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Republic

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Power Structure
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{{icon|gov_republic|40px}} ''Republic'' is a form of [[government]] where power is, in contrast to a monarchy, held by a group of people. Republics have {{icon|republican tradition}} [[#Republican tradition|republican tradition]] instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle.
__TOC__
{{#lst:Government|notes}}
== Mechanics ==
=== Elections ===
{{SVersion|1.23}}
{{main|Republic Election events}}When an election cycle ends, you get an [[Election events#700|event ]] in which you can select the ruler:* [[#Election.21|Re-elect]] the current ruler. Gain {{green|50}} monarch points in a random category. The country loses {{red|−2.5}} {{icon|republican tradition}}republican tradition per election cycle year, but the ruler gains {{green|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 [[Election events#701|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 leader]]s like their monarch counterparts. If their leader is killed in action, the republic suffers {{red|−1}} {{icon|stability}} [[stability]] instead of {{red|−2}}.
When re-electing the same ruler with less than {{red|20}} {{icon|republican tradition}} republican tradition, a non-tribal republic will turn into a [[republican dictatorship]] (where the ruler reigns of life) if the {{icon|rp}} 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 {{red|0}}, or be increasingly likely to happen below {{red|40}} tradition with Res Publica, even outside of elections.
[[file:Republican_tradition.png|28px]] ''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 {{red|0}} and {{green|100}}.
New republics will start with {{green|100}} tradition, ''unless'' the nation in question was formerly a monarchy or a theocracy and enacted changed their government type through the Adopt Plutocratic Administration or Adopt Oligarchic Administration decisionfinal reform tier, in which case it will start with {{green|50}}. Each year republican tradition increases by a base of {{green|+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:
{| class="mildtable" style="text-align:center;"
Yearly republican tradition provided by national ideas and policies:
{{bonus table|republican tradition}}
 
Republican tradition can be further modified by the following:
 
{{green|+0.2}} [[Christian_denominations#Holy_sites|Coptic blessing]] legitimize government
 
{{green|+0.1}} [[Christian_denominations#Church_aspects|Protestant aspect]] Legalised divorces
 
{{green|+0.2}} [[shia|shiite]] and [[ibadi]] nations who follow the [[ismaili]] school
 
{{green|+0.5}} [[muslim]] nations who invite an [[ismaili]] scholar
 
{{green|+0.2}} government reform [[Republic#Republicanism|Republicanism]]
 
{{green|+1}} [[pirate republic]] with the [[buccaneers|buccaneers faction]] in control
 
{{green|+1}} [[dutch republic]] with the statists in power
 
{{green|+0.5}} government reform [[Republic#Articles_of_Agreement|Articles of Agreement]]
 
{{green|+0.5}} [[parliament]] issue ''Reform Rotten Boroughs''
 
{{green|+0.5}} parliament issue ''Election Reform''
 
{{green|+0.12}} Trading in [[chinaware]] bonus
 
{{green|+0.5}} Ruler trait [[Personalities#Righteous|Righteous]]
 
{{green|+0.002}} per point of power projection, to a maximum of {{green|+0.2}}
=== Reverting to monarchy ===
{{main|Republic events#Rise of a despot{{!}}Republic events § Rise of a despot}}
Republican governments (except Revolutionary Republic, Pirate Republic, Dutch Republic, and Colonial Government) with low tradition can collapse into despotism, with noble rebel factions becoming increasingly likely below {{red|66}} and {{red|33}} tradition. Below {{red|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 {{icon|rp}} Res Publica is active:
*'''Without Res Publica''': the government becomes a monarchy, with a free choice among valid tier 1 reforms.<ref name="despotic">If {{icon|dhr}} Dharma isn't active, it becomes a [[#Despotic Monarchy|Despotic Monarchy]] instead.</ref>
*'''With Res Publica''': the tier 1 reform [[#Presidential Dictatorship|Presidential Dictatorship]] is enacted.<ref>If {{icon|dhr}} Dharma isn't active, it becomes a [[#Republican Dictatorship|Republican Dictatorship]] instead.</ref>
== Reform tiers ==
{{SVersion|1.2729}}
{{expansion|dhr}}
{{#lst:Government|notes}}
| style="text-align:center" | &ensp;4
|
* {{icon|merchant}} {{green|+1}} [[Merchant]]
* {{icon|max absolutism}} {{red|−50}} Maximum absolutism
| {{desc|Plutocracy|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.|image=gov_politician}}
* It has [[factions#Merchant republics|factions]] but no [[estate|estates]].
* Without penalties, only 20 provinces can be states. For each state province over the limit republic loses {{red|−0.1}} {{icon|republican tradition}} Republican tradition.
{{expansion|won}}
* Vassals, marches, and client states, which usually do not transfer {{icon|trade power}} [[trade power]] to their overlord, will transfer {{green|50%}} if the overlord is a merchant republic.
{{expansion|rp}}
| style="text-align:center" | N/A
|
* {{icon|merchant}} {{green|+1}} [[Merchant]]
* {{icon|yearly corruption}} {{green|−0.10}} Yearly corruption
* {{icon|max absolutism}} {{red|−50}} Maximum absolutism
| {{desc|Venetian Government|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.|image=gov_trading_city}}
* {{flag|Venice}} start with this government type, replaces Plutocracy.
* Features [[Election events#Lottery election|Lottery election]] mechanics.
* Rulers are for life.
* It has [[factions#Merchant republics|factions]] but no [[estate|estates]].
* Without penalties, only 20 provinces can be states. For each state province over the limit republic loses {{red|−0.1}} {{icon|republican tradition}} Republican tradition.
{{expansion|won}}
* Vassals, marches, and client states, which usually do not transfer {{icon|trade power}} [[trade power]] to their overlord, will transfer {{green|50%}} if the overlord is a merchant republic.
{{expansion|rp}}
{{expansion|mn}}
* Can lead a [[trade league]] and create [[trading city|trading cities]].
 
|- id="Pirate Republic"
| '''Pirate Republic'''
| style="text-align:center" | 4
|
* {{icon|republican tradition}} {{red|−1}} Yearly republican tradition
* {{icon|max absolutism}} {{red|−50}} Maximum absolutism
* {{icon|naval force limit modifier}} {{green|+50%}} Naval force limit modifier
* {{icon|capture ship chance}} {{green|+33%}} Chance to capture enemy ships
* [[File:May_raid_coasts,_including_coasts_of_countries_with_same_religion.png|28px|link=Raid Coasts]] May raid coasts, including coasts of countries with same religion.
| {{desc|Pirate Republic|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.}}
{{expansion|gc}}
* Only available for pirate republics formed via decision or event or customized by nation designer.
* New rulers become {{icon|admiral}} admirals.
* Can ''not'' form [[trade league]].
* Prohibits switching [[government type]].
* Has [[factions#Pirate republics|factions]].
* Does ''not'' have [[estate]]s.
|- id="Noble Elite"
| style="text-align:center" | &ensp;4
|
* {{icon|merchant}} {{green|+1}} [[Merchant]]
* {{icon|number of states}} {{green|+1}} Number of states
* {{icon|max absolutism}} {{red|−50}} Maximum absolutism
| {{desc|Veche Republic|This state is governed by a Veche, a council with the highest legislative and judicial authority consisting of Boyars, Merchants and even commoners.|image=gov_merchant}}
* Only available to nations in the Eastern Slavic culture group.
* {{icon|war exhaustion}} {{green|−0.04}} Monthly war exhaustion
* {{icon|max absolutism}} {{red|−30}} Maximum absolutism
| {{desc|American Republic|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.|image=gov_constitutiongov_parliament}}
Requires the ''[[Downloadable_content#Flavor_packs|American Dream]]'' DLC.
* Only available for the {{flag|United States of America}} via the ''American Dream'' event "Government Form".
* {{Hover box|Available only with Common Sense DLC enabled.|Has access to {{icon|parliament}} parliament.}}
* Does not have the {{icon|nobility}} [[nobility]] estate.
 
|- id="Federal Republic"
* {{icon|diplomatic reputation}} {{green|+1|}} Diplomatic reputation
* {{icon|max absolutism}} {{red|−30}} Maximum absolutism
| {{desc|Federal Republic|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.|image=gov_parliamentgov_constitution}}
Requires the ''[[Downloadable_content#Flavor_packs|American Dream]]'' DLC.
* Only available for the {{flag|United States of America}} via the ''American Dream'' event "Government Form".
* {{Hover box|Available only with Common Sense DLC enabled.|Has access to {{icon|parliament}} parliament.}}
* Does not have the {{icon|nobility}} [[nobility]] estate.
 
|-
* {{icon|cavalry to infantry ratio}} {{green|+20%}} Cavalry to infantry ratio
| {{desc|Sich Rada|Free Cossacks are ruled by a military council presided over by a Hetman.|image=gov_horde_riding}}
* Only available for Cossack breakaway nationsand {{flag|Zaporozhie}}
* Can raise Cossack hosts
* Does not have [[estates]]
<section begin=CossackMechanics/>{{expansion|tr}}
Each year, this government gathers ''3 + ruler skill'' progress in each monarch power category ({{icon|adm|24px}}/{{icon|dip|24px}}/{{icon|mil|24px}}). Once 100 progress in a category is reached, the related {{icon|government}} government interaction can be activated:
* {{icon|adm}}Receive Fleeing Serfs: {{effect|green|Raise 1|development}} in a random category in 1 random province; {{effect|red|Reduce -10%|national tax modifier}} from a country they fled from
* {{icon|dip}}Organise Raiding Parties {{green|+1 attrition for enemies}} and {{green|+10% movement speed}} for 10 years
* {{icon|mil}}Raise Cossack Host: {{effect|green|−2|war exhaustion}}, raises 20% of forcelimit as [[cossack|cossack units]] in the capital.
If not activated the points continue to gather until 150 is reached and any more is lost.<section end=CossackMechanics/>
 
|}
* {{icon|unrest}} {{green|−1}} National unrest
| {{desc|Authoritarianism|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.|image=gov_merchant}}
*''Not'' available for ‘Pirate Republics’
|-
* {{icon|random candidate bonus}} {{green|+1}} Random candidate bonus
| {{desc|Political Dynasties|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.|image=gov_man_and_children}}
* With this reform, ''Not'' available for ‘Pirate Republics’* [[election 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 slightly lower than normal({{red|−2}}), and electing them causes a loss of republican tradition. 
|-
| id="Republicanism" | '''Republicanism'''
* {{icon|republican tradition}} {{green|+0.2}} Yearly republican tradition
| {{desc|Republicanism|This Republic has made itself a guardian of Republican ideals, citizen power and everyone working together for the common good.|image=gov_assembly_hall}}
* ''Not'' available for ‘Pirate Republics’
|-
| id="Council of Captains" | '''Council of Captains'''
|
* {{icon|privateer efficiency}} {{green|+33%}} Privateer efficiency
* {{icon|captains influence}} '''+0.1''' Captains influence
| {{desc|Council of Captains|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’
 
|-
| id="Articles of Agreement" | '''Articles of Agreement'''
|
* {{icon|republican tradition}} {{green|+0.5}} Yearly republican tradition
* {{icon|national sailors modifier}} {{green|+10%}} National sailors modifier
* {{icon|buccaneers influence}} '''+0.1''' Buccaneers influence
| {{desc|Articles of Agreement|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’
 
|-
| id="Smugglers Haven" | '''Smugglers Haven'''
|
* {{icon|trade power abroad}} {{green|+30%}} Trade power abroad
* {{icon|smugglers influence}} '''+0.1''' Smugglers influence
| {{desc|Smugglers Haven|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’
|}
* {{icon|length of election term}} '''−1''' Length of election term
| {{desc|Frequent Elections|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.|image=gov_ballot_box}}
----* Cannot Can be picked if rulers do ''not'' reign for life''or'' has enacted ‘[[Sortition]]’.
|-
| id="Consolidation of Power" | '''Consolidation of Power'''
| id="Sortition" | '''Sortition'''
|
* Election uses Lottery mechanics.
* Rulers reign for life.
* {{icon|yearly corruption}} {{green|−0.10}} Yearly corruption
| {{desc|Sortition|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.|image=gov_paper_with_seal_3}}
* Not available for ‘[[Venetian Government]]’ and ‘[[Dutch Republic]]’.* ‘Election by Lottery’ mechanics.* Rulers reign for life.|----| id="Permanent Marathas Council" | '''Permanent Marathas Council'''|* {{icon|discipline}} {{green|+5%}} Discipline| {{desc|Permanent Marathas Council|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.|image=gov_noble_indian}}* Mutually exclusive Only available for countries with the{{icon|marathas|24px}}Marathas estate active.*The Marathas estate interaction ''Venetian Government'Recruit Minister'''.will instead recruit a general with {{green|+1}} additional {{icon|land leader shock}} shock
|-
| id="Governmental Purbias Register" | '''Governmental Purbias Register'''
*Only available for countries with the {{icon|rajputs|24px}} Rajputs estate active.
*The Rajputs estate interaction '''Enlist Purbias''' will give an additional {{icon|discipline}} {{green|+5%}} discipline to Rajput Regiments.
|-
| id="Council of the Indies" | '''Council of the Indies'''
|
* {{icon|expel minorities cost}} {{DLC-only|Expel minorities cost|−30}}
| {{desc|Mansabdari System|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.|image=gov_merchant_ship}}
*Only available for Iberian countries with the capital in [[Iberia]] with at least {{icon|colonist}} 1 colonist.
|}
! style="width:300px" class="unsortable" | Effects
! class="unsortable" | Description & notes
 
|-
| id="Parliamentarism" | '''Parliamentarism '''
|
* Enables parliament mechanics
* {{icon|national unrest}} {{green|−1}} National unrest
| {{desc|Parliamentarism|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.|image=gov_judge}}
----
* Disables{{icon|nobility}}Nobility estate
*Not available with certain unique reforms
{{expansion|cs}}
* Has access to {{icon|parliament}} parliament but not to the {{icon|nobility}} nobility estate.
|-
| id="Presidential System" | '''Presidential System'''
* {{icon|embracement cost}} {{green|−10%}} Institution embracement cost
| {{desc|Presidential System|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.|image=gov_man_on_podium}}
 
|- id="Pirate King"
| id="Pirate Kingdom" | {{Hover box|Without Dharma DLC: Pirate Kingdom.| '''Pirate King'''}}
|
* {{icon|harsh treatment cost}} {{green|−20%}} Harsh treatment cost
* {{icon|naval leader fire}} {{green|+1}} Naval leader fire
* {{icon|captains influence}} '''+0.1''' Captains influence
| {{desc|Pirate King|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.’
* Ruler stats depend on admiral pips. On average 12 ruler points for 16-pips admiral.
 
|- id="War Against the World Doctrine"
| id="Liberi Government" | {{Hover box|Without Dharma DLC: Liberi Government.| '''War Against the World Doctrine'''}}
|
* {{icon|years of separatism}} {{green|−5}} Years of separatism
* {{icon|shipbuilding time}} {{green|−15%}} Shipbuilding time
* {{icon|buccaneers influence}} '''+0.1''' Buccaneers influence
| {{desc|War Against the World Doctrine|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!}}
* Only available for ‘Pirate Republics’
* Enables [[Casus_belli#War_Against_the_World | War Against the World]]{{icon|casus belli}} casus belli
* Disallows {{icon|slaves}} Slaves
 
|-
| id="Black Market Consortium" | '''Black Market Consortium'''
|
* {{icon|smugglers influence}} '''+0.1''' Smugglers influence
| {{desc|Black Market Consortium|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 post]]s. (requires {{icon|rp}} ‘Res Publica’)
|}
* Changes government type to {{icon|monarchy}} Monarchy.
* Lose {{red|7}} government reforms.
| {{desc|Seize Executive Power|Republicanism has served us well but it is time we empower a strong ruler to take our state into a new era.|image=gov_king_2king_2_highlighted}}
|-
| id="Proclaim Divine Guidance" | '''Proclaim Divine Guidance'''
* Changes government type to{{icon|theocracy}}Theocracy.
* Lose {{red|8}} government reforms.
| {{desc|Proclaim Divine Guidance|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.|image=gov_religious_leaderreligious_leader_highlighted}}
|-
| id="Strengthen Executive Powers" | '''Strengthen Executive Powers'''
* {{icon|reelection cost}} {{green|−10%}} Reelection cost
| {{desc|Reinforce Republican Values|Safeguarding the Republican values upon which this country has been built is the only way to ensure a successful evolution of our state.|image=gov_parliament_hall}}
|-
| id="Lower the Black Flag" | '''Lower the Black Flag'''
|
* Abolish ‘[[Pirate Republic]]’ [[government reform]].
| {{desc|Lower the Black Flag|The time has come to end our lives of piracy and settle down to establish a more stable Republic.|image=parliament_highlighted}}
*Only available for ‘Pirate Republics’
|}

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