Government
Each country is ruled by a government of a specific type providing benefits and sometimes penalties. The different kinds of government forms ranges from constitutional republics, where the state is governed by elected officials, to despotic monarchies, where the monarch exercises undefined and often unrestricted power over its government.
The interface by itself displays many types of information, for instance: the current ruler and heir, the type of advisors a player has, the country's main and accepted cultures and the monthly production of monarch power. Some government also have access to unique mechanics and abilities.
Government types[edit | edit source]
Government types are organized into five major groups. Each type uses a different stat to track the loyalty of the nation to the ruler.
Monarchy[edit | edit source]
- Main article: Monarchy
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. Monarchies use
legitimacy.
Republic[edit | edit source]
- Main article: Republic
Republic is a form of government where power is, in contrast to a monarchy, held by a group of people. Republics have
republican tradition instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle.
Theocracy[edit | edit source]
- Main article: Theocracy
Theocracy is a form of government where power is held by the religious elite. Theocracies get to designate an heir from a list of candidates. Although the choice does not affect the future heir's
monarch skills (set at random), they give the player different effects and events once the heir comes into power. Theocracies use
devotion with the
Common Sense DLC.
Tribal government[edit | edit source]
- Main article: Tribal government
A tribe is regarded as a society that hasn't developed a concrete definition of what a Westphalian nation-state is. Nomadic by nature, the power is held by either a chief or by a group of fellow tribesmen. As monarchies, tribal governments use legitimacy, royal marriages, etc. Steppe hordes will use
horde unity instead of legitimacy if
The Cossacks is enabled.
Native Tribe[edit | edit source]
- Main article: Native Tribe
A native tribe is the government form of all native tribes in North and South America that are not
Nahuatl,
Mayan or
Inti faith, and all Aboriginal tribes in Australia.
These governments don't use legitimacy,
republican tradition or any other type of government strength value. There is no heir system: at ruler's death, a new one is generated with random stats.
Switching government type[edit | edit source]
To switch the government type the country has to enact a special government reform of the highest tier. However, this is prohibited for some forms of government.
Government rank[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.30. |
- Without Common Sense a nation becomes a cultural union automatically by reaching 1000 development and may not change its rank through the government interface, only through country formations, decisions, etc.
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Available only with the Common Sense DLC enabled. |
The government rank system divides countries one of three ranks: Duchy,
Kingdom, or
Empire. A country's starting rank is based on historical considerations, though players can improve their rank by reaching certain total development values or via decisions.
Ming,
Byzantium,
Ethiopia, and the
Timurids are the only empire-rank nations in 1444, while there are many kingdoms and duchies.
Austria also starts with the rank of empire at the start date due to its status as Holy Roman Emperor, as any nation with the title automatically gains the rank.
Once the required development (and prestige), as listed in the table below, is reached, it is possible to upgrade the government rank in the government tab. The rank cannot be downgraded, even if one's development shrinks later in the game. However:
- Certain government types have fixed government ranks and cannot change it manually or otherwise.
- Holy Roman Empire princes cannot rise above duchy rank unless they are electors, the emperor or have a reform with a fixed rank. The emperor is always Empire-tier. Princes which have a fixed rank always keep the rank unless they are emperor. Electors may become kingdoms but not empires. The HRE electors
Bohemia,
Trier,
Cologne and
Mainz are the only kingdoms in the HRE in 1444.
- Vassals, Daimyo subjects, colonial nations and marches are always duchies; a country loses any higher rank upon being vassalized (unless the rank is locked by its government type) and won't be able to change its rank while subjected. Junior partners in a personal union and tributary states can change rank freely.
Note: Rank bonuses (as listed in the table) replace each other; so the net bonus of going from duchy to empire is +1 diplomat, not +2.
Additional benefits and mechanics[edit | edit source]
- Higher-tier countries get a −10 penalty per tier towards accepting diplomatic vassalization, increasing to −30 if the requesting country is of lower tier. Conversely, a country that is of lower rank than the proposer gets a bonus: a duchy towards a kingdom gets +10.
- The government name displayed in game will vary depending on the rank. For example, the ranks for most republics will be displayed as Republic, Grand Republic, and Great Republic, while for steppe nomads it will be Horde, Khanate, and Khaganate.
- If the player has enabled the
Common Sense expansion, then the player becomes a Cultural union for their culture group at empire tier.
- Obtaining Empire-tier is an Age Objective in the
Age of Revolutions for those owning the
Mandate of Heaven DLC.
Fixed government rank[edit | edit source]
Some special tier 1 government reforms have fixed government rank, regardless of prestige or development, and cannot change it manually or otherwise, exept for monastic orders, which can change government type if they have the government reform which enables it.
Fixed rank | Governments |
---|---|
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Decisions and events changing government rank[edit | edit source]
Most country formation decisions will raise the government to empire or kingdom tier (if not already of a higher tier) without the need to reach the usual development thresholds. However:
- Nearly all country formation decisions that change government rank to kingdom or empire tier will cause the country and all of its provinces to leave the HRE unless it is an Elector or the current Emperor. Note that these decisions don't increase the government rank above kingdom for electors nor do they increase the rank above duchy for non-electors.
- Forming the
Roman Empire or
Germany will always remove both the country and all its provinces from the HRE.
Rank acquired | Country formation/reformation decisions |
---|---|
Empire | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Kingdom | All other formables except ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
In addition, the Ottomans and
Rûm can become empires through the decision to make Constantinople their capital, while
Persia has an event raising it to empire status if it is Shia, has at least 70%
religious unity and controls the Persian heartland.
Vijayanagar can become an empire by completing its "City of Victory" mission. Elector theocracies of the HRE may become kingdom-tier with the "Elevate Bishopric to an Archbishopric" decision if they are no longer Catholic or by spending 25
papal influence. However, Christian theocracies secularizing into monarchies by decision will be downgraded to duchies if they don't meet the usual
300 development threshold.
The Papal State can also upgrade to Empire rank by taking the Kingdom of God decision.
Government reforms[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.30. |
Government reforms allow the player to custom-tailor the nation's government to their needs by picking the desired reforms at the different tiers using Government reform progress points.
There are various reforms available to each of the government types with each tier having (usually) 2-3 reforms. The first tier usually determines the chosen power structure of the nation and consequently defines what abilities/mechanics are enabled to that nation. The last tier usually allows changing to a different government type though it comes at the cost of losing several reform tiers. Lists of all reforms can be found on the pages for the government types.
The game starts with first step already passed. The second tier costs 100 reform progress points and each following step has its cost increased by an additional 40 reform progress points. It is possible to change picked reforms by spending 50 reform progress points.
Reform progress points have a base accumulation of +10 points per year, further multiplied by a variable related to the level of autonomy of the nation' provinces[3].
Many events and some missions give a one-time increase in reform progress. Native Councils in the Americas and Australia gain monthly reform progress instead of
yearly reform progress see Native council - Reforming the government for more details.
Reform Progress growth Modifiers:
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Conditions |
---|---|
+100% | at 100 ![]() |
+100% | at 100%![]() |
+25% | at 100 ![]() |
+20% | Tier 3 Monarchy Government Reform: Expanded Royal Court |
+10% | for completing the Franconian mission Grandeur Sans Pareil |
-100% | Being a Native Tribe |
From Great Projects: (only with )
- holding Venezia (112) with the great project
Doge's Palace
+10%
;
+20%
;
+30%
.
- holding Napoli (121) with the great project
Royal Palace of Caserta
+5%
;
+10%
;
+15%
.
- holding Piscataway (953) As former Colonial Nation or
United States with the great project
The White House
+5%
;
+10%
;
+20%
.
- holding Abancay (807) while
Culture is in Andean group and has the
primary or an
accepted culture of its owner with the great project
Machu Picchu
&
+10%
.
From Ideas:
Expand Administration[edit | edit source]
Reform Progress may also be spent to expand administration from the Government Reforms screen. Expanding administration has a base cost of 20 Reform Progress increasing by 20% (+4) per level already unlocked.
Lanfang idea 7: Expansion of the State reduces this cost by -30%. Each level of Expanded Administration increases
Governing Capacity by +20.
Government interactions and mechanics[edit | edit source]
Many government grant access to Government interactions. Usually these are unlocked by the T1 reform of the nation, but in some cases even later reforms can enable additional interactions.
Government interactions are found in the Government tab of the nation. Should a nation have acess to more than one interaction there will be a scrollbar on the side to scroll down to the other interactions.
Government interactions are usually three buttons which can be clicked to gain some bonus.
The following is a list of all available Government interactions and mechanics :
Interaction / Mechanic | Reform | Type | Required DLC |
---|---|---|---|
Taxation Policies |
|
Buttons | ![]() |
Shogunate abilities |
|
Buttons | ![]() |
Land of the Christian Sun abilities | Buttons | ![]() | |
National focus |
|
Buttons | ![]() |
Theocrats vs. Monarchist |
|
Scales | ![]() |
weakened Russian government abilities |
|
Buttons | ![]() ![]() |
Russian government abilities |
|
Buttons | ![]() ![]() |
Modernization |
|
Bar | ![]() |
Russian Rule abilities |
|
Buttons + Bars | ![]() |
Prussian Militarization |
|
Bar + Buttons | ![]() |
Militarization | Bar | ![]() | |
Statists vs. Monarchists (Dutch) |
|
Scales | ![]() |
Statists vs. Monarchists (Livonian) | Scales | ![]() | |
System of Councils interactions |
|
Bar + Buttons | ![]() |
Mamlukian culture abilities |
|
Buttons | ![]() |
Feudal Theocracy abilities |
|
Buttons | ![]() |
Decadence |
|
Bar | ![]() |
Tribal Allegiance |
|
Bar + Buttons | ![]() |
Cossacks interactions |
|
Buttons | ![]() |
End Times | Bar | ![]() | |
Devshirme System interactions |
|
Buttons | ![]() |
Mercenary Militarization |
|
Bar | ![]() |
Statists vs. Monarchists (Generic) |
|
Scales | ![]() |
Absolute Power | Scaled Scale | ![]() | |
Revolutionaries vs. Monarchists |
|
Scales | ![]() |
Militarists vs. Theocrats |
|
Scales | ![]() |
Table of Ranks interactions |
|
Buttons | ![]() |
Types of government interactions[edit | edit source]
Broadly speaking there are three types of government interaction- Buttons, Bars and Scales. It should however be noted that these categories are in no way clearly defined, they were made up for the sake of explaination and some interactions cannot be clearly put into either category.
Buttons[edit | edit source]
The most common interaction type, Buttons are represented by three big buttons in the government tab. The picuture at the top shows an example of this. Buttons usually have certain conditions to press them and will give some kind of bonus to the nation.
Cooldown buttons
Most Buttons have Cooldowns after pressing them. Usually these are per Button, but Interactions that have no other costs only let you press one of their buttons. The "Taxation Policy" and "National Focus" interactions both have a Cooldown of 20 years for all buttons after pressing any of their buttons.
Buttons with Cost
Some Buttons have some kind of cost associated with pressing them, additionally to their Cooldowns.
The "Feudal Theocracy" and "Devshirmy System" interactions both have a cost of 50 of the buttons respective mana.
The "Shogunate" interactions buttons each cost 20 Legitimacy to press.
The "Table of Ranks" interactions buttons cost : 45 adm, 10 Army Tradition or 10 Navy Tradition.
The "System of Councils", "Prussian Militarization" and "Tribal allegiance" interactions buttons can only be pressed by spending some of the mechanics unique currency. The costs are : 50 for the system of councils, 20 for prussian militarization and 30 for Tribal allegiance. These Mechanics also grant scaling modifiers, if their unique resource isnt spent. See the Bars section for how these currencies are accumilated.
"Power" Buttons
Many buttons have cooldown that scale with the current rulers skills.
The most common kind of scaling is : 3 + ruler skill power in each monarch power categories (/
/
) per year.
Once 100 power in a category is reached, the related button can be pressed. The interactions : "Land of the Christian Sun", "Mamlukian Culture", "weakened Russian Government", "Russian Government" and "Cossacks", use this system.
The "Russian Rule" interaction gathers power in the same way. However, each of their buttons grants a modifier, scaling with the current amount of power that button has. Pressing any of their buttons costs 50 power.
Bar[edit | edit source]
Some governments gain modifiers which are tied to a bar. The strength of these modifiers scales up linearly while the bar fills up. Most of these Bars grant positive modifiers, while others grant negative ones or even both.
The factors that In- or Decrease a governments Bar vary wildly. The same is true for their modifiers. For details see their respective pages.
"Bar"- type Mechanics are :
- Modernization
- Russian Rule
- Prussian Militarization
- Militarization
- Mercenary Militarization
- System of Councils
- Decadence
- Tribal Allegiance
- End Times
Scales[edit | edit source]
"Scales" type mechanics are represented by two sets of modifiers, out of which only one will be active at any time. Which one is active, depends on the side that the scale is currently on (below or above 0).
The scales are moved whenever a new Ruler is elected. Government with "Scale"- type mechanics can choose their Rulers out of a pool of Candidates which will each belong to either Faction of the Scale.
Electing a Candidate will move the scale towards their faction by a fixed amount. As long as one faction has the Scale on their side, their set of modifiers will be active.
While the Scale is at exactly 0, the modifiers of the "negative- values" side will be active.
There is one "Scale"- type government that works slightly different. This is the "Absolute power" mechanic. While it also uses a scale that can go from -100 to 100, the two sets of modifiers it offers, also scale with how far the Scales are towards either side. Furthermore, its not elections that influence the scale, but actions related to the Parliament.
Strengthen government[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.30. |
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Available only with the Rights of Man DLC enabled. |
On the government tab is a button to "Strengthen Government" by spending 100 military power. By doing this, the country gets one of the following, as appropriate for the government type and active expansions:
+10 Legitimacy
+10 Devotion
+10 Horde unity
+10 Meritocracy
+3 Republican tradition
+5 Revolutionary zeal
Additionally, from the Age of Absolutism onwards, it gets:
The button is only available if the appropriate government value is not already at maximum; it cannot be used solely to boost absolutism. It is also disabled if a republic turns into a dictatorship to prevent a reliably easy restoration of republican government.
Court[edit | edit source]
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Rulers[edit | edit source]
- Main article: Ruler
The ruler is the head of a country. As the representative of a nation, there are several ways a ruler can influence the progress and development of a state, one of them being the fact that monarch points come primarily from the ruler.
The heir is, for monarchies and similar government types, the successor of the ruler. The heir is vested with the future sovereignty of the state, and they are crucial in determining the future legitimacy of the monarchy. An heir can have either a strong, medium, or weak claim on the throne. When the heir takes the throne, the country's legitimacy will reset to either 80 (strong), 50 (medium), or 30 (weak).
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Available only with the Rights of Man DLC enabled. |
The consort is, for monarchies and similar government types the spouse of the current reigning ruler. The consort is tasked with the opportunity to take the place of the throne if the ruler dies and the current heir is not of age.
Advisors[edit | edit source]
- Main article: Advisors
An advisor is a knowledgeable person who is responsible for aiding and advising the leader of a nation.
There are three types of advisors, which align with the monarch's powers: administrative,
diplomatic, and
military.
Monarch power[edit | edit source]
- Main article: Monarch power
Monarch power is one of the most important mechanics in EU4. In a way, monarchical power represents the ability of a ruler in governing a country and influences the rate at which technological innovation and infrastructural investment takes place. Despite its name, republics and other similar government types also use this mechanic.
There are three types of monarch power: administrative,
diplomatic, and
military.
References[edit | edit source]
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |