Hi ExRM devs!
I'm experimenting with the Allied State government type, and I hope you guys could give me some comments (BTW does ExRM have it now?) since in my forum there is no other dev to discuss
Purpose: A quick and cheap method to subdue a conquered region.
Advantage: People in allied state govern themselves, so they wouldn't rebel.
Disadvantage: They pay only the land tax, NO trade tax, and only a small proportion of mining income would be sent to you. They have no loyalty to you and they don't give a damn about your laws - corruption would appear to be terribly high because they're supposed to save money for themselves whenever they can.
Military value: They could provide garrison AOR troops, but no more. And it takes longer time to be able to train units there than in regions with direct governments.
Modding:
- Clone the barracks trees (= direct government) in EDB for every factions; I merged stables and barracks and just use the equestrian trees instead.
- The barracks cannot co-exist with allied state buildings for the same faction. It causes some problem in the initial campaign map, so I had to change all barrack levels to be faction-specific (ex: auxilia_phase3 => auxilia_phase3_carthage)
- Allied state level I takes 1 turn to construct. Effects: +30 happiness (+150% happiness), -500 tax bonus (reduce all positive tax bonus), -500 trade income bonus (-500% trade income)
- Each level of allied state change 2 points of happiness to law (2 points = 10%), and make more AOR units available.
- Special non-AOR but auxiliary units such as Roman Equites Alares and Klibanophoroi are available too in the highest level.
- Execution Square and Academy lose their law bonus
- Mining income is reduced by 60%
The huge negative bonus is to trick AI not to build allied state. The result loads and the effects work fine, though I haven't really tested how AI reacts to the new buildings.




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