Hello there! Well, these are some ideas I had recently about government and although I'm aware most will be busy getting their minds around 1.18, I'll leave my ideas here, hoping they may be noticed anyway. 
I present a few concepts that would most nicely work together, but could also be looked at separately and hold to their own merit:
I have posted this in someone elses thread, but in order for you to apprecicate why I will use the modifier "stability cost reduction" abundantly in my further suggestions for empires, it is essential, that you understand, how I envisage big countries to have pricier stabilty. If increasing stability will be costlier the bigger you become, Ideas etc. that give stability cost reduction will be really sought after by large nations.
This is is my take on a (slightly) revamped stability mechanic:
Main citicism of mine:
Borrowing from my own ideas in https://forum.paradoxplaza.com/forum/index.php?threads/introduce-base-corruption.985531/ I also suggest to give a new ability to two well known (and most of the time useless) buildings:
„Imperial beaurocracy“ and a generic factions system for empires
All countries that are empire rank would receive a „national decision“ to abandon the estates system. Instead, they would receive a factions system. This could be generic (or it could be made country specific and modelled after historic nations). Upon taking on empire rank there could be an event or a decision „Implement Imperial Beaurocracy“. This would give Empires a special feel to play. It would be fun if the player had the option to influence the way his empire is governed. And If stabilty cost would be dependent on size, it would also be worth it.
Flavour text (sort of): „Now that we have spread our wings we hover over the remainder of nations. To administer our vast lands our advisors agree that we shall introduce an imperial beaurocracy ready to the tasks ahead of us.“
A few faction systems we already have in game, so I modelled the generic imperial factions with that in mind, while trying to give them something unique. Compare the stability cost boni for what that might mean when stability became costlier for big countries.
Factions Balance and Corruption
There could be a requirement to keep the factions roughly balanced, since if one faction is beeing let down it will be more corruptible. In the end not supporting a faction does not mean that it disappears from the court.
Hence, if a faction's influence drops below 25%, the country would receive +0.005 yearly corruption for every percentage point below 25% influence, i.e. Corruption = 0.005 * max(25 - influence ; 0). If a second factions also fulfills this condition, the nation would suffer double the corruption.
(Maybe, conversely, it would be better to give corruption reduction for balanced factions instead?)
I sincerely hope this is of use to someone!

I present a few concepts that would most nicely work together, but could also be looked at separately and hold to their own merit:
- Stability cost for Great Nations
- „Imperial beaurocracy“ and a Generic Factions system for Empires
- Factions Balance and Corruption
I have posted this in someone elses thread, but in order for you to apprecicate why I will use the modifier "stability cost reduction" abundantly in my further suggestions for empires, it is essential, that you understand, how I envisage big countries to have pricier stabilty. If increasing stability will be costlier the bigger you become, Ideas etc. that give stability cost reduction will be really sought after by large nations.
This is is my take on a (slightly) revamped stability mechanic:
Main citicism of mine:
- Huge empires currently need the same ADM power as OPMs to increase stability, which is really implausible given that a huge empire has so many more porvinces, constituencies and local nobles etc. to accomodate
- stability cost is not a function of local autonomy, although local autonomy gives kind of quasi-stability as the locals are in charge and responsible, therefore relieving the king/ruler/etc.
- Let stability cost be computed taking into account total development and local autonomy (as well as things currently taken into account, of course)
- stability cost = base stability cost + (total development / 3) * (100% - development weighted local autonomy)
- I divide total development by 3 because this is a "development level" of 1/1/1 provincial development (otherwise large countries would likely be penalized too much, which some players might not appreciate...)
- the base stabilty cost, at the moment 100 adm, could be lowered somewhat, e.g. to 75
- The formula could be tweaked so that the stab cost function becomes smoother
- the larger the country, the more costly stabilty
- the higher local autonomy, the cheaper stability
- this creates a trade off between decreasing local autonomy giving positive effects to a country's economy, manpower etc. on the one hand, and the potential cost of raising stability in case of adverse events, on the other hand.
- small countries will on average be more stable (2 or 3), large countries on average will try to keep stabilty at 0 or 1.
- if a large country goes for autonomy reduction it might find itself in a situation where it must spend a lot of adm on stability, which it would have needed for admin tech, thus making it more vulnerable to corruption from tech imbalances
- a country with 900 development and 0% local autonomy will have 100 + (900 /3) * (100% - 0%) = 400 stability cost. If it chooses to have its la around 50% then its cost would be reduced to 100 + (900/3) * (100% - 50%) = 250
Borrowing from my own ideas in https://forum.paradoxplaza.com/forum/index.php?threads/introduce-base-corruption.985531/ I also suggest to give a new ability to two well known (and most of the time useless) buildings:
- Courthouse: gives 50% reduction on a provinces contribution to stability costs
- Townhall: gives an additional 50% reduction on a provinces contribution to stability costs (i.e. total = 100%)
- we will have an additional means to reduce stability cost
- it will be a plausible effect of these buildings (compared to what they currently do...)
- we will have another mid-late game ducat sink
- we will have a choice between risking to have to spend admin MP on stability or spending ducats on buildings for sure
„Imperial beaurocracy“ and a generic factions system for empires
All countries that are empire rank would receive a „national decision“ to abandon the estates system. Instead, they would receive a factions system. This could be generic (or it could be made country specific and modelled after historic nations). Upon taking on empire rank there could be an event or a decision „Implement Imperial Beaurocracy“. This would give Empires a special feel to play. It would be fun if the player had the option to influence the way his empire is governed. And If stabilty cost would be dependent on size, it would also be worth it.
Flavour text (sort of): „Now that we have spread our wings we hover over the remainder of nations. To administer our vast lands our advisors agree that we shall introduce an imperial beaurocracy ready to the tasks ahead of us.“
- „What has worked for our ancestors will work for us.“
effects:- +1 stability
- -25 prestige
- „Implement it!“
effects:- -10% stability cost
- loose estates, switch to (generic) faction system
- if feudal monarchy switch to administrative monarchy (at no cost)
- „The reform has only just started!“
effects:- stays feudal
- +10 estate loyalty (with cossacks dlc)
- -50 prestige
- „Retain it!“
effects:- -10% stability cost
- +1 corruption
- do not switch to feudal monarchy, but to administrative monarchy (at no cost)
- do not adopt estates, but switch to (generic) faction system
A few faction systems we already have in game, so I modelled the generic imperial factions with that in mind, while trying to give them something unique. Compare the stability cost boni for what that might mean when stability became costlier for big countries.
Factions Balance and Corruption
There could be a requirement to keep the factions roughly balanced, since if one faction is beeing let down it will be more corruptible. In the end not supporting a faction does not mean that it disappears from the court.
Hence, if a faction's influence drops below 25%, the country would receive +0.005 yearly corruption for every percentage point below 25% influence, i.e. Corruption = 0.005 * max(25 - influence ; 0). If a second factions also fulfills this condition, the nation would suffer double the corruption.
(Maybe, conversely, it would be better to give corruption reduction for balanced factions instead?)
I sincerely hope this is of use to someone!
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