings regarding the latter ones will be decided by an event sent to the respective tags).
Factions become Estates with the appropriate DLC (Mare Nostrum).
Estates don't have any potential disasters, but will time and again demand tough privileges by Issues in which they will actually collaborate with each other.
-Venetian Government
Same as Plutocracy.
-Noble Elite
+5% Nobility/Rajput/Marathas Influence, +5% Nobility/Rajput/Marathas Loyalty Decay.
-20 Max Absolutism.
-Peasants Republic
-50 Max Absolutism.
Diet renamed to Council.
Has no Estates whatsoever.
Nation ruled by a Regency clone (48 Judges). Stats may change by events.
Can have up to 48 seats in the Council, with every province up to the 48th getting it instantly (seats can be revoked but then you'll have to give it to another province regardless).
Neighbours have a CB to force Monarchy.
Easier to maintain relations with Republics and join Trade Leagues.
Stronger Peasant revolts may force it to revert back if it ever flips government.
-Free City
+30% Burghers Influence, +10% Burghers Loyalty Decay.
-20 Max Absolutism.
Becomes Oligarchy if lost.
-Trading City
+30% Burghers Influence, +10% Burghers Loyalty Decay.
-20 Max Absolutism.
Has Merchant Factions and no Estates even with DLC.
Becomes Plutocracy if lost.
-Ambrosian Republic
-30 Max Absolutism.
-Veche Republic
Diet renamed to Veche.
Metropolitan States also have a seat each.
Otherwise, same as Plutocracy.
-American Republic
-30 Max Absolutism.
Strong Estates modifier.
No Clergy Estate, no Nobility Estate.
-Federal Republic
-30 Max Absolutism.
Strong Estates modifier.
No Clergy Estate, no Nobility Estate.
-Theocracy
+10% Clergy Influence, -10% Dhimmi Influence.
-Monastic Order
+10% Clergy Influence, +10% Nobility Influence.
Whether they secularize into Monarchy or Republic will depend on Absolutism and Estates' Influence.
-Papacy
+30% Clergy Influence, -5% Burghers/Nobility Influence.
-Strengthen Religious Head
+0.1 Yearly Absolutism.
+10 Max Absolutism.
-Steppe Nomads
Diet renamed to... something. Council?
Tribes get States instead of provinces, each province has a seat.
Seat renamed to Tribe.
-Great Mongol State
Same as Steppe Nomads.
-Tribal Despotism
-5% Max Estates Influence.
Broken Estates modifier.
Loses Broken Estates upon reforming.
-Tribal Monarchy
+5% Estates Loyalty.
-Tribal Democracy
Strong Estates modifier.
Loses Strong Estates upon reforming.
Can we have this one back, please.
+5% Dhimmi/Brahmins Influence, +5% Dhimmi/Brahmins Loyalty Decay.
Cannot choose Parliamentarism nor States General reforms.
-Shogunate
+5 Max Absolutism.
Broken Estates modifier.
Cannot have any Diet Issues whatsoever.
Cannot choose Parliamentarism nor States General reforms.
-Daimyo
Broken Estates modifier.
Cannot have any Diet Issues whatsoever.
Cannot choose Parliamentarism nor States General reforms.
-Independent Daimyo
Broken Estates modifier.
Cannot have any Diet Issues whatsoever.
Cannot choose Parliamentarism nor States General reforms.
-Celestial Empire
-10% Max Estates Influence.
Broken Estates modifier.
Cannot have any Diet Issues whatsoever.
Cannot choose Parliamentarism nor States General reforms.
-Elective Monarchy
-50 Max Absolutism.
Diet renamed to Sejm.
Strong Estates modifier.
Nobility gets States instead of provinces, each province has a seat.
Sejm has to approve hereditary heirs. If a foreign ruler is elected, Pacta Conventa is enabled.
May reform in Age of Absolutism.
-Iqta
-5% Max Estates Influence.
Cannot choose Parliamentarism nor States General reforms.
-English Monarchy
-30 Max Absolutism.
Strong Estates modifier.
Enables Parliamentarism mechanic.
Can still break out of it to become absolutist, but only by disasters (English Civil War etc).
-Ottoman Government
-5% Max Estates Influence.
+5 Max Absolutism.
Pashas also have a seat each.
-Prussian Monarchy
+10 Max Absolutism.
+10% Nobility Loyalty Decay.
Broken Estates modifier.
-Russian Principality
Metropolitan States also have a seat each.
Sudebnik gives +5 Clergy Loyalty (flat value).
Oprichnina gives -10 Nobility Loyalty (flat value) and -5% Nobility Influence (temporary modifier).
-Tsardom
+0.5 Yearly Absolutism.
-10% Max Estates Influence.
Broken Estates modifier.
-Mamluk Government
+10% Nobility Influence.
-Feudal Theocracy
+5% Clergy/Brahmins Influence, -5% Dhimmi Influence, +5% Clergy/Brahmins Loyalty Decay.
-Mughal Diwan
Can we just delete this one please.
-Parliamentarism
Enables Parliamentarism mechanics.
-General Estates
+10% Estates Loyalty.
-L'Etat C'est Moi
-5% Estates Loyalty
-Oligarchy
+5% Max Estates Influence.
-40 Max Absolutism.
-Plutocracy
-50 Max Absolutism.
Diet is renamed to Signoria.
Signoria also has CoTs, Trade Posts and Trade League members as seats (any votings regarding the latter ones will be decided by an event sent to the respective tags).
Factions become Estates with the appropriate DLC (Mare Nostrum).
Estates don't have any potential disasters, but will time and again demand tough privileges by Issues in which they will actually collaborate with each other.
-Venetian Government
Same as Plutocracy.
-Noble Elite
+5% Nobility/Rajput/Marathas Influence, +5% Nobility/Rajput/Marathas Loyalty Decay.
-20 Max Absolutism.
-Peasants Republic
-50 Max Absolutism.
Diet renamed to Council.
Has no Estates whatsoever.
Nation ruled by a Regency clone (48 Judges). Stats may change by events.
Can have up to 48 seats in the Council, with every province up to the 48th getting it instantly (seats can be revoked but then you'll have to give it to another province regardless).
Neighbours have a CB to force Monarchy.
Easier to maintain relations with Republics and join Trade Leagues.
Stronger Peasant revolts may force it to revert back if it ever flips government.
-Free City
+30% Burghers Influence, +10% Burghers Loyalty Decay.
-20 Max Absolutism.
Becomes Oligarchy if lost.
-Trading City
+30% Burghers Influence, +10% Burghers Loyalty Decay.
-20 Max Absolutism.
Has Merchant Factions and no Estates even with DLC.
Becomes Plutocracy if lost.
-Ambrosian Republic
-30 Max Absolutism.
-Veche Republic
Diet renamed to Veche.
Metropolitan States also have a seat each.
Otherwise, same as Plutocracy.
-American Republic
-30 Max Absolutism.
Strong Estates modifier.
No Clergy Estate, no Nobility Estate.
-Federal Republic
-30 Max Absolutism.
Strong Estates modifier.
No Clergy Estate, no Nobility Estate.
-Theocracy
+10% Clergy Influence, -10% Dhimmi Influence.
-Monastic Order
+10% Clergy Influence, +10% Nobility Influence.
Whether they secularize into Monarchy or Republic will depend on Absolutism and Estates' Influence.
-Papacy
+30% Clergy Influence, -5% Burghers/Nobility Influence.
-Strengthen Religious Head
+0.1 Yearly Absolutism.
+10 Max Absolutism.
-Steppe Nomads
Diet renamed to... something. Council?
Tribes get States instead of provinces, each province has a seat.
Seat renamed to Tribe.
-Great Mongol State
Same as Steppe Nomads.
-Tribal Despotism
-5% Max Estates Influence.
Broken Estates modifier.
Loses Broken Estates upon reforming.
-Tribal Monarchy
+5% Estates Loyalty.
-Tribal Democracy
Strong Estates modifier.
Loses Strong Estates upon reforming.
Can we have this one back, please.
Republics may become Dictatorships by event if at <50 RT (option in a high-MTTH event) or by reelecting their ruler at <20 RT (certainty). They will then become Monarchies if the ruler dies while at <50 RT and <50% Estates Influence (at least two Estates), otherwise they revert to their old republic.
The next ruler is decided by the player through an event, at the current ruler's death, from three options. Each option's stats will be determined by the Estates' Influence (main) or Loyalty (others). Choosing an option will increase that Estate's loyalty at the expense of the others'.
0-40: 2 main stat, 1 others
41-60: 3 main stat, 2 others
61-100: 4 main stat, 3 others
41-60: 3 main stat, 2 others
61-100: 4 main stat, 3 others
Reelections will be a much bigger blow in RT than usual, costing 5 RT (instead of 2.5) per year of election cycle.
For Theocracies, the Estates will have heir candidates, whose main stats will be affected only by their Influence, by giving it a minimum value (NOT a +X modifier). All candidates' stats will be visible in the event, unlike what happens as of now in vanilla.
0-40: 2 min stat
41-60: 3 min stat
61-100: 4 min stat
ADM: Clergy, Brahmins, Dhimmi
DIP: Burghers, Vaisyas, Jains
MIL: Nobility, Rajputs, Marathas, Cossacks
41-60: 3 min stat
61-100: 4 min stat
ADM: Clergy, Brahmins, Dhimmi
DIP: Burghers, Vaisyas, Jains
MIL: Nobility, Rajputs, Marathas, Cossacks
Tribes will have Estates as usual, but Estateless provinces will also have a seat each in the nation. There cannot be more Estateless seats than a single Estate's, however; this is to stop having 9001 Seats as shown in my mockup in the beginning of the thread derp. You may choose which Estateless provinces will have the seats in this case.
And yeah I guess that's it. Fire away. Again.
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