Factions represent powerful and influential groups within the country. Each faction has an influence rating associated with it, and the faction with the highest influence will give a set of bonuses (and penalties) to the country. The influence of a faction can either be increased by spending 10 monarch power from the faction's category, or will automatically change due to certain modifiers. Faction details and interactions can be accessed via the unique faction icon in the lower right corner of the map, next to the HRE and papacy icons.
Revolutionary republic and Pirate republic don't have estates, as the estates are already represented by the factions.
Celestial empireEdit
Please help with verifying or updating this section. It was last verified for version 1.29. |
Ming's unique Celestial Empire government form has the following factions. If the Mandate of Heaven expansion is active, the Emperor of China is a Celestial Empire no matter what, but has the expansion's imperial mechanics instead of these factions, plus the usual estates.
Merchant republicsEdit
Please help with verifying or updating this section. It was last verified for version 1.29. |
- See also: Republic factions events
Merchant republics, Veche republics, and their trading cities have access to their own factions system. Merchant republics with a very dominant ruling faction can have the other two factions revolt, forcing the ruler to resign or face a hefty hit to republican tradition. The factions are:
Revolutionary republicsEdit
Please help with verifying or updating this section. It was last verified for version 1.29. |
- See also: Revolutionary republic factions events
Available only with the Rights of Man DLC enabled. |
Revolutionary republics have access to their own factions system. They are:
Influential Imperials will bring the popular revolution under control by establishing a more authoritarian revolutionary empire. This is loosely modelled on the Brumaire 18th coup in France.
Rise of a Despot (revolutionary republic via faction)
Please help with verifying or updating this infobox. It was last verified for version 1.31. |
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.
Available only with the Rights of Man DLC enabled. |
Trigger conditions
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Mean time to happen
12 months |
Long live $MONARCH$!
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Note that revolutionary republics don't have estates, even without the Rights of Man DLC.
Pirate republicsEdit
Available only with the Golden Century DLC enabled. |
Pirate republics have access to their own factions system.
The Barbary Corsair idea 7: Board of Captains provides a permanent 0.1 monthly captains influence
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |