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y1kdcb5au9rqw

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With the last preview falling off page, it would seem timely to publish a new one – so here we go!

This time we are going to have a look at one of the central concepts in the mod; how to set up your government.

The core concept does away with the “government type” of EU3 and EUR and replaces it with a flexible system based on “national ideas”. In other words; your “government type” is not in it self a modifier but instead is reflected by the Doctrines and the Ideas you have picked for your country.

To make this comprehensible, let us take a look at some previously published graphics from the game (note: these are slightly outdated).

Here we have Rome with seven free slots. This is the highest number of “national ideas” a country can have in MN.
natove.png

The lowest number of slots is two and a key element in the game will be to get your government from two or three slots at the beginning of the game to seven (which currently should take around 400 years, give or take 100 years).

Another key element is the bonus to Central Administration which only apply when your ideas match the slots. More on that further down.

Now to fill those slots we have 17 Doctrines (there are only two religious Doctrines) and 23 Ideas, so let us get into the details of how they work.
natide.png

The easiest way to do that would be to briefly describe some of them, their interaction and their accessibility.

The Military Doctrines reflect the strategic focus and tactical deployment of your military and are historic reflections of (what I consider) the five most prevalent doctrines of the time period. Each country will have one of these predefined in its history file but it will be possible to remove or change it during the game.

Mounted Warfare: the “Parthian doctrine” focuses on cavalry, and very high strategic and tactical mobility.
Latin Warfare: the “Roman doctrine” focuses on infantry, diciplin and tactical mobility.
Hellenistic Warfare: the “Alexander doctrine” focuses on combined arms tactics.
Skirmishing Warfare: the “Barbarian doctrine” focuses on light infantry, “hit and run” tactics, strategic mobility and strength in numbers.
Maritime Warfare: the “Carthaginian doctrine” focuses on naval supremacy.

As you might have figured out, these Doctrines are mutually exclusive so you will only be able to have one of them active at any given time (same goes for the respective Doctrines in the other three areas). However having a Doctrine gives access to the Ideas in the respective area and you can have any number of those active at the same time.

The Military Ideas reflect (some of) the unique military concepts in existence or invented during the time period.

Career Officers: the idea of having professional military leaders instead of nobles/politicians heading the armed forces.
Professional Military: the idea of having professional soldiers instead of calling on ordinary citizens to do the fighting.
Stationary Support Assets*: the idea of building and maintaining permanent military installations and infrastructure.
Mobile Support Assets*: the idea of building and maintaining artillery and logistical support.
Militarised Society: the idea of having military ability and accomplishment being the measure of a man instead of birth and/or wealth.
* temporary name reflecting the concept

Now as mentioned there are predefined Doctrines for each country (one in each of the four categories) and to match that there will always be at least one idea slot in each area (when you have four or more slots of course). However you are not forced to make use of all four Doctrines. You can decide not to make use of your Military Doctrine and use the slot for another Idea from one of the categories you have access to from the other Doctrines. The downside to this strategy is that Doctrines are slightly more powerful than Ideas and you lose the bonus to Central Administration but if you really want to make the military the focal point of you country you are allowed to spend six slot on a Doctrine and all five Ideas.

This should allow for a huge number of different long term and situational strategies, and if balanced properly; infinite re-playability.
 
Great post and work as usual y1 (seven slots to fill ;)). I like the flexability you have added when you move away from a centralised government and that it is double edged sword. Have you got a proposed release date yet?

The core concept does away with the “government type” of EU3 and EUR and replaces it with a flexible system based on “national ideas”. In other words; your “government type” is not in it self a modifier but instead is reflected by the Doctrines and the Ideas you have picked for your country.

If you take away the "government types", how would you differentiate between a monarchy, republic and tribe? Is this defined by the civic doctrine you have?
 
Great post and work as usual y1 (seven slots to fill ;)). I like the flexability you have added when you move away from a centralised government and that it is double edged sword. Have you got a proposed release date yet?

Thank you :)

We have somewhat of a situation at the place where I work, which leaves me with very little free time at the moment, so unfortunately the beta release is still far off in the future... maybe we will get a new expansion before that happens :D

If you take away the "government types", how would you differentiate between a monarchy, republic and tribe? Is this defined by the civic doctrine you have?

Basically, yes. Tribes do not have access to Civic Doctrines, so getting that is their first step in the development process hinted at in the original post. I intend to do a preview of each of the remaining three categories, but I will reveal that the five Civic Doctrines are: Democracy, Flexible Oligarchy, Rigid Oligarchy, Monarchy and Theocracy. If you do not have a Civic Doctrine, you are a Tyranny (unless you are a Tribe of course).

So if you combine for instance Flexible Oligarchy and Militarised Society you could be considered a Military Republic. Combining Rigid Oligarchy with Noble Privileges (an Economic Doctrine) you could be considered an Aristocratic Republic etc.
 
Nice. I've never liked the idea of each government type having a specific bonus, using bonuses from Ideas and Laws should be enough to represent the differences.

As always, your work continues to impress me :)
 
I think what will contribute to make of your system a good one is to give ideas, and even more doctrine, far-reaching consequences (positive of course but also somehow limiting) and not simply a kind of "goody" effect. So that different countries do not look like each other, so that they really play differently depending their specific doctrines/ideas.

For example, if maritime warfare is supposed to portray Carthaginian warfare, it should give a malus on national manpower, but some kind of ability to hire mercs or a significant revenue boost, so that we really "feel" like playing Carthage and not an avatar of any other Nation.
 
I think what will contribute to make of your system a good one is to give ideas, and even more doctrine, far-reaching consequences (positive of course but also somehow limiting) and not simply a kind of "goody" effect. So that different countries do not look like each other, so that they really play differently depending their specific doctrines/ideas.

That is the intention with the system.

For example, if maritime warfare is supposed to portray Carthaginian warfare, it should give a malus on national manpower, but some kind of ability to hire mercs or a significant revenue boost, so that we really "feel" like playing Carthage and not an avatar of any other Nation.

In the original concept from 2008 there were indeed negative effects connected to all doctrines however I decided to change that because it made the decision to forfeit a doctrine too easy.

Instead the baseline in static modifiers has been reduced significantly thus there is a huge difference between not having a military doctrine and having one, and at the same time the difference between military doctrine are that much more pronounced.

To give you an example; Crete starts out with Maritime Warfare while Macedonia starts out with Hellenistic Warfare meaning Crete will have better and cheaper ships and Macedonia would probably need to outnumber Crete two to one in ships to be able to launch an invasion and that will be a huge drain on the Macedonian economy.

Carthage will be near invincible at sea until one of the other majors change doctrine to Maritime Warfare but at the same time Carthage will probably not be able to use the maritime supremacy to invade one of the other majors because their land forces will be significantly weaker.
 
First of all: WOW. Please keep up the good work!

I like your idea and doctrine concept . I hope, the ai will handle it well.
But please, think of a way to make it feel hard and realistic to change let's say from a republic to a dictatorship. It would be sad, if you just had to click one or two ideas (and have a stability hit) to change the gouvernment system. There must be premises to be met and consequences to be faced (+ rivolt risk, riots etc.).
 
This sounds perfect: very different playstyles depending on Nations' character...

That was the intention ;)

First of all: WOW. Please keep up the good work!

Cheers mate :)

I like your idea and doctrine concept . I hope, the ai will handle it well.
But please, think of a way to make it feel hard and realistic to change let's say from a republic to a dictatorship. It would be sad, if you just had to click one or two ideas (and have a stability hit) to change the gouvernment system. There must be premises to be met and consequences to be faced (+ rivolt risk, riots etc.).

I have completely disabled the way national ideas are changed in vanilla to control the consequences of changing them. This both helps the AI and makes it possible to differentiate between changing a Doctrine (huge impact) and changing an Idea (light impact if changing between Ideas under the same Doctrine; moderate impact if changing between ideas under different doctrines).