Please reformulate the capacites system

  • 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.

5687VB

First Lieutenant
61 Badges
Jun 12, 2017
214
610
  • Hearts of Iron IV: Colonel
  • Cities: Skylines - Campus
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Conclave
  • Prison Architect
  • Prison Architect: Psych Ward
  • Imperator: Rome - Magna Graecia
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Imperator: Rome Sign Up
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Crusader Kings III: Royal Edition
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Europa Universalis IV
  • Stellaris: Federations
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Victoria 2
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Victoria 2: A House Divided
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Darkest Hour
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
I understand that the capacities system is logical choice from a gamer design perspective, but I think the way it is show it is not good enough. Here my suggestions:

- Bureaucracy: Basically improve over Vic2 system. A local system tied to the locals pops. Here you could add an extra burden in the capital if you have a very centralized country (laws) because the central government will constantly interfere in small local matters or a smaller one if you have like a federation system. Here you can add interesting gameplays simulating real life problems empires suffer like different languages population, two capitals and etc increasing bureaucratic demand. But all this need to be tied to pop's, laws and government structure and operate in the local level and as an result affect the rest of the country.

- Authority: is a really bad idea. The power of a government is convincing the others do they work (no man rules alone). So the power of a monarch is tied to loyalty of groups and pops not something abstract. Again you can do all that this currency can do with a good simulation of law and government systems.

- Influence: even this could be improved. So your influence should be proportional to GDP, military power, culture, past experiences (old enemies, new friends) and etc not a simple number. Build a better system when the relation with every country matters and you need to create a diplomatic corps that need resources (money, people), not just a simple number.

Finally, reduce the abstraction, connect the systems and leave arbitrary numbers only when they are indispensable and use the least amount possible.
 
  • 49
  • 7
  • 3Haha
Reactions:

Cinigs

Sergeant
67 Badges
Jan 20, 2014
84
227
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Hearts of Iron III
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II
  • Crusader Kings II: The Republic
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Cities: Skylines
  • Hearts of Iron IV: Together for Victory
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Cradle of Civilization
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Surviving Mars: Digital Deluxe Edition
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Stellaris: Apocalypse
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Dharma
  • Europa Universalis III Complete
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Europa Universalis IV: Rule Britannia
  • Victoria 2
  • Europa Universalis 4: Emperor
  • Stellaris: Megacorp
  • War of the Roses
  • Europa Universalis IV: El Dorado
  • Magicka: Wizard Wars Founder Wizard
I understand that the capacities system is logical choice from a gamer design perspective, but I think the way it is show it is not good enough. Here my suggestions:

- Bureaucracy: Basically improve over Vic2 system. A local system tied to the locals pops. Here you could add an extra burden in the capital if you have a very centralized country (laws) because the central government will constantly interfere in small local matters or a smaller one if you have like a federation system. Here you can add interesting gameplays simulating real life problems empires suffer like different languages population, two capitals and etc increasing bureaucratic demand. But all this need to be tied to pop's, laws and government structure and operate in the local level and as an result affect the rest of the country.

- Authority: is a really bad idea. The power of a government is convincing the others do they work (no man rules alone). So the power of a monarch is tied to loyalty of groups and pops not something abstract. Again you can do all that this currency can do with a good simulation of law and government systems.

- Influence: even this could be improved. So your influence should be proportional to GDP, military power, culture, past experiences (old enemies, new friends) and etc not a simple number. Build a better system when the relation with every country matters and you need to create a diplomatic corps that need resources (money, people), not just a simple number.

Finally, reduce the abstraction, connect the systems and leave arbitrary numbers only when they are indispensable and use the least amount possible.
"Here you could add an extra burden in the capital if you have a very centralized country (laws) because the central government will constantly interfere in small local matters or a smaller one if you have like a federation system"
The opposite is usually true. The are a lot of economies of scale with buracracy.

"empires suffer like different languages population"
This exists but is ethnicity not just langauge.

"two capitals"
I feel like they wouldn't include 2 capitals with how war works.

"But all this need to be tied to pop's, laws and government structure"
It is

"Authority: is a really bad idea"
Sort of agree. It's basically national focuses but it is kind of gamey.

"So your influence should be proportional to GDP, military power, culture"
That's what the great, major, minor, etc power is.

"past experiences (old enemies, new friends)"
Countries will start with relationships representing this.

"build a better system when the relation with every country matters"
Historically it didn't, most countries didn't have formal relationships with each other. Hell even now, many smaller nations don't have diplomatic relationships with each other now.

"create a diplomatic corps that need resources (money, people), not just a simple number."
0.03% of Americans are in the United States Foreign Service. For other countries, it is even less. Like it's a rounding error in terms spending so there not a huge point in making a whole system for it.
 
  • 14Like
  • 2
  • 1
Reactions:

Nirmara

Philosopher & Programmer
90 Badges
Apr 12, 2009
1.522
1.669
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Pre-order
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Stellaris
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Victoria 2
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Federations
  • Surviving Mars
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Europa Universalis IV: Dharma
  • Europa Universalis IV
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders: Planetfall - Revelations
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Distant Stars
  • Stellaris: Lithoids
"create a diplomatic corps that need resources (money, people), not just a simple number."
0.03% of Americans are in the United States Foreign Service. For other countries, it is even less. Like it's a rounding error in terms spending so there not a huge point in making a whole system for it.

Diplomacy was an even smaller operation back then employing but a handful of peoples. Just to give an idea, the Foreign Office, a highly centralized institution, employed in 1900 a grand total of 8 typists in the London office.

Regarding the cost, the state expenditure for diplomatic enterprise tended to be quite low due to the average to mediocre pay being offered and the negligible infrastructure cost. In the case of ambassadors, the low pay coupled with high expenditures required by the job made diplomacy a domain traditionally reserved for the aristocracy. The only exception was the US diplomatic corps which was composed of industrialists, but it was seen as an anomaly back then. I guess it could be argued that some aristocrats and bureaucrats should work those diplomatic jobs but even then we are speaking of a handful of pops so the jobs would be filled immediately without any player intervention making this mechanic superfluous.
 
  • 8Like
Reactions:

Victor Cortez

General
43 Badges
Jul 25, 2011
2.306
4.071
  • Cities in Motion 2
  • Crusader Kings II
  • Cities in Motion
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Wealth of Nations
  • March of the Eagles
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Sengoku
  • Victoria 2: A House Divided
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - After Dark
  • Cities: Skylines Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normand 44 Sign-up
  • Cities: Skylines - Mass Transit
  • Cities: Skylines - Natural Disasters
  • Victoria 3 Sign Up
  • Cities: Skylines - Parklife
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Empire of Sin
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Common Sense
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: Pre-order
  • 500k Club
  • Victoria 2
  • Europa Universalis IV
  • Stellaris
  • Europa Universalis IV: Cradle of Civilization
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Cities: Skylines
I understand we need to kill time until release, but I don't think it makes too much sense to ask devs to scrap a big chunk of their game before we have actually played it.
It simply won't happen.
 
  • 22Like
  • 5
Reactions:

Ololorium

Major
81 Badges
Jun 20, 2011
505
2.161
  • Victoria 2
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Ancient Space
  • Supreme Ruler: Cold War
  • Supreme Ruler 2020
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Darkest Hour
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • 500k Club
I understand that the capacities system is logical choice from a gamer design perspective, but I think the way it is show it is not good enough. Here my suggestions:

- Bureaucracy: Basically improve over Vic2 system. A local system tied to the locals pops. Here you could add an extra burden in the capital if you have a very centralized country (laws) because the central government will constantly interfere in small local matters or a smaller one if you have like a federation system. Here you can add interesting gameplays simulating real life problems empires suffer like different languages population, two capitals and etc increasing bureaucratic demand. But all this need to be tied to pop's, laws and government structure and operate in the local level and as an result affect the rest of the country.

- Authority: is a really bad idea. The power of a government is convincing the others do they work (no man rules alone). So the power of a monarch is tied to loyalty of groups and pops not something abstract. Again you can do all that this currency can do with a good simulation of law and government systems.

- Influence: even this could be improved. So your influence should be proportional to GDP, military power, culture, past experiences (old enemies, new friends) and etc not a simple number. Build a better system when the relation with every country matters and you need to create a diplomatic corps that need resources (money, people), not just a simple number.

Finally, reduce the abstraction, connect the systems and leave arbitrary numbers only when they are indispensable and use the least amount possible.
Things you want are either:
1) Already represented by the capacities system - pops, laws and government structure do affect Bureaucratic capacity, law and government system do affect Authority and you also don't need to spend Authority on things that loyal groups want, Influence is already proportional to GDP, military power and cultural prestige.
2) Vague nonsense ("you can add interesting gameplays simulating real life problems empires suffer like different languages population, two capitals and etc", "power of a government is convincing the others do they work (no man rules alone)", "Build a better system when the relation with every country matters", "reduce the abstraction, connect the systems").
I can see that you really, really dislike abstract numbers representing things. Well, this is too bad because everything in computer games is represented by a number, visible or hidden. In Victoria 2 you had relationship between countries, militancy and consciousness all represented as "just a simple number". Prestige is "just a simple number", industrial and military rankings are "just simple numbers" etc. Production efficiency, army attack and defense, etc., etc - all "simple numbers". Even literacy was an abstraction over how educated your population is, not just the proportion of people that can read, so it's also - the horror! - an abstract number that NEEDS to be thrown away because numbers make games literally unplayable I guess.
Please take some time to actually think about how you would design alternative systems to work and how your design would improve things in tangible way, make a concrete example that compares your system with the current system, then post your thought-out suggestions. People who argued that throwing away political parties in favor of Interest Groups would not work well in democratic states did exactly that and the devs listened. "Build a better system, reduce the abstraction" is not a helpful suggestion.
 
  • 14
  • 6Like
Reactions:

rafsq

Recruit
17 Badges
May 2, 2019
5
23
  • Hearts of Iron IV: Cadet
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
I understand some people may be dragged by the "mana hate" bandwagon too much, but if this capacities system doesn't make everything in the game dependent to it (like EU4's Mil, Dip and Adm currency), it seems perfectly fine and mixes with the main theme of the game.
 
  • 6Like
  • 4
Reactions:

Paghalay

The Magnificent
82 Badges
Oct 27, 2013
340
1.284
  • Hearts of Iron IV: No Step Back
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Battle for Bosporus
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Age of Wonders: Planetfall
  • Stellaris: Humanoids Species Pack
  • Stellaris: Distant Stars
  • Magicka
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II
  • Victoria 2: A House Divided
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron III Collection
  • Hearts of Iron III
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Surviving Mars
  • Steel Division: Normandy 44
  • Stellaris: Apocalypse
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Crusader Kings II: Holy Fury
  • Imperator: Rome
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
In Victoria 2
The issue is people looking back with rose tinted glasses upon mechanics that have a lot of abstraction, and most likely quasi-capacities underneath that the player is just never explicitly told about.

I still think that if capacities were a hidden value and not mentioned, the mana haters would be fine and enjoy the game despite the "mana" system still being in place.

If people want to run a country in a realistic way with no abstractions, then run for office in the real world, but even then, economic decisions are made on abstracted numbers and broad estimates. the CPI itself is rather abstracted.
 
Last edited:
  • 6Like
Reactions:

Kapitalisti

Field Marshal
110 Badges
Jan 24, 2013
5.654
9.541
  • Victoria 2: A House Divided
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Magicka
  • March of the Eagles
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Semper Fi
  • Sengoku
  • Heir to the Throne
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Third Rome
  • Crusader Kings II: Jade Dragon
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines Deluxe Edition
  • Europa Universalis IV: Pre-order
  • Magicka 2
  • Pillars of Eternity
  • Europa Universalis IV: Call to arms event
  • 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
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Stellaris
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Mount & Blade: Warband
  • Europa Universalis IV: El Dorado
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
I like how the "less abstractions" people never have any concrete suggestions for a better design, just vague buzzwords.

Would you say their demands are too... abstracted?
 
  • 11Haha
  • 1Like
Reactions:

Helmic____

First Lieutenant
38 Badges
Nov 29, 2012
218
751
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis III: Chronicles
  • Cities in Motion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Parklife
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Cities: Skylines
  • War of the Roses
  • Crusader Kings II: Charlemagne
  • Victoria 2
  • Crusader Kings II: Rajas of India
Simply tying the capacities to the pops instead of directly from laws and “base value” would dramatically improve the mechanic to the point that few people would complain. The laws should affect the pops which should feed into for example authority.

Relative Prestige should feed into influence just like it does for the dynamic amount of GPs, Britain should have more influence than a barely GP Sweden. And ruler traits should be less decisive than being 1/4 of the influence of a secondary power
 
  • 2
Reactions:

Ololorium

Major
81 Badges
Jun 20, 2011
505
2.161
  • Victoria 2
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Ancient Space
  • Supreme Ruler: Cold War
  • Supreme Ruler 2020
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Darkest Hour
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • 500k Club
Simply tying the capacities to the pops instead of directly from laws and “base value” would dramatically improve the mechanic to the point that few people would complain. The laws should affect the pops which should feed into for example authority.
It's an interesting idea, actually. Let's think about each of the capacities:
1) Bureaucratic Capacity. We know it's coming from only 2 sources: Bureaucrats working in formal administration on government payroll and "Base" of 100. I think the base value is supposed to help the least technologically advanced nations that don't have a formal bureaucracy. Maybe before invention and implementation of state services or under some government systems Aristocrats should generate Bureaucratic Capacity?
2) Authority. This one explicitly represents the ability of the state to force people to do what they normally wouldn't. So in my opinion, it makes sense for it to come mostly from laws and system of authority, instead of directly from pops. Which pops would contribute to it, the police? Well, no number of police officers would increase the ability of a democratic state to force people to repair roads for free or ban certain harmless goods because a democratic state wouldn't use its police officers in such a way (and if it did, it woud by definition be undemocratic).
3) Influence. Again, which pops would contribute to it? As people in this thread explained, diplomatic corps is tiny even today and was even smaller in Victorian times. The only thing I would change is to tie the number directly to prestige instead of rank, so we would have more granularity, here I agree with you. And why shouldn't ruler traits be significant here? An active ruler can achieve a lot on diplomatic stage compared to someone who doesn't care. I guess there is the general aversion to rulers doing much because in Victoria 2 they didn't do anything, but that system was just plain wrong. Rulers shouldn't grant +10% discipline, +5% factory output or something like that, because in real life no ruler could singlehandedly have such impact, or if it did it was because of the systems they put in place, not simply because they were "strict" or "industrious". But on diplomatic stage acts of one person and personal relationships matter a lot, so it makes sense for diplomatic influence to depend on a ruler to a significant degree.
 
  • 8
Reactions:

Lapoleon

Second Lieutenant
103 Badges
Nov 4, 2007
147
450
  • Crusader Kings II: Jade Dragon
  • Pillars of Eternity
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Europa Universalis IV: El Dorado
  • Stellaris: Apocalypse
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper 2
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Conclave
  • Shadowrun Returns
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • BATTLETECH
  • Cities: Skylines - Parklife
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: No Step Back
  • 500k Club
  • Surviving Mars
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Stellaris: Distant Stars
  • Europa Universalis III Complete
  • Europa Universalis IV: Dharma
  • Cities: Skylines - Green Cities
  • Victoria 2
  • Surviving Mars: Digital Deluxe Edition
The only thing I would change is to tie the number directly to prestige instead of rank, so we would have more granularity, here I agree with you.

I understand the feeling behind this, but think about how annoying this would be. As Sweden, a medium power, you would get a 100 base power and then let's say 431 based on your prestige, this would give you 531 Influence.

Now you would like to influence the Netherlands and Belgium. The Netherlands costs 267 to influence while Belgium costs 259. Deciding ahead of time if you want to do this is already a bit mathematical, but let's add the numbers: 267+259 = 526 Influence. Just below your limit. Now Belgium builds 3 extra brigades and suddenly the numbers change and they are suddenly 268. Now you have a deficit of -4 Influence and some penalty is applied to you.

Now in the example as given it would probably be more along the lines of:
You have 100 (base) + 500 (minor) = 600 Influence
The Netherlands and Belgium are both minor powers and cost 250 to Influence so you have 100 remaining.

From a simulation standpoint the first method is slightly more complex and better. From a gameplay standpoint however it would be annoying as heck to work with.
 
  • 1Like
Reactions:

Ololorium

Major
81 Badges
Jun 20, 2011
505
2.161
  • Victoria 2
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Europa Universalis IV: Res Publica
  • Semper Fi
  • Ancient Space
  • Supreme Ruler: Cold War
  • Supreme Ruler 2020
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Pre-order
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Rajas of India
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Darkest Hour
  • Crusader Kings II: Horse Lords
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis III Complete
  • Crusader Kings II: Way of Life
  • Europa Universalis III Complete
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • 500k Club
I understand the feeling behind this, but think about how annoying this would be. As Sweden, a medium power, you would get a 100 base power and then let's say 431 based on your prestige, this would give you 531 Influence.

Now you would like to influence the Netherlands and Belgium. The Netherlands costs 267 to influence while Belgium costs 259. Deciding ahead of time if you want to do this is already a bit mathematical, but let's add the numbers: 267+259 = 526 Influence. Just below your limit. Now Belgium builds 3 extra brigades and suddenly the numbers change and they are suddenly 268. Now you have a deficit of -4 Influence and some penalty is applied to you.

Now in the example as given it would probably be more along the lines of:
You have 100 (base) + 500 (minor) = 600 Influence
The Netherlands and Belgium are both minor powers and cost 250 to Influence so you have 100 remaining.

From a simulation standpoint the first method is slightly more complex and better. From a gameplay standpoint however it would be annoying as heck to work with.
Since the capacities are soft caps, I believe tiny changes like these are unlikely to result in significant penalties. At the same time, if diplomatic weight of a country suddenly changes because it jumped from "minor nation" to a "secondary power", it would result in a big hit to your Capacity. Imagine if Belgium adding 3 brigades pushes it through the "secondary power" threshold and suddenly you need to pay 100 more Capacity to maintain your relationships - it would probably be more frustrating than gradual small changes.
 
  • 3
Reactions:

CassalettIV

Second Lieutenant
6 Badges
Oct 14, 2020
174
1.368
  • Cities: Skylines
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Victoria 3 Sign Up
I believe it is crucial to discuss Victoria 3 on his own, and if one were to compare it to Victoria II, then one must ask if the way Victoria II made it was really any better.

Bureaucracy is, to me, way better now. In Victoria II bureaucracy had no limit, it was a common thing to have an overbloated bureaucracy even when you already had enough, leading to insane maintenance costs. In Victoria 3, much like factory pops, it seems that Bureaucrats are hired as long as there is somewhere for them to work. I wouldn't want to pay any more pops I wouldn't need. In this way this system is a lot better, both by itself and compared to Vic 2. My only concern is it being homogeneous rather than each state having it's own administrative efficiency, but it seems there is much more I haven't seen yet that could answer that.
 
  • 5Like
  • 1
Reactions:

Spartakusbund

Banned
75 Badges
Oct 7, 2016
1.496
7.039
  • Tyranny: Archon Edition
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Imperator: Rome
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Victoria 2
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • Shadowrun Returns
  • Cities: Skylines
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
Simply tying the capacities to the pops instead of directly from laws and “base value” would dramatically improve the mechanic to the point that few people would complain. The laws should affect the pops which should feed into for example authority.

Relative Prestige should feed into influence just like it does for the dynamic amount of GPs, Britain should have more influence than a barely GP Sweden. And ruler traits should be less decisive than being 1/4 of the influence of a secondary power
Bureaucratic capacity is tied to pops, which is good.

Influence and Authority should not be tied to POPs. Having extra diplomat POPs should not give you more influence, or whatever alternative kind of system you’re thinking. That’s just not how diplomacy works. Authority should come out of your laws and the type of government you have, not POP loyalty. POPs will be very loyal in well run liberal states, but those states should have low Authority.
 
  • 4Like
Reactions:

Helmic____

First Lieutenant
38 Badges
Nov 29, 2012
218
751
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis III: Chronicles
  • Cities in Motion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Parklife
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Cities: Skylines
  • War of the Roses
  • Crusader Kings II: Charlemagne
  • Victoria 2
  • Crusader Kings II: Rajas of India
It's an interesting idea, actually. Let's think about each of the capacities:
1) Bureaucratic Capacity. We know it's coming from only 2 sources: Bureaucrats working in formal administration on government payroll and "Base" of 100. I think the base value is supposed to help the least technologically advanced nations that don't have a formal bureaucracy. Maybe before invention and implementation of state services or under some government systems Aristocrats should generate Bureaucratic Capacity?
2) Authority. This one explicitly represents the ability of the state to force people to do what they normally wouldn't. So in my opinion, it makes sense for it to come mostly from laws and system of authority, instead of directly from pops. Which pops would contribute to it, the police? Well, no number of police officers would increase the ability of a democratic state to force people to repair roads for free or ban certain harmless goods because a democratic state wouldn't use its police officers in such a way (and if it did, it woud by definition be undemocratic).
3) Influence. Again, which pops would contribute to it? As people in this thread explained, diplomatic corps is tiny even today and was even smaller in Victorian times. The only thing I would change is to tie the number directly to prestige instead of rank, so we would have more granularity, here I agree with you. And why shouldn't ruler traits be significant here? An active ruler can achieve a lot on diplomatic stage compared to someone who doesn't care. I guess there is the general aversion to rulers doing much because in Victoria 2 they didn't do anything, but that system was just plain wrong. Rulers shouldn't grant +10% discipline, +5% factory output or something like that, because in real life no ruler could singlehandedly have such impact, or if it did it was because of the systems they put in place, not simply because they were "strict" or "industrious". But on diplomatic stage acts of one person and personal relationships matter a lot, so it makes sense for diplomatic influence to depend on a ruler to a significant degree.
When it comes to authority, a democratic government should be able to force its pops to maintain the roads, but for example press freedom should make the pops and other pops much more mad (give more militancy) compared to a nation with less press freedom that can suppress criticism for the mandate. And yes I think large police institutions should lead to more authority if authority is supposed to be that the government forces pops to do something (could also be things like secret police or basically the military). If authority is supposed to represent that the pops are ok with what the king wants (which is implied by what we know about the mechanic, because it gives no militancy on use) then loyalty could be feeding into it. So it depends on what it is supposed to represent, but a nation without the ability to crack down and with a revolting populace should be in no position to force its people to do forced labour just because it limits the freedom of the press
 
  • 2
Reactions:

Spartakusbund

Banned
75 Badges
Oct 7, 2016
1.496
7.039
  • Tyranny: Archon Edition
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Imperator: Rome
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Victoria 2
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • Shadowrun Returns
  • Cities: Skylines
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
When it comes to authority, a democratic government should be able to force its pops to maintain the roads, but for example press freedom should make the pops and other pops much more mad (give more militancy) compared to a nation with less press freedom that can suppress criticism for the mandate. And yes I think large police institutions should lead to more authority if authority is supposed to be that the government forces pops to do something (could also be things like secret police or basically the military). If authority is supposed to represent that the pops are ok with what the king wants (which is implied by what we know about the mechanic, because it gives no militancy on use) then loyalty could be feeding into it. So it depends on what it is supposed to represent, but a nation without the ability to crack down and with a revolting populace should be in no position to force its people to do forced labour just because it limits the freedom of the press
We don’t know what going over the Authority cap does. My guess is that it either increases Turmoil/Radicalism or makes their effects more intense. That would do exactly what you describe here. A monarchy than can easily suppress dissent through its restrictions on free expression can get away with more than a republic that ensures freedom of speech.
 
  • 2
Reactions:

Helmic____

First Lieutenant
38 Badges
Nov 29, 2012
218
751
  • Crusader Kings II
  • Rome: Vae Victis
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Rome Gold
  • Victoria: Revolutions
  • March of the Eagles
  • Heir to the Throne
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV
  • Europa Universalis III: Chronicles
  • Cities in Motion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Divine Wind
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Parklife
  • Crusader Kings II: Jade Dragon
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Mount & Blade: Warband
  • Cities: Skylines
  • War of the Roses
  • Crusader Kings II: Charlemagne
  • Victoria 2
  • Crusader Kings II: Rajas of India
We don’t know what going over the Authority cap does. My guess is that it either increases Turmoil/Radicalism or makes their effects more intense. That would do exactly what you describe here. A monarchy than can easily suppress dissent through its restrictions on free expression can get away with more than a republic that ensures freedom of speech.
Yeah but that should be the main consequence, not one from going over some limit. The press, if free, should write about you forcing your pops to maintain roads even if it’s only in 2 provinces instead of 4. Of course on a worse level, but it shouldn’t go from being totally fine to being the worst thing ever.

and then we have things like oligarchy giving +200 regardless of how powerful the oligarchs actually are. It should be defendant on that faction (pop or IG) to give you authority. An oligarchical system with weak oligarchs shouldn’t provide flat benefits. That’s one of the things that tying it to pops (or IG) could help make the feature much better.
 

Spartakusbund

Banned
75 Badges
Oct 7, 2016
1.496
7.039
  • Tyranny: Archon Edition
  • Crusader Kings III: Royal Edition
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: El Dorado
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Nemesis
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Stellaris: Necroids
  • Europa Universalis IV: Cradle of Civilization
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome Deluxe Edition
  • Europa Universalis IV: Golden Century
  • Imperator: Rome - Magna Graecia
  • Crusader Kings II: Holy Fury
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV
  • Imperator: Rome
  • Crusader Kings III
  • Stellaris: Ancient Relics
  • Stellaris: Distant Stars
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Victoria 2
  • Stellaris: Federations
  • Europa Universalis IV: Rule Britannia
  • Shadowrun Returns
  • Cities: Skylines
  • Hearts of Iron IV: By Blood Alone
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
Yeah but that should be the main consequence, not one from going over some limit. The press, if free, should write about you forcing your pops to maintain roads even if it’s only in 2 provinces instead of 4. Of course on a worse level, but it shouldn’t go from being totally fine to being the worst thing ever.
It doesn’t go from being totally fine to the worse thing ever. As you cross from +1 to -1 Authority, you go from having a very minor bonus to reform time to a very mine malus to [unknown value]. You’re right, there’s a level of abstraction involved but this is a video game.
and then we have things like oligarchy giving +200 regardless of how powerful the oligarchs actually are. It should be defendant on that faction (pop or IG) to give you authority. An oligarchical system with weak oligarchs shouldn’t provide flat benefits. That’s one of the things that tying it to pops (or IG) could help make the feature much better.
Again, this would fail to capture the intent of the system. As a democracy, I could potentially be making Interest Groups in my ruling coalition very happy. That shouldn’t give me more authority.

If an autocracy is failing to keep the Interest Groups it relies on happy, that will be handled by different mechanics than the Authority one.
 
  • 2
Reactions:

Edam42

Sergeant
94 Badges
Jun 18, 2014
52
227
  • BATTLETECH
  • BATTLETECH - Digital Deluxe Edition
  • BATTLETECH: Flashpoint
  • Imperator: Rome Deluxe Edition
  • BATTLETECH: Season pass
  • BATTLETECH: Heavy Metal
  • Hearts of Iron IV: No Step Back
  • Crusader Kings II
  • Crusader Kings III: Royal Edition
  • Europa Universalis IV
  • March of the Eagles
  • Victoria 2
  • Victoria 3 Sign Up
  • Hearts of Iron III
  • Hearts of Iron IV: Cadet
  • Stellaris
When it comes to authority, a democratic government should be able to force its pops to maintain the roads, but for example press freedom should make the pops and other pops much more mad (give more militancy) compared to a nation with less press freedom that can suppress criticism for the mandate. And yes I think large police institutions should lead to more authority if authority is supposed to be that the government forces pops to do something (could also be things like secret police or basically the military). If authority is supposed to represent that the pops are ok with what the king wants (which is implied by what we know about the mechanic, because it gives no militancy on use) then loyalty could be feeding into it. So it depends on what it is supposed to represent, but a nation without the ability to crack down and with a revolting populace should be in no position to force its people to do forced labour just because it limits the freedom of the press
Democracies, or more broadly constitutional states, should definitely have less authority. Authority seems to be a way to differentiate the absolute power of autocracy and the constrained power of democracy, with allowances for shades of grey in between. While democratic republics and constitutional monarchies should have some room for executive action or royal prerogative (as exercised by their ministers), it would be restrained by checks and balances; the courts and the legislature. It’s not representing whether the ‘pops are ok with it’, it’s representing the freedom of the government to act within the institutions of the state. We know this because authority capacity is reduced by constitutional reform. We haven’t seen what happens when you exceed the capacity but it should represent some sort of overreach, making pops unhappy, radical, more in favour of reform. You are able to exceed your authority in a democracy, but this is dictatorial and will hopefully be reflected in the consequences. We’ll see but it looks like a good way to model the power of a government to rule by decree to me.

However, the capacity should be more explicitly tied to the institutional checks and balances on the government and less to concepts like freedom of conscience and of the press, which should more directly linked to Pops and how easily they radicalise.
 
  • 3Like
Reactions: