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 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.
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)
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.
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)
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.
Governor Rights
There are four default Rights you can give to any governor:
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.
An Ambitious governor wants more power
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.
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 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.
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)

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.
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)
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.
Governor Rights
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.
An Ambitious governor wants more power
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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