Republic

From Europa Universalis 4 Wiki
(Redirected from Ambrosian Republic)
Jump to navigation Jump to search

Government republic.png Republic is a form of government where power is, in contrast to a monarchy, held by a group of people. Republics have Republican tradition.png republican tradition instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle.

All republics receive:

  • Burghers influence.png +15% Burghers influence
  • Vaishyas influence.png +15% Vaishyas influence
  • Maximum absolutism −40 Maximum absolutism
Government republic.png Republican government reforms
Tier 1: Power Structure
Tier 2: Republican Virtues
Tier 3: Frequency of Elections
Tier 4: Religion within the Republic
Tier 5: Regionalism
Tier 6: Separation of Power
Tier 7: Economical Matters
Tier 8: Consolidation of Power
Tier 9: Guiding Principle of Administration
Tier 10: Electorate
Tier 11: Office Selection
Tier 12: Question of Dictatorship

Mechanics[edit | edit source]

Elections[edit | edit source]

Main article: Election events

When an election cycle ends, you get an event in which you can select the ruler:

  • Re-elect the current ruler. The country loses −2.5 Republican tradition.pngrepublican tradition per election cycle year, but the ruler gains 1 of each skill. This is to represent the fear that the ruler is becoming entrenched and despotic, more like a monarchy.
  • Administrative candidate (4/1/1)
  • Diplomatic candidate (1/4/1)
  • Military candidate (1/1/4)
  • A relative of the current ruler if a government reform allows re-electing from the ruling family. The country loses −1 Republican tradition.pngrepublican tradition per election cycle year. This candidate is between 30 and 50 years old. With the Political Dynasties reform this candidate has −2 to their skills.

Re-election cost can be reduced by a number of sources:


Reelection cost.png Traditions Ideas Bonuses Policies
−20%
  • Bolognese idea 2: Bentivoglio Family
−10%
  • Diplomatic-Plutocratic: Mandatory Service

The reinforce republican values government reform: Reelection cost.png −10% Reelection cost

If the ruler dies in office, a similar event occurs but without the possibility for re-election. Compared to a monarchy, one has much more control over who rules, and there is no stability loss when he/she dies (except if he is killed in combat and/or if the ruler rules for life). However, a freshly elected ruler is usually not very good, and (except for Dutch Republics and Italian Signoria) one can't make royal marriages. Republican leaders can be used as military leaders like their monarch counterparts. If their leader is killed in action, the republic suffers −1 Stability.png stability instead of −2.

In most republics re-electing the same ruler with less than 20 Republican tradition.png republican tradition, will enact the Presidential Dictator reform (where the ruler reigns of life) if the Res Publica.png Res Publica expansion is enabled, or turn the country into a monarchy if the DLC is not enabled. This does not happen for revolutionary countries, Pirate Republic or republics which can't re-elect their ruler. See below for other ways how a presidential dictatorship can happen and how to turn into a monarchy afterwards.

Cultural sufferance[edit | edit source]

All republics have a small bonus that helps mitigate the penalty to non-accepted culture provinces. It’s not applied to cultures belonging to the same culture group. The bonus consists of:[1]

Local tax modifier.png +10%.0 Local tax modifier
Local manpower modifier.png +10%.0 Local manpower modifier
Local sailors modifier.png +5%.0 Local sailors modifier
Local unrest.png −0.5% Local unrest

Republican tradition[edit | edit source]

Republican tradition.png Republican tradition is the republican counterpart of how legitimate the ruling power is perceived by the general population. It's also a way to show how "true" the government holds up to republican ideals (i.e. if a country elects a new ruler in every election). This property ranges between 0 and 100.

New republics will start with 100 tradition, unless the nation in question was formerly a different government type and changed their government type through the final reform tier, in which case it will start with 50. Each year republican tradition increases by a base of +1. Various events can make a player choose between sacrificing tradition or suffering another negative consequence. Like legitimacy, republican tradition has linearly-scaling effects based on its level:

Variable 0% 50% 100%
National unrest.png National unrest 0 −1 −2
Reform progress growth.png Reform progress growth 0 +50% +100%
Burghers loyalty equilibrium.png Burghers loyalty equilibrium 0 +2.5% +5%
Vaishyas loyalty equilibrium.png Vaishyas loyalty equilibrium 0 +2.5% +5%
Jacobin influence Jacobin influence −0.1 +0 +0.1
Stability cost modifier.png Stability cost modifier +200% +100% 0

Yearly republican tradition provided by national ideas and policies:

Yearly republican tradition.png Traditions Ideas Bonuses Policies
+0.50
  • Colonial idea 1: Founding Fathers
  • Cossack idea 2: Cossack Hetmanate
  • Barbary Corsair ambition
+0.30
  • Imperial German traditions
  • Roman traditions
  • Aachen idea 2: Imperial Free City
  • Breton idea 1: Legacy of Breton Independence
  • Franconian idea 1: The Duchy Restored
  • Frankfurter idea 7: Freie Stadt Frankfurt
  • Hamburger idea 2: Burgher Republic
  • Lanfang idea 1: Free Elections
  • Luccan idea 7: The Jacobin State of Lucca
  • Novgorod idea 3: Ivan's Hundred
  • Offaly idea 6: A Family Affair
  • Perugian idea 4: Perugian Signoria
  • Pisan idea 5: Anziani del Popolo
  • Rothenburg idea 3: The End of the Line
  • Veronese idea 1: Three Households Alike in Dignity
  • American ambition
  • Canadian ambition
  • Dithmarscher ambition
  • Irish ambition
  • Italian (minor) ambition
  • Russian ambition
+0.25
  • Venetian traditions
+0.20
  • Augsburger idea 1: Augusta Vindelicorum
  • Kamilaroi idea 5: Matrilineal Lineage
  • Larrakia idea 4: Dowed
  • Plutocratic-Economic: Formalized Scales, Weights and Measures
+0.15
  • Kiwi idea 1: Maori Seats
+0.10
  • Administrative-Aristocratic: The Licensing of the Press Act

Yearly republican tradition can be further modified by the following:

Low republican tradition and reverting to monarchy[edit | edit source]

Main article: Republic events § Rise of a despot

In most republics re-electing the same ruler with less than 20 Republican tradition.png republican tradition, will enact the Presidential Dictator reform (where the ruler reigns of life) if the Res Publica.png Res Publica expansion is enabled, or turn the country into a monarchy if the DLC is not enabled. This does not happen for revolutionary countries, Pirate Republic or republics which can't re-elect their ruler. A Revolutionary Republic and a Revolutionary State will become a Revolutionary Empire when re-electing a ruler with less than 20 Republican tradition.png republican tradition.

Republican governments (except Revolutionary countries, Pirate Republic, Dutch Republic, Protectorate Parliament, Board of Admirals and Colonial Nations) with low tradition can collapse into despotism. Below 40 Republican tradition.png, the ruler of a republic (again, with the above exceptions) may declare himself the head of a new government type, depending on whether Res Publica.png Res Publica is active:

  • Without Res Publica: the government becomes a monarchy, with a free choice among valid tier 1 reforms.
  • With Res Publica: the tier 1 reform Presidential Dictatorship is enacted.

With Res Publica, the event becomes more likely below 30, 20, 10 and 1 Republican tradition.png republican tradition. Without Res Publica, the event can only happen below 1 republican tradition.

When a presidential dictator dies with republican tradition below 50, it becomes a monarchy, allowing a free choice among the valid tier 1 monarchy reforms (typically Feudal Nobility or Autocracy). Republican tradition does not normally increase during a dictatorship, but if it's above 50 when the ruler dies, the presidential dictatorship reform is removed and a new tier 1 reform can be chosen. Events and the Strengthen Government action can be used to get above 50 republican tradition during a dictatorship.

Revolutionary Republics instead become Revolutionary Empires if republican tradition falls to 0, or 40 if the Imperials Imperials faction are in power (requires Rights of Man.png Rights of Man).

A Revolutionary State and a Pirate Republic can get the event The Stability of the [Root.GovernmentName] if the Republican tradition.png republican tradition falls below 20. This event gives them a “Committee of Public Safety” or a “Mutineer Council” respectively which act like a regency and don't allow the declaration of wars. To remove the “Committee of Public Safety” or the “Mutineer Council” the country must have at least Republican tradition.png 50 republican tradition when an election happens. Then the election happens normally and the “regency” is removed. If the republican tradition is lower, no election happens and the “regency” continues.

Falling to dictatorship is particularly dangerous for merchant republics, who will instantly lose their trade leagues.

Reform tiers[edit | edit source]

Power Structure[edit | edit source]

Type Election Cycle Effects Description & notes
Oligarchy  4
  • National tax modifier.png +5% National tax modifier
Oligarchy icon
In an Oligarchy the ruler is elected from a group of very influential persons at the very top of society. This ruling class is also the only group that the head of government answers directly to and it is their support the state relies upon.

Available if the country:

Italian Signoria  12
  • National tax modifier.png +5% National tax modifier
  • Maximum absolutism +10 Maximum absolutism[2]
  • Can re-elect from ruling family.
Italian Signoria icon
The Republic functions most smoothly under the de facto jurisdiction of our most prominent political family. Any suggestion that this is barely distinguishable from a monarchy is of course nonsense.

Available if the country:


  • Allows royal marriages.
  • Can re-elect from ruling family.
    • Election events have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills; electing them causes a loss of Republican tradition.png 1 republican tradition per election cycle year.
Plutocracy  4
  • Merchants.png +1 Merchant
  • Maximum absolutism −10 Maximum absolutism[2]
Plutocracy icon
A Plutocratic Republic is one where wealth and trade dictate the agenda. The ruler is elected from among the most influential merchant families within the state and will have to rely on their support.

Available if the country:


  • Counts as a merchant republic[3]
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).

  • See Lubeck#Strategy for the powerful application of these modifiers and bonuses using merchant republics.
Protectorate Parliament  N/A
  • Morale of armies.png +5% Morale of armies
  • Autonomy.png −0.05 Monthly autonomy change
  • Maximum absolutism +20 Maximum absolutism[2]
  • Yearly republican tradition.png −0.5 Yearly republican tradition
Protectorate Parliament icon
Under the benevolent guidance of the Lord Protector, our nation is administered by a rump parliament loyal to the Commonwealth.
  • Has access to Parliament.png parliament but not to the Nobility.png nobility estate.
  • Disables Call Diet.
Stratocratic Administration  N/A
  • War exhaustion.png −0.02 Monthly war exhaustion
  • Militarization of state.png +0.05 Militarization of state
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism +30 Maximum absolutism[2]
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Governing capacity.png −50% Governing capacity
Stratocratic Administration icon
The Prussian Republic is ruled not by corrupt oligarchs, nor by the will of the ignorant masses, but by its most skilled and proven military commanders. The expansion and protection of our borders are the prime directives for the state..
  • Only available for Custom nations, Flag of Prussia Prussia or Flag of Germany Germany formed by Prussia. If not playing a custom nation, it must be Protestantism Protestant, Reformed.png Reformed, Anglican.png Anglican or Hussite Hussite.
  • Ruler reigns for life. No elections.
  • A general becomes ruler when the current ruler dies.
  • Uses Militarization of state.png militarization mechanics.
Venetian Government N/A
  • Merchants.png +1 Merchant
  • Yearly corruption −0.10 Yearly corruption
  • Maximum absolutism −10 Maximum absolutism[2]
Venetian Government icon
The Most Serene Republic of Venice employs a complex and convoluted system for electing officials to public office. A series of secret ballots appoints 41 electors, who then each cast a vote into an urn. A single vote is extracted from the urn, and the man whose name is written on it becomes the new Doge. The system attempts to combat electoral corruption and ensure a fair vote.
  • Flag of Venice Venice start with this government type, replacing Plutocracy.
  • Features lottery election mechanics.
  • Rulers are for life.
  • Flag of Venice Venice is able to choose the third tier government reform “Consolidate Power in the Doge” that adds Governing capacity.png +250 governing capacity as well as the fourth tier reform “Administrative Divisions” that adds a further +250; hence an extra +250 over other tags − avoiding the typical merchant republic malus.
  • It has factions but no estates.
  • Counts as a merchant republic[3]
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Pirate Republic 4
  • Yearly republican tradition.png −1 Yearly republican tradition
  • Maximum absolutism −10 Maximum absolutism[2]
  • Naval force limit modifier.png +50% Naval force limit modifier
  • Chance to capture enemy ships.png +33% Chance to capture enemy ships
  • State governing cost.png +75% Governing cost in states
  • May raid coasts, including coasts of countries with same religion.png May raid coasts, including coasts of countries with same religion.
Pirate Republic icon
Insofar as this loose collection of pirate crews can be called a state, the Pirate Republic is a haven for all manner of thieves, murderers and smugglers.
Noble Elite 8
  • Yearly army tradition.png +0.1 Yearly army tradition
  • Maximum absolutism +20 Maximum absolutism[2]
  • Nobility influence.png +5% Nobility influence
  • Marathas influence.png +5% Marathas influence
  • Rajputs influence.png +5% Rajputs influence
Noble Elite icon
In this Republic the right to rule is hereditary within certain noble families. These families elect the ruler from within their own group and this head of government will also have to rely on their support.

Available if the country:


Presidential Dictator N/A
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism +40 Maximum absolutism[2]
Presidential Dictator icon
In this state an appointed dictator exercises almost absolute power over the state.
  • Triggers when re-electing a ruler in a non-tribal republic while below Republican tradition.png 20 republican tradition.
  • Can also trigger by event for most non-tribal republics at low Republican tradition.png republican tradition.
  • On the dictator's death, elections are not held; instead the country decays into a Government monarchy.png monarchy if republican tradition is below 50, otherwise it changes back to a republican government.
Military Dictatorship  N/A
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism +30 Maximum absolutism[2]
Military Dictatorship icon
A military dictator has seized power and rules the state as an autocrat. New rulers are invariably selected from among the Generals.
Revolutionary Republic 4
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.20 Monthly autonomy change
  • Maximum revolutionary zeal +50 Maximum revolutionary zeal
  • Maximum absolutism +40 Maximum absolutism[2]
Revolutionary Republic icon
The revolutionary republic represents the government of the nation by a small executive with the support of an elective chamber of deputies. Revolutionary propaganda gives the armies defending the revolution strong morale and the principal that everyone is equal gives strong leadership.
  • The Revolutionary republic is available to the first Great Power that either sides with the revolutionaries after the Revolution disaster (or the French Revolution disaster for Flag of France France) started or when the revolution has spread to 100% of the country. The event will also make the country the Revolution target.png revolution target, that alters gameplay beyond the government form.
  • Flag of France France has this government form between 1792 and 1804.
  • Uses Revolutionary zeal.png revolutionary zeal instead of Absolutism.png absolutism.
  • The country will lose both Revolution target.png revolution target status and this government form if the revolution is dismantled, transitioning into a monarchy.
  • Prohibits switching government type.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition.
  • Will become a revolutionary empire when re-electing the current ruler while having less than Republican tradition.png 20 republican tradition, or when republican tradition reaches 0, or by event when the Imperials Imperials are in power and Republican tradition.png republican tradition is 40 or less.
  • It has factions but no estates.
  • May take the decision to adopt the Cult of Reason if it has less than Stability.png −1 stability.
  • Fixed rank: Empire rank Empire
Revolutionary State 4
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.20 Monthly autonomy change
  • Maximum revolutionary zeal +25 Maximum revolutionary zeal
  • Maximum absolutism +40 Maximum absolutism[2]
Revolutionary State icon
The revolutionary republic represents the government of the nation by a small executive with the support of an elective chamber of deputies. This state will do its utmost to support the cause of the Revolution and spread the ideals of liberty and equality.
  • For vassals or client states that are released by revolutionary countries, and other countries that embrace the revolution if a revolution target already exists.
  • Uses revolutionary zeal instead of absolutism.
  • The country will lose this government form if the revolution is dismantled, transitioning into a monarchy.
  • Prohibits switching government type.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • Will become a revolutionary empire when re-electing the current ruler while having less than Republican tradition.png 20 republican tradition, but not by events from low republican tradition.
  • It has factions but no estates.
  • May take the decision to adopt the Cult of Reason if it has less than Stability.png −1 stability.
  • Fixed rank: Kingdom rank Kingdom
Peasants Republic 4
  • Production efficiency.png +10% Production efficiency
  • Morale of armies.png +5% Morale of armies
  • Maximum absolutism −10 Maximum absolutism[2]
Peasants Republic icon
A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.
Free City 4
  • Development cost.png −10 Development cost
  • Trade efficiency.png +10% Trade efficiency
  • Maximum absolutism +20 Maximum absolutism[2]
  • Burghers influence.png +15% Burghers influence
Free City icon
This is a free Imperial city that has been granted special rights and privileges by the Emperor himself.
  • Only possible government for free cities in the Holy Roman Empire.
  • Switches to Oligarchy Reform if free city status is lost or a second province is acquired.
  • Fixed rank: Duchy rank Duchy
Trading City  4
  • Trade power.png +10% Global trade power
  • Maximum absolutism +20 Maximum absolutism[2]
Trading City icon
A governmental form where the nation is governed as a republic with a heavy reliance on trade and commerce.
Trading Cities can only be created by the leader of a Trade League.
If a Trading City grows to more than one province, the government form will change to Merchant Republic.
  • Trading cities created by the leader of a trade league have this government type.
  • Has factions.
  • Replaces this reform with Plutocracy if a second province is acquired.
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Ambrosian Republic 4
  • National tax modifier.png +10% National tax modifier
  • Morale of armies.png +5% Morale of armies
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism +10 Maximum absolutism[2]
Ambrosian Republic icon
It was a short-lived city-state government that formed in the Duchy of Milan when the Duke died without an heir in 1447.
Veche Republic  4
  • Merchants.png +1 Merchant
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism −10 Maximum absolutism[2]
Veche Republic icon
This state is governed by a Veche, a council with the highest legislative and judicial authority consisting of Boyars, Merchants and even commoners.
  • Only available to nations in the Eastern Slavic culture group.
  • Used by Flag of Pskov Pskov and Flag of Novgorod Novgorod.
  • Has factions.
  • Fixed rank: Duchy rank Duchy
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
American Republic 4
  • Stability cost modifier.png −10% Stability cost modifier
  • War exhaustion.png −0.04 Monthly war exhaustion
  • Maximum absolutism +20 Maximum absolutism[2]
American Republic icon
The American Republic is a confederation of the Thirteen States of America, each with their own independence and governments, with a President who rules for four years after election.

Requires the American Dream DLC.

  • Has access to Parliament.png parliament.
  • Disables Call Diet.
Federal Republic 4
  • Foreign spy detection.png +10% Foreign spy detection
  • Diplomatic reputation.png +1 Diplomatic reputation
  • Maximum absolutism +10 Maximum absolutism[2]
Federal Republic icon
The Federal Republic is a federation of the Thirteen States of America, each with their own independence and governments, with a President who rules for four years after election.

Requires the American Dream DLC.

  • Has access to Parliament.png parliament.
  • Disables Call Diet.
Colonial Government 4
  • Recover army morale speed.png +2% Recover army morale speed
  • Autonomy.png −0.05 Monthly autonomy change
  • Institution embracement cost.png −10% Institution embracement cost
  • Governing capacity.png +100 Governing capacity
  • Maximum absolutism +40 Maximum absolutism[2]
Colonial Government icon
A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.
  • Only available to colonial nations which do not have one of the following reforms: Crown Colony, Private Enterprise Colony, Self-Governing Colony
  • Prohibits switching government type.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition.
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy.
  • May take the decision to form a colonial assembly for Administrative power.png 100 administrative monarch power if it has more than Liberty desire.png 25% liberty desire after the Age of Absolutism.png Age of Absolutism has started.
  • Does not have estates.
  • Fixed rank: Duchy rank Duchy
Crown Colony 4
  • Recover army morale speed.png +2% Recover army morale speed
  • Institution embracement cost.png −10% Institution embracement cost
  • Governing capacity.png +100 Governing capacity
  • Maximum absolutism +40 Maximum absolutism[2]
Crown Colony icon
A Crown Colony is a colony type that is directly controlled by the metropolis.
  • Prohibits switching government type.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition.
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy.
  • Does not have estates.
  • Fixed rank: Duchy rank Duchy
Private Enterprise Colony 4
  • Production efficiency.png +5% Production efficiency
  • Merchants.png +1 Merchants
  • Institution embracement cost.png −10% Institution embracement cost
  • Ship trade power.png +20% Ship trade power
  • Maximum absolutism +40 Maximum absolutism[2]
Private Enterprise Colony icon
A colony run as a Private Enterprise focuses on extracting resources from a colony and bringing it home.
  • Prohibits switching government type
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy
  • Does not have estates
  • Fixed rank: Duchy rank Duchy
Self-Governing Colony 4
  • Construction cost.png −10% Construction cost
  • Development cost.png −10% Development cost
  • State maintenance.png −25% State maintenance
  • Institution embracement cost.png −10% Institution embracement cost
  • Maximum absolutism +40 Maximum absolutism[2]
Self-Governing Colony icon
A type of colony that is autonomous, a Self Governing Colony acts as a country inside a country.
  • Prohibits switching government type
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy
  • Does not have estates
  • Fixed rank: Duchy rank Duchy
Dutch Republic 4
  • Trade efficiency.png +10% Trade efficiency
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism +10 Maximum absolutism[2]
Dutch Republic icon
The Dutch Republic is a confederation of seven provinces, which have their own governments and are very independent, and Generality lands, which are governed directly by the States-General, the federal government.
  • Only available for the Flag of Netherlands Netherlands in 1581 or as the result of a special event or by manually switching to that reform if the Netherlands are already a republic.

Res Publica.png Available only with the Res Publica DLC enabled.

  • Allows royal marriages.
  • Choice between a Statist and an Orangist candidate with random stats and no re-election possible, each side gathering power from the player's choices.
  • Elections held every 4 years or only at the ruler's death depending on the current Orangist-Statist balance.
  • Orangists and Statists give different bonuses to the nation.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
See also: Netherlands#Dutch Republic
Sich Rada 4
  • Cavalry cost.png −20% Cavalry cost
  • Cavalry combat ability.png +20% Cavalry combat ability
  • Governing capacity.png +50 Governing capacity
  • Cavalry to infantry ratio.png +20% Cavalry to infantry ratio
Sich Rada icon
Free Cossacks are ruled by a military council presided over by a Hetman.
  • Only available for Cossack breakaway nations and Flag of Zaporozhie Zaporozhie

Can Raze Provinces

Each year, this government gathers progress in each category. Once 100 progress in a category is reached, the related government interaction can be activated:

Icon Ability Type Effects
Receive fleeing serfs.png Receive Fleeing Serfs Administrative power.png 1 random province:
  • gains Development.png1 development[4] of a random category.

1 random neighbor country:

  • gets the modifier ‘Serfs Deserted to Cossacks’ for 10 years[4] with the following effect:
    • National tax modifier.png −10% national tax modifier.
Organise raiding parties.png Organise Raiding Parties Diplomatic power.png The country:
  • gets the modifier ‘Raiding Parties’ for 10 years[4] with the following effect:
    • Attrition for enemies.png +1 attrition for enemies,
    • Movement speed.png +10% movement speed.
Raise cossack host.png Raise Cossack Host Military power.png The country:
  • loses War exhaustion.png 2 war exhaustion[4].
  • raises 20% of force limit[4] as cossacks in the capital.

If not activated the points continue to gather until 150 is reached and any more is lost.

Kongsi Federation 4
  • Production efficiency.png +10% Production efficiency
  • Yearly republican tradition.png +0.50 Yearly republican tradition
  • Maximum absolutism −10 Maximum absolutism[2]
Kongsi Federation icon
A democratic syndicate of mining republics that shares its profits with its members. As the Kongsi Republics have grown more powerful, they have also taken on the duties of government such as education and agricultural administration.

Leviathan.png Available only with the Leviathan DLC enabled.

  • Allows cheap drafting of transport ships.


Autonomous Swiss Cantons  4
  • Governing capacity.png −50 Governing capacity
  • Free policies.png +1 Free policies
  • Mercenary manpower.png +50% Mercenary manpower
Autonomous Swiss Cantons icon
The Swiss Federation is not a singular nation in itself, it is a federation of independent Cantons with the common goal of maintaining their independence and economic stability.
  • Only available to nations with Swiss as primary culture, but this reform is not lost when changing primary culture.

---

  • Recruiting Mercenaries costs no Army Professionalism


Republican Virtues[edit | edit source]

Type Effects Description & notes
Authoritarianism
  • National unrest.png −1 National unrest
Authoritarianism icon
While it is no Monarchy, this republic values law and order above all else and will act forcefully to ensure that the authority of the central government is respected throughout the country.
  • Not available for ‘Pirate Republics’ or revolutionary countries with the Emperor Emperor DLC enabled.
Political Dynasties
  • Can re-elect from ruling family
  • Random candidate bonus.png +1 Random candidate bonus
Political Dynasties icon
In this country a number of families have over time emerged as very willing to assume the responsibilities of state. So much so that it has become both expected of them to shoulder that responsibility, and expected of the state to offer it to their scions.
  • Not available for ‘Pirate Republics’ or countries with the Italian Signoria reform or revolutionary countries with the Emperor Emperor DLC enabled.
  • Election events have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills, though lower than normal (−2), and electing them causes a loss of 1 republican tradition per election cycle year.
Republicanism
  • Yearly republican tradition.png +0.2 Yearly republican tradition
Republicanism icon
This Republic has made itself a guardian of Republican ideals, citizen power and everyone working together for the common good.
  • Not available for ‘Pirate Republics’ or revolutionary countries with the Emperor Emperor DLC enabled.
Council of Captains
  • Privateer efficiency.png +33% Privateer efficiency
  • Captains influence +0.1 Captains influence
Council of Captains icon
The Pirate Republic should be governed by the will of its greatest captains. It is their alliance that holds our nation together, and so their decisions must take precedence over any other authority.
  • Only available for ‘Pirate Republics’
Articles of Agreement
  • Yearly republican tradition.png +0.5 Yearly republican tradition
  • National sailors modifier.png +10% National sailors modifier
  • Buccaneers influence +0.1 Buccaneers influence
Articles of Agreement icon
The Articles of Agreement are the cornerstone of the social order on board a pirate ship. They guarantee that every crewman has an equal vote in all matters and an equal share of all plunder. Articles such as these should be established for the Republic itself, so that the liberty and equality of all pirates is secured.
  • Only available for ‘Pirate Republics’
Smugglers Haven
  • Trade power abroad.png +30% Trade power abroad
  • Smugglers influence +0.1 Smugglers influence
Smugglers Haven icon
A pirate enterprise cannot function without a way to sell their stolen goods. We must ensure that conditions in the Republic are favorable for smuggling operations.
  • Only available for ‘Pirate Republics’


Liberté Ideals
  • Max promoted cultures.png +2 Max promoted cultures
  • Girondist influence +0.1 Girondist influence
Liberté Ideals icon
Liberté is the school of thought within the Revolution that claims that any individual should have the divine right to do whatever he or she wishes that does not do harm to or restrict the liberty of others.
  • Only available for revolutionary countries.


Egalité Ideals
  • Yearly republican tradition.png +0.25 Yearly republican tradition
  • Jacobin influence +0.1 Jacobin influence
Egalité Ideals icon
Those who believe in the ideals of Egalité believe that the law, whether it be a rule or a right, applies equally to all people, regardless of faith, social class, culture, and gender. Equally, all citizens should have access to all positions in our government based only on their competence.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.


Fraternité Ideals
  • Harsh treatment cost.png −25% Harsh treatment cost
  • Culture conversion cost.png −20% Culture conversion cost
  • Imperial influence +0.1 Imperial influence
Fraternité Ideals icon
Not everyone acknowledges the ideals of Fraternité as an ideal of the Revolution, but view it as a reactionary element within our own state who wish to return to the old government. Fraternité is a sense of brotherhood and those who follow its principles believe that the state should follow an authoritarian route where there is a proper place for all citizens assigned by the state.
  • Only available for revolutionary countries.

Frequency of Elections[edit | edit source]

Type Effects Description & notes
Frequent Elections
  • Maximum absolutism −10 Maximum absolutism
  • Length of election term.png −1 Length of election term
Frequent Elections icon
Long terms make rulers reckless and the very idea that someone would rule for a long time is contrary to the very idea of a republic. Let us reform our election system to ensure better accountability from our elected officials.
  • Not available for revolutionary countries with the Emperor Emperor DLC enabled.
  • Can be picked if rulers do not reign for life or has enacted ‘Sortition’.
Consolidation of Power
  • Maximum absolutism +10 Maximum absolutism
  • Length of election term.png +1 Length of election term
Consolidation of Power icon
The current terms for officials are too short to see through larger projects. This only feeds populism and leads to short-sighted policies. Let us reform our election system to allow for longer terms so that our elected officials have the power they need to conduct their office.
  • Not available for revolutionary countries with the Emperor Emperor DLC enabled.
Sortition
  • Yearly corruption −0.10 Yearly corruption
Sortition icon
Unfortunately votes can be bought and old loyalties may cloud the judgment among some electors. Let us implement a system where a semi-random person can be chosen from a pool of good candidate for important offices.
Consolidate Power in the Doge
  • Governing capacity.png +250 Governing capacity
Consolidate Power in the Doge icon
For years, our Republic has had its power base divided between the Doge, the Council of Ten, the citizens, and countless other legislative bodies. Each are subject to each other, but the Doge sits at the top of the hierarchy. Our loose government system has been useful thus far in advancing our trade efforts, but as our nation expands across the world, its become clear that we must grant the Doge executive powers across all branches of the government if we are to eliminate corruption in our administration.
Disperse Power Across the Cities
  • Diplomatic relations.png +1 Diplomatic relation
  • Trade power abroad.png +10% Trade power abroad
Disperse Power Across the Cities icon
Our government is a strange mix between a Republic, an Oligarchy, and a Monarchy. Trade and commerce are our primary concern and we’re not interested in building a global empire, only making an empire of trade. If we shatter powers in our nation and grant greater control to the Trade Cities, we shall make our trade league much more inviting for the smaller powers who only desire the freedom and economic stability that we can provide.
Legislative Assembly
  • +1.5 Yearly revolutionary zeal
Legislative Assembly icon
With the collapse of the old government, we have an opportunity to reconstruct a new legislative government which treats all people, regardless of social class, as equals. This government shall be absolutely committed to the ideals of the Revolution, and will not suffer those who wish to subjugate us back into the old regime.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.
Constituent Assembly
  • Diplomatic relations.png +1 Diplomatic relation
  • Improve relations.png +15% Improve relations
Constituent Assembly icon
The Constituent Assembly was a rough outline of democracy provided by the old government that governed the people in three distinct constituents. By building and expanding upon the old government rather than overhauling it with the new, we may prove to the reactionary governments on our border that we are still a civilized nation and a force for good in this changing world.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.


Permanent Marathas Council
  • Land leader shock.png +1 Land leader shock
  • Marathas loyalty equilibrium.png +5% Marathas loyalty equilibrium
  • Nobility loyalty equilibrium.png −5% Nobility loyalty equilibrium
  • Marathas influence.png +10% Marathas influence
  • Nobility influence.png −10% Nobility influence
Permanent Marathas Council icon
Maratha generals and civic leaders are an important part of the balance of power in our nation. We should formalize their assemblies and establish a permanent council of the Marathas to guide our nation.
  • Only available for countries with theMarathasMarathas estate active.
  • Enables the marathas estate privilege Maratha Military Leadership, which grants a maximum of Discipline.png +10% discipline and −15% tax income, scaled by Maratha land ownership.


Governmental Purbias Register
  • Recover army morale speed.png +5% Recover army morale speed
  • Rajputs loyalty equilibrium.png +5% Rajputs loyalty equilibrium
  • Nobility loyalty equilibrium.png −5% Nobility loyalty equilibrium
  • Rajputs influence.png +10% Rajputs influence
  • Nobility influence.png −10% Nobility influence
Governmental Purbias Register icon
The state is taking measures to attract elite Rajput warriors from all over India. Steps should be taken to organize these warriors into cohesive regiments upon arrival so that they can be deployed more effectively.
  • Only available for countries with the Rajputs.png Rajputs estate active.
  • The rajputs estate privilege Enlist Purbias will give an additional Discipline.png +5% discipline to Rajput regiments.


Council of the Indies
  • Global tariffs.png +20% Global tariffs
  • Treasure fleet income +20% Treasure fleet income
Council of the Indies icon
Our vast colonial territories must have a central administration that reports directly to the Crown. Though individual Viceroys will govern their respective territories, the Council will be the supreme colonial authority, and its courts will extend our law to the farthest reaches of the New World.
  • Only available for Iberian countries with the capital in Iberia with at least Colonists.png 1 colonist.

Regionalism[edit | edit source]

Type Effects Description & notes
Provincial Governments
  • State maintenance.png −25% State maintenance
Provincial Governments icon
In order for our administration to be efficient we must allow provincial governments the freedom they need to perform their functions. Local elections will ensure that trustworthy individuals can be appointed who would then answer to the central government.
Administrative Divisions
  • Governing capacity.png +250 Governing capacity
Administrative Divisions icon
Let us divide the state into geographic regions ruled and administered by officials appointed by our central government.
Union of States
  • Trade power.png +10% Global trade power
Union of States icon
Rather than one unified state our country has grown from a large number of states integrated into one confederacy. As our administration grows and evolves we must not infringe on the rights of the member states, doing so would trample on the very principles of our existence.


Exile Colonial Companies
  • Expel minorities cost.png −30% Expel minorities cost
Exile Colonial Companies icon
The New World is a place of great opportunity, and for us it is an opportunity to establish Exile Colonies and rid our nation of convicts and minorities. By allowing colonial companies to claim sovereignty over our undesirables, we will create harmony in the Old World and expand our influence in the New World.
  • Only available for countries with the capital in Africa, Asia or Europe, which are present on at least two continents, and which have at least Colonists.png 1 colonist.

Separation of Power[edit | edit source]

Type Effects Description & notes


Parliamentarism
  • National unrest.png −1 National unrest
Parliamentarism icon
It is time we separate the head of government from the head of state and give the legislative assemblies of the land a larger share in the day to day rule of our state.
  • Available if:
    • the country does not have the Nobility.pngNobility estate or the crown owns more land than the Nobility.pngNobility estate whose loyalty is higher than their influence.
    • the country is not the “Celestial Empire”, a “Revolutionary Republic” or a “Revolutionary State” if the Mandate of Heaven.png “Mandate of Heaven” DLC is not enabled.
  • Not available with certain unique reforms


Presidential System
  • Institution embracement cost.png −10% Institution embracement cost
Presidential System icon
The Chairman or President of our governing body must be elected separately from the legislative branch of government. The president can then appoint or dismiss members of the government.
Pirate King
  • Harsh treatment cost.png −20% Harsh treatment cost
  • Naval leader fire.png +1 Naval leader fire
  • Captains influence +0.1 Captains influence
Pirate King icon
Every great empire stands in opposition to us. To stand any chance of survival we must rally behind our own Pirate King, and the King's word will be law.
  • Only available for ‘Pirate Republics’
  • Ruler reigns for life. No elections.
  • An Admiral becomes ruler when the current ruler dies. If an admiral is assigned to fleet which is outside the supply range when the ruler dies, this admiral cannot become ruler.
  • Ruler stats depend on admiral pips. On average 12 ruler points for 16-pips admiral.
War Against the World Doctrine
  • Years of separatism.png −5 Years of separatism
  • Shipbuilding time.png −15% Shipbuilding time
  • Buccaneers influence +0.1 Buccaneers influence
War Against the World Doctrine icon
The tyrants of the world must be unseated! We can no longer tolerate kings and despots making slaves of our fellow man. And so we shall adopt a new doctrine: war against the world!
Black Market Consortium
  • Smugglers influence +0.1 Smugglers influence
Black Market Consortium icon
The pirates that run amok in the Republic cannot be trusted to bathe themselves, let alone to govern a nation whose future hands on the edge of a cutlass. A Consortium formed of the most influential black market merchants shall be established as its true governors. Profit must come before liberty.
  • Only available for ‘Pirate Republics’
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).


Imperial Diplomacy
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Diplomatic relations.png +1 Diplomatic relations
Imperial Diplomacy icon
The city cannot maintain its independence without the support of the Emperor and our other allies. We shall focus our energies on strengthening our diplomatic ties and ensuring that, whenever we have need of them, our friends will be there to help us defend the city.
  • Only available for ‘Free cities’
  • The Imperial authority.png emperor gains the Imperial Diplomacy opinion modifier towards this country giving Icon diplomacy relations.png +50 relations
Municipal Self-Defense
  • Manpower.png +5000 Manpower increase
  • Land force limit modifier.png +25% Land force limit modifier
Municipal Self-Defense icon
Only by relying on the military capabilities of our city can we ensure our survival. We shall allocate more political power to the captains of the City Watch and ensure that they have all they need to provide for our defense.
  • Only available for ‘Free cities’


The Feuillant System
  • Stability cost modifier.png −10% Stability cost modifier
  • Yearly republican tradition.png −0.1 Yearly republican tradition
The Feuillant System icon
There are many citizens and politicians in the Republic who wish to return to the tyranny of an absolute monarchy. However, the Feuillant political group believe in a compromise; that powers in the nation should be split between an Emperor and a President, similar to a constitutional monarchy. By riding the delicate balance between Empire and Republic, we may actually please both the Imperialists and Republicans within our nation.
  • Only available for countries that are revolutionary.

  • Has elections every 4 years or only at the ruler's death depending on the current Revolutionaries-Monarchist balance.(see also: Election events#Dutch Republic)
  • Enables Revolutionaries vs Monarchist mechanics
Revolutionaries in power: Monarchist in power:
Morale of armies.png +10% Morale of armies Diplomatic reputation.png +1 Diplomatic reputation
Yearly republican tradition.png +0.1 Yearly republican tradition Manpower recovery speed.png +10% Manpower recovery speed
Revolutionary zeal.png +0.25 Yearly revolutionary zeal National unrest.png −1 National unrest



The Two-Chamber System
  • Free policies.png +1 Free policies
  • Yearly republican tradition.png +0.15 Yearly republican tradition
The Two-Chamber System icon
For a long time, the Canton system maintained the peace, stability, and independence of small democratic leagues like the Swiss and Swabian Federations. By similarly dividing our legislature into a Grand Council representing the Cantons, and the Senate representing the republic as a whole, we may protect the interests of the individual cities and cultural identities within our nation while still placing the values of the Revolution above all else!
  • Only available for countries that are revolutionary.


Consolidation of Power[edit | edit source]

Type Effects Description & notes
Broaden Executive Powers
  • Stability cost modifier.png −15% Stability cost modifier
Broaden Executive Powers icon
As the country grows so does the need to be able to act swiftly and efficiently. The only way to ensure this is by broadening the powers of the executive branch so that it has the tools it needs.
Devolution of Powers
  • Diplomat.png +1 Diplomat
Devolution of Powers icon
No single person can rule a country as big and complex as ours. Collecting such powers in the hand of one ruler is also contrary to the Republican ideals of our ancestors. Decentralization and Devolution is how we can best remain able to dynamically meet the needs of an ever-growing state.
Absolute Power of the President
  • All power costs.png All power costs −5%
  • Length of election term.png +1 Length of election term
Absolute Power of the President icon
While we have members of our nation elected to represent the people of their constituency, we must never forget that it is the President who has been elected to represent all people. The role of the elected representatives within the Revolution should be merely to advise the President who wields absolute power over the Republic.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.
A Revolutionary Council
  • Maximum revolutionary zeal +10 Maximum revolutionary zeal
  • Length of election term.png −1 Length of election term
A Revolutionary Council icon
It’s become clear that the cult of personality surrounding our ruler is rapidly returning us to the old ways of government. We cannot allow this to happen, so by concentrating power into a council of elected individuals to represent the values of the Revolution, we strip power away from the individual at our state’s head and create another shield against the horror of absolute rulership.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.

Guiding Principle of Administration[edit | edit source]

Type Effects Description & notes
Political Principle
  • Administrative possible policies.png +1 Administrative possible policies
Political Principle icon
As a Republic the guiding principles of our state must be those that further the efficiency of the political apparatus and the political ideals.
Moral Principle
  • Diplomatic possible policies.png +1 Diplomatic possible policies
Moral Principle icon
One of the primary functions of the state is to uphold good and moral values. As our Republic in many ways relies on the good and virtuous behavior of its citizens corruption and sinful behavior must be counteracted and rooted out for the good of the entire country.


Revolutionary Principle
  • Morale of armies.png +10% Morale of armies
  • National manpower modifier.png +15% National manpower modifier
  • Girondist influence +0.1 Girondist influence
Revolutionary Principle icon
The purpose of our state is quite simple; to spread the Revolution. We must centralise our state around the idea that it is only be liberating all people of the world into Revolutionary states that we may create an everlasting state of peace and equality in the world.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.


Equality Principle
  • Tolerance heretic.png +2 Tolerance of heretics
  • Tolerance heathen.png +2 Tolerance of heathens
  • Jacobin influence +0.1 Jacobin influence
Equality Principle icon
Although our state holds Egalité as one of its core values, it is clear that we have completely failed in our goal to treat all our people with fairness and equality. The core principle of our nation must be to eliminate the barriers of gender, culture, and social class and ensure that it is known that all people are created equal and a good start to that would be to ensure that religion remains a private matter and does not dictate one’s rights within the state.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.


Imperial Principle
  • Aggressive expansion impact.png −10% Aggressive expansion impact
  • Province war score cost.png −10% Province war score cost
  • Imperial influence +0.1 Imperial influence
Imperial Principle icon
The Revolution has made it clear that our nation, above all others, wields the divine right to hold Imperial Hegemony over all other nations. The states around us are fragile and weak, and it is clear that only by directly controlling these states ourselves will we ensure that the values of the Revolution are enforced on the people.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.

Electorate[edit | edit source]

Type Effects Description & notes
Landholders
  • Manpower recovery speed.png +10% Manpower recovery speed
Landholders icon
The landholders are at the heart of power in any society and our state is no exception. Let us extend the power to vote to all those that have land and grade their number of votes in accordance with the size of their properties.
  • Not available for revolutionary countries with the Emperor Emperor DLC enabled.
Citizenry
  • Morale of armies.png +10% Morale of armies
Citizenry icon
A Republic relies on its citizens to function and so it is only right that each citizen in our state will have the power to vote for who will guide our country. Attaining the privilege of being a citizen will also be a spur for all those under our rule to strive for good conduct.
  • Not available for revolutionary countries with the Emperor Emperor DLC enabled.
Board of Admirals
  • Naval leader fire.png +1 Naval leader fire
  • Yearly republican tradition.png −0.5 Yearly republican tradition
Board of Admirals icon
Our nation lives and dies on our ability to project power on the sea. To that end we have handed over the reins of government to the Board of Admirals, whose members are experienced and patriotic beyond reproach.
  • Not available for ‘Pirate Republics’, ‘Dutch Republic’ or revolutionary countries
  • Only available with Naval idea group.png naval ideas
  • Ruler reigns for life. No elections.
  • ‘An Admiral becomes ruler when the current ruler dies.’
  • Ruler stats depend on admiral pips. On average 12 ruler points for 16-pips admiral.
Equal Electorate
  • National unrest.png −2 National unrest
  • National tax modifier.png +10% National tax modifier
  • Female advisor chance.png +33% Female advisor chance
  • Jacobin influence +0.1 Jacobin influence
Equal Electorate icon
We must dissolve all barriers that separate our people and extend the right to hold a political office to all people. Gender, religion, social class, culture, all are irrelevant to one’s capability to hold a political office and so we must strive to maintain equality of opportunity within our government.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.
Three Social Classes
  • Core-creation cost.png −10% Core-creation cost
  • Girondist influence +0.1 Girondist influence
Three Social Classes icon
In the days before the birth of the Revolution, the old government attempted to sway the people away from taking arms by allowing three social classes representation within the government; the clergy, the peasants, and the upper class. Perhaps we could emulate this system by organizing our people into an upper, middle, and lower class based on their economic status and creating three distinct political entities within our government to represent their interests.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.


Military Electorate
  • Yearly army tradition.png +0.25 Yearly army tradition
  • Land leader fire.png +1 Land leader fire
  • Imperial influence +0.1 Imperial influence
Military Electorate icon
Our nation values comradery above all else, and nobody exemplifies the value of being a comrade like our boys fighting on the fields of battle. These are the men who’ve seen the horrors of war and fought alongside their countrymen to preserve and advance the Revolution, and these men should be the ones to rule us. We must alter the requirements to hold an office in our government so that only those who have served in our military are eligible to represent the people within the government.
  • Only available for countries that are revolutionary.

  • A general becomes ruler when the current ruler dies.

Office Selection[edit | edit source]

Type Effects Description & notes
Appointment by Committee
  • Advisor cost.png −5% Advisor costs
  • Possible advisors.png +1 Possible advisor
Appointment by Committee icon
Let us abandon arbitrary appointments to governmental offices. Committees shall be established to decide on the best candidate for a given role to ensure that administrative competence is the norm in our realm.
Bureaucratic Aparatus
  • Minimum autonomy in territories.png −10% Minimum autonomy in territories
Bureaucratic Aparatus icon
The bureaucracy is expanding to meet the needs of the expanding bureaucracy.
Universal Suffrage
  • Max promoted cultures.png +1 Max promoted culture
Universal Suffrage icon
Let us open up the availability of important offices to more of those living within our borders so that we have a wider and more representative selection of civil servants.

Question of Dictatorship[edit | edit source]

Type Effects Description & notes
Seize Executive Power
  • Changes government type to Government monarchy.png Monarchy.
  • Lose 7 government reforms.
Seize Executive Power icon
Republicanism has served us well but it is time we empower a strong ruler to take our state into a new era.
Proclaim Divine Guidance
  • Changes government type toGovernment theocracy.pngTheocracy.
  • Lose 7 government reforms.
Proclaim Divine Guidance icon
Divine guidance and not popular support must be the governing rule in our state. Let us appoint someone who will truly care for the moral well-being of our subjects.
Strengthen Executive Powers
  • Maximum absolutism +25 Maximum absolutism
Strengthen Executive Powers icon
Especially in a Republic the authority and strength of the state is of the utmost importance. We must strengthen central power and ensure that each and every decision made in our capital reaches every corner of our country.
  • Not available for revolutionary countries
Reinforce Republican Values
  • Administrative free policies.png +1 Administrative free policies
  • Reelection cost.png −10% Reelection cost
Reinforce Republican Values icon
Safeguarding the Republican values upon which this country has been built is the only way to ensure a successful evolution of our state.
Lower the Black Flag
Lower the Black Flag icon
The time has come to end our lives of piracy and settle down to establish a more stable Republic.
  • Only available for ‘Pirate Republics’
President For Life
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Monarch administrative skill +1 Monarch administrative skill
  • Monarch military skill +1 Monarch military skill
President For Life icon
Though many Revolutionary politicians are supporting the idea of a Revolutionary Empire with a hereditary ruler at its head, others are fiercely resisting this idea and claiming that it betrays the very ideals of the Revolution itself. The President is sovereign, and none may supersede the authority of the Presidency. By electing our Presidents to rule for life, we will both secure the absolute leadership the Imperialists demand without completely abandoning the ideals of the Republic.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.
Government for the People
  • Maximum revolutionary zeal +20 Maximum revolutionary zeal
Government for the People icon
Egalité, Fraternité, Liberté. All three virtues of the Republic point to one thing; that the Republic exists to serve its people, and for no other reason. We will never surrender to the Imperialists, and the President shall always serve his term with the singular focus of protecting the freedom and equality of our people.
  • Only available for revolutionary countries with the Emperor Emperor DLC enabled.
A Revolutionary Empire
  • Changes government type to Government monarchy.png Monarchy.
  • Lose 7 government reforms.
  • Enact tier 1 reform Revolutionary Empire
A Revolutionary Empire icon
Even in a Republic fueled by the fires of Revolution, it’s becoming clear that political dynasties are being established in our nation. Our President wishes to crown himself Emperor and continue to spread the ideals of the Revolution, with the Emperorship claiming sovereignty over all people.
  • Only available for ‘Revolutionary Republic’
  • If the Rights of Man.png Rights of Man DLC is active:
    • Imperial influence The imperialists must have at least 75 influence
  • else:
    • Republican tradition.png republican tradition must be below 40

New reforms from version 1.34[edit | edit source]

Power Structure[edit | edit source]

Type Effects Description & notes
Great Veche Republic
  • National manpower modifier.png +20% National manpower modifier
  • Merchants.png +1 Merchant
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism +30 Maximum absolutism
  • Governing capacity.png +300 Governing capacity
Great Veche Republic icon
The Veche within our country have gained a larger influence in the matters of governmental administration additionally to their legislative and judicial roles. Where others have Tsars or Emperors, we have a council which rules with superior authority than any other republic could dream of.

Conditions to see the reform:

  • Culture is in East Slavic group
  • Religion is Orthodoxy Orthodox
  • At least one of:
    • All of:
      • Is Flag of Russia Russia
      • None of:
        • Using random map setup
    • All of:
      • Is Flag of Ruthenia Ruthenia
      • None of:
        • Using random map setup
    • All of:
      • Is playing a custom nation
      • Had the government reform “Tsardom” before

  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
  • government_abilities: { russian_mechanic }
Millenarian Theocracy
  • Yearly devotion.png +1 Yearly devotion
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Missionary strength.png +2% Missionary strength
  • Maximum absolutism +40 Maximum absolutism
Millenarian Theocracy icon
The world has become a sinful realm only purified by fire. We must trust in our ruler's judgement to put an end to it. The Republic shall grant him absolute power.

Conditions to see the reform:

  • Religion is Catholicism Catholic
  • Has “Girolamo Savonarola” as ruler
  • At least one of:

Conditions to enact the reform:

  • Religion is Catholicism Catholic
  • Has “Girolamo Savonarola” as ruler
  • At least one of:

  • Ruler reigns for life. No elections.
  • election_on_death: True

Republican Virtues[edit | edit source]

Type Effects Description & notes
Meritocratic Rule
  • Goods produced modifier.png +5% Goods produced modifier
  • Marathas influence.png +10% Marathas muslim influence
  • Rajputs influence.png +10% Rajputs muslim influence
  • Burghers influence.png +10% Burghers influence
  • Burghers loyalty equilibrium.png +5% Burghers loyalty equilibrium
  • Vaishyas influence.png +10% Vaishyas non-muslim influence
  • May recruit female generals.png May recruit female generals
  • Female advisor chance.png +25% Female advisor chance
Meritocratic Rule icon
Our republic does not elect its rulers based on connections or influence from the oligarchs. Instead the masses of our country vote according to the skills the candidate can bring. This system of meritocracy does not differentiate genders, and is present in all aspects of our society.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
  • At least one of:
    • Is not revolutionary
    • None of:
      • DLC Emperor Emperor is active

Virtues of Politeia
  • National manpower modifier.png +10% National manpower modifier
  • Nobility influence.png +10% Nobles influence
  • Marathas influence.png +10% Marathas influence for countries without nobles
  • Rajputs influence.png +10% Rajputs influence for countries without nobles
  • Nobility loyalty equilibrium.png +5% Nobility loyalty equilibrium
  • Marathas loyalty equilibrium.png +5% Marathas loyalty equilibrium for countries without nobles
  • Rajputs loyalty equilibrium.png +5% Rajputs loyalty equilibrium for countries without nobles
Virtues of Politeia icon
The oligarchs cannot rule without the masses enabling them, and the masses cannot decide what they want. In order to keep the republic running we have to protect the values of the simple people as well as of those who rule.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
  • At least one of:
    • Is not revolutionary
    • None of:
      • DLC Emperor Emperor is active

Religious Values
  • Missionaries.png +1 Missionary
  • Brahmins influence.png +10% Brahmins hindu influence
  • Brahmins loyalty equilibrium.png +5% Brahmins loyalty equilibrium
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +5% Clergy loyalty equilibrium
Religious Values icon
Religion plays just as much of a big role within our republic as the power to vote. The religious aspects of our country help us elect the right person in times of doubt, and the Clergy ensure a devoted ruling term.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
  • At least one of:
    • Is not revolutionary
    • None of:
      • DLC Emperor Emperor is active

The Privateer's Way
  • Privateer efficiency.png +25% Privateer efficiency
  • Morale of armies.png +10% Morale of armies
  • Morale of navies.png +10% Morale of navies
  • Naval maintenance modifier.png −10% Naval maintenance modifier
  • Yearly republican tradition.png +1 Yearly republican tradition
The Privateer's Way icon
There is no place for us among the lawful states. They do not trust us and we have little reason to trust them. At the end of the day, only a fellow cutthroat is the companion we can have around us.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Effect when enacting:

  • Hidden effect:
    • Every ally:
      • Limited to:
        • None of:
          • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
      • Our country
        • break_alliance = PREV
    • Clear country flag has_the_pirate_ways_reform
    • Set country flag has_the_pirate_ways_reform

  • cannot_ally_non_pirates: True

Frequency of Elections[edit | edit source]

Type Effects Description & notes
Formalize the Right of Re-election
  • Maximum absolutism −10 Maximum absolutism
  • Yearly corruption −0.1 Yearly corruption
Formalize the Right of Re-election icon
Even in a glorious republic such as ours the ruler of the state is an individual, and individuals tend to exploit their power for personal gains. Let us introduce the right of the ruling class to enforce a re-election in times of doubt.

Conditions to see the reform:

  • At least one of:
    • Is not revolutionary
    • None of:
      • DLC Emperor Emperor is active

Conditions to enact the reform:

  • Has government type where:

  • can_force_election: True
Devotion to the People
  • Maximum absolutism −10 Maximum absolutism
  • Years of separatism.png −5 Years of separatism
  • Yearly republican tradition.png +0.1 Yearly republican tradition
Devotion to the People icon
Ruling the republic is not a task which can be done temporarily. To truly serve the people and the republic, our rulers have to embrace their position of power and responsibility their whole life.

Conditions to see the reform:

  • At least one of:
    • Is not revolutionary
    • None of:
      • DLC Emperor Emperor is active
  • At least one of:
    • Has enacted the “Venetian Government” government reform
    • Has enacted the “Dutch Republic” government reform
    • Has enacted the “Presidential Dictator” government reform
    • Has enacted the “Military Dictatorship” government reform
    • Has enacted the “Board of Admirals” government reform
    • Has enacted the “Military Rulership” government reform
    • Has enacted the “Stratocratic Administration” government reform
    • Has enacted the “Stratocratic Administration” government reform

Conditions to enact the reform:

  • At least one of:
    • Has enacted the “Venetian Government” government reform
    • Has enacted the “Dutch Republic” government reform
    • Has enacted the “Presidential Dictator” government reform
    • Has enacted the “Military Dictatorship” government reform
    • Has enacted the “Board of Admirals” government reform
    • Has enacted the “Military Rulership” government reform
    • Has enacted the “Stratocratic Administration” government reform
    • Has enacted the “Stratocratic Administration” government reform

National Assembly
  • Random candidate bonus.png +2 Random candidate bonus
National Assembly icon
The National Assembly is the heart of the new government where the different factions of our state gather together to propose and deposit laws for the nation. A new candidate of the state gets elected from said factions.

Conditions to see the reform:

  • Is revolutionary
  • DLC Emperor Emperor is active

  • elections_increase_factions_influence: True

Religion within the Republic[edit | edit source]

Type Effects Description & notes
Lands for the Church
  • Papal influence from cardinals.png +33% Papal influence from cardinals
  • Curia treasury contribution +33% Curia treasury contribution
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +5% Clergy loyalty equilibrium
  • Curia powers cost −10% Curia powers cost
Lands for the Church icon
The Catholic Church is a crucial part of our society. Every Sunday our devout citizens visit our chapels, churches or cathedrals to pray.\nIn order to keep our people on the right way the Church itself has hold certain areas of our country.

Conditions to see the reform:

Conditions to enact the reform:

  • None of:
    • Has country modifier “The Statute in Restraint of Appeals”

Effect when enacting:

  • Hidden effect:
    • Gain opinion modifier “Lands for the Church” (Opinion.png +25 opinion) towards Flag of The Papal State The Papal State
    • Flag of The Papal State The Papal State gains opinion modifier “Lands for the Church” (Opinion.png +25 opinion) towards this country

Effect when removing:

  • Hidden effect:
    • Lose opinion modifier “Lands for the Church” (Opinion.png +25 opinion) towards Flag of The Papal State The Papal State
    • Flag of The Papal State The Papal State loses opinion modifier “Lands for the Church” (Opinion.png +25 opinion) towards this country

  • improved_opinion_of_pope: True


Grant Land to the Monasteries
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +15% Clergy loyalty equilibrium
  • Yearly patriarch authority.png +0.2% Yearly patriarch authority
Grant Land to the Monasteries icon
The monasteries of the Orthodox faith are sacred ground, exempted from taxes and granted total autonomy. Granting land to the monasteries will please the patriarchy at an ignorable cost.

Conditions to see the reform:

  • Religion is Orthodoxy Orthodox

  • free_religious_culture: True
  • on_church_built_clergy_loyalty: True
  • selling_titles_increases_pa: True


Support Monastic Schools
  • Institution spread in true faith provinces +25% Institution spread in true faith provinces
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
Support Monastic Schools icon
The monasteries of the state are famed as centers of learning and art. At each monastic school reside a number of religious scholars, experts within fields such as church history, exegesis of the Holy Scripture, reading, grammar, poetry, music, calligraphy and painting.

Conditions to see the reform:

  • Religion is Coptic.png Coptic

  • active_holy_sites_improve_clergy_loyalty: True
  • clerical_ministers_tech_buff: True


Embrace the Concept of Free Will
  • Heretic and heathen provinces do not give any penalties
  • National unrest.png −1 National unrest
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
Embrace the Concept of Free Will icon
Zoroaster, the founder of our benevolent religion, was a firm believer in the concept of free will. By embracing this concept as the leading religious doctrine of our state we can ensure prosperity and stability within our realm.

Conditions to see the reform:

  • Religion is Zoroastrianism.png Zoroastrian


Grant Rabbi Privileges
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Idea cost.png −5% Idea cost
  • Church power.png +10% Church power
Grant Rabbi Privileges icon
The rabbis of our state are men of knowledge and education. Granting them privileges to expand their influence will bring great progress to our theological aspects.

Conditions to see the reform:

  • Religion is in Jewish group

  • loyalty_from_celebration: True


Head of the Reformed Church
  • Clergy influence.png −5% Clergy influence
  • National tax modifier.png +15% National tax modifier
  • Church power.png +10% Church power
  • Monthly fervor.png +0.25 Monthly fervor
Head of the Reformed Church icon
Our faith is no longer bound to the Holy See. The ruler is now the true head of the state's religion and has as such the duties and privileges of steering the religious direction.

Conditions to see the reform:

  • Religion is either
  • ProtestantismProtestant
  • Reformed.pngReformed
  • HussiteHussite
  • Anglican.pngAnglican

Effect when enacting:

  • Hidden effect:
    • If:
      • Limited to:
        • Is Defender of the Faith
      • Gain country modifier “Defender of the Church” for the rest of the game, giving the following effects:
        • Improve relations.png +15% Improve relations
        • Diplomatic reputation.png +1 Diplomatic reputation
        • Tolerance of the true faith.png +2 Tolerance of the true faith
        • These effects are lost if the state religion changes

Effect after removing:

  • Remove country modifier "Defender of the Church"

  • improved_defender_of_faith: True


Strengthen Confucian Bureaucracy
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Religious harmonization speed.png +10% Religious harmonization speed
  • Governing capacity modifier +5% Governing capacity modifier
Strengthen Confucian Bureaucracy icon
Our scholars are wise advisors to the state and pious followers of Confucius' teachings. They also are the force behind the administrative apparatus of the government. By strengthening their privileges we also strengthen their bureaucratic capabilities.

Conditions to see the reform:

  • Religion is Confucianism Confucian

  • full_loyalty_on_harmonization: True


Empower the Monasteries
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Yearly karma decay.png +5% Yearly karma decay
  • Stability cost modifier.png −10% Stability cost modifier
Empower the Monasteries icon
The teachings of Buddha are a key element of our state. No action is done without considering the resulting Karma for our people.\nKeeping track of the Karma of our society is near impossible as it is an abstract concept. For that the monasteries of our country could be of help however.

Conditions to see the reform:

  • Religion is either :
    • Buddhism.png Theravada
    • Vajrayana.png Vajrayana
    • Mahayana.png Mahayana

  • clergy_estate_agendas_gives_karma: True
  • seizing_land_takes_karma: True
  • enable_karma_decision: True


Expand Brahmin Privileges
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Brahmins influence.png +10% Brahmins hindu influence
  • Brahmins loyalty equilibrium.png +10% Brahmins loyalty equilibrium
  • Tolerance of the true faith.png +1 Tolerance of the true faith
Expand Brahmin Privileges icon
The Brahmins are the priestly caste within our Hindu society. It is their duty to maintain the temples and practice the rituals of our faith.

Conditions to see the reform:

  • Religion is Hinduism Hindu

  • reduce_new_deity_decision_cd: True


Strengthen Shaman Privileges
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Missionary strength.png +1% Missionary strength
Strengthen Shaman Privileges icon
The shamans of our state are crucial for maintaining a stable state as their word is law to all classes. By strengthening their privileges we can ensure their loyalty to the ruler.

Conditions to see the reform:

  • Religion is Fetishist Fetishist

  • no_influence_from_fetishist_privileges: True


Abolish the Castes
  • (unrecognized string “all estates influence modifier” for Template:Icon) −15% All estates influence modifier
  • Stability cost modifier.png −20% Stability cost modifier
Abolish the Castes icon
The castes of the Hindu faith are a flawed and corrupt system, encouraging the mistreatment of certain groups within the state.\nWe follow the teachings of Guru Nanak and completely abolish the castes once and for all.

Conditions to see the reform:

  • Religion is Sikhism Sikh

  • seizing_land_no_rebels: True


Strengthen the Ulema
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Dhimmi influence.png −10% Dhimmi influence
  • Dhimmi loyalty equilibrium.png −10% Dhimmyi loyalty equilibrium
  • Missionary strength.png +1.5% Missionary strength
Strengthen the Ulema icon
The Ulema are the heart of our society. Through their laws and leadership we will reach absolute piety within our state.

Conditions to see the reform:

  • Religion is in Muslim group

  • allow_piety_switch_decision: True


Strengthen the Dhimmi
  • Dhimmi influence.png +10% Dhimmi influence
  • Dhimmi loyalty equilibrium.png +10% Dhimmyi loyalty equilibrium
  • Clergy influence.png −10% Clergy influence
  • Clergy loyalty equilibrium.png −10% Clergy loyalty equilibrium
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
Strengthen the Dhimmi icon
While the Ulema are seen as the center of our culture, it is the Dhimmi who are the crucial element of our government.

Conditions to see the reform:

  • Religion is in Muslim group
  • Dhimmi.png Dhimmi estate exists

  • free_guarantee_dhimmi_autonomy: True


Legacy of the Steppes
  • Monarch military skill +1 Monarch military skill
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
Legacy of the Steppes icon
Unlike many other states we have encountered, our government has been formed by Tengri traditions and the vast steppes. Though we are no longer a horde, the legitimacy of the ruler still is found on the battlefield.

Conditions to see the reform:

  • Religion is Tengri Tengri

  • winning_battles_increases_legitimacy: True


Interweaving of Shrine and State
  • Clergy loyalty equilibrium.png +15% Clergy loyalty equilibrium
  • Religious unity.png +25% Religious unity
Interweaving of Shrine and State icon
The belief in the Kami is deeply rooted in our culture and religion. While we keep a distinct border beetwen the Kannushi and the affairs of the state, it is apparent that our ruling government acts in the interests and virtues of Shintoism.

Conditions to see the reform:

  • Religion is Shintoism Shinto

  • Enables the Divine idea group.


Embedded Norse Traditions
  • May raid coasts May raid coasts
  • Clergy influence.png +10% Clergy influence
  • Army tradition from battles +50% Army tradition from battles
  • Naval tradition from battles +50% Naval tradition from battles
Embedded Norse Traditions icon
The religion of our ancestors is the driving force of our state's actions. Old, forgotten practices have returned and are now a central point of our society.

Conditions to see the reform:

  • Religion is Norse.png Norse

  • winning_war_increases_legitimacy: True


Strengthen Clergy Privileges
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Monthly war exhaustion.png −0.03 Monthly war exhaustion
Strengthen Clergy Privileges icon
The priestly class serves the state by being a spiritual guidance of our people through difficult time periods. The clergy deserves an increase of their rights to honor their role in our state.

Conditions to see the reform: Religion is either :

  • Animist
  • Totemist
  • Alcharinga
  • Inti
  • Nahuatl
  • Mayan


Curtail Clerical Privileges
  • Administrative technology cost −10% Administrative technology cost
  • Clergy influence.png −10% Clergy influence
Curtail Clerical Privileges icon
Religion might be of great social importance within our government, but the priestly class of our state have gained too much influence. Their narrowminded world view will only hinder the growth of our state if they keep their power.

Conditions to see the reform:


  • seizing_land_no_rebels_from_estate_church: True


Expand Temple Rights
  • Clergy influence.png +5% Clergy influence
  • Administrative advisor cost −10% Administrative advisor cost
Expand Temple Rights icon
The clerics of our state have as much interest in the worldy possessions as our nobilty does. To appease them without sacrificing too much of our own power it is in our best interest to expand the lands and rights of the temples of our country.

Conditions to see the reform:


Effect when enacting:

  • Hidden effect:
    • Every owned province:
      • Limited to:
        • Has one of the following buildings: Latin temple.png Temple or Latin cathedral.png Cathedral
      • Gain province modifier “Expanded Temple Rights” for the rest of the game, giving the following effects:
        • Local unrest.png −2 Local unrest
        • Local tax modifier.png +33% Local tax modifier

Effect after removing:

  • Hidden effect:
    • Every owned province:
      • Limited to:
        • Has province modifier “Expanded Temple Rights”
      • Remove province modifier "Expanded Temple Rights"

  • temples_modifier: True


Maintain Balance of Power
  • All estates' loyalty equilibrium.png +5% All estates' loyalty equilibrium
Maintain Balance of Power icon
The Clergy is like any other estate to us: a powerful and useful asset. In order to keep the balance of power between the estates it is beneficial for our state not to interfere with the interests and actions of the priestly class.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
  • At least one of:
    • Is not revolutionary
    • None of:
      • DLC Emperor Emperor is active


Separate the Clergy from State
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
  • Maximum tolerance of heretics.png +1 Maximum tolerance of heretics
  • Innovativeness gain +25% Innovativeness gain
Separate the Clergy from State icon
The theological minds have served their purpose to the state, but now they have grown too powerful. It is time to separate the Clergy from the affairs of the apparatus of the government.

Conditions to see the reform:

  • At least one of:
    • Has activated Innovative idea group.png Innovative Ideas
    • Has activated Humanist idea group.png Humanist Ideas
  • None of:
    • Has activated Religious idea group.png Religious Ideas
  • None of:
    • Has activated Divine Ideas

Conditions to enact the reform:

  • At least one of:
    • Has completed Innovative idea group.png Innovative Ideas
    • Has completed Humanist idea group.png Humanist Ideas

  • disables_clergy: True


Cult of Reason
  • Jacobin influence +0.1 The jacobins influence
  • Idea cost.png −20% Idea cost
  • Possible policies.png +1 Possible policies
  • Free policies.png +1 Free policies
Cult of Reason icon
Religion is a poison which limits the minds of the population. Instead of logic they believe in a god which is responsible for their suffering.\nWe remove the shackles of ignorance from our minds. No god shall ever set boundaries for our people!

Conditions to see the reform:

  • Is revolutionary
  • DLC Emperor Emperor is active

Conditions to enact the reform:

  • Has country modifier “Cult of Reason”


Conserve the Religion
  • Imperial influence +0.1 The imperials influence
  • Papal influence.png +100 Yearly papal influence
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Idea cost.png −5% Idea cost
Conserve the Religion icon
Faith has been a substantial part of our society ever since the existence of our state. Even admist the chaos of the revolution, it is important that we do not lose faith in our beliefs.

Conditions to see the reform:

  • Is revolutionary
  • DLC Emperor Emperor is active

Effect when enacting:

  • If:
    • Limited to:
      • Has country modifier “Cult of Reason”
    • Lose Stability.png 1 stability
    • Remove country modifier "Cult of Reason"


Secularization of the State
  • Girondist influence +0.1 The girondists influence
  • Heretic and heathen provinces do not give any penalties
Secularization of the State icon
While many zealous revolutionaries like to destroy the concept of religion as a whole, it is undeniable that it is a source of comfort and safety for many of our people. Our goal should not be the extinction of faith but the separation of the Clergical institutions from the government.

Conditions to see the reform:

  • Is revolutionary
  • DLC Emperor Emperor is active


Crew before Faith
  • Buccaneers influence +0.1 The buccaneers influence
  • Monthly war exhaustion.png −0.1 Monthly war exhaustion
Crew before Faith icon
Our men come from all kinds of regions of the world. But they have one thing in common: whatever god they believed in is long gone. All that they can count on is their crewmates.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Complete Religious Freedom
  • Development cost.png −5% Development cost
  • Tolerance heathen.png +1 Tolerance of heathens
  • Tolerance heretic.png +1 Tolerance of heretics
  • Smugglers influence +0.1 The smugglers influence
Complete Religious Freedom icon
It does not matter what a pirate believes in. One god; many gods; no god at all; none of our men care. The more important question is how much gold one can carry.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Respect for the Sea
  • National unrest.png −1 National unrest
  • Yearly navy tradition.png +0.5 Yearly navy tradition
  • Captains influence +0.1 Monthly captains influence
Respect for the Sea icon
On the high seas no faith will rescue you. There is no god who will save your soul.\nThere is only Davy Jones's locker where we all will eventually end.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Establish Religious Institutions
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Maximum absolutism −15 Maximum absolutism
Establish Religious Institutions icon
While many of our crewmates have long given up in believing in any kind of deity other than the sea itself, there are still pirates within our ranks who are as pious as a priest, though their interpretation of their faith is a little bit less... restrictive.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • At least one of:
    • None of:
      • Clergy.png Clergy estate exists
    • crown_stronger_than_estate
      • estate = estate_church
    • Has enacted the “Establish Religious Institutions” government reform

Effect when enacting:

  • The Clergy.png Clergy estate gains +20% share of the land

  • enables_clergy: True

Regionalism[edit | edit source]

Type Effects Description & notes
Cultural Administration
  • Max promoted cultures.png +2 Max promoted cultures
  • Promote culture cost.png −50% Promote culture cost
Cultural Administration icon
Our nation is home to many different cultures foreign to our own. In order to reduce tensions within our country the state is divided by the different cultures, and each culture elects their representative to administrate them.

Separation of Power[edit | edit source]

Type Effects Description & notes
Supremacy of the Diet
  • All estates' loyalty equilibrium.png +10% All estates' loyalty equilibrium
  • Maximum absolutism −25 Maximum absolutism
Supremacy of the Diet icon
Our president rules the country, but the power of the jurisdiction and the executive lies in the hands of the estates. As such, the diet has been strengthened in their role to govern the many aspects of the republic.

Conditions to see the reform:

  • Is not revolutionary
  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • Has any estates

  • diet_increases_not_influence: True
  • elections_influence_estates: True
  • republican_tradition_from_diets: True
Attorney General
  • Cost of advisors with ruler's culture −15% Cost of advisors with ruler's culture
Attorney General icon
The attorney general is the main legal advisor to our government, and has the responsibility of the jurisdiction of our country. This separation of power ensures the safety of our population and an easier integration of newly annexed subjects.
  • republican_tradition_from_advisors: True
  • can_not_seize_land: True

Economical Matters[edit | edit source]

Type Effects Description & notes
Empower the Burghers
  • Trade power.png +5% Global trade power
  • Trade efficiency.png +5% Trade efficiency
  • Burghers loyalty equilibrium.png +5% Burghers loyalty equilibrium
  • Burghers influence.png +10% Burghers influence
  • Vaishyas loyalty equilibrium.png +5% Vaishyas loyalty equilibrium
  • Vaishyas influence.png +10% Vaishyas influence
  • Jains influence.png +5% Jains influence
  • Jains influence.png +10% Jains influence
Empower the Burghers icon
The Burghers are the traders and merchants of our state. They ensure that a constant stream of money finds its way into our state. To empower their privileges and their influence leads to a faster accumulation of our wealth.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
  • At least one of:
    • Is not revolutionary
    • None of:
      • DLC Emperor Emperor is active


Curtail the Burghers
  • Trade company governing cost.png −10% Trade company governing cost
  • Yearly corruption −0.1 Yearly corruption
  • Burghers influence.png −10% Burghers influence
Curtail the Burghers icon
The rights and privileges of the Burghers have been too vast for far too long. Wars and expansion of the state are confronted by a lack of support from our own class of merchants. It is time to curtail the rights of the traders and create a centralized state.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
  • At least one of:
    • Is not revolutionary
    • None of:
      • DLC Emperor Emperor is active

  • seizing_land_no_rebels_from_estate_burghers: True


Exploitation of the New World
  • Global tariffs.png +25% Global tariffs
  • Treasure fleet income +25% Treasure fleet income
Exploitation of the New World icon
The resources of the New World are plenty and of great value. By granting certain rights and privileges to our merchants, we can assure that these foreign goods are exploited and transported to our state, which we then distribute in the Old World.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
  • Capital
    • None of:
      • Continent is North America
    • None of:
      • Continent is South America
    • None of:
      • Continent is The New World
    • None of:
      • Is in colonial region Colonial Australia
  • At least one of:
    • Has activated Expansion idea group.png Expansion Ideas
    • Has activated Exploration idea group.png Exploration Ideas

Conditions to enact the reform:

  • At least one of:
    • Has completed Expansion idea group.png Expansion Ideas
    • Has completed Exploration idea group.png Exploration Ideas
  • If:
    • Limited to:
      • Is revolutionary
      • DLC Emperor Emperor is active
    • None of:
      • Has the “Indebted to the $ESTATE_NAME$” estate privilege

  • extra_trade_goods_for_colonial_subjects: True


Mercantilistic Approach
  • Cost to promote mercantilism.png −10% Cost to promote mercantilism
  • Trade power.png +15% Domestic trade power
  • Merchant trade power.png +5 Merchant trade power
Mercantilistic Approach icon
Free trade implies an equal relation between imports and exports of goods. While beneficial for certain goods, it is of little value for our state. Only through maximizing our exports while minimizing the import from foreign powers, our state can grow its economy.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • If:
    • Limited to:
      • Is revolutionary
      • DLC Emperor Emperor is active
    • None of:
      • Has the “Indebted to the $ESTATE_NAME$” estate privilege

  • no_mercantilism_loss_from_privilege: True


Embrace Free Trade
  • Institution spread.png +25% Institution spread
  • Trade power abroad.png +20% Trade power abroad
Embrace Free Trade icon
Merchants from all of the world should be able to travel into our lands to engage with our population in trade and commerce. Abandoning the narrowness of mercantalism, the state gains an easier access to foreign thoughts.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • If:
    • Limited to:
      • Is revolutionary
      • DLC Emperor Emperor is active
    • None of:
      • Has the “Indebted to the $ESTATE_NAME$” estate privilege

  • monarch_power_on_institutions: True
  • free_improve_inland_routes: True


Embrace the Economic Theory
  • Production efficiency.png +10% Production efficiency
  • Yearly inflation reduction.png +0.1 Yearly inflation reduction
Embrace the Economic Theory icon
The economy plays an undeniably important role within the apparatus of the state. The complex systems of trade, finance and luxury need to be tamed to serve the health of the government.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • If:
    • Limited to:
      • Is revolutionary
      • DLC Emperor Emperor is active
    • None of:
      • Has the “Indebted to the $ESTATE_NAME$” estate privilege


Lockean Proviso
  • Development cost.png −5% Development cost
  • Goods produced modifier.png +5% Goods produced modifier
Lockean Proviso icon
Unused property is a waste to both nature and the state. By introducing and emphasizing hard goods which yield utility over periods of time, the people can exchange their exessive possessions without offending the natural law. The government would moderate the conflict between accumulation of property and distribution of wealth.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
  • Has activated Economic idea group.png Economic Ideas

Conditions to enact the reform:

  • Has completed Economic idea group.png Economic Ideas
  • If:
    • Limited to:
      • Is revolutionary
      • DLC Emperor Emperor is active
    • None of:
      • Has the “Indebted to the $ESTATE_NAME$” estate privilege


Open Naval Services
  • Buccaneers influence +0.1 The buccaneers influence
  • Ship costs.png −5% Ship cost
  • Global ship repair.png +15% Ship repair
Open Naval Services icon
We are pirates who enjoy raiding merchant ships and razing entire harbors. But we are also craftsmen who had to repair their own ships on more than one occasion in the past. We should offer our knowledge of ship building and repairing to the merchants who are not good targets for our usual privateering.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • None of:
    • Has the “Indebted to the $ESTATE_NAME$” estate privilege

Effect when enacting:

  • Hidden effect:
    • Every owned province:
      • If:
        • Limited to:
          • Produces Naval supplies.png Naval Supplies
        • Gain province modifier “Open Naval Services” for the rest of the game, giving the following effects:
          • Local production efficiency.png +100% Local production efficiency

Effect when removing:

  • Hidden effect:
    • Every owned province:
      • Limited to:
        • Has province modifier “Open Naval Services”
      • Remove province modifier "Open Naval Services"

  • extra_trade_goods_from_naval_supplies: True
A Smuggler's Deal
  • Smugglers influence +0.1 The smugglers influence
  • Mercenary cost.png −20% Mercenary cost
A Smuggler's Deal icon
Opening trade with actual countries, which have laws and rules, is nearly impossible. However, trading with some of their rich citizens is a different story.\nThe Smugglers have personal connections with a few rich mercenary company leaders who are more than willing to support us in exchange for some of our... legally acquired wares.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • None of:
    • Has the “Indebted to the $ESTATE_NAME$” estate privilege

  • mercs_do_not_cost_army_professionalism: True
Bounty Hunting
  • Naval tradition from battles +50% Naval tradition from battles
  • Prestige from naval battles.png +50% Prestige from naval battles
  • Chance to capture enemy ships.png +33% Chance to capture enemy ships
  • Captains influence +0.1 Monthly captains influence
Bounty Hunting icon
Not all gold has to be earned by raiding and privateering. We can fill our treasury just by collecting the bounties the nations of the world put on the flagships of their rivals.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • None of:
    • Has the “Indebted to the $ESTATE_NAME$” estate privilege

  • flagship_bounty_hunter: True
Empower the Quartermasters
  • Naval maintenance modifier.png −15% Naval maintenance modifier
  • Maximum absolutism −15 Maximum absolutism
Empower the Quartermasters icon
While the Captains lead the crew, the Buccaneers fight and the Smugglers trade, it is the Quartermasters who keep the piratical business running. They are the ones who organize the rations, plan the raids and design the Pirate Code.\nIn order for our confederation to run smoothly it is only logical to empower the Quartermasters.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • At least one of:
    • None of:
      • Burghers.png Burghers estate exists
    • crown_stronger_than_estate
      • estate = estate_burghers
    • Has enacted the “Empower the Quartermasters” government reform

Effect when enacting:

  • The Burghers.png Burghers estate gains +20% share of the land

  • enables_burghers: True

Consolidation of Power[edit | edit source]

Type Effects Description & notes
Consolidated Power
  • Absolutism.png +2 Yearly absolutism
  • Maximum absolutism +25 Maximum absolutism
  • Reelection cost.png −10% Reelection cost
Consolidated Power icon
Some might consider this practice as anti-republican, but it is apparent that absolute rule has its benefits. By consolidating all the power under our ruler we can ensure that our country can keep pace with the absolute monarchies around us.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!
  • At least one of:
    • Is not revolutionary
    • None of:
      • DLC Emperor Emperor is active

Effect when enacting:

  • Hidden effect:
    • Set variable election_term to 1

Effect when removing:

  • Hidden effect:
    • Set variable election_term to 1

  • absolutism_reduction_on_ruler_death: True
  • reelection_increases_absolutism: True
New Men
  • Maximum absolutism −20 Maximum absolutism
  • Length of election term.png −1 Length of election term
  • Random candidate bonus.png +1 Random candidate bonus
New Men icon
Our Republic can't trust those staying too long in power. We prefer to elect new men which have not been meddled in corruption and shady business.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • Has government type where:

Expand Buccaneers' Power
  • Buccaneers influence +0.1 The buccaneers influence
  • Marines force limit.png +25% Marines force limit
  • National sailors modifier.png +25% National sailors modifier
Expand Buccaneers' Power icon
The Buccaneers are the backbone of our free harbor of pirates. Without them the loot of the wealthy merchants will not find its way into our chests. By expanding their leeway in what they can do, we can ensure a steady income of new loot.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Power to the Smugglers
  • Smugglers influence +0.1 The smugglers influence
  • Merchants.png +1 Merchant
  • Ship tradepower propagation.png +25% Ship tradepower propagation
Power to the Smugglers icon
Not all gold comes from lost treasures or from looted merchant ships. Some come from the trade with goods some might consider illegal. Of course legality is more like a suggestion to the Smugglers than a rule. By granting them additional power they will have an easier time infiltrating the markets.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Captains in Charge
  • Captains influence +0.1 Monthly captains influence
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Fleet movement speed.png +1 Fleet movement speed
Captains in Charge icon
Let's face it: what is a Pirate without a ship? A petty thief at best. By putting our Captains in charge of the state we can get access to the finest ships this world has to offer.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!


Allotment System
  • (unrecognized string “manpower in primary culture provinces” for Template:Icon) +33% Manpower in primary culture provinces
  • (unrecognized string “manpower in accepted culture provinces” for Template:Icon) +20% Manpower in accepted culture provinces
  • (unrecognized string “manpower in same culture group provinces” for Template:Icon) +10% Manpower in same culture group provinces
Allotment System icon
The Allotment System ("Indelningsverket") is a organization system for the military which enables the quick mobilization of the country. Every tenth man between the age of 15 and 44 will be conscripted as permanent part of the national infantry while the Nobility, exempted from their taxes, have to provide with their cavalry.

Conditions to see the reform:

  • At least one of:
    • Has unlocked the government reform “Allotment System”
    • Has enacted the “Allotment System” government reform
    • Had the government reform “Allotment System” before
  • At least one of:
    • Primary culture is Swedish
    • Primary culture is Finnish
    • Primary culture is Norse

  • allow_carolean: True


Guiding Principle of Administration[edit | edit source]

Type Effects Description & notes
Defense Principle
  • Military possible policies.png +1 Military possible policies
Defense Principle icon
The highest principle of our republic is the protection of the people. Although it is not a popular topic in our government it is important to maintain a system of military for self-defense and maintenance of the internal stability.
Principle of Enlightenment
  • Years of separatism.png −10 Years of separatism
Principle of Enlightenment icon
The Enlightenment is the next intellectual and philosophical step of our society. To embrace the ideas of the Enlightenment is our principle so we can progress into a new era.

Conditions to see the reform:

  • At least one of:
    • Has completed Innovative idea group.png Innovative Ideas
    • The country has embraced the Enlightenment.png Enlightenment institution

Military Principle
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Maximum absolutism +10 Maximum absolutism
  • Years of separatism.png −5 Years of separatism
Military Principle icon
The Republic is surrounded by enemies who seek the destruction of our state; the restoration of the monarchy. It is our utter most priority - our principle - to use our military might to expand the republic.
  • winning_wars_gives_rt: True

Electorate[edit | edit source]

Type Effects Description & notes
Military Rulership
  • Land leader shock.png +1 Land leader shock
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Maximum absolutism +10 Maximum absolutism
Military Rulership icon
The republic is a thorn in the side for many potential enemies who seek to destroy us. For the sake of the country's safety we granted the generals the reins of our government. May their experience and love to their home country protect the republic. \n\nDisables elections.

Conditions to see the reform:

  • Is not revolutionary
  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

  • generals_become_rulers: True
  • Ruler reigns for life. No elections.
Dynastic Rule
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Yearly republican tradition.png −0.25 Yearly republican tradition
Dynastic Rule icon
Connections are more powerful than any sword could ever be. Through the installment of a dynasty as the political head of the state it is possible for us to build diplomatic relations with monarchies while still maintaining the principles of the republic.\nThat the elected ruler seems to be a member of the same family is just a pure coincidence.

Conditions to see the reform:

  • Is not revolutionary

  • queen: True
  • Allows royal marriages.
  • election_on_death: True
  • Ruler reigns for life. No elections.
Rule through Loot
  • Looting speed.png +100% Looting speed
  • Land attrition.png −5% Land attrition
Rule through Loot icon
We live in a world where no one trusts anybody and the only way to hold any kind of power is by promises of loot. Fortunately, our kind understands this rule.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

  • raze_province: True

Office Selection[edit | edit source]

Type Effects Description & notes
Extended Suffrage
  • Diplomatic free policies.png +1 Diplomatic free policies
Extended Suffrage icon
Let us open up the availability of important offices to more of those living within our borders so that we have a wider and more representative selection of civil servants.
Pirate Council
  • Yearly republican tradition.png +0.5 Yearly republican tradition
  • Maximum absolutism −15 Maximum absolutism
Pirate Council icon
We might live and operate outside any imperial law, but we are not an unorganized, backstabbing group of criminals. Every free port of our confederation is seat to an influential captain. These captains make the Pirate Council which ensures that the internal rules of the confederation are honored.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Conditions to enact the reform:

  • If:
    • Limited to:
      • DLC Common Sense.png Common Sense is active
    • At least one of:
      • None of:
        • Nobility.png Nobility estate exists
      • crown_stronger_than_estate
        • estate = estate_nobles
      • Has enacted the “Pirate Council” government reform
  • If:
    • Limited to:
      • DLC Res Publica.png Res Publica is active
    • None of:
      • Has enacted the “Elective Monarchy” government reform
  • If:
    • Limited to:
      • DLC Lions of the North.png Lions of the North is active
    • None of:
      • Has enacted the “Polish Elective Monarchy” government reform
  • If:
    • Limited to:
      • None of:
        • DLC Mandate of Heaven.png Mandate of Heaven is active
    • None of:
      • Has enacted the “Celestial Empire” government reform
    • None of:
      • Is a revolutionary republic

  • Has access to Parliament.png parliament

Question of Dictatorship[edit | edit source]

Type Effects Description & notes
Federal Senate
  • (unrecognized string “expand administration cost” for Template:Icon) −100% Expand administration cost
  • Random candidate bonus.png +1 Random candidate bonus
Federal Senate icon
The provinces of our state have a history of self-government and involvement in the affairs of the government. Their voices are heard in the great senate of our country.

Conditions to see the reform:

  • None of:
    • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

  • Has access to Parliament.png parliament
  • halved_parliament_bribes: True
Unified Piratical Confederacy
  • State governing cost.png −50% States governing cost
  • Buccaneers influence +0.1 The buccaneers influence
Unified Piratical Confederacy icon
Our "state" has always been a loose confederacy of different pirate ships, their captains and their quartermasters. Recent changes of the confederal administration turned said confederacy into an actual self-governing state with its own apparats of the executive, legislative and judicative.\nWe are a true Pirate State!

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

Neutral Ground Policy
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Improve relations.png +15% Improve relations
  • Smugglers influence +0.1 The smugglers influence
Neutral Ground Policy icon
We stand outside the laws. This of course brings us some unloved side effects such as being wanted by the great empires. However, it makes our ports into the perfect place to serve as the "Neutral Ground" for rivaling pirates, colonies and even said empires as we have no strong feelings one way or the other.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

  • vassals_can_hoist_the_black_flag: True
  • pirate_vassal_bonus: True
Scourge of the Seven Seas
  • Maximum absolutism +20 Maximum absolutism
  • Naval tradition from battles +100% Naval tradition from battles
  • Army tradition from battles +100% Army tradition from battles
  • Captains influence +0.1 Monthly captains influence
Scourge of the Seven Seas icon
A pirate's true nature is not only found in their love for shiny treasure, but also in their lust to fight even the most dire battles. It is our duty as respectable privateers to embrace these elements of piracy to their fullest.

Conditions to see the reform:

  • Has government type where: Hoisted the Black Flag and is a Pirate Republic!

  • raiding_increases_pp: True
  • winning_battles_increases_legitimacy: True


References[edit | edit source]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Republican Cultural Sufferance).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 2.21 2.22 2.23 In addition to the absolutism from the tier 1 reform, all republics get Maximum absolutism −40 Maximum absolutism for being a republic.
  3. 3.0 3.1 This has no immediate impact, but it matters for some events.
  4. 4.0 4.1 4.2 4.3 4.4 See in /Europa Universalis IV/common/defines.lua (Defines)


Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology