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Report RSS Governments and national ideas

After Several days i finally finished basic concept for governments and along with it, developed necessary "national ideas" concept that will help to define research, production, diplomatic actions against other countries and intern politics.

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OUTDATED, LEAVING IT HERE FOR REFERENCE ON HOI4 MOD

So, if you take a look at the picture i provided, you can see there are number of boxes. The one in right bottom are national ideas.

First, lets talk about system of governments.

GOVERNMENT SYSTEM

BASIC GOVERNMENTS

1.Anarchy-Proto government. No organized government, communities rule themselfs. Its basic government for many nations, raiders and scavengers mostly.

Cons:Unstable. It suffers from impaired research, industrial capacity, cant expand on its own, cant puppet countries and if such government manages to get too much provinces, it will very quickly end up in massive rebellions which will establish some more advanced system of government. Cant build units.

Pros:Hard to conquer core provinces due to very high national pride, doesnt have to build units for imminent defensive war-units will spawn automatically and dont require supplies. Spawned units are very basic but can be quite numerous.

Verdict:Ai and players should seek better more advanced form of government unless they want to get swallowed by bigger, more organized nations.

2.Tribes-Basic government for tribal nations around the world.

Cons:Much like anarchy it cant expand too much otherwise you get revolts and regime change, often for the worse. Cant build units.

Pros:Very high national pride. Spawn units in defensive wars.

Verdict:Ai and player should seek better form of government, unless they want to end up dead.

ADVANCED GOVERNMENTS

3.Republics-Form of government with elected officials. Much like real world counterparts.

Cons:Limited in laws by popularity and organization of ruling party. Must have a reason for military buildup otherwise it will face dissent and national unity hits. Depending on system of republic, can suffer from additional debuffs and limitations, like not being able to wage offensive wars.

Pros:Stable. As organized government, they can expand and colonize wasteland on their own. Depending on system of republic, can get various buffs, like increased manpower, national pride or IC.

Verdict-Nations that survive anarchy and tribal governments and evolve will likely evolve into republics and stay as one for rest of the game, often as small country possessing no more than 50-100 provinces, unless federalized.

4.Monarchies-Form of government in which officials inherit their positions.

Cons:Can face severe revolts if people lose faith in monarch (read national unity). Can face extreme hardship if monarch gets assassinated, very often resulting in practical civil war and breaking of country.

Pros:Can be quite stable if properly managed. Monarchs can rule as they see fit, under constitution they are somehow limited but in face of war can get rid of it. As advanced government, can colonize wasteland.

Verdict:Another government which will be quite popular, with tribal countries evolving into monarchy more likely.

5.Military junta-Government of military officials with more or less parts of government being left up to civilians.

Cons:Isolationist. Prone to bloody ruling party changes. Impaired relations with other countries. If the government stays for too long, it will start to suffer from increasing corruption. Cant wage wars without really good reason. Expansion is slow and costly.

Pros:Higher relative manpower. Small limit for military build up.

6.Stratocracy-Total military government, where all officials are from army or are former soldiers. Most of the Population undergo military training and service in some form.

Cons:Extremely isolationist. Cant expand, and if yes, then very slow. Big relation hits. Can wage wars only in special situations. Cant be stratocracy if it owns more than /some small number i didnt quite come up with yet/ provinces

Pros:Stable. Large pool of experienced manpower. Unlimited military build up.

Verdict:Semi-special government. Nations can become Stratocracy only under very specific conditions. Not a choice for expansionist players and AIs

7.Technocracy-Rule of scientists.

Cons:Not so much manpower. Limited military build up. Often consumes a lot of resources due to being advanced.

Pros:Stable. Leadership and research bonuses. Can often field large armies of combat robots or advanced human soldiers.

Verdict:Government for geeks. Can last whole game, can expand, but is costly.

8.Dictatorship-Rule of single person, or group of people.

Cons:Unstable. Prone to revolts. Diplomatic relationship hits. Can suffer from lack of Leadership. Extremely hard to keep together larger nations.

Pros:Small limit on military build up. Almost no limitations regarding laws and policies. Can wage wars with ease.

Verdict:For early and mid game expansionist player and AI ideal. Will face problems in late game tho.

9.Semi-Dictatorship-Special form of dictatorship, ruler is limited in some aspects but still more free than in republics.

Cons:Only short term government, or get assassinated.

Pros:Small limit on military build up. Freedom in enacting of laws and policies.

Verdict:Such government is for republics that face very hard opponent in war or face some extreme economical hardships, or for dictatorships that want to become republic, without much negative effects. Must be short term (few years), or leader will get assassinated and replaced either by republic or dictatorship.

10.Plutocracy-Government of those with money. When republic, monarchy, empire, federation and so on, become too corrupted they can become plutocracies.

Cons:Very unstable. Rule of money, can get extremely bloody. Wide variety of negative events.

Pros:IF in right hands, can get shit done-Increased production, army limit, manpower and so on.

Verdict:This is practically punishment government for players and AI that neglect the country internal affairs for too long. Can become almost any other government again, once player/AI solves country problems, either with lead or silver.

11.Empire-Once monarchy becomes too big, it will need to undergo transition to this government or face problems of clogged administration.

Cons:As monarchy. Slightly hindered IC due to increased autonomy of territories.

Pros:As monarchy, Plus unlimited expansion.

Verdict:Late game government for expansionist monarchy countries.

12.Federation-Republics becoming too large must be federalized or face administration problems.

Cons:As Republics. Slightly hindered IC due to increased autonomy of territories.

Pros:As Republics. Plus unlimited expansion.

Verdict:Late game government for expansionist republics.

13.Confederation-Not a government but form of very close alliance in which members manage some amount of authority, mainly shown by actual existing countries.. Has one leading country which receives all IC, leadership and manpower and manages army.

Cons:Members can leave the confederation along with its percentage of units or even start civil war with ease.

Pros:Often can field larger armies than it would have normally be possible. Can reform can become Federation

Verdict:Somehow special case which can happen rarely, but still possible.

SPECIAL GOVERNMENTS

14.Cult-Government based on some sort of religion with religion heads holding the power.

Cons:Many religion related events that destabilize country. Might easily end up in civil war. Impaired leadership and research

Pros:Can field larger armies than usual nations, more manpower if right doctrines are used

Verdict:Starting government for some countries, must evolve into theocracy if they want to survive

15.Theocracy-Evolved cult, formalized government with religion head serving as ruler.

Cons:Same as Cult

Pros:Same as cult, plus easier expansion.

Verdict:Advanced government for religion based countries. Very few should survive.

16.Robocracy-Government of robots. Computer AI gained self awareness and projects its influence across large enough area to be considered nation.

Cons:Needs resources (mainly power) to work. Without resources, it faces total destruction.

Pros:With sufficient resources, its most effective government.

Verdict:Special government, i dont yet know how to make it

Additional info:Can either Assimilate, Dominate or wipe out other races, mainly humans. Bringing various bonuses and maluses.

17.Hivemind-Government of hivemind. Cant be reached from normal government.

Cons:Regular systems dont apply

Pros:Regular systems dont apply

Verdict:Very special government, so long for 3 out of 130 nations. play style is vastly different from all other nations.

18.Wasteland-Special "government" for Wastelands. will ensure that they wont act like normal countries.

NATIONAL VALUES

Nations in real life naturally uphold some values, for some its order, for other freedom. I took this concept and build small mechanics in game, that will help with all sorts of things, from deciding what units and how much of them to produce, various events based on these national values and even special actions.

Basic NV are:Equality, Liberty, Order, Might. These are already decided on start of the game, but they can be changed, if country spends considerable effort.

After reaching certain technologies, size and governments, country can evolve its NV into advanced one. These are:Unity, Prosperity, Freedom, Glory, Production, Domination, Supremacy.

Exact events and aspects of these are not yet completely finished.


Thats it for now. Thanks for attention. Next time, i might take a look at new units and new system of equipment.

Stay tuned!



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