Estates
Estates[1] are factions within the nation that influence domestic politics. Estates apply modifiers at the national level and may also be granted control of specific provinces. They have two basic attributes: influence and loyalty; which depend on the land they hold, event choices and several other factors.
The influence and loyalty levels of an estate determine their power within the country and how they "react" to the player's actions with them. These can be seen in the: nationwide bonuses or penalties provided by the estate, localized effects which are applied in the provinces held by them, outcome effects of certain interactions provided through the estates, as well as their rebellion strength if worse comes to worst. Estates which grow too powerful can bring a disaster upon the nation. This may come into effect by the estate seizing control of the country or breaking it apart.
There are a total of 11 estates, though most nations have access to 3 estates. The exact number may change during the campaign and depends on location, government and religion. Conquered provinces have their estates removed. It is possible to add more estates to the game and change conquest behavior via modding.
The following government types do not have access to estates (they have other mechanics instead): Celestial Empire (if Mandate of Heaven is disabled), Merchant Republic, Veche Republic, Pirate Republic, Trading City, Colonial Nation, Native Council, Siberian Clan Council and Steppe Nomads (except Tribes estate). Certain government types don't have access to specific estates (detailed in the estate's section).
While estates do not insist on holding a minimum amount of land, most mid-to-large sized nations start a scenario with some land allocated to them.
Contents
Introduction to Estates[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22. |
Note: Most of the values mentioned here are fully moddable[2].
- Loyalty
is a measure of how willing the estate is to aid in the nation's government. It is a modifier that decays slowly towards its base value of 50. The speed of decay depends on how further from 50 it is (further = faster) and on any other loyalty decay speed modifiers present at the time. Loyalty scales from 0 to 100, and is separated into three tiers: disloyal (0−39), neutral (40−59), and loyal (60−100). Loyalty determines what effects the estate confers, both on the provincial and national level. When disloyal, an estate confers only penalties; when neutral, it confers a single bonus; and when loyal it confers an additional bonus. The strength of the effects is determined by the estate's influence. Loyalty is affected by estate interactions, various national factors, events, decisions, provincial development and territorial grants and revocations.
- (Estate) influence
is a measure of how much power the estate has over the nation's government and scales from 0 to 100. Influence determines the strength of the national effects conferred by the estate's loyalty through four levels: 0−19 / 20−39 / 40−59 / 60−100. These levels modify the effects by a factor of 0.25 / 0.50 / 0.75 / 1. The provincial effects are not affected by influence and are applied in all provinces owned by the estate. Moreover, if an estate's influence is 100, regardless of the estate's loyalty, the nation is at risk of the estate seizing power in a coup, in the form of a disaster. Influence affects also the strength as well as the possibility of some estate interactions. Each estate has a base level of influence, and is affected by estate interactions, various national factors, events, decisions, and territorial grants and revocations. Influence does not increase or decrease over time. Revoking province is the only player-controlled way to decrease influence. If an estate's influence drops to 0, it will grant no nationwide effects but will still appear in the Estates interface and still affect controlled provinces.
- Territory
can be granted to an estate to increase its loyalty and influence. A province can be granted or revoked in the Buildings tab of that province. Granting a province to an estate sets a minimum local autonomy floor to the province and confers various provincial effects based on the estate and its level of loyalty. Once granted to an estate, a province cannot be revoked until one year has passed. If an estate is disloyal, revoking a province from the estate will cause rebels to rise up. Developing an estate province is treated as if they were granted additional development; losing an estate province (peace, sale etc.) will cause their loyalty to decrease (amount dependent on province development). Revoking an estate from a province will add 25% local autonomy and a temporary +5 unrest modifier unless the province is granted to another estate. The capital cannot be granted to an estate and a province cannot have both an estate and a parliament seat.
- Power (calculation) is based on how much an estate controls the development in the country. Influence of an estate increases by 1.5 for every 1% of the nation's total state development it manages, up to a maximum of 40. The dhimmi and tribes estates have modifiers that lower this factor. Hence all provinces granting/revoking above 26.7% of the total development does not impact the influence. For example, in a nation with 200 non overseas development, granting a first province with 10 development to an estate will increase its influence by 7.5. If another estate controls provinces that represent 60 development in that country (30%) its influence is increased by 40 and revoking a 3-development province has no impact.
- Happiness (calculation) is based on territorial grant/revocation. Territorial grant (resp. revocation) increases (resp. decreases) the estate's loyalty by a base of 1 (resp. 2) for every 1% of the nation's total development that the province represents. This means that granting and subsequently revoking a province incurs a net loss of loyalty. The gain is capped to 20 and the loss to 30.
- Interactions are a set of actions that can be taken towards estates, typically either giving something to the estate or requesting something from it. Interactions affect the estates' loyalty and influence in various ways.
- (Estate) Disasters occur after an estate gains high influence levels (100). The estate disaster will begin ticking and - unless lowered - will eventually trigger its associated disaster. During an active estate disaster all other estates will lose influence and loyalty as well as rendering most of their estate interactions inactive.
Base group estates[edit]
Burghers[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22. |

The estate is not available for nations with the Vaishyas or
Jain estates. The AI will be more inclined to give the estate territory if it is a
Monarchy in the
Western tech group or has taken
Plutocratic or
Trade idea groups and the nation has at least 10 provinces.
Territory – The estate has the following attitude regarding territory:
- The estate will only accept the following provinces:
- The estate will apply the following
Local autonomy effects:
Influence – The estate has a base influence of 10%, modified by:
- +30% Is a
Free City
- +10% Has enacted the
Meritocratic Recruitment tier 4 government reform
- +5% Has enacted the
Plutocratic tier 1 government reform
- +5% Has a province with more than
30 development (does not have to belong to the Burghers)
- +5% Has a province with a
Center of Trade (but is not a Free City)
- +5% Has its
capital that is an Hanseatic City (but is not a Free City)
- +5% Has its
capital in one of the Swahili Coast areas: Central Swahili Coast, Northern Swahili Coast, Mogadishu, Mombasa and Mozambique.
- +10% If
Trade income is at least 75%
- +5% If
Trade income is between 50% and 74%
- −5% If
Trade income is less than 25%
- −5% Follows the
Nahuatl religion
- −10% Is the
Celestial Empire
- −40% If the
Nobility, the
Clergy, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- +10% Has full
Plutocratic idea group
- −20% If the
Nobility, the
Clergy, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Rebels: If a province is revoked from the Burghers while they are disloyal, Particularist rebels will rise in revolt in that province.
Disaster: If the Burghers estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Plutocratic Coup disaster.
The Burghers nationwide and province modifiers are as follows:
Clergy[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22. |

The Clergy estate is not available for the United States unless the government is a
theocracy. It is not compatible with the
Brahmins estate for nations with
Sikh or
Hindu religion. The AI will be more inclined to give the estate further territory (than the required minimum) if it has taken
Religious idea group and the nation has at least 10 provinces.
Territory – The estate has the following attitude regarding territory:
Influence – The estate has a base influence of 20%, modified by:
- +30% Is the
Papal States
- +20% Is
Hejaz and owns Mecca (385)
- +15% If
Inti authority at least 75%
- +10% Is a
Theocracy (but not the
Papal States)
- +10% Has enacted the
Administrative Clergy tier 4 government reform
- +10% If
Inti authority between 50% and 74%
- +10% If
Patriarch authority at least 75%
- +5% If
Patriarch authority between 50% and 74%
- −10% Is the
Celestial Empire
- −15% If state religion is not dominant
- −40% If the
Burghers, the
Nobility, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- +10% Has completed the
Religious idea group
- +10% Is the Papal controller
- +10% Is
Protestant
- +10% If
Piety at least 75%
- +5% If
Piety between 50% and 74%
- +5% Has enacted the
Administrative Clergy tier 4 government reform
- +5% Has the
Feudal Theocracy tier 1 government reform
- +5% Has modifier Statute in Restraint of Appeals
- +5% Has modifier Sheikh ul Islam Office
- −5% If
Piety between −50% and −74%
- −10% If
Piety less than −75%
- −20% If the
Burghers, the
Nobility, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Rebels: If the Clergy are disloyal and a province of the state religion is revoked, Zealot rebels of the state religion will rise in revolt in that province. If any other province is revoked
Particularist rebels will revolt.
Disaster: If the Clergy estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Dominance of the Clergy disaster.
The Clergy nationwide and province modifiers are as follows:
Nobility[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22. |

Parliamentary and Revolutionary government types along with Peasant Republics do not use this estate. Additionally, only
Muslim,
Sikh, and
Buddhist nations may combine this estate with the
Marathas or
Rajputs estates. The AI will be more inclined to give the estate provinces if it has taken
Aristocratic or
Influence idea groups and the nation has at least 10 provinces.
Provinces – The estate has the following attitude regarding provinces:
Influence – The estate has a base influence of 20%, modified by:
- +5% Is in the
Eastern technology group
- +5% Is a
Monarchy
- +5% Has enacted the
Feudal Nobility or
Noble Elite tier 1 government reform
- −5% Has enacted the
Plutocracy tier 1 government reform
- +10% Has the
Mamluk Government tier 1 government reform
- −10% Has enacted the
Curtail Noble Privileges tier 2 government reform
- +10% Has enacted the
Noble of the Robe tier 4 government reform
- −10% Has enacted the
Permanent Marathas Council or
Governmental Purbias Register tier 4 government reform
- +10% Has ruler modifier Power to Magnates
- −10% Has the country modifier Black Army
- −10% Is the
Celestial Empire
- −40% If the
Burghers, the
Clergy, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- +10% Has completed the
Aristocratic idea group
- +10% Has enacted the
Prussian Monarchy tier 1 government reform
- +10% If
legitimacy at least 95
- +5% If
legitimacy between 70 and 94
- +5% Has enacted the
Noble of the Robe tier 4 government reform
- +5% Has a consort from local minor noble dynasty
- −5% Has enacted the
Permanent Marathas Council or
Governmental Purbias Register tier 4 government reform
- −5% If
legitimacy between 25 and 49
- −10% If
legitimacy less than 25
- −20% If the
Burghers, the
Clergy, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Rebels: If a province is revoked from the Nobility while they are disloyal, Noble rebels will rise in revolt in that province.
Disaster: If the Nobility estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Aristocratic Coup disaster.
The Nobility nationwide and province modifiers are as follows:
Interactions list[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22. |
This a combined interactions table for all estates[1]. Unless otherwise stated:
- Any change in
Loyalty or
influence apply to the estate which provided the interaction.
- Estate
Influence and modifiers gained from interactions will remain active for said interaction's cooldown period.
- Most of the interactions provided by an estate become unavailable during other estates' ongoing disaster.
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Interaction | ![]() |
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Requirements | Effects |
---|---|---|---|---|---|
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Ask for Contribution | ![]() |
10 | ![]() |
|
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Demand Diplomatic Support | ![]() |
20 | ||
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Draft Ships for War | ![]() |
30 | ||
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Grant Admiralship | ![]() |
10 | ||
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Grant Monopoly Charter | ![]() |
20 | ![]() |
|
![]() |
Grant New World Charter | ![]() |
10 | ||
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Recruit Minister | ![]() |
30 | ![]() |
|
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Demand Administrative Support | ![]() |
20 | ||
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Establish New World Missions | ![]() |
20 | ||
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Make Generous Donation | ![]() |
10 | ||
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Recruit Inquisitor | ![]() |
30 | ![]() |
|
![]() |
Recruit Minister | ![]() |
30 | ![]() |
|
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Seek Support of the Clergy | ![]() |
20 | ![]() |
|
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Send Emissary to the Pope | ![]() |
20 |
|
|
![]() |
Call Diet | ![]() |
20 | ![]() |
|
![]() |
Demand Military Support | ![]() |
20 | ||
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Grant Generalship | ![]() |
10 | ||
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Raise Additional Levies | ![]() |
25 | ||
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Recruit Conquistador | ![]() |
15 | ||
![]() |
Recruit Minister | ![]() |
30 | ![]() |
Quick lookup[edit]
This condensed table shows all influence and loyalty breakpoints and bonuses. Loyal estates also get the Neutral bonus.
Cossacks group estates[edit]
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Available only with the The Cossacks DLC enabled. |
Cossacks[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22. |

This estate is only available to Christian nations in the Eastern tech group. The Cossacks receive twice the normal influence from provinces (
3 influence per 1% of total development). The AI will always grant provinces to the estate as long as it doesn't push its influence too high. If the estate revolts it will form a new nation consisting of the provinces previously given to it.
Territory – The estate has the following attitude regarding territory:
- The estate will only accept provinces that have Steppe terrain
- The estate will apply the following
Local autonomy effects:
Influence – The estate has a base influence of 0%, modified by:
- +10% Has at least
10 provinces and at least one with Steppe terrain
- −40% If the
Nobility, the
Clergy, the
Burghers, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- −20% If the
Nobility, the
Clergy, the
Burghers, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Rebels: If a province is revoked from the Cossacks while they are disloyal, Cossack rebels will rise in revolt in that province.
Disaster: If the Cossacks estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Cossack Independence disaster.
The Cossacks nationwide and province modifiers are as follows:
Dhimmi[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22. |

The Dhimmi estate is only available to Muslim nations that are not in the Western tech group. The Dhimmi receive only half the normal influence from provinces (
0.75 influence per 1% of total development). If the estate revolts it will form a new nation consisting of the provinces previously given to it. The AI will always grant provinces to the estate if it is in the
Anatolian tech group or has taken the
Humanist ideas group and the nation has at least 10 provinces; The AI will continue doing so as long as it doesn't push its influence too high.
Territory – The estate has the following attitude regarding territory:
- The estate will only accept provinces with non-Muslim religion
- The estate will apply the following
Local autonomy effects:
- Dhimmi provinces cannot be converted to another religion by a
missionary.
Influence – The estate has a base influence of 0%, modified by:
- +20% Has a non-Muslim dominant religion
- +10% Has a
province with non-Muslim religion
- −40% If the
Nobility, the
Clergy, the
Burghers, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- +10% Has completed the
Humanist idea group
- +8% If
Piety less than −75%
- +5% If
Piety less than −50%
- −5% If
Piety between 50% and 74%
- −8% If
Piety more than 75%
- −20% If the
Nobility, the
Clergy, the
Burghers, the
Jains, the
Brahmins or the
Vaishyas estate has seized control of the nation
Rebels: If a province is revoked from the Dhimmi while they are disloyal, Zealot rebels of the province's religion will rise in revolt in that province.
Disaster: If the Dhimmi estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Dhimmi Independence disaster.
The Dhimmi nationwide and province modifiers are as follows:
Tribes[edit]
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This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.24. |

The Tribes estate is only available to Steppe Nomads and is the only estate available for them. The Tribes only receive 40% of the normal influence from provinces (
0.6 influence per 1% of total development).
Territory – The estate has the following attitude regarding territory:
Influence – The estate has a base influence of 25%
Rebels: If a province is revoked from the Tribes while they are disloyal, Tribal rebels will rise in revolt in that province.
Disaster: If the Tribes estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Dominance of the Tribes disaster.
The Tribes nationwide and province modifiers are as follows:
Interactions list[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22. |
This a combined interactions table for all estates[1]. Unless otherwise stated:
- Any change in
Loyalty or
influence apply to the estate which provided the interaction.
- Estate
Influence and modifiers gained from interactions will remain active for said interaction's cooldown period.
- Most of the interactions provided by an estate become unavailable during other estates' ongoing disaster.
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Interaction | ![]() |
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Requirements | Effects |
---|---|---|---|---|---|
![]() |
Conscript Cossack Elite | ![]() |
20 | ![]() |
|
![]() |
Cossack Exploration Expedition | ![]() |
30 | ||
![]() |
Expand Cossack Register | ![]() |
20 |
|
|
![]() |
Permit Self Governance | ![]() |
10 | ||
![]() |
Raise Cossack Host | ![]() |
5 |
| |
![]() |
Recruit Minister | ![]() |
30 | ![]() |
|
![]() |
Supply Arms | ![]() |
20 | ![]() |
|
![]() |
Impose New Religious Tax | ![]() |
10 | ![]() |
|
![]() |
Lighten Dhimmi Tax Burden | ![]() |
10 | ||
![]() |
Promote Dhimmi Nobles | ![]() |
30 | ||
![]() |
Recruit from the Dhimmi | ![]() |
10 | ||
![]() |
Recruit Minister | ![]() |
30 | ![]() |
|
![]() |
Contribute Warriors | ![]() |
10 | ||
![]() |
Raise Host | ![]() |
10 | ||
![]() |
Recruit Minister | ![]() |
30 | ![]() |
|
![]() |
Support Tribes | ![]() |
10 | ![]() |
Dharma estates[edit]
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Available only with the Dharma DLC enabled. |
Brahmins[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |

The Brahmin estate replaces the Clergy estate for
Hindu nations, and the
Dhimmi estate for Muslim nations with the
Indian tech group. The AI will grant more provinces that usual if it is a Hindu nation that has embraced
Religious ideas, or a non-Hindu nation that has embraced
Humanist Ideas.
Territory – The estate has the following attitude regarding territory:
- The estate will only accept provinces that have
Hindu present
- The estate will apply the following
Local autonomy effects:
Influence – The estate has a base influence of 0%, modified by:
- +20% If
Hindu
- +10% If non-Hindu with majority Hindu provinces
- +5% If non-Hindu with at least one Hindu province (but not majority)
- +10% If a Hindu
Theocracy
- +10% If Hindu and has enacted the
Administrative Clergy tier 4 government reform
- −15% If Hindu and does *not* have a Hindu Majority
- −40% If the
Nobility, the
Clergy, the
Burghers, the
Jains or the
Vaishyas estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- +5% Has the
Feudal Theocracy tier 1 government reform
- +5% If
Hindu and has enacted the
Administrative Clergy tier 4 government reform
- +10% If Hindu and has completed the
Religious idea group
- +10% If Muslim and has completed the
Humanist idea group
- +8% If
Piety less than −75%
- +5% If
Piety less than −50%
- −5% If
Piety between 50% and 74%
- −8% If
Piety more than 75%
- −20% If the
Nobility, the
Clergy, the
Burghers, the
Jains or the
Vaishyas estate has seized control of the nation
Rebels: If a province is revoked from the Dhimmi while they are disloyal, Hindu Zealot rebels will rise in revolt in that province.
Disaster: If the Brahmins estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Dominance of the Brahmins disaster.
The Brahmin nationwide and province modifiers are as follows:
Jains[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |

The Jain estate is available to all nations within the Indian technology group. While
Hindu nations get Jains in addition to the
Vaishyas estate, for non-Hindu nations it replaces the
Burghers estate. The AI will keep granting provinces to Jains as long as it doesn't raise their influence too high.
Territory – The estate has the following attitude regarding territory:
- The estate will only accept provinces that have
Hindu,
Sikh,
Theravada,
Vajrayana or
Mahayana as the local religion
- The estate will apply the following
Local autonomy effects:
Influence – The estate has a base influence of 5%, modified by:
- −40% If the
Nobility, the
Clergy, the
Brahmins or the
Vaishyas estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- −20% If the
Nobility, the
Clergy, the
Brahmins or the
Vaishyas estate has seized control of the nation
Rebels: If a province is revoked from the Jains while they are disloyal, Particularist rebels will rise in revolt in that province.
Disaster: If the Jains estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Powerful Jain Society disaster.
The Jains nationwide and province modifiers are as follows:
Marathas[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |

The Marathas estate is available to any nation of the technology group whose primary culture is Sinhala or belongs in the Western Aryan or Dravidian culture groups "except" for Rajasthani or Malvi. For nations that are not Muslim,
Sikh,
Theravada,
Vajrayana or
Mahayana, this estate replaces the
Nobles Estate. The AI will give this estate provinces as long as it doesn't raise influence too high.
Territory – The estate has the following attitude regarding territory:
- The estate will only accept provinces that have
Hindu as the local religion
- The estate will apply the following
Local autonomy effects:
Influence – The estate has a base influence of 0%, modified by:
- +10% Has Marathi as the primary culture or as an accepted culture
- +10% Has the
Permanent Marathas Council Tier 4 government reform
- +10% Is Muslim and has the Meritocratic Recruitment Tier 4 government reform
- +5% Has the
Feudal Nobility Tier 1 government reform and does not have the
Nobles estate
- -5% Nation is not
Hindu and has at least one non-Muslim province
- -10% Has taken the
Curtail Noble Privileges Tier 2 government reform and does not have the
Nobles estate
- −40% If the
Nobility, the
Clergy, the
Brahmins, the
Jains or the
Vaishyas estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- +5% Has Marathi as the primary culture or as an accepted culture
- +5% Has the
Permanent Marathas Council Tier 4 government reform
- −20% If the
Nobility, the
Clergy, the
Brahmins, the
Jains or the
Vaishyas estate has seized control of the nation
Rebels: If a province is revoked from the Marathas while they are disloyal, Noble rebels will rise in revolt in that province.
Disaster: If the Marathas estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Maratha Independence disaster.
The Marathas nationwide and province modifiers are as follows:
![]() |
![]() 0-19 |
![]() 20-39 |
![]() 40-59 |
![]() 60-100 |
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---|---|---|---|---|---|
![]() 0-39 |
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![]() 40-59 |
![]() | ||||
![]() 60-100 |
Rajputs[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |

The Rajputs estate is available to any nation with the Indian technology Group and their primary culture is Rajput or Malvi, or belongs to the Eastern Aryan (except Sinhala), Hindustani or Central Indic culture groups. For nations that are not Muslim,
Sikh,
Theravada,
Vajrayana or
Mahayana, this estate replaces the
Nobles Estate. The AI will give this estate provinces as long as it doesn't raise influence too high.
Territory – The estate has the following attitude regarding territory:
- The estate will only accept provinces that have
Hindu as the local religion
- The estate will apply the following
Local autonomy effects:
Influence – The estate has a base influence of 0%, modified by:
- +10% Has Rajput as the primary culture or as an accepted culture
- +10% Has the
Governmental Purbias Register Tier 4 government reform
- +10% Is Muslim and has the Meritocratic Recruitment Tier 4 government reform
- +5% Has the
Feudal Nobility Tier 1 government reform and does not have the
Nobles estate
- -5% Nation is not
Hindu and has at least one non-Muslim province
- -10% Nation is not Muslim and has taken the
Curtail Noble Privileges Tier 2 government reform
- −40% If the
Nobility, the
Clergy, the
Brahmins, the
Jains or the
Vaishyas estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- +5% Has Rajput as the primary culture or as an accepted culture
- +5% Has the
Governmental Purbias Register Tier 4 government reform
- −20% If the
Nobility, the
Clergy, the
Brahmins, the
Jains or the
Vaishyas estate has seized control of the nation
Rebels: If a province is revoked from the Rajiputs while they are disloyal, Noble rebels will rise in revolt in that province.
Disaster: If the Rajputs estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Rajput Independence disaster.
The Rajputs nationwide and province modifiers are as follows:
Vaishyas[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.27. |

The Vaishyas estate is available to Hindu nations in the
Indian tech group. It replaces the
Burghers estate. The AI will give the Vaishya more provinces than normal if it has embraced the
Trade or
Plutocracy idea groups.
Territory – The estate has the following attitude regarding territory:
- The estate will only accept the following provinces:
- The estate will apply the following
Local autonomy effects:
Influence – The estate has a base influence of 10%, modified by:
- +10% Has enacted the
Meritocratic Recruitment tier 4 government reform
- +5% Has enacted the
Plutocratic tier 1 government reform
- +5% Has a province with more than
30 development (does not have to belong to the Vaishyas)
- +5% Has a province with a
Center of Trade (but is not a Free City)
- +10% If
Trade income is at least 75%
- +5% If
Trade income is between 50% and 74%
- −5% If
Trade income is less than 25%
- −40% If the
Nobility, the
Clergy, the
Jains or the
Brahmins estate has seized control of the nation
Loyalty – The estate's loyalty decay speed is modified by:
- +10% Has full
Plutocratic idea group
- −20% If the
Nobility, the
Clergy, the
Jains, or the
Brahmins estate has seized control of the nation
Rebels: If a province is revoked from the Vaishyas while they are disloyal, Particularist rebels will rise in revolt in that province.
Disaster: If the Vaishyas estate reaches
100 influence, their estate disaster will begin ticking and - unless lowered - will eventually trigger the Vaishya Guild Coup disaster.
The Vaishyas nationwide and province modifiers are as follows:
Dharma interactions list[edit]
![]() |
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.22. |
This a combined interactions table for all estates[1]. Unless otherwise stated:
- Any change in
Loyalty or
influence apply to the estate which provided the interaction.
- Estate
Influence and modifiers gained from interactions will remain active for said interaction's cooldown period.
- Most of the interactions provided by an estate become unavailable during other estates' ongoing disaster.
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Interaction | ![]() |
![]() |
Requirements | Effects |
---|---|---|---|---|---|
![]() |
Make Generous Donation | ![]() |
10 | ![]() |
|
![]() |
Demand Administrative Support | ![]() |
30 | ![]() |
|
![]() |
Seek Brahmin Approval | ![]() |
20 | ![]() |
|
![]() |
Change Personal Deity | ![]() |
20 | ![]() |
|
![]() |
Seek Legitimacy | ![]() |
20 | ||
![]() |
Recruit Minister | ![]() |
30 | ![]() |
|
![]() |
Patronize Jain Families | ![]() |
20 | ![]() |
|
![]() |
Procure a Loan | ![]() |
5 | ||
![]() |
Investigate Corruption | ![]() |
30 | ||
![]() |
Build Jain Temple | ![]() |
20 | ![]() |
|
![]() |
Commission Jain Scriptures | ![]() |
20 | ![]() |
|
![]() |
Demand Diplomatic Support | ![]() |
20 | ||
![]() |
Promote Maratha Nobility | ![]() |
20 | ![]() |
|
![]() |
Recruit Minister | ![]() |
30 | ![]() |
|
![]() |
Recruit from the Marathi | ![]() |
25 | ||
![]() |
Demand Military Support | ![]() |
20 | ||
![]() |
Marathi Benign Neglect | ![]() |
10 | ||
![]() |
Recruit Rajput Regiments | ![]() |
5 |
| |
![]() |
Recruit Rajput General | ![]() |
10 | ||
![]() |
Enlist Purbias | ![]() |
10 | ||
![]() |
Demand Military Support | ![]() |
20 | ||
![]() |
Exempt From Jaziya | ![]() |
10 | ||
![]() |
Promote Rajput Nobility | ![]() |
20 | ![]() |
|
![]() |
Ask for Contribution | ![]() |
10 | ![]() |
|
![]() |
Demand Diplomatic Support | ![]() |
20 | ||
![]() |
Seek Support | ![]() |
20 | ![]() |
|
![]() |
Recruit Minister | ![]() |
30 | ![]() |
|
![]() |
Draft Ships for War | ![]() |
30 | ||
![]() |
Limited War Support | ![]() |
20 | Raises War Taxes |
Strategy[edit]
- Improve the appropriate development type of an estate province due to the malus from minimum
local autonomy.
- Prioritize the buildings that take advantage of the exception to
local autonomy. e.g.
marketplace in a burgher province.
- When demanding support from an estate, try to get
influence above 50, but be wary of getting above 85 as an unexpected event could launch an estate disaster.
- Estates have more interactions that lower
loyalty than ones that raise it. Prioritize interactions to vital needs first, taking secondary interactions only if the malus from low loyalty is affordable. e.g. Burghers' loyalty is at 50, "Grant Monopoly Charter" raises it to 65, "Demand Diplomatic Support" lowers it to 45. Are the 5 heavy ships from "Draft Ships for War" important enough to justify lowering loyalty to 30 and suffering between -2.5% and -10% to both trade efficiency and development cost (depending on influence), along with -5
unrest in Burgher provinces?
- Always know when estates will be able to provide more support.
- If an estate disaster does begin countdown, check to see if any temporary modifiers on their
influence from events or interactions will expire soon, dropping their influence back below 100, before revoking provinces.
- If the Nobility estate becomes too influential or otherwise difficult to control, and you are at the appropriate reform tier, consider introducing the Parliament government reform, which will get rid of the estate in one stroke.