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mighij

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Hello Everyone,

Although you can spend gold on buildings, colonisation, mercenaries and gifts in the end gold becomes a trivial commodity.

A possible solution I would like to propose are Edicts. They are a bit like policies that cost gold but there are some major differences. This is just a suggestion so all numbers require tweaking.

1) to activate an edict you need to have the proper tech lvl, idea, religion or government. (so some edicts are only available if you have Aristocracy, for others you need to be a republic, etc)

2) To activate an edict you have to pay 20% of your yearly income (an installation cost)

3) An edict is active for 5 years. After 5 years you can choose to keep the edict for another 5 years or abolish it without penalties. If you keep the edict you don't have to pay the activation cost again.

4) An active edict reduces tax and production income by 5%

5) An active edict can be cancelled at any time but it reduces your stability by 1

6) Every edict has benefits and disadvantages


Especially the last point is important. An edict allows your nation to focus on something but it should cost you.

Possible Edicts:

Early Game:

- Charters: Decrease development cost by 10%, Increase war exhaustion by 50%; Decrease manpower replenishment by 20%

- The True Faith: Gain 1 missionary, Gain 2 missionary Strength, extra papal influence. -3 Tolerance for Heathens and Heretics, +2 Revolt Risk

- Royal Artillery: Gain 1 Military MP monthly, Gain 10% extra Aggressive Expansion

- Standing Army: Gain 10% manpower replenishment, Decrease reducing war exhaustion by 10%. Increase Development and building cost by 10%

- Corsairs: -20% Light ship cost and upkeep, +30% Privateering, -2 Diplomatic Reputation, -1 Diplomatic relation

Midgame:

- The New World: +1 Colonist, -10% trade income, -1 diplomatic Relation

- The Press: + 1 Administrative MP Monthly, +2 revolt risk, +3 years of Nationalism

- Diplomatic Corps: + 1 Diplomacy MP Monthly, +10% increase in Military Tech cost and ideas.

- My House: +2 Yearly Legitmacy, +3 Yearly Prestige, + 50% change of heir, -1 Diplomatic Relation.


Etc: I could go one but I don't want a wall of text :)
 
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lolada

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This looks to me almost completely like policies that we already have. I'd rather see policies changed to work more as you described.

Policies should cost some gold to maintain rather than monarch points. Some could cost only MP, some only gold, some both. It should be possible to activate policies even if the group are not fully completed. Benefits might not be full or cost might be higher to compensate for early activation.
 
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mighij

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True, the main reason I call them edicts is because the word policy is already taken :)

They main diffrence is the gold cost, and that every edict has boon and a disadvantage. They are their for achieving short term goals with your country.
 

Danfish77

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So in addition to a gold cost, harsh negative modifiers, and being locked into it for five years, you also reduce your tax and production income by 5%? I can't see any of these being worth it except in very, very specific circumstances. Maybe the free colonist... maybe.
 

LaverniusTucker

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So in addition to a gold cost, harsh negative modifiers, and being locked into it for five years, you also reduce your tax and production income by 5%? I can't see any of these being worth it except in very, very specific circumstances. Maybe the free colonist... maybe.

The focus on missionaries could also be worth a lot of short-term sacrifices.

Overall this does seem like just policies but with money instead. While I notice my money piles up from time to time, it never lasts forever, a war or a building spree will always knock you back down to size.
 

mighij

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So in addition to a gold cost, harsh negative modifiers, and being locked into it for five years, you also reduce your tax and production income by 5%? I can't see any of these being worth it except in very, very specific circumstances. Maybe the free colonist... maybe.

The numbers itself need a lot of tweaking, I said so myself in the OP. I Just posted some 'concepts' so people see the general idea. You aren't locked into them. You can get out of it for a -1stab hit. That they are only worth it in specific circumstances is true. It's also the general idea. They are ways to fine tune your nation. The general reduction in tax and production might be overkill and perhaps some edicts should only reduce tax while others reduce production. This is something that will require a lot of finetuning. (also when you are able to unlock them etc ...)

The main concept is a temporal perk for a minor disadvantage. The colonist would be nice for people who want to grab 1 or 2 colonies without spending an idea slot on it. Same for the missionary. The extra MP is also nice in certain situations. The Standing army one makes it more easy to recover from war while charters allow for a build up in peace time etc.

They aren't things you want to have active all the time but boosts you could use in certain situations.
 

Mattius

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