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Ben785

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Jan 8, 2021
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  • Crusader Kings II
  • Europa Universalis IV
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Imperator: Rome
  • Stellaris: Federations
What is Systems Overhauled?

Systems Overhauled is a mod which intends to overhaul underdeveloped areas of the game to make it much more interactive and interesting to everyone.

The areas we intend to eventually overhaul are:

- Trade
- Economy
- Government
- Characters
- Diplomacy

So far, the only mod released is Systems Overhauled: Economy & Trade, though it for now primarily focuses on trade alone. As of March 08, 2021 the Systems Overhauled and Realistic Growth and Travel mods are all being merged into a single mod with all the features. For more details, see the forum thread: https://forum.paradoxplaza.com/foru...-realistic-growth-and-travel-merging.1460910/


Trade

The trade overhaul completely changes the way you gain income from trade, in order to make it a much more interactive system whereby specific locations and cities will naturally become hubs for trade, while others, simply by virtue of having a poor location, do not.

The basic concepts introduced by this mod are:

- Trade Attraction
- Trade Value
- Income Efficiency
- Export Targets


trade.PNG


Trade Attraction

The way trade works on a fundamental level has been changed. Trade now, rather than being a simple import from province A --> province B system, has more flow to it. Every province has a trade attraction value, and this is based off of the number of pops, with different strata offering more or less trade attraction (in the screenshot above, the Trade Attraction is 77.5).

Once the trade attraction is calculated, the game will then search every province nearby (up to about 1/2 the length of the Mediterranean in in-game distance) that has a higher base Trade Attraction. It will take the distance between the two provinces and divide the Trade Attraction by it, and then whichever province has the highest relative Trade Attraction becomes the export target. This is refreshed roughly every five years, since it takes time for traders to locate the best routes and markets for their goods.

The game will then add half the difference between the target's Trade Attraction and the exporting province's Trade Attraction to the exporting province's base Trade Attraction, giving the total Trade Attraction. Thus, over time provinces that are near major cities will also tend to have higher trade attractions than isolated provinces, even if both have the same population.

Overall, this will generate a dynamic network of trade routes that changes over the course of the game, making both strategic positioning of trading ports and investment in your cities very important.


med_trade_routes.PNG

As we can see here, Rome, Carthage, Alexandria, Pella, and Antingoniea tend to be some of the most important trade points in the Mediterranean.

Trade Value

Once Trade Attraction has been calculated, Trade Value is next. As previously, every Trade Good has a value associated with it depending on its rarity or value in the ancient world. These have not been changed. When a province has located it's Export Target, it will then add a portion of its Trade Value to the Export Target, as well as the Export Target's ET, and so on until it reaches a province that cannot export anywhere due to having the largest Trade Attraction within range (this is a Major Trade Hub).

Income Efficiency

This is a concept that describes how much of your Trade Value is converted into Commerce Income. By default, this is zero. However, every Marketplace building will increase this by 10% (this is a placeholder for a Customs Office or similar building). Here we see that Carthage is making 4.28 commerce income per month, which is applied to the country via a modifier at its capital province. Since this is Commerce Income, any vanilla Commerce Income buff or debuff will apply to it. (this screenshot was taken in development, which is why it shows 0.00% income efficiency)


20210108110543_1.jpg


Imports / Exports

The old import/export system has been kept the same, except you no longer make any money off it, with the idea being that it is the government importing or exporting things, rather than private citizens that can be taxed (private trade is represented by the new system)


Government

The government portion of Systems Overhauled: Characters & Government also introduces several new concepts to the game:

- Governates (not to be confused with vanilla Governorships)
- Tax Types
- Governor Focuses
- Governor Rights
- Autonomy
- Obligations

Governates

These are very similar to vanilla Governorships with one notable exception: they can be customized at any point during the game. A governor is assigned territories to rule, rather than regions, meaning that you can make your own administrative regions however you like.

systems_overhauled_2_first_image.PNG

In this screenshot, the Antigonid player has created custom governates of Cyprus, Cilicia, Syria, Judea, and the coastal Levant. The upper left was not prepared for this image, so it can be ignored for now. Without a governor assigned, a territory will produce no income.

Tax Types

Every governate is taxed based on three things: wealth, income, and resources (commerce). Each affects different pops or game concepts: wealth tax will make money from Nobles and Citizens. Income tax will make money from Citizens, Freemen, and Slaves. Commerce tax will directly tax the resources of the province (as a tribe, you'll be much more resource-based in terms of income since you will have fewer non-Tribesman pops)

taxes.PNG

Due to various factors including the Governor's corruption and Governor Rights, the country only receives 71% of the tax collected by the Governor. He keeps the rest. Values not final or balanced yet.

Governor Focuses

Governor Focuses are replacing Governor Policies - rather than your governor choosing what they want to do, you choose what you want them to do. They might not obey you, but they won't go around changing their own Focus like they could with Policies. Certain focuses tell governors to take certain actions: for example, a Governor with the Assimilation focus will be more likely to build Theatres in their territory (they can build buildings now), while a Governor with Trade will probably build more Marketplaces. These building constructions will also be affected by traits, corruption and loyalty though - beware a corrupt governor building more unpopular Tax Offices or a disloyal governor building more Training Camps.


this_is_fine.PNG


Governor Rights

tooltips.PNG


There are four default Rights you can give to any governor:
- Right to Military Control.
- Any army (post-2.0, Legion) within the governor's territory will be transferred to their direct control. These armies will (maybe) help you fight, and they will also help lower unrest
- Right to Raise Armies
- A governor may raise their own armies which will also be placed under their direct control.
- Right to Taxation
- Any taxes collected by the Governate will go directly to the Governor, then some of that will go to the country. Without this right, all the tax will go to the country and then the Governor will receive a set salary
- Right to Inheritance
- Ever wanted ancient feudalism? Well this Right is for you. When the Governor dies, his territory will be given to his next of kin.
In certain Government Types there are other Rights: a city-state league, for example, could grant democracy to some of it's cities, or grant certain cities seats on the council or other ruling body.

Autonomy

Every governate has a set amount of Autonomy which will tend to increase over time. This can be significantly increased by granting Governor Rights, and the monthly change can be modified based upon the Governor's traits and such. Autonomy will decrease the amount of money you get from governors with the Right to Taxation, and also decrease unrest if you have a skilled or popular Governor in place. Should a Governate reach 100% autonomy, they will peacefully become independent, and you will have to either diplomatically reintegrate them or annex them once more in order to regain control. You can annex regions with different base autonomy values in a peace deal, so that you can choose the Persian solution of high-autonomy Satrapies or the Alexandrian solution of just annexing everything - see which works best for you.

autonomy_1.PNG

An Ambitious governor wants more power
autonomy_2.PNG

While a Content governor is okay where he is... for now at least.

Obligations

Coming soon!

That's all for now, but keep watch on this thread for more updates and Dev Diaries for this series of mods.
 
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This is fantastic! Is there a schedule on the update to 2.0 or when the governorship system will drop?
The trade update to 2.0 I'm hoping will be out fairly soon once I update the UI (and add a few bugfixes/requested changes), but the governorship system still being in development might take a bit longer. I'm considering a limited early release of certain features (the once noted in the original post) and adding more later if people would like that, just so I can get feedback on the systems and balance prior to a "full" release.
 
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Sir, you are amazing !
This is a lot of what I want for this game, can't wait to play your mod.

On a side note, about ancient feudalism, this is actually one of the reason hereditary feudalism was born. Under the Merovingians and a bit under the Carolingians, nobles were appointed by the king (emperor after Charlemagne) and revoked by him. Marches were given for life (I think, don't quote me on that it's been a while since I studied it) but weren't hereditary. The nobles were checked regularly by Missi Dominici who were however nobles too so there was a lot malpractice. Sons usually inherited the domain their fathers ruled because it was convenient for the ruler. With the disintegration of the Carolingian empire, the ruler not able to revoke nobles anymore and transmission from father to son already in place, it became the accepted system.
So calling it ancient feudalism is pretty good insight. Note that feudalism is a type of society so it isn't just a succession system.
 
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This looks crazy good, especially when it comes to the dynamic trade system. To avoid tribes from mass blobbing before Rome even leaves Italia (which is very unhistoric), you could increase the province autonomy gain for tribes so that they gradually fragment.

Another thought - if let's say Alexandria exports to Carthage, and Alexandria is besieged/blockaded or sacked. Would the trade route just completely cease exporting at all? I know currently it would have to wait 5 years to update, but I mean do you have plans to impliment a system as such?

Further, do you plan to impliment an embargo system? I think it'd be quite interesting to see actual real proxy-trading happening, as it did in real life. For example Rome embargoed Punic wine, and so the Punics started producing Greek stamped wine, trading it to Sicilian merchants who in turn exported it to Rome anyways.
 
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This looks crazy good, especially when it comes to the dynamic trade system. To avoid tribes from mass blobbing before Rome even leaves Italia (which is very unhistoric), you could increase the province autonomy gain for tribes so that they gradually fragment.

Another thought - if let's say Alexandria exports to Carthage, and Alexandria is besieged/blockaded or sacked. Would the trade route just completely cease exporting at all? I know currently it would have to wait 5 years to update, but I mean do you have plans to impliment a system as such?

Further, do you plan to impliment an embargo system? I think it'd be quite interesting to see actual real proxy-trading happening, as it did in real life. For example Rome embargoed Punic wine, and so the Punics started producing Greek stamped wine, trading it to Sicilian merchants who in turn exported it to Rome anyways.
That's quite a good idea about tribal autonomy, I'll probably go with that.

At the moment blockades don't really do anything to trade, but the best solution I've come up with for the 2.0 update is just to set trade value of a blackaded port to zero so that it no longer exports anything (though it keeps its export target and such saved for efficiency).

An embargo system is definitely possible, and I do like the idea. The only issues would be that trade value is just handled from a numerical point of view; that is, you couldn't embargo a specific good or goods from a country, and the fact that currently adding new diplo interactions is kinda difficult. It's definitely possible, but a proxy-trading system like you described would be fairly difficult to implement. Maybe for a later update, though I might be able to fit in embargoes for the 2.0 version.
 
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Wow. This looks absolutely incredible.I'll be really impressed if you manage to get it working properly and bug free! Can't wait to play it.

Especially excited for the governor system and deeper & more granular autonomy. Imo the game's biggest weakness at the minute is there's too much blobbing of big monolithic empires, and nothing to break them up. Having a system like this to encourage you to use vassal states or risk peripheral regions slipping away would be fantastic and very historical i think.
 
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Economy & Trade Version 1.1
Systems Overhauled: Economy & Trade version 1.1:

Change notes:

  1. upgraded to work with Imperator v2.0
  2. added tooltips for ease of use
  3. fixed moving capital not removing old modifiers

Another thought - if let's say Alexandria exports to Carthage, and Alexandria is besieged/blockaded or sacked. Would the trade route just completely cease exporting at all? I know currently it would have to wait 5 years to update, but I mean do you have plans to impliment a system as such?

Further, do you plan to impliment an embargo system? I think it'd be quite interesting to see actual real proxy-trading happening, as it did in real life. For example Rome embargoed Punic wine, and so the Punics started producing Greek stamped wine, trading it to Sicilian merchants who in turn exported it to Rome anyways.

As for embargo & blockade support as mentioned previously in this thread: I am working on an embargo system, was hoping to fit it in this update but ran into some unforeseen issues. Additionally, at this time Imperator does not support checking for blockades of specific provinces, so until such time as modders can access it, I can't integrate it into the trade system.


Bonus: some of the new (very work-in-progress) 2.0 UI for Systems Overhauled: Characters & Government
taxtime.PNG

governing.PNG
 
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Subscribed to the thread immediately after I read the whole OP-post. Let Fortune be with you on that!

By the way, could you implement such a system that could limit countries that are deep into the continent from trading with the coastal countries? Or limit the countries that are not neighbours from trading? For example, I play as Republic of Rome, I don't want nor me neither some coastal countries such as Macedon or Egypt to trade with some Gauls/Germanic tribes that are literally on the other side of the map literally from the start of the campaign.

Looking forward for more development here!
 
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Glad to hear that the mod is progressing and updated! With the new UI, where can you see the export target etc?
Here's the new UI tab for trade, each number has its own tooltip (from left to right, Trade Attraction, Trade Value, Trade Income, Income Efficiency) and the bottom is Export Target (you can hover over the name to bring up the province tooltip if you have trouble finding it)
trade.PNG


By the way, could you implement such a system that could limit countries that are deep into the continent from trading with the coastal countries? Or limit the countries that are not neighbours from trading? For example, I play as Republic of Rome, I don't want nor me neither some coastal countries such as Macedon or Egypt to trade with some Gauls/Germanic tribes that are literally on the other side of the map literally from the start of the campaign.
I can certainly try! Do you mean in terms of imports/exports as in vanilla? if you mean in terms of the new trade system I added, the range already in the game prevents, for example, Egypt from reaching Gaul, and trade value from Gaul won't go to Egypt anyway due to the way trade flows.

If you mean in terms of imports/exports, yeah I can work on that. It doesn't really make sense to me either lol
 
Gods be praised!
Do you have any idea as to when you will be able to release the characters and government module?
Nothing certain yet but since I finished the 2.0 update to trade I'll probably get a functional version out next, then I can start adding in the stuff people wanted for trade again. Gotta balance time lol
 
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Oh yeah, after checking I realized there was something wrong with how the mod loaded, and the tab wasn't showing, fixed it now!

Another thing though, it's cool simply seeing how the trade flows, would you be able to add perhaps a mapmode that showes the trade routes so you can get a bigger picture of the system?

Anyways, love the mod!
 
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Oh yeah, after checking I realized there was something wrong with how the mod loaded, and the tab wasn't showing, fixed it now!

Another thing though, it's cool simply seeing how the trade flows, would you be able to add perhaps a mapmode that showes the trade routes so you can get a bigger picture of the system?

Anyways, love the mod!

Oh that's unfortunate, glad to hear you got it working. Any issue specifically I should know about / need to fix?

I'd love to add something like that, and it was part of the original plan, but Imperator does not support custom mapmodes. I do have one possibility for how I could make it work, but it'll be difficult to implement properly. I'll keep working on it and hopefully that feature will make it into a future update.
 
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It all sounds nothing short of amazing.
I just want to understand, you say "characters & governments" but for now the list of stuff basically all relates to government. Are there more features focused on characters not necessarily linked to government or is this it?
 
Do you mean in terms of imports/exports as in vanilla? if you mean in terms of the new trade system I added, the range already in the game prevents, for example, Egypt from reaching Gaul, and trade value from Gaul won't go to Egypt anyway due to the way trade flows.
Afaik, the current system in vanilla lets you have trades/diplomacy within an adjusted circle:

currentvanilla.png

My idea was that the mod can limit the countries from importing/exporting that do not border with each other or if it is a coastal country - the one that doesn't have a port can't trade with a country that has a port (look at the picture below with Rome being an example):

limit.png
 
It all sounds nothing short of amazing.
I just want to understand, you say "characters & governments" but for now the list of stuff basically all relates to government. Are there more features focused on characters not necessarily linked to government or is this it?
Oh yeah that's just due to its in-development nature. I've not really started on the Characters features but there will be several, and I'm quite excited for them.

Afaik, the current system in vanilla lets you have trades/diplomacy within an adjusted circle:

My idea was that the mod can limit the countries from importing/exporting that do not border with each other or if it is a coastal country - the one that doesn't have a port can't trade with a country that has a port (look at the picture below with Rome being an example):
I'll see what I can do; diplomacy stuff is annoying to mod in Imperator (that's why embargoes got delayed) but I do like that idea.
 
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