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EU4 - Development Diary - 17th of January 2017

Hello everyone, in today's development diary we’ll go into details about the Age of Absolutism and the Absolutism mechanic. The absolutism mechanic is part of the free patch, while the Age abilities and objectives are part of the expansion.

So, how does the absolutism mechanic now work?

First of all, we’ve removed the Absolute Monarchy government form.

Secondly, administrative efficiency from technology is now 10% from each tech giving it.

Governments now have an “Absolutism” value, which ranges from 0 to 100, and this increases your administrative efficiency with up to 40% and your discipline with up to 5%, and makes foreign cores on you decay 3 times as quick at maximum absolutism.

There is also a maximum value to absolutism a nation can have, which defaults to 65, with legitimacy increasing it up to +20, republics decreasing it by 30, religious unity increasing it by 5, great power by 5, being empire by 5, and several other factors.

Several events and ideas talking about absolutism now affect absolutism either by directly increasing it, or having a yearly increase.

Absolutism is not just a number that ticks up or down like so many others, this is tied into the actions you do as a player.

Doing harsh treatment on rebels, increasing stability and decreasing autonomy in a province each increase absolutism by +1.

Increasing autonomy reduce it by 2, debase currency reduce it by 1, accepting rebel demands reduce it by 10, assigning a seat in parliament by 3 and reducing war exhaustion reduce it by 1.

These numbers will be tweaked during the development, and actions impacting absolutism may be added or removed from this list.

Whats cool for modders is that you can script absolutism impact individually for your age.
eu4_5.png




Here is the special things regarding the Age of Absolutism, which lasts from 1620 until 1710.

Rules

Absolutism mechanics are enabled.
English Civil War & Court & Country Disaster, can only happen in this Age.

Objectives
  1. Have 3 Trade Companies
  2. Own and Control at least 3 Universities.
  3. Have 90%+ Absolutism
  4. At least 5 different cultures promoted.
  5. Be Emperor of China
  6. Reach a force-limit of 200 regiments.
  7. Be on victorious side of the religious war.

Abilities
  • 50% shorter unrest impact from changing autonomy (shorter cooldown)
  • +1 Yearly Absolutism
  • 50% cheaper and quicker to change rivals
  • Forts bordering rivals are free to maintain
  • +5% Administrative efficiency
  • Allow Edict “Edict of Abolutism” 10 years less separatism in state.
  • Harsh Treatment 50% cheaper
  • France - 20% extra firedamage
  • Netherlands - 0.2 corruption reduction
  • Sweden - +35% manpower recovery
  • Manchu - +50% Larger Banners
eu4_4.png


Next week, we’ll look into the Age of Revolutions.
 
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Judging by the interface religious rules and absolutism are the only mechanics controlled wholesale by eras.

Low RT should increase Absolutism limit. That way there choice between high and low RT would get more complex.
 
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40% Admin efficiency from absolutism? someone make a guide as the best way to get that ASAP - this is some insane blobbing early game.
 
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OK, so the new icons on the age screen mean active religious/absolutism mechanics [rules] respectively.

Manchu - +50% Larger Banners
Are we to assume the above is related to the new [all but confirmed] Chinese-HRE mechanic?


Edit: BTW, nice artwork. Would love to see them in higher-res screenshots.
 
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40% Admin efficiency from absolutism? someone make a guide as the best way to get that ASAP - this is some insane blobbing early game.
The mechanic is only "active" from 1620 [religious is active beforehand].
Edit: Perhaps "fully accessible" is a better term here.

i think paradox is gonna make unique mechanic for every government form. we may see Constitutional Monarchy mechanic next week.
Constitutional Monarchy government use the parliament mechanic.
 
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'Only active from 1620'
Why do you think that?
'Whats cool for modders is that you can script absolutism impact individually for your age.' This doesn't seem to support it and it isn't stated.
 
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@Johan will the next update include the ability to see whether diinheriting an heir will result in a replacement or not?

i.e does my heir have a brother (basically can we have an 'immediate family tree')
 
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'Only active from 1620'
Why do you think that?
'Whats cool for modders is that you can script absolutism impact individually for your age.' This doesn't seem to support it and it isn't stated.
From OP:
"Here is the special things regarding the Age of Absolutism, which lasts from 1620 until 1710.

Rules

Absolutism mechanics are enabled."
 
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'Only active from 1620'
Why do you think that?
'Whats cool for modders is that you can script absolutism impact individually for your age.' This doesn't seem to support it and it isn't stated.
It actually is stated. From the rules section in the DDs [and screenshots] you can how religious is active in the first ages and absolutism in the others.
Also, mods are different than vanilla as you can do many stuff not intended originally.

I'll admit, however, that "active" may not be the right word, especially when it seems to be a new value added to government forms [like "states"]. Maybe "fully accessible" is a better term here [I'll amend the original post accordingly].
 
"Rules

Absolutism mechanics are enabled."

Ah darn missed that - that's a shame.
 
Looks great! 1 question though @Johan will the new absolutism modifier still apply after the age of absolutism is over? Or will it be replaced by something else that increases admin efficiency?
 
Looks great! 1 question though @Johan will the new absolutism modifier still apply after the age of absolutism is over? Or will it be replaced by something else that increases admin efficiency?
It will stay for the age of revolution.
 
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I'm still very skeptical regarding the whole "predetermined country bonuses by age", but at the same time this absolutism mechanic seems nice. It has the merit of widening the scope of situations you can be in regarding the perceived power of your monarch and to be dependant on a wide variety of actions from the part of the player.

I find it odd, however, that nobody can try to be absolutist before the historical dates for it. And what happens in the revolutionary era? The more absolutism you have the more your people will destroy you?

I'm still on the fence regarding this expansion.
 
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This age having bonuses to 4 countries seems even more railroady than the previous two ages. A lot can happen between 1444 and 1620 that could mean that history goes a completely different path. What if Manchu doesn't exist for example?
Manchu almost never appears in SP games, and the Dutch are although common, not often strong and often die. That corruption reduction is laughably pathetic though. Like, the French fire damage is soul-crushingly strong for an already tank of a nation (so killing the French is even more important ...), but the Dutch have the weakest idea I've seen for a while.

Whatever, I detest these nation-specific bonuses either way. I can't think of a single nation that needs any of these buffs.
 
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May have been answered in a previous dd, but has it been said if it is possible for modders to script dynamic age transitions, so the start of an age isn't linked to a year but to flags? The years feel too railroady for some of the more fantasy mods, but could work great with dynamic triggers.
I haven't seen the script, but I don't see it as a problem**.
I imagine since it is most likely a boolean choice you can add other checks to it besides the year to become dynamic [which in itself you'd set to game start].
Although, to reiterate, I haven't seen the script.


**unless hard-coded - though I don't seem to recall.
 
Manchu almost never appears in SP games, and the Dutch are although common, not often strong and often die. That corruption reduction is laughably pathetic though. Like, the French fire damage is soul-crushingly strong for an already tank of a nation (so killing the French is even more important ...), but the Dutch have the weakest idea I've seen for a while.

Whatever, I detest these nation-specific bonuses either way. I can't think of a single nation that needs any of these buffs.

0.2 corruption a year is a perfect bonus for the dutch! It allows you to debase every 10 years which means you'll constantly want to have a 'little' corruption. The dutch republic was in fact rife with corruption; nepotism to the max. So a bonus like this seems incredibly fitting.
Maybe it needs a little buff or make it so for the dutch uniquely the debase currency button could be based on income rather than development. Whilst the cost to buy it down would still be based on dev*local autonomy. That way if thr dutch make alot of money from trade they could completely corruptify their country and make hella dough. Would make for a preeeettty unique playstyle aswell!
 
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