Governments​

Feudalism vs Autocracy Feudalism: +25% Income from Vassals



Autocracy: -10% Unjust Demands



[Other Special monarchies]*

Hereditary Nobility Enforce privileges: +15% Manpower



Quash Noble power: +10% Tax Modifier

Bureaucracy Centralize: -0.05 Autonomy reduction



Decentralize: +2 Accepted Cultures

Growth of Administration Clergy in Administration: +1 [HIDDEN] , +5% base loyalty of Clergy



Of Noble Bearing: -10% hire leader cost, +5% base loyalty of Nobility



Meritocratic Focus: -10% Advisors Cost



Seizure of Power: [Early path for Government type change]

Deliberative assembly Parliamentary: Enables Parliaments if Common Sense DLC enabled, else -1 Unrest



Royal Decree: +5 max absolutism



Aristocratic Court: -0.5 Army Tradition Decay



States General: +10% Production Efficiency

Absolute Rule v Constitutional l'etat c'est moi: +5 States, -15% State Autonomy



Regional Representation - 25% lower autonomy in Territories

Separation of powers Political Absolutism: +5 max absolutism, +0.1 Yearly Absolutism



Legislative Houses: +1 Possible [HIDDEN]



Become a Republic



Install Theocratic Government



Shogunate - +1 Diplomat, -25% Envoy Travel Time, +2 Number of states, +5 Max Absolutism. Dynasty is fixed, Enable Shogun-Daimyo mechanics

Daimyo - +10% Morale of Armies, 10% Infantry CA. Dynasty is fixed, enable Daimyo mechanics

English Monarchy - +0.5 Yearly Legitimacy, -1 National Unrest, 1 states, -30 absolutism, uses Parliaments



Prussian Monarchy - -2 Unrest, -0.02 War exhaustion, +3 Monarch Military skill, uses Militarism.

Good morning all. It's Tuesday and that means time for another Dev Diary. As I mentioned in the last non-alcoholic dev diary, we're going to start looking at changes and features coming with the 1.26 and its accompanying, unannounced expansion.Before that though, we are currently looking to iron out the kinks with the open beta 1.25.1 hotfix (AI allies deciding that money is more important than friendship and nations sometimes failing to explore for a long time). These fixes will be made, applied to the open beta and rolled out in due time.The way governments work have remained mostly unchanged for the duration of Europa Universalis IV, still being almost entirely lifted from EU3. While we have added new governmentand their own mechanics such as Theocracy devotion, Steppe Nomads and American Natives, the government progression has remained quite stale, where tech sometimes unlocks a new tier within your government tier and you will switch to it at a cost of 100 ADM if you want its better effects, different election times, absolutism etc.As a feature in 1.26's accompanying expansion this goes out the window and instead we introduce the system ofwhere you will hand-craft your own government through a series of reforms as the game progresses.The start of any great project starts with burning a few things down, so to set things straight:All Monarchy types are merged into oneAll Republic types are merged into oneAll Theocracies are merged into oneAll Tribals are merged into oneThe differences we had between government types, for example between Administrative Republic and Oligarchic Republic, or Steppe Nomad and Tribal Despotism, will now be modeled through the reformsEach Government has a starting reform and maximum number of reforms available. When a Reform value ticks up to a required value, a Governmental reform can be made granting a choice of modifiers and effects and advancing Government reform by 1 step. Each bonus gets incrementally more expensive to increase.Each reform costs 100 Government Reform Progress, plus 50 for each additional reform. Each nation gains +10 Government Reform Progress towards reform per year, multiplied by 1-(its average autonomy across all provinces. As ever, the numbers we talk about today are subject to balancing and can and likely will change by release, but the net effect is that nations who crack down on autonomy are going to have a far easier time passing their government reforms.We will cover all the different types of governments over the course of a few dev diaries, but today we will focus on the reforms for aThe game is host to various different unique government types, with their own effects or mechanics. some examples:These special tools will now be modeled by unique reforms. In most cases, it will be a special reform on the first level (Feudalism vs Autocracy) ready-unlocked for said countries. We will also be making the system more flexible in that if you fulfill the criteria for having a certain government type, but previously had no way of switching into it, you will be able to change your reform to pick it up. Changing reforms that have already been passed comes at a cost (currently 10 corruption)This system is still Work in Progress, so expect changes along the way. Here's a screenshot of it in-game at this current time:Next week we will have more information about this feature as well as looking at another reform path. Which shall we look at, Republics, Theocracies or Tribals? See you next week for it!