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Today's Development Diary by Johan
The purpose of Hegemonies is to create a greater narrative for the endgame, but there are two cases in which this will become the most used one.
First of all, our goal was to create something for those of you who like to conquer the world, and make part of that more interesting, and hopefully less tedious.
Secondly, our goal is to create an interesting and dynamic last century in larger multiplayer games.
So what is a Hegemony then?
A Hegemony is something a Great Power can proclaim when they fulfill certain conditions.There are 3 different types of Hegemony, each excelling in their own area available to Great Powers. They do come with their own requirements to become Hegemon and you must excel in their specific area. The AI will proclaim Hegemony whenever they can.
What is interesting is that there can only be one of each Hegemon, and a Hegemony is lost when you lose a war, no matter how you lose it.
Proclaiming a Hegemony gives you a bonus which partially depends on which Hegemony you have proclaimed, and the longer you keep your Hegemony, the bigger your scaling bonus gets, and finally when you reach max progress you gain a further finisher. Currently it takes about 20 years for a nation to get their Hegemony Power maximised, but that's subject to tweaking. If you no longer fullfill the requirements to be that hegemon, you will slowly lose power.
A Hegemon can not be allied with one of the other two Hegemons, and all other nations get a relation penalty against you. A Hegemon gets a very nice power projection boost, and will also gain score at a higher gain, while any nation allied with them gets less power projection and score. All other nations will always have a Imperial War Casus Belli on the Hegemon.
All Hegemons have -0.1 monthly War Exhaustion and a +25% to Spy Defence.
Let's take a look at the different Hegemonies then.
Economical Hegemony
The Great Power with the highest monthly income, with at least a monthly income of 1000, can proclaim this Hegemony
The base bonus is +100% manpower on all mercenary companies recruited, and the 100% power bonus is +33% Governing Capacity
The scaling powers go up to.
+10% Mercenary Discipline
+10% Trade Goods Produced
-20% Autonomy in Territories
Naval Hegemon
The Great Power with most Heavy Ships, and at least 250 Heavy Ships can proclaim this Hegemony
The base bonus is +10% Naval Engagement Width, and the 100% power bonus is +20% Backrow Artillery Damage
The scaling powers go up to.
-20 Liberty Desire of Subject
+200% Sailors
+200% Blockade Efficiency
Military Hegemon
The Great Power with most Regiments, and at least 1000 Regiments can proclaim this Hegemony
The base bonus is 10% cheaper warscore cost, and the 100% power bonus is +20% Siege Ability
The scaling powers go up to.
+10% Faster Movement of Armies
-20% Less Attrition on land.
-3 Unrest
Please remember that no numbers are finalised yet, and also that the Great Power mechanics will be unlocked by this expansion as well..
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