New Primitives Gameplay without completely new mechanics

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

PyroMegaManZ

Captain
38 Badges
Mar 22, 2014
313
647
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Cadet
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis 4: Emperor
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Hearts of Iron IV Sign-up
  • Victoria 2
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Cities in Motion
Some good ideas in there but my major hang up at the moment is that one way you can get institutions is to develop your provinces. This will give quite an advantage to human players that min-max to solely develop their capital until they are ready to reform. Additionally for nations that can migrate they will constantly remove any institution progress they have gained. This would be unless institution progress carried over but then that would leave a big exploit potentially of developing up your province to gain institution progress, than migrating to gain monarch power, than spending monarch power on your next province at the lower price until you are ready to migrate again and so on etc.

Also I didn't gather from your post what would happen to nations that reform this way? Currently the nations that reform get the government and institutions of the neighbouring nation, as well as a percentage of their tech. When reforming this way what tech does the reforming nation get etc.?
 
  • 2Like
Reactions:

Vulkandrache

General
32 Badges
Oct 11, 2014
2.232
1.878
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Rights of Man
  • Prison Architect
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
Instead of just keeping their religios reforms
While the whole thing needs some agency i dont agree with this.
The point of these religions is that the start is an uphill battle of some sort while going through the reforms but you get to keep them afterwards.
Breaking that down to only being able to essentialy being able to keep one of the 5 bonuses makes them not only weak but very flat and uninteresting.

While the current bonuses from the reforms are strong and the Religions themselfes have some nice baseline bonuses
their ability to convert or tolerate is nearly non-existent making them very bad at dealing with unrest.
The bonuses counteract that which is also a likely reason why all 3 of them get -2 unrest in some way by the time they reform.
 

Canute VII

Field Marshal
33 Badges
Jul 3, 2015
3.231
2.206
  • Europa Universalis 4: Emperor
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Knights of Pen and Paper 2
  • Surviving Mars
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
I think that feudalism would allow them to reform. Feudalism is actually about government where as Renaissance was an article and philosophical movement.
Feudalism is just 1 single institution, I think this would be way too easy. Apart from that I belive Renaissance is much more fitting thematically, because its about literally "re-birth".
I especially like your religion suggestions. Good stuff.
Thanks, still thinking about how to further improve this.
Some good ideas in there but my major hang up at the moment is that one way you can get institutions is to develop your provinces. This will give quite an advantage to human players that min-max to solely develop their capital until they are ready to reform.
Firstly, thanks for the feedback, it's very appreciated. One will only be able to reform if one has
1. reformed religion
2. embraced renaissance institution
I.e. a human will have to develop 2 institutions and reform religion (as with the traditinal reform path). The modifiers I have added to the "primitive" label, i.e. higher institution embracement cost, lower spread, higher develpment cost, will all make this a bit more difficult, but of course if it proves too easy these modifiers can be tweaked. Thus, developing 2 institution in your capital will likely be costly.
Additionally for nations that can migrate they will constantly remove any institution progress they have gained. This would be unless institution progress carried over but then that would leave a big exploit potentially of developing up your province to gain institution progress, than migrating to gain monarch power, than spending monarch power on your next province at the lower price until you are ready to migrate again and so on etc.
This would need to be play-tested, but I think most reasonably - given your arguments - they would loose institution progress upon migration. So they could migrate a lot first to gain monarch power, then develop and embrace institution. Then they have two options:
1. abondon the developped province to again start migratiion (they would still have the institution embraced and this already embraced ínstitution should be carried over to any new province they would migrate to)
2. settle down and expand from their developped home province
Also I didn't gather from your post what would happen to nations that reform this way? Currently the nations that reform get the government and institutions of the neighbouring nation, as well as a percentage of their tech. When reforming this way what tech does the reforming nation get etc.?
They will get the tech they have. Again this depends on play-testing, but if this would seem somehow punitive, then we could introduce a new modifier after reforming society something like "modernization zeal" giving some technology cost reduction for x years (or this could be part of a native mission tree).
While the whole thing needs some agency i dont agree with this.
The point of these religions is that the start is an uphill battle of some sort while going through the reforms but you get to keep them afterwards.
Breaking that down to only being able to essentialy being able to keep one of the 5 bonuses makes them not only weak but very flat and uninteresting.

While the current bonuses from the reforms are strong and the Religions themselfes have some nice baseline bonuses
their ability to convert or tolerate is nearly non-existent making them very bad at dealing with unrest.
The bonuses counteract that which is also a likely reason why all 3 of them get -2 unrest in some way by the time they reform.
Thanks you for the feedback and I see your point. I would like to add some more modifiers to the religious options. For now I have simply put in the existing modifieres from the "religious reforms". Hopefully after putting more in, the new options will be both powerful, immersive and provide some gameplay value (i.e. choices to make). Wait for an update soon.
 

PurpulaPhoenixum53

Lt. General
51 Badges
Oct 8, 2016
1.692
2.736
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II
  • Stellaris: Apocalypse
  • Stellaris
  • Stellaris: Synthetic Dawn
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - After Dark
  • Crusader Kings III
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Pre-order
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Battle for Bosporus
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Conquest of Paradise
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
No idea :) I'll have to come back to this later.

Considering Animists tend to deal with spirits you could have Hindu-like decisions to patronize various spirits.

Perhaps:

Nature Spirit:

+10% productive efficiency

Ancestral Spirit:

-10% stability cost and +1 diplo reputation

Hidden Spirit:

+10% spy network construction

Creator Spirit:

-1% development cost

Warrior Spirit:

-15% shock damage, -5% attrition
 

Canute VII

Field Marshal
33 Badges
Jul 3, 2015
3.231
2.206
  • Europa Universalis 4: Emperor
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Knights of Pen and Paper 2
  • Surviving Mars
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
Considering Animists tend to deal with spirits you could have Hindu-like decisions to patronize various spirits.

Perhaps:

Nature Spirit:

+10% productive efficiency

Ancestral Spirit:

-10% stability cost and +1 diplo reputation

Hidden Spirit:

+10% spy network construction

Creator Spirit:

-1% development cost

Warrior Spirit:

-15% shock damage, -5% attrition
Thanks! As a matter of fact I also had spirits on my mind yesterday evening... ;) I just think we would need the ability to have more than one spirit at the same time. This at least is my impression from my resesrch on the Ainu. Still thinking about it, though.
 

Canute VII

Field Marshal
33 Badges
Jul 3, 2015
3.231
2.206
  • Europa Universalis 4: Emperor
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Knights of Pen and Paper 2
  • Surviving Mars
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
While the whole thing needs some agency i dont agree with this.
The point of these religions is that the start is an uphill battle of some sort while going through the reforms but you get to keep them afterwards.
Breaking that down to only being able to essentialy being able to keep one of the 5 bonuses makes them not only weak but very flat and uninteresting.

While the current bonuses from the reforms are strong and the Religions themselfes have some nice baseline bonuses
their ability to convert or tolerate is nearly non-existent making them very bad at dealing with unrest.
The bonuses counteract that which is also a likely reason why all 3 of them get -2 unrest in some way by the time they reform.
I have now added an envoy to each of the options of Nahuatl, Inti and Mayan. I hope this lets them "do more, get more" after reforming and actually make these religons quite unique.
 

Canute VII

Field Marshal
33 Badges
Jul 3, 2015
3.231
2.206
  • Europa Universalis 4: Emperor
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Knights of Pen and Paper 2
  • Surviving Mars
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
Considering Animists tend to deal with spirits you could have Hindu-like decisions to patronize various spirits.

Perhaps:

Nature Spirit:

+10% productive efficiency

Ancestral Spirit:

-10% stability cost and +1 diplo reputation

Hidden Spirit:

+10% spy network construction

Creator Spirit:

-1% development cost

Warrior Spirit:

-15% shock damage, -5% attrition
O.k. - I added something for animism :)
 

PyroMegaManZ

Captain
38 Badges
Mar 22, 2014
313
647
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rights of Man
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Hearts of Iron IV: Cadet
  • Stellaris: Megacorp
  • Europa Universalis IV: Golden Century
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis 4: Emperor
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • Europa Universalis IV
  • Hearts of Iron IV Sign-up
  • Victoria 2
  • Victoria 2: A House Divided
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Cities in Motion
I see what you mean for nations that can migrate. In terms of AI behaviour do you think they should be inclined to stop migrating once they start getting some institution progress in their province or will they have a more complex formula to compare the value of monarch points, province development, and institution progress etc.?

To embrace an institution a player will need to approximately put 30 development into one of their provinces, which assuming no other modifiers I believe comes to about 2400 monarch points for an institution, and doing it twice will be 4800 monarch points approx which given your other ideas such as lower month monarch points would come to about fifty years of game time without spending military power. On top of the native reforms that will end up adding about another seventy-five years to end up taking one hundred and twenty-five years to fully reform.

This seems quite reasonable to me but I am still unsure about the tech progress upon reforming (though it will be funny seeing two provinces in America more developed than Rome). For example another nation that reforms the standard way will immediately get a huge amount of tech and institutions. If Sioux reforms the usual way in 1570 they will most likely get tech 10/10/10 and the Colonialism and Printing Press institution for free and a Republic Government form (as long as they border a modernised colonial nation). If Huron reforms this new way by 1570, they will probably with no other modifiers start at tech 4/4/4 without the last two institutions. This will leave them with an immediate +70% tech cost that will climb up to +100% on top of already being six tech levels behind. They could get a modenisation zeal modifier after reforming but it would have to be mightily strong and last a while to help Huron enough to catch up in tech and institutions I imagine.

It goes against why you suggested this idea in the first place (as it would be a new mechanic), but for EU5 I think it would be really cool if there was a way to modernise in a non-Westen way? Say for example if your society have developed iron works and hieroglyphic writing you might be able to modernise in some way that gives different benefits to Western nations? Sounds quite complex to implement, but just an idea :)
 

balmung60

Field Marshal
101 Badges
Jan 20, 2013
6.515
2.763
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron III
  • Heir to the Throne
  • Impire
  • Europa Universalis IV: Res Publica
  • Crusader Kings II: Reapers Due
  • Victoria 2: A House Divided
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Knights of Pen and Paper +1 Edition
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Stellaris: Galaxy Edition
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Europa Universalis IV: Call to arms event
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV Sign-up
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Humble Paradox Bundle
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock 2: The Exiled
  • Victoria 2
  • Teleglitch: Die More Edition
I actually had some similar institution-based ideas for this, but instead adding a series of two or three "primitive institutions" that would have to be embraced before creating any of the main institutions.

At least two of the institutions should be ironworking and beasts of burden.

Ironworking would represent the introduction of metalworking of metals more difficult to work than gold, silver, and platinum and be a necessary building block to more modern weapons and inventions.

Beasts of burden is major advancement for agriculture and would also be a necessary institution to create any cavalry. Possibly also a "war alpacas" achievement for embracing beasts of burden without reforming off an Old World power.

Maybe also include something like "codified alphabet" or "shipbuilding" if necessary to pad the primitive institutions further.

At least some of the development of these institutions would have to be forced by development if you're not reforming off colonizers, or perhaps some other sink of monarch points, such as dedicated pursuit of the development of these institutions independent of province development, and once enough progress has been made, the institution starts spreading in the country and can eventually be embraced. Once all primitive institutions are embraced, the tribe can reform regardless of Old World contacts. Reforming would, at some cost that I'm not immediately sure of, embrace Feudalism and make the country no longer "primitive".
 
Last edited:

Vulkandrache

General
32 Badges
Oct 11, 2014
2.232
1.878
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Magicka
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Rights of Man
  • Prison Architect
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
I have now added an envoy to each of the options
Im generaly in favor of anything that adds extra envoys as i find them quite strong, they add agency and using them optimaly has a rather high skill celing.
Im just not sure if thats the right kind of flavor for this.

My initial followup to the first idea would have been to have two bonuses active at any one time. The currently chosen and the one from the previous ruler.
The older of the two is lost upon death (and maybe even cant be repicked by the new ruler).

Another option would be to choose the bonus and the envoy seperately.
 

Canute VII

Field Marshal
33 Badges
Jul 3, 2015
3.231
2.206
  • Europa Universalis 4: Emperor
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Knights of Pen and Paper 2
  • Surviving Mars
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
Im generaly in favor of anything that adds extra envoys as i find them quite strong, they add agency and using them optimaly has a rather high skill celing.
Im just not sure if thats the right kind of flavor for this.
I thought about just adding more modifiers, but ultimately this seemed dull and uninteresting to me. Not that it's bad per se, but it's just not "special" and I would like these religions to have a special feel to them once reformed. :)
 

Canute VII

Field Marshal
33 Badges
Jul 3, 2015
3.231
2.206
  • Europa Universalis 4: Emperor
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Knights of Pen and Paper 2
  • Surviving Mars
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
It goes against why you suggested this idea in the first place (as it would be a new mechanic), but for EU5 I think it would be really cool if there was a way to modernise in a non-Westen way? Say for example if your society have developed iron works and hieroglyphic writing you might be able to modernise in some way that gives different benefits to Western nations? Sounds quite complex to implement, but just an idea :)

I actually had some similar institution-based ideas for this, but instead adding a series of two or three "primitive institutions" that would have to be embraced before creating any of the main institutions.

At least two of the institutions should be ironworking and beasts of burden.

Ironworking would represent the introduction of metalworking of metals more difficult to work than gold, silver, and platinum and be a necessary building block to more modern weapons and inventions.

Beasts of burden is major advancement for agriculture and would also be a necessary institution to create any cavalry. Possibly also a "war alpacas" achievement for embracing beasts of burden without reforming off an Old World power.

Maybe also include something like "codified alphabet" or "shipbuilding" if necessary to pad the primitive institutions further.

At least some of the development of these institutions would have to be forced by development if you're not reforming off colonizers, or perhaps some other sink of monarch points, such as dedicated pursuit of the development of these institutions independent of province development, and once enough progress has been made, the institution starts spreading in the country and can eventually be embraced. Once all primitive institutions are embraced, the tribe can reform regardless of Old World contacts. Reforming would, at some cost that I'm not immediately sure of, embrace Feudalism and make the country no longer "primitive".

I had already made a suggestion earlier and I think others have in a similar vein:

https://forum.paradoxplaza.com/foru...o-enhance-game-play-in-the-new-world.1125591/

But I can see why pdx wouldn't want to put in effort into creating such a mechanic... (and my suggestion also has its issues to be frank here ;))
 

Semi-Lobster

Tàishǒu of Rìnán Commandery
47 Badges
Nov 13, 2003
5.539
47
  • Hearts of Iron IV: Together for Victory
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Victoria 2
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
For the Maya Religion, how about adding Ixchel, the goddess of Birth and Medicine. Something like -10% Dev cost? The Maya had no trouble making large cities and temples, even in the post-Classic era, in the jungle.

Giving up Maya/Aztec/Inti's frankly, crazy powerful religious reforms though might make some players mad though! ;)
 

Canute VII

Field Marshal
33 Badges
Jul 3, 2015
3.231
2.206
  • Europa Universalis 4: Emperor
  • Imperator: Rome
  • Surviving Mars: Digital Deluxe Edition
  • Knights of Pen and Paper 2
  • Surviving Mars
  • Europa Universalis IV
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Stellaris: Galaxy Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
For the Maya Religion, how about adding Ixchel, the goddess of Birth and Medicine. Something like -10% Dev cost? The Maya had no trouble making large cities and temples, even in the post-Classic era, in the jungle.
Hi, I deliberately didn't put in any dev cost reductions because I want it to be hard to dev push institutions. Otherwise, thanks for bringing her up, I will take a look on what I can find for Ixchel.
Giving up Maya/Aztec/Inti's frankly, crazy powerful religious reforms though might make some players mad though! ;)
Well... ;)
 

Semi-Lobster

Tàishǒu of Rìnán Commandery
47 Badges
Nov 13, 2003
5.539
47
  • Hearts of Iron IV: Together for Victory
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rights of Man
  • Victoria 2
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Golden Century
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Crusader Kings II
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • Heir to the Throne
  • Europa Universalis III Complete
  • Magicka
  • Europa Universalis III Complete
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
Hi, I deliberately didn't put in any dev cost reductions because I want it to be hard to dev push institutions. Otherwise, thanks for bringing her up, I will take a look on what I can find for Ixchel.

Well... ;)

True but really it's just partially making up for the big fact that nearly all Mayan provinces are awful jungle provinces with +35% development cost. Of course the Maya already get a Dev reducing national idea so that's probably good enough!

Animist is a REALLY big, vague blob of a religion that is supposed to abstractly represent MANY different religions. I think generally though your concepts for animism are great but maybe still a little too "Americas" inspired. Here are some quick and lazy links for some inspiration for areas that are currently labelled "Animist"

https://en.wikipedia.org/wiki/Tai_folk_religion The non-Buddhist/Non-Hindu religion of South East Asia
https://en.wikipedia.org/wiki/Kamuy The belief in spirits in Ainu mythology of Hokkaido and Sakhalin
https://en.wikipedia.org/wiki/Miao_folk_religion The folk religion of the Miao people of Southern China