De Re publica: On IR and it's problematic republics, and how to make them more 'republican'

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CaptinObvious

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Note, that is isn't a suggestion of what exactly should be, but rather an example of the maximum of what could be.

One of the most interesting parts of the ancient world is the invention of the idea of democracy, and the republic, in "509 BC" (very conveniently one year before the establishment of the Athenian democracy) the Romans overthrew their last king and established the world's first 'republic'

IR starts during the mid-republic, in 303 BC, just before the climactic and massive battle of Ipsus, which saw the destruction of the Antigonid Kingdom, and before the last Samnite war, when Rome conquered most of Italy, this the era of the Roman republic, and the stats from the devs show that Rome is the most played faction

Yet the game faceplants headfirst into a wall when it comes to republics, as in, republics in general, they not only fail at depicting how classical republics worked, but they also fail at being the very idea of republics, as they are just discount monarchies

but what is a republic in the first place? in order to say that X is not a republic, we need to know what exactly is a republic?

A republic (Latin: res publica, meaning "public affair") is a form of government in which the country is considered a "public matter", not the private concern or property of the rulers. The primary positions of power within a republic are attained, through democracy, or a mix of democracy with aristocracy and/or monarchy, rather than being unalterably occupied. It has become the opposing form of government to a monarchy and has therefore no monarch as head of state.[...]

[...]The word republic comes from the Latin term res publica, which literally means "public thing", "public matter", or "public affair" and was used to refer to the state as a whole. The term developed its modern meaning in reference to the constitution of the ancient Roman Republic, lasting from the overthrow of the kings in 509 BC to the establishment of the Empire in 27 BC. This constitution was characterized by a Senate composed of wealthy aristocrats and wielding significant influence; several popular assemblies of all free citizens, possessing the power to elect magistrates and pass laws; and a series of magistracies with varying types of civil and political authority.[...]

[...]the definition of republic refers specifically to a form of government in which elected individuals represent the citizen body[2] and exercise power according to the rule of law under a constitution [...]

The opening paragraphs on Republic by Wikipedia.

so what does this mean?

It means that a republic is a form of government, where an elected body, that is not the owner of the country, but it's chosen rulers, with the consent of it's people, that govern with the rule of law.

now, this is obviously the modern understanding of the ideology, but a lot of it still translates into the classical world, including the idea of legitimacy from election, rule of law, and (at least the idea) that the state is not the private property of the rich, the few, or just the one, so what makes a republic?

Election, assembly of many, prerogative/Imperium, rule of law, and accountability, what matters for the game is Election, Assembly of Many, and Prerogative/Imperium

So how does IR handle these concepts?


Let's start with elections, or more accurately, lack thereof; elections are something that happens? I suppose?

IR suffers from the fact that in republics, there are no elections, or more accurately, the next ruler is 'chosen' for 'reasons' which are not obvious, and is determined upon the election of the current one:

20200824173333_1.jpg


We somehow know that Gnaeus Flavius and L.Cornelius Scipio are going to be consul and co-consul, five years in advance, and no actual election is needed, on the 1st of OCT, 455 A.V.C., Gnaeus Flavius and L.Cornelius Scipio are just going to assume rulership, no election, no ceremony, no surprise, no electioneering, they just have been chosen 5 years in advance

So who do we fix this? let's start by making it so that elections are an actual event chain/mechanic that starts sometime into the current admin, IR's five-year cycles help here, as we have enough time between elections as to not make it bothersome.

Electioneering should start 12 months in advance, where all eligible candidates start campaigning for the post, and the election itself should happen 6 months in advance, so that the candidates are known a while in advance, but not so far ahead that nothing unexpected can happen;

We can start by using Stellaris' election model as a base
20200824174522_1.jpg


In Stellaris, elections are somewhat variable, with each candidate trying to achieve something, with differing chances of success, you can throw your weight behind someone, but it's never certain who exactly will win the elections,

Now because IR has actual characters, we can vastly improve on this very simple chance-based system by factoring all the relevant stats of a character, and the player can then manipulate the system further by aiding/hampering certain candidates at the cost of PI, Tyranny, loyalty, Stability, and favours from factions, but it should never be quite certain who will exactly win the election, and the harder you push against the system the harder it should push back, remember, this is a republic, this the whole point of it, that no one man rules alone, and not without the consent of the people

if you try to delay the election to buy time for your guy, you risk destabilising the state and pissing everyone off, want to tamper with the vote? a lot of people are going to be angry at you, and use it to attack you, your rule, and it's legitimacy, want to assassinate someone troublesome? his supporters will use his martyrdom to further their cause, and cause more trouble, as these actions go against the point of the system, why have elections if you can't tolerate the idea that you might lose?

So, who are we electing in the first place? and for what post?

In classical republics, the idea of elections went farther than just choosing the ruler, instead, almost all important offices were chosen by the "people", and as mater of fact, a person wasn't 'voted' into the Roman Senate, the people elected the magistrate of the government, and when they first got elected into the office of Quaestor, they got permanent membership to the Senate, and then from there, they climbed the Course of Honours until they reached Consul, with each step of the magistrate being elected, and hence the Course of Honours

Further, higher ranks had the authority to wield Imperium, the right to command armies, but as the republic expanded, there was a need for more than just the two consuls, so Pro-Praetors and Pro-Consuls became a thing, after the term was up, the former Consuls and Praetors got appointed to the various governates of the Republics, with full Imperium over both the province as a whole and whatever troops were assigned to it.

So what does this mean in-game?
It means that government posts should be elected, not appointed

The current system of government offices should be thrown out for republics, for this is the crux of the whole issue, for this is the why of why IR's republics feel like discount monarchies, for there is no republican prerogative, offices are appointed, with total disregard for everything, you can put whomever you want for any office, the new parties are a small step in the right direction, but a small step non the less, and it doesn't fix most things, so how do we fix it?

We start by adding elected magistrates that work on the same cycle as the rulers, and using the same mechanics for elections, except in order for a character to be eligible for the next rank, they must have achieved the last one.

This is where I'll stop this section, since I'm willing to bet that most people here know how the Roman government worked, and we could sit for hours debating on exactly how many Quaestors, Tribunes, and Praetors should be elected per year, it should certainly be more than 1 appointed officer, but the full thing is too cumbersome, and unwieldy for a game, suffice to say, it should scale with size, maybe 2C/4P/6Q at or below rank 2, and 2C/8P/16Q at rank 4 (GP).

One of the things that IR gets the wrongest is how anyone can be appointed anywhere, at any time, with dictatorial/monarchical impunity, if you want to give a 16-year-old the title of Praetor one day, make him a general the second, governor of Macedonia the third, then Dictator the fourth, all before the age of 17, then you absolutely can do that.

Which is the opposite of the point of a republic, and flies in the face of not just the notion of the Cursus Honorum, but in the face all of ancient (and most modern) sensibilities

Most notable, are the posts of General, and Governor

Starting with General, this one is a bit tricky, since armies are always on the move, may need a new leader at any moment, and because this is a game, you can't exactly have the idea of imperium work the same as it did, instead, generals and governors should only come from the list of characters that have achieved the rank of Praetor and Consul, since not everyone had the legal right to command an army, or rule a province (note there was no difference between a governor, a general, or a government magistrate, to the Romans, these were all one), so for the sake of gameplay, you, the player, should still get to appoint the generals and admirals of your armies, but only from the pool of characters that have achieved the rank of Praetor or Above, and hence, have Imperium

Governors; this is where the fun begins, because governors are an extremely important, but static positions, it means we can do with them what we cant do with generals

Governors should not be directly appointed by the player, instead, the player, factions, and characters themself should 'jockey' for each governorship, this can be event-driven politicking, wherein each faction, including out for themselves characters, as well as the eponymous player, who all try to get a certain candidate for each governorship, for a given term length, where only characters with imperium can jockey/be jockeyed for the position, and depending on governorships size this can be seen as anything from a slap in the face (maybe divide prominence by governorship size?) to a massive boost to a career, and a coup to the faction that backed the candidacy

Further, in order to prevent this from being whack-a-mole hell, governorships should not work on a synced timer, instead, each governor is appointed for a length of time (with a boost/debuff to loyalty depending on length), and each governorship should be handled separately and independently from each other, that way they are staggered, and do not cause whack-a-mole hell

as to what exactly does a governorship means is a question for another post, be it anything from a glorified face, to technically being handled as subjects, is not the topic of this discussion

Sorry for just how overly long this post is, but I just don't feel like this is an easy topic to discuss, where a few words can suffice, as it is deep, complex, and basically the whole heart of the game, and as I was going too long on the read, I was also doing it injustice by cutting it short.

Sorry if there are many typos to the end, my autocorrect broke.

TL;DR:

1) Elections should be a thing
2) Offices should be elected, not appointed
3) Add the Cursus Honorum
4) There should be many more offices, dictated by the CH
5) The player should not have unlimited power
6) Governors should not be appointed, but jockeyed for by factions, characters, and the player.

Edit: Typos and TL;DR header
 
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CaptinObvious

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Adding the Cursus Honorum is the most interesting feature the devs could add.

It was already a thing in EUR (characters had to hold important government positions before they could be governors), which is what infuriates me the most about it's absence, it already was there, in EUR

Now I don't remember how it exactly worked, but knowing EUR, it was most likely either half-assed, cheesable, or just barely functional.
 
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CaptinObvious

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How would you differante between the different types of republics. Such as the Theocratic Republic, Aristocratic Republic, Plutocratic, Athenian Democracy(if you go down that path in the mission tree)?
I think getting republics to 'feel' republican in the first place is more important, but that's kind of dodging the question isn't it?

Well....we could have it so that:

1) The weigh of stats matters differently in different types of republics, so Aristocratic cares mostly about Martial, money, and family, while Democratic about Charisma and Popularity

2) Different distribution of office ranks, prestige, and number (relative to each other), so Theocratic Republics have more religious posts, but Plutocratics have more "Quaestor" like posts, while for Demo/Athenian we can just have no "real" posts, but instead just a big yay or nay assembly (though I doubt that that would work [almost as if it didn't work out that great for Athens]), maybe have a lot of low ranking, semi-randomised posts???

3) (and as much as I hate having to rely on this crutch) different modifiers and ideas for them
 
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Jays298

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I always felt like the military republic of Rome in EU Rome VV felt more like a Republic than what we have in IR.

In IR there is too much focus on families and not enough focus on the structure of the republic itself.

Though character bottlenecks via office requirements could be a problem.

I strongly believe that governors should be chosen by the Senate or somehow in consultation with the Senate, consul, player, etc.
 
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I think the biggest difficulty with republics is creating a mechanic that the player does not have complete control over but engages with, and is not so unwieldy that the player will just avoid using it (e.g., the trade system in Victoria 2, which most people just automated from the start).

Personally I think the number of officials at the moment is good - 2 consuls, 8 ministers; I'd add on election mechanics and proconsul mechanics to fill out governor positions and researchers. Just as important, in my opinion, is the need to have republics incorporate not only characters, but pops as well (since the characters represent only a small portion of the voting population).
 
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CaptinObvious

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I think the biggest difficulty with republics is creating a mechanic that the player does not have complete control over but engages with, and is not so unwieldy that the player will just avoid using it (e.g., the trade system in Victoria 2, which most people just automated from the start).

That's the holy grail of strategy-game design, and I don't think anyone has dug it up just yet [Ironicaly, corruption in IR is the closest], doesn't mean we can't try, or try to at least get close,

The issue is that that's the whole point of republics, and short of a totally modelled senate filled with *other* players, there is no way to avoid *an* amount of RNG BS, which was the whole reason Strategy games moved away from such design in the first place, it's genuinely a V.H. challenge to stand up to from a *design* perspective, let alone coding, and this is a medium where physical ability to do is often the main bottleneck.

Personally I think the number of officials at the moment is good - 2 consuls, 8 ministers; I'd add on election mechanics and proconsul mechanics to fill out governor positions and researchers.

I disagree here, I think it should vary, since it's too much for small states, and too little for big ones, I think 8/10/12/14/16 offices for each rank would be better, as it allows for both duplicate offices, one-off offices, and for tiering of offices.

Just as important, in my opinion, is the need to have republics incorporate not only characters, but pops as well (since the characters represent only a small portion of the voting population).

Not a bad idea per se, quite the opposite in fact, but not exactly *sensical* or *inline* for the era, basically there are three issues here

1) Voting is limited to only those that show up, and hence, only the capital and it's immediate surroundings [mail-in voting needs both mass mail and railroads to be invented first]

2) This isn't that kind of game, in Vic? sure, but IR isn't a game about the socio-economics

3) Outside of Athens, there never was this level of """democratic""" participation

And of course, there is the issue of how hard having pop politics will hit performance.
 
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That's the holy grail of strategy-game design, and I don't think anyone has dug it up just yet [Ironicaly, corruption in IR is the closest], doesn't mean we can't try, or try to at least get close,

Oh I agree that we should try; in fact, I’ve made multiple posts in the Suggestions sub forum over the last year pitching ideas to do just that.

I disagree here, I think it should vary, since it's too much for small states, and too little for big ones, I think 8/10/12/14/16 offices for each rank would be better, as it allows for both duplicate offices, one-off offices, and for tiering of offices.

Unfortunately, we run into two problems. First off, there’s simply not enough characters to fill a ton of positions with some sort of rotation. And second, having so many characters makes it less likely for them to become memorable, which I consider to be a problem; this is an era of larger-than-life figures.

Not a bad idea per se, quite the opposite in fact, but not exactly *sensical* or *inline* for the era, basically there are three issues here

1) Voting is limited to only those that show up, and hence, only the capital and it's immediate surroundings [mail-in voting needs both mass mail and railroads to be invented first]

2) This isn't that kind of game, in Vic? sure, but IR isn't a game about the socio-economics

3) Outside of Athens, there never was this level of """democratic""" participation

And of course, there is the issue of how hard having pop politics will hit performance.

It is in line with the era, if you include laws that incorporate voting rights based on culture, pop type, and location.
 
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CaptinObvious

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Unfortunately, we run into two problems. First off, there’s simply not enough characters to fill a ton of positions with some sort of rotation. And second, having so many characters makes it less likely for them to become memorable, which I consider to be a problem; this is an era of larger-than-life figures.

1) For larger countries, there are enough characters

2) We don't have to be super strict about it, characters should only check if they are eligible CH wise, a *one in every ten years* rule is only needed for the rulers

3) I don't subscribe to the Great Man theory of history so...no, no era can be said to be about "larger than life" people, history is far more complex than a 'series of important people', I mean great people had an impact on history, but no, great man theory is wrong

It is in line with the era, if you include laws that incorporate voting rights based on culture, pop type, and location.

No, voting was, because of the speed of travel and communication, limited only to the capital and immediate vicinity, so kinda irrelevant, and most voting was hoarded by the rich, so again, kinda irrelevant, and IR isn't even trying to be that kind of game, so thrice it's kinda irrelevant
 
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1) For larger countries, there are enough characters

2) We don't have to be super strict about it, characters should only check if they are eligible CH wise, a *one in every ten years* rule is only needed for the rulers

3) I don't subscribe to the Great Man theory of history so...no, no era can be said to be about "larger than life" people, history is far more complex than a 'series of important people', I mean great people had an impact on history, but no, great man theory is wrong

1 and 2 combined. A proper Roman Republic system should involve proconsular mechanics, which necessitates some form of rotation in the Cursus Honorum. Add on the fact that not every character should be always in office in some capacity, and you quickly run out of characters.

3. As an ancient historian, neither do I. But the figures of antiquity are extremely prominent in the literature, and figures like Alexander the Great, Hannibal, Julius Caesar, and Cicero are among the reasons people like to read about antiquity. This isn't a simulation of history, it's a game; people expect characters to be memorable, so allow them to be memorable. Otherwise, why not simply represent them by a handful of modifiers like in EU4.

No, voting was, because of the speed of travel and communication, limited only to the capital and immediate vicinity, so kinda irrelevant, and most voting was hoarded by the rich, so again, kinda irrelevant, and IR isn't even trying to be that kind of game, so thrice it's kinda irrelevant

What do you think I meant by laws that centered on "culture, pop type, and location" having an influence on pops voting? And Nobles and Citizens do in fact represent the rich.
 
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1 and 2 combined. A proper Roman Republic system should involve proconsular mechanics, which necessitates some form of rotation in the Cursus Honorum. Add on the fact that not every character should be always in office in some capacity, and you quickly run out of characters.
Again, we don't have to be super strict about it, running out of characters is a valid excuse to fudge the system a bit, so we can have stuff like sitting Praetors re-running for the office, if needs be

3. As an ancient historian, neither do I. But the figures of antiquity are extremely prominent in the literature, and figures like Alexander the Great, Hannibal, Julius Caesar, and Cicero are among the reasons people like to read about antiquity. This isn't a simulation of history, it's a game; people expect characters to be memorable, so allow them to be memorable. Otherwise, why not simply represent them by a handful of modifiers like in EU4.

Glad we can agree on this bit, but...these figures are memorable because they did stuff, and unless the devs want to make it so that the player has no control over anything that the ruler wouldn't be in immediate control over, and then implementing some super-AI that dynamically changes it's behavioural patterns depending on the character's stats, I just don't see the game being capable of handling a Sulla, a Caesar, or a Hannibal

And you know what, I'm ok with that
Characters, imo, need only be memorable for their own lifetime, as to make room for others

What do you think I meant by laws that centered on "culture, pop type, and location" having an influence on pops voting? And Nobles and Citizens do in fact represent the rich.

Feels like we're running in circles here, basically, IR isn't that kind of game, and the current framework can't handle it, and again, only the capital matters for national politics (at least in this era), so the majority of pops don't matter, and having pops vote would need them to be more in-depth, something that IR doesn't focus on, nor is it necessarily good (at least right now), also, because this is a video game, I get the feeling that if pops voted, it would get a bit gameable, taking some spice out the semi-random system proposed in the OP

Also, after the introduction of nobles, I just don't feel like citizens represent *that* level of wealth, like certainly "upper middle class" but not the Equites or something like that (which was weird, as you needed them to be 33% for technological upkeep)
 

CaptinObvious

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Addendums:

1) After mulling this over, and putting some more playtime as republics (as of patch 1.5.2), I have reached the conclusion that it would not be a good idea to have the Senate, short of the act of declaring war, influence diplomatic interactions, as the current patch has shown, it would just wind up being a mess, where you cant ask for military access, join a defensive alliance, or even improve relations, which would be very annoying and irritating, as I don't see a feasible way to have the senate consider these actions like an actual senate would (at least with the technological and resource limitations of both modern hardware, and IR's stretched resources)

2) How, if ever, this suggestion is to be implemented, the total vote must be calculated separately per issue, as to not wind up with the ridiculous situation of a faction blocking you from passing their own agendas, now you'd think that this goes without saying, but judging by the fact that it wound up in the game in the first place, it needs to be said, there has to be some logic to determine if the vote is happening on something the faction wants to be passed, it should switch it's vote over, as it's a bit insane to see a faction blocking you from passing it's own laws

3) Tyranny, I had not thought of how tyranny should be handled, so I gave it a thonk, and my suggestion is to have it so that for every point of tyranny, you, should gain one point of senate voting power, so at 100 tyranny you can get stuff passed, with all the consequences of tyranny; personally, I think tyranny should be like solving fire by burning stuff before it, where basically, the quickest issue to some tyranny is more tyranny, as tyranny IS a vicious cycle of it's self.

4) While Co-Consuls are sorta fine as is, they still fell like a glorified consort, I personally think that this could be improved by giving Co-Consuls both an agenda to achieve, and the ability to screw you over if you piss them off (like total senatorial deadlock, as both consuls are equals, so could basically sabotage each other) this would make who you have as a Co-Ruler actually matter, rather than that one event that you can cheese by just choosing compromise, reject, the appease (you know, that event that had the potential to be actually interesting but turned out to be just wasted)

5) I have no idea how researchers would fit into this, personally, I'd just can the posts to make room for characters, as it is just kinda pointless, and sorta extra if the appointment of other positions is withheld from the player

6) I am honestly conflicted on whether or not the Senate should get to vote on the new culture interactions, it should definitely be split between the citizenship status and cultural decisions interactions, but to let the senate control whether or not to integrate a culture sounds like a recipe for disaster.

7) Maybe have a rudimentary Senate composing of a clan's chefs for (some)tribals, since (some)tribes often had some sort of tribal assembly (kinda how tribes work)
 
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