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Republic

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Power Structure
{{GovNav}}
{{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.
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{{#lst:Government|notes}}
== Mechanics ==
[[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|1.2829}}
{{expansion|dhr}}
{{#lst:Government|notes}}
* 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}}
* 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" | &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.
<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 Fleeting Fleeing Serfs: {{effect|green|Raise 1|development }} in a random category}} in l 1 random provinces 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 1 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|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.
*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.
|}
| 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'''
* 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"

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