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EU4 - Development Diary - 10th of April 2018

Good day! Today we're getting right into the dev diary by continuing on from last week, where we announced large changes to the Government System in Europa Universalis IV. Last week we talked about Monarchies, today, by popular request, let's look at Republics.

I'll start by re-iterating that these changes will not result in the removal of special government mechanics with or without the expansion. The Militarization of the Prussian Monarchy, Mamluk Government Interactions, Dutch republic mechanics etc will all still be in the game, and tied to Government Reforms rather than being a specific government type in itself.

Also the new government reforms are part of the upcoming yet unannounced Expansion Pack. For those who get the 1.26 update but not the expansion, you will still have access to the different government mechanics, but not the new reform choices seen below.

Most Serene.png


Our Government Reforms interface is coming along, with significantly fewer placeholders than before. Now, outside of Hordes, Republics are my favourite government types. No regencies ever, control over which monarch points you get, ruler generals aplenty. That said it's clear to see that since Absolutism arrived on the scene, they have been left feeling a little lackluster, not to mention they have always been that bit too inflexible.

With that in mind, the Republican Reform path contains up to ten different reforms, putting them ahead as the most diverse set we're adding. Let's see what's on offer (all values and effects very subject to balance and change)

  • Oligarchy vs Merchant Class vs Noble Elite
    • Oligarchy: +5% Tax, elections every 4 Years
    • Merchants: Enables Merchant Republic mechanics, -10 max Absolutism
    • Noble Elite: +0.25 Army Tradition, + Nobility Estate influence, elections every 8 years
    • Presidential Despot:
    • Revolutionary Republic - (Special for Revolutionary Target)
    • [Other Special Republics]
  • Republican Virtues
    • Autocratic: -1 Unrest
    • Nepotism: Each candidate get +1 random stat
    • Republicanism: +0.2 republican tradition
  • Frequent Elections vs consolidation of power
    • -1 years between elections, -10 max absolutism
    • +1 year between elections, +10 max absolutism
  • Federalism vs Unitarism vs Confederacy
    • Provincial Governments: -25% State Maintenance
    • Administrative Divisions: +5 States
    • Union of States: +10% Global Trade Power
    • Seizure of Power: [HIDDEN]
  • Parliamentary vs Presidential
    • Parliamentary: Enables Parliaments if Common Sense DLC, else -1 Unrest
    • Presidential Rule: -10% Institution Embracement Cost
  • Consolidation of Power
    • Broaden Executive powers: -15% Stability cost
    • Devolution of powers: +1 Diplomat
  • Guiding Principle of Administration
    • Political Principle - +1 [HIDDEN]
    • Moral Principle - +1 [HIDDEN]
  • Electorate
    • Landholders: +10% Manpower Recovery Speed
    • Citizenry: +10% Land Morale
  • Office Selection
    • Sortition: -0.05 Yearly Corruption
    • Universal Suffrage: +1 Accepted Culture
  • Question of Dictatorship
    • Seize Executive Power: Become Monarchy, lose 4 reforms
    • Proclaim Divine Guidance: Become a Theocracy, lose 6 reforms
    • Strengthen executive powers: +25 Max Absolutism
    • Reinforce Republican Values: +1 [HIDDEN] -25% Republican Tradition Cost of re-elections
    • Revolutionary Empire (For Revolutionary Target): Makes ruler into a Dictator
Next week we will round off by looking at what's in store for Theocracies and Tribals with these government changes. After-which we might even start hinting at where this upcoming expansion and Update focuses on.
 
No the Government Ranks are separated out, so now they'll apply equally on all government types instead.
 
State Maintenance is applied *after* State Edicts cost is added on. So if you have -100% State Maintenance then they cost nothing and in that way the State Maintenance modifier is indirectly much more powerful than you think.


The Expansion will focus on the [REDACTED]

edit: Hmm that's weird... when I write [REDACTED] it becomes like this :eek:
Welp guess you will have to just wait until we announce it :rolleyes:
What about confirming it's not France? In that screen we can clearly see that there are no map changes for Lorraine, France Comte and Provence.
 
on the [REDACTED]

It's red.. Surviving Mars to EU4 converted confirmed as new special outcome for the Worm in Waiting event chain :cool: .
 
If you don't own the expansion, you will have the new reform system, however the reforms will be a select group that will give you similar effects to like it did before this patch.

So if I understand correctly, for those who have only the patch, they will get the new mechanic of adding particularities to their governement with the "normal" reforms, but the reforms linked to a previous DLC won't be accessible except if you play the country it was intended for.

If it works like this, for me, it's a stroke of genius from our devs. That means they will be able to keep adding new type of reforms which will be linked to one particular country, but if you have the encompassing expansion they are going to sell us, you will have the possibility of using those reforms on other countries. Thus every new "Immersion pack" will be an advertisement for this expansion, which will only grow in value for the player.

I think it's DLC rightly done. The ability to apply special reforms to other country is the feature.

I have two question, thought.

1. When they say in the reform that this reform make you lose X reforms, do you have a choice or does it removes the X last reforms you made?
2. If I understand correctly, the name of the government will be dynamic, meaning that in the screenshot, Venice (?) is a Serene Republic because of its particular choices? If so, will the first reforms already differentiate the countries enough for us to have an healthy amount of different governments at the start of the game?
 
    • Based on this quote, I predict the next expansion is going to be called „The Prince” and accompanying 1.26 is going to be „Italy” patch. The place was a hotbed for governmental experiments and theory. Plus it would enable a bunch of cool flavour events.

Yes I think it will be Italy. Ireland was also filled up with unique national ideas and Italy is a very important region at the start of the game, but it still has ''italian ideas'' mostly.
 
As we know it's not Iberia, and having an expansion for France only would lead to Blueberia in all games. France needs only an immersion pack with a few new provinces and a 15th century mechanic.

@TheDungen , the French region got new provinces in RB.
No Normandy got new provinces in RB which weakens france in realtion to it's enemies.

And really France does not need more provinces it needs mechanics some sort of mechanic to focus it's power inwards and a ship load more development. France should have five times the development of England at the very least (Ir had five times the population and England was poorer).

The problem is as always with Eu4 that power to easily translates into blobbing. Not that France is to powerful.
 
If you don't own the expansion, you will have the new reform system, however the reforms will be a select group that will give you similar effects to like it did before this patch.
As an example the Ambrosian Republic government reform looks like this(of course preliminary values subject to change!!!):
Code:
#Special for Milan
ambrosian_republic_legacy = {
    # government mechanics flags go here
    legacy_government = yes
    unique_government = yes
    valid_for_new_country = no
    allow_convert = yes
 
    duration = 4
 
    republican_name = yes
    royal_marriage = no
 
    valid_for_nation_designer = yes
    nation_designer_cost = 10
    max_states = 2
 

   allowed_ranks = { 1 2 3 }
    republic = yes
    modifiers = {
        global_tax_modifier = 0.10
        land_morale = 0.05
        global_autonomy = -0.025
        max_absolutism = -30
    }
}

For the love of all things Scanian, please don't do this!

And by this I mean forget to remove the absolutism penalties from unique republics like the Ambrosian. @DDRJake mentions that part of the rework is due to the absolutism penalties crushing republics, but it would be such a shame if the hidden gems of the government world didn't also get changed. It's not like the Ambrosian is incredibly overpowered, as only non-formable Milan can have it, and must stay Milan to get any real benefit from it. -30 absolutism is just enough to be crippling in the third age.

This message brought to you by a person who definitely did not just play an MP campaign as Milan, and who has no soft spot whatsoever for it.
 
No Normandy got new provinces in RB which weakens france in realtion to it's enemies.

And really France does not need more provinces it needs mechanics some sort of mechanic to focus it's power inwards and a ship load more development. France should have five times the development of England at the very least (Ir had five times the population and England was poorer).

The problem is as always with Eu4 that power to easily translates into blobbing. Not that France is to powerful.
Actually Paris , Poitou and a couple of other provinces controlled by France in 1444 got split
 
I have a hard time believing that anyone ever will go for Autocratic (-1 Unrest) instead of one of the other two choices. Might need to buff it somewhat.
 
  • Noble Elite: +0.25 Army Tradition, + Nobility Estate influence, elections every 8 years
  • Presidential Despot:
  • Revolutionary Republic - (Special for Revolutionary Target)
What does it do?
 
you will still have access to the different government mechanics, but not the new reform choices seen below.
So without the expansion you'd be locked atthe starting government without ever being able to change governnent (except possibly through event/decision for the special ones)?
 
State Maintenance is applied *after* State Edicts cost is added on. So if you have -100% State Maintenance then they cost nothing and in that way the State Maintenance modifier is indirectly much more powerful than you think.

That'd be cool if it getting -100% state maintenance were actually possible. Right now state maintenance modifiers are almost non-existent.
 
What does it do?
Notice that the revolutionary republic one has no colon. And all other points has colons.So I'm pretty sure that presidential despot is the rev republic,but they just made an accidentalbullet point.
 
Notice that the revolutionary republic one has no colon. And all other points has colons.So I'm pretty sure that presidential despot is the rev republic,but they just made an accidentalbullet point.
I guess it makes sense.
 
That'd be cool if it getting -100% state maintenance were actually possible. Right now state maintenance modifiers are almost non-existent.
I did it in the Dev Clash easily. Think I got up to 125% as well so I got it even cheaper on further away state