Monday, November 30, 2015

Annexation, Subordinate States, And Cultural Integration

So I spent a long time considering what to do with certain elements of political simulation. Since Paradox is really the only extant example I draw my comparisons and contrasts there but I didn't base my ideas off of theirs.
Consider how EU4 handles what they call diplomatic annexation. There is a 10 year timer from establishing a vassal. You must pay bird mana and it takes a few years to absorb the state. You get bonuses based on religion and culture.
This is extremely limiting and abstract, even aside from all vassals behaving identically across the whole world with identical duties.
The system I am currently planning on implementing works this way: There is no such thing as a hardcoded vassal, protectorate, or colony. As part of the diplomatic system there are many different terms one can put into a treaty. Treaties can be performed in peace with all options in play aside from a truce since there is no war. A war treaty is the same a peace one excepting the truce, and a certain pressure to assent to terms based on the current state of the war. Treaties contain various terms regarding money sent back and forth, royal marriage, hostages, fostering, land exchanges of many kinds, defense pacts, offense pacts and so forth. A nation may exist as a series of states with various agreements in place. You may use tiers based on a template treaty to represent something like the members, electors, free cities, and emperor of the HRE.
Directly controlled land allows full sovereignty and control. You may perform any province based action. This is land directly controlled by your character. You may establish a bureaucracy of non noble offices to administer your land. You will assign them goals and duties and access to resources with which to act. Since such people don't have any significant power they will not be represented in game by an actual character and cannot perform actions characters can. You will pay a general fee to these people to operate your stuff for you. So a large bureaucracy is expensive but cannot initiate rebellions the same way characters can. However bureaucrats are represented as a population as you assign them. Based on racial traits and your experience with institutional bureaucracy they can handle more duties. The default base is 2. You'll actually assign duties to the population itself, not an individual member since they are not characters. Other populations will react poorly if a specific race, religion, nation of origin, and so forth gets all the cushy posts.
Governors or nobles will be full characters which can handle far more work than a bureaucrat. But they can amass personal wealth and power and have standing with all relevant populations, so they can secede or engage in plots and do other crap. Nobles can act among themselves, moving lands and such things around but they maintain populace opinion whereas a governor who dies loses all standing and a new governor lacks any standing upon appointment. Populations will have similar reactions if all governors or nobles are of a given demographic. Governors are not a hardcoded system, its simply a flavor way to differentiate between hereditary and non-hereditary positions within my posts.
Why am I talking about administrative stuff in a post about annexation and cultural acceptance? Because that is how it is defined. You can levy taxes and other obligations on populations any way you like. But this affects their opinion of you personally and how they regard your state. Instead of some stupid base tax calculation or a change culture button or w/e, how your state treats people determines their feelings about the state. Citizens will be willing to meet more obligations if they feel more represented and accepted in a state. There is also an affect based on how populations view each other. If your state is 70% main culture and main culture hates your minorities they have a worse opinion of you and the state. If you work to change their status they like you more and if your actions cause the majority population to like them more they are more loyal to the state.
Note that nobles and governors have their own relations and acceptances. Both them personally and the land they control work the same way as your personal land. But its not as easy as just giving proportional aristocratic, bureaucratic, and administrative positions to out. Because previously privileged populations will dislike governors of other groups if they have a poor opinion of that group. And they will dislike you for appointing them. Populations are divided among religion, race, caste, nation of origin, and also faction. Some populations will have the faction for racial purity or the faction for nationalism or w/e.
Note that its no use being a beacon of cultural acceptance if you cause your main population to hate you and revolt. All characters have more than a faction. Part of their consciousness data involves desires that can relate to race, land, religion, political appointments and so forth. If for whatever reason you appoint a minority to a position and a certain noble wanted it he will be mad at both you and that guy who "stole" his job. He may initiate plots or propaganda campaigns against you and/or that person.
Yes, there is propaganda. Its sort of like the espionage system. You spend resources to promote ideas, appoint people from populations who agree, and so forth. Your propaganda can slowly change the political beliefs of your populace over time. Certain populations take more effect from certain propaganda.
Also note that if you assign a state religion or religions people of those religions will like you more and people not of them will like you less. Also the more you add the more diluted the bonuses are. Well the hate of non-sanctioned religions grows as more others are accepted and theirs aren't.
As far as vassal states themselves, any land not directly controlled by you or your governors is not really YOUR land per say. Nobles are basically part of your state by treaty. The noble family and the populace become more and more in favor of the treaty over time as it persists, though the populace and the nobles have distinct feelings about it. Thusly, if you create a new subordinate ruler and state, the populace will retain their current feelings about you and have positive feelings about the treaty. As will the noble. If you conquer a noble and/or their land by force or build up support and progressively more powerful treaties, support starts at 0 and builds up. To "integrate" a vassal state you keep it in treaty for a long time, slowly add duties that it must meet towards you, and slowly appoint its nobles or populace to positions of power and authority within your lands and vassals' lands. Integration is more about the chance of the treaty being broken and the vassal or populace receding or rebelling. You must perform actions and dedicate resources after the treaty is initially signed in order to convince the ruler and/or populace that a stronger treaty will benefit them.
Ways outside of taxes and treaties and appointments and building relations with the ruling classes to make a state want to be diplomatically more integrated involve preventing them from being damaged by conflict, spending from the national treasury to build up their state, assigning more troops and so forth. Propaganda campaigns also slowly increase their opinion of you over time.
You get substantial bonuses to "integration" speed if you have a high respect rating with the ruling classes and the populace. Respect indicates peoples' opinion of you as a ruler. How you treat citizens and nobles and so forth, whether you keep your word. Fear is how seriously they take threats. Regular opinion/influence is the slow build up of good feelings by being part of your state for a long time. Acceptance of a leading religious figure of the proper kind also has benefits.
As far as breaking your word, when you sign treaties you'll agree to certain things, perhaps protection and tax limits and money to build or rebuild infrastructure or provide positions and offices. When you break such a treaty this lowers the respect value of interested parties based on their closeness to you and the people you broke trust with.
Anyway a major theme of my game that infuses all the mechanics is the idea of direct action and gradual change rather than abstraction, timers, and arbitrary button clicking.

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