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TheLand

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Dec 19, 2004
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I wanted to kick off a discussion about how to rework internal politics with an aim to developing something for the SPQR mod.

At the moment the internal politics is quite 'light' - consuls come and go, characters have rivals, and occasionally disloyalty bubbles over into civil war. However there was much more going on behind the scenes.

Of course different things happened in different ways in different countries and what follows is quite Rome-focuses.

A couple of people have mentioned the need to model the Dictatorships of the Roman republic more effectively. I strongly suport that, but have a few more ideas...

Culture conversion
Of course this isn't strictly "internal" but is still important.

Most of Italy starts off as non-Roman culture in 474. If you begin a game at a later date, it remains non-Roman. If you play from 474 then it converts. All of this has big impact on the manpower situation because "same culture group" territory gives you a -80% manpower modifier.

I think it is somewhat more historical for most of Italy to remain non-Roman culture - or perhaps to change culture but retain the manpower modifier.

Even late in the Republic, most of Italy was in an allied but subsidiary position to Rome, rather than being Roman citizens. According to Wikipedia, the allies provided about half of the military manpower. The fact that the citizens of allied cities had no say in politics meant a lot of resentment and a full-scale civil war, the Social War...

http://en.wikipedia.org/wiki/Social_War_(91–88_BC)

This suggests to me that rather than having a simple "culture conversion" event reliant on a charismatic governor, there should be different levels: the process of Romanizing a barbarian tribe should be different to that of granting privileges and ultimately citizenship to an allied city; there should be some reflection of the different elements - Roman colonists, allied citizens, villagers speaking Etrusca - which are contained within the geographical area of a province.

The spread of culture should be a political issue which affects character loyalty, ruler popularity, revolt risk, and ultimately stability and form of government.

What's more it should be possible for a province, as opposed to a governor, to become disloyal, and if dissatisfaction is widespread, for this to trigger some kind of civil war, whether using the existing civil war system or not.

Optimates vs Populares

One of the big stories in the Roman Republic was the ongoing battle between the patrician classes and the plebians. The issues included...
*how much power the senate had, how much the popular assembly
*how state land was distributed (to smallholders or patricians);
*the size of the grain dole
*whether morality or license prevailed
*whether more farmers should be slaves, or citizens
*which senators (if any) were proscribed, exiled or executed under the reign of a dictator with their estates confiscated
*whether citizenship should be extended (see above!)

... and much more besides.

A way of modelling all of this might include...
- country flags to describe how severely split the nation was over the issue
- character traits/flags denoting the allegiance of particular characters to one side or another (probably influenced by their families)
- a range of events - agrarian reform proposals and various other things in the Senate, appointments as tribunes, censors castigating people - which either ratchet up tension on this issue or calm it down, move characters between sides, and change things like loyalty and popularity, prestige, stability, revolt-risk, tax revenue and even province population distribution.

.... what do people think?
 
Some one recently brought to my attention an event series written by DHarper for Magna Mundi 2, which represents the differing levels of religious conversion. Perhaps this could be used as a sort of template for different levels of cultural conversion in EU:R?
If you already have MM2, the file is (I believe) religious_conversion.txt
Or if you like I can post the event series, but it's quite long, so perhaps in PM instead.
 
That's a great idea. Moreover i think that can be interesting put two types of dictatorship, the normal for the republic, with a maximum duration of 6 months, and vitalicy.

Sorry with my english. I'm studyng more for improve it.
 
Culture conversion

So here are my thoughts about how to handle province status...

*Cultural conversion itself still occurs in a broadly similar but much slower manner, and most of its effects are replaced by province status effects. Remove culture modifier on manpower. Culture modifier on taxation: -10% same group, -20% different group.

*Introduce flags for a set of province statuses:

Full Citizens: No modifiers
Most "native culture" territory, with some exceptions for historical flavour/accuracy

On conquest -> conquered province (if conqured from civ)
-> tribal province (if conquered from tribe)
-> civilized tribal province (if conquered from intermediate kingdom)
In all cases looting might be possible

Allied Province: -80% manpower -10% taxation
Most "same culture-group" territory

On conquest -> Allied province of the new occupying power
Citizenship events -> Full citizens
Revolt events -> Civil War, secession, etc
Can switch sides during wars

Imperial Province: -90% manpower, -10% taxation
Most "non-culture-group" territory, particularly in the East.
Citizenship events -> Full citizens
Revolt events -> Civil War, secession, etc
"Hellenization" events -> Allied Province

Conquered Province: -100% manpower, -20% taxation
Probably none at game start.

Freedom events -> Imperial Province OR Allied Province

Tribal Province: -80% manpower, -50% taxation
Probably none at game start
Colonization, or conquest of barbarian tribes.
"Romanization" events -> Civilized Trbal Province

Civilized Tribal Province: - 60% manpower, - 20% taxation
Non-native culture territory which is barbarian: e.g. parts of Carthaginian Spain and Africa; though the province culture of some of these mgiht be changed to the dominant culture.
"Romanization" events -> Full Citizens

*Write events which reflect the political impact of this kind of thing...
 
I have released 2 events that fire for rome that set a temporary dictatorship for six months, I will have them attached if you want them.
 
TheLand said:
*Introduce flags for a set of province statuses:

After a bit of headscratching I've set these up, with a string of events which allocates the correct status to the correct province.

I have also made Campania and Picenum 'latini' culture rather than 'roman', and made parts of the Carthaginian empire 'phoenician' rather than 'carthaginian' or 'numidian'.

At some stage I will set up some events to allocate specific provinces a specific status.

As a consequential change, I have reduced global manpower by 50% and then made full-citizenship provinces get +100% manpower, and adjusted the penalties for other province types. This was necessary to avoid giving everywhere a mammoth amount of initial manpower.
 
how close to history do we want this to go, do we want to simulate the grahcus (spelling?) brothers, or do we want, "troublemakers fighting for plebeian rights."
 
2763r57651265 said:
how close to history do we want this to go, do we want to simulate the grahcus (spelling?) brothers, or do we want, "troublemakers fighting for plebeian rights."

We shouldn't have events triggered off particular characters or particular families.

However there should be an "optimates" and a "populares" faction in Rome, some characters should be identifiable as the leaders of the factions, and those people should cause trouble. Lots of trouble. :)
 
Have spent a bit of time today trying to sort out this province citizenship stuff.

I've now got the citizenship statuses triggering correctly at the start of the game and on colonisation of a new province, and have adjusted a batch of provinces consequentially on this (much of the Seleucid empire is now a bit more civilized to put them over the threshold to be imperial provinces).

I have also got provinces with full citizenship being degraded appropriately when they get conquered. However since this relies on an event firing, there is a potential exploit with players concluding a peace deal before the event has a chance to happen, even with MTTH=1 day. Anyone know a way round this?
 
To Do on this: (just a note to myself really)

- Overcome the event-MTTH issue for conquered provinces (think I have an event which will achieve this, so long as full citizenship is only given to conquered provinces)
- Events to correct citizenship levels for nations which appear during the game
- Events making use of this structure!
 
we can have a character event that places an optimates or populares trait on the characters, but these events may become cumbersome, can you put flags on people?, or only provinces and nations.

EDIT: You can put flags on people which is good, I will start making events that place characters in either optimates or populares tonight. My only problem is, what should trigger this? I dont know if it could be based off of what your father was. maybe base it off of family prestige, higher prestige = optimates? how does this sound.

I also will make traits for all of the basic places in roman government in the near future, How do you think all of this sounds?
 
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we can also set entire families on paths, like plebeian or patrician. This would greater influence the optimates and populares decision, but how many families would we make as patricians vs. plebeians? :confused:
 
2763r57651265 said:
we can also set entire families on paths, like plebeian or patrician. This would greater influence the optimates and populares decision, but how many families would we make as patricians vs. plebeians? :confused:

The characters represented ingame are all patricians. No pleb could be a governor or general, or anything else the characters do ingame. The only exception to this is in countries where no such rigid class system existed, but these are rare, and the characters still represent the "upper crust" of any nation's society.
 
The Land,

Allow me to quote myself, from the thread "suggestions for 1.2", since what I wrote there is pretty much relevant to your question :

I've been reading some posts but not all, so pls apologize if my suggestion is already mentionned elsewhere.

A very nice addition, IMHO, would be a link between internal politics and diplomatic relations. Maybe with the family system.

The rationale for this is that external policies were a very important issue in internal politics. Barcids in Carthage willing to expand northwards against Hanno and other nobles willing to expand in Africa ; Campanians and Cato in Rome willing to wage the 3rd Punic war ; ...

In the meanwhile, currently the diplomatic relations are very weird, as they are only based on cultural proximity. So all Greeks tend to love each other, while Nations that had good relations in history tend to dislike each other with time just because of their culture.

So there should be a system with the following effects:

1 - some factions / families / individuals should have a "diplomatic agenda". When they hold power, this effects how relations with your contry develop with other countries, based why not on culture, like : anti/pro-roman ; anti/pro "barbarian" ; anti-pro "hellenic". Hannibal for example would be anti-roman, pro-barbarian and laybe neutral or slightly pro-hellenic (alliance with Macedonia...)

2 - factions / families / individuals with comparable stance would tend to become friends with each other ; those with opposed stances should tend to become rivals with each other. Maybe at the scale of whole families : I would like to see all the Barcids become rivals with all pro-roman families.

3 - popularity of factions/ individuals/families would be affected according diplomatic events and situations. [more difficult] Ex. : bad relation with Rome -> the anti-Rome faction gets popularity / war with Rome and good war score -> the anti-war gets a huge popularity boost / peace with Rome on bad terms -> huge popularity hit for the anti-Rome faction...

The consequence of this system would be delightful in terms of gameplay : you would have to think of diplomacy while managing your characters, and vice-versa...

The question is, can these suggestions be implemented with the current engine? Some of them, certainly...
 
battlecry said:
The characters represented ingame are all patricians. No pleb could be a governor or general, or anything else the characters do ingame. The only exception to this is in countries where no such rigid class system existed, but these are rare, and the characters still represent the "upper crust" of any nation's society.

I'm pretty sure this isn't correct, at least not by the conventional definition of 'patrician' and 'plebeian' used in the Republic. The distinction referred to class differences in the early repbulic which became blurred over time.

The so-called 'conflict of the orders' was a significant feature of the politics of the early Republic, as plebeians struggled for political rights. The plebeians forced the patricians to concede somewhat, and the Lex Licinia Sextia of 367BC provided that one of the consuls had to be a plebeian. By the period of the game plebeians could be wealthy and influential and weald the highest political power and 'plebeian' did not necessarily equate with 'lower class' in the way we might imagine today.

The old patrician family names still had a certain prestige of course, so it was an important issue. I think, however, that for the sake of simplicity an abstraction of this for a mod would do better to stick with one set of flags/traits for optimates/populares and not worry to much about patrician/plebeian distinctions. The family prestige system (when fixed!) should convey this idea that some families are ancient and prestigious, others are on the rise to greatness, and others are falling from grace.

I believe that the term 'plebs' began to be associated with everyone who wasn't a knight or a senator around the Imperial period.

Great ideas in this thread btw; I have to say that internal politics will be the aspect of any mod I will be most interested in. I may even look into doing some modding myself (after finals :eek: )
 
like the previous poster said, not all of the people in the roman government were patricians, such as tribunes who had to be plebeians. I think that the majority of the characters should be patricians, as that is the way it worked, but not all patricians were as influencial as some plebs. Julius Caesar was a pretty poor guy before becoming dictator, and sulla was a street rat before he was taken under marius' wing.
 
Interestingly Sulla was a patrician though - his family had just fallen on hard times. So many options for awesome events with the interaction of character wealth + family prestige! And yet Paradox made little use of the potential in vanilla it seems.