Difference between revisions of "Emperor of China"

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== Reforms ==
 
== Reforms ==
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The emperor may pass a series of five reforms to better govern China. Passing a reform requires at least ''80'' Mandate, and lowers Mandate by {{red|-50}} as well as [[stability]] by {{red|-1}}. The reforms must be passed in order, though unlike the [[Holy Roman Empire]]'s reforms, there is no special reward for completing all of them. If a new nation takes the Mandate, all reforms are lost. [[Formable country|Country formation]] decisions also clear all reforms.  
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The emperor may pass a series of five reforms to better govern China. Passing a reform requires at least ''80'' Mandate, and lowers Mandate by {{red|-70}} as well as [[stability]] by {{red|-1}}. The reforms must be passed in order, though unlike the [[Holy Roman Empire]]'s reforms, there is no special reward for completing all of them. If a new nation takes the Mandate, all reforms are lost. [[Formable country|Country formation]] decisions also clear all reforms.  
  
 
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Revision as of 11:10, 18 November 2017

The Emperor of China (also EoC) claims the Mandate.pngMandate of Heaven to rule the Middle Kingdom. In 1444, Flag of Ming Ming starts as the reigning emperor.

Any nation belonging to either the pagan or Eastern religion groups can claim the Mandate if they neighbor the current emperor by declaring war using the Take Mandate of Heaven CB. Aside from the claim to the Mandate, the CB also grants Province war score cost.png –50 Province warscore cost to all provinces in the China super-region.

Successfully taking the Mandate gives its holder permanent claims on all of the China super-region, the Celestial Empire special government, and unlocks the Mandate and Meritocracy mechanics. In addition, the EOC gets 2 unique CBs: Force tributary state and Unify China.

It is impossible to switch out of the Celestial Empire government while being the EoC. All nation formation decisions and events that would normally change government are either disabled or may be taken, but will not change government type. If the existing emperor converts outside of the pagan or Eastern religion groups, the title is still retained.

Upon losing the Mandate, a nation receives the following effects:

  • Government turns into a kingdom-rank Despotic Monarchy
  • "Mandate of Heaven Lost" modifier (for 20 years):
    • Discipline.png –10% Discipline
    • Legitimacy.png –1 Legitimacy
    • Liberty desire in subjects +50% Liberty desire in subjects
    • National unrest.png +10 National unrest
    • Stability cost modifier.png +50% Stability cost
  • The penalties of having a 0 Mandate (detailed below)

Mandate

Mandate is a measure of how legitimate the emperor's rule of China is viewed. It scales from 0 to 100, and gives the following modifiers, scaling linearly:

Mandate.png Mandate Low mandate 50 High mandate
Effects

At 0 mandate:

Goods produced modifier.png −50% Goods produced modifier
Fire damage received.png +50% Fire damage received
Shock damage received.png +50% Shock damage received
National unrest.png +5 National unrest
Mercenary manpower.png −50% Mercenary manpower
National manpower modifier.png -50% National manpower modifier
No effect

At 100 mandate:

National unrest.png −2.5 National unrest
Stability cost modifier.png −10% Stability cost modifier
War exhaustion.png −0.03 Monthly war exhaustion

Mandate is affected by the following yearly modifiers (although applied monthly):

  • +0.06 per state with prosperity.
  • +0.24 per point of stability.
  • +0.15 per 100 development of tributaries.
  • -0.3 per 100 development of neighboring non-tributaries.
  • -2 per 100 development of provinces with 100% devastation, scaling with degree of devastation.

One-time modifiers to Mandate include:

  • +5 for winning a defensive war with the Take Mandate of Heaven CB.
  • -10 for declining a Call to Arms from a tributary.
  • -50 for passing a reform.

There are also many events that affect Mandate.

Reforms

The emperor may pass a series of five reforms to better govern China. Passing a reform requires at least 80 Mandate, and lowers Mandate by -70 as well as stability by -1. The reforms must be passed in order, though unlike the Holy Roman Empire's reforms, there is no special reward for completing all of them. If a new nation takes the Mandate, all reforms are lost. Country formation decisions also clear all reforms.

Reform Emperor Description
Introduce Gaituguiliu Meritocracy.png +0.50 Yearly meritocracy The Native Chieftains in remote prefectures, also known as Tusi, are hereditary rulers of local minorities, these leaders might seem useful now and then due to their ties with the locals but have frequently proven to be a risk for regional stability in long-term. By slowly replacing them with regular officials appointed by the central government maintaining tranquillity on a regional level will become easier.
Reform Seaban
  • Diplomat.png +1 Diplomats
  • Trade efficiency.png +5% Trade efficiency
The seas and oceans bring trouble: piracy, smuggling, sometimes even the usurpers hide themselves behind the waves and tides, but maritime trade also brings fortune and discovery. In order to let the wealth and new innovations into our great realm, we should reform our Seaban regulations.
Delegate Zongdu Autonomy.png −0.05 Monthly autonomy change The vastness of our realm is utmost and unparalleled however regulating this is arduous. Hence let us create the position of Zongdu, a viceroy overseeing more than one province. They will be directing the provincial affairs as the Emperor's representative, so that the less crucial matters don't have to be reported to the Forbidden City.
Establish Lifan Yuan Core-creation cost.png −10% Core-creation cost To manage the numerous subjects and lesser states from outlying regions within and beyond the imperial border, the Ministry of Rites is now deemed to be insufficient and inappropriate. We shall establish an office that focus on the dealing with them.
Reshape Bureaucratic Ranks Monarch administrative skill.png +1 Monarch admin power for future monarchs To re-arrange the Guanzhi - bureaucratic ranks is not only to make a mere symbolic break with the incompetent dynasty who precedes us: by retuning the political structures of the Empire, our power will be concentrated and our regime will grow solid like a golden fortress with boiling moat.

Meritocracy

Meritocracy.png Meritocracy takes the place of Legitimacy.png Legitimacy (or its equivalent). It represents the efficiency of the imperial bureaucracy.

Scaling from 0 to 100, it gives:

Meritocracy.png Meritocracy 0 25 50 75 100
Effects
  • Foreign spy detection.png -50% Foreign spy detection
  • Advisor cost.png +25% Advisor costs
  • Foreign spy detection.png -25% Foreign spy detection
  • Advisor cost.png +12.5% Advisor costs
No Effect
  • Foreign spy detection.png +25% Foreign spy detection
  • Advisor cost.png -12.5% Advisor costs
  • Foreign spy detection.png +50% Foreign spy detection
  • Advisor cost.png -25% Advisor costs

Meritocracy has a base annual decrease of -2. Low Confucian Harmony also decreases it, up to -2 per year at 0 Harmony. It is increased by hiring talented advisors, at 0.5 per skill rank per year, e.g. +2.5 for one level 3 advisor and two level 1 advisors. Like other government mechanics, meritocracy may be increased by 10 by spending 100 Military power.png (requires Rights of Man.png).

Decrees

Meritocracy may be spent on Decrees, providing a powerful empire-wide bonus lasting for 10 years. Activating a decree costs 20 meritocracy and only one may be in effect at any given time.

Name Effect
Expand Palace Bureaucracy
  • Core-creation cost.png −10% Core-creation cost
  • Development cost.png −10% Development cost
Conduct Population Census National tax modifier.png +25% National tax modifier
Promote Naval Officers Ship durability +20% Ship durability
Increase Tariff Control Provincial trade power modifier.png +25% Provincial trade power modifier
Improve Defence Effort Fort defense.png +25% Fort defense
Boost the Officer Corps Infantry combat ability.png +10% Infantry combat ability