This tab gives an overview of the country's situation.
- 1: Rulers :
- Current ruler, heir, consort and their stats, with information about royal marriages and succession in ruler's tooltips. (Consort requires Rights of Man.)
- Ruler personalities and timers showing when the next will be assigned. (Requires Rights of Man.)
- Abdicate and disinherit buttons. (Requires Rights of Man.)
- 2: Hired advisor(s) and their stats and modifiers:
- Advisor religion and culture (details in tooltips).
- Portrait, with a tooltip describing the type of advisor.
- The advisor's skill and name.
- Buttons to promote and fire the advisor. (Promotion requires Cradle of Civilization.)
- The bonus provided by the advisor
- The advisor's monthly salary
- The advisor's age, with a tooltip showing the yearly chance of the advisor dying
- 3: National focus (Requires Res Publica or Common Sense) and monthly monarch point generation.
This tab gives an overview of the country's government and cultures.
- 1: Government information:
- Government form, type and rank.
- Strengthen government button. (Requires Rights of Man.)
- Absolutism and maximum absolutism. (Displays "?" before the Age of Absolutism.)
- Government specific mechanics. (Requires specific DLC depending on the country played. Example: Res Publica for the Netherlands or Third Rome for Russia.)
- 2: Country modifiers. A button in the top right opens a list giving the value of all bonuses and maluses applying to the country as a whole (e.g. Advisor Costs, Improve Relations).
- 3: List of accepted and non-accepted cultures, with the possibility to promote or to demote a culture.
This tab gives all diplomatic information either on your country or another one.
- 1: Basic information on the selected country: state religion, government form, rank, tech group, ruler and his personality along with the heir
- 2: Diplomatic values, laid out as follows:
|| administrative technology
| active policies
|| diplomatic technology
| spy offense
|| ideas and traditions
|| military technology
- 3: Diplomatic statuses :
- Lists of enemies (countries which have set this one as a rival) and rivals.
- Other statuses : wars, casus belli, diplomatic relations such as allies and subjects, currently active diplomatic missions, etc.
- 4: Three diplomatic tabs:
- Diplomatic actions, available if another country is selected (Some diplomatic actions may require a DLC).
- Opinions of and towards other countries.
- Diplomatic feedback (Requires The Cossacks).
This tab shows an overview of your country's economy.
- The country's balance sheet, showing income and expenses. Each is divided into categories; individual income or expense items can be seen in tooltips.
- Inflation: a graph of recent changes, an indicator of its current level and whether it's currently going up or down, and a button to spend administrative power to reduce it.
- War exhaustion and total development
- Loans: buttons to take a loan (indicating how much money you will get), to repay one loan at a time, and to repay as many loans as possible.
This tab shows all information relating to trade.
- National values affecting trade
- Current trade income, with a pie chart showing what proportion of the country's total income this represents
- This country's embargoes on others (indicating the effect on trade efficiency), embargoes by others on this country, and countries transferring trade power to this country
- Information on all known trade nodes, with buttons to send merchants on missions.
This tab shows all information relating to technology.
- Institutions button and institutions technology cost penalty
- Innovativeness (Requires Rule Britannia)
- Technology categories:
- The name of the category and current tech level
- In the top right, an icon with a tooltip showing the bonus for being ahead of time, and the current tech cost bonus or penalty due to neighbour bonuses and being ahead of time
- The next available tech level, with icons showing what its benefits will be (details in tooltips)
- A bar showing progress (in stored monarch points) towards the cost of the next tech level
- Governments, units and bonuses unlocked by those techs. Tooltips show each available bonus and which techs unlock them.
For administrative tech:
| administrative efficiency
|| number of idea groups available
| development efficiency
|| production efficiency
| buildings forced march number of states
For diplomatic tech:
| trade efficiency
|| trade range
| naval maintenance
|| colonial range
| naval morale
|| global settler increase
| buildings espionage actions max promoted cultures
For military tech:
| flanking range
|| military tactics
| land morale
|| combat width
| supply limit
This tab shows your country's national ideas and idea groups.
- National traditions and (if they've been unlocked) ambitions. Details are in a tooltip.
- National ideas, unlocked from left to right, along with a progress bar showing progress towards the next national idea (3 each, one per idea from an idea group).
- Idea groups: either a button allowing you to choose a new idea (or look at one, if the slot isn't available) or, for active groups:
- Icon indicating the category of idea group: administrative, diplomatic or military
- Name of the group, with a tooltip showing possible policies when this group is fully unlocked
- ( Art of War DLC) A button allowing abandonment of the idea group
- A lightbulb icon, which is either dark or lit to indicate whether the group's bonus is active, and a tooltip to show what it is
- A list of ideas, from left to right. When one is available to unlock, it will turn into a button.
- Bar showing progress in accumulated power of the relevant category towards the amount required for the next idea
This tab shows your country's mission tree. The one shown here is for Russia; other countries have different mission trees.
- Each mission has:
- A question mark icon with a tooltip giving the requirements for the mission to be fulfilled.
- The country's coat of arms, if the mission is unique to that country (or a group of countries that includes it).
- A prestige or tick icon with a tooltip giving the effects of the mission when completed. This has a sunburst highlight if the mission can be taken now.
- Hovering over the mission image gives its description.
- Missions are joined together with arrows. If an arrow leads from mission A to mission B, then A must be completed before B can be completed. A mission is greyed out if its prerequisite missions have not been completed.
This tab shows potential policies and decisions that you may enact.
- A grid with 3 rows which allows you to choose up to 3 policies from each type ( Administrative, Diplomatic, Military) or more with the right modifiers. Clicking on any box brings up an interface to add policies. Right-clicking on an assigned policy allows you to revoke it. On the left of the grid is shown the max amount of policies of each type and the amount of monarch points used up by policies monthly.
- Country modifiers from enacted policies.
- List of decisions:
- Decisions that can be taken now are at the top, in alphabetical order.
- "Important" decisions are prioritised and highlighted with green instead of blue scrolls.
- Hovering over the name gives a description.
- When a decision can be taken an alert will be displayed. A toggle here allows you to disable the alert for that mission.
- A question mark icon has a tooltip giving the requirements to take the decision.
- The envelope shows the effects of that decision when hovering and also acts as a button to take the decision if it isn't greyed out.
This tab shows information relating to the internal situation of the country.
- War exhaustion:
- Current level, with a bar showing progress towards the maximum of 20, and a tooltip showing its current effects
- An arrow indicating whether it's going up or down or staying level
- A button to spend diplomatic power to reduce it
- A list of possible disasters
- Current level, from -3 to +3
- A button to spend administrative power to increase it
- A section relating to colonial expansion:
- Current colonial range
- Current global settler increase
- Three buttons to set the country's native policy (greyed out if the country has no colonists). (Requires The Cossacks)
- Rebels and possible rebels:
- A bar showing the rebels' progress towards breaking the country
- National unrest
- A list of rebel factions in those provinces in the country that have either unrest or revolt progress:
- Name of and symbol for the rebel faction (separatist rebels use the relevant country's coat of arms instead)
- The faction's demands
- Progress towards the next uprising
- "Handle them!" button, which shows the faction's demands in greater detail and gives options for dealing with it: accept demands, boost stability, harsh treatment, or coring relevant provinces.
This tab gives all relevant information relating to religion in the country.
- Top left: a button that enables the player to change the country's state religion, if permitted and possible.
- Religion name and icon.
- List of the religion's general effects.
- Tolerance towards the true faith, heretics, and heathens.
- Mid left: details of the state religion. What is shown here varies based on the specific religion.
- Mid right: Defender of the Faith. This shows which country is currently Defender of the Faith for the state religion, if any and which level of bonuses the defender of faith has (based on the number of countries of that religion). It is also a button allowing the country to become Defender of the Faith, if possible.
- Below religion-specific details on the left is an indicator of current religious unity and your missionary strength
- Below that is a list of provinces that are not of the state religion: name, province religion, time to convert at current missionary strength, and a button to send a missionary.
- At the end is a checkbox to show wrong religion provinces in subjects (in relation to the subject's state religion)
This tab gives all information relating to the country's military situation.
- Professionalism, with icons at each 20% increment; tooltips show its current effects. (Requires Cradle of Civilization)
- List of land units: from top to bottom, infantry, cavalry and artillery.
- Name. This is also a button allowing you to change the currently active unit type.
- Recruitment cost, combat ability, fire and shock values, and number of regiments of that type currently raised (including mercenaries).
- Button for selecting naval doctrine
- List of naval units. Although the country's ships may be of several types, only the most recent is shown here (not obsolete types). From top to bottom: heavy ships, light ships, galleys and transports.
- Unit name, build cost, combat ability, number of cannons, hull size, and number of ships of that type currently owned.
- On the left:
- Military values:
- Left column: military tactics, discipline, fort defense, cavalry to infantry ratio, combat width, siege ability, forts (active/total)
- Right column: army tradition, morale of armies, regiments raised / land force limit, navy tradition, morale of navies, naval force limit, ship durability
- Buttons to mothball or activate all forts, and to slacken recruitment standards. (Slacken recruitment standards requires Cradle of Civilization)
- A checkbox to enable automatic activation of forts when at war.
- On the right, a list of currently active leaders: type icon, name, and fire, shock, maneuver and siege pips; above, current number of leaders and leaders without upkeep; and at the bottom, buttons to hire generals, admirals, conquistadors and explorers, and to turn the country's ruler or heir into a general.
This tab contains everything the player needs to know about the country's subjects, if it has any.
Most of the interface is taken up by a list of subjects. The columns are as follows:
- The vassal's coat of arms.
- An icon indicating the type of subject, for example personal union.
- The subect's name
- The subject's opinion of the overlord
- Monthly income from the subject, if they provide any (i.e. vassals and colonial subjects)
- Tariff efficiency (for colonial subjects)
- Liberty desire
- Number of army regiments
- Whether the subject provides a bonus merchant (for colonial subjects and trade companies)
- Subject interactions - a button bringing up a menu showing the available interactions
At the bottom are details of income from vassals and colonial subjects. Finally, at the bottom right are buttons allowing the player to change subjects' military focus or release a colonial subject.
This tab contains all information on estates. The first row contains:
- Land distribution between estates and crown
- Effects from current crownland percentage and buttons for estate interactions
- Current agenda
Every estate is then shown in more detail. Every box contains:
- The estate's icon
- The estate's name
- Current loyalty (equilibrium is shown in the tooltip)
- Current influence
- Current country modifier from estate (not including effects from privileges)
- The currently assigned privileges of that estate plus an empty field to add new ones up to a maximum of 4 (Note: it is currently possible to have more than 4 privileges for an estate by assigning them at once, but that is subject to change)