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.
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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.
~~
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.
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