Europa Universalis IV

Europa Universalis IV

Common Universalis 4.9
Cultural Assimilation mechanics
I really like the force immigration mechanic, because:

a) It's integrated with the other mechanics. It interacts with food, with manpower, with global settler increase, with unrest, etc. (This is where vanilla EU4's culture conversion mainly fails, imo.)

b) It's satisfying and not too micro-intensive: one click and you know that province is going to get culture converted. That feels fun. It's also really satisfying to me that as I increase global settler increase (e.g. via developing my provinces or with national ideas), that I know that the forced immigration timers are being sped up in the background.

c) It's predictable. How effective it is mainly depends on my planning.



I like the idea behind cultural assimilation but I don't like some of the details. (For those reading who haven't read the patch notes: note that patronize local arts no longer gives +cultural acceptance, making cultural assimilation a lot trickier.) Let's go over the a-c that make "force immigration" such a good mechanic in my opinion:

a) cultural assimilation is very well integrated with the other mechanics. It gets a great score here.

b) It's very micro-intensive and as a result not very satisfying, imo. If I want to reliably convert one province, I need to build a public school/university, wait until that's finished, then click on enforce language education, then build some other buildings, keep track of when cultural acceptance hits 100%, make sure that my prestige keeps being high enough, then click on cultural assimilation, then wait for a few decades and finally I get a popup saying that I've culturally converted one province.

That seems like a huge amount of clicking and micro-management to culturally convert one province. Imagine trying to convert ten or twenty provinces this way! It's almost easier and quicker to win a small war than it is to micro the start of the cultural assimilation of one province.

Yes, I know the cabinet can help a bit, but right now it can't build buildings. As a result it can only do some of the steps of the process above. And even then the cabinet isn't as efficient as the player is.

c) In the early game I can't afford universities everywhere and I don't have the tech for public schools yet. So in the early game I culturally assimilate a province by spamming buildings and terrain improvements in it.. and praying that the terrain improvement events trigger quickly enough so that I reach 100% acceptance in that province. If I'm unlucky and the events don't trigger quickly enough, the decay sets in and I may reach a point where there's no way for me to spend money to increase cultural acceptance, other than a hugely expensive university. This randomness isn't very fun to me.

(By the way, can't I just pay for a local festival or something? It seems weird and not fun that I can literally run out of ways to get cultural acceptance, other than via an expensive university/public school => force language education.)



Personally I'd fix this by letting the player always have the option of culturally assimilating a province, even if cultural acceptance is not 100%. However, in that case it should be slower/more expensive.

And while the province is culturally assimilating, you can speed up the process via buildings, terrain improvements, forcing language education, etc. "Hey, I built a road and now the time to culturally assimilate is merely 40 years instead of 50 years, great! If I now build a mill, maybe I can cut another 10 years off that timer."

The "province is being culturally assimilated" status can also give a penalty (+ autonomy, - tax, +unrest, something like that) to encourage the player to actually support their cultural assimilation with buildings, edicts, etc.

This also seems like the more positive approach. You no longer tell the player "no, you can't culturally assimilate yet, you haven't jumped through these hoops yet." Instead you say "if you have the prestige and diplo power, you can culturally convert, sure. And once you started that process, here are things you can do to speed it up."

This additionally solves the weird problem that pluralism/universalism is actually better for cultural assimilation in the early game imo. After all, pluralism/universalism gives me unaccepted culture base cultural acceptance and cultural acceptance decay modifier, which is critical in the early game to actually get the cultural acceptance process started. Yes nationalism gives cultural assimilation rate, but in the early game the bottleneck is getting the process started in the first place. With this suggested alternate system, cultural assimilation rate and thus nationalism/ethnicism would become better for cultural assimilation, as you'd expect.



Finally, thanks again for making this amazing mod. I don't think I can go back to vanilla EU4 anymore.
Last edited by adriaan_schipper; 16 Jan, 2020 @ 3:24pm
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Showing 1-9 of 9 comments
Maximus  [developer] 16 Jan, 2020 @ 5:04pm 
The reason I removed CA from Art Patronage is that I don't want cultural assimilation in large province to be that easy, especially in early stage, as historically few large cities changed their culture during EU4 period. Allowing players to assimilate every province they conquer is really weird and misguiding imo.

But, yes, there are better ways to do that, maybe somewhere between a harsh 100% CA requirement and a soft limit to assimilation speed. I'll try to figure it out.
Last edited by Maximus; 16 Jan, 2020 @ 8:52pm
adriaan_schipper 17 Jan, 2020 @ 12:50am 
@Maximus True. It probably was a good change.

What I really like is that feeling of "I conquer new lands, my government is struggling to administer those lands, over time I slowly integrate them into my empire and then I have the capacity to conquer new lands."

Cultural assimilation used to give me this fun feeling, but in an admittedly unrealistic way. I guess culture isn't the best way to accomplish this.

Maybe make a 0-100% "government integration" modifier per province? When you conquer a province, it gets a low government integration score, perhaps depending on culture, religion and distance from capital. So if you're the Ottomans and you conquer the Mamluks, you instantly have a pretty good government integration score in your newly conquered provinces. If you're the British and you conquer Indian provinces overseas, you'll have near-0%.

Of course, a bad government integration score should make the province cost a lot of government capacity. Government integration should tick up over time to some equilibrium (with that equilibrium maybe depending on culture, religion and distance from capital). You can also increase it by building a province government or with a centralization decision.

This could lead to that fun feeling of "conquer new land, now your administration is overstretched, spend time and money integrating the provinces into your empire, then you have the administrative capacity to go conquer new lands."
Last edited by adriaan_schipper; 17 Jan, 2020 @ 1:25am
Maximus  [developer] 17 Jan, 2020 @ 2:12am 
Originally posted by adriaan_schipper:
@Maximus True. It probably was a good change.

What I really like is that feeling of "I conquer new lands, my government is struggling to administer those lands, over time I slowly integrate them into my empire and then I have the capacity to conquer new lands."

Cultural assimilation used to give me this fun feeling, but in an admittedly unrealistic way. I guess culture isn't the best way to accomplish this.

Maybe make a 0-100% "government integration" modifier per province? When you conquer a province, it gets a low government integration score, perhaps depending on culture, religion and distance from capital. So if you're the Ottomans and you conquer the Mamluks, you instantly have a pretty good government integration score in your newly conquered provinces. If you're the British and you conquer Indian provinces overseas, you'll have near-0%.

Of course, a bad government integration score should make the province cost a lot of government capacity. Government integration should tick up over time to some equilibrium (with that equilibrium maybe depending on culture, religion and distance from capital). You can also increase it by building a province government or with a centralization decision.

This could lead to that fun feeling of "conquer new land, now your administration is overstretched, spend time and money integrating the provinces into your empire, then you have the administrative capacity to go conquer new lands."

You know?Your comment actually put off 4.9 release a lot since I need to work out this great idea. Your fault.
adriaan_schipper 17 Jan, 2020 @ 2:17am 
Thanks!
UpTheArts 18 Jan, 2020 @ 2:28pm 
Isn't this Government Integration just Cultural Acceptance (as of 4.8) with a different name and some incremental improvements?

Hope we don't end up with two sets of functionally similar, structurally redundant mechanisms.
Maximus  [developer] 18 Jan, 2020 @ 3:16pm 
Originally posted by UpTheArts:
Isn't this Government Integration just Cultural Acceptance (as of 4.8) with a different name and some incremental improvements?

Hope we don't end up with two sets of functionally similar, structurally redundant mechanisms.
Did I ever disappoint you like that?
UpTheArts 20 Jan, 2020 @ 9:25am 
Originally posted by Maximus:
Originally posted by UpTheArts:
Isn't this Government Integration just Cultural Acceptance (as of 4.8) with a different name and some incremental improvements?

Hope we don't end up with two sets of functionally similar, structurally redundant mechanisms.
Did I ever disappoint you like that?
LOL good point.

It's great to separate Government Integration from Cultural Acceptance, but that would force us to confront again the key problem with EU4's Culture system:

There are Cultures that should really belong to multiple Culture Groups simultaneously.

The best example is probably Occitan. Linguistically, culturally, and I would argue historically, it should belong in the same Culture Group as Catalan or Piedmontese, as much as if not more than with Norman or Walloon.

Another good example is the Mongol - Turkic distinction. I've rarely heard people agree on where the line should be drawn. Was Timur more Mongol or Turkic? Should it matter? And yet in EU4 Mongol and Turkic are two different Culture Groups, in the same way that Scandinavian and Dravidian are. It's quite unsatisfactory.
UpTheArts 20 Jan, 2020 @ 9:46am 
The problem of Culture Groups can only be fixed by blurring, or eliminating the boundaries between Culture Groups. This can be done in two ways.

***

[1]

One way is to implement specific history-based mechanisms of Cultural Acceptance and Cultural Assimilation. This is equivalent to manually implementing overlapping Culture Groups (which afaik EU4's engine does not directly allow).

To use the two examples above, a specific mechanism can allow any country that accepts any one Culture out of Occitan, Catalan, and Piedmontese to become similarly accepting to the other two. Another mechanism can allow Turkic Culture countries to more easily/freely accept Mongol Cultures, and vice versa.

The Diwan Culture Acceptance introduced in Dharma could be retooled for this, though I admit I have not played with it much.

***

[2]

The other way is to largely abandon the concept of Culture Groups altogether, and instead make Cultural Acceptance/Assimilation depend on other variables such as Religion, travel/communication distance, Government/Estates, climate/terrain, etc.

But of course, this would make it seem more and more similar to Government Integration, which may be better in terms of realism than in terms of gameplay.

You can also accomplish the same more cleanly with a full-fledged Pop system, with each Pop having individual Religion and Culture which change as an integral part of how Pops birth or die.

***

Personally, I think [2] is obviously the way to go in designing a game from scratch. But given the limitations of EU4's engine and especially its interface, [1] is much more feasible.

Ultimately, Culture (which is more than just Language) is a much more vague and debatable concept than Religion or Government Integration (both of which can be measured and defined much more precisely).

Accordingly, Culture should have a smaller effect on gameplay than Religion or Government Integration.


Last edited by UpTheArts; 20 Jan, 2020 @ 9:47am
adriaan_schipper 22 Jan, 2020 @ 12:42pm 
@UpTheArts good input. It's indeed weird EU4 considers Mongol and Turkic to be as different as Scandinavian and Dravidian.

Isn't there a third option, which is to make bigger culture groups? So delete the Turkic culture group, delete the Mongol culture group and include a Mongol-Turkic culture group? Of course this would have gameplay implications but it's probably the most straightforward option to implement.
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