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Denkt

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May 28, 2010
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Here is my suggestion about unity which will replace legitmacy for tribal nations, I just copy pasted it from my older suggestion thread:

Instead of legitimacy hordes will instead have unity which represent how well unified the tribes of the horde are.
Like legitimacy, unity is a number from 0 to 100.
At below 75 unity your horde will have penalties which becomes massive at low levels.

At zero unity you have these penalties:
+15 unrest
-10% discipline
-33% force limit
-3% army tradition gain
-33% tax income
+33% technology cost
+50% stability cost

At 100 untiy you will have these bonuses:
+10% discipline
+33% force limit
+1 yearly army tradition gain
-10% technology cost
-25% stability cost
+25% siege offence

That revolt risk penalty may seems to be a killer however at low unity hordes will be plauged by a unique rebel that may not be the most painful type: Tribal Rebels.

The Tribal rebels want to put their own tribe in charge of the nation. That mean if you lose to them you ruler will be replaced, unity will be set to 33 as they defeated the old tribe in charge atleast some of the tribes will back them up. However you will get a penalty for quite some time + a few stability drops so that tribal rebels is not to useful as a tool to change your ruler with.

The ways to gain unity is to prove that your are a capable ruler that is able to bring the nation success. Defeating tribal rebels will bring quite a bit of unity as you subjugate a major tribe in your horde. Defeating other rebels will also bring in some unity for the same reason. Making successful wars with other countries will also bring quite a bit unity as everyone will flock to your leadership in hope of getting some loot. Having high stability helps somewhat.

You lose unity if you are unsuccessful on the battlefield and negotiating table as people will doubt your power and leadership. You will also lose unity to poor stability as well each province you controll will cost you some unity per year as people have a tendency to forget who is in charge of a large country.

Each time you get a new ruler you lose two third of you current unity as the new ruler must prove himself.

Here is Me_'s suggestion about unity:

Now that Monarchies, Republics and Theocracies all have a unique mechanics; I think it's time to give one to the tribes as well.

Tribal Unity would be a value used by tribes and steppe nomads. It would replace legitimacy/republican tradition.

Tribal Unity would represent the strength of ties between the various tribes within your realm. Tribal unity would be a value from 0 to 100 and would give the following bonuses at 100:

-15% accepted culture threshold,
+25% religious unity,
+5% discipline.

The idea here is to:

a) give bonuses that none of the other three values give, in order to make it more unique,
b) represent the fact that your tribe is becoming strongly united by giving bonuses to values that are about keeping diverse people together,
c) the discipline bonus is there because tribal unity is rather tied to warfare, as will be explained below.

Tribal Unity would be increased by:
  • winning wars,
  • winning battles (including rebels),
  • being at peace,
  • integrating subjects,
  • 1 – average autonomy (e.g. if your average autonomy is 40% then Tribal Unity would increase by a value based on 60% - whether that would mean 0.6/year or 1.2/year or any other multiplier, I leave to balancing).
It may seem strange that Tribal Unity would be gained through bot wars and peace, but I think that tribes should not be forced to wage wars. Instead, the would have a choice between a slow but steady increase from peace and a faster, but uncertain increase from wars. It would also help vassal tribes, as they would be unable to gain Tribal Unity by declaring wars.

Tribal Unity would be decreased by:
  • unfit or underage rulers,
  • losing wars,
  • losing battles (including rebels),
  • overextension,
  • every time a rebel faction rises in your land (by a fixed amount),
  • losing forts to rebels.

Reform system:
  • Each tribal goverment have about 10-15 reforms available.
  • Some nations will start with certain reforms already unlocked, especially hordes.
  • Reforms will remove penalties or give bonuses, an example would be a reform that removes the increased development cost for primitives that is added in patch 1.13
  • To start a reform, only one requirement is needed, 100 unity.
  • A reform will take around 5-20 years to complete and you can only do one reform at a time.
  • Each month progress will be added to your reform like westernization, then the progress is full you get the advantages of the reform.
  • You can change the reform into another type but you will lose all progress on the reform.
  • The cost of reforming is that you lose about 5 unity each year (no monarch points are needed;)).
  • You can pause the reform but it will slowly lose progress and to start it again you need to fufill the 100 unity requirement.
  • Stability is very important, at -3 it will take about 4 times as long to reform as at 0 stability while at at +3 it will go about 4 times as fast.
  • War slows down reform to about half the speed which conflicts with that war is the main way to get unity.
  • Then you have certain number of reforms completed you can reform your goverment if you wan't but that mean you will lose the power of unity forever however the gain of stability may be worth the loss of unity.
No longer are you forced into certain idea picks to be able to reform your goverment and this new system is also more interesting then the old one. The new tribal playstyle is also interesting.
 
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