Estates are factions within the nation that influence domestic politics. Estates apply modifiers at the national level and may also be granted control of specific provinces. They have two basic attributes: influence and loyalty; which depend on the land they hold, event choices and several other factors.
The influence and loyalty levels of an estate determine their power within the country and how they "react" to the player's actions with them. These can be seen in the: nationwide bonuses or penalties provided by the estate, localized effects which are applied in the provinces held by them, outcome effects of certain interactions provided through the estates, as well as their rebellion strength if worse comes to worst. Estates which grow too powerful can bring a disaster upon the nation. This may come into effect by the estate seizing control of the country or breaking it apart.
There are a total of 11 estates, though most nations have access to 3 estates. The exact number may change during the campaign and depends on location, government and religion. Conquered provinces have their estates removed. It is possible to add more estates to the game and change conquest behavior via modding.
While estates do not insist on holding a minimum amount of land, most mid-to-large sized nations start a scenario with some land allocated to them.
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Note: Most of the values mentioned here are fully moddable.
- Loyalty is a measure of how willing the estate is to aid in the nation's government. It is a modifier that decays slowly towards its base value of 50. The speed of decay depends on how further from 50 it is (further = faster) and on any other loyalty decay speed modifiers present at the time. Loyalty scales from 0 to 100, and is separated into three tiers: disloyal (0−39), neutral (40−59), and loyal (60−100). Loyalty determines what effects the estate confers, both on the provincial and national level. When disloyal, an estate confers only penalties; when neutral, it confers a single bonus; and when loyal it confers an additional bonus. The strength of the effects is determined by the estate's influence. Loyalty is affected by estate interactions, various national factors, events, decisions, provincial development and territorial grants and revocations.
- (Estate) influence is a measure of how much power the estate has over the nation's government and scales from 0 to 100. Influence determines the strength of the national effects conferred by the estate's loyalty through four levels: 0−19 / 20−39 / 40−59 / 60−100. These levels modify the effects by a factor of 0.25 / 0.50 / 0.75 / 1. The provincial effects are not affected by influence and are applied in all provinces owned by the estate. Moreover, if an estate's influence is 100, regardless of the estate's loyalty, the nation is at risk of the estate seizing power in a coup, in the form of a disaster. Influence affects also the strength as well as the possibility of some estate interactions. Each estate has a base level of influence, and is affected by estate interactions, various national factors, events, decisions, and territorial grants and revocations. Influence does not increase or decrease over time. Revoking province is the only player-controlled way to decrease influence. If an estate's influence drops to 0, it will grant no nationwide effects but will still appear in the Estates interface and still affect controlled provinces.
- Territory can be granted to an estate to increase its loyalty and influence. A province can be granted or revoked in the Buildings tab of that province. Granting a province to an estate sets a minimum local autonomy floor to the province and confers various provincial effects based on the estate and its level of loyalty. Once granted to an estate, a province cannot be revoked until one year has passed. If an estate is disloyal, revoking a province from the estate will cause rebels to rise up. Developing an estate province is treated as if they were granted additional development; losing an estate province (peace, sale etc.) will cause their loyalty to decrease (amount dependent on province development). Revoking an estate from a province will add 25% local autonomy and a temporary +5 unrest modifier unless the province is granted to another estate. The capital cannot be granted to an estate and a province cannot have both an estate and a parliament seat.
- Power (calculation) is based on how much an estate controls the development in the country. Influence of an estate increases by 1.5 for every 1% of the nation's total state development it manages, up to a maximum of 40. The dhimmi and tribes estates have modifiers that lower this factor. Hence all provinces granting/revoking above 26.7% of the total development does not impact the influence. For example, in a nation with 200 non overseas development, granting a first province with 10 development to an estate will increase its influence by 7.5. If another estate controls provinces that represent 60 development in that country (30%) its influence is increased by 40 and revoking a 3-development province has no impact.
- Happiness (calculation) is based on territorial grant/revocation. Territorial grant (resp. revocation) increases (resp. decreases) the estate's loyalty by a base of 1 (resp. 2) for every 1% of the nation's total development that the province represents. This means that granting and subsequently revoking a province incurs a net loss of loyalty. The gain is capped to 20 and the loss to 30.
- Interactions are a set of actions that can be taken towards estates, typically either giving something to the estate or requesting something from it. Interactions affect the estates' loyalty and influence in various ways.
- (Estate) Disasters occur after an estate gains high influence levels (100). The estate disaster will begin ticking and - unless lowered - will eventually trigger its associated disaster. During an active estate disaster all other estates will lose influence and loyalty as well as rendering most of their estate interactions inactive.
Access to estates
Not all nations have access to all available estates. The reasons can vary from not being in the right geographical area, not being of a certain religion and so on -- further details on this are available under each estate's section.
Additionally, some government types do not have access to the estates mechanics altogether (they have other mechanics instead):
- Be aware there is a trade-off between the benefits from estates and government reform progress. That is, trying to extract the maximum mana points of 150 from estates by granting them lots of land increases the effective overall autonomy for your nation and hence slows down the government reform progression each year. So if you want to progress quickly through the government reforms you must have few territories (hence more fully cored estates) and grant few provinces to estates; foregoing mana points from the estates. This process can be used to implement parliament before the Age of Absolutism, when one loses lots of absolutism by granting seats.
- Improve the appropriate development type of an estate province due to the malus from minimum local autonomy.
- Prioritize the buildings that take advantage of the exception to local autonomy. e.g. marketplace in a burgher province.
- When demanding support from an estate, try to get influence above 50, but be wary of getting above 85 as an unexpected event could launch an estate disaster.
- Estates have more interactions that lower loyalty than ones that raise it. Prioritize interactions to vital needs first, taking secondary interactions only if the malus from low loyalty is affordable. e.g. Burghers' loyalty is at 50, "Grant Monopoly Charter" raises it to 65, "Demand Diplomatic Support" lowers it to 45. Are the 5 heavy ships from "Draft Ships for War" important enough to justify lowering loyalty to 30 and suffering between -2.5% and -10% to both trade efficiency and development cost (depending on influence), along with -5 unrest in Burgher provinces?
- Always know when estates will be able to provide more support.
- If an estate disaster does begin countdown, check to see if any temporary modifiers on their influence from events or interactions will expire soon, dropping their influence back below 100, before revoking provinces.
- If the Nobility estate becomes too influential or otherwise difficult to control, and you are at the appropriate reform tier, consider introducing the Parliament government reform, which will get rid of the estate in one stroke.
- All individual estate files can be found in the folder.
- See in