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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.
 
  • 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
These are not choices, this is parliament/diplomat 99% of the time.
why bother putting these reforms in if they dont offer any real choice, meme or niche options are fine, but putting mostly useless options is just filler.

"Presidential Rule" could focus more on a strong leader or a more capable one.
"New rulers start with 2 more stats, but pay double the re-election penalty"
"+5 max absolutism per re-election of the current ruler"
"+10% morale while the president is a general/leading the army"
"+1 max absolutism per ruler monarch point"
"+1% tax per ruler monarch point"

one of these could offer a much better choice/consideration over the non-choice that it would be right now

"Broaden Executive powers", more power to the central government.
"-0.05 autonomy a month; +1 unrest" (forceably centralizing the government
"-0.001 autonomy a month per absolutism" (strong ruler centralizing the country)
"+10% tax modifier/+1 missionary strenght" (centralized tax/religion)

"Devolution of Power" more local power, so why a diplomat?
"double the republican sufferage bonus for non-accepted cultures" could be a lot more fitting.
"-3 unrest, 10% minimum autonomy"

cmon paradox, be a bit wilder, give us some serious choices to fight over and to consider during a game.
 
I’m referring to western Europe in general
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.
 
I think it's possible, but why wouldn't they update French HRE lands, too? @ Lorraine and the Comte. Savoy could very well be an ugly huge province in that screen. Though, I would've split into a western and eastern province, but we can't see the western part of the Savoy province in that screen.
 
Given what we’ve seen so far for the HIDDEN stats, I’m inclined to think that there are at least two new ones (that much is pretty much certain, due to ‘guiding principle) and that one of them is an alternative to absolutism.

I mean, if P’dox won’t give us an alternative to absolutism in an expansion about government reform, when they hell will they?
 
Maybe they just didn’t make the map changes yet?
Possible. I think Jake just didn't see that we can see certain provinces in that screen.
 
Given what we’ve seen so far for the HIDDEN stats, I’m inclined to think that there are at least two new ones (that much is pretty much certain, due to ‘guiding principle) and that one of them is an alternative to absolutism.

I mean, if P’dox won’t give us an alternative to absolutism in an expansion about government reform, when they hell will they?

God knows the game needs that promised liberalism value as opposed to absolutism.
 
I understand that the numbers are nowhere near final. But...

  • Nepotism: Each candidate get +1 random stat
  • Republicanism: +0.2 republican tradition
These two seem to fill a very similar role (more monarch points) regardless of number balancing.

It seems to me that once someone does the math, one will always be better to take than the other.
 
Is factions still a thing or are they a thing of the past?

Why wouldn't it be a thing? If you take the Merchant Republic reform, you should have them.

Does that mean a Presidential USA doesn't get access to Congress? That seems so, so wrong. Wouldn't it make more sense to tie Parliaments to whether a republic is Federal, Unitary, or a Confederation?

Taking Presidential doesn't mean that a Parliament doesn't exist in you Republic. It means that the Parliament is not the main executive body of the state while the President is a figurehead.
 
  • Federalism vs Unitarism vs Confederacy
    • Provincial Governments: -25% State Maintenance
    • Administrative Divisions: +5 States
    • Union of States: +10% Global Trade Power

I can't really see anyone picking State Maintenance over States of Global Trade Power given how little money it usually saves. Will there be any rework to how state maintenance is handled/calculated along with this patch? Elsewise it might be better to change it to something else.
 
I can't really see anyone picking State Maintenance over States of Global Trade Power given how little money it usually saves. Will there be any rework to how state maintenance is handled/calculated along with this patch? Elsewise it might be better to change it to something else.

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.

@DDRJake or @Groogy, which region will be the focused region?
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:
 
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.

Ah, that's good to know. Thanks!
 
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:

Maybe just try to confirm that Machiavelli will be in the new loading portrait. no need to name a region. We are just humble customers which wont be able to guess it from that......
 
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
    }
}
Does that mean you are removing the global autonomy reduction buff from increased government ranks?

Can a reform be changed after it has been passed?