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: Military Doctrines and Organization
Tier 6: Separation of Power
Tier 7: Regionalism
Tier 8: Economical Matters
Tier 9: Consolidation of Power
Tier 10: Guiding Principle of Administration
Tier 11: Electorate
Tier 12: Office Selection
Tier 13: 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 12th tier reinforce republican values government reform: Reelection cost.png −10% Reelection cost The White House gives −5%/−10%/−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
  • Holy Roman idea 1: The Imperial Throne
  • Barbary Corsair ambition
+0.30
  • Andean traditions
  • Imperial German traditions
  • Israeli traditions
  • Majapahit traditions
  • Montferrat traditions
  • Norman traditions
  • Roman traditions
  • Tarascan traditions
  • Trebizond traditions
  • Venetian traditions
  • Württemberger traditions
  • Aachen idea 2: Imperial Free City
  • Adalite idea 2: A Monarchical Imamate
  • Afghan idea 6: Institutionalized Loya Jirga
  • Air idea 3: Legacy of Tin-Hinan
  • Angevin idea 7: Rule of the Plantagenet
  • Arakanese idea 1: Mrauk U Dynasty
  • Ardabili idea 7: Shahs of Iran
  • Asakura idea 5: Seventeen Clan Code
  • Ashanti idea 4: The Golden Stool
  • Ashikaga idea 2: Defenders of the Imperial Court
  • Athenian idea 1: Dominus Athenarum
  • Augsburger idea 1: Augusta Vindelicorum
  • Aztec idea 2: Sustaining the Gods
  • Baden idea 2: Legacy of the House of Zähringen
  • Bahmani idea 6: Bahmani Primogeniture
  • Baluch idea 3: Khan of the Baloch
  • Bavarian idea 1: Institute the Everlasting Succession
  • Beloozero idea 3: Strengthen Local Lineages
  • Beninese idea 1: Curb the Uzama
  • Berg idea 1: The Heirs of Lotharingia
  • Betsimisaraka idea 6: Royal Justice
  • Bohemian idea 2: Elective Monarchy
  • Bolognese idea 2: Bentivoglio Family
  • Bosnian idea 2: Per Aspera ad Astra
  • Brazilian idea 7: Seat of the Empire
  • Breton idea 1: Legacy of Breton Independence
  • Bulgarian idea 7: Third Rome
  • Caucasian idea 5: Highland Khans
  • Cebu idea 2: Chola Legacy
  • Chinese idea 6: Son of Heaven
  • Cirebonese idea 1: Negara Gede
  • Clevian idea 2: Cleves and Mark
  • Dahomey idea 1: Children of the Panther
  • Dai Viet idea 6: Thuan Thiên
  • Daimyo idea 3: Honor the Ancestors
  • Deccani Sultanate idea 1: Legacy of the Bahmani Sultanate
  • Delhian idea 7: The Throne of India
  • Ethiopian idea 2: Negusa Negast
  • Franconian idea 1: The Duchy Restored
  • Frankfurter idea 7: Freie Stadt Frankfurt
  • Garhwali idea 5: Source of the Ganges
  • Garjati idea 2: Ancient Mandalas
  • Gelre idea 3: Defiance of Foreign Rule
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Gond idea 6: Ancient Roots
  • Great Qing idea 4: Bogda Khan
  • Gujarati Princedom idea 6: Ashapura Mata
  • Hamburger idea 2: Burgher Republic
  • Hatakeyama idea 6: Unify the Clan
  • Hawaiian idea 2: Repurposing the Ali'i Nui
  • Hindustani idea 4: The Peacock Throne
  • Hojo idea 1: Legacy of the Kamakura Shogunate
  • Holstein idea 7: Danish Protest Pigs
  • Hosokawa idea 1: Kanrei
  • Ilkhanid idea 1: Restored Ilkhanate
  • Iwi idea 7: The Maori King Movement
  • Jerusalem idea 1: Crown of Thorns
  • Jolof idea 6: Wolof Griots
  • Kaffan idea 5: Strengthen Ties With the Ethiopian Church
  • Kamilaroi idea 5: Matrilineal Lineage
  • Karamanid idea 7: True Heirs of the Seljuk Empire
  • Khorasani idea 4: Dynastic Chronicles
  • Kikuchi idea 3: Aso Shrine
  • Kilwan idea 2: Shirazi's Legacy
  • Kitaran idea 1: Legacy of the Gods
  • Kuban idea 6: Ndop Statue
  • Kurdish idea 6: Legacy of the Kurdish Dynasties
  • Ladakh idea 6: A Kingdom United
  • Lan Na idea 1: Legacy of Mangrai
  • Lanfang idea 1: Free Elections
  • Larrakia idea 4: Dowed
  • Latin idea 1: Emperor of Constantinople
  • Liège idea 3: Religious Devotion
  • Luban idea 2: Royal Village Shrines
  • Luccan idea 7: The Jacobin State of Lucca
  • Lunda idea 2: Perpetual Kingship
  • Mainzian idea 4: Saint Hildegard of Bingen
  • Malaccan idea 6: Dualat
  • Malagasy idea 2: Zafivolamena
  • Manchu idea 4: The Later Jin
  • Manipur idea 3: Kingdom of the Meitei
  • Mazovian idea 6: Sejmy i Sejmiki
  • Mesoamerican idea 5: Ritual Bloodletting
  • Moldavian idea 4: Hospodar of Moldavia
  • Moluccan idea 2: Shared Cultural Heritage
  • Montenegrin idea 1: Legacy Of Diocleia
  • Mossi idea 1: Rialé and Yennenga
  • Muiscan idea 7: Consuetudinary Law
  • Mushasha idea 5: A House United
  • Mutapan idea 4: Spokesman before the Dead
  • Mysorean idea 2: Patronize Kannada Literature
  • Neapolitan idea 7: The Lazzaroni and the Monarchy
  • Northumbrian idea 1: Secure Percy Rule
  • Novgorod idea 3: Ivan's Hundred
  • Odoyev idea 1: Heirs of Chernigov
  • Offaly idea 6: A Family Affair
  • Oirat idea 3: The Four Oirats
  • Orissan idea 2: Servitor of Jagannath
  • Oyo idea 2: Oduduwa Mythos
  • Pagarruyung idea 3: Istano Basa
  • Palawa idea 2: Dual-Identity
  • Pegu idea 6: Buddhist Kingship
  • Perugian idea 4: Perugian Signoria
  • Pisan idea 5: Anziani del Popolo
  • Polotskian idea 2: Heritage of The Rus'
  • Provençal idea 2: Revive House of Anjou
  • Rajputana idea 7: Monumental Architecture
  • Rassid idea 4: A Unified Rassid State
  • Romanian idea 4: Latin Island
  • Rothenburg idea 3: The End of the Line
  • Ruthenian idea 1: The Mother of Russian States
  • Ruthenian idea 1: The Mother of Russian States
  • Rûmi idea 3: Shahanshah
  • Samoan idea 5: Tatau
  • Samtskhe idea 1: Atabegs of Samtskhe
  • Savoyard idea 7: Savoyard Legitimacy
  • Scottish idea 6: Basilikon Doron
  • Semien idea 5: Gideon Dynasty
  • Shan idea 6: Shan Chronicles
  • Shirvani idea 1: The Khalwati Order
  • Sindhi idea 1: Enduring Samma Dynasty
  • Sistani idea 6: Chronicles of Sistan
  • South Indian idea 5: Patronage of Great Temples
  • Sukhothai idea 6: Ramkhamhaeng Stele
  • Swabian City-State idea 6: The Thorn of the Empire
  • Swedish idea 1: Kung och Riksdag
  • Telugu idea 5: Legend of Prataparudra
  • Thüringian idea 1: The Partition of Leipzig
  • Timurid idea 4: Chagatai Literature
  • Transoxianian idea 7: Chagatai Literature
  • Tripuran idea 1: Rajmala
  • Tsutsui idea 5: The Southern Capital
  • Tumbuka idea 3: Healthy Priest Kings
  • Tyrone idea 2: The O’Neill Mór
  • Veronese idea 1: Three Households Alike in Dignity
  • Vindhyan idea 7: Candella Legacy
  • Wallachian idea 6: Boyar Regime
  • Welsh idea 4: Unbennaeth Prydain
  • Yi idea 6: Renovate the Skyward Tombs
  • Zambezi idea 5: Centralizing the Mbona cult
  • American ambition
  • Anhalt ambition
  • Canadian ambition
  • Dithmarscher ambition
  • Imagawa ambition
  • Irish ambition
  • Italian (minor) ambition
  • K'iche ambition
  • Kanem Bornuan ambition
  • Maravi ambition
  • Ormond ambitions
  • Russian ambition
+0.25
  • Administrative-Aristocratic: The Licensing of the Press Act
+0.20
  • Full Court
  • Plutocratic-Economic: Formalized Scales, Weights and Measures
+0.15
  • Bamberger traditions
  • Bukharan idea 1: Jochid Patrimony
  • Colognian idea 4: Prime Minister of Cologne
  • Cypriot idea 1: King of Jerusalem
  • Georgian idea 1: Bagrationi Dynasty
  • Great Shun idea 7: Claim to the Mandate
  • Jurchen idea 2: The Queue
  • Kiwi idea 1: Maori Seats
  • Utrecht idea 2: Ex Cathedra
  • Yarkandi idea 4: Empower the Khojas

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]

Power Structure[edit | edit source]

Type Election Cycle Effects Description & notes
Oligarchy  4
  • National tax modifier.png +5% National tax modifier
  • National unrest.png -0.5 National unrest
  • Burghers loyalty equilibrium.png +5 Burghers loyalty equilibrium
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:

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:

Civic Republicanism  5
  • Random candidate bonus.png +1 Random candidate bonus
  • All estates influence −5% All estates influence modifier
Civic Republicanism icon
It is a type of Republicanism inspired in classical antiquity with great emphasis in civic virtue. Citizens are dedicated to the common public interest.

Conditions:

  • None of:
    • Has enacted the “Crown Colony” government reform
    • Has enacted the “Private Enterprise Colony” government reform
    • Has enacted the “Self-Governing Colony” government reform
  • Ruler must not rule for life

Additional effects :

  • Rulers can be reelected only one time
  • Candidates will give a random modifer to their country while they reign :
    • Administrative candidates may give :
      • "Expansion Focus", granting :
        • Core-creation cost.png-5% Core creation cost
      • "Stability Focus", granting :
        • Stability cost modifier.png-10% Stability cost
      • "Government Focus", granting :
        • Reform progress growth.png+10% Reform progress growth
      • "Religion Focus", granting :
        • Missionary strength.png+1% Missionary strength
      • "Technology Focus", granting :
        • Idea cost.png-5% Idea cost
    • Diplomatic candidates may give :
      • "Court Focus", granting :
        • Estate influence-5% All estates influence modifier
      • "Subject integration focus", granting :
        • Diplomatic annexation cost-5% Diplomatic annexation cost
      • "Trade Focus", granting :
        • Trade efficiency.png+10% Trade efficiency
      • "Development Focus", granting :
        • Development cost.png-5% Development cost
      • "Diplomacy Focus", granting :
        • Diplomatic reputation.png+1 Diplomatic reputation
    • Military candidates may give :
      • "Siege Focus", granting :
        • Siege ability.png+10% Siege ability
      • "Defense Focus", granting :
        • Fort defense.png+20% Fort defense
      • "Leader Focus", granting :
        • Land leader shock.png+1 Land leader shock
        • Naval leader shock.png+1 Land leader shock
      • "Quality Focus", granting :
        • Morale of armies.png+10% Morale of armies
      • "Navy Focus", granting :
        • Morale of navies.png+10% Morale of navies
        • Ship trade power.png+10% Ship trade power
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:

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).
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
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.
  • May raid coasts, including coasts of countries with same religion.png May raid coasts, including coasts of countries with same religion.
  • 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
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:

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 fall into a Presidential Dictatorship.
  • 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 fall into a Presidential Dictatorship.
  • 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 fall into a Presidential Dictatorship.
  • 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 fall into a Presidential Dictatorship.
  • 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 Nobility.png Nobility estate
  • Fixed rank: Duchy rank Duchy
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:

Veche Republic  4
  • Merchants.png +1 Merchant
  • Governing capacity.png +100 Governing capacity
  • +10% Streltsy force limit fraction
  • 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 a weakened version of the Russian government mechanics:
    • Each month, this government gathers 0.25 + 0.08 times 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−5% local autonomy in all provinces
Support oprichnina.png Support Oprichnina Diplomatic power.png −20% progress for all rebel factions
Raise streltsy.png Equip Streltsy Military power.png
  • gain War exhaustion.png−2 war exhaustion
  • gain 0.3Manpower.png years worth of manpower
  • gain "Equipped Streltsy" modifier for 10 years giving :
    • +5%Infantry combat ability.png 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.


Great Veche Republic 4
  • National manpower modifier.png +20% National manpower modifier
  • Merchants.png +1 Merchant
  • Maximum absolutism +20 Maximum absolutism
  • Governing capacity.png +350 Governing capacity
  • +20% Streltsy force limit fraction
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).
  • Has access to Russian government mechanics:
    • Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (Administrative power.png/Diplomatic power.png/Military power.png). Once 100 government power 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 Equip Streltsy Military power.png
  • gain War exhaustion.png−2 war exhaustion
  • gain 0.6Manpower.png years worth of manpower
  • gain "Equipped Streltsy" modifier for 10 years giving :
    • +10%Infantry combat ability.png 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.
  • 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
  • Institution embracement cost.png -25% Institution Embracement Cost
  • Institution embracement cost.png -50% Institution Embracement Cost

At 100 modernization we can reform into the "Great Russian Federation"

Great Russian Federation  6
  • National manpower modifier.png +20% National manpower modifier
  • Merchants.png +2 Merchants
  • Governing capacity.png +350 Governing capacity
  • Absolutism.png +0.5 Yearly absolutism
  • Autonomy.png −0.05 Monthly autonomy change
  • Institution embracement cost.png −50% Institution embracement cost
  • Maximum absolutism +50 Maximum absolutism
Great Russian Federation icon
The state is a modernized federation of several veche who all swear loyalty to the Russian Republic. Western ideas and modern principles shape the culture of the government.

Conditions :

  • Unlocked by taking the Flag of Russia Russian "Proclaim the Emperor Title" decision

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).
  • 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 (Administrative power.png/Diplomatic power.png/Military power.png) 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 Tab domestic government.png government interaction :
Icon Ability Type Scaling Modifiers (at 100 power) Activation Effects
Russian rule adm button.png Enforce Absolute Rule Administrative power.png Development cost.png−10% Development Cost

Core-creation cost.png−10%Core creation Cost

Lose Local autonomy.png−15% Local Autonomy in all provinces

Force the next Estate Agenda to automatically suceed
Force the currently active Parliament Debate to suceed

Russian rule dip button.png Enforce Cultural Revolution Diplomatic power.png Diplomatic reputation.png+1 Diplomatic reputation

Improve relations.png+10%Improve relations

−30% progress for all rebel factions

Gain "Cultural Revolution" for 10 years, granting :

  • National tax modifier.png+20% National Tax modifier
  • Idea cost.png-5% Idea cost
  • Estate influence-10% All estates influence modifier
Russian rule mil button.png Mobilize New Order Regiments Military power.png Yearly army tradition.png+0.5 yearly army tradition

Harsh treatment cost.png-50%Harsh treatment cost

gain 0.75Manpower.png years worth of manpower

Gain War exhaustion.png−3 war exhaustion
Gain "Mobilized new Order Regiments" modifier for 10 years giving :

  • +10%Infantry combat ability.png infantry combat ability
  • +20%Reinforce speed.png Reinforce speed
Ikko-Ikki Republic  4
  • Yearly harmony increase.png +0.25 Yearly harmony increase
  • Yearly karma decay.png +0.2% Yearly karma decay
  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Production efficiency.png +10% Production efficiency
  • Morale of armies.png +5% Morale of armies
  • Missionary strength.png +2% Missionary strength
Ikko-Ikki Republic icon
The path of the Pure Land and the power and teachings of Amida are the only path forward for our nation. Namu Amida Butsu.

Conditions :

  • Is not Flag of The Papal State The Papal State
  • At least one of:
    • Culture is in Japanese group
    • Had the government reform “Ikko-Ikki Republic” before
  • Religion is in Eastern group
  • May also be gained when the Shinto Incident "Ikko- Ikki" ends

Additional effects :

  • Disables the Nobility.png Nobility estate
  • Is a peasant republic
Dutch Republic 4
  • Trade efficiency.png +10% Trade efficiency
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Liberty desire.png -10% Other continent liberty desire
  • +20% VOC Indiamen forcelimit fraction
  • 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:

  • At least one of:
    • Primary culture is Dutch
    • Primary culture is Frisian
    • Primary culture is Flemish
  • Can also be gained via a special event

Additional Effects:

  • Has access to Parliament.png parliament.
  • Has access to the Statists vs. Orangists mechanic :
    • 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.
    • Elections increase the power of the candidates faction by 33%. The country gains Boni depending on what faction currently has more power :
Statists in power:[4] Orangists in power:[4]
Naval force limit modifier.png +10% Naval force limit modifier Land force limit modifier.png +25% Land force limit modifier
Trade power.png +5% Global trade power Stability cost modifier.png −10% Stability cost modifier
Yearly republican tradition.png +1 Yearly republican tradition Yearly republican tradition.png −1 Yearly republican tradition

While the scale is at 0, the Statists will be in power.


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 +25% Cavalry to infantry ratio
  • Special unit force limit.png +25% Special unit force limit
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 the Nobility.png Nobility estate
  • Enables the Cossacks estate
  • Allows the Horde ideas
  • Has an Itinerant capital:
    • Every province in our capitals state gets the "Itinerant capital area" modifier, granting :
      • Local unrest.png −2 local unrest
      • Minimum local autonomy −15 minimum local autonomy
      • Local autonomy.png −0.25 monthly autonomy change
      • Years of separatism.png −10 years of separatism
      • Local devastation −0.3 monthly devastation
      • Local prosperity growth.png +0.03 local prosperity growth
    • After relocating our capital we gain the "Capital reorganization" modifier for 5 years, granting :
      • Move capital cost modifier.png+1000% Move capital cost modifier
  • Enables the Cossacks- government interactions :

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[5] of a random category.

1 random neighbor country:

  • gets the modifier ‘Serfs Deserted to Cossacks’ for 10 years[5] 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[5] 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[5].
  • raises 20% of force limit[5] as cossacks in the capital.

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

Italian Signoria  12
  • National tax modifier.png +15% National tax modifier
  • Maximum absolutism +10 Maximum absolutism[2]
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.
Roman Republic  5
  • Administrative efficiency.png +5% Administrative efficiency
  • Culture conversion cost.png −25% Culture conversion cost
  • (unrecognized string “culture conversion time” for Template:Icon) −10% Culture conversion time
  • Num of parliament issues.png +1 Number of possible parliament issues
Roman Republic icon
Before the glory of the Roman Empire, the Roman Republic etched its place in history. As its rightful successors, there's no doubt that the same glory is ours.

Conditions:

  • Primary culture is Roman

Additional effects :

  • Fixed rank: Empire rank Empire
  • Has access to Parliament.png parliament
  • Winning an Issue in the parliament grants 5Republican tradition.png Republican tradition
Calvinist Republic  4
  • Monthly fervor.png +0.1 Monthly fervor
  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Own territory dice roll bonus.png +1 Own territory dice roll bonus
Calvinist Republic icon
Upholding the ideals and values of Calvinism as its state church, a Calvinist Republic is both faithful and republican.

Conditions :

  • Religion is Reformed.png Reformed
  • Country's total Development.png development is less than 400

Additional effects :


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:

  • Culture icon.png 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


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.
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:

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.
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.
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
Constitutional Republic  5
  • Num of parliament issues.png +1 Number of possible parliament issues
  • Yearly republican tradition.png +0.25 Yearly republican tradition
  • Maximum absolutism +5 Maximum absolutism
Constitutional Republic icon
A republic where all the power lies in the hands of the parliament, secured with the constitution protecting its rights. Where once an autocratic monarch ruled there is now a Minister speaking for the House of Lords and the House of Commons.

Conditions :

  • At least one of:
    • Culture is in British group
    • Culture is Anglois

Additional effects :

  • This is a special government reform. You cannot switch to another reform on this level.
  • Has access to Parliament.png 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
Protectorate Parliament  N/A
  • Morale of armies.png +10% 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:

  • Only available for Flag of England England by siding with the Parliamentarist when the English Civil War disaster starts
  • Will be lost shortly after Cromwell dies

Additional Effects:

  • Enables Parliament.png 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
Parliamentary Republic  5
  • Autonomy.png −0.05 Monthly autonomy change
  • Morale of armies.png +10% Morale of armies
  • Parliament backing chance.png +25% Parliament debate backing chance
  • Num of parliament issues.png +1 Number of possible parliament issues
Parliamentary Republic icon
A republic where all the power lies in the hands of the parliament. Where once an autocratic monarch ruled there is now a Minister speaking for the House of Lords and the House of Commons.

Conditions :

  • Unlocked by choosing to stay a republic during the "Parliamentary Victory" or "Legacy of Cromwell" events, which happen if we sided with and won as the parliamentarist during the English civil war.

Additional effects :

  • This is a special government reform. You cannot switch to another reform on this level.
  • Can revoke seats in parliament
  • Cannot fall into a Presidential Dictatorship.
  • Has access to Parliament.png 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
Trade Company  4
  • Tolerance heathen.png +1 Tolerance of heathens
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
  • Production efficiency.png +10% Production efficiency
  • Governing capacity.png +50 Governing capacity
  • National manpower modifier.png +10% National manpower modifier
  • Naval forcelimit.png +10% Naval forcelimit modifier
Trade Company icon
Effectively a company founded to exploit and profit from trade overseas, its focus is mainly in the sea and the economic benefit.

Conditions :


Additional effects :

  • This is a special government reform. You cannot switch to another reform on this level.
  • 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.
    • Has factions
    • Elections change the influence of the candidates faction by +20
    • Prohibits switching government type.
    • Has only the Burghers.png Burghers estate
    • Counts as a merchant republic[3]
    • Allows cheap drafting of Transports
  • 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).
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.
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:


Supreme Shogunate  4
  • Administrative efficiency.png +5% Administrative efficiency
  • Monarch military skill +1 Monarch military skill
  • Allowed samurai fraction.png +10% Samurai force limit fraction
Supreme Shogunate icon
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 Flag of Japan Japanese Mission.png mission “The Balance of Power” while having Absolutism.png 100 Absolutism

Additional effect :

  • Fixed rank: Empire rank Empire
  • Allows transfer subject peace treaty at half cost


Divine Empire  4
  • All estates possible privileges+1 Max privileges per estate
  • All estates' loyalty equilibrium.png +10% All estates' loyalty equilibrium
  • Tolerance of the true faith.png +3 Tolerance of the true faith
  • Allowed samurai fraction.png +10% Samurai force limit fraction
Divine Empire icon
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 Flag of Japan Japanese Mission.png mission “The Balance of Power”
  • is granting 6 privileges each to the Clergy.png Clergy, Burghers.png Burghers and Nobility.png Nobles

Additional effect :

  • Fixed rank: Empire rank Empire

Republican Virtues[edit | edit source]

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.

Conditions:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
Political Dynasties
  • 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:

  • Not available countries with the Italian Signoria reform
  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary

Additional Effects:

  • 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, 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.

Conditions:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
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
  • 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.

Conditions:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary

Additional effects :

  • May recruit female generals.png May recruit female generals
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.

Conditions:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
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.

Conditions:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary


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
  • Yearly legitimacy.png +1 Yearly legitimacy
  • 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
Tysyatsky Office
  • Yearly republican tradition.png +0.3 Yearly republican tradition
  • Leader cost.png −10% Leader cost
  • Nobility influence.png +5% Nobles influence
  • Nobility loyalty equilibrium.png +10% Nobility loyalty equilibrium
Tysyatsky Office icon
The tysyatsky are military leaders from times of the Kievan Rus' who are in charge of a volunteer army. While they have been replaced by the voyevodas and namestniks in many East Slavic realms, some states still have tysyatsky in judicial or commercial positions.

Conditions :

  • At least one of:
    • Can be unlocked with the Flag of Russia Russian "The Last Tysyatsky" event
    • All of:
      • Is not Flag of Russia Russia
      • Primary culture is Ruthenian
    • All of:
      • Culture is in East Slavic or Slavic group
      • Government is republic

Additional effects:

  • Recruiting generals increases the Loyalty of the Nobility by 2%


Namestnik Office
  • Autonomy.png −0.03 Monthly autonomy change
  • Autonomy change cooldown.png −25% Autonomy change cooldown
  • Minimum autonomy in territories.png −5% Minimum autonomy in territories
  • Trade company investment cost −10% Trade company investment cost
Namestnik Office icon
The namestnik is a position in the state's bureaucracy which can be compared to the one of a viceroy's. They are in charge of the local administration of our provinces and states.

Conditions:


Oprichnina Forces
  • Rebel suppression efficiency.png +100% Rebel suppression efficiency
  • Years of separatism.png −5 Years of separatism
  • Estate influence -10% All estates influence modifier
  • Harsh treatment cost.png −25% Harsh treatment cost
  • Yearly government power.png +0.15 Monthly Oprichnina progress
Oprichnina Forces icon
The oprichnina is a police of the internal affairs which is designed to persecute any dangerous group within the state. The oprichnik follow none but the ruler himself.

Conditions :


Additional effects:

  • Seizing land no longer causes rebels to spawn


Consulate of the Sea
  • Trade efficiency.png +10% Trade efficiency
  • Trade power.png +10% Global trade power
  • Burghers loyalty equilibrium.png +5% Burghers loyalty equilibrium
Consulate of the Sea icon
Our new quasi-judicial body that will administer maritime and commercial law is called the Consulate of the Sea. It gives our merchants the right to settle their commercial disputes without interference from the royal courts and in exchange we receive financial support.

Conditions :

  • Has completed the Flag of Aragon Aragonese mission “Consulate of the Sea”

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
  • does not have the "Dutch Republic" T1 reform enacted

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
  • Trade power.png +5% Global trade power
  • Treasure fleet income +25% Treasure fleet income
  • Reduced liberty desire on other continent.png -5% Reduced liberty desire on other continent
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]

Type Effects Description & notes
Curtail Clerical Privileges
  • Administrative technology cost −10% Administrative technology cost
  • Clergy influence.png -10% Clergy influence
  • Religious unity.png +10% Religious unity
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.

Conditions:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary

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.

Conditions:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary

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
  • Diplomat.png +1 Diplomat
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 beneficial for our state not to interfere with the interests and actions of the priestly class.

Conditions :

  • Is not a Pirate Republic
  • At least one of:
    • Is not revolutionary
    • DLC Emperor Emperor is not active


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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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
  • Removes the Brahmins.pngBrahmins 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • Religion is Zoroastrianism.png Zoroastrian

Additional effects :

  • 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


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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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:

  • Is not a Gov pirate republic.png ‘Pirate Republic’
  • Is not Revolution target.png revolutionary
  • 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
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

Additional effects :

  • 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


Fiqh Laws
  • Missionary strength.png +2% Missionary strength
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
Fiqh Laws icon
Fiqh is the knowledge of the Islamic rulings from their sources. As such, the Fiqh Laws are the result of codifying the laws of the Quran into our very own legal code.

Conditions :

  • Is not Revolution target.pngrevolutionary
  • Is not a Pirate Republic
  • At least one of:
    • Was unlocked via the Flag of Ottomans Ottoman Mission.png mission "Codify the Fiqh" on the "Legalism" path of their branching missions
    • Has enacted the “Sultanate of Rûm” government reform
  • Religion is in Muslim group

Additional effects:

  • Vassals, Marches and Eyalets which follow our religion gain the following boni :
    • Manpower in true faith provinces +25% Manpower in True faith provinces
    • National sailors modifier.png +25% Global sailors modifier
    • Production efficiency.png +15% Production efficiency
  • 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.


Sufism Decree
  • Diplomat.png +1 Diplomat
  • Dhimmi loyalty equilibrium.png +10% Dhimmyi loyalty equilibrium
Sufism Decree icon
Sufism is a set of practices and a way of thinking focusing entirely on the spiritual and ritual nature of the Islam. Many of its traditions and influence have found their way into our own government.

Conditions :

  • Is not Revolution target.pngrevolutionary
  • Is not a Pirate Republic
  • At least one of:
    • Was unlocked via the Flag of Ottomans Ottoman Mission.png mission "Codify Sufism" on the "Mysticism" path of their branching missions
    • Has enacted the “Sultanate of Rûm” government reform
  • Religion is in Muslim group

Additional effects:

  • The "Guarantee Dhimmi Autonomy" privilege no longer increases Influence nor decreases Absolutism
  • Unlocks the "Mevlevi" Holy order for Sunni and Ibadi nations
  • Unlocks the "Bektashi" Holy order for Shia and Ibadi nations


Most Holy Governing Synod
  • Manpower in true faith provinces +5% Manpower in true faith provinces
  • Missionaries.png +1 Missionary
  • Clergy loyalty equilibrium.png +10% Clergy loyalty equilibrium
Most Holy Governing Synod icon
The power of the Patriarchy has been independent from the Emperor for far too long. By establishing the Most Holy Synod, the affairs of the church are now matters of the state and the Patriarchate is de facto abolished.

Conditions :

  • Is not Revolution target.pngrevolutionary
  • Is not a Pirate Republic
  • At least one of:
    • Was unlocked via the Flag of Russia Russian Mission.png mission "The Most Holy Synod"
    • Has enacted the “Ruthenian Tsardom” government reform
  • Religion is Orthodoxy Orthodox

Additional effects:
While this reform is active :

  • Every owned province that has one of the following buildings: Latin temple.png Temple or Latin cathedral.png Cathedral :
    • Gain province modifier “Expanded Temple Rights” for the rest of the game, giving the following effects:
      • Local unrest.png −2 Local unrest
      • Local tax modifier.png +33% Local tax modifier

  • Seizing land from the Clergy does no longer trigger rebels


Strengthened the Patriarchate
  • Clergy max privileges.png +1 Clergy max privileges
  • Clergy influence.png −15% Clergy influence
  • Clergy loyalty equilibrium.png +20% Clergy loyalty equilibrium
  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Yearly patriarch authority.png +0.5% Yearly patriarch authority
Strengthened the Patriarchate icon
State and Church are separate entities, each of them following their own agendas without intervening in the affairs of the other political body. The freedom of the Patriarchate is emphasized through several state reforms.

Conditions :

  • Is not Revolution target.pngrevolutionary
  • Is not a Pirate Republic
  • At least one of:
    • Was unlocked via the Flag of Russia Russian Mission.png mission "The Most Holy Synod"
    • Has enacted the “Ruthenian Tsardom” government reform
  • Religion is Orthodoxy Orthodox

Additional effects:

  • The "Religious culture" privilege no longer increases Clergy influence


Head of the Patriarchate
  • Maximum absolutism +10 Maximum absolutism
  • Clergy loyalty equilibrium.png +20% Clergy loyalty equilibrium
  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Yearly patriarch authority.png +0.5% Yearly patriarch authority
Head of the Patriarchate icon
State and Church are intertwined into one complete entity of the nation. The absolutist rule of the Emperor is supported by the Patriarchate.

Conditions :

  • Is not Revolution target.pngrevolutionary
  • Is not a Pirate Republic
  • Was unlocked via the Flag of Russia Russian Mission.png mission "The Most Holy Synod"
  • Religion is Orthodoxy Orthodox

Additional effects:
While this reform is active :

  • Every owned province that has one of the following buildings: Latin temple.png Temple or Latin cathedral.png Cathedral :
    • Gain province modifier “Expanded Temple Rights” for the rest of the game, giving the following effects:
      • Local unrest.png −2 Local unrest
      • Local tax modifier.png +33% Local tax modifier

  • The "Religious culture" privilege no longer increases Clergy influence
  • The "Religious Diplomats" privilege no longer increases Clergy influence nor decrease Absolutism while being the Defender of the Faith
  • Being the Defender of the Faith gives us the following benefits :
    • Tolerance of the true faith.png +2 Tolerance of the true Faith
    • Diplomatic reputation.png +1 Diplomatic reputation
    • Improve relations.png +15% Improve relations
  • Seizing land from the Clergy does no longer trigger rebels


Anglican State Church
  • Tolerance of the true faith.png +1 Tolerance of the true faith
  • Church power.png +20% Church power
  • Monthly fervor.png +0.1 Monthly fervor
  • Maximum absolutism +10 Maximum absolutism
Anglican State Church icon
State and church are both in the hands of the monarch. Unlike many other Protestant branches, however, the government decides its religious matters with concepts taken from both Catholicism and the Reformation.

Conditions:

  • Unlocked via the Flag of England English Mission.png mission "Piety of the State" by siding with the State
  • At least one of:
    • Religion is Protestantism Protestant
    • Religion is Reformed.png Reformed
    • Religion is Anglican.png Anglican
    • Religion is Hussite Hussite


Conciliarism of the Churches
  • Diplomat.png +1 Diplomat
  • Tolerance heretic.png +3 Tolerance of heretics
  • Diplomatic reputation.png +1 Diplomatic reputation
Conciliarism of the Churches icon
The Reformation created a rift between the Christians. With the acts of conciliarism, the state makes a pro-Catholic approach and tries to mend the relations between the Catholics and the members of the Reformation.

Conditions :

  • Unlocked via the Flag of England English Mission.png mission "Piety of the State" by siding with the Clergy
  • Religion is in Christian group


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

Military Doctrines and Organization[edit | edit source]

Type Effects Description & notes
Organized Military Staff
  • Reinforce cost.png −20% Reinforce cost
  • Reinforce speed.png +25% Reinforce speed
  • Supply limit modifier +20% National supply limit modifier
Organized Military Staff icon
By maintaining a vigorous organization of the military budget and keeping our military staff coordinated we can ensure that regiment losses can be recovered more easily.


Military Engineering
  • −25% Artillery barrage cost
  • Artillery cost.png −10% Artillery cost
Military Engineering icon
A war is not only won through the discipline of our troops but also through the quality of our military equipment. Our doctrine should focus on the usage of superior artillery models which are cheaper to maintain.


Defensive Stance
  • Fort defense.png +15% Fort defense
  • Garrison size.png +20% Garrison size
  • Maximum attrition.png +1 Max hostile attrition
Defensive Stance icon
Our greatest strength does not lie in our offensive capabilities but in our ability to hold our defenses. Letting enemies wear down on our walls will be our victory.

Conditions :

  • One of the following must be true :
    • Domination.png DLC Domination is not active
    • Culture icon.png Culture is not in Caucasian group
  • All of the following must be true :
    • March icon.png Is not a March
    • March icon.png Is not a Client State March


Reinforce the Sygnakhs
  • Fort defense.png +15% Fort defense
  • Garrison size.png +20% Garrison size
  • Maximum attrition.png +1 Max hostile attrition
  • Fort maintenance.png −25% Fort maintenance
  • Attrition for enemies.png +1 Attrition for enemies
  • Recruitment time.png −20% Recruitment time
Reinforce the Sygnakhs icon
The system of recruitment and defense across our nation, a set of fortifications used for rallying and defending our territories, has been standing guard between us and our foes for centuries. We must therefore take great care to maintain and improve it as time goes on.

Conditions:

  • Culture icon.png Culture is in Caucasian group


Sustained Discipline
  • Land attrition.png −15% Land attrition
  • Army drill decay modifier.png −33% Regiment drill loss
  • Army drill gain modifier.png +33% Army drill gain modifier
Sustained Discipline icon
It is of great importance that our soldiers do not lose their discipline in the midst of battle. Only through our drill can we ensure the survival of our men.


Cavalry Warfare
  • Cavalry to infantry ratio.png +10% Cavalry to infantry ratio
  • Cavalry cost.png −15% Cavalry cost
Cavalry Warfare icon
Cavalry is the mobile force of our army and serves as shock troops in combat. Our military focuses on increasing its usage and on integrating them into our regiments.


Mercenary Leadership
  • Mercenary cost.png −25% Mercenary cost
  • +50% Possible condottieri
Mercenary Leadership icon
Though we have an army of our own, it is better to let the mercenaries lead the charge into the fray. At best their expertise will bring us the victory, and at worst their bodies will protect our men during the battle.

Conditions :

  • At least one of:
    • DLC Domination.png Domination is not active
    • Has not completed Mercenary idea group.png Mercenary Ideas
    • Culture icon.png Primary culture is not Swiss


Elite Mercenaries
  • Mercenary cost.png −25% Mercenary cost
  • +50% Possible condottieri
  • +25% Mercenary leader army tradition modifier
Elite Mercenaries icon
Our state has put great emphasis on the usage of mercenaries. Where others use standing armies, we have a lasting contract with the many professional and well-equiped mercenaries.

Conditions:

  • Culture icon.png Primary culture is not Swiss
  • Has completed Mercenary idea group.png Mercenary Ideas

Additional Effects :

  • Hiring Mercenary Companies costs no Army professionalism.png Army Proffesionalism
  • Enables Mercenary Militarization Ability


Swiss Mercenaries
  • Mercenary cost.png −25% Mercenary cost
  • +50% Possible condottieri
  • +33% Mercenary leader army tradition modifier
  • Mercenary discipline.png +5% Mercenary discipline
Swiss Mercenaries icon
The Swiss have a long tradition of fighting as mercenaries for various kingdoms and empires. Through their professionalism and discipline, the Swiss Mercenaries have become a role model for any self-respecting man-at-arms.

Conditions :

  • Culture icon.png Primary culture is Swiss

Additional effects :

  • Mercenary Companies cost no Army professionalism.png army professionalism
  • Enables Mercenary Militarization


Amphibious Specialization
  • Hostile disembark time.png +25% Disembark speed
  • Attrition −25% Attrition when loaded on ships
  • Marines force limit.png +10% Marines force limit
Amphibious Specialization icon
The wars we lead are not only won on land but also on the sea. As such our troops must be prepared to act as an amphibious unit, ready to strike the coastal defenses of our enemies.

Conditions :

  • At least one of:
    • DLC Domination.png Domination is not active
    • All of:
      • Culture icon.png Primary culture is not English
      • Culture icon.png Primary culture is not Anglois
  • Has at least 1 port

Additional effects :
While this reform is active :

  • Gain country modifier “Amphibious Specialization” , giving the following effects:
    • Manpower.png −20% Regiment manpower usage
    • This modifier only applies to Marines force limit.png marines regiments


Royal Marines
  • Hostile disembark time.png +25% Disembark speed
  • Attrition −25% Attrition when loaded on ships
  • Marines force limit.png +10% Marines force limit
  • Sailor maintenance.png −10% Sailor maintenance
  • National sailors modifier.png +25% National sailors modifier
Royal Marines icon
The Royal Marines are the pride of both our navy and our army. Also known as the 'Admiral's Regiment', the marines of our state excel at combat to both on land and on the sea.

Conditions :

  • At least one of:
    • Culture icon.png Primary culture is English
    • Culture icon.png Primary culture is Anglois

Additional effects :
While this reform is active :

  • Gain country modifier “Amphibious Specialization” , giving the following effects:
    • Manpower.png −20% Regiment manpower usage
    • This modifier only applies to Marines force limit.png marines regiments


  • Yearly navy tradition decay.png −1% Yearly navy tradition decay
  • Morale of navies.png +10% Morale of navies
  • Ship costs.png −5% Ship cost
Naval Professionalism icon
We live or die by our ability to secure the waters around us. The navy is the strongest asset of our military and as such many concepts of professionalism and military finesse are applied to our maritime force.

Conditions :

  • Has not unlocked the government reform “Board of Admiralty”
  • Has at least 1 port


Board of Admiralty
  • Yearly navy tradition decay.png −1% Yearly navy tradition decay
  • +2 Max number of flagships
  • Blockade impact on siege +2 Blockade impact on siege
  • Morale of navies.png +10% Morale of navies
  • Sailor maintenance.png −10% Sailor maintenance
  • National sailors modifier.png +25% National sailors modifier
Board of Admiralty icon
The Board of Admiralty is the highest maritime office of the state. Led by the Lord High Admiral, the board ensures the military and commercial professionalism of our navy.

Conditions:

  • Is unlocked via a parliament issue that is unlocked by the Flag of England English Mission.png mission "Rule Britannia!"


Expanded Devshirme System
  • Special unit force limit.png +10% Special unit force limit
  • Vassal force limit contribution.png +15% Vassal force limit contribution
  • +10% Vassal manpower contribution
Expanded Devshirme System icon
The Devshirme System characterizes itself by its careful selection of Non-Muslim children for the Janissaries. Though still true, the age window for new recruits has been widened up significantly in favor for more potential soldiers for the Janissaries.

Conditions :

  • Religion is in Piety Muslim group
  • Has not completed the Flag of Ottomans Ottoman Mission.png mission "Devshirmes Shackles"
  • Unlocked via the Flag of Ottomans Ottoman Mission.png mission "Fate of the Devshirme"

Additional Effects :
While this reform is active :

  • Gain country modifier “Expanded Devshirme System” , giving the following effects:
    • Reinforce speed.png +25% Reinforce speed
    • Reinforce cost.png −20% Reinforce cost
    • This modifier only applies to Janissaries estate janissary regiments


Sekban Recruitment
  • Local recruitment time.png +25% Local recruitment time
  • Reinforce speed.png +25% Reinforce speed
Sekban Recruitment icon
With the end of the Devshirme System, the Sekban - temporary infantry mercenaries and recruits of peasant backgrounds - have assumed a more important role in our military.

Conditions:

  • Has completed the Flag of Ottomans Ottoman Mission.png mission "Devshirmes Shackles"
  • Has completed the Flag of Ottomans Ottoman Mission.png mission "Fate of the Devshirme"
  • Has not completed the Flag of Ottomans Ottoman Mission.png mission "Mansure Army"
  • Religion is in Piety Muslim group


Mansure Army
  • Army drill decay modifier.png −50% Regiment drill loss
  • Army drill gain modifier.png +50% Army drill gain modifier
  • Infantry combat ability.png +10% Infantry combat ability
  • Yearly army tradition decay.png −1% Yearly army tradition decay
Mansure Army icon
The Mansure Army ("The Victorious Soldiers of Muhammad") is the great army of the Ottoman Empire after the dismantlement of the Janissary Corps. Unlike the corrupt Janissaries, the troops of the Mansure Army are based upon discipline, military knowledge from the Europeans, drill and loyalty to the Sultanate.

Conditions :

  • Unlocked via the Flag of Ottomans Ottoman Mission.png mission "Mansure Army" by fighting against the Janissaries estate Janissaries
  • At least one of:
    • Janissaries Janissaries estate does not exist
    • All of:
      • The crown owns more land than the Janissaries estate Janissary estate
      • The Janissaries loyalty equilibrium.png Janissary estates loyalty is higher than their Janissaries influence.png influence.
      • The Janissaries Janissaries estate has no privileges

Additional Effects :

  • Removes the Janissaries estate Janissaries Estate
  • Removes the Janissaries estate Janissairies Regiments


Reformed Janissaries
  • Janissaries loyalty equilibrium.png +20% Janissary loyalty equilibrium
  • Janissaries max privileges.png+1 Janissary max privileges
  • Special unit force limit.png +10% Special unit force limit
  • −33% Janissary regiment cost
Reformed Janissaries icon
The Janissaries are once again the core of the country's military. They are ready to bend their knee before the sultan in exchange for an official role as a class of the Ottoman Government.

Conditions:

  • Unlocked via the Flag of Ottomans Ottoman Mission.png mission "Mansure Army" by negotiating with the Janissaries
  • The Janissaries Janissaries estate has at least 3 privileges

Additional Effects :
While this reform is active:

  • Gain country modifier “Expanded Devshirme System” , giving the following effects:
    • Reinforce speed.png +25% Reinforce speed
    • Reinforce cost.png −20% Reinforce cost
    • This modifier only applies to Janissaries estate janissary regiments

  • Enables the Janissaries estate Janissaries Estate
  • Enables Janissaries estate Janissaries Regiments
  • Janissary Privileges can be revoked regardless of Janissaries loyalty equilibrium.png Loyalty


Wei-Suo System
  • Regiment cost.png −15% Regiment cost
Wei-Suo System icon
The rank of a soldier is hereditary. These soldiers are grouped into guards (wei) and battalions (suo). As every fifth of our households has to provide the army with one soldier, the military of our country will hardly run out of capable troops for the front.

Conditions:

  • Culture icon.pngCulture is in Chinese group
  • Culture icon.pngPrimary culture is not Sino-Korean
  • Culture icon.pngPrimary culture is not Sino-Altaic
  • Culture icon.pngPrimary culture is not Manchu

Additional Effects :
While this reform is active :

  • Every owned province:
    • That has a Latin barracks.png Barracks building :
      • Gain province modifier “Wei-Suo System” , giving the following effects:
        • National garrison growth.png +15% Garrison growth
    • That has a Latin training fields.png Training Fields building :
      • Gain province modifier “Wei-Suo System” , giving the following effects:
        • National garrison growth.png +30% Garrison growth
    • That has a Latin regimental camp.png Regimental Camp building :
      • Gain province modifier “Wei-Suo System” , giving the following effects:
        • Local garrison size.png +25% Local garrison size
    • That has a Latin conscription center.png Conscription Center building :
      • Gain province modifier “Wei-Suo System” , giving the following effects:
        • Local garrison size.png +50% Local garrison size
    • That has a Latin constable.png Soldier's Households building :
      • Gain province modifier “Wei-Suo System” , giving the following effects:
        • Local recruitment time.png −50% Local recruitment time


Eight Banners
  • Possible Manchu banners.png +25% Possible manchu banners
  • Yearly army tradition decay.png −0.5% Yearly army tradition decay
  • Movement speed.png +10% Movement speed
Eight Banners icon
The Eight Banners are a military and administrative division of our state. Although primarily serving as armies to our realm, the banner system suffices as the framework for other institutions of the country.

Conditions:

  • At least one of:
    • Culture icon.png Primary culture is Manchu or Jurchen

Additional Effects :
While this reform is active :

  • Gain country modifier “Eight Banners” , giving the following effects:
    • Reinforce speed.png +33% Reinforce speed
    • Land attrition.png −10% Land attrition
    • This modifier only applies to Possible Manchu banners.png banner regiments


Green Standard Army
  • Manpower recovery speed.png +20% Manpower recovery speed
Green Standard Army icon
The Green Standard Army is the imperial army of our state. Starting as deserted battalions, the army is now the primary military and police force of the state.

Conditions:

  • At least one of:
    • Culture icon.pngPrimary culture is Manchu or Jurchen

Additional Effects :

  • Winning battles gives us Manpower.png10% manpower of the enemys that fell in battle


Ashigaru Regiments
  • Army tradition from battles +50% Army tradition from battles
  • Infantry cost.png −10% Infantry cost
Ashigaru Regiments icon
The ubiquity of conflicts and wars in Japan during the Sengoku Jidai gave rise to a new class of warriors, the ashigaru. While peasants and technically not samurai, the easier accessibility to them in comparison to the samurai turned them into the backbone of any army. Armed with spears, bows and swords, their constant presence in battle made them into a class between the farmers and the samurai, being in some cases even considered as part of the lower strata of samurai. Hover, it was with the introduction of the tanegashima teppou, the Japanese adaption of the matchlock, that their presence truly shined. Its easier learning curve compared to the bow, combined with the superior numbers of the ashigaru compared to the samurai, made it so that ashigaru armed with matchlocks became the main part of any Japanese army.

Conditions :

  • Culture icon.png Culture is in Japanese group


Early Bushido Code
  • Allowed samurai fraction.png+10% Samurai force limit fraction
  • Yearly army tradition decay.png −1% Yearly army tradition decay
Early Bushido Code icon
Bushido is a moral code dictating the attitude, behavior and lifestyle of the samurai. Though the code would get its mythical status in the centuries to come, its base concepts have been part of it ever since its first inception.

Conditions:

  • Culture icon.png Culture is in Japanese group


Reform the Samurai
  • Army drill gain modifier.png +50% Army drill gain modifier
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Allowed samurai fraction.png +5% Samurai force limit fraction
Reform the Samurai icon
Our samurai are the pride of our armies. With their superior training and techniques there will be no force able to oppose them.

Conditions :

  • Culture icon.png Culture is in Japanese group
  • Is Flag of Japan Japan
  • Is unlocked by the Flag of Japan Japanese Mission.png mission "Train the Samurai" if we chose to focus on our Land forces after completing the Mission.png "Bushido" mission

Additional effects :
While this reform is active :

  • Gain country modifier “Reformed Samurai” , giving the following effects:
    • Land fire damage.png +10% Land fire damage
    • This modifier only applies to samurai regiments


The Righteous Army
  • Recover army morale speed.png +15% Recover army morale speed
  • Fort defense.png +25% Fort defense
The Righteous Army icon
Our state faces many existential threats at our borders. However, the will of our people is not an easy one to break. Hostile forces on our soil will feel the wrath of the Righteous Army - the tenacious militia which shall defeat our enemies through guerilla warfare.

Conditions:

  • Culture icon.png Culture is in Korean group or is Sino-Korean

Additional Effects :


Rajput Military Leadership
  • Rajputs loyalty equilibrium.png +10% Rajputs loyalty equilibrium
  • Rajputs influence.png +10% Rajputs influence
  • Rajputs max privileges.png+1 Rajputs max privileges
  • Special unit force limit.png +10% Special unit force limit
Rajput Military Leadership icon
The Rajputs have proven themselves as very capable. By granting them leadership positions in our military we can ensure their loyalty and wit in the battles to come.

Conditions :

  • Rajputs.png Rajputs estate exists

Additional effects :

  • Can recruit rajputs.png Can recruit rajput regiments


Maratha Army
  • Marathas loyalty equilibrium.png +10% Marathas loyalty equilibrium
  • Marathas max privileges.png+1 Marathas max privileges
  • Reinforce speed.png +20% Reinforce speed
Maratha Army icon
The Marathi are a caste of warriors. As such, their proficiency in the arts of military are unmatched due to their discipline. By establishing the Maratha Army we can unleash their full potential on our enemies - in exchange for some additional power to them.

Conditions:

  • Marathas Marathas estate exists

Additional Effects :

  • Seizing land from the Marathas no longer causes Rebels to spawn


Mansabdari System
  • War taxes cost −50% War taxes cost
  • Nobility max privileges.png +1 Nobility max privileges
  • Nobility loyalty equilibrium.png +10% Nobility loyalty
  • Nobility influence.png -10% Nobility influence
Mansabdari System icon
Our empire requires loyal and able servants. Let us reforge our noble class according to a numerical mansab system. Each noble will be given a rank, corresponding to both his obligation and will then be assigned lands around the empire by our administration to support him in accordance with his rank. The guiding principle for how highly someone is ranked must be ability, and this route must be open regardless of religion or origin. Only this way can we be sure to raise a court of those most able to bring our empire forward.

Conditions:

  • One of the following :
    • Is Flag of Mughals Mughals
    • Culture icon.png Culture is in Hindustani group

Additional effects :

  • Enables the Nobility.png Nobility estate
  • Enables the "Mansabdar- Cavalry Force", "Mansabdar- Military Service" and "Mansabdar- Royal Rule" privileges


Subutai's Strategies
  • Leader siege.png +1 Leader siege
  • Artillery cost.png −10% Artillery cost
Subutai's Strategies icon
Subutai was a general and military strategist of the great Genghis Khan himself. His teachings and lessons regarding the usage of siege weaponry are legendary and are now part of our own military doctrines.

Conditions:

  • Culture icon.png Culture is in Altaic or Tatar group


Ahmudan System
  • Reinforce cost.png −20% Reinforce cost
Ahmudan System icon
The ahmudan system ("crown service") is a form of conscription where local governors provide the army with a supply of predetermined quota of men. The affected governors and their provinces are exempt from most of the taxes in exchange for their military servitude.

Conditions :

  • Culture icon.png Culture is in Burman group

Additional Effects :

  • During war the country gets :
    • Manpower recovery speed.png+20% Manpower recovery speed
    • Regiment cost.png-10% Regiment cost
  • During a defensive war they additionally get :
    • Morale of armies.png+7.5% Morale of armies
    • Fort defense.png+15% Fort defense
    • Manpower recovery speed.png+10% Manpower recovery speed


Ghazi Warriors
  • Cavalry cost.png −10% Cavalry cost
  • Land attrition.png −10% Land attrition
  • Looting speed.png +50% Looting speed
  • Available loot.png +50% Available loot
Ghazi Warriors icon
The ghazi are raiders who secure the vanguard for our troops. Fighting for their ruler against the non-believers, the ghazi corps attract those who seek glory, wealth and salvation on the battlefield.

Conditions:

  • Culture icon.png Culture is in Levantine group


Grant Privileges to the Cawa
  • Morale damage received.png +25% Reduced morale damage taken by reserves
  • Stability cost modifier.png −5% Stability cost modifier
  • Regiment cost.png −10% Regiment cost
  • Monthly war exhaustion.png −0.05 Monthly war exhaustion
Grant Privileges to the Cawa icon
The Cawa serve the state as professional soldiers of the Emperor's army. By granting them additional privileges we can ensure their loyalty to the realm as well as their support in our non-military ambitions.

Conditions:

  • Culture icon.png Primary culture is Amhara

Additional Effects :
While this reform is active :

  • Gain country modifier “Privileges to the Cawa” , giving the following effects:
    • Fire damage received.png −10% Fire damage received
    • This modifier only applies to cawa regiments

  • Can recruit cawa.png enables Cawa regiments


The Tercio Companies
  • Allowed tercio fraction.png+10% Tercio force limit fraction
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Yearly army professionalism +0.25% Yearly army professionalism
The Tercio Companies icon
Veterans from our armies which served in foreign territory are consolidated into one company: the Tercio. Combined with advanced battle formations, new tactics and professional soldiers as their core, the tercios grant our army a fearsome reputation.

Conditions:

  • Culture icon.pngCulture is in Iberian group
  • PietyReligion is not in Muslim group
  • Culture icon.pngPrimary culture is neither Portuguese nor Brazilian
  • Is not Flag of Castile Castile
  • Is not Flag of Spain Spain
  • Is not Flag of Aragon Aragon
  • Is not a Subject colony icon.pngcolonial nation

Additional effects :

  • Amount of tercio.pngCountry may recruit tercio infantry


Tercios
  • Allowed tercio fraction.png +15% Tercio force limit fraction
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Yearly army professionalism +0.25% Yearly army professionalism
Tercios icon
The Tercios, literary 'A Third', were the backbone of the Spanish armies in the Early Modern Age. While historically the Tercios were not only drafted from Spain, but also from Italy or Wallonia, the most valuable Tercios were drafted from Spanish provinces. Tercios were almost unbeatable for decades in the battlefields across Europe and the Mediterranean, and were key to the evolution of European warfare.

Conditions :

  • At least one of:
    • All of:
      • The country is or was Flag of Aragon Aragon
      • At least one of:
        • Country's total Development.png development is at least 500
        • Is a great power
    • Has completed the Flag of Castile Castilean Mission.png mission “Assemble the Tercios”
  • Piety Religion is not in Muslim group

Additional effects :

  • Amount of tercio.png Country allows tercio infantry


Fuero Militar
  • Manpower recovery speed.png +15% Manpower recovery speed
  • National unrest.png −1 National unrest
Fuero Militar icon
By granting special privileges to the members of the military we can ensure the morale and loyalty of our soldiers on the battlefield. Such privileges are listed in the Fuero Militar.

Conditions :

  • Culture icon.pngCulture is in Iberian group
  • Culture icon.pngPrimary culture is neither Portuguese nor Brazilian
  • Subject colony icon.pngIs a colonial nation


Ordenanças
  • Land leader shock.png +1 Land leader shock
  • Yearly army tradition decay.png −0.05% Yearly army tradition decay
Ordenanças icon
The Ordenanças is a militia-type territorial organization. Its purpose is to provide a military framework for the Portuguese population and to create a nationwide standardized system of professionalism for the Portuguese army.

Conditions:

  • PietyReligion is not in Muslim group
  • Culture icon.pngPrimary culture is Portuguese or Brazilian

Additional effects :

  • Decision.pngEnables the "Raise Ordenancas" decision, granting manpower and sailors from provinces close to the capital


Revive the Almogavars
  • Manpower in true faith provinces +5% Manpower in true faith provinces
  • Movement speed.png +10% Movement speed
  • Infantry cost.png −10% Infantry cost
Revive the Almogavars icon
The almogavars is a class of light infantry soldiers which specialize in short skirmishes and raids in enemy territories. Their light armor allows them to strike fast and retreat before the enemy is able to regroup. The almogavars have lost their power with the end of the Reconquista, but with new enemies on the horizon their skills are needed once again.

Conditions :

  • Piety Religion is not in Muslim group
  • Culture icon.pngPrimary culture is Catalan or Aragonese

Additional effects :

  • Can hire Almogavars Mercenary companies. These are Infantry.pngInfantry only but cost no Army professionalism.pngArmy Professionalism


Volunteers of the Faith
  • Tolerance of the true faith.png +2 Tolerance of the true faith
  • Fort defense.png +20% Fort defense
Volunteers of the Faith icon
Zenata Berbers who were exiled from the Moroccan Sultanate serve the emirate as the line of defense against the Christian threat. These warriors of piety volunteered as they see the defense of our land as their holy duty.

Conditions :

  • Culture icon.png Culture is in Iberian group
  • PietyReligion is in Muslim group

Additional effects :

  • Decision.pngEnables the "Rally the Volunteers of faith" decision, granting +4% Manpower recovery speed.png Manpower recovery speed for every Alliance.pngally or Vassal.pngsubject of the same religion, up to a maximum of +20%


Condottieri Contracts
  • Mercenary cost.png −33% Mercenary cost
  • +100% Possible condottieri
  • Mercenary discipline.png +5% Mercenary discipline
Condottieri Contracts icon
Standing armies are the exception rather than the norm. As such, our state has to rely on mercenaries who will be the fighting force of our state. Thanks to expanded condottieri contracts we can ensure the loyalty of professional soldiers for the state.

Conditions:

  • Culture icon.png Culture is in Latin group

Additional effects :

  • Mercenary companies cost no Army professionalism.png Army professionalism


Compagnie d'ordonnance
  • Army drill decay modifier.png −33% Regiment drill loss
  • Yearly army tradition decay.png −0.5% Yearly army tradition decay
  • Cavalry to infantry ratio.png +10% Cavalry to infantry ratio
  • Regiment cost.png −5% Regiment cost
Compagnie d'ordonnance icon
The compagnie d'ordonnance is the direct result from the Estates General, which restricted military recruitment to the ruler alone. Former mercenaries joined the company which now serves the state as the first standing army.

Conditions :

  • Culture icon.png Culture is in French group


Musketeers of the Guard
  • Allowed musketeer fraction.png +20% Musketeer force limit fraction
  • Nobility influence.png -10% Nobles influence
Musketeers of the Guard icon
The musketeers are the elite fighting force of the royal household. Being a musketeer is a position of great prestige and only nobles with years of military service are allowed to join the company's ranks.

Conditions:

  • Is Flag of France France
  • It is currently not the Age of Discovery.png Age of Discovery
  • It is currently not the Age of Reformation.png Age of Reformation
  • Has completed the Flag of France French mission “Royal Musketeers”

Additional effects :

  • Has musketeer.png Country may recruit musketeer infantry


Gendarmes
  • Cavalry combat ability.png +10% Cavalry combat ability
  • Nobility loyalty equilibrium.png +5% Nobility loyalty equilibrium
  • Morale damage.png +5% Morale damage
Gendarmes icon
A powerful corps of heavy cavalry and noble birth, famed for their devastating charges and high morale.

Conditions :

  • Culture icon.pngCulture is in French group
  • Has completed the Flag of France French mission “Form the Gendarmes”


General War Commissariat
  • Military technology cost −10% Military technology cost
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Militarization of state.png +0.05 Militarization of state
  • Militarization of state.png +0.05 Monthly early prussian militarized society
  • Militarization of state.png +0.1 Monthly prussian militarized society
  • Militarization of state.png +0.125 Monthly total prussian militarized society
General War Commissariat icon
The general war commissariat is the bureaucratic apparatus behind our military. Many of its members are the junkers who serve the commissariat as its advisors and generals.

Conditions:

  • Culture icon.png Primary culture is Saxon, Prussian or Pommeranian


Boyars Military Service
  • Land maintenance modifier.png −5% Land maintenance modifier
  • Nobility influence.png +10% Nobles influence
  • Nobility max privileges.png+1 Nobility max privileges
Boyars Military Service icon
Although the crown and the boyars stood many times in conflict with each other over the years, the boyars are still loyal to the defense of their homeland. Serving as the Landed Army and the Rynda, the boyars will ensure the security of our state.

Conditions :

  • Culture icon.png Culture is in East Slavic or Slavic group

Additional effects :

  • Enables the "Boyars- Landed Army" and "Boyars- Rynda Infantry" estate privileges


Establish the Streltsy
  • Infantry cost.png −5% Infantry cost
  • Allowed streltsy fraction.png +20% Streltsy force limit fraction
Establish the Streltsy icon
The Streltsy are a unit of efficient firearm infantry who fight their enemies in static formations. By institutionalizing we can guarantee access to their service at all time.

Conditions:

  • At least one of:
    • Has enacted the “Russian Principality” government reform
    • Has enacted the “Veche Republic” government reform
    • Has enacted the “Tsardom” government reform
    • Has enacted the “Ruthenian Tsardom” government reform
    • Has enacted the “Great Veche Republic” government reform
    • Has enacted the “Russian Empire” government reform
    • Has enacted the “Great Russian Federation” government reform

Additional effects :

  • Allowed streltsy fraction.png Country may recruit streltsy infantry
  • While "Equip Strelsty" interaction is active, we gain :
    • Reinforce cost.png -10% Reinforce cost
    • Reinforce speed.png +10% Reinforce speed
    • this affects only Allowed streltsy fraction.png Streltsy regiments
  • Allowed streltsy fraction.pngStreltsy will now demand Gold Icon.png-25% less payment


New Order Regiments
  • Yearly army professionalism +0.25% Yearly army professionalism
  • Army drill gain modifier.png +50% Army drill gain modifier
  • Yearly army tradition.png +0.5 Yearly army tradition
New Order Regiments icon
The New Order Regiments are a first attempt to westernize the military training of our country. Made of infantry, cavalry and artillery, this regiment represents the evolution of our land force.

Conditions:

  • The government has “Russian Rule”, which requires either the Russian Empire or Great Russian Republic T1 reform

Additional effects :

  • The "Mobilize new Order regiments" interaction grants +15% Infantry combat ability.png Infantry Combat Ability for 10 years

Note : While this interaction is active, it is impossible to switch to a different Tier 5 Government reform.


Staatse Leger
  • Movement speed.png +10% Movement speed
  • Army drill gain modifier.png +50% Army drill gain modifier
  • Reinforce speed.png +25% Reinforce speed
Staatse Leger icon
Defending the Low Countries from the greedy claws of our powerful neighbors will be entrusted only upon the shoulders of the most capable army our nation can raise. Emphasizing values such as military numbers, readiness and mobilization, we will hold our own against some of Europe's most capable armed forces.

Conditions :

  • Culture icon.png Primary culture is Dutch or Flemish

Additional effects :

  • Mercanary companies cost no Army professionalism.png army professionalism


Watergeuzen
  • Chance to capture enemy ships.png +20% Chance to capture enemy ships
  • Marines force limit.png +10% Marines force limit
Watergeuzen icon
The so-called 'Sea-Beggars' are a powerful tool at our disposal in our efforts to tame the seas across our vast coastline. By employing their boarding tactics, securing enemy ships and conducting sea repairs, we will remain the maritime forefront of innovation and overshadow our commercial and military rivals.

Conditions:

  • Culture icon.png Primary culture is Dutch or Flemish

Additional effects :

  • Global ship repair.png Ships repair while in coastal sea provinces.


Cossack Registry
  • Special unit force limit.png +10% Special unit force limit
  • Cossacks loyalty equilibrium.png +15% Cossacks loyalty equilibrium
  • Cossacks influence.png +10% Cossacks influence
  • Cossacks max privileges.png+1 Cossacks max privileges
Cossack Registry icon
Cossacks who occupy territories within our domain are skilled riders, masters of the saddle and a powerful asset for our military. The Cossack registry will formally induct them into our administration and engage in an exchange of privileges and influence to enlist their valuable services.

Conditions:

  • Culture icon.png Primary culture is Polish or Lithuanian


Lessons of the Hussite Wars
  • Local defender dice roll bonus.png +1 Global defender dice roll bonus
Lessons of the Hussite Wars icon
Europe once tried to vanquish our faith. In their desperate attempts to seize our lands and exterminate our faithful, they forged our mettle in the fires of battle. The experiences we faced during this constant battering of assault and warfare, etched into our skin, will be a valuable lesson in warfare and a warning to all those who wish to tread on Hussite lands, flee or die.

Conditions :


Qollar-aghasi Regiments
  • Reinforce cost.png −25% Reinforce cost
  • Land leader shock.png +2 Land leader shock
  • Military technology cost −10% Military technology cost
  • Autonomy.png −0.03 Monthly autonomy change
Qollar-aghasi Regiments icon
The qollar-aghasi are the military leaders of our most elite regiments. Not only serving as generals but also as statesmen, the qollar-aghasi hold a great deal of power over the government and its military affairs