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Spike05

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Hi all, last time I've posted a bunch of suggestion all in one topic, but it wasn't the best of the ideas, so i'll make split suggestions this time around, and before posting them in the Senatus, I'll post them here, to check feedback

I'll start with one of my favourite suggestions: Setting up the Autonomy of Regions.

WHY I do think Regional Autonomy is important?
Because large empires tend to require too much micro, and most of the times, that's means not building anything sensible in any Region outside of the Home Region.

HOW to do that is, in my non-developer-non-modder opinion is pretty simple.
The Ai for building stuff, for moving slaves, for trade routes and for rising armies, it's already there.
It doesn't require to code a line, in this regard (but more on this later)

What the Ai of the Governor in question needs, however, is money to do all this stuff, and also it needs to know to what point limit its own autonomy vs the player.

So I've come up with that idea:
A drop down menu from the Regional view (both map mode and click on one of its provinces) with three choices:

Zero Autonomy: like it is now 75% income for the Treasury, 25% for the Governor's dues and it's fully up to the player what to do

Some Autonomy: Ai can build buildings (priority to Region capital), moving slaves around, 30% income for the National Treasury

Full Autonomy: Ai can build buildings, move slaves, make trade routes and rise armies,10% income for the Nation (armies would be treated by the game as Clan Retinues, not for the Governor, but for the Region, so, again, the code is already present)

The Ai will check (monthly?) how much cash it saved by not giving all the money to the State, then decide what to build in accordance with the today present code.

This thing can then be expanded in future updates or dlc in this way:

1) Choosing a policy for the Region will effect the priority of the Governor when spending money.

2) A further tier of autonomy can be added (or just a checkbox) for allowing Governors to go to war and conquest lands that are so small or far away that it's just too boring to do manually.

3) Add a "distance_from_capital_for_management" line of code to dictate the MINIMUM level of autonomy for far away Regions, as it was in reality.
For instance, Zero Autonomy could be selectable ONLY for Regions bordering directly, via land/naval range, the capital Region, and requiring at least Some Autonomy after that.
Regions that are double over the naval range, for instance, would REQUIRE Full Autonomy.

etc.

Also, I'll attach the suggestions received from @Ketchup & friends about the topic.


1601496485205.png
 
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Spike05

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Wouldn't this be similar to the original Sectors in Stellaris; ie the AI controlled sectors? which IIRC were hated because of the whole AI taking over aspect?

somewhat inspired by them, but you can choose autonomy level for each region, and it could be mandatory for faraway regions you wouldn't build and invest into anyways.

also a "drawback" of decentralised tribes would be that higher level of autonomy would be mandatory for them, adding a mechanical difference bounded to centralization level, which right now doesn't do much beside allowing migration or not.

and before an overvalued building system, I think a system like this is necessary, since building the 10th aqueduct in the 11th city IS boring.
 

Bovrick

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I think the key to pulling this off would require it to be developed in conjunction with the now-disappeared vassal rework. Currently there's a bit of a binary state between "our territory" where our state has full control over territory and province level matters, and governors lack autonomy; and clients, where they have full control over all such matters. I'd like to see the different remits of power be deconstructed somewhat to allow for gradiations between a governed province and a semi-autonomous client:

 
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Spike05

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I think the key to pulling this off would require it to be developed in conjunction with the now-disappeared vassal rework. Currently there's a bit of a binary state between "our territory" where our state has full control over territory and province level matters, and governors lack autonomy; and clients, where they have full control over all such matters. I'd like to see the different remits of power be deconstructed somewhat to allow for gradiations between a governed province and a semi-autonomous client:


it's also somewhat "wrong" that feudataries and clients states are not of "my colour" when zooming out.

It becomes difficult, if you have a lot of them, to tell at glance who is with you and who is not.
 
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Bovrick

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it's also somewhat "wrong" that feudataries and clients states are not of "my colour" when zooming out.

It becomes difficult, if you have a lot of them, to tell at glance who is with you and who is not.
100% agreed!
 

trjacobin

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I somewhat simulate this by letting go of my non-main culture areas as feudatories, makes micromanaging less tedious.
Also, agreed with the tiered society idea; I would have loved more vertical hierarchy in the game.

Governors are far too few, but should really really matter in terms of power (pro-consuls were, in essence, regional king like figures).

For internal management, magistrates should request funds for their own buildings or request trade based on the province pop composition (pressure from below). The trade off could be that you get a more organic, streamlined empire to rule (I think this aspect of CK3 really appeals to crowds).
 
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