Type
|
Effects
|
Description & notes
|
Feudal Nobility
|
+25% Income from vassals
/ / +5% Nobility/ Marathas/ Rajputs influence
|
In a Feudal kingdom the power of the Monarch is enhanced by a land owning aristocracy sworn to obey them. The aristocrats, or nobles, are often landowners in their own right, with considerable influence and vassals of their own.
Additional effects :
- The privilege "Strong Duchies" gives an added
+5% loyalty of the nobility
|
Autocracy
|
−10% Unjustified demands
−10% Harsh treatment cost
+10% Rebel suppression efficiency
|
Autocratic monarchies concentrate power in the hands of the ruler. The state is often seen as their personal property. It is not uncommon for rulers to have ministers and supporters, but these are then referred to as members of the royal household.
|
Elective Monarchy
|
-40 Maximum Absolutism
+10% All estates influence
|
Elective monarchies choose their heir instead of having them come to power through a succession law. The nobility can propose a candidate from a foreign dynasty, from their own midst or other members of the royal family.
Conditions :
Additional effects :
- Has a election whenever a new Ruler ascends the Throne, the following candidates may be available :
- We can elect the new Ruler, which will increase our
Legitimacy by 5
- If the new ruler already has an heir, we can elect the Heir, which will increase their claim by 10
- We can elect a Noble of the Dynasty of our biggest neighbor that is a monarchy, doesnt have a regency and isnt at war with us. Their skills will be reduced by -2 each and they will have a claim of 50
- If the
Nobility exists, we can elect a random noble. Their skills will be reduced by -1 each and they will have a claim of 50. This will increase the Loyalty of the Nobility by 20
- If we have atleast 30 regiments, we can elect somebody from the army. They will be turned into a 50
tradition general, their military skill will be increased by 2 their other skills will be reduced by 1 and they will have a claim of 50. We will also gain 10 Army Tradition
- If we have atleast 30 ships, we can elect somebody from the navy. Their diplomatic skill will be increased by 2, their other skills will be reduced by 1 and they will have a claim of 50. We will also gain 10
Navy Tradition and a new 50 tradition admiral
- If the Burghers have atleast 80
influence, we can elect an influential burgher. Their administrative skill will be increased by 2 their other skills will be reduced by 1 and they will have a claim of 50. We will also gain 0.1 years worth of income.
|
Elective Monarchy
|
−1 National unrest
−30 Maximum absolutism
+25% Income from Vassals
+100 Governing Capacity
|
In this type of Monarchy the heir will be selected by the Sejm.
Conditions:
- Only available for Custom Nations
Additional effects:
- Other monarchies of the same religion can support heirs of their own dynasty in that realm by sending a
diplomat, giving 24 times the elected monarch's stats as monarch power, 25 prestige and 10 legitimacy bonus if they win.
- The elective monarchy can support a local heir for
−10 prestige
- The throne cannot be claimed, making it impossible to make them the junior partner of a personal union outside of events
- The Heir with the most support is elected as new Ruler on Monarch death
|
Admiralty Regime
|
+1 Naval leader fire
+50% Naval tradition from battles
+10% Marines force limit
- (unrecognized string “max admiral fire” for Template:Icon) +1 Max admiral fire
|
A monarchy where the ruler is also the superior commander of the navy. Where other states have a fleet, the fleet possesses the state.
Conditions :
- At least one of:
- Has completed
Maritime Ideas
- Has completed
Naval Ideas
Additional effects :
- Rulers are automatically turned into
admirals
While this reform is active :
- Every owned coastal province:
- Gain province modifier “Coastal Government” , giving the following effects:
−25% Local core-creation cost
−10% Province governing cost
|
Eastern Plutocracy
|
+1 Merchant
-5% Nobility influence
/ +5% Burghers/ Vaishyas influence
|
A plutocratic kingdom is one where the supporters of the Monarch are those with the largest incomes. The monarch themself is often the head of a successful merchant enterprise, and so are many of their supporters.
Conditions:
Additional effects:
- Enables Merchant Republic Mechanics :
-
 |
+25% |
State governing cost
|
 |
−25% |
Trade company governing cost
|
- Allows
Pluticratic ideas but disallows Aristocratic ideas
- Can construct a trade post for
50 administrative power giving +10 trade power, in one owned province per trade node (except your primary node).
- Vassals, marches, and client states, which usually do not transfer
trade power to their overlord, will transfer 50% if the overlord is a merchant republic
- Allows cheap drafting of
transport ships.
|
Iqta
|
+5% National tax modifier
+33% Income from vassals
|
Although similar to the feudal fief system, the holders under the iqta tax farming system did not actually own their lands, and were not guaranteed that they would be inherited by the next generation.
Conditions:
Additional effects:
Enables Iqta taxation ability, may choose a Iqta taxation policy every 20 years:
Icon
|
Ability
|
Modifiers
|
One-time effects
|
 |
Efficient Tax Farming
|
 |
+15% |
National tax modifier
|
Gain ducats equal to 2 times total development of the subjects
|
 |
Land Acquisition
|
 |
−5% |
Core-creation cost
|
Gain manpower 50 times total development of the subjects
|
 |
Lenient Taxation
|
 |
+1% |
Diplomatic reputation
|
 |
−15% |
Liberty desire in subjects
|
|
|
Barbary Iqta
|
−10% Land attrition
May raid coasts
- (unrecognized string “coastal raiding range” for Template:Icon) +1 Coastal raiding range
−0.5% Yearly navy tradition decay
|
The Berbers of the Barbary Coast have since long had a tradition of raiding and pirating along the coasts of the Mediterranean. It sustains a loose feudal structure supported by a council of the Berber tribal chiefs.
Conditions:
Culture is in Maghrebi group
Additional effects :
Enables Iqta taxation ability, may choose a Iqta taxation policy every 20 years:
Icon
|
Ability
|
Modifiers
|
One-time effects
|
 |
Efficient Tax Farming
|
 |
+15% |
National tax modifier
|
Gain ducats equal to 2 times total development of the subjects
|
 |
Land Acquisition
|
 |
−5% |
Core-creation cost
|
Gain manpower 50 times total development of the subjects
|
 |
Lenient Taxation
|
 |
+1% |
Diplomatic reputation
|
 |
−15% |
Liberty desire in subjects
|
|
|
Indian Sultanate
|
+3 Tolerance of heathens
|
Ruled by a Muslim minority the Sultanates of India have had to evolve and expand the traditional Muslim ideas of Kingship. While they remain Islamic states the role of the Dhimmi, traditionally encompassing Jews and Christians, have been extended to the Dharmic religions.
Conditions:
Additional effects:
Enables Iqta taxation ability, may choose a Iqta taxation policy every 20 years:
Icon
|
Ability
|
Modifiers
|
One-time effects
|
 |
Efficient Tax Farming
|
 |
+15% |
National tax modifier
|
Gain ducats equal to 2 times total development of the subjects
|
 |
Land Acquisition
|
 |
−5% |
Core-creation cost
|
Gain manpower 50 times total development of the subjects
|
 |
Lenient Taxation
|
 |
+1% |
Diplomatic reputation
|
 |
−15% |
Liberty desire in subjects
|
|
|
Nayankara System
|
+15% National manpower modifier
+100% Vassal force limit contribution
|
In order to better control the land and to further our military ambitions we have divided many of our possessions among Nayaks. Nayaks are expected to care for them, any cities, temples or other settlements within them as well as to produce the armies we need to defend and expand our kingdom.
Conditions:
|
Misl Confederacy
|
+10% National manpower modifier
−10% Land maintenance modifier
|
Due to our history of persecution the organization of our state is built around being able to quickly react to outside threats. We are a confederation of Misls, that each consists of a community and its army.
Conditions:
- Is
Sikh.
|
Rajput Kingdom
|
+0.25 Yearly army tradition
|
A Rajput kingdom is ruled through close ties of loyalty and kinship with the clans of the ruling dynasty and their retainers. As the head of a Rajput clan we have a long and strong tradition of martial prowess that we can rely on. Whenever war or disaster comes near we can call upon our supporters both from within the kingdom and in nearby regions.
Conditions:
|
Mandala System
|
+15% Income from vassals
+100% Vassal force limit contribution
|
The Mandala System is used as a way to organize a state as a circle, or mandala, around a central metropolis. In this way the political and geographic realities can shape the level of direct control from the center. From subject states in the periphery to the more directly controlled sub cities closer to the center.
Conditions:
Additional effects:
|
Chakravarti
|
+10 Maximum absolutism
+1 Monarch administrative skill
|
The monarch is more than a mere man. He is a divine sovereign, the very center of the universe. Only through him can there be peace and harmony in the world.
Conditions:
- This reform can be acquired from the event "[Root.GetAdjective] Absolutism" which gets triggered by completing the following
missions as long as the country is not revolutionary:
The last three missions also set the flag siam_royal_absolutism which allows selecting the reform manually.
Additional effects:
|
Chinese Kingdom
|
+25% Manpower recovery speed
+500 Governing capacity
+50 Liberty Desire
|
A kingdom of the fractured Celestial Empire which rebels against the current son of heaven.
Conditions:
- Is in the
'Chinese' culture group or has 'Bai', 'Miao' or 'Yi' as primary culture
- Has
'Chinese' technology group
- Has its capital in China subcontinent.
- At least one of:
The chinese revolter countries start with this reform
Additional effects:
- Fixed rank:
kingdom
- Dynasty is fixed
- Unlocks the
"Unify China CB" (gives cores on all provinces in the China subcontinent which this country sieges down when being the warleader in such a war)
- The “Become tributary” peace term can't be used against a country with the 'Chinese Kingdom' reform
|
Confucian Bureaucracy
|
−10% Advisor costs
|
A system of government where the monarch appoints educated bureaucrats to administrate the country in accordance with Confucian principles.
Conditions:
|
Celestial Empire
|
+0.5 Yearly prestige
+500 Governing capacity
-10% Clergy influence
-10% Nobility influence
-10% Burghers influence
|
The Celestial Empire proclaims its rulers to be sons of the heaven who are born to govern the country in divine right.
Conditions:
- 'Celestial Empire' has not been dismantled
- If DLC
'Mandate of Heaven' is enabled:
- Is the
Emperor of China
- Else
Additional effects:
- See also: Ming § Celestial Empire
If the Mandate of Heaven DLC is not enabled then the country can abolish ‘Celestial Empire’ and enact ‘Parliamentarism’ government reform through a decision.
- Has access to the
Eunuchs estate
|
Ganden Phodrang
|
−15% Cost of advisors with ruler's religion
+0.25 Yearly harmony increase
+3% Yearly karma decay
+1 Clergy max privileges
|
Meaning Heaven Dwelling, Ganden Phodrang is originally the name of the residential quarters of the Dalai Lama. As the Dalai Lama is both the spiritual and earthly leader of Tibet, Ganden Phodrang now refers too to all the system of government.
Conditions:
- Is not the
The Papal State
- Culture is in Tibetan group
- Religion is in Eastern group
Additional effects :
- Cant have Royal marriages
- Cant have Consorts
- Is both a Theocracy and a Monarchy
- Enables the Aristocratic idea group.
- Enables the Divine idea group.
- The Privilege "Monastic Temples" now grants/removes
5 Karma instead of 3, gives + 0.03 yearly Karma Decay and no longer raises Estate Influence nor decreases Max Absolutism
- Enables a decision which allows to adjust Karma every 20 years
- Enables Theocrats vs. Monarchists mechanic:
Theocrats in power:
|
Monarchists in power:
|
|
+2 |
Tolerance of the true Faith
|
|
+20% |
Global Tax modifier
|
|
+2% |
Missionary Strength
|
|
+1 |
Attrition for enemys
|
|
+1 |
yearly Devotion
|
|
+1 |
yearly Legitimacy
|
While the scale is at 0, the Theocrats will be in power.
|
Hermit Kingdom
|
−10% Development cost in primary culture
−10% Cost of advisors with ruler's culture
+15% Institution spread
|
Our state is one focusing on the internal development of the land and managing the affairs of our people. Territorial gain is desirable, but optional for the people of our country.
Conditions :
Primary culture is Korean or Sino-Korean
Additional effects :
Has access to the "Enforce the Hangul Alphabet" and "Revoke the Hangul Alphabet" decisions
- Has a secured Succession
- Has access to Perfectionism mechanic :
- We can select one out of the following Foci for our nation. After selecting one we will have to wait for 20 years to select another.
Icon |
Ability |
Modifier
|
 |
Inward Focus
|
Gain "Inward Focus" until another Focus is selected, granting :
-5% Construction cost
-2 National Unrest
-20% Fort maintenance
+15% Fort defense
+5% All estates loyalty Equilibrium
-5% Development cost modifier
+33% Core creation cost
+33% Aggressive expansion impact
+100% Province warscore cost
+1 Stability hit to declare war
|
 |
Outward Focus
|
Gain "Outward Focus" until another Focus is selected, granting :
+10% Trade efficiency
+25% Colonial Range
+20 Global Settler increase
+1 Diplomatic reputation
+25% Religious Harmonization speed
+5% Burghers Loyalty Equilibrium
-10% Land Force limit
+15% Aggressive expansion impact
|
 |
Expansion Focus
|
Gain "Expansion Focus" until another Focus is selected, granting :
+5% Morale of Armies
+5% Morale of Navies
+10% Manpower recovery speed
-10% Core creation cost
-10% Aggressive expansion impact
+2 National Unrest
-1 Diplomatic reputation
-10% All estates loyalty Equilibrium
+10% Development cost modifier
|
While no focus is selected we gain :
- “Lack of Focus” , giving the following effects:
+0.5 Yearly corruption
|
Daimyo
|
+10% Morale of armies
+10% Infantry combat ability
+4 Samurai force limit
|
A powerful territorial vassal lord in Japan, ruling their hereditary lands under the shogun. A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
Conditions:
- Is subject of the Shogunate
Additional effects:
- See also: Japan § Daimyo & Shogunate
|
Independent Daimyo
|
+10% Morale of armies
+10% Infantry combat ability
+5 Samurai force limit
|
A powerful Lord in Japan, ruling their hereditary lands without acknowledging any shogun. A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
Conditions:
Additional effects:
- Dynasty is fixed.
- Prohibits switching government type.
- Will take over the mantle of Shogun if they own the province of Kyoto.
- See also: Japan § Daimyo & Shogunate
|
Shogunate
|
+1 Diplomat
−25% Envoy travel time
+5 Maximum absolutism
+10 Samurai force limit
|
Although nominally appointed by the Emperor, the shogunate became a hereditary military dictatorship and the de facto ruler of Japan between 1192 and 1867. A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
Conditions:
Disabled after forming Japan
Additional effects:
- Uses 'Shogunate' abilities :
- We can use the following interactions at the cost of 20
Legitimacy, each has a cooldown of 10 years :
Icon |
Ability |
Gain |
Modifier for us |
Modifier for our Daimyos
|
 |
Forcibly expel Ronin
|
50
|
Gain "expelled Ronin" for 10 years, granting :
-1 National unrest
|
For 10 years :
-5% Liberty desire
|
 |
Sankin Kotai
|
50
|
Gain "Sankin Kotai" for 10 years, granting :
+3 Diplomatic Reputation
|
For 10 years :
+0.25% Monthly autonomy change
|
 |
Sword Hunt
|
50
|
Gain "Sword Hunt" for 10 years, granting :
-15% Regiment Cost
|
For 10 years :
-10% Manpower recovery speed
|
- See also: Japan § Daimyo & Shogunate
|
Supreme Shogunate
|
+5% Administrative efficiency
+1 Monarch military skill
+10% Samurai force limit fraction
|
The Shogun rules with absolute power. Both the Emperor and the Daimyo have been stripped of any real power and are but mere figureheads in their positions.
Conditions :
- Unlocked by completing the
Japanese mission “The Balance of Power” while having 100 Absolutism
Additional effect :
- Fixed rank:
Empire
- Has a fixed Dynasty
- Allows transfer subject peace treaty at half cost
|
Divine Empire
|
+1 Max privileges per estate
+10% All estates' loyalty equilibrium
+3 Tolerance of the true faith
+10% Samurai force limit fraction
|
Our Divine Emperor, direct descendant of the Sun Goddess Amaterasu, has been rightfully restored to the forefront of the country. With his Divine Presence once again leading us, our country will undoubtedly enjoy the favor of the Gods.
Conditions :
- Unlocked by completing the
Japanese mission “The Balance of Power”
- is granting 6 privileges each to the
Clergy, Burghers and Nobles
Additional effect :
- Fixed rank:
Empire
- Has a fixed Dynasty
- No stability loss on monarch death
|
Land of the Christian Sun
|
+15% Manpower recovery speed
+1 Yearly army tradition
+10% Samurai force limit
|
Our eyes have been open to the Light of Jesus. Our land is truly the place where His Light shines.
Conditions :
- Has completed the
Japanese mission “Spread the Christian Faith”, which is available if the nation turned Catholic during the "Spread of Christianity" incident
Additional effects :
Gain permanent “Holy War” and “Purging of Heresy” Casus Belli against heathens and heretics respectively.
- Fixed rank:
Empire
- Has a fixed Dynasty
- A
general becomes Ruler when the current ruler dies
- Has access to Land of the Christian Sun mechanics:
- Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (
/ / ). Once 100 government power in a category is reached, the related government interaction can be activated:
Icon |
Ability |
Type |
Effects |
Cooldown
|
 |
Petition for Holy Favor |
|
- Our Capital will become the seat of a Cardinal
- Gain 10
Papal Influence
|
10 years
|
 |
Conduct a Military Parade |
|
- Each of our owned provinces, in which at least 50 of our regiments are located will get 1
, and  development each.
- Gain 5
Army tradition per owned provinces in which at least 50 of our regiments are located
|
20 years
|
 |
Enlist fervent Volunteers |
|
Gain "Call upon the Faithful" modifier for 5 years, granting :
- Every true faith province has their manpower value increased by 300% while we are in any war with any heathen country
|
20 years, cant be taken while "Call upon the Faithful" is active
|
- If not activated the points continue to gather until 150 is reached and any more is lost.
Note : This government still has heirs but they only matter because they can be turned into generals. Disinheriting a Heir with bad skills is unnecessary, as a General will become the next Ruler anyways and not the Heir.
|
Russian Principality
|
−1 National unrest
-5% Regiment Cost
+200 Governing capacity
+10% Streltsy force limit fraction
|
This state has a government system that has evolved in the years after the fall of Kiev and under the pressure of constant incursions of Tatar tribute expeditions. The ruling family can exercise great power, but seniority succession and princely appanages can lead to lengthy internal conflicts.
Conditions:
Additional effects:
- Fixed rank:
Duchy
Can recruit Streltsy Infantry
- Uses a weakened version of the Russian government mechanics:
- Each month, this government gathers 0.25 + 0.08 times ruler skill progress in each category (
/ / ). Once 100 progress in a category is reached, the related government interaction can be activated:
Icon |
Ability |
Type |
Effects
|
 |
Reform Sudebnik |
|
−5% local autonomy in all provinces
|
 |
Support Oprichnina |
|
−20% progress for all rebel factions
|
 |
Equip Streltsy |
|
- gain
−2 war exhaustion
- gain 0.3
years worth of manpower
- gain "Equipped Streltsy" modifier for 10 years giving :
- +5%
infantry combat ability
- this affects only streltsy units.
|
- If not activated the points continue to gather until 150 is reached and any more is lost.
|
Tsardom
|
+20% National manpower modifier
−0.05 Monthly autonomy change
+350 Governing capacity
+0.5 Yearly absolutism
+20% Streltsy force limit fraction
|
This state is the upholder of the Imperial Roman legacy and the Orthodox Church. As Tsar of all the Russias our ruler is the true overlord of the Eastern Slavic Peoples.
Conditions:
Additional effects:
- Fixed rank:
Empire
Can recruit Streltsy Infantry
- Has access to Russian government mechanics:
- Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (
/ / ). Once 100 government power in a category is reached, the related government interaction can be activated:
Icon |
Ability |
Type |
Effects
|
 |
Reform Sudebnik |
|
−10% local autonomy in all provinces
|
 |
Support Oprichnina |
|
−30% progress for all rebel factions
|
 |
Equip Streltsy |
|
- gain
−2 war exhaustion
- gain 0.6
years worth of manpower
- gain "Equipped Streltsy" modifier for 10 years giving :
- +10%
infantry combat ability
- this affects only streltsy units.
|
- If not activated the points continue to gather until 150 is reached and any more is lost.
- May claim entire areas rather than individual provinces for +50% the usual spy network cost
- Has acces to Modernization mechanic :
- Modernization increases every month by 0.08 times the Rulers Adm skill, by 0.05 for every Technology we are ahead in time of, by 0.06 for every province which is receiving knowledge sharing and by up to 5 when purchasing or stealing modern ideas.
- Modernization decreases every month by 0.3 at base, by 0.01 times the current Corruption, by 0.01 times the current Inflation, by 0.03 for every negative point of Stability and by 1 if we are Bankrupt
- Most Estate privileges reduce Modernization by 0.03 every month but some privileges have different values.
Modernization
|
0
|
50
|
100
|
Effects
|
No effect
|
-25% Institution Embracement Cost
|
-50% Institution Embracement Cost
|
At 100 Modernization we can reform our government into the Russian Empire
- See also: Russia § Tsardom
|
Russian Empire
|
+10 Maximum absolutism
+0.5 Yearly absolutism
−0.05 Monthly autonomy change
+20% National manpower modifier
−50% Institution embracement cost
+350 Governing capacity
|
The reformed state of the Russian nation. Unlike its Tsardom predecessor, the imperial reform takes inspiration from the Western governments in the matters of the legislative.
Conditions :
- Unlocked by taking the
Russian "Proclaim the Emperor Title" decision
Additional effects :
- Fixed rank:
Empire
- May claim entire areas rather than individual provinces for +50% the usual spy network cost
- Has access to "Russian Rule" interactions :
- Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (
/ / ) up to a maximum of 100. We gain Modifiers, scaling with the amount of gathered government power. Also, 50 government power can be spent to activate a government interaction :
|
Ruthenian Tsardom
|
+20% Manpower in true faith provinces
+5 Maximum absolutism
+20% Reform progress growth
+350 Governing capacity
+20% Streltsy force limit fraction
|
The state is the reformed tsardom of the Kievan Rus'. Influenced by the Imperial Roman legacy and the Orthodox Church, the Tsar of the Kievan Rus' has the holy duty to protect the East Slavic people from foreign threats.
Conditions :
- Religion is
Orthodox
Primary culture is Ruthenian or Byelorussian
- Is
Ruthenia
Additional effects:
- Fixed rank:
Empire
Country allows streltsy infantry
- Has access to Russian government mechanics:
- Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (
/ / ). Once 100 government power in a category is reached, the related government interaction can be activated:
Icon |
Ability |
Type |
Effects
|
 |
Reform Sudebnik |
|
−10% local autonomy in all provinces
|
 |
Support Oprichnina |
|
−30% progress for all rebel factions
|
 |
Equip Streltsy |
|
- gain
−2 war exhaustion
- gain 0.6
years worth of manpower
- gain "Equipped Streltsy" modifier for 10 years giving :
- +10%
infantry combat ability
- this affects only streltsy units.
|
- If not activated the points continue to gather until 150 is reached and any more is lost.
- May claim entire areas rather than individual provinces for +50% the usual spy network cost
|
Austrian Archduchy
|
−33% Liberty desire from subject development
+5% Nobility influence
|
Although organized similarly to a feudal monarch, the Austrian Archduchy is a step above the other duchies of Europe. Through long experience of ruling over others - be they Tiroleans, Styrians, Hungarians or Bohemians - and arranging dynastic affairs in their favor, the Archdukes have been able to develop an effective system for governing their lands and maintaining their unity.
Conditions:
- At least one of :
- Is or was
Austria
Primary culture is Austrian
- Have enacted Austrian Archduchy during this campaign
Additional effects :
- The privilege "Strong Duchies" gives an added
+5% loyalty of the nobility
|
Imperial Austrian Monarchy
|
+2 Max promoted cultures
−2 National unrest
+2 Monarch diplomatic skill
−33% Promote culture cost
|
A governmental form under a monarch which is geared towards keeping a patchwork empire made up of many cultures, cities and territories together.
Conditions:
|
Margravate
|
−20% Fort maintenance
+10% Fort defense
|
The margravate is, historically, a special title granted by the Holy Roman Emperor to the border states of the Empire in order to protect the Empire from foreign threats.
Conditions :
Brandenburg starts with this reform. Its lost upon leaving the Holy Roman Empire.
|
Prussian Monarchy
|
−2 National unrest
−0.02 Monthly war exhaustion
−0.075 Monthly autonomy change
+10 Maximum absolutism
+3 Monarch military skill (for future monarchs)
−50% Governing capacity
+10% Nobility loyalty equilibrium
|
A governmental form under a monarch, which can more be described as an army with a state, than a state with an army.
Conditions:
- Unlocked as
Danzig via the "The Estates Loyalty" Mission, by deciding for the "Prussian Kingdom" path.
- Unlocked as the
Teutonic Order via the "Secularize Prussia" Mission, on the "HRE Diplomacy" path.
- Unlocked by forming
Prussia via Decision
- Unlocked as
Prussia by being either Protestant, Reformed, Anglican or Hussite
- Unlocked as
Germany by :
- Being
Protestant, Reformed, Anglican or Hussite AND
- Being Military Hegemon or
- Owning at least 500dev in
Prussian Provinces.
Additional effects:
- Uses
prussian militarization mechanics
- See also: Prussia § Prussian monarchy
Notes:
- If this reform was unlocked via
Mission it will always be available, regardless of religion etc.
- If the
Teutonic Order decides for the "Prussia" path, and forms Prussia via Decision, the reform will always be available, regardless of religion etc.
- Choosing the "Prussia-HRE Diplomacy" path can immideately turn the
Teutonic Order into Prussia, thus the "Secularize Prussia" Mission might need to be completed to unlock the Reform.
- This reform will always be visible to
Prussia, but if not unlocked as Danzig or the Teutonic Order, will only be enactable by following one of the Reformation faiths.
- The reform becomes visible for
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.
|
Bohemian Elective Monarchy
|
+1 Diplomatic reputation
+10% Nobility loyalty equilibrium
+1 Nobility max privileges
+5% Nobles influence
|
The nobility in Bohemia has always had a lot to say about who should rule them, and they will elect their next ruler from all the available candidates regardless of the bloodline.
Conditions
Primary culture is Czech
Additional effects :
- Has a election whenever a new Ruler ascends the Throne, the following candidates may be available :
- We can elect the new Ruler, which will increase our
Legitimacy by 5
- If the new ruler already has an heir, we can elect the Heir, which will increase their claim by 10
- We can elect a Noble of the Dynasty of our biggest neighbor that is a monarchy, doesnt have a regency and isnt at war with us. Their skills will be reduced by -1 each and they will have a claim of 75
- If the
Nobility exists, we can elect a random noble with a claim of 75. This will increase the Loyalty of the Nobility by 20
- If we have atleast 30 regiments, we can elect somebody from the army. They will be turned into a 50
tradition general, their military skill will be increased by 2 and they will have a claim of 75. We will also gain 10 Army Tradition
- If we have atleast 30 ships, we can elect somebody from the navy. Their diplomatic skill will be increased by 2 and they will have a claim of 75. We will also gain 10
Navy Tradition and a new 50 tradition admiral
- If the Burghers have atleast 80
influence, we can elect an influential burgher. Their administrative skill will be increased by 2 and they will have a claim of 75. We will also gain 0.1 years worth of income.
|
French Feudalism
|
+10% Nobles influence
+20% Income from vassals
−50 Maximum absolutism
|
Feudalism has a tight grip on the French court affairs. Powerful nobles and autonomous, decentralized subjects have unprecedented amount of freedom and say in our internal administration.
Conditions :
France starts with this reform
Additional effects:
Note : Only the starting vassals of France, aswell as Alencon, if they are released via the "The Duke of Alencon" event, are Appanages. There is currently no way to gain other Appanages.
- Every time the "Seize Land" estate interaction is taken, this government gets 1 charge. Annexing subjects costs 1 charge. The government can store as many charges as they want.
- Diplomatic Annexation reduces the
Loyalty of the Nobility by 20%
|
French Absolutist Monarchy
|
−10% All estates influence modifier
+10 Maximum absolutism
|
The state reigns supreme over the various factions in our court. With centralized authority and the ruler having the final say in all affairs, we have finally managed to rid ourselves of our feudal past.
Conditions :
- Unlocked by completing the
French mission “Movement of Centralization”
Additional effects:
|
Appanage
|
+10% National manpower modifier
+10% Nobility loyalty equilibrium
+5% Nobles influence
|
A realm which is ruled by an off-branch candidate of its overlord's dynasty.
Conditions :
- Only the starting vassals of France, aswell as Alencon, if they are released via the "The Duke of Alencon" event, are Appanages. The reform is lost upon gaining independence.
Additional effects:
|
Burgundian State
|
−100% Change rival cost
−100% Fort maintenance on border with rival
+2 Diplomatic relations
−5 Years for personal union integration
|
Having their interests divided between the Burgundian ducal lands in the South and Netherlands in the North, and being also in an area of conflicting interests between England and France, Burgundy has since long been used to straddle between all of them.
Conditions:
Primary culture is Burgundian
|
Stadhouder Monarchy
|
+10% Heavy ship combat ability
+10% Trade efficiency
−10% Reduced liberty desire on other continent
+20% Voc indiamen force limit fraction
|
Stadhouder, meaning city holder, is the name traditionally applied to the governors or stewards of the Low Countries. Being turned into a hereditary title, it is now equivalent to a king.
Conditions
Primary culture is Dutch, Frisian or Flemish
- Is not a lesser partner in a
personal union
Additional effects :
Effect when removing:
- Trigger country event “[Root.GetAdjectiveCap] Assembly Abolished”
Country allows voc indiamen ships
- No stability loss on monarch death
- Enables the
Plutocratic idea group.
- Disables the
Aristocratic idea group.
Does not have Consorts
- Does not have heirs
- Has Dutch elections :
- Term duration : 4, for Statist candidates
- Election on ruler death for Orangist candidates
Statists in power:
|
Orangists in power:
|
|
+10% |
Naval force limit modifier
|
|
+25% |
Land force limit modifier
|
|
+5% |
Global trade power
|
|
−10% |
Stability cost modifier
|
|
+0.5 |
Yearly legitimacy
|
|
−0.5 |
Yearly legitimacy
|
While the scale is at 0, the Statists will be in power.
- Has access to
parliament
|
English Monarchy
|
−1 National unrest
+0.5 Yearly legitimacy
+50 Governing capacity
−30 Maximum absolutism
−10% Nobility Influence
|
The English Monarchy is a representative monarchy, with a parliament called regularly by the ruling monarch. It is based on the privileges defined in Magna Carta.
Conditions:
Additional effects:
- Has access to
parliament
Has the English Parliament:
Gives access to additional parliament issues
The effects of many parliament issues scale with the influence of estates
The cost of many parliament bribes scales with the loyalty of an estate
May reform through various outcomes of the “English Civil War” disaster
|
British Monarchy
|
−15 Maximum absolutism
+10% Parliament debate backing chance
+5 Parliament effect duration
- (unrecognized string “annexation relations impact” for Template:Icon) −25% Annexation relations impact
+1 Diplomat
|
The natural evolution of the English Monarchy and the Scottish government. The parliaments of both states have been unified into the parliament of Great Britain.
Conditions :
- The nation chose
the British missions
- Unlocked by choosing to return to a monarchy during the "Parliamentary Victory" or "Legacy of Cromwell" events, which happen if the nation sided with and won as the parliamentarist during the English civil war.
Additional effect :
- Has access to
parliament
Has the English Parliament:
Gives access to additional parliament issues
The effects of many parliament issues scale with the influence of estates
The cost of many parliament bribes scales with the loyalty of an estate
|
Angevin Monarchy
|
+100 Governing capacity
+2 Max promoted cultures
+10 Maximum absolutism
+1 Yearly prestige
+15 Max possible parliament seats
|
The combination of the English Monarchy with the centralization aspect of the French Kingdom. While the ruler exercises a central part of the government, the parliament keeps the power of the monarch in check.
Conditions:
- The nation chose
the Angevin missions
- Unlocked by choosing to return to a monarchy during the "Parliamentary Victory" or "Legacy of Cromwell" events, which happen if the nation sided with and won as the parliamentarist during the English civil war.
Additional effects :
Removes parliament seats from all provinces when this reform is enacted
- Has access to
parliament
Has the English Parliament:
Gives access to additional parliament issues
The effects of many parliament issues scale with the influence of estates
The cost of many parliament bribes scales with the loyalty of an estate
|
Absolute British Monarchy
|
+20 Maximum absolutism
+0.5 Yearly absolutism
−2 Number of possible parliament issues
|
With the crushing defeat of the parliaments at the hands of the royalists, the monarch is the only sovereign ruler of the state. The parliament, while still existing, has been reduced to a puppet of the monarch.
Conditions :
- Unlocked after the "English civil war" disaster, if the nation sided with the Royalists
Additional effects :
- Has access to
parliament
- Can force issues through the parliament every 20 years
Has the English Parliament:
Gives access to additional parliament issues
The effects of many parliament issues scale with the influence of estates
The cost of many parliament bribes scales with the loyalty of an estate
|
Tanistry
|
+5% Morale damage
−10% Cost of advisors with ruler's culture
+5% Nobility loyalty equilibrium
|
The Gaelic system of succession. The lord of the state is elected from one of the branches of the reigning house, ensuring a balance of power within the clan.
Conditions :
Primary culture is Irish
Additional effects :
- Has a election whenever a new Ruler ascends the Throne, the following candidates may be available :
- We can elect the new Ruler, which will increase our
Legitimacy by 5
- If the new ruler already has an heir, we can elect the Heir, which will increase their claim by 10
- We can elect a Noble of the Dynasty of our biggest neighbor that is a monarchy, doesnt have a regency and isnt at war with us. Their skills will be reduced by -2 each and they will have a claim of 50
- If the
Nobility exists, we can elect a random noble. Their skills will be reduced by -1 each and they will have a claim of 50. This will increase the Loyalty of the Nobility by 20
- If we have atleast 30 regiments, we can elect somebody from the army. They will be turned into a 50
tradition general, their military skill will be increased by 2 their other skills will be reduced by 1 and they will have a claim of 50. We will also gain 10 Army Tradition
- If we have atleast 30 ships, we can elect somebody from the navy. Their diplomatic skill will be increased by 2, their other skills will be reduced by 1 and they will have a claim of 50. We will also gain 10
Navy Tradition and a new 50 tradition admiral
- If the Burghers have atleast 80
influence, we can elect an influential burgher. Their administrative skill will be increased by 2 their other skills will be reduced by 1 and they will have a claim of 50. We will also gain 0.1 years worth of income.
- We can elect somebody from our Family. Their skills will be reduced by -1 each and they will have a claim of 75. We will also gain 10
prestige.
|
Irish High Kingdom
|
+5% All estates' loyalty equilibrium
+5% Morale damage
−15% Cost of advisors with ruler's culture
+15% National manpower modifier
|
Forged from the traditions of the tanistry and inspired by the monarchies of Scotland and England, the Irish High Kingdom serves as a beacon of might for the Irish in the British Isles.
Conditions :
- Is
Ireland
Primary culture is Irish
Additional effects :
- Has access to
parliament
- Has a election whenever a new Ruler ascends the Throne, the following candidates may be available :
- We can elect the new Ruler, which will increase our
Legitimacy by 5
- If the new ruler already has an heir, we can elect the Heir, which will increase their claim by 10
- We can elect a Noble of the Dynasty of our biggest neighbor that is a monarchy, doesnt have a regency and isnt at war with us. Their skills will be reduced by -2 each and they will have a claim of 50
- If the
Nobility exists, we can elect a random noble. Their skills will be reduced by -1 each and they will have a claim of 50. This will increase the Loyalty of the Nobility by 20
- If we have atleast 30 regiments, we can elect somebody from the army. They will be turned into a 50
tradition general, their military skill will be increased by 2 their other skills will be reduced by 1 and they will have a claim of 50. We will also gain 10 Army Tradition
- If we have atleast 30 ships, we can elect somebody from the navy. Their diplomatic skill will be increased by 2, their other skills will be reduced by 1 and they will have a claim of 50. We will also gain 10
Navy Tradition and a new 50 tradition admiral
- If the Burghers have atleast 80
influence, we can elect an influential burgher. Their administrative skill will be increased by 2 their other skills will be reduced by 1 and they will have a claim of 50. We will also gain 0.1 years worth of income.
- We can elect somebody from our Family. Their skills will be reduced by -1 each and they will have a claim of 75. We will also gain 10
prestige.
|
Scottish Monarchy
|
−10% Nobles influence
+1 Diplomatic reputation
+10% Fort defense
|
Similar to its English counterpart, the Scottish Monarchy has the crown in its center, yet possesses a parliament which represents the need of the common man.
Conditions :
Primary culture is Scottish or Highlander
Additional effects :
- Has access to
parliament
|
Great Sejm
|
+5% Nobility influence
−20 Maximum absolutism
−1 National unrest
−20% Reform progress growth
|
The Great Sejm is the prime authority in the matters of the Polish crown. Its votes are mostly cast by provincial and powerful nobles who hold a tight grip on the court's affairs.
Conditions:
Additional effects:
- Has access to
parliament
|
Polish Elective Monarchy
|
−1 National unrest
−30 Maximum absolutism
+5% Nobility influence
−20% Reform progress growth
|
Despite the union between us and our Lithuanian brethren, the nobles still have most of the power amassed within their ranks. The elective status of our monarchy, however, implies the introduction of foreign rulers which could be both a blessing and a curse.
Conditions:
Polish Magnate rebels will force a country to adopt this government type if their demands are enforced. These rebels are unique to nations with Polish culture.
Additional effects:
- Other monarchies of the same religion can support heirs of their own dynasty in that realm by sending a
diplomat, giving 24 times the elected monarch's stats as monarch power, 25 prestige and 10 legitimacy bonus if they win.
- The elective monarchy can support a local heir for
−10 prestige
- The throne cannot be claimed, making it impossible to make them the junior partner of a personal union outside of events
- The Heir with the most support is elected as new Ruler on Monarch death
- Has access to
parliament
Can transition to a different reform after the The Struggle for Royal Power disaster which will happen during the Age of Absolutism.
|
Polish Autocratic Monarchy
|
+5% Administrative efficiency
+10 Maximum absolutism
+20% National manpower modifier
+10% Reform progress growth
|
No more shall we depend on performing the bidding of unruly petty men that happened to be born in a noble house. The Polish Crown is once and for all free to shape and carve its own fate!
Conditions:
- Has completed the
"Golden Liberty" mission
Additional effects:
|
Grand Duchy
|
+200 Governing capacity
|
Our region never had many kings, instead it is our dukes that have united and led the various peoples within our borders to greatness.
Conditions:
Additional effects:
- Fixed rank:
Duchy
|
Grand Kingdom
|
−0.05 Monthly autonomy change
+250 Governing capacity
|
Despite the lack of centralization during most of the 15th century, the lands of our Duchy used to be ruled over by many ambitious Dukes. However, recent developments in international affairs coupled with our territorial expansion and efforts of centralization have led to us extending our grip and influence over our region, declaring the first Grand Kingdom!
Conditions:
- Is/Was
Lithuania.
- has completed
"Enforce a Commomwealth" Mission
Additional effects:
- Fixed rank:
Kingdom
Heretic and heathen provinces do not give any penalties
- Note : Forming the
Commonwealth before completing the "Enforce a Commomwealth" Mission, will lock you out of gaining this Reform, as the Lithuanian Mission Tree is lost upon formation.
|
Grand Empire
|
+2 Monarch administrative skill
+300 Governing capacity
|
Previous attempts to reign in the various estates have yielded tremendously positive results. As the age of Absolutism dawns upon Europe, our Kings shall now enjoy the same influence, power and privileges as any Emperor has in the history of the old continent. Long live our Grand Empire!
Conditions:
- Is/was
Lithuania.
- has completed
"Enforce a Commomwealth" Mission
- Country's total
development is at least 1 000
Additional effects:
- Fixed rank:
Empire
Heretic and heathen provinces do not give any penalties
- Note : Forming the
Commonwealth before completing the "Enforce a Commomwealth" Mission, will lock you out of gaining this Reform, as the Lithuanian Mission Tree is lost upon formation.
|
Kalmar Union
|
+2 Diplomatic relations
+1 Possible advisor
+15% Nobility influence
|
The Kalmar Union is the special alliance of the Northern Kingdoms, which swear loyalty to one monarch elected by the nobility of each union partner. However, due to the lack of ratification of the union's treaty and the different interests of the union partners, the Kalmar Union is always at risk to break apart.
Conditions:
- Starts with
Denmark
- Has any
Union subjects with the capital in Scandinavia
Additional effects:
|
Unified Kalmar Monarchy
|
+2 Diplomatic relations
+1 Possible advisor
+10 Maximum absolutism
-10% Nobility influence
−40 Years for personal union integration
|
The Kalmar Union has finally been ratified, making it into a state law of Sweden and Norway. As such, the union has been converted into a proper Kingdom, though some of our people prefer to call it an "Arch-Kingdom" in reference to Christopher III.
Conditions:
- Has completed the Mission "Ratify the Kalmar Union" as
Denmark
Additional effects:
Personal Unions receive the bonuses of a March
- per
Personal Union we receive :
Manpower Increase +4000,
Sailors Increase +2000,
National Manpower Modifier +5%,
National Sailors Modifier +5%
|
Norwegian Monarchy
|
+1 Yearly legitimacy
−1 National unrest
−30 Maximum absolutism
-10% Nobility influence
|
With the expulsion of the Danish nobility, the Norwegian monarchy is once again serving Norway. In order support the government, the Norwegian Monarchy established a parliamentary system with the monarch at its supervisor.
Conditions:
- Gained by completing "Expel Danish Nobility" Mission as
Norway
Additional effects:
- Has access to
parliament
|
Byzantine Autocracy
|
−25 Maximum absolutism
+0.5 Yearly prestige
|
The Byzantine government is a relic of the classical antiquity. Outdated governmental structures and lack of codified laws on the imperial succession are the great threat to the stability of the empire.
Conditions :
Additional effects :
|
Reformed Byzantine Monarchy
|
−0.05 Monthly autonomy change
−20% Culture conversion cost
−5 Years of separatism
+8 Max possible parliament seats
|
Through effort, blood and tears the Imperial Government of the Empire has been reformed! The brutal civil wars are no more; the power of the Senate has been restored while the Imperial Army's influence in the government is greatly curtailed.
Conditions :
- Unlocked by completing the
Byzantine Mission "Conquer Bulgaria"
Additional effects :
- Has access to
parliament
|
Serbian Despotate
|
−0.05 Monthly autonomy change
−10% War score cost vs other religions
+1 Tolerance of the true faith
|
The Serbian Despotate is the successor state of the fallen Serbian Empire. The Despot rules over the state as the chief authority and has control over the central administration.
Conditions
Primary culture is Serbian
|
Bulgarian Tsardom
|
+150 Governing capacity
−25% Harsh treatment cost
|
The Tsardom has been restored at last! The Turks have been expelled from the Balkans and the great Bulgarian Empire reassumes its role as the dominant power of the region.
Conditions
Primary culture is Bulgarian
- Religion is
Orthodox
Additional effects :
- Fixed rank:
Empire
- Can claim entire states
|
League of Lezhë
|
+10% Morale damage
+1 Attrition for enemies
+25% Fort defense
|
A military and diplomatic alliance of the aristocracy in order to defend Albania from foreign threats.
Conditions :
Primary culture is Albanian
Additional effects :
- Winning battles that are led by our Ruler increases
Legitimacy (or its equivalent) by 0.5 and/or Republican Tradition, Absolutism or Revolutionary Zeal by 0.1
|
System of Councils
|
+2 Diplomatic relations
+1 Monarch administrative skill
|
The System of Councils, also known as the Polysynodial System, was developed by the Hispanic Monarchy to organize the government of its different territories in the Early Modern Age. The central administration was entrusted to a group of collegiate bodies, the Councils, made up of nobles, clergymen and burghers, directly managed by university-trained lawyers, the 'letrados'. The different Councils were either thematic, with powers throughout the Spanish Empire, or territorial, with their competencies set over each of the different kingdoms.
Conditions :
- Has completed the
Castilean mission “System of Councils”
Additional Effects :
- Allow estate privileges to be revoked regardless of loyalty and influence
- Has access to System of Councils interactions:
- Each month, this government gathers 0.1 times the rulers total skills, aswell as 0.002 for every
1% of average autonomy below 100% in Council Consensus. The Nation gains the following modifier, scaling with its current council consensus :
Council Consensus
|
0
|
50
|
100
|
Effects
|
No effect
|
+2 Monthly Splendor
+2.5% Administrative Efficiency
|
+4 Monthly Splendor
+5% Administrative Efficiency
|
Furthermore, 50 council consensus can be spend to call one of the councils. Each council offers two modifiers for 10 years each. The first is always the same, but the second can be chosen out of three.
Calling the councils has no cooldown so it is possible to get multiple different modifiers at the same time, even if they are from the same council. Its not possible to have the same modifier active more than once.
|
Portuguese Monarchy
|
+20% Naval forcelimit modifier
+10% National tax modifier
+20% Sailor recovery speed
|
Despite being in Iberia, having its whole coast in the Atlantic rather than the Mediterranean meant that Portugal's sights were always set on the Western horizon. As such, sailing in the Atlantic is second nature for the Portuguese.
Conditions
Primary culture is Portuguese
|
Courts of Navarra
|
−20% Cost of advisors with ruler's culture
+1 Diplomat
−2 National unrest
−30 Maximum absolutism
−10% Nobles influence
|
The Cortes of Navarra are a deliberative assembly of the Kingdom of Navarra formed by knights, clergymen and representatives of the towns and cities of the realm. They are the keepers of the Old Laws, known as Fueros, and have the objective to keep in check the power of the monarch, while also serving the royal house in their needs.
Conditions :
- At least one of:
Primary culture is Basque
- Is
Navarra
Additional effects :
- Has access to
parliament
|
Al-Andalusian Sultanate
|
−10% Idea cost
+2 Maximum tolerance of heathens
+1 Tolerance of heathens
|
The Al-Andalusian government takes great interest in the patrons of the art and science. Unlike many other Muslim sultanates, the state is more open to the ideas of Sufism.
Conditions:
- Is
Andalusia
Religion is in Muslim group
Primary culture is Andalusian
Additional effects :
- Enables two
decisions that move Piety by 200% towards the opposite side, if it currently is atleast 50% towards either Mysticism or Legalism.
|
Mamluk Government
|
+3 Max promoted cultures
−0.025 Monthly autonomy change
+2 Monarch administrative skill (for future monarchs)
−25% Cost of advisors with ruler's culture
−50% Promote culture cost
+50 Governing capacity
+10% Nobility influence
|
The State was once taken over by Mamluk Slave Soldiers and sustains itself through continued importation of soldier slaves.
Conditions:
Additional effects:
- Does not have heirs.
- Enables ‘Foreign Slave Rulers’.
- When the current ruler dies, their successor is chosen via a special event with the ability to choose between different cultures for the new ruler
- The ruler's starting legitimacy is based on the percentage of their culture in the country (a more dominant culture gives a weaker claim)
- Enables ‘Mamlukian Culture’ ability:Each year, this government gathers 3 + ruler skill power in each monarch power categories (
/ / ). Once 100 power in a category is reached, the related cultural interaction can be activated:
The current age multiplier is 1 for the 'Age of Discovery', 2 for the 'Age of Reformation', 3 for the 'Age of Absolutism' and 4 for the 'Age of Revolutions'.
Two out of three of these interactions are more powerful if the ruler culture is dominant in the country. However, rulers from a dominant culture start their reign with reduced legitimacy, as explained above.
If not activated the points continue to gather until 150 is reached and any more is lost. The points will also reset if the current ruler dies.
- See also: Mamluks § Mamluk government
|
Feudal Theocracy
|
+1 Missionary
+1% Missionary strength
+2 Tolerance of the true faith
+50 Governing capacity
+5% Clergy loyalty equilibrium
|
The State is ruled by a religious leader with the throne passing on within his divine sanctioned family.
Conditions:
- Is Muslim or
Zoroastrian.
- Cannot have Mughal Diwan
- Unlocked by the following :
Additional effects:
- Unlocks
Divine ideas, while locking Aristocratic ideas.
Enables ‘Feudal Theocracy’ interactions:
Icon |
Ability |
Cost |
Effects
|
 |
Seize Clerical Holdings |
50
|
−15% construction cost for 5 years.
|
 |
Invite Minorities from Abroad |
50
|
Every province of the capital state gets −20% local development cost for 5 years and +1 random development. Requires the country to own and control the entire area of its capital and to know about a province of the state religion which is owned by a heathen or heretic.
|
 |
Sanction Holy War |
50
|
Grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a heretic or heathens nation.
|
|
Persian Government
|
+1 Missionary
+1% Missionary strength
+2 Tolerance of the true faith
−5% Development cost
+25% Innovativeness gain
+15% Manpower in accepted culture provinces
|
The Shah is the absolute ruler of Persia, and under the Shah there's a complex bureaucratic system that keeps the nation structured and balanced. With positions in the government assigned by merit instead of heritage, the system is assured to function in the best benefit of the nation.
Conditions :
- Unlocked by forming
Persia
Primary culture is Persian
Additional effects :
- Unlocks
Divine ideas, while locking Aristocratic ideas.
Enables ‘Feudal Theocracy’ interactions:
Icon |
Ability |
Cost |
Effects
|
 |
Seize Clerical Holdings |
50
|
−15% construction cost for 5 years.
|
 |
Invite Minorities from Abroad |
50
|
Every province of the capital state gets −20% local development cost for 5 years and +1 random development. Requires the country to own and control the entire area of its capital and to know about a province of the state religion which is owned by a heathen or heretic.
|
 |
Sanction Holy War |
50
|
Grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a heretic or heathens nation.
|
|
Sharifate
|
+2 Tolerance of the true faith
+1 Missionary
+1% Missionary strength
+0.1 Monthly piety accelerator
−10% Cost of advisors with ruler's religion
|
A Sharifate is ruled by the Sharif, a person with authority inherited directly from the Prophet. As such, the rule of the Sharif is backed by the will of Allah.
Conditions:
Religion is in Muslim group
- Owns province Mecca (385)
Additional effects :
Enables Iqta taxation ability, may choose a Iqta taxation policy every 20 years:
Icon
|
Ability
|
Modifiers
|
One-time effects
|
 |
Efficient Tax Farming
|
 |
+15% |
National tax modifier
|
Gain ducats equal to 2 times total development of the subjects
|
 |
Land Acquisition
|
 |
−5% |
Core-creation cost
|
Gain manpower 50 times total development of the subjects
|
 |
Lenient Taxation
|
 |
+1% |
Diplomatic reputation
|
 |
−15% |
Liberty desire in subjects
|
|
|
Caliphate
|
−10% War score cost vs other religions
+3 Tolerance of the true faith
+1 Yearly legitimacy
+1 Yearly Devotion
+100 Governing capacity
+1 Missionary
+2% Missionary strength
|
The Caliphate is ruled by the Caliph, the legitimate spiritual successor of the Prophet. Being both the temporal and spritual higher authority in Islam, all Muslims owe obedience to the Caliph.
Conditions
Unlocked by taking the "Unify Islam" decision
Religion is in Muslim group
Additional effects :
Enables ‘Feudal Theocracy’ interactions:
Icon |
Ability |
Cost |
Effects
|
 |
Seize Clerical Holdings |
50
|
−15% construction cost for 5 years.
|
 |
Invite Minorities from Abroad |
50
|
Every province of the capital state gets −20% local development cost for 5 years and +1 random development. Requires the country to own and control the entire area of its capital and to know about a province of the state religion which is owned by a heathen or heretic.
|
 |
Sanction Holy War |
50
|
Grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a heretic or heathens nation.
|
|
Beylik
|
−50% Cost to fabricate claims
−10% Unjustified demands
−10% Core-creation cost
+100 Governing capacity
|
Our state is one of the many successor states of the Seljuk Sultanate. It is up to us to reclaim the lands of the old empire and continue the Seljuk's legacy.
Conditions :
Religion is in Muslim group
Primary culture is Turkish
Additional effects :
- Winning battles that are led by our Ruler increases
Legitimacy (or its equivalent) by 0.5 and/or Republican Tradition, Absolutism or Revolutionary Zeal by 0.1
|
Sultanate of Rûm
|
−10% Core-creation cost
−5% Province warscore cost
+0.5 Yearly legitimacy
+5 Maximum absolutism
+150 Governing capacity
|
The Rûm Government has been restored under a new dynasty. Taking inspiration from the Ottomans and the Byzantines, the new Sultanate has reformed old systems in order to not repeat the mistakes of the fallen empires.
Conditions :
Religion is in Muslim group
- Is
Rûm
Additional effects:
- Heirs are chosen inside the ruler's harem via a special event
|
Ottoman Government
|
+0.5 Yearly legitimacy
−10% Unjustified demands
+150 Governing capacity
+5 Maximum absolutism
|
The Ottoman Government is in many ways synonymous with the royal household. The harem ensures that there will never be a lack of heirs for the Ottoman ruler.
Conditions:
Additional effects:
- Heirs are chosen inside the ruler's harem via a special event
- Enables the Janissaries estate
- Can Justify Invasion on other countries
Can establish Eyalet subjects
- Has acces to Decadence mechanic :
- Decadence decreases every month : by 0.005 times
the countries current Absolutism, by 0.05 times the countries current Stability above 0, aswell as by 0.75 whenever a estate agenda is completed
- Decadence increases every month : by 0.1 if the country is at peace, by 0.01 times
the crownland owned by the janissaries estate, by 0.06 for every 15% of influence the jannisaries estate has while disloyal, by 0.1 times the nations current Corruption, by 0.15 for every point of negative stability, by 0.0025 for every 1% of average autonomy, by 0.2 times the percentage they are over their governing capacity and by 0.0013 times the average liberty desire percentage of its subjects, aswell as by 0.5 whenever a estate agenda is failed
- Decadence gain is modified by 0.25% times the countries current Overextension
- Decadence increases for losing and decreases for winning, battles led by the nations ruler
- The Ottomans have a permanent modifier depending on age giving :
- -1 Monthly Decadence and -50% Decadence gain during the
Age of Discovery
- -0.5 Monthly Decadence and -25% Decadence gain during the
Age of Reformation
- +0.1 Monthly Decadence and +50% Decadence gain during the
Age of Absolutism
- +0.25 Monthly Decadence and +100% Decadence gain during the
Age of Revolutions
Decadence
|
0
|
50
|
100
|
Effects
|
No effect
|
-25% Manpower Recovery Speed
+50% Technology Cost
-25% Fort Defense
-0.5 Yearly Legitimacy
+50% Idea Cost
-25% Siege Ability
-50% Reform progress growth
|
-50% Manpower Recovery Speed
+100% Technology Cost
-50% Fort Defense
-1 Yearly Legitimacy
+100% Idea Cost
-50% Siege Ability
-100% Reform progress growth
|
At 100 Decadence the Internal Power Struggle Disaster will begin
- See also: Ottomans § Ottoman Government
|
Modernized Ottoman Government
|
+1 Monarch administrative skill
+1 Yearly legitimacy
−10% All estates influence modifier
+10 Maximum absolutism
+200 Governing capacity
|
The adapted state of the Ottoman Government. Many significant flaws of the Classical government have been purged while the authority of the Sultan is strengthened.
Conditions :
- Religion is in Muslim group
- Is unlocked when the "Internal Power Struggle" disaster ends, if the Harem was separated from the state during the "Reign of Women" event chain
Additional effects:
- Heirs are chosen inside the ruler's harem via a special event
- Enables the Janissaries estate
- Can Justify Invasion on other countries
Can establish Eyalet subjects
|
Reorganized Ottoman Government
|
+2 Monarch administrative skill
+1 Yearly legitimacy
−10% All estates influence modifier
+10 Maximum absolutism
+200 Governing capacity
|
The adapted state of the Ottoman Government. Many significant flaws of the Classical government have been purged while the authority of the Sultan is strengthened. Due to the lack of the harem, the Ottoman Government resembles more the classical Western Absolute Monarchy.
Conditions :
- Religion is in Muslim group
- Is unlocked when the "Internal Power Struggle" disaster ends, if the Harem was not separated from the state during the "Reign of Women" event chain
Additional effects:
- Enables the Janissaries estate
- Can Justify Invasion on other countries
Can establish Eyalet subjects
|
Eyalet Government
|
−1 National unrest
+100 Governing capacity
|
The Eyalet is a special administration under the watchful eye of the Ottoman government. Serving as the border provinces, Eyalets are expected to supervise the region for their Sultan.
Conditions :
- Eyalets, created by the
Ottomans or Rûm, have this government reform
Additional effects :
|
Barbary Eyalet Government
|
+10% Marines force limit
+25% Chance to capture enemy ships
+10% Naval forcelimit modifier
+100 Governing capacity
|
The Barbary Eyalet is the administration of the Maghrebi or Piratical subjects of the Ottoman Empire. While governing the territory, the Barbary Eyalet engages in coastal raids.
Conditions :
- Eyalets, created by the
Ottomans or Rûm, have this government reform if their culture is in the Maghrebi group
Additional effects :
|
Janissary Stratocracy
|
+15% National manpower modifier
+15% Land force limit modifier
+100% Army tradition from battles
|
A realm governed by the renegade Janissaries which broke away from their former master. Their only leader is the Agha who they appoint in ways akin to a monarchy.
Conditions :
Janissary breakaway states have this government reform
Additional effects :
- The ruler is always a
general
Can recruit janissaries
- Allow janissaries in true faith provinces
|
The Sisterhood of Jeanne d'Arc
|
+1 Monarch military skill
+100% Female advisor chance
+10% Land fire damage
+5% Discipline
|
The Sisterhood of Jeanne d'Arc was a religious order founded in 1429 in Orleans, France. The order was established to promote the ideals of Joan of Arc and to assist the poor and sick. The sisterhood played an important role in the cultural and religious life of Orleans and continues to exist today.
Conditions :
Additional effects :
May recruit female generals
- Rulers can be generals.
- Heirs can be generals.
- Counts as a monastic order
Gain permanent “Holy War” and “Purging of Heresy” Casus Belli against heathens and heretics respectively.
|
Crusader State
|
+15% Manpower recovery speed
|
Our nation exists for one purpose: to reconquer and protect the Holy Land. We will do all in our power to defeat the infidels who would dare blaspheme against God and the Church. Deus vult!
Conditions:
Additional effects:
- Heirs and rulers can be
generals.
- Is a Monastic Order
Permanent casus belli against neighboring heathens and heretics
|
Negusa Nagast Monarchy
|
−75% Move capital cost modifier
−1 National unrest
−10% Stability cost modifier
|
Although Ethiopia is an empire, it lacks the proper means to enforce the authority of the Negusa Nagast - the emperor of Ethiopia. The Negusa Nagast Monarchy is the infancy state of the Empire Ethiopia will become, and as such this reform is marked with religious disunity, a lack of central power and an itinerant capital, which caused more troubles than worth.
Conditions:
Additional effects:
- Has itinerant
capital :
- Every province in our capitals state gets the "Itinerant capital area" modifier, granting :
−2 local unrest
−15 minimum local autonomy
−0.25 monthly autonomy change
−10 years of separatism
−0.3 monthly devastation
+0.03 local prosperity growth
- After relocating our capital we gain the "Capital reorganization" modifier for 5 years, granting :
+1000% Move capital cost modifier
- May recruit
Cawa
|
Solomonic Empire
|
+2 Tolerance of the true faith
+20 Maximum absolutism
−2 Global unrest
+100% Possible Cawa
|
The Solomonic Empire is the government reform of Ethiopia after the state has become consolidated at once. Religious arguments are no longer of concern and the empire now exerts its dominance outwards.
Conditions:
Additional effects:
|
Musa Rule
|
+1 Advisor in pool
−5% Stability cost modifier
+0.5 yearly legitimacy
|
The government of the Mali Empire. Although very similar to other monarchies, the Musa Rule is special as it allows a matrilineal inheritance. Additionally, it supports court officials, who take state matters into their hands during the reigns of bad successors.
Conditions:
|
Mossi Confederal Kingdom
|
+15% Nobility influence
+10% Nobility loyalty equilibrium
−1 National unrest
−20 Maximum absolutism
|
The Mossi kingdom is less of a single kingdom but a confederacy of several smaller Mossi kingdoms, which shared kinship, military and ritualistic bonds with one another.
Conditions:
Additional effects:
- Enables "Confederal Kingdoms"
Decisions :
Arrange Marrige : Lose -20 Legitimacy and after 6 months you get : +10% Nobles Loyalty Equilibrium, +5% Nobles Influence and +100% Chance of new heir for the next 20 years.
Celebrate Rituals : Lose -20 Legitimacy and raise Autonomy by +10% in every Mossi Province. After 6 months you get +1 Stability.
Gain Tribal Allegiance : Lose -20 Legitimacy and after 6 months you get +3 Tribal Allegiance and raise Autonomy by +5% in every Mossi Province.
Gather the Armies : Lose -20 Legitimacy and raise Autonomy by +20% in every Mossi Province. After 6 Months you get 1000 Manpower multiplied by the total Base Manpower in your Mossi Provinces
Tribal Allegiance
|
0
|
50
|
100
|
Effects
|
No effect
|
+16.5% Manpower recovery speed
−1.5 National unrest
|
+33% Manpower recovery speed
−3 National unrest
|
Tribal allegiance is gained and lost as follows:
- Winning battles and humiliating rivals increases tribal allegiance.
- Losing battles and being humiliated by rivals decreases tribal allegiance
- Passive
−0.005 yearly tribal allegiance for each point of development the nation has (capped at −3 yearly tribal allegiance at 600 development)
Tribal allegiance gain/loss from battle is equal to three times the prestige gained/lost in battle (this is increased by prestige from land battles modifiers).
Humiliating rivals or being humiliated will result in a gain or loss of 30 tribal allegiance.
30 points of tribal allegiance can be spent for one of the following effects:
|
Ability |
Effects
|
 |
Enlist General
|
Gain a general with 40 army tradition.
|
 |
Train Horsemanship
|
Get +15% cavalry combat ability for 10 years;
|
 |
Conscript from Tribes
|
Start production of 6 cavalry units in the capital at a quarter the time.
|
|
Roman Empire
|
+5% Administrative efficiency
+10 Maximum absolutism
−25% Culture conversion cost
- (unrecognized string “culture conversion time” for Template:Icon) −10% Culture conversion time
|
The most influential empire in all Europe's history, the glory and splendor of the Roman Empire was unprecedented. As the rightful claimants of the title, such glory is also ours.
Conditions:
Primary culture is Roman
Additional effects :
- Fixed rank:
Empire
- Has access to
parliament
|
Holy Imperial Monarchy
|
+25% Governing capacity modifier
+20 Maximum absolutism
+10% Max effect of absolutism
+2 Diplomatic reputation
- (unrecognized string “chance to inherit personal union subjects” for Template:Icon) +50% Chance to inherit personal union subjects
|
The Empire has reached its maximum splendor. As the only legal successor of the Roman Empire, no one can deny our holy right to rule received from God itself.
Conditions:
Additional effects :
- Reduce the loyalty loss from seize land by 5%
- Seizing land does not cause revolts
|
Revolutionary Empire
|
+10% Morale of armies
+25% National manpower modifier
−0.20 Monthly autonomy change
+150 Governing capacity
+50 Maximum revolutionary zeal
-100 Yearly papal influence
|
The Revolutionary Empire is a slightly more conservative form of government with a single ruler ruling with reference a chamber of deputies. The government can mobilize a large amount of manpower and every soldier carries a marshal's baton in his backpack.
Conditions:
Three ways to get this government form, all requiring to first be a “Revolutionary Republic”:
- Bringing your
republican tradition to 0
- With the DLC
'Rights of Man', having the imperials in power while having less than 40 republican tradition.
- Enact the T6 Government Reform for “Revolutionary Republic”
Additional effects:
Lose both revolution target status and this government form if the revolution is dismantled, transitioning into a constitutional monarchy.
|
Livonian Monarchy
|
+50 Governing capacity
−1 National unrest
+1 Diplomatic reputation
+5% National manpower modifier
|
Our government is based on the ground pillars of a stable and ordinary Monarchy. Our society learned from the events which have unfolded in the past, and adapted to all kind of challenges.
Conditions:
- Unlocked by the
"The Livonian Monarchy" Mission event. This Option is always pickable.
|
Livonian Constitutional Monarchy
|
−2 National unrest
−5 Years of separatism
+1 Yearly legitimacy
+15% Improve relations
|
Our government has separated the power from our Monarch. Whenever a decision is made for the state then the Parliament needs to approve it first.\nOn the plus side, deaths of the Monarchs are no longer considered a threat to the existence of the state.
Conditions:
Administrative options : 3
Diplomatic options : 0
Military options : 0
Additional effects:
- Has access to
parliament
- Disables the
nobility estate.
- Disables “Call diet”
No stability loss on monarch death
|
Livonian Elective Monarchy
|
+15% All estates' loyalty equilibrium
−20% Stability cost modifier
+2 Possible advisors
+5% Clergy influence
+5% Nobles influence
+5% Burghers influence
|
Our Monarch is not ascending the throne by the right of his blood but by the right of the electors from our Estates. While the Estates prefer to elect one of their own kind, it is not impossible for them to elect nobles from foreign countries either.
Conditions:
Administrative option : 0
Diplomatic option : 3
Military option : 0
Additional effects:
- Call Diet does not increase estate influence.
No stability loss on monarch death
- Has "Polish elections" :
- Other monarchies of the same religion can support heirs of their own dynasty in that realm by sending a
diplomat, giving 24 times the elected monarch's stats as monarch power, 25 prestige and 10 legitimacy bonus if they win.
- The elective monarchy can support a local heir for
−10 prestige
- The throne cannot be claimed, making it impossible to make them the junior partner of a personal union outside of events
- The Heir with the most support is elected as new Ruler on Monarch death
|
Livonian Mercenary State
|
+33% Mercenary manpower
+5% Mercenary discipline
−25% Mercenary cost
−10% Mercenary maintenance
|
Mercenaries have a bad repuation throughout Europe. But in this government, it is the mercenaries who rule.
Conditions:
Administrative options : 0
Diplomatic options : 0
Military options : 3
Additional effects:
- Hiring
mercenaries does not reduce army professionalism.
- A
General becomes ruler when the current ruler dies.
- Ruler reigns for life. No elections.
- Does not have consorts.
- Allows
royal marriages.
- Does not have an heir.
|
Livonian Absolute Monarchy
|
+30 Maximum absolutism
+3 Yearly absolutism
−50% Autonomy change cooldown
-10% Nobles influence
-10% Clergy influence
-10% Burghers influence
|
The whole apparatus of the government; all elements of the government serve only one purpose: securing the absolute power of the Monarch.
Conditions:
Administrative options : 4
Diplomatic options : 0
Military options : 0
Additional effects:
- Lose -60
Absolutism on Ruler Death
|
Livonian States Council
|
+2 Diplomatic relations
+2 Diplomatic reputation
+50% Vassal force limit contribution
+50% Income from vassals
−33% National manpower modifier
−33% Land force limit modifier
|
A Monarchy in name, the country is governed by a council of administrators and diplomats, who ensure that the interests of the state are fulfilled. The dynasty of the head of the council is the ruling family of the country.
Conditions:
Administrative options : 0
Diplomatic options : 4
Military options : 0
Additional effects:
- Has access to
parliament
|
Livonian Admiralty
|
+25% Marines force limit
−25% Governing capacity modifier
+33% Naval forcelimit modifier
+25% National sailors modifier
+5% Ship durability
|
Our government is suited to the harsh environment of the sea. As our whole economy is based on the riches of the sea our Monarchs are chosen from the best admirals we have.
Conditions:
Administrative options : 0
Diplomatic options : 4
Military options : 0
Additional effects:
- An
Admiral becomes ruler when the current ruler dies.
- Ruler reigns for life. No elections.
- Have consorts.
- Allows
royal marriages.
- Does not have an heir.
- Allows cheap drafting of
transport ships.
|
Livonian Autocracy
|
−10% Land maintenance modifier
+10% Governing capacity modifier
+15% Land force limit modifier
−10% Aggressive expansion impact
−0.1% Yearly army tradition decay
|
Some armies have a state. Our army has an expanding empire, and we shall ensure that it continue to expand with more of our forces.
Conditions:
Administrative options : 0
Diplomatic options : 0
Military options : 4
|
Livonian Imperial Reign
|
−15% Core-creation cost
+200 Governing capacity
−0.5 Yearly legitimacy
−2 Diplomatic reputation
|
While others rule over kingdoms, our government rules over an empire. Our own goal is the rapid expansion of the state in order to dominate the world.
Conditions:
Administrative options : 5
Diplomatic options : 0
Military options : 0
|
Livonian States General
|
−10% Development cost
+50% Marines force limit
+2 Monarch diplomatic skill
+10% Burghers loyalty equilibrium
−50% Governing capacity modifier
|
Our government is less ruled by one absolute authority but by the states which make the country. Every 4 years the representatives of the states assemble at our grand court to elect the next monarch to power.
Conditions:
Administrative options : 0
Diplomatic options : 5
Military options : 0
Additional effects:
- Does not have consorts.
- Does not have an heir.
- Has elections every 4 years or only at the ruler's death, depending on the current Statist-Monarchist balance. (see also: Election events#Dutch Republic)
- Enables Statist vs Monarchist mechanics
Statists in power:
|
Monarchist in power:
|
|
+10 |
Global settler increase
|
|
+1 |
Yearly navy tradition
|
|
+10% |
Trade efficiency
|
|
+10% |
Morale of navies
|
|
−1 |
Yearly legitimacy
|
|
+0.5 |
Yearly legitimacy
|
If this reform is abolished then the country gets the event ‘[Root.GetAdjectiveCap] Assembly Abolished’.
|
Livonian Militarist Monarchy
|
−0.05 Monthly war exhaustion
−5% Development cost
+2 Monarch military skill
+10% Nobility loyalty equilibrium
−50% Governing capacity modifier
|
Our monarchy is the result of our focus on the military aspects of the country. So much so that the one or the other statesman jokingly calls it "the little Sibling of Prussia".
Conditions:
Administrative options : 0
Diplomatic options : 0
Military options : 5
Additional effects:
- Uses
militarization mechanics
- See also: Militarization
|
Livonian Plutocracy
|
+1 Merchant
+25% Ship trade power
+15% Local goods produced modifier
+10% Burghers influence
−50% Governing capacity modifier
|
Our monarchy is of plutocratic nature where the supporters of the Monarch are those with the largest income. Our Monarch is head of a successful merchant enterprise, and so are many of the members of the government.
Conditions:
Administrative options : 3
Diplomatic options : 3
Military options : 0
Additional effects:
- Has merchant republic mechanics:
 |
+25% |
State governing cost
|
 |
−25% |
Trade company governing cost
|
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 to their overlord, will transfer 50% if the overlord is a merchant republic.
- Allows cheap drafting of
transport ships.
- Can construct a trade post for
50 administrative power, giving +10 trade power, in one owned province per trade node (except the node containing the main trade city).
|
Livonian Theocracy
|
+2 Tolerance of the true faith
+0.5 Yearly papal influence
+10% Church power
+0.25 Monthly fervor
+25% Clergy influence
+5% Clergy loyalty equilibrium
|
Our government is shaped by religion and belief. Our Monarch is part of the Clergy estate, and although it is a Monarchy, the ruling style is more similar to one of a Theocracy.
Conditions:
Administrative options : 3
Diplomatic options : 0
Military options : 3
Additional effects:
No stability loss on monarch death
- Disables the
Aristocratic idea group.
- Enables the
Divine idea group.
|
Livonian Thalassocracy
|
+25% Colonial range
+5% Settler chance
+33% Chance to capture enemy ships
−10% Province warscore cost
|
Our Monarchy is shaped by the might of the sea. Every Monarch of our great country has to be an admiral in order to reach our most remote areas.
Conditions:
Administrative options : 0
Diplomatic options : 3
Military options : 3
Additional effects:
- An
Admiral becomes ruler when the current ruler dies.
|
Livonian Enlightened Monarchy
|
+1 Monarch administrative skill
+1 Monarch diplomatic skill
+1 Monarch military skill
+1 Yearly legitimacy
−50% Governing capacity modifier
|
Our Monarch is a pioneer of the ideas of an Enlightened state, where the absolute rule is supported by the ideas of the Enlightenment.
Conditions:
Administrative options : 2
Diplomatic options : 2
Military options : 2
|