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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.

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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.
 
Maybe they rework the hre (north and south Germany, Italiy) and some PLC
That's like 1/3 of Europe measured by population. If they do that much it's going to be really superficial, heck all existing tags may not even end up getting national ideas much less unique events and adding in all the tags that should really be there.

Unfortunately, Meritocracy is already a mechanic; it's the Legitimacy/Devotion/Republican Tradition/Horde Unity of the Celestial Empire government type. Otherwise I agree that'd work far better than Nepotism.
Then make it technocracy. Totally wrong name for the era but the idea is right the idea that you promote people from a field to make decisions about that field.

Also since meritocracy in china is a score and this is a single reform they could easily have the same name.
 
It depends. At every election you can choose to keep your current leader, and their skills increase by one, meaning it's possible to cultivate 6/6/6 leaders quite regularly.

However, the Republican equivalent of Legitimacy, Republican Tradition, accrues at 1 a year and drops by 10 every time you re-elect someone, and if it gets too low your government shifts into a dictatorship and possibly collapses into a Monarchy. You can (currently) keep your RT pumped up with military points and the Strengthen Government option, so if you want to do that more often it's your call.
no it drops by 2.5*years until reelection so RT wouldnt be an issue
 
Since this DLC will likely be about government reform and inner management, rather than territorial expansion, could we get a deeper expansion of the Estates feature ?
I understand it is a former DLC feature, but I feel it's way under-exploited, and could be made much more meaningful, especially regarding centralization.

For example, it could be tied more closely to autonomy (rather than a simple +25% province autonomy floor)
It could get the ability to challenge the central power (revolts using their own funded rebel armies, out of their overall privileges).

Besides, there are plenty of reforms from CK2 Conclave laws which are still relevant to EU4 period (remember that countries like France or HRE were not yet centralized in 1444, or even the different kingdoms of the Crown of Castile/Aragon/Valencia which all had their own institutions and privileges...)
 
Huhhhh wait. Republics have 10 reforms. Becoming a Monarchy comes last and only removes 4 reforms. So this means that I can take Nepotism as my second reform, play all game long till Question of Dictatorship, become a Monarchy and keep Nepotism?


(also RIP my suggestion from last week I guess)
 
Notice this dev diary has 79 agrees and no disagrees? Complete 180° from the last few rule brittania diaries. Good work.
 
Huhhhh wait. Republics have 10 reforms. Becoming a Monarchy comes last and only removes 4 reforms. So this means that I can take Nepotism as my second reform, play all game long till Question of Dictatorship, become a Monarchy and keep Nepotism?


(also RIP my suggestion from last week I guess)

I think it rather means that if you turn into a monarchy, you will be instantly able to take as many reform as you did as a republic minus 4.
 
The Parliamentary vs Presidential division doesn't really make sense. I mean 'parliament' is just one name for a legislature. And even though full presidential republics give more power to the executive branch, they always have a legislature. I mean the USA has a Congress (Senate and House) and other presidential republics have legislatures too under different names likes assembly, the chamber, the house of the people or supreme council.

It would be weird if suddenly the USA doesn't have access to their Congress with the new update.
 
I think it rather means that if you turn into a monarchy, you will be instantly able to take as many reform as you did as a republic minus 4.

That seems likely.

The Parliamentary vs Presidential division doesn't really make sense. I mean 'parliament' is just one name for a legislature. And even though full presidential republics give more power to the executive branch, they always have a legislature. I mean the USA has a Congress (Senate and House) and other presidential republics have legislatures too under different names likes assembly, the chamber, the house of the people or supreme council.

It would be weird if suddenly the USA doesn't have access to their Congress with the new update.

The USA political system will probably be one of the "special republics", one which would function with a president, but have a legislature. Presidential republic, or simply constitutionnal republic, as it is now. I agree however that if the latter name is used, it would not be ideal since a parliementary republic can exist and have a constitution.
 
I really hope you'll give us more than 2 choices per policy, it would just end up with a standard build if you don't. Include a lot of good modifiers so players can craft their own experience.
 
Will a revolutionary empire be a monarchy or stay as republic with monarchist system( Still republic, without election, heirs ).
 
I think it rather means that if you turn into a monarchy, you will be instantly able to take as many reform as you did as a republic minus 4.

Oh, that makes sense.


cmon paradox, be a bit wilder, give us some serious choices to fight over and to consider during a game.

I have to agree with this.

We have a lot of modifier sources in the game already; a government reform DLC is the perfect opportunity to add new wacky rules and modifiers. The Civics in Stellaris are doing a great job at this, I think it's time EUIV follows its lead now.
 
@DDRJake

As was mentioned earlier - please look at reworking Merchant Republics. They are very interesting, but only for about 100 years or so. After that you just quit and play someone else. In a game that is primarily about map painting, they are arbitrarily prevented from doing do.

As a possible solution - could we get an option to change a previously selected reform at a cost of X reform points (and maybe some unrest)? At that point, a MR could at least abandon being an MR during mid-game when the penalties become truly unbearable. I imagine there are other scenarios where a 'redo' would be appreciated and worth the cost to do so.

Also, on the free side of the DLC - please consider a rework and balance pass on Policies. They are a very easy way for nations to differentiate themselves from each other. Unfortunately, the vast majority of them are not worth even the basic cost of 1 MP. Perhaps nations receive (1) free policy per government rank. Perhaps a government reform grants a free policy or two. Alternatively, keep the costs where they are but increase the value/effects of most of the policies. If requested, I imagine the community could provide a multitude of suggestions for policy changes.

Happy gaming!
 
@DDRJake

As was mentioned earlier - please look at reworking Merchant Republics. They are very interesting, but only for about 100 years or so. After that you just quit and play someone else. In a game that is primarily about map painting, they are arbitrarily prevented from doing do.

As a possible solution - could we get an option to change a previously selected reform at a cost of X reform points (and maybe some unrest)? At that point, a MR could at least abandon being an MR during mid-game when the penalties become truly unbearable. I imagine there are other scenarios where a 'redo' would be appreciated and worth the cost to do so.

We'll have this already, changing a pre-existent reform will cost the "reform points" and also give corruption.
 
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.

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)

sounds like you took a few pages out of Victoria II. Looks good!