Estates are factions within the nation that influence domestic politics. Estates apply modifiers at the national level and may grant one-time bonuses or bonuses to specific provinces. They have two basic attributes: influence and loyalty; which depend on the amount of 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, 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.
Estates can be granted privileges, which grant additional bonuses, but come with a price. Privileges can shape your nation in the early stages, but will likely become a burden while your country centralizes its power and grows its administration. You can influence your estates by granting and revoking privileges, and by ceding them lands or confiscating them.
The lands that are not owned by any of your estates is your crownland. Having more crownland means having a more direct control on your lands, but reducing the power of estates. Having less crownland means your estates will like you more and will be more impactful, but you will have a lesser control on your lands and your subjects.
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 will change the distribution of lands in your realms. It is possible to add more estates to the game and change conquest behavior via modding.
Each state begins with its own distribution of lands, and for some its own already active privileges, which can be changed during the game.
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 at all (they have other mechanics instead):
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 a base value, the loyalty equilibrium, which depends on the share of lands it controls and the privileges it has been granted. The speed of decay depends on how further from 50 it is (further = faster). Loyalty scales from 0 to 100, and is separated into three tiers: disloyal (0–29), neutral (30–59), and loyal (60−100). Loyalty determines what effects the estate confers. When disloyal, an estate confers only penalties; when neutral, it confers a single bonus; and when loyal it confers one or more additional bonuses. The strength of the effects is determined by the estate's influence. Loyalty is affected by various national factors, events, decisions 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. Moreover, if an estate's influence is 100 and its loyalty is below 50, the nation is at risk of the estate seizing power in a coup, in the form of a disaster. Each estate has a base level of influence, and is affected by privileges, various national factors, events, decisions, and the land share of the estate. Influence does not increase or decrease over time. If an estate's influence drops to 0, it will grant no nationwide effects but will still appear in the Estates interface.
- Territory . Even though your estates have a certain share of the realm land, no province is explicitly owned by an estate. An estate territory is thus represented only by the share of the realm land it holds. See the crownland section below for ways to increase and reduce the land shares of the estates and the crown
- Influence (calculation) is based on how much an estate controls the development in the country. Influence of an estate increases by 0.5 for every 1% of the land it controls, up to a maximum of 40. The dhimmi and tribes estates have modifiers that lower this factor (0.25 for each 1% for the dhimmi, and 0.2 for each 1% for the tribes).
- Loyalty equilibrium (calculation) is based on territorial grant/revocation. Loyalty equilibrium of an estate increases by 0.2 for every 1% of land it controls.
- Privileges 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 if the associated estate has below 50% loyalty and the nation is not at war. Unless lowered, this will eventually trigger its associated disaster. During an active estate disaster all other estates will lose influence and loyalty.
The land of a realm which has access to estates is divided among all the estates, and the crownland, which represents the land you "directly control". These lands are not represented by specific provinces in game (and neither are the lands of the other estates).
The share of crownland in the realm is linked to a series of bonuses which provide better benefits. the higher this share is (as your realm becomes more centralized).
Most nations start the campaign with a base value of 29.999% crownland. The Papal States are one of the few exceptions, instead starting with 49%.
The game offers several ways to increase or decrease the amount of crownland:
The Seize Land estate interaction can be used every 5 years and provides an instant 5% boost to crownland. The button is only available when a nation is not at war, has no active revolts and no rebel-controlled provinces. All estates lose 20% loyalty and a share of controlled land in proportion to the existing amount of land that they have(so that the ratio of lands between estates doesn't change). If any estate's loyalty drops below 30% due to this, rebels will spawn. The amount of rebel stacks is . The types of rebels depend on the disloyal estate. If there are multiple disloyal estates, the type of each rebel stack is randomly chosen between the rebel types of each disloyal estate. The rebels will spawn in provinces which have the highest supply limit of all owned provinces in their area and which have a land connection to the capital or which are in a state. All provinces in the area in which rebels spawn get +10 local unrest.
Since each estate loses 20% loyalty on seizing land, it is advisable to call a diet immediately before doing this. The extra 5% boost to loyalty will help prevent rebellions caused by any estate's loyalty dropping below 30%.
Sale of Titles
The Sale of Titles estate interaction can be used every 5 years to sell 10% of the crownland to the estates. The button is only available when a nation has no active revolts and no rebel-controlled provinces and the crownland share is at least 0.1%. All estates gain 10% loyalty and the sold crownland is distributed to the estates in proportion to the existing amount of land that they have(so that the ratio of lands between estates doesn't change). The country gains ducats equal to X years of income multiplied by the sum of the land shares which all estates had before the button was pressed. X is 2.5 during the age of discovery, 2.0 in the age of reformation, 1.5 in the age of absolutism and 1.0 in the age of revolutions.
Gaining new provinces
Gaining new development through conquest or integration of subjects moves the land share of each estate towards an equilibrium which is determined by the relative influence of the estate compared to the other estates. The crown is considered to have an influence of 60 + absolutism in percent. How fast the land share moves towards this equilibrium depends on the amount of newly acquired development compared to the total development of the country.
Some Privileges reduce the crownland by 5% or 10% when they are granted. This land share is added to the land of the estate which is granted the privilege.
Estate Statutory Rights
The event Estate Statutory Rights has the option to grant the privilege of the same name to an estate. This privilege increases the crownland by 30% when granted, but it increases the minimum autonomy in fully cored state provinces by 25%. It can only be revoked after 20 years.
Events and mission
If your government has estates, you can grant privileges to them. Privileges are bonuses/penalty confered by estates in exchange for favors, represented by a modification of their influence, loyalty equilibrium, and/or share of lands, among others stats. Most of these bonuses/penalty are modifiers which last until the privilege is revoked, while others, are one-time effects which are applied each time such a privilege is granted.
You can have up to 4 privileges active at the same time for each of your estates. Removing a privilege reduces the loyalty of the corresponding estate by 20. Some of the privileges have a duration. A few of these are revoked automatically afterwards, while others have to be manually revoked. Monopoly privileges trigger an event at the end of it asking you to renew the privilege (giving you again the corresponding one-time bonus). If the monopoly is not renewed, it continues to give its production efficiency penalty until it is manually revoked. Some privileges are automatically removed if their requirements are not fulfilled anymore.
Once every 5 years, you can Summon the Diet, which increases the loyalty and the influence of all estates by 5%. This influence modifier lasts 20 years (and stack for every Diet held in the meantime, for an effective maximum bonus of +20% influence). When you do so, an event happens, where three estates proposes an agenda, a kind of mission you must fulfill before a deadline, and the Diet asks you to choose one among them. Resolving an agenda grants between 10% and 20% loyalty to the corresponding estate, among other bonuses. Failing an agenda (i.e. not resolving it in time) will decrease the loyalty equilibrium of the corresponding estate by 5% for 20 years, among other penalties. These agenda are akin to the old mission system, where many missions turned around solving current issues (like recovering manpower, gaining prestige, improving relations with a neighbor, etc...).
- Generally, it is advisable to stay above 30% crownland at all times, as tax income is usually pretty important in an early game economy.
- The 'Seize Land' action should be taken whenever possible (and when you are able to fight off the potential revolt should an estate be under 50% loyalty when you use it) as it allows you to assign more privileges without suffering from low crownland. Also, using privileges instead of land to boost their influence will generally make them happier.
- Avoid assigning privileges that make you lose crownland unless you plan to keep them for a long time.
- You should strive to have all 3 'Primacy of ...' privileges asap. because monarch points are very important.
- It is almost always worth it to go for agendas as they can provide substantial benefits and guide you in the right direction.
- Granting 'Monopoly on ...' can be a nice alternative to loans depending on your interest per annum (you get about 80% of the good production income you would have made over the next 10 years).
- It is quite difficult to start an estate disaster, but if an estate disaster does begin to count down, there are multiple ways to prevent it from firing.
- 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 (requires Common Sense), which will get rid of the estate in one stroke.
- As you come near to the age of absolutism, start cutting back privileges so that you have a high maximum absolutism cap soon after the start of the age. Having too many privileges in the late game can be crippling to the administrative efficiency due to the penalty to maximum absolutism which most privileges give. Having a lot of crownland allows you to keep more privileges until the end.
- All individual estate files can be found in the folder.
- The country is a Merchant Republic.
- See in