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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.



Mechanic Ver. Notes
  Economy 1.24 The economy is one of the biggest features and revolves around income and expenses.
  Tax 1.24 Tax is the money collected directly from a province.
  Production 1.24 Production relates to the goods produced and traded locally.
  Trade 1.22 Trade is income for buying and selling goods competitively abroad.
  Development 1.24 Development is the relative richness of a province. It is the sum of Tax, Production and Manpower.
  Colonization 1.22 Colonies in undeveloped lands are a way to expand without conquest.
  Trade goods 1.22 The goods traded across the world.


Mechanic Ver. Notes
  Manpower 1.24 Manpower is a measure of the number of men available to the army.
  Warfare 1.24 Warfare is the final extent of diplomacy and allows openly hostile actions among nations.
  Fort 1.24 A fort is a strategic defensive feature available to buid in a province. It requires monthly upkeep.
  Army 1.24 Land-based warfare is conducted by the army. It requires monthly upkeep.
  Navy 1.24 Sea based warfare is conducted by the navy. It requires monthly upkeep.
  Alliance 1.24 A military agreement between two nations.
  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.
  Discipline 1.24 How long will the army stand in face of enemy.
  Force limit 1.24 How large the army or navy can be.
Land units 1.24 The army is made up of 3 types of units: infantry, cavalry and artillery. They advance throughout the game.
  Land warfare 1.24 How battles are conducted within the game.
  Military leader 1.22 Admirals, Generals, Explorers and Conquistadors.
  Military tradition 1.24 Tradition defines the quality of leaders.
Naval units 1.24 The navy is made up of 4 types of vessels. They advance throughout the game.
  Naval warfare 1.24 How battles are conducted within the game.
  Sailors 1.23 Sailors are men available for the navy.
  War exhaustion 1.24 A prolonged war is draining on a nation.
  Power projection 1.24 Power projection is how powerful a nation is relative to its rivals.


Mechanic Ver. Notes
  Technology 1.24 Technology is how a nation advances through the game and acquires new abilities or options.
  National ideas 1.24 Each country in the game has access to seven national ideas. These ideas help define the strengths of each country.
  Idea groups 1.24 Ideas are a representation of the disposition of a nation and their abilities. Ideas can be nation specific or selected from a list.
  Institutions 1.24 Institutions impact technology cost and replace westernization and the old technology groups.

Internal country management

Mechanic Ver. Notes
  Province 1.25 Provinces are the smallest unit of land which a nation can own.
  Core 1.24 Cores represent rightful and recognized ownership of a province.
  Ruler 1.25 The head of a nation.
  Monarch power 1.23 Monarch power is how a nation progresses and represents the skill of a ruler.
  Advisors 1.24 Advisors provide additional Monarch Points and benefits.
  Government 1.23 Different governments offer up different mechanics for how rulers are chosen and what bonuses a country has access to.
  Buildings 1.24 Buildings are built in a province to improve it, by expanding on the manpower, tax or production.
  Religion 1.24 Religion is the beliefs of the people in a province.
  Culture 1.25 Culture shows the commonality between the people in a province and how it contrasts with another province.
  Estates 1.22 Estates are a method for devolving power to province in exchange for another advantage.
  Autonomy 1.24 Autonomy is the measure of how much self-determination a province has.
  Stability 1.24 Stability indicates how much internal cohesion a country has.
  Corruption 1.27 Embezzlement, treachery and loss of leader's authority.
  Rebellion 1.23 Rebellions are uprisings against the nation's rule, they can be for many different reasons.
  Disasters 1.27 Disasters are large scale problems which can befall a nation.
Canal 1.24 Large constructions for nations to consider.
  Capital 1.25 The seat of Government.
Factions 1.23 Factions represent the different interests of special groups within a nation.
  Overextension 1.23 Taking new land puts strain on a nation.
  Policies 1.24 Policies reflect on how a nation intends to act.
Religions and denominations 1.23 The multiple different religions in the game.
  Territories and states 1.21 A way of focusing on more important provinces.
Native council 1.24 Special government forms for tribal nations.
Steppe hordes 1.23 Special government forms for hordes.
  Missions ~ Missions are goals set for a nation with a reward should they be completed
  Decisions ~ Decisions are active steps taken by a nation.
  Events ~ Events happen to nations, they can be based on historical events of the time or random.

External relations

Mechanic Ver. Notes
  Relations 1.24 Direct relations between two nations.
  Diplomacy 1.24 Diplomacy is the mechanic for interaction between nation states.
  Regions 1.23 Areas, regions and super-regions are how the provinces in the game are split up and categorized.
  Subject nation 1.21 Nations which are controlled by another. Including vassals, colonies, client states, trade companies, and personal unions.
  Holy Roman Empire 1.18 The Holy Roman Empire is a loose federation of states over western Europe and plays a key part in the reformation.
  Personal union 1.24 Two or more countries under one ruler.
Diplomatic feedback 1.23 Diplomacy feedback, how one nation responds to another.
  Emperor of China 1.24 The Emperor claims the Mandate of Heaven.
  Envoy 1.24 Envoys move from nation to nation.
  Espionage 1.23 Diplomats aren't always what they seem.
  Papacy 1.23 The Pope and the Curia.
  Prestige 1.23 How a nation is viewed throughout the world.


Mechanic Ver. Notes
Luck 1.27 Some nations are luckier than others and get bonuses to help them.
  Nation designer 1.24 Build a new country.
Random New World 1.23 Build a new world.
Score system 1.18 A way of competing across many games.