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Cyridius

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Aug 31, 2013
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After I get a feel for the game, I will get to work on adding new government types and AI personalities to match. Until such a time I start releasing content(Which will not be for a number of weeks post-release), I will use this thread to keep track of ideas I'm working and what I'm planning on doing(As well as a general order of which thing will be done first). A lot of what I first put up here will be a "What if I could do this" kind of idea - i.e. mess around with a left of field concept, work with it for a while and eventually see if it makes sense and fits in the game - if it does, it's released, if not I'll throw it away and someone else can mess with it if they want.

Everything will be modularised(Bar AI Personalities which I intend to have correspond to specific governments).

Everything including names is work in progress.

Government Types

Autocracy
Fascist Dictatorship

  • Fanatic Militarist or Fanatic Collectivist, or Militarist and Collectivist, ethoses unlocks this form of government
  • Fanatic Pacifist, Pacifist, Fanatic Individualist, and Individualist lock this government
  • Bonus to production speed of military units
  • Bonuses to Influence based on rivals, wars, military strength etc.
  • Boost to War Tolerance
  • No limit on who can lead the empire, but it is done until death of the leader
  • Maluses currently being considered
I'm thinking of creating maluses of an economic nature in order to stop the government from balling out of control with the production boost. Essentially, I want the strength of the economy to be the main controlling factor of military strength, not slow construction practices(i.e. I have the resources for a big fleet but it's taking forever). If you have the economy to support it, you should be able to produce a fleet fairly quickly to replace losses or mount a desperate defense.

Totalitarian Bureaucracy
  • Collectivist or Fanatic Collectivist ethoses unlocks this form of government
  • Boosts to production of Minerals, Energy and Food
  • Boost to Influence
  • Malus to happiness
Government form designed for expansion, essentially. More resources, more influence - more territory. More food, more POPs. The happiness malus though means you have to be much more aware of factions.

Feudal Monarchy
  • Collectivist or Militarist ethoses unlock this form of government
  • Boost to base Influence gain and reduction in Influence costs in relation to sector management
  • Boost to number of embassies and rate of relation improvement
  • Boost to number of leaders
  • Reduction in leader cost
  • Malus to number of Core Worlds
  • Malus to science output
Basically trying to confine the player to a small set of core worlds, with everything else falling under a sector. This government is meant to go out, form alliances and vassalize other empires and have as many leaders as you'd need at the tips of your fingers. Due to the totalitarian and backward nature of the Feudal system though, this comes at the cost of science tech - so it'll be essential to keep up with those research agreements. Considering deletion depending on mechanical issues I will figure out once I get my hands on the game.

Oligarchy

Corporatism
  • Economy orientated
Think "Venice of Stellaris". Designed to make money and minerals and trade it with other players, with an internal situation in which the POPs are more content than other forms of government(Happiness bonus).

Constitutional Monarchy

This I might just remove this as there's no niche I can really think of placing it in right now i.e. the only thing behind the concept right now is the name.

Meritocracy
  • Happiness boost
  • Leader chosen based on skill/experience?

Democracy
Soviet Democracy
  • Materialist or Fanatic Materialist ethoses unlock this form government
  • Xenophobe, Fanatic Xenophobe, Collectivist, Fanatic Collectivsts lock this government
  • Leader is chosen every year
  • Bonuses to production of Minerals and Food
  • Malus to upkeep costs across the board
  • Bonus to upgrade costs
  • Bonus to building construction speed
  • Reduced wargoal cost on Liberation goals
This is meant to be a democracy quite focused around maintaining a solid economic base and productive base. On top of that, the frequent elections are intended to make it quite prohibitive to influence them as your influence investment will only last a year, so influencing elections will be used even more rarely than with other forms of elections. Similarly, any "negative outcomes" in elections will only last a short period of time.


Citizens' Republic
  • Xenophobe or Fanatic Xenophobe ethoses unlock this form of government
  • Fanatic Individualism or Individualism lock this government
  • Leader is randomly chosen every X number of years
  • Reduced wargoal cost on Conquer goals
  • Slavery Tolerance for Aliens boosted
  • Only dominant species can be leaders
  • Malus to resource output without slaves
  • Boost to resource output by slaves
Aggressive, slave owning democracy based on a Sortition model. Intended to drive towards early conquering of other races or else it will handicap its economy due to a lack of slaves.

Presidential Republic
  • Individualist ethos unlocks this government
  • Fanatic Individualist ethos locks this government
  • Leader is chosen every X number of years
Considering deleting this as already existing forms of democracy can probably cover a lot of what I'd want to go for here.


AI Personalities

Will work on these once I have a better idea of the mechanical implementation of governments and see the full list and how they work ingame i.e. no point designing and working on a Personality if I don't really need it.
 
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I would suggest changing the names of Soviet democracy and probably fascist dictatorship to not be direct references to factions in earths history.

Can't think of a good replacement though. what about Ideological Democracy? (I think it's meh, but better than anything else I thought of).
 
I would suggest changing the names of Soviet democracy and probably fascist dictatorship to not be direct references to factions in earths history.

Can't think of a good replacement though. what about Ideological Democracy? (I think it's meh, but better than anything else I thought of).

I considered it, but decided against. I think the name is probably the best descriptor I could think of. Essentially the logic here is that Soviets as a concept predate the USSR by quite a while, and are actually a form of government - rule by Democratic Workers' Councils - as opposed to an ideologically driven thing. That's what I'm trying to model here with this government type - very regular elections to make spending influence on the outcome prohibitive, essentially your POPs have a chance of actually deciding something that may not be your first choice.

There's a good case for changing Fascist Dictatorship(Maybe to something like One Party Dictatorship) but I think the names will probably be the last thing to change in general(i.e. Names will reflect what I'm trying to achieve and then maybe before I release them they'll get changed to something more thematic).

Anyways, I've decided to do away with trying to make Soviet Democracy work for Collectivists. It's quite literally impossible to balance both Individualist and Collectivist ethoses for a single government type i.e. both ethoses become entirely useless picks and other ethoses become OP/UP with the stacking bonuses.
 
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I considered it, but decided against. I think the name is probably the best descriptor I could think of. Essentially the logic here is that Soviets as a concept predate the USSR by quite a while, and are actually a form of government - rule by Democratic Workers' Councils - as opposed to an ideologically driven thing. That's what I'm trying to model here with this government type - very regular elections to make spending influence on the outcome prohibitive, essentially your POPs have a chance of actually deciding something that may not be your first choice.

There's a good case for changing Fascist Dictatorship(Maybe to something like One Party Dictatorship) but I think the names will probably be the last thing to change in general(i.e. Names will reflect what I'm trying to achieve and then maybe before I release them they'll get changed to something more thematic).

Anyways, I've decided to do away with trying to make Soviet Democracy work for Collectivists. It's quite literally impossible to balance both Individualist and Collectivist ethoses for a single government type i.e. both ethoses become entirely useless picks and other ethoses become OP/UP with the stacking bonuses.

Ah really? I didn't know that. Well that makes sense then.
Thanks :)
 
Hmm, the thing I wonder with the Soviet Democracy is how difficult it would be to balance the mandates and leader skill level around a single year. For mandates, if its the miner mandate and building a mining station takes more then a year it would be impossible to complete as an example. Additionally, there is very little chance for leaders to grow in skill after only a year.
 
I considered it, but decided against. I think the name is probably the best descriptor I could think of. Essentially the logic here is that Soviets as a concept predate the USSR by quite a while, and are actually a form of government - rule by Democratic Workers' Councils - as opposed to an ideologically driven thing. That's what I'm trying to model here with this government type - very regular elections to make spending influence on the outcome prohibitive, essentially your POPs have a chance of actually deciding something that may not be your first choice.

Wouldn't "Assambleary Democracy" work better? After all, that is basically what Soviet means and you avoid the association most people have with Soviet = Communism.
 
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