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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
 
It makes logical sense that the ruler of the duchy of Navarra would be a duke. Incidentally he'd also be a king of another country, and though he might style himself king, for intends and purposes he is not that within his home country.

Of course he would be, but there have been cases of PU-switcheroo in history. James IV Stuart, King of the Scots (1567-1625), King of the Scottish-English union (1603-1625) comes to mind. By all intents and purposes, the United Kingdom is a political union with Scotland as the primary title. That's not how history played out, to put it mildly.
 
Uh.. then elector? A king of Brandenburg instead of markgraf or duke? Or prince-elector? I think there are too much freedom for princes of HRE and too few differencies between normal princes and elector.

Electors can be King rank, normal princes are stuck at Duke.
 
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Shouldn't he be locked at Emperor tier? As the Popes claimed to be given the authority of the Roman Emperors by the Last Western Roman Emperor, then again we made them King tier in CK2 although I feel like that was so the game systems would allow for vassal popes
Both work, but likely due to his limited secular power I prefer to see him as a low-end king.
 
This too. That thought process is like... the fundamental basis of all strategy games, cost-benefit analysis.

Not *everything* should be a cost-benefit analysis, because that strips all the fun out of the game. There are many cost-benefit analyses in EU4 (the whole monarch point system for one), but this is one of those things that shouldn't be because it's a matter of clear progression and the sense of reward it brings.
 
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Not *everything* should be a cost-benefit analysis, because that strips all the fun out of the game. There are many cost-benefit analyses in EU4 (the whole monarch point system for one), but this is one of those things that shouldn't be.

Okay, this I can accept, but what about my point about making the rewards relate to the achievement?
 
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Wow.. Without prussian region and any diplomatic effory, Hoenzollern got King Title!

Then if elector lose their right, they will lose their king title? If normal princes become elector, they get king title?

I said can be, not will start as. Brandenburg starts as a Duchy, and can become a Kingdom if they get large enough.

Electors that lose their electorate drop in rank, you do not automatically gain rank upon becoming one.
 
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I said can be, not will start as. Brandenburg starts as a Duchy, and can become a Kingdom if they get large enough.

Electors that lose their electorate drop in rank, you do not automatically gain rank upon becoming one.
Oh I understand it. Thank you for reply.

Then Bohemia can lose their long assured king title? That's too bad for Czech people.
 
I think that this is the right order for the title names.

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


ruler_1 = DESPOT
ruler_1_female = DESPOTISSA
ruler_2 = BASILEUS
ruler_2_female = BASILISSA
ruler_3 = AUTOKRATOR
ruler_3_female = AUTOKRATEIRA
 
I like a lot the content of this DD but i've to say that it's weird to see another cross-dlc mechanic. What i mean is that the feature that will enhance National Focus on MP (given by res publica) is behind the next dlc. I own res publica and i'll buy the next dlc but please don't do these things. I always thought that dlcs are good as long as you don't feel that they're putting content that should have been there since the beginning, and also content that doesn't require you to have other content (except the base game ofc). So I know i'm just a fan and i know nothing about the balance of free features/paid on the next dlc but i would suggest to put the government ranks in the patch for free, so that you both give this game a feature that - at least in a very basilar way - should have been here, and also you don't create another dlc loop for the customer, keeping features and their enhancements separate between expansions.
 
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With regards to moddability of the ranks and names, would something like that work?
Code:
hre_monarchy_1 = {
rank_1 = COUNTY
rank_2 = LANDGRAVIATE
rank_3 = DUCHY
rank_4 = KINGDOM

ruler_1 = COUNT
ruler_1_female = COUNTESS
ruler_2 = LANDGRAVE
ruler_2_female = LANDGRAVINE
ruler_3 = DUKE
ruler_3 = DUCHESS
ruler_4 = KING
ruler_4_female = QUEEN

trigger = {
    is_part_of_hre = yes
    is_elector = no
    NOT = {
        any_neighbor_country = {
            is_part_of_hre = no
        }
    }
}
}

hre_monarchy_2 = {
rank_1 = COUNTY
rank_2 = MARGRAVIATE
rank_3 = DUCHY
rank_4 = KINGDOM

ruler_1 = COUNT
ruler_1_female = COUNTESS
ruler_2 = MARGRAVE
ruler_2_female = MARGRAVINE
ruler_3 = DUKE
ruler_3 = DUCHESS
ruler_4 = KING
ruler_4_female = QUEEN

trigger = {
    is_part_of_hre = yes
    is_elector = no
    any_neighbor_country = {
        is_part_of_hre = no
    }
}
}

hre_monarchy_3 = {
rank_1 = COUNTY
rank_2 = LANDGRAVIATE
rank_3 = DUCHY
rank_4 = KINGDOM

ruler_1 = PRINCE_ELECTOR
ruler_1_female = PRINCE_ELECTRESS
ruler_2 = PRINCE_ELECTOR
ruler_2_female = PRINCE_ELECTRESS
ruler_3 = PRINCE_ELECTOR
ruler_3 = PRINCE_ELECTRESS
ruler_4 = PRINCE_ELECTOR
ruler_4_female = PRINCE_ELECTRESS

trigger = {
    is_part_of_hre = yes
    is_elector = yes
}
}
 
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This sounds like a lot of extra flavour. I'm really looking forward to this expansion (yes I think "expansion" is the right word for this one).
Why don't you announce it? It's not really important, but I would like to know, how it's called.