Suggestion - State Administration (money sink)
I enjoy this game a lot and have played for way to many hours, but once I hit a critical mass it becomes to easy, way to easy. I struggle to spend all the money, and end up building manufacturing buildings and wealth increasing buildings all across the country I built. This compounds the issue since it increases my wealth further. Great, I am rich, but with nothing to spend it on.
I'd like to propose an additional choice, cost and huge money sink. Please bear in mind idea is not fully refined, and its a wall of text. Also, go easy, its my first post
State Administration Costs
Could we introduce a monetary cost to the game that scales with nation size. State Administration Cost represents the cost to administrate the nation, i.e. civil servants, embassies, government, recruitment, and all that other spending that props up a state. We are trying to represent a countries efficiency and cohesion as a cost.
This would not be a fixed cost, but a slider in the economy screen. The more you spend, the more efficient you can run your state, the less you spend, the more chance there is of your state falling apart.
As a nation grows, its administration cost grows. To sprawling empires, this would represent a huge cost, close to or actually impossible to keep at maximum efficiency. To tiny OPM or small states, this would be fairly easy to keep at maximum and provide benefits.
What are the effects? Smaller states would be strengthened slightly since for a small cost they would receive a boost (I usually see them them all gobbled up after a few hundred years anyway, so maybe some would persist). The opposite would be to weaken larger states, make them more unwieldy to run, and more prone to break up or collapse into smaller states. Larger states would be forced to choose how to spend wealth as a resource.
So, what are the effects of the slider.
100% perhaps the state receives some stability benefits, such was -1 unrest, +0.5 Legitimacy, +10% Better relations over time. +1 diplomatic slot. 0.01 decrease per month in autonomy. Perhaps even an increase in ADM points. This represents the state working to its fullest capacity across all its departments. No military bonus, this is not supposed to be means to eat up the map quicker.
Between 100% and 75% we loose various bonuses, or they taper off, i.e. the 0.01 decrease per month in autonomy scales down to 0.
Sat at 75%, nothing, it keeps you finely balanced.
Below 75% we start seeing negative effects. These could be all tapered, so the more under funded you are, the worse the situation. For example, we could see % hit to relations increase, % decreases to manpower and its replacement as recruitment is cut.
At 50% or below the effects ramp up. We could see 0.005 up tick in local autonomy (this would be great, it represents local provinces taking control of their own affairs as they perceive the state to have abandoned them). Liberty desire starts to increase a little vassals. Small chance for high autonomy areas to devolve from the state into a vassal of the state.
At 25% or less we see serious consequences. For example, +1 unrest across the country, 0.01 up tick in local autonomy, decreased manpower as the state looses discipline in the military. Increase chance for provinces to become vassals of the mother country.
At 10% and below we see catastrophic consequences. Open rebellion in all vassals. Nationalist uprisings, or states just break away from the country.
Some comments
Working out nation size. Don’t just use base tax, perhaps also include number or provinces to the formula somehow. So large low base tax empires are effected.
Stopping it being used as an early boost for the player? Some bonus (and negative effects) could be controlled by government form, religion and tech level. i.e. you do not receive the +1 diplomatic relations until you are an Administrative Monarchy. This pushes bonuses deeper into the game.
We could introduce some effects that scale across the slider to help some smaller countries. Perhaps a bonus to relations with other small states. Likewise, there could be some that are negative and scale across for lager countries.
Since the slider represents a large number of things as a single cost, then its effects should hit a large number of state funded effects, rather than just one or two. This would make it represent a real concern on larger empires.
Country ideas could decrease the overall cost or boost it in other ways. The Administration Ideas group could provide some kind of boost to it. Perhaps Admin/Diplomatic ideas could contain ideas that help remove 1 or more negative effects. This would boost there importance.
State Administration could be linked to spy efficiency.
The effect should include autonomy. Further, I like the idea that in a badly administrated state, some parts may break away into vassals. This represents growing autonomy of regions, rather than rebellion, and is a setback to the mother state, rather than a disaster. The vassal would follow normal rules from here, and after 10 years could be reintegrated.
Perhaps one of the government buildings could have some impact on the cost.
Rather than sitting at 100% admin all the time, it should be normalised to sit at between 50% - 80%, with costs above this prohibative but possible, and costs below cheaper but with side effects that matter.
AI. I am not sure if it could handle this or not. The AI could just use a simplified version.
I know its not a small change. Put it in a DLC, call it The State Of The Nation.
Thanks, and sorry for such a long suggestion!
Edit: Some spelling and extra comment.
Edit Again: Spelling! Sorry, bashed this up quickly in notepad this morning!
I enjoy this game a lot and have played for way to many hours, but once I hit a critical mass it becomes to easy, way to easy. I struggle to spend all the money, and end up building manufacturing buildings and wealth increasing buildings all across the country I built. This compounds the issue since it increases my wealth further. Great, I am rich, but with nothing to spend it on.
I'd like to propose an additional choice, cost and huge money sink. Please bear in mind idea is not fully refined, and its a wall of text. Also, go easy, its my first post
State Administration Costs
Could we introduce a monetary cost to the game that scales with nation size. State Administration Cost represents the cost to administrate the nation, i.e. civil servants, embassies, government, recruitment, and all that other spending that props up a state. We are trying to represent a countries efficiency and cohesion as a cost.
This would not be a fixed cost, but a slider in the economy screen. The more you spend, the more efficient you can run your state, the less you spend, the more chance there is of your state falling apart.
As a nation grows, its administration cost grows. To sprawling empires, this would represent a huge cost, close to or actually impossible to keep at maximum efficiency. To tiny OPM or small states, this would be fairly easy to keep at maximum and provide benefits.
What are the effects? Smaller states would be strengthened slightly since for a small cost they would receive a boost (I usually see them them all gobbled up after a few hundred years anyway, so maybe some would persist). The opposite would be to weaken larger states, make them more unwieldy to run, and more prone to break up or collapse into smaller states. Larger states would be forced to choose how to spend wealth as a resource.
So, what are the effects of the slider.
100% perhaps the state receives some stability benefits, such was -1 unrest, +0.5 Legitimacy, +10% Better relations over time. +1 diplomatic slot. 0.01 decrease per month in autonomy. Perhaps even an increase in ADM points. This represents the state working to its fullest capacity across all its departments. No military bonus, this is not supposed to be means to eat up the map quicker.
Between 100% and 75% we loose various bonuses, or they taper off, i.e. the 0.01 decrease per month in autonomy scales down to 0.
Sat at 75%, nothing, it keeps you finely balanced.
Below 75% we start seeing negative effects. These could be all tapered, so the more under funded you are, the worse the situation. For example, we could see % hit to relations increase, % decreases to manpower and its replacement as recruitment is cut.
At 50% or below the effects ramp up. We could see 0.005 up tick in local autonomy (this would be great, it represents local provinces taking control of their own affairs as they perceive the state to have abandoned them). Liberty desire starts to increase a little vassals. Small chance for high autonomy areas to devolve from the state into a vassal of the state.
At 25% or less we see serious consequences. For example, +1 unrest across the country, 0.01 up tick in local autonomy, decreased manpower as the state looses discipline in the military. Increase chance for provinces to become vassals of the mother country.
At 10% and below we see catastrophic consequences. Open rebellion in all vassals. Nationalist uprisings, or states just break away from the country.
Some comments
Working out nation size. Don’t just use base tax, perhaps also include number or provinces to the formula somehow. So large low base tax empires are effected.
Stopping it being used as an early boost for the player? Some bonus (and negative effects) could be controlled by government form, religion and tech level. i.e. you do not receive the +1 diplomatic relations until you are an Administrative Monarchy. This pushes bonuses deeper into the game.
We could introduce some effects that scale across the slider to help some smaller countries. Perhaps a bonus to relations with other small states. Likewise, there could be some that are negative and scale across for lager countries.
Since the slider represents a large number of things as a single cost, then its effects should hit a large number of state funded effects, rather than just one or two. This would make it represent a real concern on larger empires.
Country ideas could decrease the overall cost or boost it in other ways. The Administration Ideas group could provide some kind of boost to it. Perhaps Admin/Diplomatic ideas could contain ideas that help remove 1 or more negative effects. This would boost there importance.
State Administration could be linked to spy efficiency.
The effect should include autonomy. Further, I like the idea that in a badly administrated state, some parts may break away into vassals. This represents growing autonomy of regions, rather than rebellion, and is a setback to the mother state, rather than a disaster. The vassal would follow normal rules from here, and after 10 years could be reintegrated.
Perhaps one of the government buildings could have some impact on the cost.
Rather than sitting at 100% admin all the time, it should be normalised to sit at between 50% - 80%, with costs above this prohibative but possible, and costs below cheaper but with side effects that matter.
AI. I am not sure if it could handle this or not. The AI could just use a simplified version.
I know its not a small change. Put it in a DLC, call it The State Of The Nation.
Thanks, and sorry for such a long suggestion!
Edit: Some spelling and extra comment.
Edit Again: Spelling! Sorry, bashed this up quickly in notepad this morning!
Last edited:
- 1
Upvote
0