Oligarchy vs Merchant Class vs Noble Elite Oligarchy: +5% Tax, elections every 4 Years Merchants: Enables Merchant Republic mechanics, -10 max Absolutism Noble Elite: +0.25 Army Tradition, + Nobility Estate influence, elections every 8 years Presidential Despot: Revolutionary Republic - (Special for Revolutionary Target) [Other Special Republics]

Republican Virtues Autocratic: -1 Unrest Nepotism: Each candidate get +1 random stat Republicanism: +0.2 republican tradition

Frequent Elections vs consolidation of power -1 years between elections, -10 max absolutism +1 year between elections, +10 max absolutism

Federalism vs Unitarism vs Confederacy Provincial Governments: -25% State Maintenance Administrative Divisions: +5 States Union of States: +10% Global Trade Power Seizure of Power: [HIDDEN]

Parliamentary vs Presidential Parliamentary: Enables Parliaments if Common Sense DLC, else -1 Unrest Presidential Rule: -10% Institution Embracement Cost

Consolidation of Power Broaden Executive powers: -15% Stability cost Devolution of powers: +1 Diplomat

Guiding Principle of Administration Political Principle - +1 [HIDDEN] Moral Principle - +1 [HIDDEN]

Electorate Landholders: +10% Manpower Recovery Speed Citizenry: +10% Land Morale

Office Selection Sortition: -0.05 Yearly Corruption Universal Suffrage: +1 Accepted Culture

Question of Dictatorship Seize Executive Power: Become Monarchy, lose 4 reforms Proclaim Divine Guidance: Become a Theocracy, lose 6 reforms Strengthen executive powers: +25 Max Absolutism Reinforce Republican Values: +1 [HIDDEN] -25% Republican Tradition Cost of re-elections Revolutionary Empire (For Revolutionary Target): Makes ruler into a Dictator



Good day! Today we're getting right into the dev diary by continuing on from last week, where we announced large changes to the Government System in Europa Universalis IV. Last week we talked about Monarchies, today, by popular request, let's look atI'll start by re-iterating that these changes will not result in the removal of special government mechanics with or without the expansion. The Militarization of the Prussian Monarchy, Mamluk Government Interactions, Dutch republic mechanics etc will all still be in the game, and tied to Government Reforms rather than being a specific government type in itself.Also the new government reforms are part of the upcoming yet unannounced Expansion Pack. For those who get the 1.26 update but not the expansion, you will still have access to the different government mechanics, but not the new reform choices seen below.Our Government Reforms interface is coming along, with significantly fewer placeholders than before. Now, outside of Hordes, Republics are my favourite government types. No regencies ever, control over which monarch points you get, ruler generals aplenty. That said it's clear to see that since Absolutism arrived on the scene, they have been left feeling a little lackluster, not to mention they have always been that bit too inflexible.With that in mind, the Republican Reform path contains up to ten different reforms, putting them ahead as the most diverse set we're adding. Let's see what's on offer (all values and effects very subject to balance and change)Next week we will round off by looking at what's in store for Theocracies and Tribals with these government changes. After-which we might even start hinting atthis upcoming expansion and Update focuses on.