Republic

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Government republic.png Republic is a form of government where power is, in contrast to a monarchy, held by a group of people. Republics have Republican tradition.png republican tradition instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle. Has access to the Plutocratic idea group.png Plutocratic idea group, unless changed by a government reform.


Government republic.png Republican government reforms
Tier 1: Power Structure
Tier 2: Republican Virtues
Tier 3: Frequency of Elections
Tier 4: Religion within the Republic
Tier 5: Regionalism
Tier 6: Separation of Power
Tier 7: Economical Matters
Tier 8: Consolidation of Power
Tier 9: Guiding Principle of Administration
Tier 10: Electorate
Tier 11: Office Selection
Tier 12: Question of Dictatorship

Mechanics[edit | edit source]

Type Effects Description & notes
Republic
  • Burghers influence.png / Vaishyas influence.png +15% Burghers/ Vaishyas influence
  • Maximum absolutism −40 Maximum absolutism
A republic is a state ruled by its citizens. Power is not inherited but instead in the hands of an elected head of state.
  • Has Elections
  • Uses republican tradition
  • Has accesss to Cultural sufferance
  • Has access to Plutocratic Ideas but not Aristocratic Ideas

Elections[edit | edit source]

Main article: Election events

When an election cycle ends, you get an event in which you can select the ruler:

  • Re-elect the current ruler. The country loses −2.5 Republican tradition.pngrepublican tradition per election cycle year, but the ruler gains 1 of each skill. This is to represent the fear that the ruler is becoming entrenched and despotic, more like a monarchy.
  • Administrative candidate (4/1/1)
  • Diplomatic candidate (1/4/1)
  • Military candidate (1/1/4)
  • A relative of the current ruler if a government reform allows re-electing from the ruling family. The country loses −1 Republican tradition.pngrepublican tradition per election cycle year. This candidate is between 30 and 50 years old. With the Political Dynasties reform this candidate has −2 to their skills.

Re-election cost can be reduced by a number of sources:


Reelection cost.png Traditions Ideas Bonuses Policies
−20%
  • Bolognese idea 2: Bentivoglio Family
−10%
  • Diplomatic-Plutocratic: Mandatory Service

The reinforce republican values government reform: Reelection cost.png −10% Reelection cost

If the ruler dies in office, a similar event occurs but without the possibility for re-election. Compared to a monarchy, one has much more control over who rules, and there is no stability loss when he/she dies (except if he is killed in combat and/or if the ruler rules for life). However, a freshly elected ruler is usually not very good, and (except for Dutch Republics and Italian Signoria) one can't make royal marriages. Republican leaders can be used as military leaders like their monarch counterparts. If their leader is killed in action, the republic suffers −1 Stability.png stability instead of −2.

In most republics re-electing the same ruler with less than 20 Republican tradition.png republican tradition, will enact the Presidential Dictator reform (where the ruler reigns of life) if the Res Publica.png Res Publica expansion is enabled, or turn the country into a monarchy if the DLC is not enabled. This does not happen for revolutionary countries, Pirate Republic or republics which can't re-elect their ruler. See below for other ways how a presidential dictatorship can happen and how to turn into a monarchy afterwards.

Cultural sufferance[edit | edit source]

All republics have a small bonus that helps mitigate the penalty to non-accepted culture provinces. It’s not applied to cultures belonging to the same culture group. The bonus consists of:[1]

Local tax modifier.png +10%.0 Local tax modifier
Local manpower modifier.png +10%.0 Local manpower modifier
Local sailors modifier.png +5%.0 Local sailors modifier
Local unrest.png −0.5% Local unrest

Republican tradition[edit | edit source]

Republican tradition.png Republican tradition is the republican counterpart of how legitimate the ruling power is perceived by the general population. It's also a way to show how "true" the government holds up to republican ideals (i.e. if a country elects a new ruler in every election). This property ranges between 0 and 100.

New republics will start with 100 tradition, unless the nation in question was formerly a different government type and changed their government type through the final reform tier, in which case it will start with 50. Each year republican tradition increases by a base of +1. Various events can make a player choose between sacrificing tradition or suffering another negative consequence. Like legitimacy, republican tradition has linearly-scaling effects based on its level:

Variable 0% 50% 100%
National unrest.png National unrest 0 −1 −2
Reform progress growth.png Reform progress growth 0 +50% +100%
Burghers loyalty equilibrium.png Burghers loyalty equilibrium 0 +2.5% +5%
Vaishyas loyalty equilibrium.png Vaishyas loyalty equilibrium 0 +2.5% +5%
Jacobin influence Jacobin influence −0.1 +0 +0.1
Stability cost modifier.png Stability cost modifier +200% +100% 0

Yearly republican tradition provided by national ideas and policies:

Yearly republican tradition.png Traditions Ideas Bonuses Policies
+0.50
  • Colonial idea 1: Founding Fathers
  • Cossack idea 2: Cossack Hetmanate
  • Barbary Corsair ambition
+0.30
  • Imperial German traditions
  • Roman traditions
  • Aachen idea 2: Imperial Free City
  • Breton idea 1: Legacy of Breton Independence
  • Franconian idea 1: The Duchy Restored
  • Frankfurter idea 7: Freie Stadt Frankfurt
  • Hamburger idea 2: Burgher Republic
  • Lanfang idea 1: Free Elections
  • Luccan idea 7: The Jacobin State of Lucca
  • Novgorod idea 3: Ivan's Hundred
  • Offaly idea 6: A Family Affair
  • Perugian idea 4: Perugian Signoria
  • Pisan idea 5: Anziani del Popolo
  • Rothenburg idea 3: The End of the Line
  • Veronese idea 1: Three Households Alike in Dignity
  • American ambition
  • Canadian ambition
  • Dithmarscher ambition
  • Irish ambition
  • Italian (minor) ambition
  • Russian ambition
+0.25
  • Venetian traditions
+0.20
  • Augsburger idea 1: Augusta Vindelicorum
  • Kamilaroi idea 5: Matrilineal Lineage
  • Larrakia idea 4: Dowed
  • Plutocratic-Economic: Formalized Scales, Weights and Measures
+0.15
  • Kiwi idea 1: Maori Seats
+0.10
  • Administrative-Aristocratic: The Licensing of the Press Act

Yearly republican tradition can be further modified by the following:

Low republican tradition and reverting to monarchy[edit | edit source]

Main article: Republic events § Rise of a despot

In most republics re-electing the same ruler with less than 20 Republican tradition.png republican tradition, will enact the Presidential Dictator reform (where the ruler reigns of life) if the Res Publica.png Res Publica expansion is enabled, or turn the country into a monarchy if the DLC is not enabled. This does not happen for revolutionary countries, Pirate Republic or republics which can't re-elect their ruler. A Revolutionary Republic and a Revolutionary State will become a Revolutionary Empire when re-electing a ruler with less than 20 Republican tradition.png republican tradition.

Republican governments (except Revolutionary countries, Pirate Republic, Dutch Republic, Protectorate Parliament, Board of Admirals and Colonial Nations) with low tradition can collapse into despotism. Below 40 Republican tradition.png, the ruler of a republic (again, with the above exceptions) may declare himself the head of a new government type, depending on whether Res Publica.png Res Publica is active:

  • Without Res Publica: the government becomes a monarchy, with a free choice among valid tier 1 reforms.
  • With Res Publica: the tier 1 reform Presidential Dictatorship is enacted.

With Res Publica, the event becomes more likely below 30, 20, 10 and 1 Republican tradition.png republican tradition. Without Res Publica, the event can only happen below 1 republican tradition.

When a presidential dictator dies with republican tradition below 50, it becomes a monarchy, allowing a free choice among the valid tier 1 monarchy reforms (typically Feudal Nobility or Autocracy). Republican tradition does not normally increase during a dictatorship, but if it's above 50 when the ruler dies, the presidential dictatorship reform is removed and a new tier 1 reform can be chosen. Events and the Strengthen Government action can be used to get above 50 republican tradition during a dictatorship.

Revolutionary Republics instead become Revolutionary Empires if republican tradition falls to 0, or 40 if the Imperials Imperials faction are in power (requires Rights of Man.png Rights of Man).

A Revolutionary State and a Pirate Republic can get the event The Stability of the [Root.GovernmentName] if the Republican tradition.png republican tradition falls below 20. This event gives them a “Committee of Public Safety” or a “Mutineer Council” respectively which act like a regency and don't allow the declaration of wars. To remove the “Committee of Public Safety” or the “Mutineer Council” the country must have at least Republican tradition.png 50 republican tradition when an election happens. Then the election happens normally and the “regency” is removed. If the republican tradition is lower, no election happens and the “regency” continues.

Falling to dictatorship is particularly dangerous for merchant republics, who will instantly lose their trade leagues.

Reform tiers[edit | edit source]

Note: Revolution target.png Revolutionary Republics use completely different Reforms for Tier 2, Tier 4 and Tier 10.

Similarly, Gov pirate republic.png Pirate Republics use completely different Reforms for Tier 2, Tier 4 and Tier 7.

Thus, the other Reforms in these Tiers won't specifically mention that they aren't available for Revolution target.png Revolutionary / Gov pirate republic.png Piratical Nations.

Power Structure[edit | edit source]

Type Election Cycle Effects Description & notes
Oligarchy  4
  • National tax modifier.png +5% National tax modifier
Oligarchy icon
In an Oligarchy the ruler is elected from a group of very influential persons at the very top of society. This ruling class is also the only group that the head of government answers directly to and it is their support the state relies upon.

Conditions:

Italian Signoria  12
  • National tax modifier.png +5% National tax modifier
  • Maximum absolutism +10 Maximum absolutism[2]
  • Can re-elect from ruling family.
Italian Signoria icon
The Republic functions most smoothly under the de facto jurisdiction of our most prominent political family. Any suggestion that this is barely distinguishable from a monarchy is of course nonsense.

Conditions:


Additional Effects:

  • Allows Royalmarriage.png royal marriages.
  • Can re-elect from ruling family.
    • Election events have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills; electing them causes a loss of Republican tradition.png 1 republican tradition per election cycle year.
Plutocracy  4
  • Merchants.png +1 Merchant
  • Maximum absolutism −10 Maximum absolutism[2]
Plutocracy icon
A Plutocratic Republic is one where wealth and trade dictate the agenda. The ruler is elected from among the most influential merchant families within the state and will have to rely on their support.

Conditions:

  • has more than 70% crownland and all Estates Estate loyalty Loyalty is higher than their Estate influence Influence (but once enacted, dropping below these thresholds does not make the reform invalid).
  • is not Flag of Venice Venice.

Additional Effects:

  • Counts as a merchant republic[3]
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Noble Elite 8
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Maximum absolutism +20 Maximum absolutism[2]
  • Nobility influence.png / Marathas influence.png / Rajputs influence.png +5% Nobility/ Marathas/ Rajputs influence
Noble Elite icon
In this Republic the right to rule is hereditary within certain noble families. These families elect the ruler from within their own group and this head of government will also have to rely on their support.

Additional Effects:

Presidential Dictator N/A
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism +40 Maximum absolutism[2]
Presidential Dictator icon
In this state an appointed dictator exercises almost absolute power over the state.

Conditions:

  • Triggers when re-electing a ruler in a non-tribal republic while below Republican tradition.png 20 republican tradition.
  • Can also trigger by event for most non-tribal republics at low Republican tradition.png republican tradition.
  • On the dictator's death, elections are not held; instead the country decays into a Government monarchy.png monarchy if republican tradition is below 50, otherwise it changes back to a republican government.

Additional Effects:

Protectorate Parliament  N/A
  • Morale of armies.png +5% Morale of armies
  • Autonomy.png −0.05 Monthly autonomy change
  • Maximum absolutism +20 Maximum absolutism[2]
  • Yearly republican tradition.png −0.5 Yearly republican tradition
Protectorate Parliament icon
Under the benevolent guidance of the Lord Protector, our nation is administered by a rump parliament loyal to the Commonwealth.

Conditions:


Additional Effects:

  • Enables Parliament.png parliament
  • Disables the Nobility.png nobility estate
  • Disables Call Diet
Stratocratic Administration  N/A
  • War exhaustion.png −0.02 Monthly war exhaustion
  • Militarization of state.png +0.05 Militarization of state
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism +30 Maximum absolutism[2]
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Governing capacity.png −50% Governing capacity
Stratocratic Administration icon
The Prussian Republic is ruled not by corrupt oligarchs, nor by the will of the ignorant masses, but by its most skilled and proven military commanders. The expansion and protection of our borders are the prime directives for the state..

Conditions:

  • Unlocked as Flag of Danzig Danzig via the Mission.png "The Estates Loyalty" Mission, by deciding for the "Prussian Kingdom" path.
  • Unlocked as the Flag of Teutonic Order Teutonic Order via the Mission.png "Secularize Prussia" Mission, on the "HRE Diplomacy" path.
  • Unlocked by forming Flag of Prussia Prussia via Decision.png Decision
  • Unlocked as Flag of Prussia Prussia by being either Protestantism Protestant, Reformed.png Reformed, Anglican.png Anglican or Hussite Hussite
  • Unlocked as Flag of Germany Germany by :
    • Being Protestantism Protestant, Reformed.png Reformed, Anglican.png Anglican or Hussite Hussite AND
      • Being Military Hegemon or
      • Owning at least 500dev in Culture icon.png Prussian Provinces.

Additional Effects:

  • Ruler reigns for life. No elections.
  • A General.png general becomes ruler when the current ruler dies.
  • Uses Militarization of state.png militarization mechanics.

Notes:

  • If this reform was unlocked via Mission.png Mission it will always be available, regardless of religion etc.
  • If the Flag of Teutonic Order Teutonic Order decides for the "Prussia" path, and forms Flag of Prussia Prussia via Decision.png Decision, the reform will always be available, regardless of religion etc.
  • Choosing the "Prussia-HRE Diplomacy" path can immideately turn the Flag of Teutonic Order Teutonic Order into Flag of Prussia Prussia, thus the Mission.png "Secularize Prussia" Mission might need to be completed to unlock the Reform.
  • This reform will always be visible to Flag of Prussia Prussia, but if not unlocked as Flag of Danzig Danzig or the Flag of Teutonic Order Teutonic Order, will only be enactable by following one of the Reformation faiths.
  • The reform becomes visible for Flag of Germany Germany once the second condition(s) is fullfilled. If it was enacted once, it will always stay visible. No longer fullfilling the second condition(s) does not disable the Reform, no longer fullfilling the first condition however will.
Venetian Government N/A
  • Merchants.png +1 Merchant
  • Yearly corruption −0.10 Yearly corruption
  • Maximum absolutism −10 Maximum absolutism[2]
  • Loyal attitude +25% Average Monarch Lifespan
Venetian Government icon
The Most Serene Republic of Venice employs a complex and convoluted system for electing officials to public office. A series of secret ballots appoints 41 electors, who then each cast a vote into an urn. A single vote is extracted from the urn, and the man whose name is written on it becomes the new Doge. The system attempts to combat electoral corruption and ensure a fair vote.

Conditions:

  • Flag of Venice Venice start with this government type, replacing Plutocracy.

Additional Effects:

  • Counts as a merchant republic[3]
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).

Notes:

  • Due to how Lottery election works "All skills of the elected ruler change by 1", effectively results in the three normal candidates having random skills, but their respective skill is raised by 3. See Lottery election, for more details.
Pirate Republic 4
  • Yearly republican tradition.png −1 Yearly republican tradition
  • Maximum absolutism +10 Maximum absolutism[2]
  • Naval force limit modifier.png +50% Naval force limit modifier
  • Chance to capture enemy ships.png +33% Chance to capture enemy ships
  • State governing cost.png +75% Governing cost in states
  • Marines force limit.png +50% Marines Force Limit
  • May raid coasts, including coasts of countries with same religion.png May raid coasts, including coasts of countries with same religion.
Pirate Republic icon
Insofar as this loose collection of pirate crews can be called a state, the Pirate Republic is a haven for all manner of thieves, murderers and smugglers.

Conditions:

  • Only available for pirate republics formed via decision or event or customized by nation designer.

Additional Effects:

  • New rulers become Admiral.png admirals.
  • Prohibits switching government type.
  • Has factions.
  • Does not have estates.
  • Cannot fall into a Presidential Dictatorship.
  • Will gain a "Mutineer Council" (2/2/2) as Ruler while Republican tradition.png Republican Tradition is below 50
  • Can Re- elect Rulers with the Privateer efficiency.png "Legendary Pirate" trait, at no cost
Military Dictatorship  N/A
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism +30 Maximum absolutism[2]
Military Dictatorship icon
A military dictator has seized power and rules the state as an autocrat. New rulers are invariably selected from among the Generals.

Conditions:


Additional Effects:

  • Ruler reigns for life. No elections.
  • A General.png general becomes ruler when the current ruler dies.
  • Prohibits switching government type.
Revolutionary Republic 4
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Papal influence.png -100 Yearly papal influence
  • Autonomy.png −0.20 Monthly autonomy change
  • Maximum revolutionary zeal +50 Maximum revolutionary zeal
Revolutionary Republic icon
The revolutionary republic represents the government of the nation by a small executive with the support of an elective chamber of deputies. Revolutionary propaganda gives the armies defending the revolution strong morale and the principal that everyone is equal gives strong leadership.

Conditions:

  • The Revolutionary republic is gained by becoming the Revolution target.png revolution target, but is not lost if another country becomes the Revolution target.png revolution target

Additional Effects:

Revolutionary State 4
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Papal influence.png -100 Yearly papal influence
  • Autonomy.png −0.20 Monthly autonomy change
  • Maximum revolutionary zeal +25 Maximum revolutionary zeal
Revolutionary State icon
The revolutionary republic represents the government of the nation by a small executive with the support of an elective chamber of deputies. This state will do its utmost to support the cause of the Revolution and spread the ideals of liberty and equality.

Conditions:

  • For vassals or client states that are released by revolutionary countries, and other countries that embrace the revolution if a revolution target already exists.

Additional Effects:

Peasants Republic 4
  • Production efficiency.png +10% Production efficiency
  • Morale of armies.png +5% Morale of armies
  • Maximum absolutism −10 Maximum absolutism[2]
Peasants Republic icon
A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.

Conditions:


Additional Effects:

  • Can be spread to other countries with the "Peasant Revolt" casus belli
Free City 4
  • Development cost.png −20 Development cost
  • Trade efficiency.png +10% Trade efficiency
  • Diplomatic relations.png +1 Diplomatic Relations
  • Burghers influence.png +10% Burghers influence
Free City icon
This is a free Imperial city that has been granted special rights and privileges by the Emperor himself.

Conditions:

  • Only possible government for free cities in the Holy Roman Empire.

Additional Effects:

  • Switches to Oligarchy Reform if free city status is lost or a second province is acquired.
  • Fixed rank: Duchy rank Duchy
Trading City  4
  • Trade power.png +10% Global trade power
  • Maximum absolutism +20 Maximum absolutism[2]
Trading City icon
A governmental form where the nation is governed as a republic with a heavy reliance on trade and commerce.
Trading Cities can only be created by the leader of a Trade League.
If a Trading City grows to more than one province, the government form will change to Merchant Republic.

Conditions:

  • Trading cities created by the leader of a trade league have this government type.

Additional Effects:

  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Ambrosian Republic 4
  • National tax modifier.png +10% National tax modifier
  • Morale of armies.png +5% Morale of armies
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism +10 Maximum absolutism[2]
Ambrosian Republic icon
It was a short-lived city-state government that formed in the Duchy of Milan when the Duke died without an heir in 1447.

Conditions:

Veche Republic  4
  • Merchants.png +1 Merchant
  • Governing capacity.png +100 Governing capacity
  • Maximum absolutism +10 Maximum absolutism[2]
Veche Republic icon
This state is governed by a Veche, a council with the highest legislative and judicial authority consisting of Boyars, Merchants and even commoners.

Conditions:

  • Only available to nations in the Eastern Slavic culture group.
  • Used by Flag of Pskov Pskov and Flag of Novgorod Novgorod.

Additional Effects:

  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
  • Uses Russian government mechanics: Each year, this government gathers 3 + ruler skill progress in each category (Administrative power.png/Diplomatic power.png/Military power.png). Once 100 progress in a category is reached, the related Tab domestic government.png government interaction can be activated:
Icon Ability Type Effects
Reform sudebnik.png Reform Sudebnik Administrative power.png Local autonomy.png−10% local autonomy in all provinces
Support oprichnina.png Support Oprichnina Diplomatic power.png −30% progress for all rebel factions
Raise streltsy.png Raise Streltsy Military power.png War exhaustion.png−2 war exhaustion, raises 20% of forcelimit as streltsy units in the capital.
If not activated the points continue to gather until 150 is reached and any more is lost.
American Republic 4
  • Stability cost modifier.png −10% Stability cost modifier
  • War exhaustion.png −0.04 Monthly war exhaustion
  • Maximum absolutism +20 Maximum absolutism[2]
American Republic icon
The American Republic is a confederation of the Thirteen States of America, each with their own independence and governments, with a President who rules for four years after election.

Conditions:


Additional Effects:

  • Enables Parliament.png parliament
  • Disables the Nobility.png nobility estate
  • Disables Call Diet
Federal Republic 4
  • Foreign spy detection.png +10% Foreign spy detection
  • Diplomatic reputation.png +1 Diplomatic reputation
  • Maximum absolutism +10 Maximum absolutism[2]
Federal Republic icon
The Federal Republic is a federation of the Thirteen States of America, each with their own independence and governments, with a President who rules for four years after election.

Conditions:


Additional Effects:

  • Enables Parliament.png parliament
  • Disables the Nobility.png nobility estate
  • Disables Call Diet
Colonial Government 4
  • Recover army morale speed.png +2% Recover army morale speed
  • Autonomy.png −0.05 Monthly autonomy change
  • Institution embracement cost.png −10% Institution embracement cost
  • Governing capacity.png +100 Governing capacity
  • Maximum absolutism +40 Maximum absolutism[2]
Colonial Government icon
A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.

Conditions:


Additional Effects:

  • Prohibits switching government type.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition.
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy.
  • May take the decision to form a colonial assembly for Administrative power.png 100 administrative monarch power if it has more than Liberty desire.png 25% liberty desire after the Age of Absolutism.png Age of Absolutism has started.
  • Does not have estates.
  • Fixed rank: Duchy rank Duchy
Crown Colony 4
  • Recover army morale speed.png +2% Recover army morale speed
  • Institution embracement cost.png −10% Institution embracement cost
  • Governing capacity.png +100 Governing capacity
  • Maximum absolutism +40 Maximum absolutism[2]
Crown Colony icon
A Crown Colony is a colony type that is directly controlled by the metropolis.

Conditions:

Additional Effects:

  • Prohibits switching government type.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition.
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy.
  • Does not have estates.
  • Fixed rank: Duchy rank Duchy
Private Enterprise Colony 4
  • Production efficiency.png +5% Production efficiency
  • Merchants.png +1 Merchants
  • Institution embracement cost.png −10% Institution embracement cost
  • Ship trade power.png +20% Ship trade power
  • Maximum absolutism +40 Maximum absolutism[2]
Private Enterprise Colony icon
A colony run as a Private Enterprise focuses on extracting resources from a colony and bringing it home.

Conditions:

Additional Effects:

  • Prohibits switching government type
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy
  • Does not have estates
  • Fixed rank: Duchy rank Duchy
Self-Governing Colony 4
  • Construction cost.png −10% Construction cost
  • Development cost.png −10% Development cost
  • State maintenance.png −25% State maintenance
  • Institution embracement cost.png −10% Institution embracement cost
  • Maximum absolutism +40 Maximum absolutism[2]
Self-Governing Colony icon
A type of colony that is autonomous, a Self Governing Colony acts as a country inside a country.

Conditions:

Additional Effects:

  • Prohibits switching government type
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy
  • Does not have estates
  • Fixed rank: Duchy rank Duchy
Dutch Republic 4
  • Trade efficiency.png +10% Trade efficiency
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism +10 Maximum absolutism[2]
Dutch Republic icon
The Dutch Republic is a confederation of seven provinces, which have their own governments and are very independent, and Generality lands, which are governed directly by the States-General, the federal government.

Conditions:

  • Only available for the Flag of Netherlands Netherlands in 1581 or as the result of a special event or by manually switching to that reform if the Netherlands are already a republic.

Additional Effects:

  • Res Publica.png Available only with the Res Publica DLC enabled.
  • Allows royal marriages.
  • Choice between a Statist and an Orangist candidate with random stats and no re-election possible, each side gathering power from the player's choices.
  • Elections held every 4 years or only at the ruler's death depending on the current Orangist-Statist balance.
  • Orangists and Statists give different bonuses to the nation.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • Has access to Parliament.png parliament.
See also: Netherlands#Dutch Republic
Sich Rada 4
  • Cavalry cost.png −20% Cavalry cost
  • Cavalry combat ability.png +20% Cavalry combat ability
  • Governing capacity.png +50 Governing capacity
  • Cavalry to infantry ratio.png +20% Cavalry to infantry ratio
Sich Rada icon
Free Cossacks are ruled by a military council presided over by a Hetman.

Conditions:

  • Only available for Cossack breakaway nations and Flag of Zaporozhie Zaporozhie

Additional Effects:

  • Can Raze Provinces
  • Does not have estates

Each year, this government gathers progress in each category. Once 100 progress in a category is reached, the related government interaction can be activated:

Icon Ability Type Effects
Receive fleeing serfs.png Receive Fleeing Serfs Administrative power.png 1 random province:
  • gains Development.png1 development[4] of a random category.

1 random neighbor country:

  • gets the modifier ‘Serfs Deserted to Cossacks’ for 10 years[4] with the following effect:
    • National tax modifier.png −10% national tax modifier.
Organise raiding parties.png Organise Raiding Parties Diplomatic power.png The country:
  • gets the modifier ‘Raiding Parties’ for 10 years[4] with the following effect:
    • Attrition for enemies.png +1 attrition for enemies,
    • Movement speed.png +10% movement speed.
Raise cossack host.png Raise Cossack Host Military power.png The country:
  • loses War exhaustion.png 2 war exhaustion[4].
  • raises 20% of force limit[4] as cossacks in the capital.

If not activated the points continue to gather until 150 is reached and any more is lost.

Kongsi Federation 4
  • Production efficiency.png +10% Production efficiency
  • Yearly republican tradition.png +0.50 Yearly republican tradition
  • Maximum absolutism −10 Maximum absolutism[2]
Kongsi Federation icon
A democratic syndicate of mining republics that shares its profits with its members. As the Kongsi Republics have grown more powerful, they have also taken on the duties of government such as education and agricultural administration.

Conditions:


Additional Effects:

Great Veche Republic 4
  • National manpower modifier.png +20% National manpower modifier
  • Merchants.png +1 Merchant
  • Maximum absolutism +30 Maximum absolutism
  • Governing capacity.png +300 Governing capacity
Great Veche Republic icon
The Veche within our country have gained a larger influence in the matters of governmental administration additionally to their legislative and judicial roles. Where others have Tsars or Emperors, we have a council which rules with superior authority than any other republic could dream of.

Conditions:

  • Culture is in East Slavic group
  • Religion is Orthodoxy Orthodox
  • Is Flag of Russia Russia or Flag of Ruthenia Ruthenia

Additional Effects:

  • Fixed rank: Empire rank Empire
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
  • Uses Russian government mechanics: Each year, this government gathers 3 + ruler skill progress in each category (Administrative power.png/Diplomatic power.png/Military power.png). Once 100 progress in a category is reached, the related Tab domestic government.png government interaction can be activated:
Icon Ability Type Effects
Reform sudebnik.png Reform Sudebnik Administrative power.png Local autonomy.png−10% local autonomy in all provinces
Support oprichnina.png Support Oprichnina Diplomatic power.png −30% progress for all rebel factions
Raise streltsy.png Raise Streltsy Military power.png War exhaustion.png−2 war exhaustion, raises 20% of forcelimit as streltsy units in the capital.
If not activated the points continue to gather until 150 is reached and any more is lost.
Millenarian Theocracy N/A
  • Yearly devotion.png +1 Yearly devotion
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Missionary strength.png +2% Missionary strength
  • Maximum absolutism +40 Maximum absolutism
Millenarian Theocracy icon
The world has become a sinful realm only purified by fire. We must trust in our ruler's judgement to put an end to it. The Republic shall grant him absolute power.

Conditions:

  • Gained via the Msg event.png "Savonarola rises" Event during the Disaster.png "Bonfire of the Vanities" disaster for Flag of Florence Florence or Flag of Tuscany Tuscany
  • Has a ruler named "Savonarola"

Additional Effects:

  • Ruler reigns for life. No elections.
Autonomous Swiss Cantons  4
  • Governing capacity.png −50 Governing capacity
  • Free policies.png +1 Free policies
  • Mercenary manpower.png +50% Mercenary manpower
Autonomous Swiss Cantons icon
The Swiss Federation is not a singular nation in itself, it is a federation of independent Cantons with the common goal of maintaining their independence and economic stability.

Conditions:

  • Only available to nations with Swiss as primary culture, but this reform is not lost when changing primary culture.

Additional effects:

  • Recruiting Mercenary cost.pngMercenaries costs no Army professionalism.pngArmy Professionalism


Republican Virtues[edit | edit source]

Note: In this Tier, only the specified Reforms are available for Revolution target.png Revolutionary Republics and Gov pirate republic.png Pirate Republics

Type Effects Description & notes
Authoritarianism
  • National unrest.png −1 National unrest
  • Maximum absolutism +5 Maximum absolutism
Authoritarianism icon
While it is no Monarchy, this republic values law and order above all else and will act forcefully to ensure that the authority of the central government is respected throughout the country.
Political Dynasties
  • Can re-elect from ruling family
  • Random candidate bonus.png +1 Random candidate bonus
Political Dynasties icon
In this country a number of families have over time emerged as very willing to assume the responsibilities of state. So much so that it has become both expected of them to shoulder that responsibility, and expected of the state to offer it to their scions.

Conditions:


Additional Effects:

  • Election events have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills, though lower than normal (−2), and electing them causes a loss of 1 republican tradition per election cycle year.

Notes:

  • "Random candidate bonus" means that one random skill of the elected candidate is raised by +1
Republicanism
  • Yearly republican tradition.png +0.2 Yearly republican tradition
Republicanism icon
This Republic has made itself a guardian of Republican ideals, citizen power and everyone working together for the common good.
Meritocratic Rule
  • Goods produced modifier.png +5% Goods produced modifier
  • Burghers influence.png / Vaishyas influence.png / Rajputs influence.png / Marathas influence.png +10% Burghers/ Vaishyas/ Rajputs/ Marathas influence
  • Burghers loyalty equilibrium.png +5% Burghers loyalty equilibrium
  • May recruit female generals.png May recruit female generals
  • Female advisor chance.png +25% Female advisor chance
Meritocratic Rule icon
Our republic does not elect its rulers based on connections or influence from the oligarchs. Instead the masses of our country vote according to the skills the candidate can bring. This system of meritocracy does not differentiate genders, and is present in all aspects of our society.
Virtues of Politeia
  • National manpower modifier.png +10% National manpower modifier
  • Nobility influence.png / Rajputs influence.png / Marathas influence.png +10% Nobles/ Rajputs/ Marathas influence
  • Nobility loyalty equilibrium.png / Rajputs loyalty equilibrium.png / Marathas loyalty equilibrium.png +5% Nobility/ Rajputs/ Marathas loyalty equilibrium
Virtues of Politeia icon
The oligarchs cannot rule without the masses enabling them, and the masses cannot decide what they want. In order to keep the republic running we have to protect the values of the simple people as well as of those who rule.
Religious Values
  • Missionaries.png +1 Missionary
  • Clergy influence.png / Brahmins influence.png +10% Clergy/ Brahmins influence
  • Clergy loyalty equilibrium.png / Brahmins loyalty equilibrium.png +5% Clergy/ Brahmins loyalty equilibrium
Religious Values icon
Religion plays just as much of a big role within our republic as the power to vote. The religious aspects of our country help us elect the right person in times of doubt, and the Clergy ensure a devoted ruling term.


Liberté Ideals
  • Max promoted cultures.png +2 Max promoted cultures
  • Promote culture cost.png -75% Promote culture cost
  • Girondist influence +0.1 Girondist influence
Liberté Ideals icon
Liberté is the school of thought within the Revolution that claims that any individual should have the divine right to do whatever he or she wishes that does not do harm to or restrict the liberty of others.

Conditions:

  • Is Revolution target.pngrevolutionary


Egalité Ideals
  • Yearly republican tradition.png +0.25 Yearly republican tradition
  • Advisor.png+1 Possible Advisors
  • Jacobin influence +0.1 Jacobin influence
Egalité Ideals icon
Those who believe in the ideals of Egalité believe that the law, whether it be a rule or a right, applies equally to all people, regardless of faith, social class, culture, and gender. Equally, all citizens should have access to all positions in our government based only on their competence.

Conditions:

  • Is Revolution target.pngrevolutionary


Fraternité Ideals
  • Harsh treatment cost.png −25% Harsh treatment cost
  • Culture conversion cost.png −20% Culture conversion cost
  • Reform progress growth.png+10% Reform Progress Growth
  • Imperial influence +0.1 Imperial influence
Fraternité Ideals icon
Not everyone acknowledges the ideals of Fraternité as an ideal of the Revolution, but view it as a reactionary element within our own state who wish to return to the old government. Fraternité is a sense of brotherhood and those who follow its principles believe that the state should follow an authoritarian route where there is a proper place for all citizens assigned by the state.

Conditions:

  • Is Revolution target.pngrevolutionary


Council of Captains
  • Privateer efficiency.png +33% Privateer efficiency
  • Captains influence +0.1 Captains influence
Council of Captains icon
The Pirate Republic should be governed by the will of its greatest captains. It is their alliance that holds our nation together, and so their decisions must take precedence over any other authority.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
Articles of Agreement
  • Yearly republican tradition.png +0.5 Yearly republican tradition
  • National sailors modifier.png +10% National sailors modifier
  • Buccaneers influence +0.1 Buccaneers influence
Articles of Agreement icon
The Articles of Agreement are the cornerstone of the social order on board a pirate ship. They guarantee that every crewman has an equal vote in all matters and an equal share of all plunder. Articles such as these should be established for the Republic itself, so that the liberty and equality of all pirates is secured.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
Smugglers Haven
  • Trade power abroad.png +30% Trade power abroad
  • Smugglers influence +0.1 Smugglers influence
Smugglers Haven icon
A pirate enterprise cannot function without a way to sell their stolen goods. We must ensure that conditions in the Republic are favorable for smuggling operations.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
The Privateer's Way
  • Privateer efficiency.png +25% Privateer efficiency
  • Morale of armies.png +10% Morale of armies
  • Morale of navies.png +10% Morale of navies
  • Naval maintenance modifier.png −10% Naval maintenance modifier
  • Yearly republican tradition.png +1 Yearly republican tradition
The Privateer's Way icon
There is no place for us among the lawful states. They do not trust us and we have little reason to trust them. At the end of the day, only a fellow cutthroat is the companion we can have around us.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Can only Ally other Gov pirate republic.png ‘Pirate Republics’ and automatically breaks all current non Gov pirate republic.png Pirate Republic Alliances

Frequency of Elections[edit | edit source]

Type Effects Description & notes
Formalize the Right of Re-election
  • Maximum absolutism −10 Maximum absolutism
  • Yearly corruption −0.1 Yearly corruption
Formalize the Right of Re-election icon
Even in a glorious republic such as ours the ruler of the state is an individual, and individuals tend to exploit their power for personal gains. Let us introduce the right of the ruling class to enforce a re-election in times of doubt.

Conditions:

  • rulers do not reign for life
  • is not Revolution target.png revolutionary

Additional Effects:

  • Enables a decision that, at the cost of 5 Republican tradition.png Republican Tradition, immideately fires the "Election" Event.
  • Reelecting the current ruler during this Election cost 50% more Republican tradition.png Republican Tradition
Frequent Elections
  • Maximum absolutism −10 Maximum absolutism
  • Length of election term.png −1 Length of election term
Frequent Elections icon
Long terms make rulers reckless and the very idea that someone would rule for a long time is contrary to the very idea of a republic. Let us reform our election system to ensure better accountability from our elected officials.

Conditions:

  • rulers do not reign for life
  • is not Revolution target.png revolutionary
Consolidation of Power
  • Maximum absolutism +10 Maximum absolutism
  • Length of election term.png +1 Length of election term
Consolidation of Power icon
The current terms for officials are too short to see through larger projects. This only feeds populism and leads to short-sighted policies. Let us reform our election system to allow for longer terms so that our elected officials have the power they need to conduct their office.

Conditions:

  • is not Revolution target.png revolutionary

Additional Effects:

  • Reelections reduce Estate influence Estates Influence by -10%
Sortition
  • Loyal attitude +25% Average Monarch Lifespan
Sortition icon
Unfortunately votes can be bought and old loyalties may cloud the judgment among some electors. Let us implement a system where a semi-random person can be chosen from a pool of good candidate for important offices.

Conditions:


Additional Effects:

  • Features Lottery election mechanics.
  • All skills of the elected ruler change by 1
  • Rulers reign for life.

Notes:

  • Due to how Lottery election works "All skills of the elected ruler change by 1", effectively results in the three normal candidates having random skills, but their respective skill is raised by 3. See Lottery election, for more details.


Council of the Indies
  • Global tariffs.png +20% Global tariffs
  • Treasure fleet income +20% Treasure fleet income
Council of the Indies icon
Our vast colonial territories must have a central administration that reports directly to the Crown. Though individual Viceroys will govern their respective territories, the Council will be the supreme colonial authority, and its courts will extend our law to the farthest reaches of the New World.

Conditions:

  • Country is Culture icon.png Iberian
  • Capital is in Iberia
  • has at least Colonists.png 1 colonist.


Permanent Marathas Council
  • Land leader shock.png +1 Land leader shock
  • Marathas loyalty equilibrium.png +5% Marathas loyalty equilibrium
  • Nobility loyalty equilibrium.png −5% Nobility loyalty equilibrium
  • Marathas influence.png +10% Marathas influence
  • Nobility influence.png -10% Nobility influence
Permanent Marathas Council icon
Maratha generals and civic leaders are an important part of the balance of power in our nation. We should formalize their assemblies and establish a permanent council of the Marathas to guide our nation.

Conditions:

  • Has theMarathasMarathas estate

Additional effects:

  • Enables the marathas estate privilege Maratha Military Leadership, which grants a maximum of Discipline.png +10% discipline and −15% tax income, scaled by Maratha land ownership.


Governmental Purbias Register
  • Recover army morale speed.png +5% Recover army morale speed
  • Rajputs loyalty equilibrium.png +5% Rajputs loyalty equilibrium
  • Nobility loyalty equilibrium.png −5% Nobility loyalty equilibrium
  • Rajputs influence.png +10% Rajputs influence
  • Nobility influence.png -10% Nobility influence
Governmental Purbias Register icon
The state is taking measures to attract elite Rajput warriors from all over India. Steps should be taken to organize these warriors into cohesive regiments upon arrival so that they can be deployed more effectively.

Conditions:

  • Has the Rajputs.png Rajputs estate

Additional effects:

  • The rajputs estate privilege Enlist Purbias will give an additional Discipline.png +5% discipline to Rajput regiments.


Devotion to the People
  • Maximum absolutism −10 Maximum absolutism
  • Years of separatism.png −5 Years of separatism
  • Yearly republican tradition.png +0.1 Yearly republican tradition
Devotion to the People icon
Ruling the republic is not a task which can be done temporarily. To truly serve the people and the republic, our rulers have to embrace their position of power and responsibility their whole life.

Conditions:

  • Has enacted the “Venetian Government”, “Dutch Republic”, “Presidential Dictator”, “Military Dictatorship”, “Board of Admirals”, “Military Rulership” or “Stratocratic Administration” government reform
Consolidate Power in the Doge
  • Governing capacity.png +250 Governing capacity
Consolidate Power in the Doge icon
For years, our Republic has had its power base divided between the Doge, the Council of Ten, the citizens, and countless other legislative bodies. Each are subject to each other, but the Doge sits at the top of the hierarchy. Our loose government system has been useful thus far in advancing our trade efforts, but as our nation expands across the world, its become clear that we must grant the Doge executive powers across all branches of the government if we are to eliminate corruption in our administration.

Conditions:


Additional Effects:

  • The frequent election cycles end and rulers reign for life. On ruler death 1 Stability is lost and a new ruler with random stats comes into power. (This doesnt affect ‘Venetian Government’)
Disperse Power Across the Cities
  • Diplomatic relations.png +1 Diplomatic relation
  • Trade power abroad.png +10% Trade power abroad
Disperse Power Across the Cities icon
Our government is a strange mix between a Republic, an Oligarchy, and a Monarchy. Trade and commerce are our primary concern and we’re not interested in building a global empire, only making an empire of trade. If we shatter powers in our nation and grant greater control to the Trade Cities, we shall make our trade league much more inviting for the smaller powers who only desire the freedom and economic stability that we can provide.

Conditions:


Additional Effects:

Legislative Assembly
  • +1.5 Yearly revolutionary zeal
Legislative Assembly icon
With the collapse of the old government, we have an opportunity to reconstruct a new legislative government which treats all people, regardless of social class, as equals. This government shall be absolutely committed to the ideals of the Revolution, and will not suffer those who wish to subjugate us back into the old regime.

Conditions:

  • Only available for Revolution target.png revolutionary countries with the Emperor Emperor DLC enabled.

Additional Effects:

  • Enables a decision that, at the cost of 5 Republican tradition.png Republican Tradition, immideately fires the "Election" Event.
  • Reelecting the current ruler during this Election cost 50% more Republican tradition.png Republican Tradition
Constituent Assembly
  • Diplomatic relations.png +1 Diplomatic relation
  • Improve relations.png +15% Improve relations
  • Reelection cost.png −15% Reelection cost
Constituent Assembly icon
The Constituent Assembly was a rough outline of democracy provided by the old government that governed the people in three distinct constituents. By building and expanding upon the old government rather than overhauling it with the new, we may prove to the reactionary governments on our border that we are still a civilized nation and a force for good in this changing world.

Conditions:

  • Only available for Revolution target.png revolutionary countries with the Emperor Emperor DLC enabled.
National Assembly
  • Random candidate bonus.png +2 Random candidate bonus
National Assembly icon
The National Assembly is the heart of the new government where the different factions of our state gather together to propose and deposit laws for the nation. A new candidate of the state gets elected from said factions.

Conditions:

  • is Revolution target.png revolutionary

Additional Effects:

  • Elections raise the Influence of the Candidates Faction by 20

Religion within the Republic[edit | edit source]

Note: In this Tier, only the specified Reforms are available for Revolution target.png Revolutionary Republics and Gov pirate republic.png Pirate Republics

Type Effects Description & notes
Curtail Clerical Privileges
  • Administrative technology cost −10% Administrative technology cost
  • Clergy influence.png -10% Clergy influence
Curtail Clerical Privileges icon
Religion might be of great social importance within our government, but the priestly class of our state have gained too much influence. Their narrowminded world view will only hinder the growth of our state if they keep their power.

Additional effects:

  • Seizing Land from the Clergy.pngClergy no longer triggers Catholic rebels.png Rebels


Expand Temple Rights
  • Clergy influence.png +5% Clergy influence
  • Administrative advisor cost −10% Administrative advisor cost
Expand Temple Rights icon
The clerics of our state have as much interest in the worldy possessions as our nobilty does. To appease them without sacrificing too much of our own power it is in our best interest to expand the lands and rights of the temples of our country.

Additional effects:

  • While enacted, every owned Province that has either a Latin temple.pngChurch or a Latin cathedral.pngCathedral gets :
    • Local unrest.png −2 Local unrest
    • Local tax modifier.png +33% Local tax modifier


Maintain Balance of Power
  • All estates' loyalty equilibrium.png +5% All estates' loyalty equilibrium
Maintain Balance of Power icon
The Clergy is like any other estate to us : a powerful and useful asset. In order to keep the balance of power between the estates it is benefical for our state not to interfere with the interests and actions of the priestly class.


Separate the Clergy from State
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
  • Maximum tolerance of heretics.png +1 Maximum tolerance of heretics
  • Innovativeness gain +25% Innovativeness gain
Separate the Clergy from State icon
The theological minds have served their purpose to the state, but now they have grown too powerful. It is time to separate the Clergy from the affairs of the apparatus of the government.

Conditions:

  • Has Completed either Innovative idea group.png Innovative Ideas or Humanist idea group.png Humanist Ideas
  • Has NOT activated Religious idea group.png Religious Ideas or Divine idea group.png Divine Ideas

Additional effects:

  • Removes the Clergy.pngClergy Estate


Lands for the Church
  • Papal influence from cardinals.png +33% Papal influence from cardinals
  • Curia treasury contribution +33% Curia treasury contribution
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +5% Clergy loyalty equilibrium
  • Curia powers cost −10% Curia powers cost
Lands for the Church icon
The Catholic Church is a crucial part of our society. Every Sunday our devout citizens visit our chapels, churches or cathedrals to pray. In order to keep our people on the right way the Church itself has hold certain areas of our country.

Conditions:

  • Religion is Catholicism Catholic
  • Is NOT Flag of The Papal State The Papal State
  • Has NOT enacted “The Statute in Restraint of Appeals”

Additional effects:

  • Gain opinion modifier “Lands for the Church” (Opinion.png +25 opinion) towards Flag of The Papal State The Papal State
  • Flag of The Papal State The Papal State gains opinion modifier “Lands for the Church” (Opinion.png +25 opinion) towards this country


Head of the Reformed Church
  • Clergy influence.png -5% Clergy influence
  • National tax modifier.png +15% National tax modifier
  • Church power.png +10% Church power
  • Monthly fervor.png +0.25 Monthly fervor
Head of the Reformed Church icon
Our faith is no longer bound to the Holy See. The ruler is now the true head of the state's religion and has as such the duties and privileges of steering the religious direction.

Conditions:

  • Religion is either
    • ProtestantismProtestant
    • Reformed.pngReformed
    • HussiteHussite
    • Anglican.pngAnglican

Additional effects:

  • While you are the Become Defender of the Faith.png Defender of the Faith you get :
    • Improve relations.png +15% Improve relations
    • Diplomatic reputation.png +1 Diplomatic reputation
    • Tolerance of the true faith.png +2 Tolerance of the true faith
    • The "Religious Diplomats" Privilege no longer raises Estate influenceEstate Influence nor decreases Maximum absolutism Max Absolutism, while being the Become Defender of the Faith.png Defender of the Faith


Grant Land to the Monasteries
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +15% Clergy loyalty equilibrium
  • Yearly patriarch authority.png +0.2% Yearly patriarch authority
Grant Land to the Monasteries icon
The monasteries of the Orthodox faith are sacred ground, exempted from taxes and granted total autonomy. Granting land to the monasteries will please the patriarchy at an ignorable cost.

Conditions:

  • Religion is Orthodoxy Orthodox

Additional effects:

  • The "Religious culture" privilege no longer increases clergy influence
  • Contructing Latin temple.png Churches/Cathedrals increases Clergy loyalty by 2%/5%
  • Selling Titles increases Patriarch authority.pngPatriarch Authority by 5%


Support Monastic Schools
  • Institution spread in true faith provinces +25% Institution spread in true faith provinces
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
Support Monastic Schools icon
The monasteries of the state are famed as centers of learning and art. At each monastic school reside a number of religious scholars, experts within fields such as church history, exegesis of the Holy Scripture, reading, grammar, poetry, music, calligraphy and painting.

Conditions:

  • Religion is Coptic.png Coptic

Additional effects:

  • Increases Estate loyaltyClergy Loyalty by 5% for every controlled Holy Site
  • The Privilege "Clerical Ministers" reduces Technology cost.png Tech cost by 5%


Embrace the Concept of Free Will
  • Negative religious Tolerance no longer gives any penalties. Heretic and Heathen provinces do not give us any penalty to religious unity. Heretic and heathen provinces do not give any penalties
  • National unrest.png −1 National unrest
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
Embrace the Concept of Free Will icon
Zoroaster, the founder of our benevolent religion, was a firm believer in the concept of free will. By embracing this concept as the leading religious doctrine of our state we can ensure prosperity and stability within our realm.

Conditions:

  • Religion is Zoroastrianism.png Zoroastrian


Grant Rabbi Privileges
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Idea cost.png −5% Idea cost
  • Church power.png +10% Church power
Grant Rabbi Privileges icon
The rabbis of our state are men of knowledge and education. Granting them privileges to expand their influence will bring great progress to our theological aspects.

Conditions:

  • Religion is in Jewish.pngJewish group

Additional effects:

  • Celebrating a Festival will increase the Estate loyalty Rabbis Loyalty by 20%


Strengthen Confucian Bureaucracy
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Religious harmonization speed.png +10% Religious harmonization speed
  • Governing capacity modifier +5% Governing capacity modifier
Strengthen Confucian Bureaucracy icon
Our scholars are wise advisors to the state and pious followers of Confucius' teachings. They also are the force behind the administrative apparatus of the government. By strengthening their privileges we also strengthen their bureaucratic capabilities.

Conditions:

  • Religion is Confucianism Confucian

Additional effects:

  • Harmonizing a Religion improves Estate loyalty Clergy Loyalty by 100% and grants 50 Administrative power.pngAdm Power


Empower the Monasteries
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Yearly karma decay.png +5% Yearly karma decay
  • Stability cost modifier.png −10% Stability cost modifier
Empower the Monasteries icon
The teachings of Buddha are a key element of our state. No action is done without considering the resulting Karma for our people.\nKeeping track of the Karma of our society is near impossible as it is an abstract concept. For that the monasteries of our country could be of help however.

Conditions:

  • Religion is either :
    • Buddhism.png Theravada
    • Vajrayana.png Vajrayana
    • Mahayana.png Mahayana

Additional effects:

  • The Privilege "Monastic Temples" now grants/removes Monthly karma.png5 Karma instead of 3,
  • gives + 0.03 Yearly karma decay.pngyearly Karma Decay and no longer raises Estate influence Estate Influence nor decreases Maximum absolutism Max Absolutism
  • Enables a decision which allows to adjust Karma every 20 years


Expand Brahmin Privileges
  • Brahmins influence.png +10% Brahmins influence
  • Brahmins loyalty equilibrium.png +10% Brahmins loyalty equilibrium
  • Tolerance of the true faith.png +1 Tolerance of the true faith
Expand Brahmin Privileges icon
The Brahmins are the priestly caste within our Hindu society. It is their duty to maintain the temples and practice the rituals of our faith.

Conditions:

  • Religion is Hinduism Hindu

Additional effects:

  • The Privilege "Choice of personal Deity" no longer raises Estate influence Estate Influence
  • Its decision can be taken every 5 years instead of every 20


Strengthen Shaman Privileges
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Missionary strength.png +1% Missionary strength
Strengthen Shaman Privileges icon
The shamans of our state are crucial for maintaining a stable state as their word is law to all classes. By strengthening their privileges we can ensure their loyalty to the ruler.

Conditions:

  • Religion is Fetishist Fetishist

Additional effects:

  • Fetishist specific Priviliges no longer increase the Estate influence Clergys Influence


Abolish the Castes
  • Estate influence -15% All estates influence modifier
  • Stability cost modifier.png −20% Stability cost modifier
Abolish the Castes icon
The castes of the Hindu faith are a flawed and corrupt system, encouraging the mistreatment of certain groups within the state.\nWe follow the teachings of Guru Nanak and completely abolish the castes once and for all.

Conditions:

  • Religion is Sikhism Sikh

Additional effects:

  • Seizing Crownland.pngCrownland no longer causes Reactionary rebels.png Revolts


Strengthen the Ulema
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Dhimmi influence.png -10% Dhimmi influence
  • Dhimmi loyalty equilibrium.png −10% Dhimmyi loyalty equilibrium
  • Missionary strength.png +1.5% Missionary strength
Strengthen the Ulema icon
The Ulema are the heart of our society. Through their laws and leadership we will reach absolute piety within our state.

Conditions:

  • Religion is in PietyMuslim group

Additional effects:

  • Enables two Decision.png decisions that move Piety Piety by 200% towards the opposite side, if it currently is atleast 50% towards either Mysticism Mysticism or Legalism Legalism.
  • These decisions costs 1 Stability.pngStability and cant be taken if you are at -3 Stability.pngStability


Strengthen the Dhimmi
  • Dhimmi influence.png +10% Dhimmi influence
  • Dhimmi loyalty equilibrium.png +10% Dhimmyi loyalty equilibrium
  • Clergy influence.png -10% Clergy influence
  • Clergy loyalty equilibrium.png −10% Clergy loyalty equilibrium
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
Strengthen the Dhimmi icon
While the Ulema are seen as the center of our culture, it is the Dhimmi who are the crucial element of our government.

Conditions:

  • Religion is in PietyMuslim group
  • Dhimmi.png Dhimmi estate exists

Additional effects:

  • The Privilege "Guarantee Dhimmi Autonomy" no longer raisesEstate influence Estate Influence nor decreases Maximum absolutismMax Absolutism


Legacy of the Steppes
  • Monarch military skill +1 Monarch military skill
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
Legacy of the Steppes icon
Unlike many other states we have encountered, our government has been formed by Tengri traditions and the vast steppes. Though we are no longer a horde, the legitimacy of the ruler still is found on the battlefield.

Conditions:

  • Religion is Tengri Tengri

Additional effects:

  • Winning Battles which are led by your Ruler increasesLegitimacy.png Legitimacy (or its equivalents) and Absolutism.png Absolutism/Zeal


Interweaving of Shrine and State
  • Clergy loyalty equilibrium.png +15% Clergy loyalty equilibrium
  • Religious unity.png +25% Religious unity
Interweaving of Shrine and State icon
The belief in the Kami is deeply rooted in our culture and religion. While we keep a distinct border beetwen the Kannushi and the affairs of the state, it is apparent that our ruling government acts in the interests and virtues of Shintoism.

Conditions:

  • Religion is Shintoism Shinto

Additional effects:

  • Enables the Divine idea group.pngDivine idea group.


Embedded Norse Traditions
  • May raid coasts May raid coasts
  • Clergy influence.png +10% Clergy influence
  • Army tradition from battles +50% Army tradition from battles
  • Naval tradition from battles +50% Naval tradition from battles
Embedded Norse Traditions icon
The religion of our ancestors is the driving force of our state's actions. Old, forgotten practices have returned and are now a central point of our society.

Conditions:

  • Religion is Norse.png Norse

Additional effects:

  • Winning Wars increasesLegitimacy.png Legitimacy (or its Equivalent)


Strengthen Clergy Privileges
  • Clergy influence.png +10% Clergy influence
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
  • Monthly war exhaustion.png −0.03 Monthly war exhaustion
Strengthen Clergy Privileges icon
The priestly class serves the state by being a spiritual guidance of our people through difficult time periods. The clergy deserves an increase of their rights to honor their role in our state.

Conditions:

  • Religion is either :
    • AnimismAnimist
    • TotemismTotemist
    • Alcheringa.pngAlcheringa
    • Inti.pngInti
    • Nahuatl.pngNahuatl
    • Mayan.pngMayan


Cult of Reason
  • Jacobin influence +0.1 The jacobins influence
  • Idea cost.png −20% Idea cost
  • Possible policies.png +1 Possible policies
  • Free policies.png +1 Free policies
Cult of Reason icon
Religion is a poison which limits the minds of the population. Instead of logic they believe in a god which is responsible for their suffering.\nWe remove the shackles of ignorance from our minds. No god shall ever set boundaries for our people!

Conditions:

  • Is Revolution target.pngrevolutionary
  • Has country modifier “Cult of Reason”


Secularization of the State
  • Girondist influence +0.1 The girondists influence
  • Negative religious Tolerance no longer gives any penalties. Heretic and Heathen provinces do not give us any penalty to religious unity. Heretic and heathen provinces do not give any penalties
Secularization of the State icon
While many zealous revolutionaries like to destroy the concept of religion as a whole, it is undeniable that it is a source of comfort and safety for many of our people. Our goal should not be the extinction of faith but the separation of the Clergical institutions from the government.

Conditions:

  • Is Revolution target.pngrevolutionary


Conserve the Religion
  • Imperial influence +0.1 The imperials influence
  • Papal influence.png +100 Yearly papal influence
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Idea cost.png −5% Idea cost
Conserve the Religion icon
Faith has been a substantial part of our society ever since the existence of our state. Even admist the chaos of the revolution, it is important that we do not lose faith in our beliefs.

Conditions:

  • Only available for Revolution target.png revolutionary countries with the Emperor Emperor DLC enabled.

Additional Effects:

  • Effect when enacting while country modifier "Cult of Reason" is active :
    • Lose Stability.png 1 stability
    • Remove country modifier "Cult of Reason"
Crew before Faith
  • Buccaneers influence +0.1 The buccaneers influence
  • Monthly war exhaustion.png −0.1 Monthly war exhaustion
Crew before Faith icon
Our men come from all kinds of regions of the world. But they have one thing in common: whatever god they believed in is long gone. All that they can count on is their crewmates.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
Complete Religious Freedom
  • Development cost.png −5% Development cost
  • Tolerance heathen.png +1 Tolerance of heathens
  • Tolerance heretic.png +1 Tolerance of heretics
  • Smugglers influence +0.1 The smugglers influence
Complete Religious Freedom icon
It does not matter what a pirate believes in. One god; many gods; no god at all; none of our men care. The more important question is how much gold one can carry.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
Respect for the Sea
  • National unrest.png −1 National unrest
  • Yearly navy tradition.png +0.5 Yearly navy tradition
  • Captains influence +0.1 Monthly captains influence
Respect for the Sea icon
On the high seas no faith will rescue you. There is no god who will save your soul.\nThere is only Davy Jones's locker where we all will eventually end.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
Establish Religious Institutions
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Maximum absolutism −15 Maximum absolutism
Establish Religious Institutions icon
While many of our crewmates have long given up in believing in any kind of deity other than the sea itself, there are still pirates within our ranks who are as pious as a priest, though their interpretation of their faith is a little bit less... restrictive.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects: Effect when enacting:

  • The Clergy.png Clergy estate gains +20% share of the land
  • Reenables the Clergy.png Clergy Estate

Regionalism[edit | edit source]

Type Effects Description & notes
Provincial Governments
  • State maintenance.png −25% State maintenance
  • Global prosperity growth.png +0.50 Global prosperity growth
Provincial Governments icon
In order for our administration to be efficient we must allow provincial governments the freedom they need to perform their functions. Local elections will ensure that trustworthy individuals can be appointed who would then answer to the central government.
Administrative Divisions
  • Governing capacity.png +250 Governing capacity
Administrative Divisions icon
Let us divide the state into geographic regions ruled and administered by officials appointed by our central government.
Union of States
  • Trade power.png +10% Global trade power
Union of States icon
Rather than one unified state our country has grown from a large number of states integrated into one confederacy. As our administration grows and evolves we must not infringe on the rights of the member states, doing so would trample on the very principles of our existence.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Cultural Administration
  • Max promoted cultures.png +2 Max promoted cultures
  • Promote culture cost.png −50% Promote culture cost
Cultural Administration icon
Our nation is home to many different cultures foreign to our own. In order to reduce tensions within our country the state is divided by the different cultures, and each culture elects their representative to administrate them.


Exile Colonial Companies
  • Expel minorities cost.png −100% Expel minorities cost
  • Settler chance.png+5% Settler Chance
Exile Colonial Companies icon
The New World is a place of great opportunity, and for us it is an opportunity to establish Exile Colonies and rid our nation of convicts and minorities. By allowing colonial companies to claim sovereignty over our undesirables, we will create harmony in the Old World and expand our influence in the New World.

Conditions:

  • Country has capital in Africa, Asia or Europe
  • Is present on at least two continents
  • Has at least Colonists.png 1 colonist.


Separation of Power[edit | edit source]

Type Effects Description & notes
Seize Executive Power
  • Changes government type to Government monarchy.png Monarchy.
  • Lose -3 Stability.png Stability
Seize Executive Power icon
Republicanism has served us well but it is time we empower a strong ruler to take our state into a new era.
Proclaim Divine Guidance
  • Changes government type toGovernment theocracy.pngTheocracy.
  • Lose -3 Stability.png Stability
Proclaim Divine Guidance icon
Divine guidance and not popular support must be the governing rule in our state. Let us appoint someone who will truly care for the moral well-being of our subjects.


Parliamentarism
  • National unrest.png −1 National unrest
Parliamentarism icon
It is time we separate the head of government from the head of state and give the legislative assemblies of the land a larger share in the day to day rule of our state.

Conditions:

  • the country does not have the Nobility.pngNobility estate or
    • the crown owns more land than the Nobility.pngNobility estate and
    • the Nobility.pngNobility estates loyalty is higher than their influence.
  • the country is not the “Celestial Empire”, Revolution target.png Revolutionary or Privateer efficiency.png Piratical
  • Not available with certain unique reforms

Additional effects:


Presidential System
  • Institution embracement cost.png −10% Institution embracement cost
  • Maximum absolutism +5 Maximum absolutism
Presidential System icon
The Chairman or President of our governing body must be elected separately from the legislative branch of government. The president can then appoint or dismiss members of the government.
Supremacy of the Diet
  • All estates' loyalty equilibrium.png +10% All estates' loyalty equilibrium
  • Maximum absolutism −25 Maximum absolutism
Supremacy of the Diet icon
Our president rules the country, but the power of the jurisdiction and the executive lies in the hands of the estates. As such, the diet has been strengthened in their role to govern the many aspects of the republic.

Conditions:

  • Has any estates
  • Is not a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Calling the Diet no longer increases Estate influence Influence
  • Elections raise the Estate influence Influece of the Candidates Estate
  • Calling the Diet increases Republican tradition.png Republican Tradition by 0.5, multiplied by the Length of your Election Term
Attorney General
  • Cost of advisors with ruler's culture −15% Cost of advisors with ruler's culture
Attorney General icon
The attorney general is the main legal advisor to our government, and has the responsibility of the jurisdiction of our country. This separation of power ensures the safety of our population and an easier integration of newly annexed subjects.

Additional Effects:

  • Advisor.pngAdvisors increase Yearly republican tradition.png yearly Republican Tradition by 0.02 times their Level
  • Can not Crownland.png seize Crownland
A Revolutionary Empire
A Revolutionary Empire icon
Even in a Republic fueled by the fires of Revolution, it’s becoming clear that political dynasties are being established in our nation. Our President wishes to crown himself Emperor and continue to spread the ideals of the Revolution, with the Emperorship claiming sovereignty over all people.

Conditions:

  • Only available for Revolution target.png ‘Revolutionary Republic’
  • If the Rights of Man.png Rights of Man DLC is active:
    • Imperial influence The imperialists must have at least 75 influence
  • else:
    • Republican tradition.png republican tradition must be below 40


The Feuillant System
  • Stability cost modifier.png −10% Stability cost modifier
  • Yearly republican tradition.png −0.1 Yearly republican tradition
The Feuillant System icon
There are many citizens and politicians in the Republic who wish to return to the tyranny of an absolute monarchy. However, the Feuillant political group believe in a compromise; that powers in the nation should be split between an Emperor and a President, similar to a constitutional monarchy. By riding the delicate balance between Empire and Republic, we may actually please both the Imperialists and Republicans within our nation.

Conditions:

  • Is Revolution target.pngrevolutionary

Additional effects:

  • Has elections every 4 years or only at the ruler's death depending on the current Revolutionaries-Monarchist balance.(see also: Election events#Dutch Republic)
  • Enables Revolutionaries vs Monarchist mechanics
Revolutionaries in power: Monarchist in power:
Morale of armies.png +10% Morale of armies Diplomatic reputation.png +1 Diplomatic reputation
Yearly republican tradition.png +0.1 Yearly republican tradition Manpower recovery speed.png +10% Manpower recovery speed
Revolutionary zeal.png +0.25 Yearly revolutionary zeal National unrest.png −1 National unrest


The Two-Chamber System
  • Free policies.png +1 Free policies
  • Yearly republican tradition.png +0.15 Yearly republican tradition
The Two-Chamber System icon
For a long time, the Canton system maintained the peace, stability, and independence of small democratic leagues like the Swiss and Swabian Federations. By similarly dividing our legislature into a Grand Council representing the Cantons, and the Senate representing the republic as a whole, we may protect the interests of the individual cities and cultural identities within our nation while still placing the values of the Revolution above all else!

Conditions:

  • Is Revolution target.pngrevolutionary


Pirate King
  • Harsh treatment cost.png −20% Harsh treatment cost
  • Naval leader fire.png +1 Naval leader fire
  • Captains influence +0.1 Captains influence
Pirate King icon
Every great empire stands in opposition to us. To stand any chance of survival we must rally behind our own Pirate King, and the King's word will be law.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Ruler reigns for life. No elections.
  • An Admiral.png Admiral becomes ruler when the current ruler dies. If an admiral is assigned to fleet which is outside the supply range when the ruler dies, this admiral cannot become ruler.
  • Ruler stats depend on Admiral.png admiral pips. On average 12 ruler points for 16-pips admiral.
War Against the World Doctrine
  • Years of separatism.png −5 Years of separatism
  • Shipbuilding time.png −15% Shipbuilding time
  • Buccaneers influence +0.1 Buccaneers influence
War Against the World Doctrine icon
The tyrants of the world must be unseated! We can no longer tolerate kings and despots making slaves of our fellow man. And so we shall adopt a new doctrine: war against the world!

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

Black Market Consortium
  • Smugglers influence +0.1 Smugglers influence
Black Market Consortium icon
The pirates that run amok in the Republic cannot be trusted to bathe themselves, let alone to govern a nation whose future hands on the edge of a cutlass. A Consortium formed of the most influential black market merchants shall be established as its true governors. Profit must come before liberty.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Imperial Diplomacy
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Diplomatic relations.png +1 Diplomatic relations
Imperial Diplomacy icon
The city cannot maintain its independence without the support of the Emperor and our other allies. We shall focus our energies on strengthening our diplomatic ties and ensuring that, whenever we have need of them, our friends will be there to help us defend the city.

Conditions:

  • Is ‘Free city’

Additional Effects:

  • The Imperial authority.png emperor gains the Imperial Diplomacy opinion modifier towards this country giving Icon diplomacy relations.png +50 relations
Municipal Self-Defense
  • Manpower.png +5000 Manpower increase
  • Land force limit modifier.png +25% Land force limit modifier
Municipal Self-Defense icon
Only by relying on the military capabilities of our city can we ensure our survival. We shall allocate more political power to the captains of the City Watch and ensure that they have all they need to provide for our defense.

Conditions:

  • Is ‘Free city’

Economical Matters[edit | edit source]

Note: In this Tier, only the specified Reforms are available for Gov pirate republic.png Pirate Republics

Type Effects Description & notes


Empower the Burghers
  • Trade power.png +5% Global trade power
  • Trade efficiency.png +5% Trade efficiency
  • Burghers loyalty equilibrium.png/ Vaishyas.png +5% Burghers/ Vaishyas loyalty equilibrium
  • Burghers influence.png/ Jains.png / Vaishyas.png+10% Burghers/ Jains/ Vaishyas influence
Empower the Burghers icon
The Burghers are the traders and merchants of our state. They ensure that a constant stream of money finds its way into our state. To empower their privileges and their influence leads to a faster accumulation of our wealth.

Conditions:

  • Is not Revolution target.png Revolutionary


Curtail the Burghers
  • Trade company governing cost.png −10% Trade company governing cost
  • Yearly corruption −0.1 Yearly corruption
  • Burghers influence.png -10% Burghers influence
Curtail the Burghers icon
The rights and privileges of the Burghers have been too vast for far too long. Wars and expansion of the state are confronted by a lack of support from our own class of merchants. It is time to curtail the rights of the traders and create a centralized state.

Conditions:

  • Is not Revolution target.png Revolutionary

Additional effects:

  • Seizing Land from Burghers.pngBurghers no longer triggers Particularist rebels.pngRevolts


Exploitation of the New World
  • Global tariffs.png +25% Global tariffs
  • Treasure fleet income +25% Treasure fleet income
Exploitation of the New World icon
The resources of the New World are plenty and of great value. By granting certain rights and privileges to our merchants, we can assure that these foreign goods are exploited and transported to our state, which we then distribute in the Old World.

Conditions:

  • Capital is NOT in a Colonial Region
  • Has completed Expansion idea group.png Expansion Ideas or Exploration idea group.png Exploration Ideas

Additional effects:

  • Colonial Subjects gain a +10% Goods produced modifier.pngGoods Produced Modifier


Mercantilistic Approach
  • Cost to promote mercantilism.png −10% Cost to promote mercantilism
  • Trade power.png +15% Domestic trade power
  • Merchant trade power.png +5 Merchant trade power
Mercantilistic Approach icon
Free trade implies an equal relation between imports and exports of goods. While beneficial for certain goods, it is of little value for our state. Only through maximizing our exports while minimizing the import from foreign powers, our state can grow its economy.

Additional effects:

  • The Privilege "Indepted to the Burghers" no longer lowers Mercantilism.pngMercantilism


Embrace Free Trade
  • Institution spread.png +25% Institution spread
  • Trade power abroad.png +20% Trade power abroad
Embrace Free Trade icon
Merchants from all of the world should be able to travel into our lands to engage with our population in trade and commerce. Abandoning the narrowness of mercantalism, the state gains an easier access to foreign thoughts.

Additional effects:

  • Gain 100 of every Monarch Power when embracing an Institution
  • The Trading Policy "Improve Inland Routes" no longer requires Trade power.pngTrade Power


Embrace the Economic Theory
  • Production efficiency.png +10% Production efficiency
  • Yearly inflation reduction.png +0.1 Yearly inflation reduction
Embrace the Economic Theory icon
The economy plays an undeniably important role within the apparatus of the state. The complex systems of trade, finance and luxury need to be tamed to serve the health of the government.


Lockean Proviso
  • Development cost.png −5% Development cost
  • Goods produced modifier.png +5% Goods produced modifier
Lockean Proviso icon
Unused property is a waste to both nature and the state. By introducing and emphasizing hard goods which yield utility over periods of time, the people can exchange their exessive possessions without offending the natural law. The government would moderate the conflict between accumulation of property and distribution of wealth.

Conditions:

  • Has completed Economic idea group.png Economic Ideas


Open Naval Services
  • Buccaneers influence +0.1 The buccaneers influence
  • Ship costs.png −5% Ship cost
  • Global ship repair.png +15% Ship repair
Open Naval Services icon
We are pirates who enjoy raiding merchant ships and razing entire harbors. But we are also craftsmen who had to repair their own ships on more than one occasion in the past. We should offer our knowledge of ship building and repairing to the merchants who are not good targets for our usual privateering.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • While this reform is enacted :
    • Every owned province that produces Naval supplies.png Naval Supplies gains Local production efficiency.png +100% Local production efficiency.
A Smuggler's Deal
  • Smugglers influence +0.1 The smugglers influence
  • Mercenary cost.png −20% Mercenary cost
A Smuggler's Deal icon
Opening trade with actual countries, which have laws and rules, is nearly impossible. However, trading with some of their rich citizens is a different story.\nThe Smugglers have personal connections with a few rich mercenary company leaders who are more than willing to support us in exchange for some of our... legally acquired wares.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Recruiting Mercenary cost.png Mercenary Companies costs no Army professionalism.png Army Professionalism
Bounty Hunting
  • Naval tradition from battles +50% Naval tradition from battles
  • Prestige from naval battles.png +50% Prestige from naval battles
  • Chance to capture enemy ships.png +33% Chance to capture enemy ships
  • Captains influence +0.1 Monthly captains influence
Bounty Hunting icon
Not all gold has to be earned by raiding and privateering. We can fill our treasury just by collecting the bounties the nations of the world put on the flagships of their rivals.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Gain 1 year of Income.png Income, aswell as 10 Navy tradition.png Naval Tradition for destroying enemy Flagships (this bonus is doubled if you capture the Flagship instead).
Empower the Quartermasters
  • Naval maintenance modifier.png −15% Naval maintenance modifier
  • Maximum absolutism −15 Maximum absolutism
Empower the Quartermasters icon
While the Captains lead the crew, the Buccaneers fight and the Smugglers trade, it is the Quartermasters who keep the piratical business running. They are the ones who organize the rations, plan the raids and design the Pirate Code.\nIn order for our confederation to run smoothly it is only logical to empower the Quartermasters.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects: Effect when enacting:

  • The Burghers.png Burghers estate gains +20% share of the land
  • Reenables the Burghers.png Burghers Estate

Consolidation of Power[edit | edit source]

Type Effects Description & notes
Broaden Executive Powers
  • Stability cost modifier.png −15% Stability cost modifier
  • All power costs.png −2% All power costs
Broaden Executive Powers icon
As the country grows so does the need to be able to act swiftly and efficiently. The only way to ensure this is by broadening the powers of the executive branch so that it has the tools it needs.
Devolution of Powers
  • Advisor.png +2 Possible Advisors
  • Autonomy.png -0.05 Monthly Autonomy Change
Devolution of Powers icon
No single person can rule a country as big and complex as ours. Collecting such powers in the hand of one ruler is also contrary to the Republican ideals of our ancestors. Decentralization and Devolution is how we can best remain able to dynamically meet the needs of an ever-growing state.
Consolidated Power
  • Absolutism.png +2 Yearly absolutism
  • Maximum absolutism +25 Maximum absolutism
  • Reelection cost.png −10% Reelection cost
Consolidated Power icon
Some might consider this practice as anti-republican, but it is apparent that absolute rule has its benefits. By consolidating all the power under our ruler we can ensure that our country can keep pace with the absolute monarchies around us.

Conditions:

  • Does not have "Venetian Government" enacted
  • Is not Revolutionary
  • Is not a Pirate republic

Additional Effects:

  • Loose -60 Absolutism.png Absolutism when electing a new Ruler
  • On Reelection gain +10 Absolutism.png Absolutism, multiplied by the Number of times this Ruler was reelected
New Men
  • Maximum absolutism −20 Maximum absolutism
  • Length of election term.png -1 Length of election term
  • Random candidate bonus.png +1 Random candidate bonus
New Men icon
Our Republic can't trust those staying too long in power. We prefer to elect new men which have not been meddled in corruption and shady business.

Conditions:

  • Ruler must NOT rule for life
  • Is not a Pirate Republic


Allotment System
  • Manpower.png +33% Manpower in primary culture provinces
  • Manpower.png +20% Manpower in accepted culture provinces
  • Manpower.png +10% Manpower in same culture group provinces
Allotment System icon
The Allotment System ("Indelningsverket") is a organization system for the military which enables the quick mobilization of the country. Every tenth man between the age of 15 and 44 will be conscripted as permanent part of the national infantry while the Nobility, exempted from their taxes, have to provide with their cavalry.

Conditions:

  • Has completed the Flag of Sweden Swedish Mission.png"Reform the Military" mission

Additional effects:

  • Allows Recruitment ofSpecial unit force limit.png Carolean units


Absolute Power of the President
  • All power costs.png −5% All power costs
  • Length of election term.png +1 Length of election term
Absolute Power of the President icon
While we have members of our nation elected to represent the people of their constituency, we must never forget that it is the President who has been elected to represent all people. The role of the elected representatives within the Revolution should be merely to advise the President who wields absolute power over the Republic.

Conditions:

  • Only available for Revolution target.png revolutionary countries with the Emperor Emperor DLC enabled.
A Revolutionary Council
  • Maximum revolutionary zeal +10 Maximum revolutionary zeal
  • Length of election term.png −1 Length of election term
A Revolutionary Council icon
It’s become clear that the cult of personality surrounding our ruler is rapidly returning us to the old ways of government. We cannot allow this to happen, so by concentrating power into a council of elected individuals to represent the values of the Revolution, we strip power away from the individual at our state’s head and create another shield against the horror of absolute rulership.

Conditions:

  • Only available for Revolution target.png revolutionary countries with the Emperor Emperor DLC enabled.

Additional Effects:

  • Has access to Parliament.png parliament
Expand Buccaneers' Power
  • Buccaneers influence +0.1 The buccaneers influence
  • Marines force limit.png +25% Marines force limit
  • National sailors modifier.png +25% National sailors modifier
Expand Buccaneers' Power icon
The Buccaneers are the backbone of our free harbor of pirates. Without them the loot of the wealthy merchants will not find its way into our chests. By expanding their leeway in what they can do, we can ensure a steady income of new loot.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
Power to the Smugglers
  • Smugglers influence +0.1 The smugglers influence
  • Merchants.png +1 Merchant
  • Ship tradepower propagation.png +25% Ship tradepower propagation
Power to the Smugglers icon
Not all gold comes from lost treasures or from looted merchant ships. Some come from the trade with goods some might consider illegal. Of course legality is more like a suggestion to the Smugglers than a rule. By granting them additional power they will have an easier time infiltrating the markets.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
Captains in Charge
  • Captains influence +0.1 Monthly captains influence
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Fleet movement speed.png +1 Fleet movement speed
Captains in Charge icon
Let's face it: what is a Pirate without a ship? A petty thief at best. By putting our Captains in charge of the state we can get access to the finest ships this world has to offer.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Guiding Principle of Administration[edit | edit source]

Type Effects Description & notes
Political Principle
  • Administrative possible policies.png +1 Administrative possible policies
Political Principle icon
As a Republic the guiding principles of our state must be those that further the efficiency of the political apparatus and the political ideals.
Moral Principle
  • Diplomatic possible policies.png +1 Diplomatic possible policies
Moral Principle icon
One of the primary functions of the state is to uphold good and moral values. As our Republic in many ways relies on the good and virtuous behavior of its citizens corruption and sinful behavior must be counteracted and rooted out for the good of the entire country.
Defense Principle
  • Military possible policies.png +1 Military possible policies
Defense Principle icon
The highest principle of our republic is the protection of the people. Although it is not a popular topic in our government it is important to maintain a system of military for self-defense and maintenance of the internal stability.
Principle of Enlightenment
  • Years of separatism.png −10 Years of separatism
Principle of Enlightenment icon
The Enlightenment is the next intellectual and philosophical step of our society. To embrace the ideas of the Enlightenment is our principle so we can progress into a new era.

Conditions:

  • Has completed Innovative idea group.png Innovative Ideas
  • The country has embraced the Enlightenment.png Enlightenment institution
Military Principle
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Maximum absolutism +10 Maximum absolutism
  • Years of separatism.png −5 Years of separatism
Military Principle icon
The Republic is surrounded by enemies who seek the destruction of our state; the restoration of the monarchy. It is our utter most priority - our principle - to use our military might to expand the republic.

Additional Effects:

  • Winning wars gives +5 Republican tradition.png Republican Tradition (separate peaces do not count)


Revolutionary Principle
  • Morale of armies.png +10% Morale of armies
  • National manpower modifier.png +15% National manpower modifier
  • Girondist influence +0.1 Girondist influence
Revolutionary Principle icon
The purpose of our state is quite simple; to spread the Revolution. We must centralise our state around the idea that it is only be liberating all people of the world into Revolutionary states that we may create an everlasting state of peace and equality in the world.

Conditions:

  • Is Revolution target.pngrevolutionary


Equality Principle
  • Tolerance heretic.png +2 Tolerance of heretics
  • Tolerance heathen.png +2 Tolerance of heathens
  • Jacobin influence +0.1 Jacobin influence
Equality Principle icon
Although our state holds Egalité as one of its core values, it is clear that we have completely failed in our goal to treat all our people with fairness and equality. The core principle of our nation must be to eliminate the barriers of gender, culture, and social class and ensure that it is known that all people are created equal and a good start to that would be to ensure that religion remains a private matter and does not dictate one’s rights within the state.

Conditions:

  • Is Revolution target.pngrevolutionary


Imperial Principle
  • Aggressive expansion impact.png −10% Aggressive expansion impact
  • Province war score cost.png −10% Province war score cost
  • Imperial influence +0.1 Imperial influence
Imperial Principle icon
The Revolution has made it clear that our nation, above all others, wields the divine right to hold Imperial Hegemony over all other nations. The states around us are fragile and weak, and it is clear that only by directly controlling these states ourselves will we ensure that the values of the Revolution are enforced on the people.

Conditions:

  • Is Revolution target.pngrevolutionary


Electorate[edit | edit source]

Note: In this Tier, only the specified Reforms are available for Revolution target.png Revolutionary Republics

Type Effects Description & notes
Landholders
  • Manpower recovery speed.png +10% Manpower recovery speed
Landholders icon
The landholders are at the heart of power in any society and our state is no exception. Let us extend the power to vote to all those that have land and grade their number of votes in accordance with the size of their properties.
Citizenry
  • Morale of armies.png +10% Morale of armies
Citizenry icon
A Republic relies on its citizens to function and so it is only right that each citizen in our state will have the power to vote for who will guide our country. Attaining the privilege of being a citizen will also be a spur for all those under our rule to strive for good conduct.
Dynastic Rule
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Yearly republican tradition.png −0.25 Yearly republican tradition
Dynastic Rule icon
Connections are more powerful than any sword could ever be. Through the installment of a dynasty as the political head of the state it is possible for us to build diplomatic relations with monarchies while still maintaining the principles of the republic.That the elected ruler seems to be a member of the same family is just a pure coincidence.

Additional Effects:

  • Has Royalmarriage.png Consorts
  • Allows Royalmarriage.png royal marriages.
  • Ruler reigns for life. No elections.
Board of Admirals
  • Naval leader fire.png +1 Naval leader fire
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Naval tradition from battles+100% Naval Tradition from Battles
  • Maximum absolutism+10 Maximum Absolutism
Board of Admirals icon
Our nation lives and dies on our ability to project power on the sea. To that end we have handed over the reins of government to the Board of Admirals, whose members are experienced and patriotic beyond reproach.

Conditions:

  • Not available for ‘Pirate Republics’ or ‘Dutch Republic’
  • Only available with Naval idea group.png naval ideas

Additional Effects:

  • Ruler reigns for life. No elections.
  • ‘An Admiral.png Admiral becomes ruler when the current ruler dies.’
  • Ruler stats depend on Admiral.png admiral pips. On average 12 ruler points for 16-pips admiral.
Military Rulership
  • Land leader shock.png +1 Land leader shock
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Maximum absolutism +10 Maximum absolutism
Military Rulership icon
The republic is a thorn in the side for many potential enemies who seek to destroy us. For the sake of the country's safety we granted the generals the reins of our government. May their experience and love to their home country protect the republic. \n\nDisables elections.

Conditions:

  • Not available for ‘Pirate Republics’

Additional Effects:

  • A General.png General becomes Ruler on Ruler Death
  • Ruler reigns for life. No elections.
Equal Electorate
  • National unrest.png −2 National unrest
  • National tax modifier.png +10% National tax modifier
  • Female advisor chance.png +33% Female advisor chance
  • Jacobin influence +0.1 Jacobin influence
Equal Electorate icon
We must dissolve all barriers that separate our people and extend the right to hold a political office to all people. Gender, religion, social class, culture, all are irrelevant to one’s capability to hold a political office and so we must strive to maintain equality of opportunity within our government.

Conditions:

  • Only available for Revolution target.png revolutionary countries with the Emperor Emperor DLC enabled.
Three Social Classes
  • Core-creation cost.png −10% Core-creation cost
  • Girondist influence +0.1 Girondist influence
Three Social Classes icon
In the days before the birth of the Revolution, the old government attempted to sway the people away from taking arms by allowing three social classes representation within the government; the clergy, the peasants, and the upper class. Perhaps we could emulate this system by organizing our people into an upper, middle, and lower class based on their economic status and creating three distinct political entities within our government to represent their interests.

Conditions:

  • Only available for Revolution target.png revolutionary countries with the Emperor Emperor DLC enabled.


Military Electorate
  • Yearly army tradition.png +0.25 Yearly army tradition
  • Land leader fire.png +1 Land leader fire
  • Imperial influence +0.1 Imperial influence
Military Electorate icon
Our nation values comradery above all else, and nobody exemplifies the value of being a comrade like our boys fighting on the fields of battle. These are the men who’ve seen the horrors of war and fought alongside their countrymen to preserve and advance the Revolution, and these men should be the ones to rule us. We must alter the requirements to hold an office in our government so that only those who have served in our military are eligible to represent the people within the government.

Conditions:

  • Is Revolution target.pngrevolutionary

Additional effects:


Rule through Loot
  • Looting speed.png +100% Looting speed
  • Land attrition.png −5% Land attrition
Rule through Loot icon
We live in a world where no one trusts anybody and the only way to hold any kind of power is by promises of loot. Fortunately, our kind understands this rule.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Can Razing power gain Raze Provinces

Office Selection[edit | edit source]

Type Effects Description & notes
Appointment by Committee
  • Advisor cost.png −5% Advisor costs
  • Possible advisors.png +1 Possible advisor
Appointment by Committee icon
Let us abandon arbitrary appointments to governmental offices. Committees shall be established to decide on the best candidate for a given role to ensure that administrative competence is the norm in our realm.
Bureaucratic Aparatus
  • Minimum autonomy in territories.png −10% Minimum autonomy in territories
Bureaucratic Aparatus icon
The bureaucracy is expanding to meet the needs of the expanding bureaucracy.
Extended Suffrage
  • Diplomatic free policies.png +1 Diplomatic free policies
Extended Suffrage icon
Let us open up the availability of important offices to more of those living within our borders so that we have a wider and more representative selection of civil servants.
Pirate Council
  • Yearly republican tradition.png +0.5 Yearly republican tradition
  • Maximum absolutism −15 Maximum absolutism
Pirate Council icon
We might live and operate outside any imperial law, but we are not an unorganized, backstabbing group of criminals. Every free port of our confederation is seat to an influential captain. These captains make the Pirate Council which ensures that the internal rules of the confederation are honored.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Has access to Parliament.png parliament

Question of Dictatorship[edit | edit source]

Type Effects Description & notes
Strengthen Executive Powers
  • Maximum absolutism +25 Maximum absolutism
Strengthen Executive Powers icon
Especially in a Republic the authority and strength of the state is of the utmost importance. We must strengthen central power and ensure that each and every decision made in our capital reaches every corner of our country.

Conditions:

  • not available for Revolution target.png revolutionary countries
Reinforce Republican Values
  • Administrative free policies.png +1 Administrative free policies
  • Reelection cost.png −10% Reelection cost
Reinforce Republican Values icon
Safeguarding the Republican values upon which this country has been built is the only way to ensure a successful evolution of our state.
Federal Senate
  • Icon states.png −100% Expand administration cost
  • Random candidate bonus.png +1 Random candidate bonus
Federal Senate icon
The provinces of our state have a history of self-government and involvement in the affairs of the government. Their voices are heard in the great senate of our country.

Conditions:

  • Is not Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Has access to Parliament.png parliament
  • Reduces Parliament Bribes cost by 50%
President For Life
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Monarch administrative skill +1 Monarch administrative skill
  • Monarch military skill +1 Monarch military skill
President For Life icon
Though many Revolutionary politicians are supporting the idea of a Revolutionary Empire with a hereditary ruler at its head, others are fiercely resisting this idea and claiming that it betrays the very ideals of the Revolution itself. The President is sovereign, and none may supersede the authority of the Presidency. By electing our Presidents to rule for life, we will both secure the absolute leadership the Imperialists demand without completely abandoning the ideals of the Republic.

Conditions:

  • Only available for Revolution target.png revolutionary countries with the Emperor Emperor DLC enabled.
Government for the People
  • Maximum revolutionary zeal +20 Maximum revolutionary zeal
Government for the People icon
Egalité, Fraternité, Liberté. All three virtues of the Republic point to one thing; that the Republic exists to serve its people, and for no other reason. We will never surrender to the Imperialists, and the President shall always serve his term with the singular focus of protecting the freedom and equality of our people.

Conditions:

  • Only available for Revolution target.png revolutionary countries with the Emperor Emperor DLC enabled.
Lower the Black Flag
Lower the Black Flag icon
The time has come to end our lives of piracy and settle down to establish a more stable Republic.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
Unified Piratical Confederacy
  • State governing cost.png −50% States governing cost
  • Buccaneers influence +0.1 The buccaneers influence
Unified Piratical Confederacy icon
Our "state" has always been a loose confederacy of different pirate ships, their captains and their quartermasters. Recent changes of the confederal administration turned said confederacy into an actual self-governing state with its own apparats of the executive, legislative and judicative.\nWe are a true Pirate State!

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’
Neutral Ground Policy
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Improve relations.png +15% Improve relations
  • Smugglers influence +0.1 The smugglers influence
Neutral Ground Policy icon
We stand outside the laws. This of course brings us some unloved side effects such as being wanted by the great empires. However, it makes our ports into the perfect place to serve as the "Neutral Ground" for rivaling pirates, colonies and even said empires as we have no strong feelings one way or the other.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Vassals can now Gov pirate republic.png "Hoist the Black Flag"
  • For every Gov pirate republic.png Pirate Vassal, we gain :
    • Manpower.png +4000 Manpower increase
    • Sailors.png +2000 Sailors increase
    • Yearly navy tradition.png +0.25 Yearly Navy Tradition
    • Naval forcelimit.png +2 Naval Force Limit
Scourge of the Seven Seas
  • Maximum absolutism +20 Maximum absolutism
  • Naval tradition from battles +100% Naval tradition from battles
  • Army tradition from battles +100% Army tradition from battles
  • Captains influence +0.1 Monthly captains influence
Scourge of the Seven Seas icon
A pirate's true nature is not only found in their love for shiny treasure, but also in their lust to fight even the most dire battles. It is our duty as respectable privateers to embrace these elements of piracy to their fullest.

Conditions:

  • Is Gov pirate republic.png ‘Pirate Republic’

Additional Effects:

  • Raiding Coasts increases Power projection.png Power Projection by +1
  • Winning Battles which are led by our Ruler raises Republican tradition.png Republican Tradition and Absolutism.png Absolutism by +0.1

References[edit | edit source]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Republican Cultural Sufferance).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 In addition to the absolutism from the tier 1 reform, all republics get Maximum absolutism −40 Maximum absolutism for being a republic.
  3. 3.0 3.1 This has no immediate impact, but it matters for some events.
  4. 4.0 4.1 4.2 4.3 4.4 See in /Europa Universalis IV/common/defines.lua (Defines)


Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology