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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.
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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
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Next week, we’ll look into the Age of Revolutions.
 
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Will Elective Monarchy get a malus to Absolutism? It was during this era that Poland began to rot away as the king proved unable to keep the magnates in check.
This is something I am wondering as well, in fact I am puzzle on how this changes are going to work with Elective Monarchy and it's events as a whole, I mean isn't the goal to become an Absolute Monarchy before anyone anyways?
 
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@Johan Will there be any unique mechanics for being the Holy Roman Emperor?

Will there be any unique mechanics for being the Roman Emperor (Byzantium)?
 
Regarding the Emperor of China, I wonder if that would allow European powers to take over Chinese throne? Something along the line like Britain taking over the throne over India from Mughals. Interesting possibilities but I think it would probably be more unlikely than in India. Also, Britain already ruled most of India before it officially took over the throne after the Indian mutiny so throne might be meaningless anyway.
 
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I hope all this China stuff means I can become Emperor of China as Korea or Japan or whoever I damn well please.
 
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Implying Manchu would not be Qing or dead by this point.
I think one of the points of this patch is to make it so that Asia happens more historically...
 
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Again why is there country specific objectives and bonuses ? are those replaced with generic ones for other countries ? I don't really understant what PDS is trying to achieve here.
 
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Again why is there country specific objectives and bonuses ? are those replaced with generic ones for other countries ? I don't really understant what PDS is trying to achieve here.
To, idk, emulate history better? With the ages mechanic they can nerf some stronger nations(Ottoblobs) and make them do well in their respeticve age instead
 
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Again why is there country specific objectives and bonuses ? are those replaced with generic ones for other countries ? I don't really understant what PDS is trying to achieve here.

I'm starting to agree now that I think about it, especially in the case of CK2 converted games in which these nations may never exist at all. I don't know why these unique bonuses can't just be generic ones that the AI of that country are weighted towards taking.

Except the Manchu banners one, and even then, as someone else has pointed out, this would still be too little too late.
 
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Seems great!
If you are working in new forms and mechanics of government I think that a new mechanic for Spain could be cool, a "Spanish Monarchy" working like some kind of confederation of kingdoms
 
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To simulate history better United Kingdom needs to become Emperor of China ?
What does that have to do with what I said? The goal of the nation specific goals is that certain nations if certain positions will be able to achieve them and therefore be powerful in that period of time as they were in history. With this method Qing should hopefully form much more often and when Ming explodes if some peoples theories on the mandates are true a new power will become China