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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
 
And Vasilefs is a rather modern way to pronounce Basileus (and it isn't even written vasileifs in modern greek)
 
It would be really cool if you could restore Rome, or form different nations. Also I think it would be cool to reform something like the Muslim Caliphs. And if religion might be slightly overhauled, it would be interesting if when you called a crusade, other nations could join the religions side and if there were certain goals. Sounds great so far though.
 
Despot should be in Duchy rank
Basileus should be in King rank
Autokrator should be in Emperor rank

As modern Greek Basileus means King and Autokrator means Emperor

There was theocracy changed to Monachy is Montenegro in historic reality.

If Theocracy has a rank system

For Orthodox

Metropolis ruled by Metropolitan = Duchy
Archbishopric/Archdiocese ruled by Archbishop = Kingdom
Finally Patriarchate ruled by Patriarch = Empire

Note: In greek tradition Archbishop is higher than Metropolitan and in Slavic tradition Metropolitan is higher than Archbishop, I suggest follow Greek tradition style cuz Orthodoxy is originated from Greece.
 
Problem is what if there is a western country convert to Orthodoxy what do you think they follow Greek or Slavic tradition?
The system would allow them to do this (this is an example):
Code:
slavic_orthodox_theocracy = {
   rank_1 = ARCHBISHOPRIC
   rank_2 = METROPOLIS
   rank_3 = PATRIARCHATE


   ruler_1 = ARCHBISHOP
   ruler_1_female = ARCHBISHOP
   ruler_2 = METROPOLITAN
   ruler_2_female = METROPOLITAN
   ruler_3 = PATRIARCH
   ruler_3_female = PATRIARCH

   trigger = {
     government = theocracy
     religion = orthodox
     culture_group = south_slavic #or whatever is appropriate
   }
}

orthodox_theocracy = {
   rank_1 = METROPOLIS
   rank_2 = ARCHBISHOPRIC
   rank_3 = PATRIARCHATE


   ruler_1 = METROPOLITAN
   ruler_1_female = METROPOLITAN
   ruler_2 = ARCHBISHOP
   ruler_2_female = ARCHBISHOP
   ruler_3 = PATRIARCH
   ruler_3_female = PATRIARCH

   trigger = {
     government = theocracy
     religion = orthodox
   }
}
This way south slavic orthodox theocracies get the first one, while everyone else gets the 2nd one. Or they may just go Bishiop -> Archbishop -> Patriarch.
 
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The system would allow them to do this (this is an example):
Code:
slavic_orthodox_theocracy = {
   rank_1 = ARCHBISHOPRIC
   rank_2 = METROPOLIS
   rank_3 = PATRIARCHATE


   ruler_1 = ARCHBISHOP
   ruler_1_female = ARCHBISHOP
   ruler_2 = METROPOLITAN
   ruler_2_female = METROPOLITAN
   ruler_3 = PATRIARCH
   ruler_3_female = PATRIARCH

   trigger = {
     government = theocracy
     religion = orthodox
     culture_group = south_slavic #or whatever is appropriate
   }
}

orthodox_theocracy = {
   rank_1 = METROPOLIS
   rank_2 = ARCHBISHOPRIC
   rank_3 = PATRIARCHATE


   ruler_1 = METROPOLITAN
   ruler_1_female = METROPOLITAN
   ruler_2 = ARCHBISHOP
   ruler_2_female = ARCHBISHOP
   ruler_3 = PATRIARCH
   ruler_3_female = PATRIARCH

   trigger = {
     government = theocracy
     religion = orthodox
   }
}
This way south slavic orthodox theocracies get the first one, while everyone else gets the 2nd one. Or they may just go Bishiop -> Archbishop -> Patriarch.


Good Idea also not only south slavic uses it Romanian and Russian use it too.
 
The idea that the reward for creating an empire should be autonomy reduction doesn't make much sense, because there's no sensible bell curve that way.

Kingdoms get larger and larger (more unwieldy) until until either they address the issue by adjusting their government or their own ambition compels them to announce their new status. Suddenly, they can grow more quickly and incorporate new people more easily. Makes sense so far....

... until you realize that there's no down curve. Enormous empires should run into maintenance troubles. The borders of an empire should be hippy level autonomous or rebellious if not. It should creak and groan, not sing better and better to no end. :p

Modern empires were fast growers, politically influential, efficient users of natives' resources. What they weren't known for were subjects' complete integration into the system, providing across the board the same manpower, tax, etc as the Imperial capital.
 
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It's almost like you're playing some kind of... game.

Almost.

That's not cool. The fact is that this series as well as CK and Vicky and HOI attempt to have historically and politically flavored mechanical responses to ingame choices that are justifiable ... all the time.

There's no way Paradox hasn't changed its games based on unjustifiable or logically clunky processes before, and being trivial about a community member's reasonable, constructive opinion in a relevant forum post is pretty agitating. I came back more than a week after I'd read this dev diary to add my opinion about government ranks, and when I re-read your comment, I thought I should stick up for CrabHelmet. So there, I did it.
 
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The difference between county and duchy is not relevant enough on EUs level of simulation, but you could set it up to display them as counties.

Without making it incompatible with Ironman? This would be an important feature to me if more things were modable without it disabling ironman mode and achievements.
 
Can you add another rank before duchy? County/Grafschaft. It's need to especially for french and HRE minors (Artois, Hessen, Heldern, Leuchtenberg, Baden, Henneberg, Nassau, East Frisia, Oldenburg, Montferrat, Saluzzo. Toulouse, Foix, Flandre, Armagnac, Maine, Holland, Hainaut, Kent)
 
I asked this earlier, but I figured I would try again:
Will the "Foreign Noble" heir option have the dynasty of the foreign nation in question? If not can you please make it so? It would make it easier to play the Teutonic Order somewhat historically and have a Hohenzollern Grandmaster who converts the order to Prussia. It would make me incredibly happy. Thanks!
 
I totally agree with who say that empire wouldn't take bonuses. I think the reward for having built a large empire is... the large empire itself! Instead, governing vast territories with many different cultures, religions and local issues should be more difficult. Becoming larger and larger means more and more problems, especially for republics and constituitonal systems in general.

Think, for example, to Roman Republic. Its continuous growth had rendered the senate and the other republican institutions less efficient and the necessity of a large military in order to defend longer borders and to repress larger populations had increased prestige and influence of generals that, in the end, had subverted the State and trasformed it to a Principality. Roman Empire, despite of his power and weath, had suffered from numerous civil wars and began to decay less than two centuries after his formation, when the previous republic lasts for five centuries.

I think that, besides some minor bonuses (regarding, for example, the acceptance threshold for foreign cultures), the "government rank" progression should be a maluses progression. It's more realistic, satisfactory and also stops snowball effect.

It could be implemented in many way: a "government efficiency" factor that drop with the number of provinces/total basetax and rise with technology level and mp-costing policy and that influence the republican tradition generation and the cost of increase stability. Or raising the odds of negative events for large countries.
 
I think Empire is there more to rapresent a King that unify various jurisdiction in one.
In theory is similar to a King that instead be king in various kingdoms, decide to have only a crown for all, without be limited by the various local institutions. Personally I think that the name empire should cover only the centralization in high areas, i'm curious of what are the prerequisites.
 
But if I don't know the stats of either beforehand, why go for the one that may or may not have better stats but definitely has a worse ability?
No idea. :p Home-made RNG tricks? RP-choice? Weakening your contry?