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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.
 
You take a hit of -10 max Absolutism; likly on top of the -30 or so you automatically take for being a Republic.

However; there is an upside too in greater flexibility and the ability to pump monarch stats faster so you are not stuck with a bad 6 total stat ruler.



Republics past 1610 were basically roleplay only in the last few patches. You have:

Less Discipline and ability to take land due to Absolutism malus

Are saddled with pretty awful Republic events every 3~5 years

Have to pay through the nose for stability in most cases

Find it more difficult to create alliances between no Royal Marriages and no diplo rep from Legitimacy

Usually end up with WORSE rulers on average due to disinheriting. Average Monarchy ruler is a 3/3/3. [9 stats] Disinherit bumps that up since you can disinherit the below-average. Starting Republican rulers are 6 stats; 1 re-election puts them 3/3/3; which is still below the Monarchy average. You have to re-elect twice to even start making more average MP than a Monarchy, and you can't always do that between RT and ruler deaths.

They're also worse than Theocracies. Devotion is awesome, and Theocracies get good events unlike Republics; no hit to Absolutism, 3/3/3 average ruler stats, and flexibility with estate control.

Also Monarchies are getting buffed too.


But do you still get the -30 for being a republic? I don't think so, all the old bonuses are gone with the new system.
 
This looks nice.
I personally hope that the Region of Oceania will get some more love.
At the moment it is completly empty but you can make a lot out of it like the hawaiian kingdoms, The Tonga Empire as well as tribes in New Zealand, Australia and New Guinea.
Maybe evan a new government so they can travell over to other islands
 
Monarchies, Republics, Theocraties… HRE focus?
I keep telling ya the HRE is to big to be a focus as a whole, it could be HRE mechanics but then it will probably be with a south german rework.
 
Guiding Principle of Administration
  • Political Principle - +1 [HIDDEN]
  • Moral Principle - +1 [HIDDEN]
Wait, so there are two [HIDDEN]s?
The suspense...

Also, when you say that we keep the reforms done previously, does that mean vertically (keep only one per category) or horizontally (keep many per category)?
The second one doesn't make a lot of sense to me (like, having a Provincial Government should be mutually exclusive with Seizure of Power, right?), but was what I understood from the explanation last week.
Was I misunderstanding or is the second one how it will work after all?
 
I would really like to know how Peasent Repbulics fit in, since some reforms don't apply to them. (Neither Nobel, nor Merchent, nor Oligarchy class)
Could you post some more infos about them?
 
I would really like to know how Peasent Repbulics fit in, since some reforms don't apply to them. (Neither Nobel, nor Merchent, nor Oligarchy class)
Could you post some more infos about them?
There are always elites so I would say Oligarchic.
 
    • Nepotism: Each candidate get +1 random stat
Fabulous! Worth it just for quality of life! They were always so boring before!
(along the same quality-of-life lines: can you display the traits of all ruler-choice scenarios - not just republics, also Wars of Roses etc?)
  • Republicanism: +0.2 republican tradition
    [*]Consolidation of Power
    • Broaden Executive powers: -15% Stability cost
    • Devolution of powers: +1 Diplomat
  • The choice in this iteration seems a tad underwhelming. Why would anyone ever go for the first option?
    Republicanism: +0.2 republican tradition
    [*]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
Nice. But when you lose n reforms, is it the first n, or the last n, or random?
 
I think I know what kind of republic I will be running in 1.26!

The only real question now is which republic?
 
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.

View attachment 356501

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.
Pardon for "noob"/ignorant question, but will so-called "Monarchia mixta" (or, for English, mixed monarchy - the government which existed in this timeline PLC) be treated like monarchy in mechanics or be able to follow this reforms? Historically, there was balance of power between parliament and the executive (the King), but political progress tended to follow republican routine. On another hand, while the king was elective and had limited power, he was guaranteed to rule for as long as his life and situation focused on enstablishing that or another political dynasty (Jagiellons, Wazas) on throne. It changed after Johan Casimir's rule, but mostly because of the fact that former was untalented and elected only to calm down Chmielnicki's Cossacks and because of later rulers being untalented/unpopular aswell.
 
A question tickling my mind is with the relevant 'Conquest of Paradise' DLC, will colonial governor republics be covered under 'Other Special republics' where they are found in colonies founded by you or conversely picked from country selection's timeline? The obvious already existing American Senate government type already leans towards the New World republics in a way that would be a shame to ignore but some more clarity for DLC owners for some of the older expansions would be very interesting seeing as the common sense DLC will be getting some extra functionality.

I guess i know which nation to pursue my next grandeur play-through attempt (with some nation designer shenanigans), with the glorious Caribbean nation of Tropico lead by the banana presidential despot republic of "El'Presidente"!
 
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.

That's a weird way to start this dev diary. It may imply that republics have something to do with the will of the people, which is a dangerous assumption.

I keep telling ya the HRE is to big to be a focus as a whole, it could be HRE mechanics but then it will probably be with a south german rework.

What? Why? Rule Britannia reworked both the Britain and Low Countries regions, plus the northern part of France, and it was only an immersion pack. This dlc is a full expansion like Cradle of Civilisation, which reworked the entire Middle East, Egypt included. I fail to see how the HRE would be such an insurmountable obstacle.
 
Two questions. First for clarification, we are only allowed to choose one of the perks on the horizontal plane as we descend through the reforms tree, correct? I.e. only one of the 6 perks under the Oligarchy v Merchant Class v Noble Elite?
And secondly, are you removing the negative republic tradition for exceeding a certain number of stated provinces for Merchant Republics, now that Merchant Republics are a reform? Or is that "mechanic" included in that reform? If this is the case, does this also mean I could now play Venice but NOT take the merchant republic reform and not be handicapped by the province limit?
 
That's a weird way to start this dev diary. It may imply that republics have something to do with the will of the people, which is a dangerous assumption.



What? Why? Rule Britannia reworked both the Britain and Low Countries regions, plus the northern part of France, and it was only an immersion pack. This dlc is a full expansion like Cradle of Civilisation, which reworked the entire Middle East, Egypt included. I fail to see how the HRE would be such an insurmountable obstacle.
Because England the low countries were already overdone and are now crazily overdone? Also England has a handful of tags the HRE has somewhere between 20-30 tags.
The HRE and it's satellites had something like 20 million people in 1450 while the British isles and the low countries combined didn't add up to 10 million.
https://en.wikipedia.org/wiki/Medieval_demography

in 1450
Germany: 10.4 million
Italy in 1450: 10.5 million let's say half of that was in the HRE (that's probably undershooting it).
Austria-Hungary : 10 million, but let's say half of that is actually in the HRE at this point.
20 million


England and wales: 3.3 million
Scotland: 500.000
Ireland: 700.000
Belgium: 1.3million
The Netherlands:1.1million
6.9 million
 
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Because England the low countries were already overdone and are now crazily overdone? Also England has a handful of tags the HRE has somewhere between 20-30 tags.

Except, like I said, Rule Britannia was an immersion pack, smaller in scope than an expansion like MoH, CoC or the upcoming dlc, so it's not the better point of comparison. CoC focused on a region with around 70 tags, while RB actually took care of 25 which is still around your estimation for the HRE.
 
Except, like I said, Rule Britannia was an immersion pack, smaller in scope than an expansion like MoH, CoC or the upcoming dlc, so it's not the better point of comparison. CoC focused on a region with around 70 tags, while RB actually took care of 25 which is still around your estimation for the HRE.
Yeah but the HRE has been neglected for a really long time it should have more then 25 tags far more (In fact the fact that Ireland with their 700.000 people have as many tags as northern italy with atleast 5 million people is ridiculous). Austria alone should be three different tags at least. Bavaria should be a whole load of them, there should be a whole bunch of them in the swtizerland/savoy region. Not to mention major reworks to how the HRE itself functions. They can easily to an entire DLC on just the south german region (and bohemia since it is closely linked to the habsburgs) and HRE mechanics. And it's a lot better if they just leave Italy and the north german region for later immersion packs so they can actually do them properly when they do them. And I say this even knowing that northern Germany sans Prussia (since it's already been done) will not be a high priority.

And I cannot stress enough how ridiculous it is that there are 11 tags in ireland when there are a mere 14 in northern italy.
 
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Except the absolutism nerf, which indeed makes it an interesting decision.
Agreed. I wonder if it would still be better to take the -10 absolutism cap debuff for the shorter election cycle, as you could still then take the +25 absolution cap for a net +15. Assuming, that is, that the -30 cap for republics in general is gone now or can be otherwise mitigated.