Values Reworked and expanded
Mod Overview
This mod redoes the values mechanics to create a more historically grounded and mechanically coherent experience. Rather than accepting the base game’s values as given, this project critically examines each system to ensure it reflects both historical reality and engaging gameplay design.
Design idea
The mod redoes the abstractions and implementations of values. because frankly, especially concerning centralization and decentralization, I have no idea what its supposed to abstract. If you find the mod to be unbalanced or unhistorical BTW. Then please, do comment and suggest how to improve it. The idea is also that values will become a lot more powerfull and significant. I want to make values the number 1 thing you revolve your nation around, the very foundational building blocks of your state that push you towards a certain style of play.
Current Implementation
Centralization-Decentralization Rework
This mod reabstracts the mechanic centralization-decentralization mechanics entirely, measuring instead the competency with which a state executes its governance model.
Under this abstraction it measures how effectively the state executes its style of governance. A high centralization value represents a state that has successfully built professional bureaucracies, specialized ministries, and efficient administrative structures extending from the capital (AKA Crown). A high decentralization value represents a state that has effectively distributed authority across estates, cities, and regional governments that have autonomy.
This abstraction better shows the historical reality that both centralized France or Spain and decentralized Dutch republic or USA could be effective governments. The question is not which system they chose, but how well they do it. The specific mechanical bonuses for each approach can be seen in the screenshots.
Decentralization special mechanic:
At this moment, the special mechanic that is the number 1 mechanic for decentralized nations is the proximity source spread from towns and cities. if decentralized, each town and city gets a proximity building that gives proximity source. this goes from 0 – 50. so at 100 decentralization each town and city gives 50 proximity source
Government Reform Requirements
The mod also edits the requirements for transitioning from monarchy to republic. The base game’s requirement of 95% plurality is an insanely high number. The new system requires only that the burghers hold more power than both the nobles and the crown.