• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Welcome back to our weekly series of development diaries about Europa Universalis. This time we’ll talk about two features that will be part of the next expansion.

Theocracies
This is based on something we read in the suggestions forum. Monarchies and Republics have had their Legitimacy and Republican Tradition, but Theocracies haven’t had a unique mechanic yet. The next expansion will add a concept we call Devotion. Devotion ranges for 0 to 100, and impacts several thing.

Devotion impacts your religious abilities, your prestige gain and your tax-income.

You primarily gain devotion from high religious unity and the devoutness idea. Low stability will decrease it, while being Defender of the Faith will increase it.

There are also a lot of events that impact your devotion.

Another unique mechanic for theocracies is the fact that they always have an heir, and they have somewhat of control of it.

If you do not have an heir, you get a chance to select one heir. Heirs are age 40+ with random stats. You can then pick one of the following.

  • A Local Noble – Loses 5 devotion, but gains +10 Prestige
  • A Foreign Noble - Gains +100 relation with a random nation.
  • A Merchant's Son - +25% yearly income, lost 10 devotion
  • A Papal Protege – Catholic only. Gains +10 Papal Influence
  • A Talented Theologian: +10 Devotion
  • A local preacher – +5 Devotion & -10 Prestige


Government Ranks
A new feature in the next expansion is the introduction of proper Government Ranks. In previous versions, most countries would either be simply a Kingdom or a Republic, with a few special cases like Byzantium's Imperial Government and vassalized Kings becoming Dukes. If you don't get the expansion, this changes little, but for those with it most government types will come in three ranks: Duchy, Kingdom and Empire. While these are the names of the ranks, it doesn't mean there aren't any ranks for Republics - Venice's Serene Republic is on the same level as a Kingdom, for example.

Countries will start with whatever is closest to the rank they had historically, so the King of Burgundy becomes the Duke of Burgundy, while Byzantium is very much an Empire despite no longer having a special government form. Vassals, Marches and non-Elector members of the HRE are always Duchy rank, and certain government types only come in a single rank (such as Ming's Celestial Empire, which is always an Empire). Countries that are not locked to a particular rank can raise their rank through the Government screen by fulfilling certain requirements such as a certain level of prestige and total development level of your nation.

So what benefit do you get from a higher government rank, besides a new title and fancier headgear? Well, for one, higher government ranks are able to change their National Focus more often, with the default 25 year cooldown being 20 years for Kingdoms, and a mere 15 years for Empires. The bonuses granted from each government are now also set per rank, with government types getting more autonomy reduction from the higher ranks, while others such as Steppe Hordes have their base government bonuses to force limits, manpower and looting speed increased by higher government ranks.

Finally, this system also comes with a complete and mod-friendly overhaul of how government names and titles are handled. Under the old system, if you wanted to for example call your Greek Emperor a Basileus, you would have to create a particular localisation string that might get overwritten by other localisation strings, and there was no ability to differentiate between the titles of say, a Greek Western Technology Group Emperor and a Greek Eastern Technology Group Emperor. Under the new system, you script specific government name/title entries that might look something like this:


Code:
byzantine_monarchy = {
rank_1 = PRINCIPALITY
rank_2 = KINGDOM
rank_3 = EMPIRE


ruler_1 = AUTOKRATOR
ruler_1_female = AUTOKRATEIRA
ruler_2 = DESPOT
ruler_2_female = DESPOTISSA
ruler_3 = BASILEUS
ruler_3_female = BASILISSA

trigger = {
   government = monarchy
   tag = BYZ
}
}


The game goes through the government entries, picks the first one it finds where the trigger evaluates true, and applies those government titles to that nation. This means that if you so desire, you could create a complete unique set of government names for each and every country in the game!


AQP3Ng9.jpg
 
Seems cool! But I do have a question, is there a way to go up the ranks? if there is, I guess I didn't pay much attention...
 
Right, but if the mod implements something similar to the DLC feature in its own fashion without requiring any of the DLC feature itself, it need not require the mod. Therefore, if you implemented it before the DLC, you can implement it after the DLC without using any components of the DLC. That is not invalid.
I don't think so. If you had, say, created an event or decision that would allow you to freely remove an idea group, I'm pretty sure after AoW was released you would have needed to either remove it or modify it so that only those with AoW could use it.
 
I really do think there needs to be another modifier on top of the local preacher vis-a-vis the theologian, because why would you ever pick it otherwise? Either that or switch their devotion bonuses. I do like the idea of some sort of bonus domestic boost to sort of mimic locals appreciating you picking one of the common folk.

I'd also suggest having a bit of difference between heirs for the normal theocracies and the militaristic orders (TO/LO/TK) to reflect that the latter were well... military orders. Monastic military orders, but military orders nonetheless.
 
  • 2
Reactions:
So what benefit do you get from a higher government rank, besides a new title and fancier headgear? Well, for one, higher government ranks are able to change their National Focus more often, with the default 25 year cooldown being 20 years for Kingdoms, and a mere 15 years for Empires. The bonuses granted from each government are now also set per rank, with government types getting more autonomy reduction from the higher ranks, while others such as Steppe Hordes have their base government bonuses to force limits, manpower and looting speed increased by higher government ranks.

@Johan - can you be more specific about the requirements for ranks? Will any of them have to do with number of provinces owned or an absolute number of developments across a country as opposed to a percentage (e.g. highly-developed one province empire of Ulm)?

If so, two separate arguments/questions about this:

1. From a historical perspective, weren't larger empires more difficult to manage? Therefore instead of National Focus cooldown decreasing as the country size grows, shouldn't it increase to reflect the inertia of a larger bureaucracy and speed of execution? Similarly, why should larger, sprawling empires have higher autonomy reduction than a tightly-knit duchy?
2. From a gameplay perspective, why make strong nations even stronger?

If not, then please ignore.
 
  • 5
Reactions:
I don't think so. If you had, say, created an event or decision that would allow you to freely remove an idea group, I'm pretty sure after AoW was released you would have needed to either remove it or modify it so that only those with AoW could use it.

The Rule is: No material from one Paradox IP(Game or DLC, includes any content in them) may be used in a user mod, unless that user mod can assure only people with that other Paradox IP installed can use it. If doing that is beyond the technical ability of the particular mod maker or it is impossible then they cannot be used.

I disagree with your reading of it and think it would not be applicable. Paradox has final say, of course, but your interpretation of the rule is far more strict than mine. If I were a modder in the case you are suggesting, I would post my mod in good faith that I had not tried to circumvent any of Paradox's protections on their DLC content.
 
  • 1
Reactions:
I can't believe Paradox is asking money for stuff that has been in mods since EU III, like goverment ranks or the 30 years war.
Don´t like it, don´t buy it. It´s simple as that ;)
 
  • 1
Reactions:
He makes it seem like the expansion is going to include only this change..there are many more things which will hopefully make the price worth it.
 
  • 1
Reactions:
Are you people saying there shouldn't be an "Spanish Empire" or "British Empire" because of ancient imperial Rome or somesuch nonsense?
 
  • 2
Reactions:
Neither Spain nor Britain actually called themselves the "Empire of Spain/Britain" or crowned their monarchs emperors. "Empire" in that sense only means "large and powerful", without the connotations that the actual title or rank had.
 
  • 3
  • 1
Reactions:
The only question I really have about all these changes (all the dev diarys so far) is when you are an empire is it the same kind of bonus, byzantine empire or nation designer empire, as before? income from vassals, autonomy -0.20 (i think thats the stat) and i wanna say more morale.
 
Neither Spain nor Britain actually called themselves the "Empire of Spain/Britain" or crowned their monarchs emperors. "Empire" in that sense only means "large and powerful", without the connotations that the actual title or rank had.

Which is kinda the point of the mechanic as far as I can tell - you grow enough and you can increase the rank of your government.

Maybe they'll make it so even a proper humongous colonial Spain retains the "Kingdom of Spain" label while being an empire level government, but I sure as hell hope not.
 
But Spain and Britain never actually increased the rank of their governments. As far as they and everybody else were concerned, they were "just" very large and powerful kingdoms.
 
  • 7
Reactions:
Again: I don't care if it's "unrealistic". The Byzantine empire surviving in 1444 is totally unrealistic. Ryukyu doing anything else than dying is unrealistic.

The Ryukyu Kingdom survived until 1879, well after the game's end.
 
  • 3
Reactions:

So the PUs for Burgundy are (in order) Picardy, Brabant, Flanders, Hainaut, Holland, and Luxembourg?

I posted this in the previous DD:


If that Burgundy map isn't just a game started with whoever is playing the game breaking apart Burgundy into vassals for fun, the division is all wrong.

Nevers-Rethel being separate is correct, as those two were owned by a cadet branch of the House of Burgundy, and had been since 1404.

Beyond that, if we're going to break down the entire Burgundian state into (a) what was actually owned by the Dukes and (b) what came to them through personal unions, then the division would be as follows:

Owned by Burgundy
1. The Duchy of Burgundy itself: Bourgogne and Charolais in game terms. The core of the Burgundian territory.
2. The Duchy of Luxembourg: Luxembourg in game terms. Philip the Good did not inherit Luxembourg, but purchased it, so it can't be considered to be in personal union, but instead directly owned by Burgundy. As this happened in 1443, it should have a really high nationalism.
3. The Counties of Hainaut and Holland: Holland, Zeeland, Hainaut, and Cambrai in game terms. Again, These counties were not inherited, but purchased, so again cannot be considered in a personal union, but should be directly owned. This happened in 1432, so again, these provinces should have a reasonably high nationalism.
4. The Margravate of Namur: Namur in game terms. Same as the last two, Philip bought the rights to the margravate in 1421. Again, it should be directly ruled by Burgundy, but have a somewhat high nationalism.
5. Picardy: Picardy and Vermandois in game terms. Ceded by France to Burgundy under the Treaty of Arras in 1435.

In Personal Union with Burgundy
1.The inheritance of Margaret of Dampierre, wife of Philip of Bold of Burgundy. She was Countess of Flanders, of Artois, and of the Free County of Burgundy: Flanders, Ghent, Artois, and Franche-Comte in game terms. Margaret died in 1405, so this personal union should be getting close to actual integration by game start. The nation in personal union here would be Flanders.
2. The inheritance of Philip of St. Pol, cousin of Philip the Good of Burgundy. He was Duke of Brabant, Duke of Limburg, and Margrave of Antwerp: Brabant, Antwerp, Breda, and Limburg in game terms. These areas were inherited by Burgundy in 1430, so the personal union wouldn't be so close at this point. The nation in personal union here would be Brabant.

I reluctantly concede that one could make 2 - 4 in the first section PU's for Burgundy, even if technically historically incorrect. We don't have a Namur tag though, do we, so I'm not sure quite what to do with it (part of Brabant I guess). Hainaut and Holland shouldn't be separated as two different PUs, as the two had been combined since 1299 (that PU had long since been integrated!) - Hainaut was the senior title, so if they must be part of a PU with Burgundy, it should be united and under the title of Hainaut. As for Picardy, it really wasn't a single feudal entity at the time - it was a combination of French crown territrories and minor vassals that were ceded en masse to Burgundy under the Treaty of Arras. I just can't see it as a PU, but outright conquered territory held directly by Burgundy. At worst, if it has to be part of a PU, combine it along with Artois as part of Flanders (which needs to include Franche-Comte!).
 
  • 3
Reactions:
So my Found an Empire mod is now pretty obsolete...

There are people in worse situation: Lex Talionis is still not released because of staggering amount of changes requiring polish and fixes, and this patch will totally revamp building system (LT was changing) and of course introduce gov ranks (LT has its own) :(