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LordKensis

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Hi, I am Gianmarco Rinolfi founder of Europa Universalis Italia community (with more than a thousand active members).
I have tried to make some good historical work concerning an Italian DLC. This post is highly historic based and is just a sample of a more detailed work that has been summarized for this forum. More info, ideas and stuff can be given in the next weeks.

Special thanks:
Manolo Fioravanti (cofounder of the group) for Venice Rework
Luca Baietti for Signoria of Rimini
Enrico Fallea for Genova suggestions
and of course, thanks to all the groups of Europa Universalis Italia for the suggestions.

Marketing:
+ good for Imperator Rome
+ Italian community is growing
+ HRE and Italy needs some love
+ People want to play EUROPA Universalis

Content:

Sphere of influence: Influence now is really a thing; like trust the value may change from 0 to 100. As in the previous patch only great power can Influence another nation with the addition of the holy roman emperor and the papal state (only in the age of discovery).

Influence Nation : Pay 1 year of target income to increase relations and grant +1 monarch points in their weakest category for 10 years in a target independent non-great power nation. This raises their opinion of the great power by +25 for 10 years and raises the GP influence on them by 5. Going to war with them cancel this bonus and ll lower the GP influence on that nation by 10

Influence goes from 0 to 100 and as no decay over time. Every influence point will count as +2 opinion for both ( Great power and influenced nation ) with no decay over time. Influenced nation does NOT occupy any diplomatic slot.

( names may change ) Free nation, from 0 to 25 : NO effect

Influenced nation, from 25 to 50:
The AI influenced nation will be more willing to offer condottieri to the great power. Automatically divert 10% of their trade power to the Great power. Can call their influential great power in a difensive war at the cost of +10 influence. ( GP can refuse for -20 influence ). GP can not declare DIRECT war against an own influenced nation. Great power can recruits influenced nation “genio” for half of the price.

High influenced nation, from 50 to 99:
The influence nation will suffer -1 diplomatic -2 diplo reputaition and -1 diplo relations. The influenced nation can call their influential GP to offensive or defensive war (+10 influence -20 influence if GP refuse ). Influenced nation always accept enforce peace by their influent great power, they also always accept threaten war, but their GP influence decreases by 30. Influenced nation divert 50% of their trade power to their influential GP. GP can force their dinasty over an High influenced nation.

Client State 100 influence :
When a GP reach 100 influence, the influenced nation become a vassal client state.


Italian Decadence :
Every Italian state ( except for Venice ) start with an influence of 25-40 by France, Papal State, Castille or Holy Roman emperor ( further information can be given if needed ). This influence will be changed also by lot of historical events.
Special : If the HRE is the most influential nation, italian states are more willing to joint-not leave HRE and to vote his reforms. If Papal State is the most influential nation, italian states gains +20% tech cost + 5yearly papal influence modifier

Genio :
Trough the history some exceptional minds have radically changed their time. Those special historical advisors will have extremely good bonus, useful to build up a powerful empire.The stepback of this is that every "genio" can be hired by any great power in the game at the price of his cost doubled (and paid directly to the owner nation)

Exemples of Genio :
Leonardo Da Vinci : Admin advisor lvl3 +20% fort defence +1 prestige -10% build cost +10% production efficency
Carl von Clausewitz : Mil advisor lvl3 +5% discipline +10% national manpower -10% army mantenience

Italian wars :
The Italian Wars, often referred to as the Great Italian Wars or the Great Wars of Italy and sometimes as the Habsburg–Valois Wars or the Renaissance Wars, were a series of conflicts from 1494 to 1559 that involved, at various times almost every italian state, France, Spain, Austria and Ottomans.
Every nation with italian culture can join a “special coalition” against every nation (included italian nations) that own not as core an italian province. The target nation must not be allied, overlord, leading trade league or influencing ( with 25+ influence ) with the nation willing to join. Italian Liberation CB works exactly as the Imperial Liberation CB.

Disaster :

Italian Decadence :

PREREQUISITE: it is currently the ‘Age of Reformation’, and this country:
is Catholic, Protestant or Reformed. One of the following must be true: As Capital in the Italian region As Italian culture is not a subject nation other than a tributary state. did not have this disaster before.

Monthly progress starts if:
does not have an ongoing disaster. has any GP Influence of at least 50 Is not a GP

Monthly progress halts if :
have an ongoing disaster. Has not GP with Influence of at least 50 Is a GP

Montly progress :
+1 for each GP with at least 50 influence
+0.5 for each GP with at least 25 influence
+1 has at least 10 loan

Finish condition :
Is a Great Power
As at least 1 colonial nation

During the disaster Italian states get :
-100% provincial trade power +20% development cost
+0.20 yearly corruption
-10% morale of armies
+2 national unrest
-1 yearly prestige

Italian Condottieri :
Any italian culture nation can rise Condottieri during the age of discovery ( in the same Russia rises streltzsy ) Condottieri will suffer 2% montly attrition and can not reinforce unless they are at war ( or serve as condottieri ) Condottieri generate devastation in any province at peace time Condottieri always came with a 100 Army tradition general Condottieri maintenance cost is a normal units maintenance cost.
AI GP are more willing to hire condottieri
AI Italian nations are more willing to rent condottieri

Fondaco:
it was a huge build, sometimes a district, the presence of fondaco ( as a set of buildings used for the trade and hospitality of their compatriots) in the most important Mediterranean ports is considered one of the fundamental characteristics to define a maritime republic city. Venice, Genoa, Pisa, Amalfi, Ragusa, Ancona, Trani had fondaco in Constantinople, Alexandria in Egypt and in the other centers of maritime commerce. A warehouse could reach the size of a neighborhood, where there was usually a church or a hospice (and in some cases even the baths), and was governed by a bailiff, who was a judge of economic disputes. Genova for exemples had a fondaco in almost every important center of trade in Mediteranean and Black sea, the most famous were in Constantinople, Pera, Chios, Gibraltar, Cadiz, Lisbon, Crimea and Tabarka ( Tunis )

Every Center of Trade now can be developed with a colony by every merchant republic.
Every point of development added in this way will count as a Fondaco point. Every CoT can have at maximum 10 fondaco points
Every nation that got a fondaco point will get ( for each fondaco point ) 10% of provincial trade power of that province
Every fondaco point will give to the province +10% taxation and +10% goods production
Remove fondaco now will be an option in every peace deal, it will cost 30% of the warscore.

Merchant republics change :
A slider like Dutch Republic -Patricians / +Parlament
If Patricians are in charge, ruler will rule untill death otherwise there will be standard election
Can construct a Fondaco (instead of trade post) for 50 diplo points. It gives +10 trade power, in one owned province per trade node (except your primary node) and a level 1 out 10 Fondaco


Rework Italian region with more relevant nations and province (we got lot of info about it, hard to provide on a forum):
Exemple of missing nation :

Signoria di Rimini (1334-1528)
Culture:Romagnan
Religion:catholic
Governament: Monarchy(signoria).
Starting ruler 1444: Sigismondo Pandolfo Malatesta 1/3/3
Capital: Rimini, located in Romagna, separed to Bologna located in Emilia.
Extension territory in 1444: Rimini and Cesena, in the game is like the half of Romagna state. The est Romagna.

Starting ideas: -City of condottieri: mercenary cost: -15% -Intensive agricultur: local goods produce:+10%

Ambition : Regional power : +1 yearly legittimacy

Malatestian ideas with first historic explanation.
Ideas:

School of Rimini- various artists from all of italian peninsula and Europe(L.B. Alberti, Giotto, Giovanni da Rimini, Piero della Francesca.) come to Rimini to perform their pratctice in arts and painting with a huge increase of splendor for the Malatestian court. They export the italian reinassence also in Rimini and Romagna, like all of this beautiful painting are conserved in Vaticans museums in Rome.-building time: -10%

- “best loser of the history”cit.: The longtime tradition of the malatestian House as a condottrieri or mercenary give them a very good skills in a combat fields. They served house Sforza and Visconti. Very famous was the rivalry between Sigismondo Pandolfo Malatesta against Federico di Montefeltro, for their battle for the strategic point of Pesaro and Urbino during the famous italian wars!. - attrition for the enemies: +1

-“One More Loan!” The relevant cost of the mercenary regiments compared to the small income of house malatesta force them to take loan from various tuscanian and milanese banks, also the papal state support the costs of the malatestian’s campaign. This situation give them a good ability in banks affairs. Interest per amnum:-0,25

- the defense is the best attack Our territory needed protection against the attacks of our enemies. The house Malatesta have built or improved a lot of fortification and castle around Romagna and Marche ( Gradara, San Leo, Verucchio, Montescudo, Montebello, Pennabilli, Sant’arcangelo, Cesena’s castle, Sant’Agata Feltria, Santa Sofia, Sogliano’s fort, Castel Sismondo. All of them are castle or city where the house malatesta have built fort.) most of them are at the top of hills or low mountains, is a very difficult mission have a succes in a siege in this region. fort defense + 10% fort cost -20%.

-“Our own currency” After the establishment of the Riminese Signoria, and their dominion on est Romagna, the Malatestian rulers starts to create and fabricate their own currency. With an enourmous advantage in commerce and taxation. ( in the history this is one of the causes of excommunicated declaration send by pope Pio II to Sigismondo Pandolfo Maltesta.) Yearly inflaction reduction: -0.10%

-Defender of the true faith/ Malatestian Tample: During the XVI and during the religious turmoil Romagna and house malatesta remain loyal to catholic faith and the pope, for centuries Romagna and romagnan rulers followed the pope during his mission against the protestants or reformed force. They were in the first line to command the troops of the pope in some case,( in other case the pope and house malatesta were at war each other). Tolerance of the true faith:+2 yearly papal influence : + 1

-Riminese boathouse: With an important and strategic port as Rimini, the city has grew strong and increase their trade range until Croatia’s coast and all of Adriatic Sea which is a great source of fish. The Riminese signoria started their relations with Venice, Aragon and balcanic coast. Ship protect trade efficiency:+ 20%

Venice:
New Government: Most Serene Republic of Venice:
Same as Merchant Republic, except:
A slider like Dutch Republic -Council of Ten / +Great Council
If Council of Ten is in Power: Doge is elected for life, -1 yearly republican tradition, -0,10 Yearly corruption , +2,5% Discipline, +2,5% Mercenary Discipline -10% Mercenary Cost (Condottieri too); can dismiss Doge from command at the cost of -1 stability, -50 prestige, +2 unrest for 5 years
If Great Council is in Power: +1 yearly Republican Tradition, the Doge is elected every four years, +10% Taxation, -10% increase stability cost, Reduce Inflation cost -10%; every 10 years can Use the Button: Sell Council Seats, gain 1,5 years income and +1,5 Corruption
Missions:
New Branch: Expand on Terraferma
Conquer Ferrara: If Venice owns and has core on Ferrara: Gain Permanent Claim on Emilia Romagna, +1 yearly prestige for 10 years +5% morale of armies for 10 years
Conquer Cremona: If (Venice owns and have core on Cremona): Gain Permanent claim on Lombardy, Venice gain “Northern Italian Dominance”, -0.5 monthly Autonomy in every province located in Northern Italy for 10 years, +10% tax for 10 years
Stop the Rise of Milan If (Venice owns and have core on Milan) +100 military power +25 prestige
New Branch: Take back the Bizantine domain
Naval race against the Turks: if Number of Galleys equal or larger than Ottomans: Galley combat +5% for 20 years. Galley cost -10% for 20 years, gain permanent claim on Morea and Athens
2A) Conquer Morea: if Venice owns and has core on all provinces in Morea region +5% morale of Armies & Navies for 10 years, +1 yearly prestige for 10 years, gain permanent claim on Bizantium
2B) Conquer Athens: if Venice owns and has core on Athens: Greek becomes an accepted culture in Venice, -2 unrest on all Greek Culture provinces
Reconquest of Bisanzio: if Venice owns and has core on Bizantium: +50 prestige, +10% trade efficiency for 10 years, +20 trade power for 20 years in Black sea trade node, gain permanent claim on Thrace Area
New branch: Trade Hegemony in Venice Trade Node
Center of Mediterranean: Venice is the highest trade power in Venice trade node, Venice has at least 30 development, a Marketplace and a Shipyard: gain permanent Claim on Apulia Area, Cariola Area and East Adriatic area
Gain a Bridgehead in Southern Italy: If Venice owns and has core on Apulia Area: +10% trade efficiency for 10 years, gain a permanent claim on Alexandria
2b: Get Dalmatian coast: If Venice owns and has core on East Adriatic area: -0,05 yearly autonomy in East Adriatic area for 10 years, 50 diplomatic points
Conquer Alexandria: If Venice owns and has core on Alexandria: +25 prestige, +10% global trade power for 10 years, gain permanent claim on Alexandria (?) Area, gain +5 mercantilism
AGE AMBITION: Each age would have 4 focus which give us ( and also AI nations, but AI will always choose the historical ambition ) some bonuses, a new standard branch of missions and some events.
Exemples ( could be better ) :


Age of Discovery:

Exploration Focus :
Extra missions: Colonize, Trade company, Colony wars, Secure estern trade etc
Extra events: Colony-exploration related Bonus: cheap explorer, cheap conquistador, trade range.

Merchantile Focus :
Extra missions : Secure CoT, Increase Trade profit, Focus on Trade, Secure Rich Regions etc
Extra events: Merchants-Inflations-Goods related Bonus: Can make a fondaco in a CoT .

Holy Wars Focus:
Extra missions : Secure Holy city, Prestige wars, Push Heathens back etc
Extra events: Deus vult, Fight back Heathens, Religious fervor and CB Bonus: Bonus relations with nations of your religion that have this focus, more bonus from crusade, can always rent condottieri for free to a nations that is fighting an Holy wars and get extra Papal influence-Piety prestige and army tradition.

Cultural Focus:
Extra missions: Arts, Accademia, Prestige, Embrace istitutions etc
Extra events: Prestige, Development and Artists related Bonus: Development cost and Istitutions Spread.


Age of Enlightenment:

nationalism : nationalism CB, lower unrest and culture conversion but also less accepted culture, diplo rep and relations with others.

Imperialism : Imperialism ambition with imperialism CB, lot of more settlers, more culture accepted, global trade powers and stuff

Enlightemnent: Enlightemnent ambition that allows revolutions disaster, Libertè Egalitè Fraternitè event, gives you huge boost to tech cost but lot of unrest etc

Determination : that help minors, colonies and threathened nations with big military bonus against the threat and stuff for spies network


HRE CHANGES :

The holy roman Emperor now has no more force limit bonus, instead he can rise troops with no maintenance from HRE states at the cost of Imperial Authority if HRE is in war with someone outside the HRE. Troops will automatically disband when the war is over.
HRE members get 2X times influence by influent nation of the Emperor
A nation now can only join HRE if has at least 25 influence with the HRE and an development no higher then opinion
Proclaim Erbkaisertum now gives +1 yearly influence of the Emperor to every nation of HRE
HRE Emperor now has a special branch of missions to return the HRE at his maximum expantion


Ideas for game balance:
Naval warfare is, by far, less important then land warfare, To ensure more importance to naval warfare in order to make the game experience more historical and more dynamic (especially in multiplayer games) we thought about the following changes:

Trade egemony casus belli : Works as trade dispute but CoT and Fondaco can be given in the peace deal

Humiliate casus belli now also exist in naval version, with blockade wor goal

Colony isolation CB: same as trade dispute but agitate colonies as potential peace deal. It cost 30% of warscore and gives +25% liberty desire in a colony of your choice

Sea superiority : an army fighting in a costal province blocked by an ally fleet get +1 to every dice roll.

I am in possession of so much further information about Italy and with my friends we will try to keep this post updated and add some maps and stuff.
 
Upvote 0
Right down on the job!! Our community is active and growing, and I'm more than happy to see the involvement and work done here.
There are lots of good ideas in the pot, let's hope for the best =D

(I am the Venice rework guy anyway, so maybe, just maybe, I'm being a little partial here hahahaha) .
 
I’m sorry but how will the “genio” advisors be generated? And how will be their bonuses? Isn’t it too complex to model in the game right now?

Isn’t a bit too ahistorical to make Venice’s Doge elected for 4 years? I mean, he was always elected for life. The Doge dismissal idea is brilliant!

Have you tired to think of a mercenary rework when thinking about the Condottieri?

Ps: I’m Italian too and I’ve made a suggestion about the Aristocratic Republic of Genoa after Doria’s reform. If your Genoa team manages to take a look at that, I’d like a review, especially form someone who lives there ;)
 
Isn’t a bit too ahistorical to make Venice’s Doge elected for 4 years? I mean, he was always elected for life. The Doge dismissal idea is brilliant!

you're right, the idea there was the possibility to give Venice a "regular" republican approach (that is indeed ahistorical), while also implementing the real historical truth: a Doge elected for life, and the secretive Council of Ten as the most Powerful institution of the state. It seemed like a good compromise, because now Venice only has elections ;)!

Still, ideas are always welcome! let's keep this thread up and alive, mate :D
 
you're right, the idea there was the possibility to give Venice a "regular" republican approach (that is indeed ahistorical), while also implementing the real historical truth: a Doge elected for life, and the secretive Council of Ten as the most Powerful institution of the state. It seemed like a good compromise, because now Venice only has elections ;)!

You know what the main problem with life-long elections is now? That there is a tier of republican reforms in which you can choose to extend the term limit by 1 year o shorten it by the same amount. And that will have no sense whatsoever with a Doge elected for life.

Also, the merchant republic faction system is not applicable to Venice and can ruin the life-long election of the Doge.
 
I like it. A advisor rework with the Italy patch would be great. So that we could represent the genii better. Maybe traits would work.
Example: Leonardo da Vinci (Genius , free thinker, scincetist, artist, ...)
Interesting, but Lothain development would need to keep pace.
And why is the colour of the post different from your other posts.
 
I would really love to see these ideas implemented in the game. As it is right now Italy really lacks gameplay flavor which is sad considering of how important this territory was in the period covered by the game.

I'm looking forward for influence stuff especially that can hopefully keep alive the small Italian states and stop the blobbing that you see in every game.
 
You know what the main problem with life-long elections is now? That there is a tier of republican reforms in which you can choose to extend the term limit by 1 year o shorten it by the same amount. And that will have no sense whatsoever with a Doge elected for life.

Also, the merchant republic faction system is not applicable to Venice and can ruin the life-long election of the Doge.
Mughal Diwan is a second row reform and the Dutch republic even a 4th(?) row reform. Thus, putting it into the corresponding row would solve that problem, yet it would create the problem that Venice would have to run with a 4 year election cycle until they can reach that reform.
 
Mughal Diwan is a second row reform and the Dutch republic even a 4th(?) row reform. Thus, putting it into the corresponding row would solve that problem, yet it would create the problem that Venice would have to run with a 4 year election cycle until they can reach that reform.

But will it cancel the results of the previous reforms? Because in the other cases it won’t (it seems). The problem could be averted only by granting a special second tier reform to Venice (and also Genoa). I already have some ideas about that.
 
But will it cancel the results of the previous reforms? Because in the other cases it won’t (it seems). The problem could be averted only by granting a special second tier reform to Venice (and also Genoa). I already have some ideas about that.
Venice and Genoa would have to start as oligarchic republics and then choose their special reform in the third row ("Frequent Elections vs consolidation of power"), but I fear that "Parliamentary vs Presidential" makes even less sense. We might have to wait for the latter until release, as the same problem arises for England.