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Tribal government

Government tribal.png A tribe is regarded as a society that hasn't developed a concrete definition of what a Westphalian nation-state is. Nomadic by nature, the power is held by either a chief or by a group of fellow tribesmen. They are usually Monarchies (using legitimacy, royal mariages, etc.), except for steppe nomads (who use horde unity; see below) and native tribes (who don't use any government strength value).

Contents

MechanicsEdit

Horde unityEdit

See also: Steppe hordes

Steppe nomads, normally referred to as hordes or khanates, is a loosely organized form of government where power is held mostly by the tribes, but united under the khan. They are barred from taking most country-formation decisions. It differs from mainstream monarchies in the way that each time a khan dies, all clan leaders are summoned to vote on the next khan: the khan has an heir, but if the khan dies and the heir is young enough to require a regency council, the heir is killed and replaced with another ruler.

Steppe nomads use   horde unity instead of legitimacy. The effects of horde unity are proportional to its value. Listed below are the main milestones.

Variable 0% 50% 100%
  National unrest +2 0 −2
  Discipline −5% 0 +5%


Horde Unity is gained and lost as follows:

  • Base −2 per year
  • −0.01 per 2 total   development the country owns, limited to −3
  •   Tribes estate   Loyalty below 40:
    •   Influence below 20: −1 yearly
    •   Influence at least 20 but less than 40: −2 yearly
    •   Influence at least 40 but less than 60: −3 yearly
    •   Influence at least 60: −4 yearly
  • Looting:   +1 per 4   ducats looted
  • Razing: +1 per point of province   development before razing
  • +0.005 yearly per point of   power projection (+0.5 at 100)
  • +1 for passing the Great Mongol State Reform

Several ideas and policies increase horde unity:

  Traditions Ideas Bonuses Policies
+1.0 yearly
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Ilkhanid idea 1: Restored Ilkhanate
  • Timurid idea 4: Chagatai Literature
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Diplomatic-Plutocratic: Mandatory Service

Tribal allegianceEdit

Tribal federations use   tribal allegiance in addition to legitimacy.

The effects of tribal allegiance are proportional to its value. Listed below are the main milestones.

  Tribal Allegiance   0   50   100
Effects No effect
  •   +16.5% Manpower recovery speed
  •   −1.5 National unrest
  •   +33% Manpower recovery speed
  •   −3 National unrest

Tribal allegiance is gained and lost as follows:

  • Winning battles and humiliating rivals increases tribal allegiance
  • Losing battles and being humiliated by rivals decreases tribal allegiance
  • Passive   −0.005 yearly tribal allegiance for each point of development the nation has (capped at   −3 yearly tribal allegiance at 600   development)

30 points of tribal allegiance can be spent for one of the following effects:

  • Enlist General:   Gain a general with   40 army tradition;
  • Train Horsemanship:   Get +15% cavalry combat ability for 10 years;
  • Conscript from Tribes:   Start production of 6 cavalry units in the capital at a quarter the time.

Native CouncilEdit

Main article: Native council
See also: List of decision lists § Tribal

A native council is the government form of all native tribes in North America north of Mexico and in South America east of the Andes. The tribes of Eastern Siberia share some similarities with their New World counterparts.

These governments don't use   legitimacy,   republican tradition or any other type of government strength value. There is no heir system: at ruler's death, a new one is generated with random stats.

Type Level Effects Description & notes
Native Council 0
  •   −33% Stability cost modifier
  •   −50% Land maintenance modifier
  •   −1 Diplomatic relations
  •   −2.5% Institution spread
One or more tribes ruled by a council of hereditary positions. Its members present unanimous decisions after lengthy discussions, although one chieftain has the honor of being the official spokesperson.

Reform tiersEdit

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.

Tribal AdministrationEdit

Type Effects Description & notes
Steppe Nomads
  •   +20% National manpower modifier
  •   +20% Land force limit modifier
  •   −5 Years of separatism
  •   +50% Looting speed
  •   −15% Institution spread
  •   +20% Movement speed
  •   −50% Reinforce cost
  •   +25% Cavalry to infantry ratio
 
A governmental form where a sovereign or military ruler rule a tribal chiefdom, with constant Casus Bellis on all their neighbors and troops who fight better on the plains.

Great Mongol State
  •   +20% National manpower modifier
  •   +20% Land force limit modifier
  •   +1 Yearly horde unity
  •   −5 Years of separatism
  •   +50% Looting speed
  •   +20% Movement speed
  •   −50% Reinforce cost
  •   +25% Cavalry to infantry ratio
 
The Mongol Empire of Genghis Khan has been restored under our leadership. We are rebuilding the systems of government established by the Great Khan while avoiding the mistakes of his unworthy successors.

  • Only available for the   Mongol Empire
  • +25% shock damage increase on plain-like territory.
  • −25% shock damage decrease on non-plain-like territory
  • Can raise Banner units.
  • May establish new Tributary subjects
  • Fixed rank:   Empire
Tribal Federation
  •   −5 Years of separatism
 
A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.

  • Uses   tribal allegiance mechanics
Tribal Despotism
  •   −10% Core-creation cost
 
A political system where the tribe is controlled by an individual ruler with unlimited power and the ability to exercise any action without consequence or retribution, often ruling through fear.
Tribal Monarchy
  •   +20% Income from vassals
 
A political system where a large tribal society has formed a kingdom, with one strong ruler who rules through law.
Siberian Native Council
  •   −33% Stability cost modifier
  •   −20% Institution spread
 
The Siberian Council is as an assembly of elders that is led by a joint chief.

  • Nations with this government form that own only one province can migrate to a neighbouring province
  • Fixed rank:   Duchy
Gond Kingdom
  •   +20% Fort defense
 
Gondwana is a land of jungles, hills and forts but most of all it is a land of many tribes. Controlling this land means affording various minor power holders a large degree of self rule and privilege. Forts are imperative to control the various groups within our kingdom and controlling them will allow us to command the loyalties of the Gond people.

  • Only available for   Indian nations with Gondi culture.

Tribal Cultural ValuesEdit

Type Effects Description & notes
Martial Society
  •   +20% National manpower modifier
 
Martial values have always been important in our society and as we expand a militarized society is what we must continue to build and preserve at the core of our state.
Civil Society
  •   +5% National tax modifier
  •   −0.05 Yearly corruption
 
No state can exist with only warriors. We must build up stronger ties with civil society and the urbanites in our realm so that we can better extract revenue from them.

Tribal ReligionEdit

Type Effects Description & notes
Religious Societies
  •   −10% Stability cost modifier
  •   +15% Religious unity
 
While clan loyalties can take us far our expansion has made us the masters of more peoples than we once did. A strongly religious society can withstand expansion in both time and space more efficiently and will give us the cohesion we need.
Lip Service
  •   −10% Land maintenance modifier
 
While it is important to observe religious practices to maintain our legitimacy we should not get bogged down in the principles of righteous rule and morality. Pragmatism will take us longer and allow us to support a larger state and army.

ModernizationEdit

Type Effects Description & notes
Centralize Power
  •   −5% Stability cost modifier
  •   −5% Core-creation cost modifier
 
We are too reliant on the loyalties of the clans and tribes within our state. Let us instead start to build up institutional loyalty and divide the responsibilities of the state between formal offices under our ruler.
Retain Tribal Hierarchy
  •   +3 Number of states
  •   +10 Maximum absolutism
 
Any form of modernization must preserve the ancient hierarchies of the clans and tribes within our nation. Without the support of these groups our country will not be able to expand and thrive as it has up to now.

Tribal ReformationEdit

Type Effects Description & notes
Reform into Monarchy
  • Changes government type to   Monarchy.
  • Lose 4 government reforms.
 
It is time we abandon our tribal trappings and create a fully fledged monarchy carried by institutions and not clan loyalties.

  • Nations in the   Nomad technology group will be changed to   Eastern (if Christian),   Muslim (if Muslim), or   Chinese tech group
Reform into Republic
  • Changes government type to   Republic.
  • Lose 4 government reforms.
 
We must guard the liberties of our citizens and form a state where the head of government is not hereditary but instead elected from those with the right qualities.

  • Nations in the   Nomad technology group will be changed to   Eastern (if Christian),   Muslim (if Muslim), or   Chinese tech group
Reform into Theocracy
  • Changes government type to Theocracy.
  • Lose 4 government reforms.
 
Religious guidance is the road forward for our people. Let us involve the clergy in the rule of our nation and reap the rewards of a just and

  • Nations in the   Nomad technology group will be changed to   Eastern (if Christian),   Muslim (if Muslim), or   Chinese tech group
Become Horde
  • Enacts the Steppe Horde reform
  • Changes technology group to   Nomad
 
The steppes call for our people. Let us abandon the sedentary traditions of our ancestors and fully embrace the free life of the open plains.

  • Mutually exclusive with Steppe Horde and Great Mongol State reforms

ReferencesEdit