TL;DR
Add Legal Right to replace cores and claims. It can be raised by spies (to give a CB) or by owning a province (nothing gives legal right like owning it). It comes in multiple levels and it would be capped based on a variety of factors.
Add Provincial Legitimacy to replace nationalism. It would represent how legitimate the people living in a province view your rule. It would start out low after conquest (higher with right culture, religion, ideas, etc…) and would be capped by a variety of factors. It would also allow rebels to dynamically revolt based on factors other than cores.
A while ago I made a rather long and disorganized post with numerous suggestions. Ultimately I wasn’t particularly happy with the way the post turned out. So I am rehashing, reviewing, and expanding on my post one thread at a time. At the top of each post will be a TL;DR summary and below will be the post in all of its massive glory.
The first several posts will be about how province’s work. I have been sifting through the forums and found what I believe to be an excellent series of posts by Lemont Elwood. I have incorporated some of his ideas into my own and will provide links to the relevant posts.
I highly suggest you read this post, if you do not I cannot be held responsible for not making sense.
https://forum.paradoxplaza.com/forum/index.php?threads/major-ideas-1-bureaucracy.857826/
Onward, to Provincial Legitimacy and Legal Right.
Provincial legitimacy and Legal Right would (in combination with Lemont’s Bureaucracy) replace the current overextension, claims, core, and revolt system (the last one only partially). Before we go any further let me define both.
Provincial Legitimacy: How Legitimate a countries rule is viewed by the people who live in said province. It would be a dynamic number and multiple countries could be viewed as legitimate in the same province. Conquer a province and you start with low legitimacy (higher with same culture, high claims, previous ownership of said province, ideas, etc…). It will naturally go up over time but should be capped based on variety of factors. The ideas being you can only have 100 province legitimacy in provinces of your own culture and religion.
Legal Right: How the international community views a nations rule over an area. Again, multiple countries can have legal rights of varying strengths to the same province. Spies would be able to fabricate legal right over time. The longer they work the higher it would get. However, there is a hard cap on how high your legal right can get with a spy. It would be affected by ideas, policies, whether or not you had the same culture/religion etc… This will go up over time after taking a province. Just like provincial legitimacy it could be capped by a variety of factors.
Let’s walk through some examples to explain how they work. We are the French and we want to conquer some territory in Italy. Since we don’t have in inherent Legal Right we need to get some (coalitions anyone?). To do that we can use our spy to fabricate a claim. Rather than have it take 365 to fabricate a generic claim our spy will take x amount of time to fabricate a weak legal right (say 10 out of 100). If we leave him their longer they can raise our legal right (to 20, then 30, etc… with some type of cap). The higher our legal right, the less AE we suffer. Skip forward through our glorious army crushing Milan and we take Novarra and Milan. We start out with low Provincial Legitimacy in both. Since we took them in a conquest war, don’t have matching cultures, and don’t have any ideas to improve it our Provincial Legitimacy starts at 0. This means there is a very real risk of rebels rising and taking away our hard fought conquests. But who would the rebels defect to? This is where provincial legitimacy gets interesting. They wouldn’t necessarily defect to Milan. Let’s say that Novarra and Milan were Milan’s last provinces and let’s say Milan’s neighbor Venice, had previously owned them for a number of years before being forced to release them in a peace deal. What this means is that France, Milan, and Venice all have Provincial Legitimacy rating in Milan and Novarra (0, 90, and 80 respectively). When rebels rise up to defect the game would do a quick calculation. Milan has higher legitimacy than Venice but it no longer exists as a Country. This means some level of penalty is applied to the calculation. So, rather than defect and recreate Milan they will defect and join Venice. When the rebels rise up to join Venice this would give also give Venice a CB (support rebels) which would allow them to take the provinces from us. I think that is enough of an explanation to get the jist of my suggestion.
p.s. I will post one of these a day until I have run out of mechanics to overhaul (which will be a while). To the community, feel free to add, correct, and criticize as you see fit. I think that this suggestions forum is a great thing even if most of our ideas don’t make it in. To Paradox developers reading this, I have no idea how much of a pain it would be to implement my suggestions. I have no idea how it would affect the ai and/or the games performance. Finally, I have no idea what your plans/vision is for the future of the game. I just offer unsolicited advice and I will happily buy whatever you make regardless of whether my suggestions are ever implemented.
Add Legal Right to replace cores and claims. It can be raised by spies (to give a CB) or by owning a province (nothing gives legal right like owning it). It comes in multiple levels and it would be capped based on a variety of factors.
Add Provincial Legitimacy to replace nationalism. It would represent how legitimate the people living in a province view your rule. It would start out low after conquest (higher with right culture, religion, ideas, etc…) and would be capped by a variety of factors. It would also allow rebels to dynamically revolt based on factors other than cores.
A while ago I made a rather long and disorganized post with numerous suggestions. Ultimately I wasn’t particularly happy with the way the post turned out. So I am rehashing, reviewing, and expanding on my post one thread at a time. At the top of each post will be a TL;DR summary and below will be the post in all of its massive glory.
The first several posts will be about how province’s work. I have been sifting through the forums and found what I believe to be an excellent series of posts by Lemont Elwood. I have incorporated some of his ideas into my own and will provide links to the relevant posts.
I highly suggest you read this post, if you do not I cannot be held responsible for not making sense.
https://forum.paradoxplaza.com/forum/index.php?threads/major-ideas-1-bureaucracy.857826/
Onward, to Provincial Legitimacy and Legal Right.
Provincial legitimacy and Legal Right would (in combination with Lemont’s Bureaucracy) replace the current overextension, claims, core, and revolt system (the last one only partially). Before we go any further let me define both.
Provincial Legitimacy: How Legitimate a countries rule is viewed by the people who live in said province. It would be a dynamic number and multiple countries could be viewed as legitimate in the same province. Conquer a province and you start with low legitimacy (higher with same culture, high claims, previous ownership of said province, ideas, etc…). It will naturally go up over time but should be capped based on variety of factors. The ideas being you can only have 100 province legitimacy in provinces of your own culture and religion.
Legal Right: How the international community views a nations rule over an area. Again, multiple countries can have legal rights of varying strengths to the same province. Spies would be able to fabricate legal right over time. The longer they work the higher it would get. However, there is a hard cap on how high your legal right can get with a spy. It would be affected by ideas, policies, whether or not you had the same culture/religion etc… This will go up over time after taking a province. Just like provincial legitimacy it could be capped by a variety of factors.
Let’s walk through some examples to explain how they work. We are the French and we want to conquer some territory in Italy. Since we don’t have in inherent Legal Right we need to get some (coalitions anyone?). To do that we can use our spy to fabricate a claim. Rather than have it take 365 to fabricate a generic claim our spy will take x amount of time to fabricate a weak legal right (say 10 out of 100). If we leave him their longer they can raise our legal right (to 20, then 30, etc… with some type of cap). The higher our legal right, the less AE we suffer. Skip forward through our glorious army crushing Milan and we take Novarra and Milan. We start out with low Provincial Legitimacy in both. Since we took them in a conquest war, don’t have matching cultures, and don’t have any ideas to improve it our Provincial Legitimacy starts at 0. This means there is a very real risk of rebels rising and taking away our hard fought conquests. But who would the rebels defect to? This is where provincial legitimacy gets interesting. They wouldn’t necessarily defect to Milan. Let’s say that Novarra and Milan were Milan’s last provinces and let’s say Milan’s neighbor Venice, had previously owned them for a number of years before being forced to release them in a peace deal. What this means is that France, Milan, and Venice all have Provincial Legitimacy rating in Milan and Novarra (0, 90, and 80 respectively). When rebels rise up to defect the game would do a quick calculation. Milan has higher legitimacy than Venice but it no longer exists as a Country. This means some level of penalty is applied to the calculation. So, rather than defect and recreate Milan they will defect and join Venice. When the rebels rise up to join Venice this would give also give Venice a CB (support rebels) which would allow them to take the provinces from us. I think that is enough of an explanation to get the jist of my suggestion.
p.s. I will post one of these a day until I have run out of mechanics to overhaul (which will be a while). To the community, feel free to add, correct, and criticize as you see fit. I think that this suggestions forum is a great thing even if most of our ideas don’t make it in. To Paradox developers reading this, I have no idea how much of a pain it would be to implement my suggestions. I have no idea how it would affect the ai and/or the games performance. Finally, I have no idea what your plans/vision is for the future of the game. I just offer unsolicited advice and I will happily buy whatever you make regardless of whether my suggestions are ever implemented.
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