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SAS

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Please please make it an option for the player to guild his nation to a revolutionary republic (like France or USA) and not a result of a failure of the state/player.
 
Or model in the factors which led Louis XVI to such excess. I wouldn't call America a Revolutionary Repbublic, but you are right, it is ridiculous that I have to stay in debt at stab -3 to get a revolution.

Ridiculous because it makes you realize how often player-led nations are ridiculous paragons of stability and frugality which probably couldn't be found in Enlightenment Europe.
 
Or model in the factors which led Louis XVI to such excess. I wouldn't call America a Revolutionary Repbublic, but you are right, it is ridiculous that I have to stay in debt at stab -3 to get a revolution.

Ridiculous because it makes you realize how often player-led nations are ridiculous paragons of stability and frugality which probably couldn't be found in Enlightenment Europe.

Well, typically that happens because there is no real incentive to _not_ be a paragon of stability and frugality. You sometimes get 'punished' with bad events or (more positively) face obstacles that make it harder for you to remain stable and frugal, but the objective is always to get back into that state of perfect harmony. It might be more interesting if there wasn't this optimal state, but rather several different states that are good for different things.
 
Well, typically that happens because there is no real incentive to _not_ be a paragon of stability and frugality. You sometimes get 'punished' with bad events or (more positively) face obstacles that make it harder for you to remain stable and frugal, but the objective is always to get back into that state of perfect harmony. It might be more interesting if there wasn't this optimal state, but rather several different states that are good for different things.

I think everyone would always want a stable state. In reality there just wasn't a slider to invest everything in for instant stability.
 
I think everyone would always want a stable state. In reality there just wasn't a slider to invest everything in for instant stability.
I think a lot of monarchs/rulers were more interested in their own pleasures and petty conflicts than the stability and well being of their states.
 
Ridiculous because it makes you realize how often player-led nations are ridiculous paragons of stability and frugality which probably couldn't be found in Enlightenment Europe.
It would be better if every war gives a stability loss, even though you have a casus belli, and that high war exhaustion leads to stab events. It might also be a good idea to limit the ability to directly invest in stability. That will at least reduce the stability for large war warmongering states.
 
Also, a more functional loan system and basic inflation (or make inflation reduction very, very hard) could help.
 
I don't think Revolutionary mechanics should even be included, and the (apparent) time frame would suggest this.
 
The best thing to happen would be to have the stability mechanics removed altogether and replaced with more interesting internal politics mechanic. The problem with that is of course that it might require to much work to do well. Vicky 2 and CK 2 both had their internal politics mechanics built into the game as a core features with the pops and the character. The question is, is there a way to make some fun and reasonably abstracted system in EU 4 without a massive addition like pop mechanics? I know nothing of the work that was done by the MM team is going to be used, but the one thing I liked was the faction system. Juggling powerful groups in a system more fun then the sliders would be so col and open such possibilities.
 
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I remember once writing a long post about how stability in eu3 and crown authority in ck2 could be better modelled by simply taking into account the actual strength and weaknesses of the state or ruler. For example, just had a long draining war with France? Manpower depleted, heavily in debt? That gives you low crown authority or equivalent of -1 stab. Rich and prosperous with many loyal and happy vassals? High CA/+3 stab.

I mean, would King Henry II have said to his vassals, "I want to increase my authority, how about we go high? K thanks", then along comes John who says "hey, let's meet at Runnymede so I can lower the crown authority, is that cool with you? ok great, see you there at about 3". No, John was a fool who lost wars and the realm weakened, authority naturally declined with it.

I think someone made a good point as to why it wouldn't work, though, but I can't remember it
 
There are three types of civil war that need to be simulated:

1. A vassal doesn't agree with how your country is treating them and rises up in revolts, casting of their oath to you. This can be quite easily simulated (if it isn't already in EU3, I'm generally a good ruler so I don't remember it happening to me) as the vassal already has a tag.

2. A colonial nation, like the USA, wants to become independent. Already has a tag, so no problem as well.

2. A revolt that wants to overthrow the central government (pretenders, zealots, republicans, etc.). Using tags to simulate this would be hell, but I think there might another solution. Since the main focus is the playability of the rebel faction (ie. the pretender, the republicans, etc.) it could be done so that when a large scale revolt occurs (so multiple provinces), an event launches that gives the player the choice between playing the rebel faction or keep playing as the current government. The latter choice will do nothing, while the former will give the rebel territory and units to the player country and change the ruler, type of government, sliders, etc. to those of the rebel faction. The areas and units controlled by the old government will become rebels that will try to return to the old situation. If you fail as the rebel faction you'll get in charge of the old government, putting you where you were.