ETA : A Sunday
Don't act so surprised, we all knew this day would come. I've been making increasingly blatant references to a Mod I'm planning for EUIV in pretty much every post I've made in this forum, and my Scripting Request Thread was essentially me testing the waters. Well, I've finally decided to start actually posting my specific plans, and what better time than now when Paradox's Developer Diaries are conspicuously absent?
Why am I posting this now, well before the game even has a concrete release date? Well, that should be increasingly obvious after the next post, my first "Developer Diary" as it were, which will detail how I plan to remake the Ideas System. Due to the way I'm handling this remake, I'm going to really need input from people to help with ideas for new, um, ideas, especially for culture and country specific ideas, so the earlier the better right?
Furthermore, with what we have currently seen I think I have enough information to start with, at the very least, planning the mod that I'm going to be making no matter what anyways. Obviously there are still plenty of aspects to cover, and it is possible that one or more of my intended systems may need to be extensively reworked to fit EUIV, but the worst that can happen from that is some wasted time and posts, and I worry about neither.
Lastly, I just really wanted to steal some attention, and since the Cat is Away, this Mouse will Play.
Mission Statement
The Goal of this mod is to radically re-shape the Internal Structure of managing your Country, in particular I want to make Peace-Time play more interesting, with its own ups and downs, opportunities and risks. Instead of a monolithic and largely formless government you will manage a set of provinces, each of which will have their own Local Powers that will be drawn from to make up the National Character of your Government
Managing your nation will be radically different in my Mod, and so will conquering, because the Faction System in my mod will be largely (but not entirely) Bottom-Up compared to EUIV's or even MMtG's Top-Down approach, and it is most likely that the Local Powers of a province won't just pack up and leave when someone new comes into town, but will stay and continue to pester you. By working with them you can cement your hold on a province, while fighting them will be a massive, but potentially lucrative, headache.
I will also be remaking Cores, which will in my Mod represent nations that the Local Powers consider to be valid Rulers of the Province in question. In my mod, you will NEED to play ball with the local powers in order to get Cores (and any tax at all). As such I will also be massively modifying the vanilla Overextension Modifier. I have my own system which will use the current Local Powers' authority and relation to the Central Government to apply modifiers to the Monarch Power Point Cost of actions and buildings.
Each Province will be a choice, and how you handle the organization of your nation will be an important aspect of the game. Your Provinces will have varying levels of centralization and autonomy, and reigning in local power in favor of a Central Authority will be as long, difficult, and dangerous of a process as success at it can be extremely lucrative. On the other hand, ruling your nation as an array of more or less closely related separate realms will also be an option, and which is better for you will depend largely on the situation and nature of your realm.
But don't worry, the Provinces aren't the only ones who are going to be having fun, there will be some special things for National Governments to play with, things like Succession Wars, Elective Monarchies, and other fun stuff.
Index of Developper Diaries:
And Lastly, before anyone suggests such. I am not doing this because I think EUIV will be Bad. I am doing this because Paradox and I are working from different Foundational Principles upon which we want to build our Political Systems.
Don't act so surprised, we all knew this day would come. I've been making increasingly blatant references to a Mod I'm planning for EUIV in pretty much every post I've made in this forum, and my Scripting Request Thread was essentially me testing the waters. Well, I've finally decided to start actually posting my specific plans, and what better time than now when Paradox's Developer Diaries are conspicuously absent?
Why am I posting this now, well before the game even has a concrete release date? Well, that should be increasingly obvious after the next post, my first "Developer Diary" as it were, which will detail how I plan to remake the Ideas System. Due to the way I'm handling this remake, I'm going to really need input from people to help with ideas for new, um, ideas, especially for culture and country specific ideas, so the earlier the better right?
Furthermore, with what we have currently seen I think I have enough information to start with, at the very least, planning the mod that I'm going to be making no matter what anyways. Obviously there are still plenty of aspects to cover, and it is possible that one or more of my intended systems may need to be extensively reworked to fit EUIV, but the worst that can happen from that is some wasted time and posts, and I worry about neither.
Lastly, I just really wanted to steal some attention, and since the Cat is Away, this Mouse will Play.
Mission Statement
The Goal of this mod is to radically re-shape the Internal Structure of managing your Country, in particular I want to make Peace-Time play more interesting, with its own ups and downs, opportunities and risks. Instead of a monolithic and largely formless government you will manage a set of provinces, each of which will have their own Local Powers that will be drawn from to make up the National Character of your Government
Managing your nation will be radically different in my Mod, and so will conquering, because the Faction System in my mod will be largely (but not entirely) Bottom-Up compared to EUIV's or even MMtG's Top-Down approach, and it is most likely that the Local Powers of a province won't just pack up and leave when someone new comes into town, but will stay and continue to pester you. By working with them you can cement your hold on a province, while fighting them will be a massive, but potentially lucrative, headache.
I will also be remaking Cores, which will in my Mod represent nations that the Local Powers consider to be valid Rulers of the Province in question. In my mod, you will NEED to play ball with the local powers in order to get Cores (and any tax at all). As such I will also be massively modifying the vanilla Overextension Modifier. I have my own system which will use the current Local Powers' authority and relation to the Central Government to apply modifiers to the Monarch Power Point Cost of actions and buildings.
Each Province will be a choice, and how you handle the organization of your nation will be an important aspect of the game. Your Provinces will have varying levels of centralization and autonomy, and reigning in local power in favor of a Central Authority will be as long, difficult, and dangerous of a process as success at it can be extremely lucrative. On the other hand, ruling your nation as an array of more or less closely related separate realms will also be an option, and which is better for you will depend largely on the situation and nature of your realm.
But don't worry, the Provinces aren't the only ones who are going to be having fun, there will be some special things for National Governments to play with, things like Succession Wars, Elective Monarchies, and other fun stuff.
Index of Developper Diaries:
Code:
Ideas:
[url=http://forum.paradoxplaza.com/forum/showthread.php?679281-MOD-Imperium-in-Imperio-EUIV-Edition&p=15247841&viewfull=1#post15247841]Rethinking Ideas (and Culture while I'm at it)[/url]
Factions:
[url=http://forum.paradoxplaza.com/forum/showthread.php?679281-MOD-Imperium-in-Imperio-EUIV-Edition&p=15564001&viewfull=1#post15564001]Building a Base of Power[/url]
Shaping a National Government
Cores, Claims, Conquest, Cultures, and You
Civil War Were Declared
Vassals:
The Nature of Vassalage
Colonial Charters
Building your HRE in a Bottle
Assemblies:
The General Assembly
The Growth of Political Parties
Parliamentarianism
Dynasties:
The Heir Club for Men
Keeping it in the Family
Curse you Prussia!
Modernization:
Tech Groups: Your place in the Global Community
Understanding your Nation's Social Structure
The Difference between Gradual and Rapid Modernization
Table-Tastic:
List of Ideas
Faction Effects
And Lastly, before anyone suggests such. I am not doing this because I think EUIV will be Bad. I am doing this because Paradox and I are working from different Foundational Principles upon which we want to build our Political Systems.
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