It’s been repeated many times that Europa Universalis is not a sequel for Crusader Kings. It might not be, but it certainly is CK’s successor in terms of timeline. What’s really great in the first one and lacks in the latter is role-playability. Characters in Crusader Kings have their traits: some are duelists, some are greedy, some are imbeciles, some are zealous… you know the drill.
Currently there’s something similar to character’s traits – every ruler has a personality, yet there are two problems with this solution:
1) there are only 5 available personalities.
2) player controlled countries have rulers with “player” personality, cutting off the possibility of role-play.
Some of you probably wonder how are devs supposed to insert the trait mechanics? The best solution I see would be replacing, or rather enhancing already existing personality mechanics: based on a ruler’s attributes, ideas chosen for a country and maybe events popping out during their youth/regency the monarchs would get their trait.
Here’s some ideas I’ve come up with:
Three “basic” traits:
Three traits mentioned above can not be given to monarchs whose needed attribute is below 4.
Zealot
Nationalist
Imbecile/Slow/Invalid
Trader
I know some of you might think they're not balanced or don't make sense, but this list was done mainly to present the idea behind my suggestion.
Traits would influence/be influenced by country’s relations and authority of each estate, but since we’re not 100% sure how will this feature work, I decided to leave them out of my ideas.
Currently there’s something similar to character’s traits – every ruler has a personality, yet there are two problems with this solution:
1) there are only 5 available personalities.
2) player controlled countries have rulers with “player” personality, cutting off the possibility of role-play.
Some of you probably wonder how are devs supposed to insert the trait mechanics? The best solution I see would be replacing, or rather enhancing already existing personality mechanics: based on a ruler’s attributes, ideas chosen for a country and maybe events popping out during their youth/regency the monarchs would get their trait.
Here’s some ideas I’ve come up with:
Three “basic” traits:
Administrator
Chance of administrative ruler rises if:
*a country is caught up with administrative tech
*a monarch’s administrative attribute is 4 or higher(the chance rises accordingly to administrative skill)
*other skills are lower than 4(though the chance doesn’t perish if a ruler is exceptional(6/6/6 or 5/5/5))
*a country has chosen administrative, innovative or economical idea group
*additionally to the former, finished plutocratic, aristocratic or quality ideas
*during his youth/regency, there was a master of mint, natural scientist or a treasurer chosen as an advisor
It is impossible to have administrative ruler if his diplomatic or military monarch points exceed administrative ones.
Chances of getting him are also very low if none of administrative ideas listed above were chosen.
Administrative trait would have following effects:
*-10% development cost
*penalties for developing marches, deserts and forests are removed until monarch’s death
*penalties for hills, mountains etc. are reduced.
*-15% building cost
*fort maintenance -5%
*monthly autonomy change -0,10
*stability cost modifier -10%
*advisor cost -15%
*a ruler is condemned to be an awful general
*loss of prestige due to lost provinces and paying war reparations/humiliation is doubled
* if ruler’s diplomatic or military attributes fall back by 1 to his administrative, the country will get respectively +5% diplomatic or military technology cost
*if ruler’s diplomatic or military attributes are equal to his administrative, the country will get respectively +10% diplomatic or military technology cost
*not developing provinces and building might result in negative events rising autonomy, revolt risk in provinces and whatnot, forcing a player to play active administrative game
Diplomat
Chance of diplomatic ruler rises if:
*a country is caught up with diplomatic tech
*a monarch’s diplomatic attribute is 4 or higher(the chance rises accordingly to diplomatic skill)
*other skills are lower than 4(though the chance doesn’t perish if a ruler is exceptional(6/6/6 or 5/5/5))
*a country chose diplomatic, influence or espionage idea group
*additionally to the former, finished plutocratic or aristocratic ideas
*during his youth/regency, there was a diplomat, spymaster or a statesman chosen as an advisor
It is impossible to have diplomatic ruler if his administrative or military monarch points exceed diplomatic ones.
Chances of getting him are also very low if none of diplomatic ideas listed above were chosen.
Diplomatic trait would have following effects:
*+1 diplomatic relation
*+2 diplomatic reputation
*unjustified demands -10%
*diplomatic annexation cost -20%
*+1 diplomat
*national unrest -1
*spy defence/offence +20% (chosen with event triggered by the start or monarch’s rule)
*regardless of the previous choice: time to fabricate a claim -20%
* if ruler’s administrative or military attributes fall back by 1 to his diplomatic, the country will get respectively +5% administrative or military technology cost
*if ruler’s administrative or military attributes are equal to his diplomatic, the country will get respectively +10% administrative or military technology cost
*if player is too aggressive and ignores his allies’ requests, negative events might happen, resulting in rising autonomy, revolt risk in provinces and whatnot, forcing a player to go with more diplomatic solutions
*Because of reasons above, diplomatic ruler might be forced to join his ally’s war, even if it’s not profitable… and could be disastrous
Militarist
Chance of militarist ruler rises if:
*a country is caught up with military tech
*a monarch’s military attribute is 4 or higher(the chance rises accordingly to diplomatic skill)
*other skills are lower than 4(though the chance doesn’t perish if a ruler is exceptional(6/6/6 or 5/5/5))
*a country has chosen one of military idea groups
*additionally to the former, finished administrative, maritime, influence or religious ideas
*during his youth/regency, one of the military advisors was chosen.
*the chance rises with country’s army tradition
It is impossible to have militarist ruler if his administrative or diplomatic monarch points exceed military ones.
It is also impossible to get this trait if country’s army tradition is below 10 and you haven’t chosen any military ideas.
Military trait would have following effects:
*yearly army tradition +0,5
*fort maintenance -25%
*land maintenance modifier -10%
*aggressive expansion impact -30%(pray for Brandenburg to never get a militarist!)
*core creation cost -10%
*the ruler is destined to be an incredible general, additionally his chance of dying during battle is lower than that of a regular general
*truce length -50%(if the truce is between 2 militarists the bonus doesn’t scale)
*national unrest +1 if not at war
*diplomatic reputation -1
*better relations over time -10%
*having your forts mothballed increases province’s unrest by 2
* if ruler’s administrative or diplomatic attributes fall back by 1 to his military, the country will get respectively +5% administrative or diplomatic technology cost
*if ruler’s administrative or diplomatic attributes are equal to his military, the country will get respectively +10% administrative or diplomatic technology cost
*being too peaceful might cause negative events causing stability or legitimacy loss, army tradition drain or, in the most unlucky cases, independence wars.
Chance of administrative ruler rises if:
*a country is caught up with administrative tech
*a monarch’s administrative attribute is 4 or higher(the chance rises accordingly to administrative skill)
*other skills are lower than 4(though the chance doesn’t perish if a ruler is exceptional(6/6/6 or 5/5/5))
*a country has chosen administrative, innovative or economical idea group
*additionally to the former, finished plutocratic, aristocratic or quality ideas
*during his youth/regency, there was a master of mint, natural scientist or a treasurer chosen as an advisor
It is impossible to have administrative ruler if his diplomatic or military monarch points exceed administrative ones.
Chances of getting him are also very low if none of administrative ideas listed above were chosen.
Administrative trait would have following effects:
*-10% development cost
*penalties for developing marches, deserts and forests are removed until monarch’s death
*penalties for hills, mountains etc. are reduced.
*-15% building cost
*fort maintenance -5%
*monthly autonomy change -0,10
*stability cost modifier -10%
*advisor cost -15%
*a ruler is condemned to be an awful general
*loss of prestige due to lost provinces and paying war reparations/humiliation is doubled
* if ruler’s diplomatic or military attributes fall back by 1 to his administrative, the country will get respectively +5% diplomatic or military technology cost
*if ruler’s diplomatic or military attributes are equal to his administrative, the country will get respectively +10% diplomatic or military technology cost
*not developing provinces and building might result in negative events rising autonomy, revolt risk in provinces and whatnot, forcing a player to play active administrative game
Diplomat
Chance of diplomatic ruler rises if:
*a country is caught up with diplomatic tech
*a monarch’s diplomatic attribute is 4 or higher(the chance rises accordingly to diplomatic skill)
*other skills are lower than 4(though the chance doesn’t perish if a ruler is exceptional(6/6/6 or 5/5/5))
*a country chose diplomatic, influence or espionage idea group
*additionally to the former, finished plutocratic or aristocratic ideas
*during his youth/regency, there was a diplomat, spymaster or a statesman chosen as an advisor
It is impossible to have diplomatic ruler if his administrative or military monarch points exceed diplomatic ones.
Chances of getting him are also very low if none of diplomatic ideas listed above were chosen.
Diplomatic trait would have following effects:
*+1 diplomatic relation
*+2 diplomatic reputation
*unjustified demands -10%
*diplomatic annexation cost -20%
*+1 diplomat
*national unrest -1
*spy defence/offence +20% (chosen with event triggered by the start or monarch’s rule)
*regardless of the previous choice: time to fabricate a claim -20%
* if ruler’s administrative or military attributes fall back by 1 to his diplomatic, the country will get respectively +5% administrative or military technology cost
*if ruler’s administrative or military attributes are equal to his diplomatic, the country will get respectively +10% administrative or military technology cost
*if player is too aggressive and ignores his allies’ requests, negative events might happen, resulting in rising autonomy, revolt risk in provinces and whatnot, forcing a player to go with more diplomatic solutions
*Because of reasons above, diplomatic ruler might be forced to join his ally’s war, even if it’s not profitable… and could be disastrous
Militarist
Chance of militarist ruler rises if:
*a country is caught up with military tech
*a monarch’s military attribute is 4 or higher(the chance rises accordingly to diplomatic skill)
*other skills are lower than 4(though the chance doesn’t perish if a ruler is exceptional(6/6/6 or 5/5/5))
*a country has chosen one of military idea groups
*additionally to the former, finished administrative, maritime, influence or religious ideas
*during his youth/regency, one of the military advisors was chosen.
*the chance rises with country’s army tradition
It is impossible to have militarist ruler if his administrative or diplomatic monarch points exceed military ones.
It is also impossible to get this trait if country’s army tradition is below 10 and you haven’t chosen any military ideas.
Military trait would have following effects:
*yearly army tradition +0,5
*fort maintenance -25%
*land maintenance modifier -10%
*aggressive expansion impact -30%(pray for Brandenburg to never get a militarist!)
*core creation cost -10%
*the ruler is destined to be an incredible general, additionally his chance of dying during battle is lower than that of a regular general
*truce length -50%(if the truce is between 2 militarists the bonus doesn’t scale)
*national unrest +1 if not at war
*diplomatic reputation -1
*better relations over time -10%
*having your forts mothballed increases province’s unrest by 2
* if ruler’s administrative or diplomatic attributes fall back by 1 to his military, the country will get respectively +5% administrative or diplomatic technology cost
*if ruler’s administrative or diplomatic attributes are equal to his military, the country will get respectively +10% administrative or diplomatic technology cost
*being too peaceful might cause negative events causing stability or legitimacy loss, army tradition drain or, in the most unlucky cases, independence wars.
Three traits mentioned above can not be given to monarchs whose needed attribute is below 4.
Zealot
Chance of a ruler being a zealot rises if:
*a country unlocked at least one religious idea(rises even higher every few ideas unlocked)
*a country borders at least one heretic/heathen nation
*(in regency) country has theologian or inquisitor as an advisor
*a country is defender of the faith
*(for catholic) country is Curia Controller, (for orthodox) country has at least 75% Patriarch Authority, (for Muslims) previous ruler had piety of 100%
Chance of a zealous ruler falls if the country has humanist or innovative ideas.
Zealot trait would have following effects:
*tolerance of the True Faith +1
*missionary strength +2%
*tolerance of heretics -1 and heathens -2
*technology cost +5%
*a country unlocked at least one religious idea(rises even higher every few ideas unlocked)
*a country borders at least one heretic/heathen nation
*(in regency) country has theologian or inquisitor as an advisor
*a country is defender of the faith
*(for catholic) country is Curia Controller, (for orthodox) country has at least 75% Patriarch Authority, (for Muslims) previous ruler had piety of 100%
Chance of a zealous ruler falls if the country has humanist or innovative ideas.
Zealot trait would have following effects:
*tolerance of the True Faith +1
*missionary strength +2%
*tolerance of heretics -1 and heathens -2
*technology cost +5%
Nationalist
Chance of nationalist ruler rises if:
*a country has started aristocratic or defensive ideas, unlocked half of the influence ideas, or unlocked all of the religious ideas.
*a country has unreclaimed cores (rises even more if a country with the cores is in different culture group)
*a country borders a nation with different culture holding a province of its culture group(eg. Poland and TO holding Kulm in 1444)
*a country has a lot of unaccepted culture(s) – the more problematic they are, the bigger chance of a nationalist
*the year is after 1750(of course, nationalist monarch would be possible earlier, just with a bit smaller chance)
Chance of a nationalist ruler falls if a country consists of many accepted cultures or if the country unlocked at least half of humanist ideas(the more, the smaller chance of being ruled by a nationalist)
Nationalist trait would have following effects:
*tolerance of the True Faith +1
*Missionary strength +1%
*Culture conversion cost -30%
*monthly autonomy change -0,05
*unrest in provinces of not accepted culture +2
*accepted culture threshold +20%
*a country has started aristocratic or defensive ideas, unlocked half of the influence ideas, or unlocked all of the religious ideas.
*a country has unreclaimed cores (rises even more if a country with the cores is in different culture group)
*a country borders a nation with different culture holding a province of its culture group(eg. Poland and TO holding Kulm in 1444)
*a country has a lot of unaccepted culture(s) – the more problematic they are, the bigger chance of a nationalist
*the year is after 1750(of course, nationalist monarch would be possible earlier, just with a bit smaller chance)
Chance of a nationalist ruler falls if a country consists of many accepted cultures or if the country unlocked at least half of humanist ideas(the more, the smaller chance of being ruled by a nationalist)
Nationalist trait would have following effects:
*tolerance of the True Faith +1
*Missionary strength +1%
*Culture conversion cost -30%
*monthly autonomy change -0,05
*unrest in provinces of not accepted culture +2
*accepted culture threshold +20%
Imbecile/Slow/Invalid
Requires:
*no monarch skill can be higher than 1
*if regency had happened, the “education for an heir” event didn’t fire
Chance of a slow ruler rises if:
*there was at least one imbecile of his dynasty on throne before
*the ruler’s attributes are at 0
*a country is severely backward in technology(from -20% technology cost due to backwardness)
Slow trait would have following effects:
*possible advisors +2
*yearly prestige -2
*yearly legitimacy -1
*revolt risk +3
*inevitable pretender revolts, either through events or rebel progress
*monthly autonomy change +0,10%
*reputation -2
*stability cost +15%
*no monarch skill can be higher than 1
*if regency had happened, the “education for an heir” event didn’t fire
Chance of a slow ruler rises if:
*there was at least one imbecile of his dynasty on throne before
*the ruler’s attributes are at 0
*a country is severely backward in technology(from -20% technology cost due to backwardness)
Slow trait would have following effects:
*possible advisors +2
*yearly prestige -2
*yearly legitimacy -1
*revolt risk +3
*inevitable pretender revolts, either through events or rebel progress
*monthly autonomy change +0,10%
*reputation -2
*stability cost +15%
Trader
Requires:
*Chosen “Trade Ideas”
*ruler has at least diplomatic skill of 3
Chance of a trader rises:
*with every important centre of trade owned by a country
*with country’s mercantilism (from 15%)
*with every idea completed in the Trade Ideas
*if a country is merchant republic
*if a trader advisor was hired during ruler’s youth/regency
*if a country has good relations with merchant republic.
*if a country owns at least 50% trade share in at least one trade node
Trader trait would have following effects:
*trade power +20%
*caravan power +15%
*trade steering +25%
*merchants +1
*light ship cost -20%
*mercenary cost -15%
*mercenary maintenance -10%
*tax income -20%
*manpower -20%
*aggressive expansion impact +25%
*cost of reducing war exhaustion +25%
*Chosen “Trade Ideas”
*ruler has at least diplomatic skill of 3
Chance of a trader rises:
*with every important centre of trade owned by a country
*with country’s mercantilism (from 15%)
*with every idea completed in the Trade Ideas
*if a country is merchant republic
*if a trader advisor was hired during ruler’s youth/regency
*if a country has good relations with merchant republic.
*if a country owns at least 50% trade share in at least one trade node
Trader trait would have following effects:
*trade power +20%
*caravan power +15%
*trade steering +25%
*merchants +1
*light ship cost -20%
*mercenary cost -15%
*mercenary maintenance -10%
*tax income -20%
*manpower -20%
*aggressive expansion impact +25%
*cost of reducing war exhaustion +25%
Traits would influence/be influenced by country’s relations and authority of each estate, but since we’re not 100% sure how will this feature work, I decided to leave them out of my ideas.
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