Background:
The monarch point system was intended to slow/prevent snow balling (and capture the ebb and flow of nations) of major nations however large nations can afford lvl3 advisors and small nations cant, which over the course of the game give the large nations significant MP advantage. If you can get Mil tech 12 6+ years before someone else you win.
Historically advisors existed that almost ruled their respective countries, dictated policy or set key agendas. E.g. Klemens von Metternich (out of EU4 timeline I know), Francis Drake.
Solution:
Advisors in their respective area (Mil, Dip, Admin) can be given a chance (through events I guess) to extend their influences and increase their level.
Mechanics:
1. Only level one advisors can be hired.
2. Extend influences events would occur occasionally with the following type of choices:
a) Spend money to improve the advisor (advisor goes up one level, Monthly upkeep increase by 100%, lose 200 ducats)
b) Let the advisor enact the policy (Advisor goes up one level, ‘Good Advisor modifier’ and ‘Bad advisor modifier’)
c) Show him his place (Advisor stays at same level, Spend 50 monarch points)
d) Off with his head (Advisor dies and something bad happens)
If you picked Option b the cost of the advisor would stay the same but his level would still go up.
Example Advisor Specific Modifiers
They would be one 'Good' and one 'Bad' at random from a list for each advisor, and the higher the lvl the more ‘powerful’ the advisor modifiers. They would only stay in play as long as the advisor is alive.
Inquisitor
Good: + 5/year Relations with same religion countries, Extra missionary, Tolerance of the true faith +2
Bad: Can’t form alliances with countries of a different religion, Increased intolerance to heretics, Can’t declare war on countries with same religion
Navigator
Good: Allows the hiring of explorers, Increase naval force limit by 5, Ships can repair on coasts
Bad: Can’t support rebels, Can’t create protectorates, Can’t hire admirals
Military Engineer
Good: Fort Construction costs -50%, Scorch Earth Cost -50%, Number of Marchs allowed +1 cost -50%
Bad: Land Maintenance + 20%, Can’t construct Barracks, TGs etc., Can’t declare war for claims
The monarch point system was intended to slow/prevent snow balling (and capture the ebb and flow of nations) of major nations however large nations can afford lvl3 advisors and small nations cant, which over the course of the game give the large nations significant MP advantage. If you can get Mil tech 12 6+ years before someone else you win.
Historically advisors existed that almost ruled their respective countries, dictated policy or set key agendas. E.g. Klemens von Metternich (out of EU4 timeline I know), Francis Drake.
Solution:
Advisors in their respective area (Mil, Dip, Admin) can be given a chance (through events I guess) to extend their influences and increase their level.
Mechanics:
1. Only level one advisors can be hired.
2. Extend influences events would occur occasionally with the following type of choices:
a) Spend money to improve the advisor (advisor goes up one level, Monthly upkeep increase by 100%, lose 200 ducats)
b) Let the advisor enact the policy (Advisor goes up one level, ‘Good Advisor modifier’ and ‘Bad advisor modifier’)
c) Show him his place (Advisor stays at same level, Spend 50 monarch points)
d) Off with his head (Advisor dies and something bad happens)
If you picked Option b the cost of the advisor would stay the same but his level would still go up.
Example Advisor Specific Modifiers
They would be one 'Good' and one 'Bad' at random from a list for each advisor, and the higher the lvl the more ‘powerful’ the advisor modifiers. They would only stay in play as long as the advisor is alive.
Inquisitor
Good: + 5/year Relations with same religion countries, Extra missionary, Tolerance of the true faith +2
Bad: Can’t form alliances with countries of a different religion, Increased intolerance to heretics, Can’t declare war on countries with same religion
Navigator
Good: Allows the hiring of explorers, Increase naval force limit by 5, Ships can repair on coasts
Bad: Can’t support rebels, Can’t create protectorates, Can’t hire admirals
Military Engineer
Good: Fort Construction costs -50%, Scorch Earth Cost -50%, Number of Marchs allowed +1 cost -50%
Bad: Land Maintenance + 20%, Can’t construct Barracks, TGs etc., Can’t declare war for claims
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