it would be somewhat similar to peasant republic: you want to spread the revolution!!!!!!
tier 1 government reform: anarcho primitive society
+50% institution embracement cost, +50% technology cost, +20% development cost, -25% institution spread, -50% liberty desire if vassal of primitivist, +100% liberty desire if vassal of non primitivist. +1 colonist
-factions:
--anarchists: +0.1 monthly province autonomy gain, -50% stability cost modifier, -4 national unrest
--revolutionary vanguard: -80% province war score cost (multiplicative with other cost reductions), +25% morale of armies, +500% AE
--monkeys: +200% technology and idea cost. +50% goods produced (banana economy)
-rulers: on ruler death you choose the ruler based on what faction they are from. anarchists have 0 administration but other stats high, revolutionary vanguard have 6 military but other stats low, monkeys stats are 3-4 on everything. other faction members might challenge you to a duel, accept might cause other ruler to take charge and loss stability, winning the duel will make your ruler gain prestige, declining duel loses prestige and casus rebellion
-unique casusbelli: spread the revolution. can spread the revolution to another country, making them primitivist government and a vassal. same WS cost as vassalization (choose this since primitivists are low liberty desire)
-government mechanic (requires either rights of man DLC or if paradox wants more money then new DLC called return to monkey): primitivism
scale of -100 to 100, low is not very primitive high is very primitive
changes from technology gain, institution embracement, speading revolution, winning/losing wars, etc.
low primitivism:
+2 national unrest
High primitivism:
-5% discipline
middle:
-2 national unrest, +5% discipline
at low primitivism, you will get events that might flip you to non primitivist government or cause stability loss, and high primitivism some provinces may become uncolonized (and give you a modifier granting +50 national settlers spread)
devs need to add this
tier 1 government reform: anarcho primitive society
+50% institution embracement cost, +50% technology cost, +20% development cost, -25% institution spread, -50% liberty desire if vassal of primitivist, +100% liberty desire if vassal of non primitivist. +1 colonist
-factions:
--anarchists: +0.1 monthly province autonomy gain, -50% stability cost modifier, -4 national unrest
--revolutionary vanguard: -80% province war score cost (multiplicative with other cost reductions), +25% morale of armies, +500% AE
--monkeys: +200% technology and idea cost. +50% goods produced (banana economy)
-rulers: on ruler death you choose the ruler based on what faction they are from. anarchists have 0 administration but other stats high, revolutionary vanguard have 6 military but other stats low, monkeys stats are 3-4 on everything. other faction members might challenge you to a duel, accept might cause other ruler to take charge and loss stability, winning the duel will make your ruler gain prestige, declining duel loses prestige and casus rebellion
-unique casusbelli: spread the revolution. can spread the revolution to another country, making them primitivist government and a vassal. same WS cost as vassalization (choose this since primitivists are low liberty desire)
-government mechanic (requires either rights of man DLC or if paradox wants more money then new DLC called return to monkey): primitivism
scale of -100 to 100, low is not very primitive high is very primitive
changes from technology gain, institution embracement, speading revolution, winning/losing wars, etc.
low primitivism:
+2 national unrest
High primitivism:
-5% discipline
middle:
-2 national unrest, +5% discipline
at low primitivism, you will get events that might flip you to non primitivist government or cause stability loss, and high primitivism some provinces may become uncolonized (and give you a modifier granting +50 national settlers spread)
devs need to add this
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