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Monarchy

(Redirected from Celestial empire)
See also: Ruler#Monarchy

Government monarchy.png Monarchy is a form of government where power is held by a single individual, i.e. the monarch. The ruler reigns until death. Several mechanics, such as royal marriages and personal unions, are mostly limited to monarchical forms of governments.

Contents

LegitimacyEdit

  Legitimacy is a rating for how legitimate the ruling monarch is perceived to be by the general population. This property ranges between 0 and 100. With the   Mandate of Heaven expansion, the Emperor of China doesn't use legitimacy.

Junior partners in a personal union share their overlord's legitimacy. Effects that would increase or decrease legitimacy (e.g. the "Seek Support of the Clergy" clergy estate interaction) do not affect legitimacy in a junior partner.

The effects of legitimacy scale linearly from the worst at 0 to the best at 100:

Variable 0% 50% 100%
  National unrest +2 0 −2
  Religious tolerance [1] −1 0 +1
  Diplomatic reputation −1 0 +1
  Income from vassals −5% 0 +5%
  Militarization of state −0.025 0 +0.025
  Maximum absolutism −10 0 +10

[1] – Global effect, i.e. affects   true faith,   heretic and   heathen religious tolerance.

Legitimacy modifiersEdit

There are two main ways for legitimacy to either increase or decrease, these are called active and passive modifiers.

Active modifiers

Active modifiers are those that are dependent on the players actions.

  • Royal marriages. These usually give a small, one-time decrease to legitimacy, particularly if the royal match comes from a less powerful realm. Legitimacy gain is then increased.
  • Events. Sometimes there appear events that can either increase or decrease legitimacy.
  • Papal Influence. Catholics can spend 50 Papal Influence to increase legitimacy by +1.0 per year for 20 years.
  • Succession. Depending on the claim strength of the heir, legitimacy can either decrease, if weak, or increase, if strong, upon succession to the throne. Legitimacy upon succession will be the claim strength assigned to the heir; legitimacy of the previous ruler is not counted.
  • Pretender rebels, if they enforce their demands, will install a new ruler with strong claim, thus increasing legitimacy.
Passive modifiers

Passive modifiers are not dependent on player action, instead they rely on existing variables. The following shown examples are calculated yearly.

National ideas and policies affecting yearly legitimacy:

  Traditions Ideas Bonuses Policies
+1.0 yearly
  • Andean traditions
  • Danish traditions
  • Roman traditions
  • Tarascan traditions
  • Trebizondian traditions
  • Württemberger traditions
  • Afghan idea 6: Institutionalised Loya Jirga
  • Air idea 3: Legacy of Tin Hinan
  • Arakanese idea 1: Mrauk U Dynasty
  • Ardabili idea 7: Shahs of Iran
  • Asakura idea 5: Seventeen Clan Code
  • Ashanti idea 4: The Golden Stool
  • Ashikaga idea 2: Defenders of the Imperial Court
  • Athenian idea 1: Dominus Athenarum
  • Aztec idea 2: Sustaining the Gods
  • Baden idea 2: Legacy of the House of Zähringen
  • Bahmani idea 6: Bahmani Primogeniture
  • Baluch idea 3: Khan of the Baloch
  • Bavarian idea 1: Institute the Everlasting Succession
  • Beloozero idea 3: Strengthen Local Lineages
  • Beninese idea 1: Curb the Uzama
  • Betsimisaraka idea 6: Royal Justice
  • Brazilian idea 7: Seat of the Empire
  • Bohemian idea 2: Elective Monarchy
  • Bosnian idea 2: Per Aspera ad Astra
  • Bulgarian idea 7: Third Rome
  • Caucasian idea 5: Highland Khans
  • Cebu idea 2: Chola Legacy
  • Chinese idea 6: Son of Heaven
  • Clevian idea 2: Cleves and Mark
  • Dahomey idea 1: Children of the Panther
  • Daimyo idea 3: Honor the Ancestors
  • Dai Viet idea 6: Thuan Thiên
  • Deccani Sultanate idea 1: Legacy of the Bahmani Sultanate
  • Delhian idea 7: The Throne of India
  • Garhwali idea 5: Source of the Ganges
  • Garjati idea 2: Ancient Mandalas
  • Gelre idea 3: Defiance of Foreign Rule
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Gond idea 6: Ancient Roots
  • Gujarati Princedom idea 6: Ashapura Mata
  • Hatakeyama idea 6: Unify the Clan
  • Hindustani idea 4: The Peacock Throne
  • Hojo idea 1: Legacy of the Kamakura Shogunate
  • Holstein idea 7: Danish Protest Pigs
  • Hosokawa idea 1: Kanrei
  • Ilkhanid idea 1: Restored Ilkhanate
  • Jerusalem idea 1: Crown of Thorns
  • Kaffan idea 5: Strengthen Ties With the Ethiopian Church
  • Karamanid idea 7: True Heirs of the Seljuk Empire
  • Khorasani idea 4: Dynastic Chronicles
  • Kikuchi idea 3: Aso Shrine
  • Kuban idea 6: Ndop Statue
  • Kurdish idea 6: Legacy of the Kurdish Dynasties
  • Ladakh idea 6: A Kingdom United
  • Lan Na idea 1: Legacy of Mangrai
  • Luban idea 2: Royal Village Shrines
  • Lunda idea 2: Perpetual Kingship
  • Malagasy idea 2: Zafivolamena
  • Manipur idea 3: Kingdom of the Meitei
  • Mazovian idea 6: Sejmy i Sejmiki
  • Mesoamerican idea 5: Ritual Bloodletting
  • Moldavian idea 4: Hospodar of Moldavia
  • Moluccan idea 2: Shared Cultural Heritage
  • Montenegrin idea 1: Legacy Of Diocleia
  • Mossi idea 1: Rialé and Yennenga
  • Muiscan idea 7: Consuetudinary Law
  • Mushasha idea 5: A House United
  • Mutapan idea 4: Spokesman before the Dead
  • Mysorean idea 2: Patronize Kannada Literature
  • Neapolitan idea 7: The Lazzaroni and the Monarchy
  • Northumbrian idea 1: Secure Percy Rule
  • Odoyev idea 1: Heirs of Chernigov
  • Offaly idea 6: A Family Affair
  • Orissan idea 2: Servitor of Jagganath
  • Pagarruyung idea 3: Istano Basa
  • Pegu idea 6: Buddhist Kingship
  • Polotskian idea 2: Heritage of The Rus
  • Provençal idea 2: Revive House of Anjou
  • Rajputana idea 7: Monumental Architecture
  • Rassid idea 4: A Unified Rassid State
  • Romanian idea 4: Latin Island
  • Rûmi idea 3: Shahanshah
  • Samtskhe idea 1: Atabegs of Samtskhe
  • Savoyard idea 7: Savoyard Legitimacy
  • Scottish idea 6: Basilikon Doron
  • Semien idea 5: Gideon Dynasty
  • Shan idea 6: Shan Chronicles
  • Shirvani idea 1: The Khalwati Order
  • Sindhi idea 1: Enduring Samma Dynasty
  • Sistani idea 6: Chronicles of Sistan
  • South Indian idea 5: Patronage of Great Temples
  • Sukhothai idea 6: Ramkhamhaeng Stele
  • Swedish idea 1: Kung och Riksdag
  • Telugu idea 5: Legend of Prataparudra
  • Thüringian idea 1: The Partition of Leipzig
  • Timurid idea 4: Chagatai Literature
  • Transoxianian idea 7: Chagatai Literature
  • Tripuran idea 1: Rajmala
  • Tsutsui idea 5: The Southern Capital
  • Tumbuka idea 3: Healthy Priest Kings
  • Tyrone idea 2: The O’Neill Mór
  • Vindhyan idea 7: Candella Legacy
  • Wallachian idea 6: Boyar Regime
  • Welsh idea 4: Unbennaeth Prydain
  • Yi idea 6: Renovate the Skyward Tombs
  • Zambezi idea 5: Centralizing the Mbona Cult
  • Barbary Corsair ambition
  • Canadian ambition
  • Ethiopian ambition
  • Imagawa ambition
  • Irish ambition
  • Italian ambition
  • Kanem Bornuan ambition
  • K'iche ambition
  • Maravi ambition
  • Ormond ambition
  • Pueblo ambition
  • Russian ambition
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Diplomatic-Plutocratic: Mandatory Service
+0.5 yearly
  • Cypriot idea 1: King of Jerusalem
  • Georgian idea 1: Bagrationi Dynasty
  • Ruthenian idea 1: The Mother of Russian States

Reform tiersEdit

Notes:

  1. Without Dharma the game uses the old government system. Each government reform has a pre-Dharma equivalent; an effect that would enact a reform instead changes government to the equivalent type. Starting governments, including special types, correspond to tier 1 reforms.
  2. Special governments made available through other DLCs are denoted as such.

Power StructureEdit

Type Effects Description & notes
Feudal Nobility
  •   +25% Income from vassals
 
In a Feudal kingdom the power of the Monarch is enhanced by a land owning aristocracy sworn to obey them. The aristocrats, or nobles, are often landowners in their own right, with considerable influence and vassals of their own.
Autocracy
  •   −10% Unjustified demands
 
Autocratic monarchies concentrate power in the hands of the ruler. The state is often seen as their personal property. It is not uncommon for rulers to have ministers and supporters, but these are then referred to as members of the royal household.
Plutocracy
  •   +1 Merchant
 
A plutocratic kingdom is one where the supporters of the Monarch are those with the largest incomes. The monarch themself is often the head of a successful merchant enterprise, and so are many of their supporters.
  • Only available for nations in the   Indian,   Muslim,   Chinese or   East African technology groups.
  • Unlocks   Plutocratic ideas, while locking   Aristocratic ideas.
Grand Duchy
  •   +2 Number of states
 
Our region never had many kings, instead it is our dukes that have united and led the various peoples within our borders to greatness.
Indian Sultanate
  •   +3 Tolerance of heathens
 
Ruled by a Muslim minority the Sultanates of India have had to evolve and expand the traditional Muslim ideas of Kingship. While they remain Islamic states the role of the Dhimmi, traditionally encompassing Jews and Christians, have been extended to the Dharmic religions.
  • Only available for Indian Muslim countries.
  • Doesn't allow Parliamentarism or States General
Shogunate
  •   +1 Diplomat
  •   −25% Envoy travel time
  •   +5 Maximum absolutism
 
Although nominally appointed by the Emperor, the shogunate became a hereditary military dictatorship and the de facto ruler of Japan between 1192 and 1867.
A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
  • Requires control of Kyoto. Will become a Daimyo if they no longer own Kyoto.
  • Initially available to   Ashikaga.
  • Dynasty is fixed.
  • Special vassals called Daimyo that do not take a diplomatic relation slot and are able to war and form coalitions against each other without sovereign intervention and to ally each other.
  • Access to special interactions with its Daimyo vassals
  • Fixed rank:   Kingdom
See also: Japan § Daimyo & Shogunate
Daimyo
  •   +10% Morale of armies
  •   +10% Infantry combat ability
 
A powerful territorial vassal lord in Japan, ruling their hereditary lands under the shogun.
A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
  • Daimyo subjects of the Shogunate have this government type.
  • Dynasty is fixed.
  • Can ally, form coalitions with, and start wars against other daimyo without sovereign intervention from their overlord.
  • Has access to the special Sengoku casus belli, usable on other daimyo.
  • Has access to the special War for the Emperor casus belli, usable on the Shogun.
  • Will take over the mantle of Shogun if they own the province of Kyoto.
  • Fixed rank:   Duchy
See also: Japan § Daimyo & Shogunate
Independent Daimyo
  •   +10% Morale of armies
  •   +10% Infantry combat ability
  •   −3 Number of states
 
A powerful Lord in Japan, ruling their hereditary lands without acknowledging any shogun.
A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
  • Daimyo that become independent or a subject of a country other than the Shogun change to this government type.
  • Dynasty is fixed.
  • Will take over the mantle of Shogun if they own the province of Kyoto.
  • May reform to a Feudal Monarchy by forming   Japan.
See also: Japan § Daimyo & Shogunate
Celestial Empire
  •   +0.5 Yearly prestige
 
The Celestial Empire proclaims its rulers to be sons of the heaven who are born to govern the country in divine right.
See also: Ming § Celestial Empire
Elective Monarchy
  •   −1 National unrest
  •   +25% Income from vassals
  •   +2 Number of states
  •   −30 Maximum absolutism
 
In this type of Monarchy the heir will be selected by the Sejm.
  • Available by event for   Poland and the   Commonwealth if Poland forms it.
  • Polish Magnate rebels will force a country to adopt this government type if their demands are enforced. These rebels are unique to nations with Polish culture.
  • Can transition to a different reform depending on whether the monarch immediately surrenders to the Sejm demands or crushes the Zebrzydowski rebellion during a major event chain that may happen after 1600 depending on previous decisions.
  • Other Christian monarchies can support heirs of their own dynasty in that realm by sending a   diplomat, giving 24 times the elected monarch's stats as monarch power,   25 prestige and   10 legitimacy bonus if they win.
  • The elective monarchy can support a local heir for   −10 prestige
  • The throne cannot be claimed, making it impossible to make them the junior partner of a personal union outside of events
Iqta
  •   +5% National tax modifier
  •   +33% Income from vassals
 
Although similar to the feudal fief system, the holders under the iqta tax farming system did not actually own their lands, and were not guaranteed that they would be inherited by the next generation.
  • Only available for Muslim countries.
English Monarchy
  •   −1 National unrest
  •   +0.5 Yearly legitimacy
  •   +1 Number of states
  •   −30 Maximum absolutism
 
The English Monarchy is a representative monarchy, with a parliament called regularly by the ruling monarch. It is based on the privileges defined in Magna Carta.
  • Has access to   parliament but not to the   nobility estate.
  • May reform through various outcomes of the English Civil War disaster
Ottoman Government
  •   +0.5 Yearly legitimacy
  •   −10% Unjustified demands
  •   +3 Number of states
  •   +5 Maximum absolutism
 
The Ottoman Government is in many ways synonymous with the royal household. The harem ensures that there will never be a lack of heirs for the Ottoman ruler.
  • Only available for the   Ottomans or   Rûm.
  • Dynasty is fixed
  • Heirs are chosen inside the ruler's harem via a special event
See also: Ottomans § Ottoman Government
Prussian Monarchy
  •   −2 National unrest
  •   −0.02 Monthly war exhaustion
  •   −0.075 Monthly autonomy change
  •   +10 Maximum absolutism
  •   +3 Monarch military skill (for future monarchs)
 
A governmental form under a monarch, which can more be described as an army with a state, than a state with an army.
  • Only available by forming   Prussia
  • Uses   militarization mechanics
See also: Prussia § Prussian Monarchy
Russian Principality
  •   −1 National unrest
  •   +5% National tax modifier
  •   +2 Number of states
 
This state has a government system that has evolved in the years after the fall of Kiev and under the pressure of constant incursions of Tatar tribute expeditions. The ruling family can exercise great power, but seniority succession and princely appanages can lead to lengthy internal conflicts.
  • Default government type for all monarchies with East Slavic culture that have cores on the map in 1444. Of these,   Muscovy is arguably the strongest.
  • Most Orthodox non-unique and non-tribal monarchies with East Slavic culture can become a Russian principality by decision if they have at least   1 stability, and   90 legitimacy, and aren't an   empire.
  • Fixed rank:   Duchy

Each year, this government gathers 3 + ruler skill progress in each monarch power category ( / / ). Once 100 progress in a category is reached, the related   government interaction can be activated:

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

Tsardom
  •   +20% National manpower modifier
  •   −0.05 Monthly autonomy change
  •   +5 Number of states
  •   +0.1 Yearly absolutism
 
This state is the upholder of the Imperial Roman legacy and the Orthodox Church. As Tsar of all the Russias our ruler is the true overlord of the Eastern Slavic Peoples.
  • Russian principalities or Veche republics forming   Russia or   Ruthenia will get this government type
  • Alternatively, a Custom Nation Russian principality may become a tsardom by decision if it reaches   1000 development and   10 administrative technology
See also: Russia § Tsardom
Mamluk Government
  •   −0.025 Monthly autonomy change
  •   +3 Max promoted cultures
  •   +1 Number of states
  •   +2 Monarch administrative skill (for future monarchs)
  •   −25% Cost of advisors with ruler's culture
  •   −50% Promote culture cost
 
The State was once taken over by Mamluk Slave Soldiers and sustains itself through continued importation of soldier slaves.
  • Available by picking or reforming the   Mamluks.
  • Will be lost by forming   Egypt
  • When the current ruler dies, their successor is chosen via a special event with the ability to choose between different cultures for the new ruler
  • The ruler's starting legitimacy is based on the percentage of their culture in the country (a more dominant culture gives a weaker claim)
  • Access to different cultural interactions, the strength of which depends on the ruler's culture (a more dominant culture gives stronger interactions)
See also: Mamluks § Mamluk government
Feudal Theocracy
  •   +1 Missionary
  •   +1% Missionary strength
  •   +2 Tolerance of the true faith
  •   +1 Number of states
 
The State is ruled by a religious leader with the throne passing on within his divine sanctioned family.
  •   Government interactions:
    •  50 – Seize Clerical Holdings:  −15% Build cost for 5 years.
    •  50 – Invite Minorities from Abroad:  −20% Development cost and +1 random development in your Capital Area for 5 years.
    •  50 – Sanction Holy War: Grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a nation who is not the Feudal Theocracy’s State Religion
Revolutionary Empire
  •   +10% Morale of armies
  •   +25% National manpower modifier
  •   −0.20 Monthly autonomy change
  •   +3 Number of states
 
The Revolutionary Empire is a slightly more conservative form of government with a single ruler ruling with reference a chamber of deputies. The government can mobilize a large amount of manpower and every soldier carries a marshal's baton in his backpack.
  •   France has this government form between 1804 and 1814.
  • Does not have the   nobility estate
  • Fixed rank:   Empire
  • The country will lose both   revolution target status and this government form if the revolution is dismantled, transitioning into a constitutional monarchy.
  • There are three ways to get this government form, all requiring to first be a revolutionary republic:
    • Bringing your   republican tradition to 0 by means other than re-electing the current ruler (doing so while your republican tradition is below 20 will change your government to a republican dictatorship)
    • With the   Rights of Man DLC, having the   imperials in power while having less than 40   republican tradition.
    • Only for   France, at the end of the French Revolution disaster, if she chose to give the leadership of the country to Napoleon Bonaparte in an event.
Mandala System
  •   +25% Income from vassals
  •   +100% Vassal force limit contribution
  •   +1 Number of states
 
The Mandala System is used as a way to organize a state as a circle, or mandala, around a central metropolis. In this way the political and geographic realities can shape the level of direct control from the center. From subject states in the periphery to the more directly controlled sub cities closer to the center.
  • Only available to Buddhist, Dharmic, Muslim or Animist nations in the   Chinese tech group.
Nayankara System
  •   +15% National manpower modifier
  •   +100% Vassal force limit contribution
 
In order to better control the land and to further our military ambitions we have divided many of our possessions among Nayaks. Nayaks are expected to care for them, any cities, temples or other settlements within them as well as to produce the armies we need to defend and expand our kingdom.
  • Only available for Dharmic or Buddhist nations in the Dravidian culture group or with Oriya or Sinhalese culture.
Misl Confederacy
  •   +15% National manpower modifier
  •   −10% Land maintenance modifier
 
Due to our history of persecution the organization of our state is built around being able to quickly react to outside threats. We are a confederation of Misls, that each consists of a community and its army.
  • Only available for Sikh countries.
Rajput Kingdom
  •   +0.5 Yearly army tradition
 
A Rajput kingdom is ruled through close ties of loyalty and kinship with the clans of the ruling dynasty and their retainers. As the head of a Rajput clan we have a long and strong tradition of martial prowess that we can rely on. Whenever war or disaster comes near we can call upon our supporters both from within the kingdom and in nearby regions.
  • Only available for   Indian nations in the Western Aryan culture group or with Vindhyan culture. Not available for Maratha culture.

Noble PrivilegesEdit

Type Effects Description & notes
Strengthen Noble Privileges
  •   +15% National manpower modifier
 
The noble class has served our state well for generations and as it grows it is only fitting that we continue to confer great privileges to those families that have devoted themselves to our cause.
Curtail Noble Privileges
  •   +10% National tax modifier
 
As the state grows it is becoming more and more apparent that the old noble families have too much influence and power. Their jealous concern for their old privileges is greatly hindering the growth of our government.
Enforce Trader Privileges
  •   +5% Trade efficiency
  •   +30% Trade range
 
By strengthening the ties between the state and successful merchant enterprises, we can increase our reach out into the world as well as the profit we bring home.
  • Requires the Plutocracy reform.
Strengthen Bengali Traders
  •   +10% Trade efficiency
  •   +1 Merchant
 
While Bengal and the Ganges Delta are rich lands, the estuary has always attracted traders and acted, above all else, as the port to India. This land was taken with sword in hand but ship owners and traders are as influential and as vital to our state as noble officers.
  • Only available for Muslim nations with Bengali culture.
Sufi-Syncretism
  •   −5% Development cost
  •   +1% Missionary strength
 
The most popular disciples of Islam in this foreign land have always been the Sufis. They incorporate parts of the local traditions and take an active part in the daily life of the local population. Many of them have taken on the role of local leaders and, if we support them, we may see their communities grow as they reclaim land from jungles and swamps to build new cities.
  • Only available for Muslim nations with Bengali culture.
Empower the Poligars
  •   −5% Development cost
  •   +10% Infantry combat ability
 
Our lands are full of smaller local tribes and clans that we could put to good use if we gave them a place within the system of our state. As a class these Poligar officials could serve as police, builders of fortifications, local representatives and military officers. Most of all they could mobilize their kinsmen and provide us with a good source of able men.
  • Only available for   Indian Technology Group nations with Dravidian culture group or with Oriya or Sinhalese cultures.
Strength of the Khalsa
  •   +5% Morale of armies
  •   +1 Tolerance of heretics
  •   +1 Tolerance of heathens
 
With the Khalsa united behind us there is little we could not do. We cannot however become the oppressors we have once fought, all will be able to rise to power within our state.
  • Only available for Sikh countries.
Deccani Elites
  •   +1 Diplomatic free policy
 
Deccan was only recently conquered by Islamic states and our ancestors were reliant on immigration to be able to staff and maintain their state. Over time this has created a cosmopolitan state of newcomers, second generation Deccanis and old Hindu aristocrats.
  • Only available for Indian Muslim nations in Dravidian culture group or Marathi culture.
Mughal Diwan
  •   +1 Tolerance of the true faith
  •   +3 Number of states
 
If there is one thing our dynasty has learned over the centuries it is that we must be able to adopt to the local population in the regions we expand into. Let us ensure that we learn from those we conquer so that our empire can keep growing.
  • Only available for   Mughals.
  • Assimilates cultures into administration.
  • Impossible to change this reform for another one.
  • Instead of promoting cultures by spending   diplomatic points, cultures are instead accepted by owning every province of that culture. Once assimilated, the culture is accepted permanently. Assimilating an entire culture group confers a permanent bonus.
See also: Mughals § Diwan

BureaucracyEdit

Type Effects Description & notes
Centralized Bureaucracy
  •   −0.05 Monthly autonomy change
 
A centralized bureaucracy is centered on the capital of the kingdom, with most decisions made by, or near, the ruler and then sent out to the provinces.
Decentralized Bureaucracy
  •   +2 Max promoted cultures
 
A decentralized bureaucracy leaves more decisions to local administrators or governors, who are then responsible to the monarch.
Sidhi Recruitment
  •   −10% Fort maintenance
  •   +2 Number of states
 
Over time it has become evermore clear that we cannot trust either our conflict prone amirs or the local land holders. If we are to acquire officials and commanders we can trust we must look to recruit elite slaves to fill these positions instead.
  • Only available for Indian Muslim nations in Dravidian culture group or Marathi culture.
Mansabdari System
  •   −0.3% Yearly army tradition decay
  •   +2 Number of states
 
Our empire requires loyal and able servants. Let us reforge our noble class according to a numerical mansab system. Each noble will be given a rank, corresponding to both his obligation and will then be assigned lands around the empire by our administration to support him in accordance with his rank. The guiding principle for how highly someone is ranked must be ability, and this route must be open regardless of religion or origin. Only this way can we be sure to raise a court of those most able to bring our empire forward.

The Administrative CadreEdit

Type Effects Description & notes
Administrative Clergy
  •   +1 Administrative free policy
 
The clergy already possess many of the skills we look for in administrators. They are well educated, experienced scribes and they have a higher calling. In many ways allying ourselves with the clergy would offer an efficient and very strong cadre of administrators.
Nobles of the Robe
  •   −10% Leader cost
 
The noble families of the realm have sworn to provide not only council but also eternal loyalty to our monarch. As our realm expands it is clear that these duties cannot be solely performed by serving us with sword in hand. It is time for a new generation of nobles to serve, in robes and armed with pens they will aid the state just as well as their brothers do with their swords and armor.
Meritocratic Recruitment
  •   −10% Advisor costs
 
We cannot let old privileges govern who will get the privilege of serving our kingdom as it grows. Instead we must look only to the ability of each and every one. A meritocratic system is one where administrators are chosen for their talent, and not their parents.
Dakhni Culture
  •   −20% State maintenance
 
As our kingdom grows and matures a joint Deccani culture has started to emerge among the elite of the various great cities of the Deccan. They all speak a common language, Dakhni, that is an amalgam of the local tongues, Persian and Turkic. Let us make good use of this elite culture in our administration and employ administrators that will be able to quickly redeploy from one end of our country to the other.
  • Only available for Indian Muslim nations in Dravidian culture group or with Marathi culture.
Zabt System
  •   +3 Number of states
 
Administrative penetration has been the greatest obstacle for any empire in this region. It is in the interest of the state to encourage economic productivity and we must at all times keep this in mind, while also keeping a constant watch on the regional economy. Solving this problem will require great resources and commitment, as there is no easy way to rule as many subjects as we aim to. Let us create an administration that conducts regular cadastral surveys of land, crops grown, land revenue, and local economy. Moreover we must demand cash payments of all our subjects at all times and offer lighter taxes when needed to encourage local economy.
Permanent Marathas Council
  •   +5% Discipline
 
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 the Marathas estate active.
  • The Marathas estate interaction Recruit Minister will instead recruit a general with +1 additional   shock
Governmental Purbias Register
  •   +5% Recover army morale speed
 
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 estate active.
  • The Rajputs estate interaction Enlist Purbias will give an additional   +5% discipline to Rajput Regiments.

Deliberative AssemblyEdit

Type Effects Description & notes
Parliamentarism
  • Enables parliament mechanics
  •   −1 National unrest
 
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.
  • Disables Nobility estate
  • Not available with certain unique reforms
Royal Decree
  •   +5 Maximum absolutism
 
The Monarch rules supreme in this country and loyalty is valued above all else. We must ensure that decrees from the royal court are followed to the letter, and in in all parts of our country.
Aristocratic Court
  •   −0.5% Yearly army tradition decay
 
The Nobility served us well over the centuries, and has become an integral part of our government. In order to better control, reward, and gain the support of these ancient aristocratic families we must continue to tie them closely to our royal person and the royal court.
General Estates
  •   +10% Production efficiency
 
The ancient privileges of the estates must be respected and their role in legislation be strengthened. Let us regularly call the general estates as a way to guide and counsel our great ruler.
States General
  • Enables Statist vs. Monarchist mechanics
  •   −10% Stability cost modifier
 
By a Union of States with representatives in the States General we can more easily deal with the pro-federal movements in our nation while retaining our Monarchy. Through elections and events, the Statists and Monarchists will vie for control over the nation. The effects of this reform and the frequency of elections depend on which faction is currently in power.
  • Not available with certain unique reforms

Absolutism & ConstitutionalismEdit

Type Effects Description & notes
L’etat c’est moi
  •   +5 Number of states
 
Without order there is nothing but chaos and men must be led. We must ensure that the word of our monarch is law in each and every case and that everyone does their utmost to realize every royal design.
Regional Representation
  •   −10% Minimum autonomy in territories
 
The legislative assemblies of this land are an imperative part of our state and by strengthening their role we ensure efficiency as well as the legitimacy of our kingdom.

Separation of PowerEdit

Type Effects Description & notes
Political Absolutism
  •   +0.10 Yearly absolutism
  •   +5 Maximum absolutism
 
The best of the state is best served through the realization of the plans and will of its monarch. A true and enlightened monarch can then utilize its full capacity to undertake the many changes needed to ensure prosperity.
Legislative Houses
  •   +1 Administrative possible policy
 
By separating the legislative body into more than one house we can better balance the need for change with the one to conserve and preserve the traditions of old.
Become a Republic
  • Changes government type to   Republic
  • Lose 3 government reforms
 
Monarchy has run its course for this country. It is time we reform the government at its very top and institute a republic with electable rulers.
Install Theocratic Government
  • Changes government type to Theocracy
  • Lose 6 government reforms
 
Religion is the only truly viable way to judge right and wrong. Let us reform the government at its very core and have the divine guide us from now on.

ReferencesEdit