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Age of History 3
bizacjum

Country Mechanics

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Stability next to money will be the most important indicator in the game. Which through mismanagement of provinces or great conquests, exhaustion of war, corruption , poor legitimacy of power can cause paralysis of the state. Below 15% stability by the country is overwhelmed by chaos which will continue as long as the stability rises above 20%. Chaos in the country can result in wars of independence of different regions or civil war, which can change the ruler or government, religion. 

 

War Exhaustion: Too frequent and too long wars can result in a decline in the quality of the military and to manpower through desertion, a reduction in income from trade and from production. The higher the war exhaustion next to the war points can result in the termination of the war. When your country reaches the maximum level of war exhaustion automatically signs peace. As I mentioned earlier war exhaustion strongly affects stability.

 

Aggressive Expansion/Coalition Risk: Which is supposed to reflect the excessive conquests made by a country. Which not only weakens stability because you have to include the conquered province in the administration, but can cause a broad coalition against you because they see a threat in you

 

Legitimacy: This is one of the less important elements to watch out for. It shows how much a given government is recognized. The lower it is, the more corruption increases and stability decreases. The lower it is, the more the probability for civil war increases (by falling stability)

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 Ranks of civilizations should be easily configurable. Which will affect the name of the civilization for example.pol_m_4 (4 is supposed to mean the 4th rank of the title) = Kingdom of Poland , pol_m_3 = Duchy of Poland. As the Rank of the civilization increases, the bonuses associated with it will decrease until they take on debuffs. Ranks of civilizations:

 

1. Baron (only for monarchy)/city-state (in missions possible promotion after having 10 provinces). 

 

2.  Count (only for monarchy/local powerhouse. (In missions possible promotion after having 20 provinces).

 

3. prince (only for monarchy)/regional power ( In missions possible promotion after owning 40 provinces).

 

4. kingdom (only for monarchies)/power (In missions possible promotion after owning 60 provinces)

 

5. empire (only for monarchies)/ Great Power (In missions possible advancement after owning 400 provinces)

 

6. Super Power (In missions possible promotion after owning provinces 1000, and after 1930).

 

Edited by bizacjum

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Religion: each province and its inhabitants have a certain belief system. The state religion can take a different approach to the followers of a particular Religion expressed in the relations between religions which can be set in the scenario editor. They range from -5 to 5 which give bonuses to relations (-5,5) but also to the rebelliousness of the province. This one can be increased by events such as unrest in the province, or missionaries who influence local beliefs. My idea is that not every religion will be able to convert a province, which will be able to be changed in the religion editor the same way whether it is organized or has a specific head of faith (in this case scenario editor, events)

 

Cultures: just like in eu4 each culture has its own groups, namelist etc. The state has can make them acceptable or change the culture of their provinces which will affect revolts in the province

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Random event: Unpredictable events such as famines, epidemics, scandals can affect the stability of legitimacy, War Exhaustion.

 

Mission :Different interest groups over the course of the game have their own goals. Missions are completely random from Improving relations with a country to conquering and annexing some territory, constructing a building. Completion of missions will give various bonuses but also debuffs

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Indeed! Ensuring stability and managing war exhaustion are crucial elements needed within the game dynamics. These factors can not only act as deterrents but also impose a realistic penalty on players pursuing aggressive and imperialistic playthroughs. 

Introducing a concept of Infamy could also further enhance this dynamic, representing the cumulative consequence of territorial expansions over time. This strategic consideration would add depth to the gameplay, as it attracts the attention of rival nations, potentially leading to coordinated efforts to eliminate a burgeoning powerhouse (the player) from the game.

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13 minutes ago, qxz said:

Indeed! Ensuring stability and managing war exhaustion are crucial elements needed within the game dynamics. These factors can not only act as deterrents but also impose a realistic penalty on players pursuing aggressive and imperialistic playthroughs. 

Introducing a concept of Infamy could also further enhance this dynamic, representing the cumulative consequence of territorial expansions over time. This strategic consideration would add depth to the gameplay, as it attracts the attention of rival nations, potentially leading to coordinated efforts to eliminate a burgeoning powerhouse (the player) from the game.

Good suggestion

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