Recently, there is more and more talk of a need for a new iteration of the game. Be it because the code is unwieldy, that it feels like it has feature bloat, has too many underlying bugs, or simply so the engine could run better and allow faster Speed 5-ing, the reason here is unimportant. The goal of this thread is, first and foremost, for people to present what they would love to see in the potential next iteration, and have a space to expand on their ideas and discuss with others on their implications. It differs from stuffs posted in the Suggestion subforum in the sense that those are not meant to be implemented in EU IV, and are potentially only ideas thrown around for the sake of being creative. For the same reason, expanding on ideas and how it impacts different parts of the game is encouraged. Saying "Gaem ned pop nao" is different from explaining how it would work, what impact it has on gameplay and where does it fit the grander scheme. Because of the sweeping nature of those ideas, one could choose to assume parts of the previous games are ported mostly as is from one iteration to another if it simplifies the discussion.
Myself, I took some time before making this post thinking about various interactions between different systems, and know I will post ideas in several themed pieces. After all, I also make this thread to share those reflections as it is fair to partake in what I am offering too. Here is a tentative summary prone to change as I see fit, because still toying with ideas:
1. Small and big - Ruling and delegating
2. Elites and centralization - More than Estates
3. Prestige and power projection - Diplomacy by proxy
4. Expeditions and courts - Governing abroad and at home
5. Army and navy - Maintaining peace and bringing war
6. State and religion - A matter of stability
7. Trade and technology - Non equivalent exchanges
8. Fact and fiction - Alternative to history
And without further ado, let's get to that first chapter.
I - Small and Big - Ruling and delegating
One of the first observation made about EU IV is how sometimes events seems to change dramatically in term of scale. At one moment, a big icy rock decides to fly above the sky and the entire country plunge in instability, at another a backwater province randomly decides to offer 10% more tax. Yet, both are treated equally by how the game present it to you. Sure, sure, if you were to be a small OPM, that 10% tax is around 3-5% more income, can't deny that. But what if you are the British empire at its height and said province is part of a colonial trade company in New Guinea? On top of this, due to how events fires, larger empire have less things happening at once, meaning that these are less and less molding the world with small local touches.
Another one is how some things have the same cost, whatever the size of your country, while other do change. Usually, those are Mana tied, such as the effort to curb down inflation or war exhaustion, but not always. Prestige cost are also concerned, but also the price of alliances or generals on your given limit of diplomatic relation and leaders, respectively.
But would you really have to bother with everything going in your empire? Well, maybe. Or maybe not. That's a matter of centralization, which we will see later. But how do you first determine what is directly under your rule and what is delegated? How do you define the real reach of the leader you are supposed to be? What differentiate a loose vassal from an integrated one? Or a colonial entity from an simple settlement in the name of the crown? This, is where the game offers a new tool: scale of play. There would be four different scales, that echoes different situations in EU IV, but have a larger overall impact on playability.
Province:
The basic game unit doesn't change. A province stays as a geographical unit of subdivision. It's local government is mostly integrated inside larger entities, but in some case, the province is able to self rule, if you have limited control of it or offer massive autonomy, meaning it would gather it's own economy and build by itself what it needs. However self ruling provinces lacks diplomatic power outside of their direct neighbors and are pretty much isolated from the political intrigues, unless they host the center of one of the larger entities. In some cases, one would be limited in playing at province scale only, but this restrictive way of playing would be limited to tribes without a central government, a city state in a larger structure or a rebelling state left unchecked for some time.
The traits of a province are not so different from what we already have, but they have some changes too. Manpower is local, and a given province cannot raise troops in the millions. It's productivity and stability lowers if said manpower gets too low for some time, but the other side of the coin is, less people leads to less and smaller rebellions, and it is easier to get the province converted culturally and religiously. Oh, and controlled too, in case you are invaded... don't empty your provinces fully if you fear occupation, unless you plan on starving the invaders! They also bring taxes, trade goods to exchange and supplies, for feeding troops. Buildings are back, but now cost manpower to be operated and give their bonus. Manufactories are nice and all for your income and production, but only if they are operated, so juggling your manpower becomes a new exercise in balancing economy and military might. Geography returns, too, and terrain can dictate what can be constructed in some case, especially for some buildings requiring certain technologies to be suitable. Terrace farming for better supplies in mountains and hills, river mining when hills and water combines, stables requiring mounts to be present... those are merely examples and more can be imagined. One last element present in provinces sometimes are local personalities, but more on this with elites.
Stability is now found at province level. Combination of devastation, unrest and autonomy, a stable province will be happy to stay under your rule, while an unstable one will start taking matter in its own hands. Worse, still, several unstable provinces could start working together and form a new local power, one scale level above. This is impacted by your relation with the local culture and religion, which have tolerance calculated from acts taken against them. Being at war, taking harsh stances, force converting or even, if you feel inclined, straight up massacres as they happened in History, will lead to rising unrest and instability. This can be somewhat countered by sending soldiers, but while this lowers current instability, it also makes it slower to recover, as people perceive this military crackdown as oppressive. Note that the impact depends on who sends the troops, and what kind: there's a difference between a local ruler getting some levies to stop the worst cases of troubles, and a colonial master bringing the professional with a fire-at-will policy with entrenched cannons batteries!
Lordship:
The second unit is given a generic name of lordship, given the very nature of what it represent. Sort of local government with a variable level of autonomy, they represent stuffs like well integrated vassals, political subdivisions, Japanese daimyo, internal political subdivisions, small HRE members, colonial lands, trade companies, subjugated countries... the list goes on, and how you deal with each determines this status accordingly. The common traits however are: limited but existing diplomatic capacities, trade centralization, recognition of borders. A lordship toes the line between subjects, territories, states and trade node in term of EU IV
A lordship collects local taxes and supplies, control levies, can direct construction in its provinces and decides about how to open or restrict trade of good produced locally. Trade lost its premade directional flow as will be discussed in the dedicated chapter, but know that a lordship can specialize in being a major trade center, buying goods from nearby centers and then selling the bunch to a far away land for profits. This, in fact is the entire point of trade companies: buying locally cheap, and controlling the entire trade route to avoid having 5-10 intermediary markets adding their own cut to the price, while colonies will take the ob of making the product themselves when no structures already exists for local exploitation. Lordships part of the same higher entity have an easier time sharing between each other, which makes it beneficial to control, even indirectly, land far away... as long as you can maintain them in check!
Local rulers have their own ambitions too, and they listen to their people. If they think they have a decent chance at becoming independent and consider they can benefit from it, they won't hesitate, but this requires quite the difference in power, or a good occasion to seize it. The rise of the Oda clan is a very good example of that situation, as is the revolt of the Thirteen colonies, or pretty much everything from Persia to India!
Country:
Perhaps the most obvious structure there, the country is a political entity that has its own diplomacy, can mobilize a professional army, and has a political continuity of independence or at least capable of acting as such. HRE princes with some backing power, usually but not only the electors, are able to pull their weight outside of the HRE itself, for instance, toeing the line between strong Lordship and independent country, is a good example of where the line is drawn.
A country is a strong national entity, even if the concept of nationalism really took off by the end of the period. It tends to slowly convert culture into its own, as they tend to impose a central viewpoint on events and decisions. Having control on the central government, they also shape ideas and traditions by their very acts, and their prestige tends to radiate to their lordships and neighbors alike. They also can order their constituent, using their local budget with their own global one, allowing for transfer of wealth to happen internally... creating potential imbalance and thus, instability in the area having to pay more ("why taxing us only to take care of those backwater idiots?" being the excuse used by your peasants.), but also your local elites ("We go to war for the king and yet he orders more construction for those fat merchants at the other side of the country!" is likely the answer coming from the nobles.). As such, it is your job to ensure that your country is ran as if actual people inhabited it, instead of racing for raw numbers.
Countries also have a court, and can dispatch its men around to its lordships, acting as advisors, governors or similar posts. As a result a country can choose to specialize itself geographically and begins to be a full fledged system of its own that need to be kept in tight balance. Elites are sorted out at Country level, as smaller entities have those too weak to be causing troubles and fight each other. But, and that's the most important part: this includes indirectly ruled lands... so now, nobles from your vassals will bother you directly! The life of a monarch isn't an easy one! However, you are still in charge of global diplomacy and alliances at Country level have impact extending to all your constituents and even better, are considered by weaker neighbors seeking your protection. And finally, countries have the mean the launch expeditions, the new mechanic that replaces missionaries / merchants / diplomats / colonists.
Empire:
Highest rank one could dream of, empires are able to shake entire continents when they decide to make a move, and are able to engage in massive endeavors, freed from local constraints. Basically, they are the first step in the globalization process that will shape the end of the time period. Few at a 1444 start can claim this title or approach it, but those that do are pretty much the Great powers of the world. China and the HRE emperor are two examples of empires... but so is Majapahit, albeit a crumbling one, and soon the Ottomans and Persia, while the colonizers will also work on earning their title and Spain might even claim it before that with their numerous possessions.
An empire can rule indirectly on other countries, this is the power of their far reaching diplomacy. Protectorates, tributaries and the like are the titles of those possessions by proxy. While a country could have a couple of these, they define what makes an empire above and beyond a simple empire. In fact, they are so big, that they can declare local wars without bringing down the entire country in the conflict, sending specialized troops on each front and in that way, have a sort of semi constant proxy war with their rivals. Their growing sphere of influence becomes political blocks, where diplomacy tends to unify in a general motion: A rising Indian empire might have internal strife, but if Delhi decides that they dislike the English, everyone around part of the empire or not, will join this movement and have negative relations with Albion.
There is also one interesting exception here, which is a sort of empire with a limited lifespan: coalitions! Deciding to spearhead one makes you act as an emperor with limited authority on others, but allows to coordinate the war effort against the enemy. And of course, you can combine it with being an actual Emperor, leaving you with a fantastic machine that could begin a world war a century early, or close to it like the Seven years war or the Napoleonic conquests, for instance! Among other powers, continual foreign occupation, army corps able to take care of their own logistic for given operations and arbitrating lesser conflicts are at their disposal. But beware of not crumbling under the sheer weight of such a massive administration and succumb to revolts, independence declarations and simply administrative collapse!
Myself, I took some time before making this post thinking about various interactions between different systems, and know I will post ideas in several themed pieces. After all, I also make this thread to share those reflections as it is fair to partake in what I am offering too. Here is a tentative summary prone to change as I see fit, because still toying with ideas:
1. Small and big - Ruling and delegating
2. Elites and centralization - More than Estates
3. Prestige and power projection - Diplomacy by proxy
4. Expeditions and courts - Governing abroad and at home
5. Army and navy - Maintaining peace and bringing war
6. State and religion - A matter of stability
7. Trade and technology - Non equivalent exchanges
8. Fact and fiction - Alternative to history
And without further ado, let's get to that first chapter.
I - Small and Big - Ruling and delegating
One of the first observation made about EU IV is how sometimes events seems to change dramatically in term of scale. At one moment, a big icy rock decides to fly above the sky and the entire country plunge in instability, at another a backwater province randomly decides to offer 10% more tax. Yet, both are treated equally by how the game present it to you. Sure, sure, if you were to be a small OPM, that 10% tax is around 3-5% more income, can't deny that. But what if you are the British empire at its height and said province is part of a colonial trade company in New Guinea? On top of this, due to how events fires, larger empire have less things happening at once, meaning that these are less and less molding the world with small local touches.
Another one is how some things have the same cost, whatever the size of your country, while other do change. Usually, those are Mana tied, such as the effort to curb down inflation or war exhaustion, but not always. Prestige cost are also concerned, but also the price of alliances or generals on your given limit of diplomatic relation and leaders, respectively.
But would you really have to bother with everything going in your empire? Well, maybe. Or maybe not. That's a matter of centralization, which we will see later. But how do you first determine what is directly under your rule and what is delegated? How do you define the real reach of the leader you are supposed to be? What differentiate a loose vassal from an integrated one? Or a colonial entity from an simple settlement in the name of the crown? This, is where the game offers a new tool: scale of play. There would be four different scales, that echoes different situations in EU IV, but have a larger overall impact on playability.
Province:
The basic game unit doesn't change. A province stays as a geographical unit of subdivision. It's local government is mostly integrated inside larger entities, but in some case, the province is able to self rule, if you have limited control of it or offer massive autonomy, meaning it would gather it's own economy and build by itself what it needs. However self ruling provinces lacks diplomatic power outside of their direct neighbors and are pretty much isolated from the political intrigues, unless they host the center of one of the larger entities. In some cases, one would be limited in playing at province scale only, but this restrictive way of playing would be limited to tribes without a central government, a city state in a larger structure or a rebelling state left unchecked for some time.
The traits of a province are not so different from what we already have, but they have some changes too. Manpower is local, and a given province cannot raise troops in the millions. It's productivity and stability lowers if said manpower gets too low for some time, but the other side of the coin is, less people leads to less and smaller rebellions, and it is easier to get the province converted culturally and religiously. Oh, and controlled too, in case you are invaded... don't empty your provinces fully if you fear occupation, unless you plan on starving the invaders! They also bring taxes, trade goods to exchange and supplies, for feeding troops. Buildings are back, but now cost manpower to be operated and give their bonus. Manufactories are nice and all for your income and production, but only if they are operated, so juggling your manpower becomes a new exercise in balancing economy and military might. Geography returns, too, and terrain can dictate what can be constructed in some case, especially for some buildings requiring certain technologies to be suitable. Terrace farming for better supplies in mountains and hills, river mining when hills and water combines, stables requiring mounts to be present... those are merely examples and more can be imagined. One last element present in provinces sometimes are local personalities, but more on this with elites.
Stability is now found at province level. Combination of devastation, unrest and autonomy, a stable province will be happy to stay under your rule, while an unstable one will start taking matter in its own hands. Worse, still, several unstable provinces could start working together and form a new local power, one scale level above. This is impacted by your relation with the local culture and religion, which have tolerance calculated from acts taken against them. Being at war, taking harsh stances, force converting or even, if you feel inclined, straight up massacres as they happened in History, will lead to rising unrest and instability. This can be somewhat countered by sending soldiers, but while this lowers current instability, it also makes it slower to recover, as people perceive this military crackdown as oppressive. Note that the impact depends on who sends the troops, and what kind: there's a difference between a local ruler getting some levies to stop the worst cases of troubles, and a colonial master bringing the professional with a fire-at-will policy with entrenched cannons batteries!
Lordship:
The second unit is given a generic name of lordship, given the very nature of what it represent. Sort of local government with a variable level of autonomy, they represent stuffs like well integrated vassals, political subdivisions, Japanese daimyo, internal political subdivisions, small HRE members, colonial lands, trade companies, subjugated countries... the list goes on, and how you deal with each determines this status accordingly. The common traits however are: limited but existing diplomatic capacities, trade centralization, recognition of borders. A lordship toes the line between subjects, territories, states and trade node in term of EU IV
A lordship collects local taxes and supplies, control levies, can direct construction in its provinces and decides about how to open or restrict trade of good produced locally. Trade lost its premade directional flow as will be discussed in the dedicated chapter, but know that a lordship can specialize in being a major trade center, buying goods from nearby centers and then selling the bunch to a far away land for profits. This, in fact is the entire point of trade companies: buying locally cheap, and controlling the entire trade route to avoid having 5-10 intermediary markets adding their own cut to the price, while colonies will take the ob of making the product themselves when no structures already exists for local exploitation. Lordships part of the same higher entity have an easier time sharing between each other, which makes it beneficial to control, even indirectly, land far away... as long as you can maintain them in check!
Local rulers have their own ambitions too, and they listen to their people. If they think they have a decent chance at becoming independent and consider they can benefit from it, they won't hesitate, but this requires quite the difference in power, or a good occasion to seize it. The rise of the Oda clan is a very good example of that situation, as is the revolt of the Thirteen colonies, or pretty much everything from Persia to India!
Country:
Perhaps the most obvious structure there, the country is a political entity that has its own diplomacy, can mobilize a professional army, and has a political continuity of independence or at least capable of acting as such. HRE princes with some backing power, usually but not only the electors, are able to pull their weight outside of the HRE itself, for instance, toeing the line between strong Lordship and independent country, is a good example of where the line is drawn.
A country is a strong national entity, even if the concept of nationalism really took off by the end of the period. It tends to slowly convert culture into its own, as they tend to impose a central viewpoint on events and decisions. Having control on the central government, they also shape ideas and traditions by their very acts, and their prestige tends to radiate to their lordships and neighbors alike. They also can order their constituent, using their local budget with their own global one, allowing for transfer of wealth to happen internally... creating potential imbalance and thus, instability in the area having to pay more ("why taxing us only to take care of those backwater idiots?" being the excuse used by your peasants.), but also your local elites ("We go to war for the king and yet he orders more construction for those fat merchants at the other side of the country!" is likely the answer coming from the nobles.). As such, it is your job to ensure that your country is ran as if actual people inhabited it, instead of racing for raw numbers.
Countries also have a court, and can dispatch its men around to its lordships, acting as advisors, governors or similar posts. As a result a country can choose to specialize itself geographically and begins to be a full fledged system of its own that need to be kept in tight balance. Elites are sorted out at Country level, as smaller entities have those too weak to be causing troubles and fight each other. But, and that's the most important part: this includes indirectly ruled lands... so now, nobles from your vassals will bother you directly! The life of a monarch isn't an easy one! However, you are still in charge of global diplomacy and alliances at Country level have impact extending to all your constituents and even better, are considered by weaker neighbors seeking your protection. And finally, countries have the mean the launch expeditions, the new mechanic that replaces missionaries / merchants / diplomats / colonists.
Empire:
Highest rank one could dream of, empires are able to shake entire continents when they decide to make a move, and are able to engage in massive endeavors, freed from local constraints. Basically, they are the first step in the globalization process that will shape the end of the time period. Few at a 1444 start can claim this title or approach it, but those that do are pretty much the Great powers of the world. China and the HRE emperor are two examples of empires... but so is Majapahit, albeit a crumbling one, and soon the Ottomans and Persia, while the colonizers will also work on earning their title and Spain might even claim it before that with their numerous possessions.
An empire can rule indirectly on other countries, this is the power of their far reaching diplomacy. Protectorates, tributaries and the like are the titles of those possessions by proxy. While a country could have a couple of these, they define what makes an empire above and beyond a simple empire. In fact, they are so big, that they can declare local wars without bringing down the entire country in the conflict, sending specialized troops on each front and in that way, have a sort of semi constant proxy war with their rivals. Their growing sphere of influence becomes political blocks, where diplomacy tends to unify in a general motion: A rising Indian empire might have internal strife, but if Delhi decides that they dislike the English, everyone around part of the empire or not, will join this movement and have negative relations with Albion.
There is also one interesting exception here, which is a sort of empire with a limited lifespan: coalitions! Deciding to spearhead one makes you act as an emperor with limited authority on others, but allows to coordinate the war effort against the enemy. And of course, you can combine it with being an actual Emperor, leaving you with a fantastic machine that could begin a world war a century early, or close to it like the Seven years war or the Napoleonic conquests, for instance! Among other powers, continual foreign occupation, army corps able to take care of their own logistic for given operations and arbitrating lesser conflicts are at their disposal. But beware of not crumbling under the sheer weight of such a massive administration and succumb to revolts, independence declarations and simply administrative collapse!
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