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Factions

Factions represent powerful and influential groups within the country. Each faction has an influence rating associated with it, and the faction with the highest influence will give a set of bonuses (and penalties) to the country. The influence of a faction can either be increased by spending 10 monarch power from the faction's category, or will automatically change due to certain modifiers. Faction details and interactions can be accessed via the unique faction icon in the lower right corner of the map, next to the HRE and papacy icons.

Countries with factions don't have estates, as the estates are already represented by the factions.

Contents

Celestial empireEdit

  Ming's unique Celestial Empire government form has the following factions. If the   Mandate of Heaven expansion is active, the Emperor of China is a Celestial Empire no matter what, but has the expansion's imperial mechanics instead, plus the usual estates.

Name Type Effects Description & notes
  Commanderies of the Five Armies  
  •   +10% manpower recovery speed
  •   −25% unjustified demands
  •   0−1% diplomatic relations
The Commanderies are the system of generals and commanders of the Imperial armies. Eager to prove their valor and loyalty they seek to promote war over diplomacy to be able to advance in rank.
  Offices of Maritime Trade  
  •   +10% provincial trade power modifier
  •   0+1% diplomatic reputation
  •   +10% stability cost modifier
The office organizing the provincial bureaucrats in charge of trade and seafaring. Seeking to promote profitable trade they are often opposed to the militaristic ambitions of the Commanderies.
  Grand Secretariat  
  •   −10% build cost
  •   0+1% possible advisors
  •   0−5% discipline
The corps of administrators promoted through the Imperial Examination system. Brilliant Confucian scholars, these men are the diplomats and bureaucrats of the Empire. They promote policies to build a strong and stable Empire.

Merchant republicsEdit

See also: Republic factions events

Merchant republics, Veche republics, and their trading cities have access to their own factions system. Merchant republics with a very dominant ruling faction can have the other two factions revolt, forcing the ruler to resign or face a hefty hit to republican tradition. The factions are:

Name Type Effects Description & notes
  The Aristocrats  
  •   −10% trade power abroad
  •   0+5% morale of armies
  •   +25% national sailors modifier
Representing the aristocratic Patrician families that dominate the political life in the capital. Their main concern is ensuring that the Republic is victorious in war and achieves the glory that they view as their own.
  The Traders  
  •   0−5% national tax modifier
  •   +10% global trade power modifier
  •   −10% naval maintenance modifier
Representing the Merchants and Ship Captains that are the lifeblood of the Republic's trade. Their main concern is the control of lucrative maritime trade routes.
  The Guilds  
  •   −10% build cost
  •   −10% national manpower modifier
  •   +10% goods produced modifier
Representing the Artisans and Master Craftsmen inhabiting our cities that have banded together in Guilds for mutual economic gain and assistance. Their main concern is the economic well-being of the cities.

Revolutionary republicsEdit

See also: Revolutionary republic factions events

Revolutionary republics have access to their own factions system. They are:

Name Type Effects Description & notes
  The Jacobins  
  •   0−2% national unrest
  •   −15% build cost
  •   0−2% diplomatic reputation
  •   +15% national tax modifier
The Jacobins are the staunchest supporter of the popular revolution. They believe that we must forcefully do away with the old ruling classes and seize their property. This faction has the support of the masses in our capital and will not shy away from inciting them into violence for the good of the Revolution.
  The Imperials  
  •   0+1% diplomatic reputation
  •   −25% state maintenance
  •   −20% subject liberty desire
  •   0−0.5 yearly republican tradition
The Imperials wish to bring the revolution under control and to centralize authority again. They claim to respect the will of the people, but they abhor the excesses and terror that uncontrolled popular opinion can bring. If the Imperials manage to seize control they will eventually try to create a Revolutionary Empire.
  The Girondists  
  •   +20% land force limit modifier
  •   +20% manpower recovery speed
  •   0+5% discipline
  •   +20% aggressive expansion impact
Rather than let the Revolution spiral out of control internally the Girondists want to focus on spreading it beyond our borders. They believe in an active foreign policy and in ending the counter-revolutionary regimes on the continent.

Influential   Imperials will bring the popular revolution under control by establishing a more authoritarian revolutionary empire. This is loosely modelled on the Brumaire 18th coup in   France.

id

 Rise of a Despot (revolutionary republic via faction)


The lack of respect for the republic has slowly eroded its foundations. To preserve the stability of the state, $MONARCHTITLE$ $MONARCH$ has proclaimed $RULER_O_PRONOUN$self dictator for life.


 
Trigger conditions
  • DLC   Rights of Man is active
  • The   Imperials faction is in power
  •   Republican tradition is less than 41
  • Has the Revolutionary Republic government reform
Mean time to happen

12 months


 
Long live $MONARCH$!
  • If government is not   monarchy, change to monarchy, with a free choice of tier 1 reform
  • Enact the Revolutionary Empire government reform

Note that revolutionary republics don't have estates, even without the   Rights of Man DLC.

Pirate republicsEdit

  Pirate republics have access to their own factions system.

Name Type Effects Description & notes
  The Buccaneers  
  •   -5% national tax modifier
  •   +20% sailor recovery speed
  •   +1 yearly republican tradition
The Buccaneers are the desperate and disenfranchised. Ex-slaves, mutineers and impressed sailors all find sanctuary from the law in the Republic of Pirates.

Gains influence through Coastal Raiding.

  The Smugglers  
  •   +10% trade efficiency
  •   +10% global trade power
  •   -0.5 yearly prestige
The Smugglers are clandestine merchants willing to risk capture to sell their illegitimate wares. They provide a semi-legitimate front for the fencing of plundered goods.

Gains influence through being at peace.

  The Captains  
  •   +10% stability cost modifier
  •   +10% morale of navies
  •   +1 naval leader fire
Pirate Captains are often former privateers gone rogue, either out of greed or with a political motive. They have the experience, education and charisma to lead the pirates.

Gains influence through Privateering.