Government

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Revision as of 15:26, 6 August 2018 by 217.121.50.200 (talk) (List of all theocracies)
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Government interface (Prussian Monarchy)

Each country is ruled by a government of a specific type; the different systems of governance provide benefits and sometimes maluses as exemplified in the list at the last section of this article.

In EU4, there are many kinds of government a nation can have, ranging from constitutional republics, where the state is governed by elected officials, to despotic monarchies, where the monarch exercises undefined and often unrestricted power over its government.

Government types can be organized into five major groups: Government monarchy.png Monarchies, Government republic.png Republics, Government theocracy.png Theocracies, Government steppe horde.png Steppe Nomads, and Government tribal.png Native or Government tribal.png Tribal.

The interface by itself displays many types of information, for instance: the current ruler and heir, the type of advisors a player has, the country's main and accepted cultures and the monthly production of monarch power.

There are additional concepts and mechanics that are related to government: Legitimacy.png legitimacy (if a monarchy), Republican tradition.png republican tradition (if a republic), Devotion.png devotion (if a theocracy with the Common Sense.png Common Sense DLC), Horde unity horde unity (if a steppe horde with The Cossacks.png The Cossacks DLC) and changing one's government as well as the implications of doing so. Some government also have access to unique mechanics and abilities.

Court

Rulers

Main article: Ruler

The ruler is the head of a country. As the representative of a nation, there are several ways a ruler can influence the progress and development of a state, one of them being the fact that monarch points come primarily from the ruler.

The heir is, for monarchies and similar government types, the successor of the ruler. The heir is vested with the future sovereignty of the state, and they are crucial in determining the future legitimacy of the monarchy. A strong claim results in a high legitimacy while a weak claim results in low legitimacy.

The consort is, for monarchies and similar government types the spouse of the current reigning ruler. The consort is tasked with the opportunity to take the place of the throne if the ruler dies and the current heir is not of age.

Advisors

Main article: Advisors

An Advisor.pngadvisor is a knowledgeable person who is responsible for aiding and advising the leader of a nation.

There are three types of advisors, which align with the monarch's powers: Administrative power.pngadministrative, Diplomatic power.pngdiplomatic and Military power.pngmilitary.

Monarch power

Main article: Monarch power

Monarch power is one of the most important mechanics in EU4. In a way, monarchical power represents the ability of a ruler in governing a country and influences the rate at which technological innovation and infrastructural investment takes place. Despite its name, republics and other similar government types also use this mechanic.

There are three types of monarch power: Administrative power.pngadministrative, Diplomatic power.pngdiplomatic, and Military power.pngmilitary.

Government rank

Without Common Sense a nation becomes a cultural union automatically by reaching 1000 development and may not change its rank through the government interface, only through country formations, decisions, etc.

The government rank system divides countries one of three ranks: Duchy rank Duchy, Kingdom rank Kingdom, or Empire rank Empire. A country's starting rank is based on historical considerations, though players can improve their rank by reaching certain total development values or via decisions. Flag of Ming Ming, Flag of Byzantium Byzantium, Flag of Ethiopia Ethiopia and the Flag of Timurids Timurids are the only empire-rank nations in 1444, while there are many kingdoms and duchies. Once the required development (and prestige), as listed in the table below, is reached, it is possible to upgrade the government rank in the government tab. The rank cannot be downgraded, even if one's development shrinks later in the game. However:

  • Certain government types have fixed government ranks and cannot change it manually or otherwise.
  • Holy Roman Empire states (including the emperor if a member) cannot rise above duchy rank unless they are electors, in which case they may become kingdoms but not empires. The HRE electors Flag of Bohemia Bohemia, Flag of Trier Trier, Flag of Cologne Cologne and Flag of Mainz Mainz are the only kingdoms in the HRE in 1444.
  • Vassals, Daimyo subjects, colonial nations and marches are always duchies; a country loses any higher rank upon being vassalized (unless the rank is locked by its government type) and won't be able to change its rank while subjected. Junior partners in a Personal Union and Tributary states can change rank freely.
  • No HRE member can become an empire, though an non-HRE Empire-tier Emperor may still add themselves to the HRE (though they will become dukes upon doing so).

Note: Rank bonuses (as listed in the table) replace each other; so the net bonus of going from duchy to empire is +1 diplomat, not +2.

Rank Name Required development Required prestige National Focus cooldown Diplomat.png Diplomats General.png Leaders without upkeep Number of states.png Number of states Maximum absolutism Maximum absolutism
1 Duchy Base Base 25 years +0 +0 +0 +0
2 Kingdom 300 50 20 years +1 +0 +5 +0
3 Empire 1000 75 15 years +1 +1 +10 +5

Additional benefits and mechanics

  • Government types that give a Autonomy.png local autonomy bonus will often have it scale depending on the country's rank. For example, an Administrative Monarchy gives Autonomy.png 0/-0.025/-0.05 monthly autonomy change depending on whether the country is currently a duchy/kingdom/empire.
  • Some governments have improved modifiers at higher tiers.
  • Tribal governments get reduced or no penalties to Diplomatic relations.png diplomatic relations at higher tiers.
  • Higher-tier countries get a -10 penalty per tier towards accepting diplomatic vassalization, increasing to -30 if the requesting country is of lower tier. Conversely, a country that is of lower rank than the proposer gets a bonus: a duchy towards a kingdom gets +10.
  • The government name displayed in game will vary depending on the rank. For example, the ranks for most republics will be diplayed as Republic, Grand Republic, and Great Republic, while for steppe nomads it will be Horde, Khanate, and Khaganate.
  • If the player has enabled the Common Sense.png Common Sense expansion, then the player becomes a Cultural union for their culture group at empire tier.
  • Obtaining Empire-tier is an Age Objective in the Age of Revolutions.png Age of Revolutions for those owning the Mandate of Heaven.png Mandate of Heaven DLC.

Fixed government rank

Some special government types have fixed government rank, regardless of prestige or development, and cannot change it manually or otherwise.

Fixed rank Governments
Empire rank Empire Government monarchy.png Celestial Empire, Government republic.png Revolutionary Republic, Government monarchy.png Revolutionary Empire, Government monarchy.png Tsardom
Kingdom rank Kingdom Government theocracy.png Papacy, Government monarchy.png Shogunate
Duchy rank Duchy Government theocracy.png Monastic Order, Government tribal.png Native Council, Government tribal.png Siberian Native Council, Government republic.png Free City, Government monarchy.png Daimyo, Government monarchy.png Russian Principality, Government republic.png Veche Republic, Government republic.png Colonial Government

Decisions and events changing government rank

Most country formation decisions will raise the government to empire or kingdom tier (if not already of a higher tier) without the need to reach the usual development thresholds. However:

  • Nearly all country formation decisions that change government rank to kingdom or empire tier will cause the country and all of its provinces to leave the HRE unless it is an Elector or the current Emperor. Note that these decisions are the only way to become an empire as an HRE elector, and the only way for a non-elector Emperor to rise above duchy.
  • Forming the Flag of Roman Empire Roman Empire or Flag of Germany Germany will always remove both the country and all its provinces from the HRE.
Rank Acquired Country Formation/Reformation Decisions
Empire Flag of Byzantium Byzantium, Flag of Persia Persia, Flag of Arabia Arabia, Flag of Germany Germany, Flag of Japan Japan, Flag of Bharat Bharat, Flag of Hindustan Hindustan, Flag of Inca Inca, Flag of Maya Maya, the Flag of Mughals Mughals, Flag of Qing Qing, Flag of Russia Russia, Flag of Ruthenia Ruthenia, the Flag of Roman Empire Roman Empire, the Flag of Golden Horde Golden Horde, and the united Flag of Holy Roman Empire Holy Roman Empire
Kingdom All other formables except Flag of Iceland Iceland, Flag of Tuscany Tuscany, the Flag of Timurids Timurids, the Flag of Mamluks Mamluks, Flag of Georgia Georgia, Flag of Austria Austria, Flag of Kurland Kurland and Flag of Prussia Prussia (only when formed with the Flag of Teutonic Order Teutonic Order)

In addition, the Flag of Ottomans Ottomans and Flag of Rûm Rûm can become empires through the decision to make Constantinople their capital, while Flag of Persia Persia has an event raising it to empire status if it is Shia, has at least 70% Religious unity.png religious unity and controls the Persian heartland. Elector theocracies of the HRE may become kingdom-tier with the Elevate Bishopric to an Archbishopric decision if they are no longer Catholic or by spending 25 Papal influence.png papal influence. However, christian theocracies secularizing into monarchies by decision will be downgraded to duchies if they don't meet the usual Development.png 300 development threshold.

Strengthen Government

On the government tab is a button to "Strengthen Government" by spending 100 Military power.png military power. By doing this, the country gets one of the following, as appropriate for the government type and active expansions:

  • +10 Legitimacy.png Legitimacy
  • +10 Devotion.png Devotion
  • +10 Horde unity Horde Unity
  • +10 Meritocracy.png Meritocracy
  • +3% Republican tradition.png Republican Tradition

Additionally, from the Age of Absolutism.png Age of Absolutism onwards, it gets:

  • +2 Absolutism.png Absolutism

Government types

There are various types of government in the game. Each type offers different advantages. They are listed below.

Change government type.png Switching government type

It is possible to peacefully change the type of government in power for 100Administrative power.pngadministrative power in the government interface, though only within certain groups of government types listed below. The other government types are barred from doing this. For example, a feudal monarchy can become a despotic monarchy in this manner, but not a constitutional republic (different group) or a revolutionary empire (not allowed at all). New government types become available as administrative technology is researched.

Various decisions allow most types of monarchy (with the right idea groups completed) to peacefully become a theocracy, an oligarchic republic, or a merchant republic; similarly, the Secularization decision allows a theocracy or a monastic order to transition into an administrative monarchy, and non-merchant republics may become merchant republics.

A country can be changed forcibly to another government group (e.g., a monarchy turning into a republic and vice versa) via a revolt (e.g., if Pretender rebels.png pretender rebels overrun the state) and/or, for republics, by lowering republican tradition to 0. Certain events (particularly disasters) and decisions can also change government type.

Released nations retain the government type of their overlord, so it's possible to change government type at the start of the game by playing as a country of the desired government (or vassalizing it and switching to it), conquering the desired country, then releasing it as nation and switching to playing with it.

Government monarchy.png Monarchies

See also: Ruler#Monarchy

A monarchy is a form of government where power is held by a single individual, i.e. the monarch. The ruler reigns until death. Several mechanics, such as royal marriages and personal unions, are mostly limited to monarchical forms of governments.

Type Level Effects Description & notes
Despotic  2
  • National unrest.png -1 National unrest
  • Unjustified demands.png -10% Unjustified demands
  • Autonomy.png 0/0/-0.025 Monthly autonomy change (Duchy/Kingdom/Empire respectively)
  • Number of states.png +1 Number of states
  • Maximum absolutism +5 Maximum absolutism

Among the earliest government types known to man, the country is ruled by a single individual with undefined power.

Feudal  2
  • Income from vassals.png +25% Income from vassals
  • National manpower modifier.png +10% National manpower modifier
  • Autonomy.png 0/0/-0.025 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Nobility.png +5% Territory demand for the nobility
  • Estate influence -5% Influence for the Nobility.png nobility[1]

A governmental form where power is shared between the monarch and the nobles, where labor or military services are offered in exchange for land.

Noble Republic  0
  • Tolerance heretic.png +1 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Number of states.png +2 Number of states
  • Maximum absolutism -40 Maximum absolutism
  • Nobility.png +30% Territory demand for the nobility
A political system where a country is governed by nobles, holding substantial rights and benefits.
  • With The Cossacks.png The Cossacks DLC, countries can fall in this government form if the Nobility.png nobility estate has more than Estate influence 80 influence in the nation through the aristocratic coup disaster. Unique monarchy types are shielded from this, but not republics.
  • Curtailing the nobles requires at least 1 Icon stability.png, no active rebellions and bringing down the Nobility.png nobility Estate influence influence below 60. The decision will remove -3 Icon stability.png, -25 Prestige.png and turn the country into a despotic monarchy no matter what the previous government was
Administrative 12
  • Production efficiency.png +10% Production efficiency
  • National tax modifier.png +5% National tax modifier
  • Autonomy.png 0/-0.025/-0.05 Monthly autonomy change
  • Number of states.png +3 Number of states

A governmental form where the state is governed as a monarchy relying to a great extent on strict organization of political matters and bureaucracy.

Constitutional 22
  • Years of separatism.png -5 Years of separatism
  • Legitimacy.png +1 Yearly legitimacy
  • Autonomy.png -0.05/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
  • Maximum absolutism -30 Maximum absolutism
A governmental form where the monarch has to abide by a certain constitution.
  • Has access to Parliament.png Parliament but not to the Nobility.png nobility estate.
  • May take the decision to formalize the separation of powers if it has at least Icon stability.png 2 stability and a Advisor Statesman.png statesman advisor
Enlightened Despotism 29
  • Max promoted cultures.png +1/+2/+3 Max promoted cultures
  • National manpower modifier.png +10% National manpower modifier
  • Autonomy.png -0.05/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
  • Maximum absolutism +10 Maximum absolutism
In essence a political system where a nation is governed by an absolute ruler embracing the ideas of the Enlightenment. (More info.)
  • If The Cossacks.png The Cossacks DLC is active, breakaway Dhimmi states will have this government form if the Dhimmi Independence disaster triggers in countries with the Dhimmi.png dhimmi estate
Revolutionary Empire 31
  • Morale of armies.png +10% Morale of armies
  • National manpower modifier.png +25% National manpower modifier
  • Autonomy.png -0.20 Monthly autonomy change
  • Number of states.png +3 Number of states
The Revolutionary Empire is a slightly more conservative form of government with a single ruler ruling with reference a chamber of deputies. The government can mobilize a large amount of manpower and every soldier carries a marshal's baton in his backpack (More info.)
  • Flag of France France has this government form between 1804 and 1814.
  • Does not have the Nobility.png nobility estate
  • Fixed rank: Empire rank Empire
  • The country will lose both Revolution target.png revolution target status and this government form if the revolution is dismantled, transitioning into a constitutional monarchy.
  • There is three ways to get this government form, all requiring to first be a revolutionary republic:
    • Bringing your Republican tradition.png republican tradition to 0 by means other than re-electing the current ruler (doing so while your republican tradition is below 20 will change your government to a republican dictatorship)
    • With the Rights of Man.png Rights of Man DLC, having the Imperials imperials in power while having less than 40 Republican tradition.png republican tradition.
    • Only for Flag of France France, at the end of the French Revolution disaster, if she chose to give the leadership of the country to Napoleon Bonaparte in an event.

Unique monarchy types

Some countries have unique government types in an attempt to simulate historical special cases.

Type Level Effects Description & notes
Celestial Empire 0
  • Institutions.png +10% Institution embracement cost
  • Prestige.png +0.5 Prestige
  • Estate influence −10% Influence to all estates
The Celestial Empire proclaims its rulers to be sons of the heaven who are born to govern the country in divine right. (More info.)
See also: Ming § Celestial Empire
Shogunate 0
  • Diplomat.png +1 Diplomat
  • Envoy travel time.png −25% Envoy Travel Time
  • Number of states.png +2 Number of states
  • Maximum absolutism +5 Maximum absolutism
Although nominally appointed by the Emperor, the shogunate became a hereditary military dictatorship and the de facto ruler of Japan between 1192 and 1867.
A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
(More info.)
  • Initially available to Flag of Ashikaga Ashikaga.
  • Dynasty is fixed.
  • Special vassals called Daimyo that do not take a diplomatic relation slot and are able to war and form coalitions against each other without sovereign intervention and to ally each other.
  • Will become a Daimyo if they no longer own Kyoto.
  • Access to special interactions with its Daimyo vassals
  • May reform to a Feudal Monarchy by forming Flag of Japan Japan.
  • Fixed rank: Kingdom rank Kingdom
See also: Japan § Daimyo & Shogunate
Daimyo 0
  • Morale of armies.png +10% Morale of armies
  • Infantry combat ability.png +10% Infantry combat ability
A powerful territorial vassal lord in Japan, ruling their hereditary lands under the shogun.
A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
(More info.)
  • Daimyo subjects of the Shogunate have this government type.
  • Dynasty is fixed.
  • Can ally, form coalitions with, and start wars against other daimyo without sovereign intervention from their overlord.
  • Has access to the special Sengoku casus belli, usable on other daimyo.
  • Has access to the special War for the Emperor casus belli, usable on the Shogun.
  • Will take over the mantle of Shogun if they own the province of Kyoto.
  • Fixed rank: Duchy rank Duchy
See also: Japan § Daimyo & Shogunate
Independent Daimyo 0
  • Morale of armies.png +2.5/5/10% Morale of armies
  • Infantry combat ability.png +2.5/5/10% Infantry combat ability
A powerful Lord in Japan, ruling their hereditary lands without acknowledging any shogun.
A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.

  • Daimyo that become independent or a subject of a country other than the Shogun change to this government type.
  • Dynasty is fixed.
  • Will take over the mantle of Shogun if they own the province of Kyoto.
  • May reform to a Feudal Monarchy by forming Flag of Japan Japan.
See also: Japan § Daimyo & Shogunate
Elective Monarchy 0
  • Income from vassals.png +25% Income from vassals
  • National unrest.png −1 National unrest
  • Autonomy.png 0/−0.025/−0.05 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Maximum absolutism −30 Maximum absolutism
In this type of Monarchy the heir will be selected by the Sejm. (More Info.)
  • Available by event for Flag of Poland Poland and the Flag of Commonwealth Commonwealth if Poland forms it.
  • Polish Magnate rebels will force a country to adopt this government type if their demands are enforced. These rebels are unique to nations with Polish culture.
  • Can transition to an oligarchic republic or a despotic monarchy depending on wether the monarch immediately surrenders to the Sejm demands or crushes the Zebrzydowski rebellion during a major event chain that may happen after 1600 depending on previous decisions.

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

  • Other christian monarchies can support heirs of their own dynasty in that realm by sending a Diplomat.png diplomat, giving 24 times the elected monarch's stats as monarch power, Prestige.png 25 prestige and Legitimacy.png 10 legitimacy bonus if they win.
  • The elective monarchy can support a local heir for Prestige.png −10 prestige
  • The throne cannot be claimed, making it impossible to make them the junior partner of a personal union outside of events
Iqta 0
  • Income from vassals.png +33% Income from vassals
  • National tax modifier.png +5% National tax modifier
  • Autonomy.png 0/−0.025/−0.05 Monthly autonomy change
  • Number of states.png +2 Number of states
Although similar to the feudal fief system, the holders under the iqta tax farming system did not actually own their lands, and were not guaranteed that they would be inherited by the next generation. (More info.)
  • Used by a number of Muslim countries.
  • Most Muslim non-unique and non-tribal monarchies can become Iqtas by decision if they have at least Icon stability.png 1 stability, Legitimacy.png 90 legitimacy, Feudalism.png feudalism embraced and spend Administrative power.png 100 administrative power.
  • Will become a Despotic Monarchy if no longer Muslim.
  • Can reform into Administrative Monarchy by decision: requires Administrative tech.png administrative technology 12, Legitimacy.png 90 legitimacy, Administrative power.png 100 administrative power and Feudalism.png feudalism embraced.

Cradle of Civilization.png Available only with the Cradle of Civilization DLC enabled:

English Monarchy 0
  • Legitimacy.png +0.5 Yearly legitimacy
  • National unrest.png −1 National unrest
  • Autonomy.png −0.025/−0.05/−0.075 Monthly autonomy change
  • Number of states.png +1 Number of states
  • Maximum absolutism −30 Maximum absolutism
The English Monarchy is a representative monarchy, with a parliament called regularly by the ruling monarch. It is based on the privileges defined in Magna Carta. (More info.)
Ottoman Government 0
  • Legitimacy.png +0.25/+0.5/+0.5 Yearly legitimacy
  • Unjustified demands.png −10% Unjustified demands
  • Number of states.png +5 Number of states
  • Autonomy.png 0/0/−0.05 Monthly autonomy change
  • Maximum absolutism +5 Maximum absolutism
The Ottoman Government is in many ways synonymous with the royal household. The harem ensures that there will never be a lack of heirs for the Ottoman ruler. (More info.)
See also: Ottomans § Ottoman Government
Prussian Monarchy 0
  • National unrest.png −2 National unrest
  • Icon war exhaustion.png −0.02 Monthly war exhaustion
  • Monarch military skill.png +3 Monarch military skill (for future monarchs)
  • Number of states.png +2 Number of states
  • Autonomy.png −0.05/−0.075/−0.1 Monthly autonomy change
  • Maximum absolutism +10 Maximum absolutism
  • Estate loyalty +10% Loyalty for the Nobility.png Nobility
A governmental form under a monarch, which can more be described as an army with a state, than a state with an army.

Requires the Rights of Man.png Rights of Man DLC.

  • Only available by forming Flag of Prussia Prussia
  • Uses Militarization of state.png militarization mechanics
See also: Prussia § Prussian Monarchy
Russian Principality 0
  • National tax modifier.png +5% National tax modifier
  • National unrest.png −1 National unrest
  • Number of states.png +3 Number of states
This state has a government system that has evolved in the years after the fall of Kiev and under the pressure of constant incursions of Tatar tribute expeditions. The ruling family can exercise great power, but seniority succession and princely appanages can lead to lengthy internal conflicts.
  • Default government type for all monarchies with East Slavic culture that have cores on the map in 1444, except Flag of Galicia-Volhynia Galicia-Volhynia. Of these, Flag of Muscovy Muscovy is arguably the strongest.
  • Most orthodox non-unique and non-tribal monarchies with East Slavic culture can become a Russian principality by decision if they have at leats Icon stability.png 1 stability, and Legitimacy.png 90 legitimacy, and aren't an Empire rank empire.
  • Fixed rank: Duchy rank Duchy

Third Rome.png Available only with the Third Rome DLC enabled

Each year, this government gathers 3 + ruler skill power in each monarch power categories (Administrative power.png/Diplomatic power.png/Military power.png). Once 100 power in a category is reached, the related Tab domestic government.png government interaction can be activated:

  • Administrative power.pngReform Sudebnik: Local autonomy.png−10% Local autonomy in all provinces
  • Diplomatic power.pngSupport Oprichnina: −30% progress for all rebel factions
  • Military power.pngRaise Streltsy: Icon war exhaustion.png−2 War exhaustion, raises 20% of your forcelimit as streltsy units in your capital.

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

Tsardom 0
  • National manpower modifier.png +20% National manpower modifier
  • Absolutism.png +0.1 Yearly absolutism
  • Autonomy.png −0.05 Monthly autonomy change
  • Number of states.png +10 Number of states
This state is the upholder of the Imperial Roman legacy and the Orthodox Church. As Tsar of all the Russias our ruler is the true overlord of the Eastern Slavic Peoples.
  • Russian principalities or Veche republics forming Flag of Russia Russia or Flag of Ruthenia Ruthenia will get this government type
  • Alternatively, a Russian principality may become a tsardom by decision if it reaches Development.png 1000 development and Administrative tech.png 10 administrative technology
  • Uses Russian Principality interactions
  • May claim entire areas rather than individual provinces for +50% the usual Spy Network cost
  • Fixed rank: Empire rank Empire
See also: Russia § Tsardom
Mamluk Government 0
  • Autonomy.png −0/−0.025/−0.05 Monthly autonomy change
  • Max promoted cultures.png +2/+3/+4 Max promoted cultures
  • Monarch administrative skill.png +2 Monarch administrative skill (for future monarchs)
  • Cost of advisors with ruler's culture −25% Cost of advisors with ruler's culture
  • Promote culture cost.png −50% Promote culture cost
  • Number of states.png +1 Number of states
  • Estate influence +10% Influence for the Nobility.png nobility
The State was once taken over by Mamluk Slave Soldiers and sustains itself through continued importation of soldier slaves . (More info.)

Cradle of Civilization.png Available only with the Cradle of Civilization DLC enabled.

  • When the current ruler dies, their successor is chosen via a special event with the ability to choose between different cultures for the new ruler
  • The ruler's starting legitimacy is based on the percentage of their culture in the country (a more dominant culture gives a weaker claim)
  • Access to different cultural interactions, the strength of which depends on the ruler's culture (a more dominant culture gives stronger interactions)
See also: Mamluks § Mamluk government
Feudal Theocracy 0
  • Missionary strength.png +1% Missionary Strength
  • Missionaries.png +0/+1/+1 Missionary
  • Tolerance own.png +0/+1/+2 Tolerance of the true faith
  • Number of states.png +1 Number of states
  • Estate loyalty +5% Loyalty for the Clergy.png Clergy
The State is ruled by a religious leader with the throne passing on within his divine sanctioned family.
  • Flag of Ardabil Ardabil, Flag of Oman Oman, Flag of Mzab Mzab, the Flag of Rassids Rassids and the Flag of Mushasha Mushasha have this government type in 1444. Forming Flag of Persia Persia or Flag of Sokoto Sokoto will allow you to reform into a Feudal Theocracy.
  • Hereditary monarchy with strong religious bonuses

Cradle of Civilization.png Available only with the Cradle of Civilization DLC enabled

  • Tab domestic government.png Government interactions:
    • Administrative power.png50 – Seize Clerical Holdings: Construction cost.png-15% Build cost for 5 years.
    • Diplomatic power.png50 – Invite Minorities from Abroad: Development cost.png-20% Development cost and +1 random development in your Capital Area for 5 years.
    • Military power.png50 – Sanction Holy War: Grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a nation who is not the Feudal Theocracy’s State Religion

Legitimacy.png Legitimacy

Legitimacy is a rating for how legitimate the ruling monarch is perceived to be by the general population. This property ranges between 0 and 100. The Celestial Empire doesn't use legitimacy.

Junior partners in a personal union share their overlord's legitimacy. Effects that would increase or decrease legitimacy (e.g. the "Seek Support of the Clergy" clergy estate interaction) do not affect legitimacy in a junior partner.

The effects of legitimacy scale linearly from the worst at 0 to the best at 100:

Variable 0% 50% 100%
National unrest.png National unrest +2.0 0 −2.0
Tolerance heretic.png Religious tolerance [1] −1.0 0 +1.0
Diplomatic reputation.png Diplomatic reputation −1.0 0 +1.0
Income from vassals.png Income from vassals −5.0% 0 +5.0%
Militarization of state.png Militarization of state −0.025 0 +0.025
Maximum absolutism Maximum Absolutism −10 0 +10


[1] - Global effect, i.e. affects Tolerance own.pngown, Tolerance heretic.pngheretic and Tolerance heathen.pngheathen religious tolerance.

Legitimacy modifiers

There are two main ways for legitimacy to either increase or decrease, these are called active and passive modifiers.

Active modifiers

Active modifiers are those that are dependent on the players actions.

  • Royal marriages. These usually give a small, one-time decrease to legitimacy, particularly if the royal match comes from a less powerful realm. Legitimacy gain is then increased.
  • Events. Sometimes there appear events that can either increase or decrease legitimacy.
  • Papal Influence. Catholics can spend 50 Papal Influence to increase legitimacy by +1.0 per year for 20 years.
  • Succession. Depending on the claim strength of the heir, legitimacy can either decrease, if weak, or increase, if strong, upon succession to the throne. Legitimacy upon succession will be the claim strength assigned to the heir; legitimacy of the previous ruler is not counted.
  • Pretender rebels, if they enforce their demands, will install a new ruler with strong claim, thus increasing legitimacy.
Passive modifiers

Passive modifiers are not dependent on player action, instead they rely on existing variables. The following shown examples are calculated yearly.

If Prestige.png−100 then Icon legitimacy monarchy.png−1.
If Prestige.png+100 then Icon legitimacy monarchy.png+1.
  • +0.5 Cult Islam.png Muslim holding Mecca and Medina
National ideas and policies
Legitimacy.png Traditions Ideas Bonuses Policies
+1.0 yearly
  • Andean traditions
  • Danish traditions
  • Roman traditions
  • Tarascan traditions
  • Trebizondian traditions
  • Württemberger traditions
  • Afghan idea 6: Institutionalised Loya Jirga
  • Air idea 3: Legacy of Tin Hinan
  • Arakanese idea 1: Mrauk U Dynasty
  • Ardabili idea 7: Shahs of Iran
  • Asakura idea 5: Seventeen Clan Code
  • Ashanti idea 4: The Golden Stool
  • Ashikaga idea 2: Defenders of the Imperial Court
  • Athenian idea 1: Dominus Athenarum
  • Aztec idea 2: Sustaining the Gods
  • Baden idea 2: Legacy of the House of Zähringen
  • Bahmani idea 6: Bahmani Primogeniture
  • Baluch idea 3: Khan of the Baloch
  • Bavarian idea 1: Institute the Everlasting Succession
  • Beloozero idea 3: Strengthen Local Lineages
  • Beninese idea 1: Curb the Uzama
  • Betsimisaraka idea 6: Royal Justice
  • Brazilian idea 7: Seat of the Empire
  • Breton idea 1: Legacy of Breton Independence
  • Bohemian idea 2: Elective Monarchy
  • Bosnian idea 2: Per Aspera ad Astra
  • Bulgarian idea 7: Third Rome
  • Caucasian idea 5: Highland Khans
  • Cebu idea 2: Chola Legacy
  • Chinese idea 6: Son of Heaven
  • Clevian idea 2: Cleves and Mark
  • Dahomey idea 1: Children of the Panther
  • Daimyo idea 3: Honor the Ancestors
  • Dai Viet idea 6: Thuan Thiên
  • Deccani Sultanate idea 1: Legacy of the Bahmani Sultanate
  • Delhian idea 7: The Throne of India
  • Garhwali idea 5: Source of the Ganges
  • Garjati idea 2: Ancient Mandalas
  • Gelre idea 3: Defiance of Foreign Rule
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Gond idea 6: Ancient Roots
  • Great Qing idea 4: Bogda Khan
  • Gujarati Princedom idea 6: Ashapura Mata
  • Hatakeyama idea 6: Unify the Clan
  • Hindustani idea 4: The Peacock Throne
  • Hojo idea 1: Legacy of the Kamakura Shogunate
  • Holstein idea 7: Danish Protest Pigs
  • Hosokawa idea 1: Kanrei
  • Ilkhanid idea 1: Restored Ilkhanate
  • Jerusalem idea 1: Crown of Thorns
  • Kaffan idea 5: Strengthen Ties With the Ethiopian Church
  • Karamanid idea 7: True Heirs of the Seljuk Empire
  • Khorasani idea 4: Dynastic Chronicles
  • Kikuchi idea 3: Aso Shrine
  • Kuban idea 6: Ndop Statue
  • Kurdish idea 6: Legacy of the Kurdish Dynasties
  • Ladakh idea 6: A Kingdom United
  • Lan Na idea 1: Legacy of Mangrai
  • Luban idea 2: Royal Village Shrines
  • Lunda idea 2: Perpetual Kingship
  • Malagasy idea 2: Zafivolamena
  • Manchu idea 4: The Later Jin
  • Manipur idea 3: Kingdom of the Meitei
  • Mazovian idea 6: Sejmy i Sejmiki
  • Mesoamerican idea 5: Ritual Bloodletting
  • Moldavian idea 4: Hospodar of Moldavia
  • Moluccan idea 2: Shared Cultural Heritage
  • Montenegrin idea 1: Legacy Of Diocleia
  • Mossi idea 1: Rialé and Yennenga
  • Muiscan idea 7: Consuetudinary Law
  • Mushasha idea 5: A House United
  • Mutapan idea 4: Spokesman before the Dead
  • Mysorean idea 2: Patronize Kannada Literature
  • Neapolitan idea 7: The Lazzaroni and the Monarchy
  • Northumbrian idea 1: Secure Percy Rule
  • Odoyev idea 1: Heirs of Chernigov
  • Offaly idea 6: A Family Affair
  • Oirat idea 3: The Four Oirats
  • Orissan idea 2: Servitor of Jagganath
  • Pagarruyung idea 3: Istano Basa
  • Pegu idea 6: Buddhist Kingship
  • Polotskian idea 2: Heritage of The Rus
  • Provençal idea 2: Revive House of Anjou
  • Rajputana idea 7: Monumental Architecture
  • Rassid idea 4: A Unified Rassid State
  • Romanian idea 4: Latin Island
  • Rûmi idea 3: Shahanshah
  • Samtskhe idea 1: Atabegs of Samtskhe
  • Savoyard idea 7: Savoyard Legitimacy
  • Scottish idea 6: Basilikon Doron
  • Semien idea 5: Gideon Dynasty
  • Shan idea 6: Shan Chronicles
  • Shirvani idea 1: The Khalwati Order
  • Sindhi idea 1: Enduring Samma Dynasty
  • Sistani idea 6: Chronicles of Sistan
  • South Indian idea 5: Patronage of Great Temples
  • Sukhothai idea 6: Ramkhamhaeng Stele
  • Swedish idea 1: Kung och Riksdag
  • Telugu idea 5: Legend of Prataparudra
  • Thüringian idea 1: The Partition of Leipzig
  • Timurid idea 4: Chagatai Literature
  • Transoxianian idea 7: Chagatai Literature
  • Tripuran idea 1: Rajmala
  • Tsutsui idea 5: The Southern Capital
  • Tumbuka idea 3: Healthy Priest Kings
  • Tyrone idea 2: The O’Neill Mór
  • Vindhyan idea 7: Candella Legacy
  • Wallachian idea 6: Boyar Regime
  • Welsh idea 4: Unbennaeth Prydain
  • Yi idea 6: Renovate the Skyward Tombs
  • Zambezi idea 5: Centralizing the Mbona Cult
  • Barbary Corsair ambition
  • Canadian ambition
  • Ethiopian ambition
  • Imagawa ambition
  • Irish ambition
  • Italian ambition
  • Kanem Bornuan ambition
  • K'iche ambition
  • Maravi ambition
  • Ormond ambition
  • Pueblo ambition
  • Russian ambition
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Diplomatic-Plutocratic: Mandatory Service
+0.5 yearly
  • Bamberger traditions
  • Cypriot idea 1: King of Jerusalem
  • Georgian idea 1: Bagrationi Dynasty
  • Great Shun idea 7: Claim to the Mandate
  • Jurchen idea 2: The Queue
  • Ruthenian idea 1: The Mother of Russian States

Government republic.png Republics

A 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. When the 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.


id

Msg event.pngRise of a Despot (republic)


The lack of respect for the republic has slowly eroded its foundations. To preserve the stability of the state, $MONARCHTITLE$ $MONARCH$ has proclaimed $RULER_O_PRONOUN$self dictator for life.


 
Trigger conditions
  • Government is republic
  • If DLC Res Publica.png Res Publica is active, does not have government reform Dutch Republic
  • Is not a colonial nation
  • Republican tradition.png Republican tradition is less than 1, or 40 if DLC Res Publica.png Res Publica is active
  • Does not have government reform Revolutionary Republic, Pirate Republic, Pirate King, War Against the World Doctrine or Black Market Consortium
Mean time to happen

240 months
Modifiers

  • Republican tradition.png Republican tradition is less than
    • 30: ×0.5
    • 20: ×0.5
    • 10: ×0.5
    • 1: ×0.01

Immediate effects

Hidden effect:

  • If the Res Publica.png Res Publica expansion is active and the country is not Government tribal.png tribal,

Event button 547.png
Long live $MONARCH$!
  • None
Type Level Effects Description & notes
Merchant Republic  0
  • Merchants.png +1 Merchant
  • Caravan power.png +33.0% Caravan Power
  • Autonomy.png 0/0/-0.025 Monthly autonomy change
  • Number of states.png +1 Number of states
  • Maximum absolutism -50 Maximum absolutism
  • Bonus goods production in all provinces in a controlled trade node, equal 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 if the proposer is and -30 if the target is).
A governmental form where the nation is governed as a republic but with a heavy reliance on trade and commerce.
If a Merchant Republic has more than 20 Provinces in States, they will suffer a penalty to their Republican Tradition.

  • Election cycle: 4 years.
  • Flag of Venice Venice, Flag of Genoa Genoa, Flag of Ragusa Ragusa and Flag of Lübeck Lübeck start with this government type.
  • Most non-unique and non-tribal monarchies or republics can become merchant republics by decision if they have more than Icon stability.png 1 stability, have 20 or less provinces in states, more than 40% of their income from trade, and have both the Trade idea group.png trade and the Economic idea group.png economic idea groups completed. This causes a -4 (reduced to -1 for republics) Icon stability.png stability hit however.
  • 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.

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

  • 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).

Mare Nostrum.png Available only with the Mare Nostrum DLC enabled.

Oligarchic Republic  2
  • National tax modifier.png +5% National tax modifier
  • Stability cost modifier.png -5% Stability cost modifier
  • Autonomy.png -0.00/-0.025/-0.05 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Maximum absolutism -50 Maximum absolutism
A governmental form where a few patrician families hold the power and elect rulers amongst themselves.
  • Election cycle: 4 years.
  • Flag of Florence Florence, Flag of Lucca Lucca and Flag of Madyas Madyas start with this government type.
  • Most non-unique and non-tribal monarchies, as well as merchant republics, can become oligarchic republics by decision if they have more than Icon stability.png 1 stability and have both the Influence idea group.png influence idea group and the Aristocratic idea group.png aristocratic or Plutocratic idea group.png plutocratic idea group completed. This causes a -4 Icon stability.png stability hit however.
Administrative Republic 12
  • Years of separatism.png -5 Years of separatism
  • Production efficiency.png +10% Production efficiency
  • Autonomy.png -0.025/-0.05/-0.075 Monthly autonomy change
  • Number of states.png +3 Number of states
  • Maximum absolutism -30 Maximum absolutism
A governmental form where the state is governed as a republic relying to a great extent on strict organization of political matters and bureaucracy.
Republican Dictatorship 20
  • Tolerance heathen.png +1 Tolerance of heathens
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png -0.025/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
  • Republican tradition.png -1 Yearly republican tradition[3]
The elected representatives exercise absolute power over the state.
  • Ruler reigns for life. No elections.

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

  • 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.
Constitutional Republic 22
  • Production efficiency.png +10% Production efficiency
  • Trade efficiency.png +10% Trade efficiency
  • Autonomy.png -0.05/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
  • Maximum absolutism -30 Maximum absolutism
A political system where the state is governed by representatives elected by the people who have to follow a specified set of laws and regulations.
  • Election cycle: 4 years.
  • Revolutionary rebels will force a country into this government type if their demands are enforced. Likely to happen during a Revolution/French Revolution or an Aspiration for Liberty disaster.
  • Has access to Parliament.png parliament but not to the Nobility.png nobility estate.
Bureaucratic Despotism 29
  • Stability cost modifier.png -20% Stability cost modifier
  • Autonomy.png -0.05/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
A governmental form where a nation is controlled by state officials primarily concerned with procedural correctness.
  • Ruler reigns for life. No elections.
  • A new ruler with random stats is generated when the current ruler dies.
Revolutionary Republic 31
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png -0.20 Monthly autonomy change
  • Number of states.png +3 Number of states
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 (More info.)

Unique republic types

Type Level Effects Description & notes
Ambrosian Republic 0
  • National tax modifier.png +10% National tax modifier
  • Morale of armies.png +5% Morale of armies
  • Autonomy.png 0/-0.025/-0.05 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Maximum absolutism -30 Maximum absolutism
It was a short-lived city-state government that formed in the Duchy of Milan when the Duke died without an heir in 1447. (More info.)
  • Election cycle: 4 years.
  • Only available for Flag of Milan Milan in 1447 or as the result of a special event.
Dutch Republic 0
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Trade efficiency.png +10% Trade efficiency
  • Autonomy.png -0.025/-0.05/-0.075 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Maximum absolutism -30 Maximum absolutism
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. (More info.)
  • Election cycle: 4 years
  • Allows royal marriages.
  • Only available for the Flag of Netherlands Netherlands in 1581 or as the result of a special event.

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

  • 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
Free City 0
  • Trade efficiency.png +10% Trade efficiency
  • Development cost.png −10% Development cost
  • Maximum absolutism -20 Maximum absolutism
  • Estate influence +30% Influence for the Burghers.png burghers
A free city of the Holy Roman Empire, granted special privileges by the Emperor.
  • Election cycle: 4 years.
  • Only possible government for free cities in the Holy Roman Empire.
  • Becomes an oligarchic republic if free city status is lost.
  • Loses free city status and becomes an oligarchic republic if a second province is acquired.
  • Fixed rank: Duchy rank Duchy
Trading City  0
  • Caravan power.png +33.0% Caravan Power
  • Number of states.png +1 Number of states
  • Maximum absolutism -20 Maximum absolutism
  • Bonus goods production in non-owned provinces in a controlled trade node, equal to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the trading city control 100% of trade in the node).
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

Requires the Mare Nostrum.png Mare Nostrum DLC.

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

  • 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).
Peasants Republic 0
  • Production efficiency.png +10% Production efficiency
  • Morale of armies.png +5% Morale of armies
  • Autonomy.png -0.025/-0.05/-0.075 Monthly autonomy change
  • Number of states.png +1 Number of states
  • Maximum absolutism -50 Maximum absolutism
A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.
  • Election cycle: 5 years
  • Only used for the duchy of Flag of Dithmarschen Dithmarschen from 1444 to 1559.
  • Does not have the Nobility.png nobility estate
Veche Republic  0
  • Merchants.png +1 Merchant
  • Number of states.png +3 Number of states
  • Bonus goods production in non-owned provinces in a controlled trade node, equal to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the republic control 100% of trade in the node).
This state is governed by a Veche, a council with the highest legislative and judical authority consisting of Boyars, Merchants and even commoners. (More info.)
  • 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
  • Uses Russian Principality interactions

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

  • 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).

Mare Nostrum.png Available only with the Mare Nostrum DLC enabled.

American Republic 0
  • Icon war exhaustion.png 0/-0.02/-0.04 Monthly war exhaustion
  • Stability cost modifier.png -10% Stability cost modifier
  • Autonomy.png -0.1/-0.15/-0.20 Monthly autonomy change
  • Maximum absolutism -30 Maximum absolutism
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.

  • Only available for the Flag of United States of America United States of America via the American Dream event "Government Form".
  • Election cycle: 4 years.
  • Has access to Parliament.png parliament.
Federal Republic 0
  • Diplomatic reputation.png 0/+1/+1 Diplomatic reputation
  • Foreign spy detection.png +10% National spy defence
  • Autonomy.png -0.1/-0.15/-0.20 Monthly autonomy change
  • Maximum absolutism -30 Maximum absolutism
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.

  • Only available for the Flag of United States of America United States of America via the American Dream event "Government Form".
  • Election cycle: 4 years.
  • Has access to Parliament.png parliament.

Colonial nations

Main article: Colonial nation

A colonial nation is a special Government republic.png republican government that manages a New World colony. Each colonial region can only have one colonial nation from the same overlord, though two or more colonial nations from different overlords can form in one colonial region. Note that even if local elections are held as normal, the colonial overlord may replace the current governor at any point, resulting in Liberty desire.png +10% liberty desire and stronger leadership because governors appointed this way are (4/2/2), (2/4/2) or (2/2/4) rulers (instead of the usual (4/1/1), etc.).

Type Level Effects Description & notes
Colonial Government 0
  • Autonomy.png -0.05 Monthly autonomy change
  • Recover army morale speed.png +2% Land morale recovery
  • Embracement cost.png -10% Institution embracement cost
  • Number of states.png +2 Number of states
A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.
  • Election cycle: 8 years.
  • 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 succesful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy (of the highest level available with current Administrative tech.png administrative technology except bureaucratic despotism)
  • 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

Republican cultural sufferance

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:[4]

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.png Republican tradition

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
  • Colonial idea 1: Founding Fathers
  • Cossack idea 2: Cossack Hetmanate
  • Barbary Corsair ambition
+0.3
  • Aachen idea 2: Imperial Free City
  • Hamburger idea 2: Burgher Republic
  • Novgorod idea 3: Ivan's Hundred
  • Offaly idea 6: A Family Affair
  • American 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
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 may declare himself the ruler of a republican dictatorship. This is more likely to happen with lower tradition, and also happens immediately if the ruler is re-elected with tradition below 20.

When the ruler of a republican dictatorship dies with republican tradition below 50, it becomes a monarchy, of the most advanced type permitted by admin tech (except Constitutional Monarchy). Republican tradition does not normally increase during a dictatorship, but if it's above 50 when the ruler dies, the government reverts to whatever type it was before the dictatorship.

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).

Government theocracy.png Theocracies

A Government theocracy.png theocracy is a form of Tab domestic government.png government where power is held by the religious elite. Theocracies have heirs that are chosen by an event, with each choice having different effects and unlocking certain events, that can happen once that heir becomes a monarch. With the Common Sense.png Common Sense DLC, they lack both Republican tradition.png Republican Tradition and Legitimacy.png Legitimacy, and instead have Devotion.png Devotion.

A christian theocracy or monastic order can secularize into an administrative monarchy by decision if it reaches Administrative tech.png 20 administrative technology and has at least Icon stability.png 2 stability: this costs Icon stability.png -1 stability and will turn smaller nations into mere Duchy rank duchies. Protestant or Reformed nations can do this earlier, at Administrative tech.png 12 administrative technology.

See also: List_of_decision_lists#Governments

A Protestant or Reformed Flag of Teutonic Order Teutonic Order may secularize (into a despotic monarchy or, if Rights of Man.png Rights of Man is enabled, a Prussian monarchy) even earlier at Administrative tech.png 10 administrative technology by forming Flag of Prussia Prussia. The Flag of Livonian Order Livonian Order and Flag of Riga Riga can do the same by forming Flag of Kurland Kurland, secularizing into feudal monarchies.

Type Level Effects Description & notes
Papacy 0
  • Tolerance own.png +1 Tolerance of the true faith
  • Prestige.png +1 Yearly prestige
  • Autonomy.png -0.05 Monthly autonomy change
  • Number of states.png +1 Number of states
  • Rulers may not be made into generals.
A political structure where the nation is governed by a spiritual leader, the Pope, the highest ranking office of the Roman Catholic Church.
  • Only possible government for Flag of the Papal State the Papal State.
  • May not designate its heir. A ruler with random stats is generated upon the current pope's death.
  • May not secularize by decision.
  • Fixed rank: Kingdom rank Kingdom
Theocracy 10
  • Tolerance own.png +2 Tolerance of the true faith
  • Tolerance heretic.png -1 Tolerance of heretics
  • Autonomy.png 0/0/-0.025 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Rulers may not be made into generals (but heirs may be).
A governmental form where the nation is governed by the clergy in the name of God.
  • See below for a list of all available theocracies.
  • Forming Flag of Tibet Tibet before 1642 may trigger an event turning the country into a theocracy.

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

  • Most non-unique and non-tribal monarchies can become theocracies by decision if they have more than Icon stability.png 1 stability, Religious unity.png 100% religious unity, and have both the Diplomatic idea group.png diplomatic and the Religious idea group.png religious idea groups completed. This causes a -4 Icon stability.png stability hit however.
Monastic Order 0
  • Tolerance own.png +1 Tolerance of the true faith
  • Fort maintenance.png -20% Fort maintenance
  • Number of states.png +1 Number of states
A governmental form where the nation is governed by the members of a Monastic Order in the name of God.

List of all theocracies

A list of all Government theocracy.png theocracies in the game:

Type Religion List of countries
Theocracy Catholicism Catholic Flag of Alsace Alsace, Flag of Aquileia Aquileia, Flag of Augsburg Augsburg, Flag of Avignon Avignon, Flag of Cologne Cologne[5], Flag of Liege Liege, Flag of Magdeburg Magdeburg, Flag of Mainz Mainz, Flag of Münster Münster, Flag of Riga Riga[6], Flag of Salzburg Salzburg, Flag of Trier Trier, Flag of Utrecht Utrecht, Flag of Verden Verden[7], Flag of Wurzburg Wurzburg[8]
Inti.png Inti Flag of Ichma Ichma
Orthodoxy Orthodox Flag of Montenegro Montenegro[9]
Sunni Islam Sunni Flag of Ajuuraan Ajuuraan, Flag of Yarkand Yarkand[10]
Ibadi Islam Ibadi Flag of Mzab Mzab
Vajrayana.png Vajrayana Flag of Bhutan Bhutan[11], Flag of U-tsang U-tsang[12]
Monastic Order Catholicism Catholic Flag of Livonian Order Livonian Order, Flag of Teutonic Order Teutonic Order and Flag of The Knights The Knights
Papacy Catholicism Catholic Flag of Papal States Papal States

Designated Heirs

With the exception of the Flag of Papal States Papal States, heirless theocracies get to designate an heir from a list of candidates. These heirs all have random monarch skills (Administrative power.png, Diplomatic power.png and Military power.png); instead, the choice gives you different effects and events.

id

Msg event.pngHeir needed in $COUNTRY$

 
Trigger conditions
  • None of:
    • has_reform = papacy_reform
  • None of:
    • Country flag in_theocracy_heir_selection is set
  • has_government_attribute = heir
Is triggered only by

(please describe trigger here)


Immediate effects
  • Hidden effect:
    • Set country flag in_theocracy_heir_selection
    • If:
      • Limited to:
        • Country flag KOL_secondogeniture_of_BAV is set
        • At least one of:
          • Is not a subject nation
          • Overlord:
            • At least one of:
              • None of:
                • Government is monarchy
              • None of:
                • has_government_attribute = heir
              • All of:
                • None of:
                • None of:
                  • was_tag = BAV
      • Clear country flag KOL_secondogeniture_of_BAV
    • else_if = {
limit = { has_country_flag = KOL_secondogeniture_of_BAV } overlord = { save_event_target_as = probably_bavaria } }
    • Clear country flag theo_local_noble_flag
    • Clear country flag theo_foreign_noble_flag
    • Clear country flag theo_merchants_son_flag
    • Clear country flag theo_talented_theologian_flag
    • Clear country flag theo_local_preacher_flag
    • Clear country flag theo_papal_protege_flag
    • Clear country flag theo_imam_khatib_flag
    • Clear country flag theo_influential_reformer_flag
    • If:
      • Limited to:
        • Nobility.png Nobility estate exists
        • Any owned province:
          • Is not the country's capital
          • is_state = yes
      • One random owned province:
        • Limited to:
          • Is not the country's capital
          • is_state = yes
        • Save as event target named noble_province
    • else_if = {
limit = { OR = { has_estate = estate_maratha has_estate = estate_rajput } any_owned_province = { is_capital = no is_state = yes religion = hinduism } religion = hinduism } random_owned_province = { limit = { is_capital = no is_state = yes religion = hinduism } save_event_target_as = noble_province } }
    • If:
      • Limited to:
        • Burghers.png Burghers estate exists
        • Any owned province:
          • Is not the country's capital
          • is_state = yes
      • One random owned province:
        • Limited to:
          • Is not the country's capital
          • is_state = yes
        • Save as event target named burgher_province
    • else_if = {
limit = { has_estate = estate_vaisyas religion = hinduism any_owned_province = { is_capital = no is_state = yes religion = hinduism } } random_owned_province = { limit = { is_capital = no is_state = yes religion = hinduism } save_event_target_as = burgher_province } }
    • If:
      • Limited to:
        • Clergy.png Clergy estate exists
        • Any owned province:
          • Is not the country's capital
          • is_state = yes
      • One random owned province:
        • Limited to:
          • Is not the country's capital
          • is_state = yes
        • Save as event target named church_province
    • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism any_owned_province = { is_capital = no is_state = yes religion = hinduism } } random_owned_province = { limit = { is_capital = no is_state = yes religion = hinduism } save_event_target_as = church_province } }
    • One random country:
      • Limited to:
      • Save as event target named papal_protoge_country

Option conditions

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
Event button 547.png
A Local Noble
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility gains 15 loyalty
  • else_if = {
limit = { has_estate = estate_maratha religion = hinduism } add_estate_loyalty = { estate = estate_maratha loyalty = 15 } }
  • else_if = {
   limit = {
       has_estate = estate_rajput
       religion = hinduism
   }
   add_estate_loyalty = {
       estate = estate_rajput
       loyalty = 15
   }
}
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy loses 15 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = -15 } }
  • Set country flag theo_local_noble_flag
  • If:
    • Limited to:
      • An event target named noble_province has been saved
    • define_heir = {
age = 35 hidden = yes culture = event_target:noble_province }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Lose Devotion.png 5 devotion
  • Gain Prestige.png 10 prestige
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • Any neighbouring country:
    • Government is monarchy
    • Is not in a regency
    • Religion is same as Our country
Event button 547.png
A Foreign Noble
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility gains 10 loyalty
  • else_if = {
limit = { has_estate = estate_maratha religion = hinduism } add_estate_loyalty = { estate = estate_maratha loyalty = 10 } }
  • else_if = {
   limit = {
       has_estate = estate_rajput
       religion = hinduism
   }
   add_estate_loyalty = {
       estate = estate_rajput
       loyalty = 10
   }
}
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy loses 10 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = -10 } }
  • Set country flag theo_foreign_noble_flag
  • One random neighbouring country:
    • Limited to:
      • Government is monarchy
      • Is not in a regency
      • Religion is same as Our country
    • Our country
      • define_heir = {
   dynasty = PREV
   age = 35
   culture = PREV
   hidden = yes
}
    • Gain opinion modifier “Same Dynasty as Heir” towards Our country
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
Event button 547.png
A Merchant's Son
  • If:
    • Limited to:
      • Burghers.png Burghers estate exists
    • Burghers.png Burghers gains 15 loyalty
  • else_if = {
limit = { has_estate = estate_vaisyas religion = hinduism } add_estate_loyalty = { estate = estate_vaisyas loyalty = 15 } }
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy loses 15 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = -15 } }
  • Set country flag theo_merchants_son_flag
  • If:
    • Limited to:
      • An event target named burgher_province has been saved
    • define_heir = {
age = 35 hidden = yes culture = event_target:burgher_province }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Gain Gold Icon.png ducats equal to 0.35 years of income
  • Lose Devotion.png 5 devotion
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
Event button 547.png
A Talented Theologian
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy gains 15 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = 15 } }
  • If:
    • Limited to:
      • Burghers.png Burghers estate exists
    • Burghers.png Burghers loses 15 loyalty
  • else_if = {
limit = { has_estate = estate_vaisyas religion = hinduism } add_estate_loyalty = { estate = estate_vaisyas loyalty = -15 } }
  • Set country flag theo_talented_theologian_flag
  • If:
    • Limited to:
      • An event target named church_province has been saved
    • define_heir = {
age = 35 hidden = yes culture = event_target:church_province }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Gain Devotion.png 5 devotion
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • None of:
    • Religion is in Muslim group
Event button 547.png
A Local Preacher
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy gains 15 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = 15 } }
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility loses 15 loyalty
  • else_if = {
limit = { has_estate = estate_maratha religion = hinduism } add_estate_loyalty = { estate = estate_maratha loyalty = -15 } }
  • else_if = {
   limit = {
       has_estate = estate_rajput
       religion = hinduism
   }
   add_estate_loyalty = {
       estate = estate_rajput
       loyalty = -15
   }
}
  • Set country flag theo_local_preacher_flag
  • If:
    • Limited to:
      • An event target named church_province has been saved
    • define_heir = {
age = 35 hidden = yes culture = event_target:church_province }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Gain Devotion.png 10 devotion
  • Lose Prestige.png 5 prestige
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • Religion is Catholicism Catholic
Event button 547.png
A Papal Protege
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy gains 15 loyalty
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility loses 10 loyalty
  • If:
    • Limited to:
      • Burghers.png Burghers estate exists
    • Burghers.png Burghers loses 10 loyalty
  • Set country flag theo_papal_protege_flag
  • If:
    • Limited to:
      • An event target named papal_protoge_country has been saved
    • define_heir = {
age = 35 culture = event_target:papal_protoge_country hidden = yes }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Gain Papal influence.png 10 papal influence
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • Religion is in Muslim group
Event button 547.png
A Local Imam Khatib
  • Set country flag theo_imam_khatib_flag
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy gains 15 loyalty
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility loses 15 loyalty
  • define_heir = {
age = 35 hidden = yes }
  • Gain Devotion.png 10 devotion
  • Lose Prestige.png 10 prestige
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • At least one of:
    • Religion is Reformed.png Reformed
    • Religion is Protestantism Protestant
Event button 547.png
An Influential Reformer
  • Set country flag theo_influential_reformer_flag
  • If:
    • Limited to:
      • Burghers.png Burghers estate exists
    • Burghers.png Burghers gains 10 loyalty
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy loses 10 loyalty
  • define_heir = {
age = 35 hidden = yes }
  • If:
    • Limited to:
      • Religion is Reformed.png Reformed
    • Gain Monthly fervor increase.png 10 fervor
  • If:
    • Limited to:
      • Religion is Protestantism Protestant
    • Gain Church power.png 10 church power
  • Lose Prestige.png 10 prestige
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • Country flag KOL_secondogeniture_of_BAV is set
Event button 547.png
So be it.
  • define_heir = {
   age = 35
   dynasty = event_target:probably_bavaria
   culture = event_target:probably_bavaria
   religion = event_target:probably_bavaria
}


Devotion

Theocracies have Devotion.png Devotion, which is similar to Legitimacy.png Legitimacy and Republican tradition.png Republican Tradition. Devotion goes up from high Icon stability.png Stability and pious acts and goes down from low Icon stability.png Stability and low Religious unity.png Religious Unity. Devotion affects the country's Papal influence.png Papal Influence, Church power.png Church Power, Prestige.png Prestige and National tax modifier.png National Tax Modifier. Devotion represents the zeal of the faith inside the country. The higher it is, the more efficiently the country will run!

When switching to a theocracy from another government form, the starting devotion will be set to the current Religious unity.png religious unity.

Devotion.png Traditions Ideas Bonuses Policies
+1.0 yearly
  • Garhwali idea 5: Source of the Ganges
  • Liège idea 3: Religious Devotion
  • Mutapan idea 4: Spokesman before the Dead
  • Yi idea 6: Renovate the Skyward Tombs
  • Zambezi idea 5: Centralizing the Mbona Cult
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Diplomatic-Plutocratic: Mandatory Service
+0.5 yearly
  • Bamberger traditions
  • Religious idea 4: Devoutness
  • Utrecht idea 2: Ex Cathedra
  • Yarkandi idea 4: Empower the Khojas
Devotion.png Conditions
+0.50
  • Inti.png Inti after Reform the Cult of Inti reform
  • Icon stability.png Stability (per positive point)
  • Become Defender of the Faith.png Defender of the faith
  • Power projection.png Power Projection (at 100%)
  • Clergy.png Loyal Clergy Estate (scaling by influence)
+0.25
  • Crusade
  • Protestantism Protestant with Legalised divorces aspect
-0.50
  • Base Value
  • Clergy.png Disloyal Clergy Estate (scaling by influence)
-1.00
  • Icon stability.png Stability (per negative point)
  • Religious unity.png Religious Unity (at 0%)
  • Target of Sow discontent
-5.00
Effects of devotion

The effects of Devotion.png devotion are proportional to its value.

Devotion.png Devotion Devotion.png 0 Devotion.png 25 Devotion.png 50 Devotion.png 75 Devotion.png 100
Effects
  • National tax modifier.png -25% National tax modifier
  • Prestige.png -1 Yearly prestige
  • Papal influence.png -1 Yearly papal influence
  • Church power.png -12.5% Church power
  • National tax modifier.png -12.5% National tax modifier
  • Prestige.png -0.5 Yearly prestige
  • Papal influence.png -0.5 Yearly papal influence
  • Church power.png -6.2% Church power
No Effect
  • National tax modifier.png +12.5% National tax modifier
  • Prestige.png +0.5 Yearly prestige
  • Papal influence.png +0.5 Yearly papal influence
  • Church power.png +6.2% Church power
  • National tax modifier.png +25% National tax modifier
  • Prestige.png +1 Yearly prestige
  • Papal influence.png +1 Yearly papal influence
  • Church power.png +12.5% Church power

Government tribal.png Tribal governments

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 can be either Monarchies (using legitimacy, royal mariages, etc.) or Republics (using republican tradition) but cannot change their government type into the mainstream ones unless they take a special reform decision. Apart from tribal federations, they all have maluses to Institution spread.png institution spread as well as reduced Diplomatic relations.png diplomatic relations (mitigated at Kingdom rank kingdom rank and gone at Empire rank empire rank).

Tribal governments (other than those following the Nahuatl.png Nahuatl religion, Mayan.png Mayan religion, or Inti.png Inti religion if the El Dorado.png El Dorado DLC is active) can reform their government into a more efficient form via a decision when they have at least 200 Administrative power.png administrative power, 3 Icon stability.png stability, at least 60 Legitimacy.png legitimacy (or 99 Republican tradition.png republican tradition for tribal democracies), have embraced Feudalism.png Feudalism, and have completed one of the following idea groups: Economic idea group.png Economic, Innovative idea group.png Innovative, or Administrative idea group.png Administrative. Taking the decision will decrease Icon stability.png stability by −5 and cost 200 Administrative power.png administrative power, but will change the government to the type listed in the table.

See also: List_of_decision_lists#Tribal

Certain tribes may also reform by forming the Flag of Mughals Mughals, transitioning into an Iqta, or by becoming the Celestial Empire.

Type Level Effects Description & notes
Democracy 1
  • Stability cost modifier.png −10%/−15%/−20% Stability cost modifier
  • National unrest.png −1 National unrest
  • Diplomatic relations.png −2/−1/0 Diplomatic relations
  • Institution spread.png −5% Institution spread
A governmental form where all the members of the tribe are allowed to make their voice heard and influence how their tribe should be governed.
Despotism 0
  • Core-creation cost.png −5%/−10%/−15% Core creation cost
  • National unrest.png −1 National unrest
  • Diplomatic relations.png −2/−1/0 Diplomatic relations
  • Institution spread.png −5% Institution spread
A political system where a 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.
  • May switch to a tribal monarchy through the government interface for 100 Administrative power.png administrative power.
  • Turns into a despotic monarchy if the government is reformed.
Federation 0
  • Years of separatism.png -5 Years of separatism
  • Province war score cost.png −0%/-10%/-20% Province Warscore Cost
  • Cavalry.png +25% Cavalry to Infantry Ratio
A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.
  • Only available to Flag of Aq Qoyunlu Aq Qoyunlu, Flag of Qara Qoyunlu Qara Qoyunlu and 7 small landlocked tribes of the Arabian Peninsula (all the Bedouin cultured countries plus Flag of Yas Yas)
  • Uses Yearly tribal allegiance.png tribal allegiance mechanics
  • Reforming the government requires 8 Administrative tech.png administrative technology (instead of the completion of one specific idea group)
  • Turns into an iqta (if muslim) or a despotic monarchy if the government is reformed.
Monarchy 1
  • Income from vassals.png +10%/+20%/+30% vassal income
  • Icon stability.png −10% Stability cost modifier
  • Diplomatic relations.png −2/−1/0 Diplomatic relations
  • Institution spread.png −2.5% Institution spread
A political system where a large tribal society has formed a kingdom, with one strong ruler who rules through law.
  • May switch to a tribal despotism through the government interface for 100 Administrative power.png administrative power.
  • Turns into a feudal monarchy if the government is reformed.
Tribal allegiance

Tribal federations use Yearly tribal allegiance.png tribal allegiance in addition to legitimacy.

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

Yearly tribal allegiance.png Tribal Allegiance Yearly tribal allegiance.png 0 Yearly tribal allegiance.png 50 Yearly tribal allegiance.png 100
Effects No effect
  • Manpower recovery speed.png +16.5% Manpower recovery
  • National unrest.png −1.5 National unrest
  • Manpower recovery speed.png +33% Manpower recovery
  • National unrest.png −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 Yearly tribal allegiance.png -0.005 yearly tribal allegiance for each point of development the nation has (capped at Yearly tribal allegiance.png -3 yearly tribal allegiance at 600 Development.png development)

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

  • General.png Gain a general with Army tradition.png 40 army tradition;
  • Cavalry combat ability.png Get +15% cavalry combat ability for 10 years;
  • Cavalry.png Start production of 6 cavalry units in the capital at 1/4 the time.

Government steppe horde.png Steppe nomads

Main article: 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.

See also: Tribal Succession Crisis

Steppe Nomads, similarly to the other tribal governments, can reform their government with a decision requiring at least 200 Administrative power.png administrative power, 3 Icon stability.png stability, at least 60 Horde unity horde unity (or 60 Legitimacy.png legitimacy if playing without The Cossacks.png The Cossacks expansion), having embraced Feudalism.png Feudalism, and having completed one of the following idea groups: Economic idea group.png Economic, Innovative idea group.png Innovative, or Administrative idea group.png Administrative. Taking the decision will decrease Icon stability.png stability by −5 and cost 200 Administrative power.png administrative power. The decision cannot be taken during a Tribal Succession Crisis.

See also: List_of_decision_lists#Tribal

Certain hordes may also reform by forming Flag of Bukhara Bukhara (only Flag of Uzbek Uzbek) or the Flag of Mughals Mughals, transitioning into an Iqta, by forming Flag of Qing Qing (requires forming the Flag of Manchu Manchu beforehand), turning into a despotic monarchy, or by becoming the Celestial Empire.

Type Level Effects Description & notes
Steppe Nomads 0
  • National manpower modifier.png +10%/+20%/+30% National manpower modifier
  • Land forcelimit.png +10%/+20%/+30% Land force limit modifier
  • Looting speed.png +50% Looting speed
  • Institution spread.png −15% Institution spread
  • Reinforce cost.png −50% Reinforce cost
  • Cavalry.png +25% Cavalry Ratio
  • Movement speed.png +20% Movement speed
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.
Horde Unity

Steppe nomads use Horde unity Horde unity instead of legitimacy.

The effects of Horde Unity are proportional to its value. Listed below are the main milestones.

Horde unity Horde Unity 0 25 50 75 100
Effects
  • National unrest.png +2 National unrest
  • Discipline.png -5% Discipline
  • National unrest.png +1 National unrest
  • Discipline.png -2.5% Discipline
No effect
  • National unrest.png -1 National unrest
  • Discipline.png +2.5% Discipline
  • National unrest.png -2 National unrest
  • Discipline.png +5% Discipline

Horde Unity is gained and lost as follows:

  • Base -2 per year
  • -0.01 per 2 total Development.png development the country owns, limited to -3
  • Tribes Tribes estate Estate loyalty Loyalty below 40:
    • Estate influence Influence below 20: -1 yearly
    • Estate influence Influence at least 20 but less than 40: -2 yearly
    • Estate influence Influence at least 40 but less than 60: -3 yearly
    • Estate influence Influence at least 60: -4 yearly
  • Looting: Horde unity +1 per 4 Gold Icon.png ducats looted
  • Razing: +1 per point of province Development.png development before razing
  • +0.005 yearly per point of Power projection.png power projection (+0.5 at 100)

Several ideas and policies increase horde unity:

Horde unity Traditions Ideas Bonuses Policies
+1.0 yearly
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Ilkhanid idea 1: Restored Ilkhanate
  • Manchu idea 4: The Later Jin
  • Oirat idea 3: The Four Oirats
  • Timurid idea 4: Chagatai Literature
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Diplomatic-Plutocratic: Mandatory Service
+0.5 yearly
  • Jurchen idea 2: The Queue

Government tribal.png Native Council

Main article: Native council

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.png legitimacy, Republican tradition.png 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.

Siberian Clan Councils have a decision to reform their government that is similar to other tribal realms, requiring at least 200 Administrative power.png administrative power, having embraced Feudalism.png Feudalism, and having completed one of the following idea groups: Economic idea group.png Economic, Innovative idea group.png Innovative, or Administrative idea group.png Administrative. Taking the decision will decrease Icon stability.png stability by −5 and cost 200 Administrative power.png administrative power.

See also: List_of_decision_lists#Tribal
Type Level Effects Description & notes
Native Council 0
  • Stability cost modifier.png -33% Stability cost modifier
  • Land maintenance modifier.png -50% Land maintenance modifier
  • Diplomatic relations.png -1 Diplomatic relations
  • Institution spread.png -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.
  • Does not have estates
  • Fixed rank: Duchy rank Duchy

Conquest of Paradise.png Available only with the Conquest of Paradise DLC enabled.

Siberian Clan Council 0
  • Stability cost modifier.png -33% Stability cost modifier
  • Institution spread.png -20% Institution spread
One or more clans headed by an elder with a council of other leaders to help him make decisions related to their respective areas.

Conquest of Paradise.png Available only with the Conquest of Paradise DLC enabled

  • One province large nations with this government form can migrate to a neighbouring province

Footnotes

  1. The +5% influence modifier that the nobility estate has in other monarchies does not apply to feudal monarchies
  2. Without the Dharma.png Dharma expansion, change to Despotic Monarchy instead.
  3. The base +1 yearly republican tradition that all republics enjoy does not apply to republican dictatorships
  4. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Republican Cultural Sufferance).
  5. Until 1806
  6. Until 1561
  7. Until 1558
  8. Until 1556
  9. From 1516
  10. From 1681 to 1690 and from 1692 to 1695
  11. From 1616
  12. From 1642
Realm