so in this forum we've basically suggested and argued about every single fine point of this upcoming game..and i've missed a lot so we've probably hit this one already but here goes.
if it hasn't already been decided, this game should definately involve a sort of POPs way of dealing with Population. I hated whenever a revolt would happen in the old EU and it would just be a mass of people without any clear demands or reason to fight. This game should deal a lot more with gentry/burghers/peasents(and maybe clerical, though they can usually be clumped with nobility). A ruler should have different options of internal policy...that effect the loyalty and power of a class(power being its strength to resist you if they aren't loyal)
-freeing the peasents(which would make the peasents love you and gentry hate you, and thus change their power)
-revoking town charters(resulting in a plummit of the burgher's loyalty and their power, a little extra income, and a small manpwr loss)
-taxation w/ representation(meaning taxes cant be changed without approval of a governing body~more on that below)
-Habeus Corpus(maybe turn on or off events like 'trouble brews in a certain provice, you can arrest the leaders to prevent an incendent)
-Levee en Masse(makes everyone a little ticked but helps your manpower pool)
-other rights, all of which can be either turned on or off
the basis of this system would be to characterize the struggle for power most countries underwent in the 16th cnentury, usually in reaction to a monarch's attemt at centralization.
in addition to these basic yes/no options(each with a specific advantage and disadvantage) there should be a crude form of constitution.
Monarchy / Dictatorship / Republic
no assembly / assembly on summons / regular assembly
estates general / parliament / national assembly
(based on old ---- (based on English ---- (based on New French
French model, ---- model, favor gentry ---- model, favors peasents)
favor the gentry) ---- and burghers)
this is just my model but, basically it allows further manipulation of which classes to give power and therefore rely on(or try to balance your rule out
playing one group against another)
finally there would the ability to shift the tax burden between the three classes(Tarrifs(burghers), Property Tax(Gentry), FlatTax(Peasents))
This way you can alter where your money comes from , but if you have tax w/ representation then it must be OKed by the governing body(so the powers at be would not allow themselves to be taxed heavily)
to me the constitutional aspect, along with the religion, dynasty, and exploration, are four main themes of the period, and to me the old EU did only one(exploration) justice. I love the new enthusiasm for court intrgue and technology, but i think this game should be much more abstract on how exactly the country is actually ruled. I'm not saying my model is the best, but i'd like to here what anyone else has to say
if it hasn't already been decided, this game should definately involve a sort of POPs way of dealing with Population. I hated whenever a revolt would happen in the old EU and it would just be a mass of people without any clear demands or reason to fight. This game should deal a lot more with gentry/burghers/peasents(and maybe clerical, though they can usually be clumped with nobility). A ruler should have different options of internal policy...that effect the loyalty and power of a class(power being its strength to resist you if they aren't loyal)
-freeing the peasents(which would make the peasents love you and gentry hate you, and thus change their power)
-revoking town charters(resulting in a plummit of the burgher's loyalty and their power, a little extra income, and a small manpwr loss)
-taxation w/ representation(meaning taxes cant be changed without approval of a governing body~more on that below)
-Habeus Corpus(maybe turn on or off events like 'trouble brews in a certain provice, you can arrest the leaders to prevent an incendent)
-Levee en Masse(makes everyone a little ticked but helps your manpower pool)
-other rights, all of which can be either turned on or off
the basis of this system would be to characterize the struggle for power most countries underwent in the 16th cnentury, usually in reaction to a monarch's attemt at centralization.
in addition to these basic yes/no options(each with a specific advantage and disadvantage) there should be a crude form of constitution.
Monarchy / Dictatorship / Republic
no assembly / assembly on summons / regular assembly
estates general / parliament / national assembly
(based on old ---- (based on English ---- (based on New French
French model, ---- model, favor gentry ---- model, favors peasents)
favor the gentry) ---- and burghers)
this is just my model but, basically it allows further manipulation of which classes to give power and therefore rely on(or try to balance your rule out
playing one group against another)
finally there would the ability to shift the tax burden between the three classes(Tarrifs(burghers), Property Tax(Gentry), FlatTax(Peasents))
This way you can alter where your money comes from , but if you have tax w/ representation then it must be OKed by the governing body(so the powers at be would not allow themselves to be taxed heavily)
to me the constitutional aspect, along with the religion, dynasty, and exploration, are four main themes of the period, and to me the old EU did only one(exploration) justice. I love the new enthusiasm for court intrgue and technology, but i think this game should be much more abstract on how exactly the country is actually ruled. I'm not saying my model is the best, but i'd like to here what anyone else has to say