• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

GloryGloryByzantium

First Lieutenant
38 Badges
Mar 10, 2019
258
704
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
I've been reading Graham Shipley's The Greek World: After Alexander 323 - 30 BC and was noticed many features of the ancient world that have been or could be implemented in the game. Below are some of the briefest of notes with my comments on how the game did or could build upon this work. I'm putting this in the general forum, since I'm wanting to discuss the relation of the history of the period with the game rather than making any one of these particular points be designated for the suggestions forum (but anyone is welcome to copy them over).

From C.2 'Kings and Cities'
S. 'Representation of Kingship':
The Hellenistic states, especially the Diadochi, must actively cultivate the idea of kingship, which was disliked by significant portions of the Greek world (of city-states). A king would have to actively cultivate a royal aura around him through religion, arts, coinage, courtly life, and administration.
1. We see kings merge divine attributes into their portraits such as Alexander depicted with horns or nicknames arising such as Antiochos Soter (Saviour) or Antiochos II 'o theos (the god) after great victories.
2. Kings threw parties (syposium) and festivals (likely tied to a religious ceremony). I see a direct relation here to ck2's feast and festival decisions to obtain popularity and loyalty.
3. Visual representation was important. Commissioning of statues and minting of new coinage upon a succession could be an important stabilizing event to solidify the new ruler's status.
4. Queens had a significant role to play as figures such as Olympias and Arsinoe indicate. There's already at least one flavour event for consorts that I'm aware of, but we could have a generic even where queens request tasks which are weighed on their personality traits.

S. The Negotiation of Power:
1. Kings would promise Greek states 'freedom', delivering them from their subjugators, but would expect tribute in return and would often make requests / demands regarding their rulers, taxes, and levies. (I see opportunities where flavour could be added to subject states; the game attempts to do some of these things).
2. Kings would have advisors and friends who would function as intermediaries between monarch and city. (We could add character events where an office holder requests something special for their hometown).
3. Cities would pursue favour from the king, who could be the arbiter in a dispute with another city. A story is told where Lysimachos adjudicated between land contested by two cities which were his subjects (I see here an event which transfers land between subjects and loyalty effects in response).
4. Some cities were granted asylum status and could not be fought against or expected to have taxes or levies imposed on them. These would typically be a sanctuary like Delphi.
5. Kings were expected to found new cities and add to the infrastructure of existing cities. (The game represents this well, but we could put a malus on players would refuse to build and put all their wealth in mercenaries).
6. Kings would often give gifts of cash or goods and would finance public festivals. (The gifts are in-game to an extent. The festival feature would provide enriched immersion not only for diplomacy, but also religion).

S. Civic Society and Socio-Economic Change:
1. Good discussion is made on urban layout for the founding and refounding of cities. A grid-based city layout was the hallmark of Hellenism. Royal palaces were built upon and became cities within cities in some cases. Agora's and sanctuaries were also added through patronage. (This section made me really appreciate the province investment buttons as each of them has some correspondence with the building efforts of the period. Perhaps we could put a limit on them but embellish them? Let the pop cap item be an urban restructuring which can only be done once but gives a significant flat rise in capacity?).
2. Citizen patronage played a significant role in the period. (The game already has a few nice flavour events related to citizens and office holders wanting to create a building in a province. Gave me yet more appreciation for some vanilla features. Perhaps these can be expanded upon?).
3. There were some cases of women becoming more prominent than in ages past, but social conventions were not completely broken for most of the period.
4. There appears to be an increase in income inequality in the period both due to trade networks and also from land being absorbed from peasant farmers into wealthy estate holders. (Perhaps we can add a pop ratio modifier?)
 
  • 4Love
  • 3
  • 2Like
Reactions:
Thank you for sharing your reading. It is a great thing that we can learn from others reading.

There are many interesting ideas. The urban layout and making cities something organic and not a set of boxes to complete, is worth exploring.

But the increase of income inequality has caught my attention. Probably by getting people from a surviving economy to a surplus one, the income inequality was exacerbated. This is modeled on the freeman to citizen or slave to freemen promotion. However, the causes for this promotion and the consequences could be improved.

The causes are the government, city, settlements and buildings desired class ratios. I think we should move to a more social mobility system where province income determines promotions of POPs. In addition, I would make freemen also capable to produce goods, as slaves do.

Now the consequences of income distribution for each class is modeled by the generation of trade routes and the happiness/good and base happiness of each class. I would add that slaves should not be taxed, but freemen, citizens and nobles, or for that matter, business and holdings. Oppening a new set of economic laws.

Anyway, it was great reading you.
 
  • 2Like
Reactions:
Thank you for this write up (here and on the discord). I actually used it quite a bit when designing one of the mission trees in my mod.

That particular tree is all about a Macedonian ruler legitimizing himself as the king of his non-Macedonian people.
 
  • 1
  • 1Like
Reactions:
3. Visual representation was important. Commissioning of statues
This reminded me of one event that fired pretty frequently in my current save that people love you so much that they erect a statue of you though they get some detail wrong so you have a choice of let it be (decrease popularity but increase pop happiness in that territory) or tear it down (decrease pop happiness).

Though it is some sort of reverse in there lol but I would like it if the game has mechanic for us to build our own statue too.

About festival maybe the button to hold game count as one lol?

Also if you play as Egypt and finished the Macedonian Pharaoh mission they will throw a festival and you can choose it to be recurring event (every 4 years), it's pretty op and I love it, exchanging some gold and influence for op buff like pop happiness, legitimacy, popularity, etc.
 
  • 1Like
Reactions:
But the increase of income inequality has caught my attention. Probably by getting people from a surviving economy to a surplus one, the income inequality was exacerbated. This is modeled on the freeman to citizen or slave to freemen promotion. However, the causes for this promotion and the consequences could be improved.
You are now a great power:
- 10 % freeman ratio
+ 10% slave ratio
Too intense?
they erect a statue of you
This event has some potential but I'm always sad to see it (and always hopeful I'll get a surprise where the statue does look like an ideal version of me!)
 
  • 1Haha
  • 1
Reactions:
You are now a great power:
- 10 % freeman ratio
+ 10% slave ratio
Too intense?
Inequality would be more citizens and nobles compared to freemen and tribesmen.

Desired ratios are always positive https://imperator.paradoxwikis.com/Population#Pop_Ratio

From settlements to cities and metropolis, the desired ratio already promotes this increased inequality.

However, my critique is that this desired ratio is applied only as a consequence of being a city/metropolis, with some modifiers coming from buildings/governments/laws.

I would like to see desired ratios modified mainly by buildings, holdings, laws, provincial investments and governor policies. Thus, inequality would appear only as a direct action of economic and social development and not magically by founding a city or being a monarchy/republic.

This will also make inequality and development a reversible thing. If you destroy buildings or holdings and change governor policies you will revert to a society with less nobles and citizens.
 
Last edited: