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Denkt

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Feudal monarchy is one of the most common goverments in the game and if something rare as constitutional monarchy gets own unique mechanics feudal monarchy deserves them to.

Thus I suggest these mechanics for the feudal monarchy, hope you like them:)

Note then I use vassals, I mean feudal vassals and not vassal countries.


Feudal monarchies depended on thier vassals to control large amounts of territories, this is not represented in the game and as many people have asked for some sorts of internal mechanics, vassals offers a way to have some internal mechanics as well as representing feudal monarchy better.

I know it is alot of text but it is well worth a read and it is hard to explain everything with little text.

Each feudal monarchy is expected to not control more then 5 provinces directly (this limit is increase by goverment technology) in the early game. Each province you control above this limit will increase unrest in all your provinces by +1 and reduce your yearly legitimacy by -1 so just being a few provinces above the limit can greatly diminish your country's stability. So pretty much you should never go above that limit, instead you should create vassals.

Vassals work similar to trade companies, to create a vassal or give a province to a vassal you just pick a province then you press the vassal button, however unlike provinces their are 3 types of vassals, nobel, city and ecclesiastical. A province controled by a vassal will give you no manpower or income however it will still give you its trade power. Vassals work on a region basis much like you can have several trade companies you can have several types of vassals, each region can also support all 3 types of vassals, example england can have one nobel vassal, a chuch vassal and a city vassal however england can never have 2 nobel vassals and all nobel provinces will belong to the nobel vassal. Like trade companies vassals belong to your country. The dominant vassal type in a region is determine by the vassal type who control most provinces in a region, so of England's 5 is controled by nobels, 2 by church and 1 by city, the dominant type is nobel, if two type share domiance the region don't have a dominant type. Feudal monarchy itself give no bonuses at all, the global bonuses replace feudal monarchy bonuses.

Now you maybe ask is thier any advantages of feudal monarchy as you are giving up major income and manpower to the vassals and yes their is. Thanks to the local focus the vassal are interest in it will be much cheaper to develop one area of the province the vassal control, vassals also give both local bonuses to the provice they control as well as global bonuses to the country. To get the global bonus your country must be atleast a size of 15 provinces, not getting the penalty from having to few vassals and one vassal type must dominate atleast 67% of the provinces and it is that vassal type you will get the global bonuses from.

Nobels: nobels are the warriors of your country thus they grant some major bonuses which will help you in your wars.
Provinces bonuses from nobels:
  • +25% manpower
  • +25% defensiveness
  • -20% Fort maintenance
  • -33% Manpower development cost
Global bonuses from nobels:
  • +5% discipline
  • +10% morale
  • -20% regiment cost
  • +1 diplomat
  • -10% military technology cost
Ecclesiastical: Of course very interest in religion but also administration thus their bonuses are focused in these two areas:
Province bonuses from chuch:
  • +3% missonary strength
  • +25% tax income
  • -2% unrest
  • -33% Tax development cost
Global bonuses from church:
  • +2% missonary strength
  • +1 missonary
  • -20% stability cost
  • +1 yearly legitimacy
  • -10% administration technology cost
City: Merchants and burghers are very interested in trade which also translate into ship development:
Province bonuses from city:
  • +50% local trade power
  • +25% local production efficiency
  • -33% Production development cost
Global bonuses from city:
  • +10% trade efficiency
  • +1 merchant
  • -20% ship cost
  • -10% diplomatic technology cost
Their is more to vassals: Each vassal have its own manpower pool and treasury, a vassal can store up to 10 years of manpower and ducats. Like crusader kings their are laws that force vassals to give some manpower and tax to you. Their are 3 levels of taxation, non, 25% and 50% both for ducats and for manpower. Taxation is directly taken from their pool so if tax laws are changed you instantly get access to their manpower and ducats. Nobel vassals are expected to contribute with 25% of their manpower but no ducats while city and church are expected to contribute with 25% of their ducats but no manpower.

Tax law are per region so england's nobels could have different taxes then france's nobels. Each vassal in a region have a loyalty, this is how much they like you. It is mainly affected by taxation, if they are 1 level above their expected contribution (sum of both manpower and ducats), they lose 1 loyalty each month, 2 levels they lose 3 loyalty and 3 levels they lose 6 loyalty. If they are one level below they gain 1 loyalty each month. Stability is important, each level increase or decrease loyalty by 1. Legitimacy give up to +-1. Each % loyalty below 50% for each vassal give +1% stability cost so having alot of disloyal vassals will make it costly to increase your stability. If Loyalty ever hits zero the vassal and its region (no matter how loyal the other vassals in that region are) will revolt as a new country with a number of free regiments depending on how large the vassal stockpile is. It will also start with its stockpile so it can directly support more regiments. If you defeat the revolting vassal it will return to your country, if you lose it will become an independent country with you losing alot of prestige, some legtimacy and all your cores on that vassal. Developing one of vassals provinces will increase loyalty by 10% and giving a new province to that vassal will increase loyalty by 15%.

Revoking vassal provinces. Sometimes you may wan't to revoke a province if you for example wan't to change the dominant vassal type, this however come at a cost of -25% loyalty with the vassal that you revoked the province from as well as -1 stability cost (which will negativly effectes the loyalty with all vassals) so careful planing will get you far if you play as a feudal monarchy.

You can end your feudal monarchy by changing goverment, the cost will be 100+10*(number of vassal provinces) administration points. So is you are large it will be expansive to change goverment if not impossible. Then you change all vassals will be removed and you will instantly get control of your vassals stockpile. Now you really get to take advantage of that cheap development but you will lose all bonuses from vassals.
 
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grommile

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Whee! Let's make the countries everyone is encouraged to take as "starters" be horribly complex.
 
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Denkt

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Whee! Let's make the countries everyone is encouraged to take as "starters" be horribly complex.

It is not that complex and the complexity will grow as the country expand, like everything else it will need a good explanation.
However I think alot of people wan't feudal mechanics and this is maybe one of the best suggestion yet.
 

Denkt

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I focused on western feudal states but you can very well suggest vassal types for muslims who may be different from the christian ones. Right now Im just trying to get good feudal mechanics into the game, the stuff I suggested may have to be greatly changed. One thing I forgot is probably that chuch vassal should give a global religous bonus such as papal influence if you are catholic.
 

grommile

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If I was going to implement feudal mechanics in EU4 (I can't be bothered; when I want feudal mechanics, I play CK2), I'd do it via the faction system in the first instance. None of this faffing about marking provinces and whatnot; I get enough of that with Trade Companies.
 

Krajzen

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The problem with inventing sophisticated mechanics for feudal monarchy is, this is 'outdated' and 'level 1' gov type which is supposed to be changed to something else (admin monarchy) rather quickly.

Also, not that many nations start with feudal monarchy at 1444 - Western nations which are not republics or theocracies. Rest of the world prefer despotic monarchy (and it is not so sure if despotic monarchy is worse than feudal one).

I think feudal factions - Nobility, Clergy, Plutocracy - switchable with monarch power and with different bonuses/penalties would be enough.

Much higher priority should go to Absolute Monarchy/Enlightened Despotism IMO.
 

Denkt

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The problem with inventing sophisticated mechanics for feudal monarchy is, this is 'outdated' and 'level 1' gov type which is supposed to be changed to something else (admin monarchy) rather quickly.

Also, not that many nations start with feudal monarchy at 1444 - Western nations which are not republics or theocracies. Rest of the world prefer despotic monarchy (and it is not so sure if despotic monarchy is worse than feudal one).

I think feudal factions - Nobility, Clergy, Plutocracy - switchable with monarch power and with different bonuses/penalties would be enough.

Much higher priority should go to Absolute Monarchy/Enlightened Despotism IMO.

I gave feudal monarchy an enormous penalty however at same time gave it some large advantages and most importantly gave it its whole own mechanics. You can succesfully play as a feudal monarchy however unlike the despotic monarchy who I have now suggested new mechanics for, it will not really get that stronger over time. The major late game advantage of feudal is better development but it come at a large opportunity cost that most provinces will contribute very little to your country while you are feudal.

The thing is to bring the nature of the feudal monarchy into Eu4, making it an interesting goverment who offers up new strategies.
 
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grommile

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Also, not that many nations start with feudal monarchy at 1444 - Western nations which are not republics or theocracies. Rest of the world prefer despotic monarchy (and it is not so sure if despotic monarchy is worse than feudal one).
Turns out most of India has Feudal Monarchy in 1444.
 

Denkt

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Im pretty sure you can always do a quick swap into a despotic monarchy if you don't wan't to play with feudal mechanics and like feudal I have suggested new mechanics for the depotic monarchy as well in a new thread.
 

Nastank

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I focused on western feudal states but you can very well suggest vassal types for muslims who may be different from the christian ones. Right now Im just trying to get good feudal mechanics into the game, the stuff I suggested may have to be greatly changed. One thing I forgot is probably that chuch vassal should give a global religous bonus such as papal influence if you are catholic.

Personally I think the faction system should only be for one government type. Same with the parliament system. I think each government type should have something unqiue. But by giving loads of government types the same system all governments play the same and there is little variation. So I am completely up for this idea. In my opinion it should be a simpler version of the parliament system without the voting. Simpler than stated here.