Mechanics
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Mechanics are aspects of the game which require detailed discussion. Herein is a brief about each mechanic and a link to a more detailed page.
Contents
Economy and colonisation
Mechanic | Ver. | Notes | |
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Economy | 1.24 | The economy is one of the biggest features and revolves around income and expenses. |
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Tax | 1.30 | Tax is the money collected directly from a province. |
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Production | 1.24 | Production relates to the goods produced and traded locally. |
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Trade | 1.25 | Trade is income for buying and selling goods competitively abroad. |
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Privateer | 1.30 | Privateer (pirate) enemy trade and loot booty. |
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Raid Coast | 1.30 | Loot coastal lands and capture slaves to use as sailors. |
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Development | 1.24 | Development is the relative richness of a province. It is the sum of Tax, Production and Manpower. |
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Exploration | 1.27 | Exploration of the terra incognita; find New Worlds to colonise and new trade routes. |
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Colonization | 1.23 | Colonies in undeveloped lands are a way to expand without conquest. |
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Trade goods | 1.30 | The goods traded across the world. |
War
Mechanic | Ver. | Notes | |
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Manpower | 1.24 | Manpower is a measure of the number of men available to the army. |
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Warfare | 1.24 | Warfare is the final extent of diplomacy and allows openly hostile actions among nations. |
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Professionalism | 1.30 | Increasing army professionalism unlocks abilities, such as building supply depots and refilling fort garrisons. |
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Drill | 1.30 | Drill an army to increase their combat effectiveness and professionalism, trail elite regiments. |
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Fort | 1.24 | A fort is a strategic defensive feature available to build in a province. It requires monthly upkeep. |
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Army | 1.24 | Land-based warfare is conducted by the army. It requires monthly upkeep. |
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Navy | 1.24 | Sea based warfare is conducted by the navy. It requires monthly upkeep. |
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Alliance | 1.24 | A military agreement between two nations. |
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Casus belli | 1.24 | A reason for war. |
Claim | 1.24 | This document entails that a province belongs rightfully to someone. | |
Condottieri | 1.24 | Troops can be hired out to other nations. | |
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Discipline | 1.24 | How long will the army stand in face of enemy. |
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Force limit | 1.24 | How large the army or navy can be. |
Land units | 1.30 | The army is made up of 3 types of units: infantry, cavalry and artillery. They advance throughout the game. | |
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Land warfare | 1.24 | How battles are conducted within the game. |
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Military leader | 1.22 | Admirals, Generals, Explorers and Conquistadors. |
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Military tradition | 1.24 | Tradition defines the quality of leaders. |
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Naval units | 1.24 | The navy is made up of 4 types of vessels. They advance throughout the game. |
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Naval warfare | 1.24 | How battles are conducted within the game. |
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Sailors | 1.23 | Sailors are men available for the navy. |
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War exhaustion | 1.24 | A prolonged war is draining on a nation. |
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Power projection | 1.30 | Power projection is how powerful a nation is relative to its rivals. |
Technology
Mechanic | Ver. | Notes | |
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Technology | 1.30 | Technology is how a nation advances through the game and acquires new abilities or options. |
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Innovativeness | 1.30 | Innovativeness gives scaling bonuses to monarch power spending and military tradition decay. |
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National ideas | 1.30 | Each country in the game has access to seven national ideas. These ideas help define the strengths of each country. |
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Idea groups | 1.30 | Ideas are a representation of the disposition of a nation and their abilities. Ideas can be nation specific or selected from a list. |
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Institutions | 1.24 | Institutions impact technology cost and replace westernization and the old technology groups. |
Internal country management
Mechanic | Ver. | Notes | |
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Absolutism | 1.30 | Grow a ruler's absolutism so as to wield unlimited power. |
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Governing capacity | 1.30 | Grow large a realm can grow while still being managable. |
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Province | 1.25 | Provinces are the smallest unit of land which a nation can own. |
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Core | 1.24 | Cores represent rightful and recognized ownership of a province. |
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Ruler | 1.25 | The head of a nation. |
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1.18 | Rulers with individual personalities; brave or cowardly, embezzler or architectural visionary, no two rulers are ever quite the same. | |
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Monarch power | 1.23 | Monarch power is how a nation progresses and represents the skill of a ruler. |
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Advisors | 1.24 | Advisors provide additional Monarch Points and benefits. |
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Government | 1.30 | Different governments offer different mechanics. |
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1.27 | ||
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1.30 | ||
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1.23 | ||
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1.24 | ||
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Buildings | 1.24 | Buildings are built in a province to improve it, by expanding on the manpower, tax or production. |
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Religion | 1.24 | Religion is the beliefs of the people in a province. |
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Culture | 1.25 | Culture shows the commonality between the people in a province and how it contrasts with another province. |
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Estates | 1.22 | Estates are a method for devolving power to province in exchange for another advantage. |
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1.15 | ||
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1.15 | ||
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1.15 | ||
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1.15 | ||
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1.26 | ||
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1.15 | ||
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1.26 | ||
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1.26 | ||
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1.26 | ||
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1.26 | ||
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1.26 | ||
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Autonomy | 1.24 | Autonomy is the measure of how much self-determination a province has. |
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Stability | 1.24 | Stability indicates how much internal cohesion a country has. |
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Corruption | 1.27 | Embezzlement, treachery and loss of leader's authority. |
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Rebellion | 1.23 | Rebellions are uprisings against the nation's rule, they can be for many different reasons. |
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Disasters | 1.27 | Disasters are large scale problems which can befall a nation. |
Canal | 1.24 | Large constructions for nations to consider. | |
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Capital | 1.25 | The seat of Government. |
Factions | 1.23 | Factions represent the different interests of special groups within a nation. | |
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Overextension | 1.23 | Taking new land puts strain on a nation. |
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Policies | 1.29 | Policies reflect on how a nation intends to act. |
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States and territories | 1.28 | A way of focusing on more important provinces. |
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Missions | ~ | Missions are goals set for a nation with a reward should they be completed |
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Decisions | ~ | Decisions are active steps taken by a nation. |
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Events | ~ | Events happen to nations, they can be based on historical events of the time or random. |
External relations
Mechanic | Ver. | Notes | |
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Relations | 1.24 | Direct relations between two nations. |
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Diplomacy | 1.24 | Diplomacy is the mechanic for interaction between nation states. |
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Defender of the Faith | 1.30 | Become the Defender of the Faith and protect all nations of your religion from heathens and heretics. |
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Regions | 1.30 | Areas, regions and super-regions are how the provinces in the game are split up and categorized. |
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Subject nation | 1.21 | Nations which are controlled by another. |
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1.24 | ||
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1.25 | ||
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1.25 | ||
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1.24 | Two or more countries under one ruler. | |
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1.23 | Subject in the Americas and Oceania which pay tariffs | |
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1.27 | ||
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1.27 | ||
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Holy Roman Empire | 1.28 | The Holy Roman Empire is a loose federation of states over western Europe and plays a key part in the reformation. |
Diplomatic feedback | 1.23 | Diplomacy feedback, how one nation responds to another. | |
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Emperor of China | 1.24 | The Emperor claims the Mandate of Heaven. |
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Envoy | 1.24 | Envoys move from nation to nation. |
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Espionage | 1.23 | Diplomats aren't always what they seem. |
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Papacy | 1.23 | The Pope and the Curia. |
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Prestige | 1.23 | How a nation is viewed throughout the world. |
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Council of Trent | 1.30 | A system for modelling tensions between christian nations during the reformation and how the reformation unfolds. |
Meta
Mechanic | Ver. | Notes | |
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Achievements | 1.29 | Achievements using the Steam achievements mechanics. |
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Ages | 1.20 | The wheel of time turns; complete age objectives to earn national splendour and unlock age-abilities. |
Luck | 1.29 | Some nations are luckier than others and get bonuses to help them. | |
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Nation designer | 1.24 | Build a new country. |
Random New World | 1.23 | Build a new world. | |
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Score system | 1.30 | A way of competing across many games. |
Mechanics
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 |
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 |
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 |