** EU4 Proposal; How Missions and Classes should be implemented. **

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

polskaGOLA

Colonel
9 Badges
Sep 2, 2009
1.168
26
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Europa Universalis IV: Pre-order
I've had these two threads in my signature for awhile now for the sole purpose of hoping the devs will implement this for EU4. Here are the links to the two threads: On how missions should have been implemented. and Classes for EUIV . I recommend reading through the threads, the idea has been expanded on and improved by others members throughout the discussions.

~~

What I found lacking in EU3 was how little the game represented classes and the social system, which is astounding to me considering it is one of the most important things people must look at when examing the history of states in EU3's time period. I understand Vicky 2 is the game which focuses on that stuff but for EU to not have any sort of class representation is something that I feel needs to be addressed in EU4. I am not asking for something drastic that will take weeks of coding and work, I am asking for something basic that could potentially be expanded on in expansion packs. I believe a PI staff member said one time about how the problem with their user interface for EU3 was that it wasn't able to support very well things they added in the expansions (such as a basic hereditary system that was added in HTTT beyond a "monarch poops out heir once in awhile") and that hindered their development of new concepts. Therefore I reiterate, I think this is an area of the series that could use some real improvement and should see improvement in the form of a simplistic class system and I believe it is in PI's best interest to plan for the future as a class system is something they could seriously think about expanding on and adding detail to in the future.

Enough of that dribble. I am not going to repeat the points made in those two threads linked above, i'll simply summarize the system they proposed.

There would be a tab on the infoscreen (I think that's what it's called. Pic here if you don't know what I am talking about) that is called "Class & Missions" (or whatever) and within it are the 4 main classes.

- Nobility (representing land Owners and nobles)
- Clergy (the Clergy..)
- Burgers (representing merchants)
- Commoners (representing common folk, serfs and peasants)

and next to these classes on the infoscreen would be a stability sign ranging from -3 to 3 like in EU3. That's right, there is no longer one stability factor for the whole country but instead 4 representing the stability of each individual class in your country. That means that your nobles can be at -3 instability and revolting all over the place whilst your clergy and merchants remain happy in positive stability giving you whatever bonuses. There would be a stability investment each month to these 4 classes which can be positively and negatively influenced by things like high plutocracy/free subjects/aristocracy/serfdom/innovativeness, blockading of ports and disruption of trade routes, trade embargoes, war with fellow catholic state/crusades, war exhaustion on peasants and burger classes, etc.

Below these classes on the infoscreen will be missions. The way this will work is that each class has missions they request of you, their leader. Nobles will have military and political themed missions, Burgers economic, naval and colonial themed, Clergy religious and papal themed, and commoners war exhaustion, stability themed missions and etc. I'll admit I am not that creative so I won't sit here for half an hour thinking up interesting missions, i'll let the creative minds at Paradox do that. (And hopefully if Paradox adopts these suggestions, the creative modders after the game is released too.) Anyway, this is where things get interesting. Missions from various class structures can directly contradict each other! This means you as the leader of the state you control must choose a path for your country. Further, I wish to move on from the simplistic idea of being presented a mission and then having the ability to cancel them. Missions in this system represent the needs and wants of the 4 main classes and these needs and wants cannot be canceled. Rather, I suggest a time limit on completing missions, and when the limit is passed the mission get's canceled and a nasty consequence happens to the player. (Stability, negative modifiers, heck possibly even civil wars and revolutions!)

National Ideas and Domestic Policies if they keep a similar form in EU4 can obviously impact the classes immensely as well.

Anyway, what does such a system bring to the table? Well obviously, it adds new dimensions to the game never before seen! And I do not think this would be that difficult to implement into EU4 either. It will allow for a significantly better way to represent certain nations in the game. To name a few off the top of my head, France, Netherlands, Italy, Germany (especially the Free Cities), the trading nations like Venice, Genoa and the Hansa, and especially Poland-Lithuania. Actually scratch that, the internal politics of every single playable state would immensely improve at these additions.

Johan talked about Dynamic Historical Events today in the first Dev Diary, and I can't think of a better way to support the DHE's then this. This is the way I would do classes and missions in EU4 but please post your thoughts and ideas in this thread and help flesh out this concept.
 
Last edited:

polskaGOLA

Colonel
9 Badges
Sep 2, 2009
1.168
26
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Europa Universalis IV: Pre-order
Sounds similar to the faction system in Magna Mundi, which was a cool idea.

I've heard Magni Mundi had something similar, and I shouldn't be too surprised. It is an excellent idea. :D

I believe those two threads I linked to in the OP predate Magni Mundi the Game anyway.
 

polskaGOLA

Colonel
9 Badges
Sep 2, 2009
1.168
26
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Europa Universalis IV: Pre-order
Just as long as we quit with these "Build a navy stronger than Nation A" *cancel* "Build a army stronger than Nation A" *cancel* "Build a Navy stronger than Nation B" strings that keep coming up. xD! That was a wee bit annoying. XD

The joy of the concept is that you don't have to do missions of certain classes. You can choose to simply ignore the wants of a certain class if you don't think it is a wise idea (BTW I think it is a perfectly good idea to have missions/wants/demands from classes that are directly detrimental to the well being of your state.) and focus on missions of other classes instead.

Of course I think that is too easy, therefore the suggestion of missions having a timeframe for completion and where if they do not get completed in time, could lead to negative consequences.
 

TKFS

Major
74 Badges
Jul 11, 2010
642
32
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Pre-order
  • Stellaris: Synthetic Dawn
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Heir to the Throne
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Divine Wind
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Arsenal of Democracy
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Europa Universalis IV
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis III Complete
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • BATTLETECH
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Victoria 2
  • Europa Universalis III Complete
I really like this idea, and I also thought of Magna Mundi when I started reading this. I think any rework of the current mission system would be a good thing, haha
 

Vishaing

MM Prime Minister in Exile
12 Badges
Jan 25, 2008
1.420
723
  • Crusader Kings II
  • Europa Universalis III
  • Europa Universalis IV
  • Heir to the Throne
  • Europa Universalis III Complete
  • March of the Eagles
  • Europa Universalis III Complete
  • Victoria 2: A House Divided
  • Victoria 2
  • 500k Club
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: Pre-order
Speaking as the person who designed and programmed the MM Faction System, this is pretty much it in all of the general ideas. The only major difference being that where you suggest a stability rating for each 'Class' we had Influence and Alignment, which combined to give each Faction an 'Allegiance' rating, and Factions could be split, both supporting and opposing you.

And yes, it was pretty fun to deal with. Sigh...
 

ANO1453

Lt. General
45 Badges
Jul 2, 2011
1.430
0
  • Europa Universalis III: Chronicles
  • Crusader Kings II
  • Stellaris: Leviathans Story Pack
  • Stellaris: Necroids
  • Cities: Skylines - Natural Disasters
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Shadowrun: Hong Kong
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Imperator: Rome
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • 500k Club
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
I'd like to have some more variety and realism in missions. My problem is more about the classes - besides the fact they change composition over time, you have to adjust it and research it to a whole variety of countries. For example, Burghers having naval and exploration missions would not suit well for Portugal where exploration (with some few exceptions, of course) and navy was conducted by nobles.
There is also the centralisation problem, aka, when everyone's but the kings power was diminishing (at some point in the timeframe, nobility and clergy stop being relevant for anything), besides the fact how non-European countries don't fit that model too well.
 

polskaGOLA

Colonel
9 Badges
Sep 2, 2009
1.168
26
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Europa Universalis IV: Pre-order
^^^

The Plutocracy - Aristocracy, Serfdom - Free Subjects, and Innovative - Narrowminded sliders can display that perfectly fine.

Regarding Portugal, I am sure there are easy workarounds around this. Probably as easy as creating a set of missions with the requirement of tag = POR.

I am in agreeance that classes in the system I described in the OP is oversimplified, but it is much better than what is in EU3, which is basically non existent. And more importantly, the system I proposed in the OP allows for the possibility to be expanded upon in the future in the form of an expansion pack.
 

apsycobear

Colonel
73 Badges
Nov 24, 2011
850
21
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria: Revolutions
  • March of the Eagles
  • Heir to the Throne
  • Europa Universalis IV: Call to arms event
  • Cities in Motion
  • Divine Wind
  • Europa Universalis III Complete
  • Europa Universalis III: Chronicles
  • Europa Universalis III
  • Crusader Kings II: Sword of Islam
  • Stellaris: Humanoids Species Pack
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Steel Division: Normandy 44
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • 500k Club
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • Hearts of Iron IV: No Step Back
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria 2
  • Cities: Skylines - Snowfall
  • Stellaris: Apocalypse
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Pre-order
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - After Dark
I think the idea's great, but how would you determine how powerful each class is? If I play from the start date as say, Venice, my merchant class should be far more influential than my clergymen, and as such I should fear them being pissed off at me, whereas I wouldn't care as much about the clergy.

How would you be able to display not just how each class feels toward you, but how powerful each one is in relation to the other?
 

unmerged(63836)

Field Marshal
Dec 25, 2006
2.590
3
I think the idea's great, but how would you determine how powerful each class is? If I play from the start date as say, Venice, my merchant class should be far more influential than my clergymen, and as such I should fear them being pissed off at me, whereas I wouldn't care as much about the clergy.

How would you be able to display not just how each class feels toward you, but how powerful each one is in relation to the other?

Well, paradox could simply make an interface for it. Other option is like it was made in Magna Mundi Mod - it was one of the country modifiers, for example 'Disgruntled Powerful Clergy' or 'Content Influential Bureaucrats' etc.
 

polskaGOLA

Colonel
9 Badges
Sep 2, 2009
1.168
26
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Heir to the Throne
  • Europa Universalis IV
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • 500k Club
  • Europa Universalis IV: Pre-order
Well, paradox could simply make an interface for it. Other option is like it was made in Magna Mundi Mod - it was one of the country modifiers, for example 'Disgruntled Powerful Clergy' or 'Content Influential Bureaucrats' etc.

That's one way to go about it.

Another is perhaps next to the stability rating, an influence percentage that is modified by various things.