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.

Mechanics[edit]

Elections[edit]

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)

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 a lifetime dictator in bureaucratic despotism, tribal democracy or republican dictatorship). However, a freshly elected ruler is usually not very good, and (except for Dutch Republics) 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 Icon stability.png stability instead of −2.

When re-electing the same ruler with less than 20 Republican tradition.png republican tradition, a non-tribal republic will turn into a republican dictatorship (where the ruler reigns of life) if the Res Publica.png Res Publica expansion is enabled, or a despotic monarchy if the DLC is not enabled. A tribal republic will become a tribal despotism instead. This will also happen when republican tradition reaches 0, or be increasingly likely to happen below 40 tradition with Res Publica, even outside of elections.

Cultural sufferance[edit]

All non-tribal 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% Local tax modifier
Local manpower modifier.png +10% Local manpower modifier
Local sailors modifier.png +5% Local sailors modifier
Local unrest.png −0.5 Local unrest

Republican tradition[edit]

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 monarchy and enacted the Adopt Plutocratic Administration or Adopt Oligarchic Administration decision, 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
Stability cost modifier.png Stability cost modifier +200% +100% 0

Yearly republican tradition provided by national ideas and policies:

Republican tradition.png Traditions Ideas Bonuses Policies
+0.5
  • Aachen idea 2: Imperial Free City
  • Colonial idea 1: Founding Fathers
  • Cossack idea 2: Cossack Hetmanate
  • Hamburger idea 2: Burgher Republic
  • Novgorod idea 3: Ivan's Hundred
  • Offaly idea 6: A Family Affair
  • American ambition
  • Barbary Corsair ambition
  • Canadian ambition
  • Dithmarscher ambition
  • Irish ambition
  • Italian ambition
+0.2
  • Plutocratic-Economic: Formalized Scales, Weights and Measures
+0.1
  • Administrative-Aristocratic: The Licensing of the Press Act

Reverting to monarchy[edit]

Main article: Republic events § Rise of a despot

Republican governments (except Revolutionary Republic, Dutch Republic, and Colonial Government) with low tradition can collapse into despotism, with noble rebel factions becoming increasingly likely below 66 and 33 tradition. Below 40, the ruler of a non-revolutionary 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.[2]
  • With Res Publica: the tier 1 reform Presidential Dictatorship is enacted.[3]

When a presidential/republican 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).[2] Republican tradition does not normally increase during a dictatorship, and the Strengthen Government action is disabled during dictatorships as well, but if it's above 50 when the ruler dies, the government reverts to whatever type it was before.

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

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).

Reform tiers[edit]

Notes:

  1. Without Dharma the game uses the old government system. Each government reform has a pre-Dharma equivalent; an effect that would enact a reform instead changes government to the equivalent type. Starting governments, including special types, correspond to tier 1 reforms.
  2. Special governments made available through other DLCs are denoted as such.

Power Structure[edit]

Type Election Cycle Effects Description & notes
Oligarchy  4
  • National tax modifier.png +5% National tax modifier
  • Max absolutism −40 Maximum absolutism
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.
Plutocracy  4
  • Merchants.png +1 Merchant
  • Max absolutism −50 Maximum absolutism
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.
  • Bonus goods production in all provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
  • AI is more reluctant to be diplo-vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
  • It has factions but no estates.
  • Without penalties, only 20 provinces can be states. For each state province over the limit republic loses −0.1 Republican tradition.png Republican tradition.
  • 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 50 Administrative power.png giving +10 Trade power.png trade power, in one owned province per trade node (except your primary node).
Venetian Government N/A
  • Merchants.png +1 Merchant
  • Yearly corruption −0.10 Yearly corruption
  • Max absolutism −50 Maximum absolutism
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.
  • Flag of Venice Venice start with this government type, replaces Plutocracy.
  • Features Lottery election mechanics.
  • Rulers are for life.
  • Bonus goods production in all provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
  • AI is more reluctant to be diplo-vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
  • It has factions but no estates.
  • Without penalties, only 20 provinces can be states. For each state province over the limit republic loses −0.1 Republican tradition.png Republican tradition.
  • 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 50 Administrative power.png giving +10 Trade power.png trade power, in one owned province per trade node (except your primary node).
Pirate Republic 4
  • Republican tradition.png −1 Yearly republican tradition
  • Max absolutism −50 Maximum absolutism
  • Naval force limit modifier.png +50% Naval force limit modifier
  • Chance to capture enemy ships.png +33% Chance to capture enemy ships
  • May raid coasts, including coasts of countries with same religion.png May raid coasts, including coasts of countries with same religion.
Pirate Republic icon
Insofar as this loose collection of pirate crews can be called a state, the Pirate Republic is a haven for all manner of thieves, murderers and smugglers.
  • Only available for pirate republics formed via decision or event or customized by nation designer.
  • New rulers become Admiral.png admirals.
  • Can not form trade league.
  • Prohibits switching government type.
  • Has factions.
  • Does not have estates.
Noble Elite 8
  • Army tradition.png +0.25 Yearly army tradition
  • Max absolutism −20 Maximum absolutism
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.
  • Enables the Aristocratic idea group.
Presidential Dictator N/A
  • Morale of armies.png +10% Morale of armies
  • Tolerance heathen.png +1 Tolerance of heathens
  • Autonomy.png −0.075 Monthly autonomy change
Presidential Dictator icon
In this state an appointed dictator exercises almost absolute power over the state.
  • Ruler reigns for life. No elections.
  • Triggers when re-electing a ruler in a non-tribal republic while below 20 Republican tradition.png 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 (of the highest level available with current Administrative tech.png administrative technology except constitutional) if republican tradition is below 50, otherwise it changes back to its previous form of republican government.
Revolutionary Republic 4
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.20 Monthly autonomy change
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.
Peasants Republic 4
  • Production efficiency.png +10% Production efficiency
  • Morale of armies.png +5% Morale of armies
  • Max absolutism −50 Maximum absolutism
Peasants Republic icon
A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.
Free City 4
  • Development cost.png −10% Development cost
  • Trade efficiency.png +10% Trade efficiency
  • Max absolutism −20 Maximum absolutism
Free City icon
This is a free Imperial city that has been granted special rights and privileges by the Emperor himself.
  • Only possible government for free cities in the Holy Roman Empire.
  • 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
  • Max absolutism −20 Maximum absolutism
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.
  • Trading cities created by merchant republics or Veche republics have this government type
  • Bonus goods production in provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., provinces produce 50% bonus goods if the trading city control 100% of trade in the node).
  • It has factions but no estates
  • Becomes a merchant republic if a second province is acquired
  • Fixed rank: Duchy rank Duchy
  • Can construct a trade post for 50 Administrative power.png giving +10 Trade power.png trade power, in one owned province per trade node (except your primary node).
Ambrosian Republic 4
  • National tax modifier.png +10% National tax modifier
  • Morale of armies.png +5% Morale of armies
  • Number of states.png +1 Number of states
  • Max absolutism −30 Maximum absolutism
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.
  • Only available for Flag of Milan Milan in 1447 or as the result of a special event.
Veche Republic  4
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.
  • Only available to nations in the Eastern Slavic culture group.
  • Used by Flag of Pskov Pskov and Flag of Novgorod Novgorod
  • Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the republic control 100% of trade in the node).
  • It has factions but no estates
  • Without penalties, only 20 provinces can be states. For each state province over the limit republic loses −0.1 Republican tradition.png Republican tradition.
  • Fixed rank: Duchy rank Duchy
  • Can construct a trade post for 50 Administrative power.png giving +10 Trade power.png trade power, in one owned province per trade node (except the primary node).
American Republic 4
  • Stability cost modifier.png −10% Stability cost modifier
  • Icon war exhaustion.png −0.04 Monthly war exhaustion
  • Max absolutism −30 Maximum absolutism
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.

Requires the American Dream DLC.


Federal Republic 4
  • Foreign spy detection.png +10% Foreign spy detection
  • Diplomatic reputation.png +1 Diplomatic reputation
  • Max absolutism −30 Maximum absolutism
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.

Requires the American Dream DLC.


Colonial Government 4
  • Recover army morale speed.png +2% Recovery army morale speed
  • Autonomy.png −0.05 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Embracement cost.png −10% Institution embracement cost
Colonial Government icon
A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.
  • Only possible government for automatically formed colonial nations in the game.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy
  • May take the decision to form a colonial assembly for Administrative power.png 100 administrative monarch power if it has more than Liberty desire.png 25% liberty desire after the Age of Absolutism.png Age of Absolutism has started
  • Does not have estates
  • Fixed rank: Duchy rank Duchy
Dutch Republic 4
  • Trade efficiency.png +10% Trade efficiency
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Number of states.png +1 Number of states
  • Max absolutism −30 Maximum absolutism
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.

Res Publica.png Available only with the Res Publica DLC enabled.

  • Allows royal marriages.
  • Choice between a Statist and an Orangist candidate with random stats and no re-election possible, each side gathering power from the player's choices.
  • Elections held every 4 years or only at the ruler's death depending on the current Orangist-Statist balance.
  • Orangists and Statists give different bonuses to the nation.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
See also: Netherlands#Dutch Republic
Sich Rada 4
  • Cavalry cost.png −20% Cavalry cost
  • Cavalry combat ability.png +20% Cavalry combat ability
  • Number of states.png +1 Number of states
  • Max absolutism −40 Maximum absolutism
  • Cavalry to infantry ratio.png +20% Cavalry to infantry ratio
Sich Rada icon
Free Cossacks are ruled by a military council presided over by a Hetman.
  • Only available for Cossack breakaway nations and Flag of Zaporozhie Zaporozhie
  • Can raise Cossack hosts
  • Does not have estates

Each year, this government gathers 3 + ruler skill progress in each monarch power 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:

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

Republican Virtues[edit]

Type Effects Description & notes
Authoritarianism
  • National unrest.png −1 National unrest
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.
  • Not available for ‘Pirate Republics’
Political Dynasties
  • Can re-elect from ruling family
  • Random candidate bonus.png +1 Random candidate bonus
Political Dynasties icon
In this country a number of families have over time emerged as very willing to assume the responsibilities of state. So much so that it has become both expected of them to shoulder that responsibility, and expected of the state to offer it to their scions.
  • Not available for ‘Pirate Republics’
  • 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 republican tradition.
Republicanism
  • 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.
  • Not available for ‘Pirate Republics’
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.
  • Only available for ‘Pirate Republics’
Articles of Agreement
  • 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.
  • Only available for ‘Pirate Republics’
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.
  • Only available for ‘Pirate Republics’

Frequency of Elections[edit]

Type Effects Description & notes
Frequent Elections
  • Max 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.
  • Can be picked if rulers do not reign for life or has enacted ‘Sortition’.
Consolidation of Power
  • Max 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.
Sortition
  • Yearly corruption −0.10 Yearly corruption
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.
  • Not available for ‘Venetian Government’.
  • ‘Election by Lottery’ mechanics.
  • Rulers reign for life.
Permanent Marathas Council
  • Discipline.png +5% Discipline
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.
  • Only available for countries with theMarathas estate.pngMarathas estate active.
  • The Marathas estate interaction Recruit Minister will instead recruit a general with +1 additional Land leader shock.png shock
Governmental Purbias Register
  • Recover army morale speed.png +5% Recover army morale speed
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.
  • Only available for countries with the Rajputs.png Rajputs estate active.
  • The Rajputs estate interaction Enlist Purbias will give an additional Discipline.png +5% discipline to Rajput Regiments.

Regionalism[edit]

Type Effects Description & notes
Provincial Governments
  • State maintenance.png −25% State maintenance
Provincial Governments icon
In order for our administration to be efficient we must allow provincial governments the freedom they need to perform their functions. Local elections will ensure that trustworthy individuals can be appointed who would then answer to the central government.
Administrative Divisions
  • Number of states.png +5 Number of states
Administrative Divisions icon
Let us divide the state into geographic regions ruled and administered by officials appointed by our central government.
Union of States
  • Trade power.png +10% Global trade power
Union of States icon
Rather than one unified state our country has grown from a large number of states integrated into one confederacy. As our administration grows and evolves we must not infringe on the rights of the member states, doing so would trample on the very principles of our existence.

Separation of Power[edit]

Type Effects Description & notes
Parliamentarism
  • Enables parliament mechanics
  • National unrest.png −1 National unrest
Parliamentarism icon
It is time we separate the head of government from the head of state and give the legislative assemblies of the land a larger share in the day to day rule of our state.
  • DisablesNobility.pngNobility estate
  • Not available with certain unique reforms
Presidential System
  • Embracement cost.png −10% Institution embracement cost
Presidential System icon
The Chairman or President of our governing body must be elected separately from the legislative branch of government. The president can then appoint or dismiss members of the government.
Pirate King
  • Harsh treatment cost.png −20% Harsh treatment cost
  • Naval leader fire.png +1 Naval leader fire
  • Captains influence +0.1 Captains influence
Pirate King icon
Every great empire stands in opposition to us. To stand any chance of survival we must rally behind our own Pirate King, and the King's word will be law.
  • Only available for ‘Pirate Republics’
  • ‘An Admiral becomes ruler when the current ruler dies.’
War Against the World Doctrine
  • Years of separatism.png −5 Years of separatism
  • Shipbuilding time.png −15% Shipbuilding time
  • Buccaneers influence +0.1 Buccaneers influence
War Against the World Doctrine icon
The tyrants of the world must be unseated! We can no longer tolerate kings and despots making slaves of our fellow man. And so we shall adopt a new doctrine: war against the world!
Black Market Consortium
  • Smugglers influence +0.1 Smugglers influence
Black Market Consortium icon
The pirates that run amok in the Republic cannot be trusted to bathe themselves, let alone to govern a nation whose future hands on the edge of a cutlass. A Consortium formed of the most influential black market merchants shall be established as its true governors. Profit must come before liberty.
  • Only available for ‘Pirate Republics’
  • Enables merchant republic mechanics – thus increases goods produced in foreign provinces where the country has trade power.
  • Can place trade posts. (requires Res Publica.png ‘Res Publica’)

Consolidation of Power[edit]

Type Effects Description & notes
Broaden Executive Powers
  • Stability cost modifier.png −15% Stability cost modifier
Broaden Executive Powers icon
As the country grows so does the need to be able to act swiftly and efficiently. The only way to ensure this is by broadening the powers of the executive branch so that it has the tools it needs.
Devolution of Powers
  • Diplomat.png +1 Diplomat
Devolution of Powers icon
No single person can rule a country as big and complex as ours. Collecting such powers in the hand of one ruler is also contrary to the Republican ideals of our ancestors. Decentralization and Devolution is how we can best remain able to dynamically meet the needs of an ever-growing state.

Guiding Principle of Administration[edit]

Type Effects Description & notes
Political Principle
  • Administrative possible policies.png +1 Administrative possible policy
Political Principle icon
As a Republic the guiding principles of our state must be those that further the efficiency of the political apparatus and the political ideals.
Moral Principle
  • Diplomatic possible policies.png +1 Diplomatic possible policy
Moral Principle icon
One of the primary functions of the state is to uphold good and moral values. As our Republic in many ways relies on the good and virtuous behavior of its citizens corruption and sinful behavior must be counteracted and rooted out for the good of the entire country.

Electorate[edit]

Type Effects Description & notes
Landholders
  • Manpower recovery speed.png +10% Manpower recovery speed
Landholders icon
The landholders are at the heart of power in any society and our state is no exception. Let us extend the power to vote to all those that have land and grade their number of votes in accordance with the size of their properties.
Citizenry
  • Morale of armies.png +10% Morale of armies
Citizenry icon
A Republic relies on its citizens to function and so it is only right that each citizen in our state will have the power to vote for who will guide our country. Attaining the privilege of being a citizen will also be a spur for all those under our rule to strive for good conduct.

Office Selection[edit]

Type Effects Description & notes
Appointment by Committee
  • Advisor cost.png −5% Advisor costs
  • Possible advisors.png +1 Possible advisor
Appointment by Committee icon
Let us abandon arbitrary appointments to governmental offices. Committees shall be established to decide on the best candidate for a given role to ensure that administrative competence is the norm in our realm.
Bureaucratic Apparatus
  • Minimum autonomy in territories.png −10% Minimum autonomy in territories
Bureaucratic Apparatus icon
The bureaucracy is expanding to meet the needs of the expanding bureaucracy.
Universal Suffrage
  • Max promoted cultures.png +1 Max promoted culture
Universal Suffrage icon
Let us open up the availability of important offices to more of those living within our borders so that we have a wider and more representative selection of civil servants.

Question of Dictatorship[edit]

Type Effects Description & notes
Seize Executive Power
  • Changes government type to Government monarchy.png Monarchy.
  • Lose 7 government reforms.
Seize Executive Power icon
Republicanism has served us well but it is time we empower a strong ruler to take our state into a new era.
Proclaim Divine Guidance
  • Changes government type toGovernment theocracy.pngTheocracy.
  • Lose 8 government reforms.
Proclaim Divine Guidance icon
Divine guidance and not popular support must be the governing rule in our state. Let us appoint someone who will truly care for the moral well-being of our subjects.
Strengthen Executive Powers
  • Max absolutism +25 Maximum absolutism
Strengthen Executive Powers icon
Especially in a Republic the authority and strength of the state is of the utmost importance. We must strengthen central power and ensure that each and every decision made in our capital reaches every corner of our country.
Reinforce Republican Values
  • Administrative free policies.png +1 Administrative free policy
  • Reelection cost.png −10% Reelection cost
Reinforce Republican Values icon
Safeguarding the Republican values upon which this country has been built is the only way to ensure a successful evolution of our state.
Lower the Black Flag
Lower the Black Flag icon
The time has come to end our lives of piracy and settle down to establish a more stable Republic.
  • Only available for ‘Pirate Republics’

References[edit]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Republican Cultural Sufferance).
  2. 2.0 2.1 If Dharma.png Dharma isn't active, it becomes a Despotic Monarchy instead.
  3. If Dharma.png Dharma isn't active, it becomes a Republican Dictatorship instead.
Realm