Difference between revisions of "Government"

From Europa Universalis 4 Wiki
Jump to navigation Jump to search
(Horde Unity)
(Government rank: as of 1.30, the country that is HR emperor becomes empire tier, regardless of whether they are a prince or not.)
(47 intermediate revisions by 24 users not shown)
Line 1: Line 1:
 
{{Version|1.23}}
 
{{Version|1.23}}
 
{{GovNav}}
 
{{GovNav}}
{{hatnote|For the pre-1.26 government system see [[Special:Permalink/102892|a previous version of this page]].}}
+
[[File:UI tab government.png|right|thumb|330px|Government interface]]
[[File:UI tab government.png|right|thumb|330px|Government interface (Prussian Monarchy)]]
 
 
Each country is ruled by a {{icon|government}} government of a specific type providing benefits and sometimes maluses. The different kinds of government forms ranges 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.
 
Each country is ruled by a {{icon|government}} government of a specific type providing benefits and sometimes maluses. The different kinds of government forms ranges 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.
  
 
The interface by itself displays many types of information, for instance: the current [[#Ruler & heir|ruler and heir]], the type of [[#Advisors|advisors]] a player has, the country's main and accepted [[cultures]] and the monthly production of [[#Monarch power|monarch power]]. Some government also have access to unique mechanics and abilities.
 
The interface by itself displays many types of information, for instance: the current [[#Ruler & heir|ruler and heir]], the type of [[#Advisors|advisors]] a player has, the country's main and accepted [[cultures]] and the monthly production of [[#Monarch power|monarch power]]. Some government also have access to unique mechanics and abilities.
  
{{TOC limit|4}}
+
== Government types ==
== Court ==
+
Government types are organized into four major groups. Each type uses a different stat to track the loyalty of the nation to the ruler.
{{SVersion|1.23}}
+
 
=== Rulers ===
+
=== Monarchy ===
{{main|Ruler}}
+
{{main|Monarchy}}
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.
+
{{icon|gov_monarchy|24px}} ''Monarchy'' is a form of government where power is held by a single individual, i.e. the monarch. The ruler reigns until [[Ruler#Deaths|death]]. Several mechanics, such as [[royal marriage]]s and [[personal union]]s, are mostly limited to monarchical forms of governments. Monarchies use {{icon|legitimacy}} [[Monarchy#Legitimacy|legitimacy]].
 +
 
 +
=== Republic ===
 +
{{main|Republic}}
 +
{{icon|gov_republic|24px}} ''Republic'' is a form of government where power is, in contrast to a monarchy, held by a group of people. Republics have {{icon|republican tradition}} [[Republic#Republican tradition|republican tradition]] instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle.  
  
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.
+
=== Theocracy ===
 +
{{main|Theocracy}}
 +
{{icon|gov_theocracy|24px}} ''Theocracy'' is a form of government where power is held by the religious elite. Theocracies get to designate an heir from a list of candidates. Although the choice does not affect the future heir's {{icon|all power}} monarch skills (set at random), they give the player different effects and events once the heir comes into power. Theocracies use {{icon|devotion}} [[Theocracy#Devotion|devotion]] with the {{icon|cs}} Common Sense DLC.
  
{{expansion|rom}}
+
=== Tribal government ===
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.
+
{{main|Tribal government}}
 +
{{icon|gov_tribal|24px}} 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. As monarchies, tribal governments use [[legitimacy]], royal marriages, etc. [[Steppe hordes]] will use {{icon|horde unity}} horde unity instead of legitimacy if {{icon|cos}} The Cossacks is enabled, and [[Native council|Native councils]] don't use any type of government strength value.
  
=== Advisors ===
+
=== Switching government type ===
{{main|Advisors}}
+
{{SVersion|1.23}}
An {{icon|advisor}}''advisor'' is a knowledgeable person who is responsible for aiding and advising the leader of a nation.  
+
If the {{icon|dhr}} Dharma DLC is '''not enabled''', it is possible to peacefully {{icon|government type|24px}} change the type of government in power for {{icon|adm}} {{red|100}} administrative 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.
  
There are three types of advisors, which align with the monarch's powers: {{icon|adm}}administrative, {{icon|dip}}diplomatic and {{icon|mil}}military.
+
[[List_of_decision_lists#Governments|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.
  
=== Monarch power ===
+
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 {{icon|pretender rebels}} pretender rebels overrun the state) and/or, for republics, by lowering republican tradition to {{red|0}}. Certain events (particularly [[disasters]]) and decisions can also change government type.
{{main|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: {{icon|adm}}administrative, {{icon|dip}}diplomatic, and {{icon|mil}}military.
+
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 rank ==
 
== Government rank ==
{{SVersion|1.23}}
+
{{SVersion|1.30}}
 
{{hatnote|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.}}
 
{{hatnote|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.}}
 
{{expansion|cs}}
 
{{expansion|cs}}
Line 39: Line 43:
  
 
* Certain government types have [[government#Fixed government rank|fixed government ranks]] and cannot change it manually or otherwise.
 
* Certain government types have [[government#Fixed government rank|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|Bohemia}}, {{flag|Trier}}, {{flag|Cologne}} and {{flag|Mainz}} are the only kingdoms in the HRE in 1444.
+
* [[Holy Roman Empire]] princes, other than the emperor, cannot rise above duchy rank unless they are electors, in which case they may become kingdoms but not empires. The HRE electors {{flag|Bohemia}}, {{flag|Trier}}, {{flag|Cologne}} and {{flag|Mainz}} are the only kingdoms in the HRE in 1444. The emperor is always Empire-tier.
* [[Vassals]], [[Subject Nation#Daimyo|Daimyo subjects]], [[colonial nations]] and [[marches]] are always duchies; a country loses any higher rank upon being vassalized (unless the rank is [[government#Fixed government rank|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.
+
* [[Vassals]], [[Subject Nation#Daimyo|Daimyo subjects]], [[colonial nations]] and [[marches]] are always duchies; a country loses any higher rank upon being vassalized (unless the rank is [[government#Fixed government rank|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).
+
* No HRE member other than the emperor can become an empire, though a non-HRE Empire-tier Emperor may still add themselves to the HRE.
  
 
''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.
 
''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.
Line 50: Line 54:
 
! {{icon|diplomat}} Diplomats
 
! {{icon|diplomat}} Diplomats
 
! {{icon|leader}} Leaders without upkeep
 
! {{icon|leader}} Leaders without upkeep
! {{icon|number of states}} Number of states
+
! {{icon|governing capacity}} Governing capacity
 
! {{icon|max absolutism}} Maximum absolutism
 
! {{icon|max absolutism}} Maximum absolutism
 
! {{icon|autonomy}} Monthly autonomy reduction
 
! {{icon|autonomy}} Monthly autonomy reduction
Line 68: Line 72:
 
| {{green|+1}}
 
| {{green|+1}}
 
| +0
 
| +0
| {{green|+5}}
+
| {{green|+200}}
 
| +0
 
| +0
 
| {{green|−0.025}}
 
| {{green|−0.025}}
Line 77: Line 81:
 
| {{green|+1}}
 
| {{green|+1}}
 
| {{green|+1}}
 
| {{green|+1}}
| {{green|+10}}
+
| {{green|+400}}
 
| {{green|+5}}
 
| {{green|+5}}
 
| {{green|−0.05}}
 
| {{green|−0.05}}
Line 89: Line 93:
  
 
=== Fixed government rank ===
 
=== Fixed government rank ===
Some special government types have fixed government rank, regardless of prestige or development, and cannot change it manually or otherwise.
+
{{SVersion|1.27}}
 +
Some special tier 1 government reforms have fixed government rank, regardless of prestige or development, and cannot change it manually or otherwise.
  
{| class="mildtable"
+
{| class="mildtable plainlist"
 
|-
 
|-
 
! Fixed rank !! Governments
 
! Fixed rank !! Governments
 
|-
 
|-
| {{icon|empire}} Empire || {{icon|gov_monarchy}} [[Celestial Empire]], {{icon|gov_republic}} [[Revolutionary Republic]], {{icon|gov_monarchy}} [[Revolutionary Empire]], {{icon|gov_monarchy}} [[Tsardom]]
+
| {{icon|empire}} Empire
 +
|
 +
* {{icon|gov_monarchy}} [[Celestial Empire]], [[Tsardom]], [[Revolutionary Empire]]
 +
* {{icon|gov_republic}} [[Revolutionary Republic]]
 +
* {{icon|gov_tribal}} [[Great Mongol State]]
 
|-
 
|-
| {{nowrap|{{icon|kingdom}} Kingdom}} || {{icon|gov_theocracy}} [[Papacy]], {{icon|gov_monarchy}} [[Shogunate]]
+
| {{nowrap|{{icon|kingdom}} Kingdom}}
 +
|
 +
* {{icon|gov_monarchy}} [[Shogunate]]
 +
* {{icon|gov_theocracy}} [[Papacy]]
 
|-
 
|-
| {{icon|duchy}} Duchy || {{icon|gov_theocracy}} [[Monastic Order]], {{icon|gov_tribal}} [[Native Council]], {{icon|gov_tribal}} [[Siberian Native Council]], {{icon|gov_republic}} [[Free City]], {{icon|gov_monarchy}} [[Daimyo]], {{icon|gov_monarchy}} [[Russian Principality]], {{icon|gov_republic}} [[Veche Republic]], {{icon|gov_republic}} [[Colonial Government]]
+
| {{icon|duchy}} Duchy
 +
|
 +
* {{icon|gov_monarchy}} [[Grand Duchy]], [[Russian Principality]], [[Daimyo]]
 +
* {{icon|gov_republic}} [[Free City]], [[Veche Republic]], [[Colonial Government]]
 +
* {{icon|gov_theocracy}} [[Monastic Order]]
 +
* {{icon|gov_tribal}} [[Siberian Native Council]], [[Native Council]]
 
|-
 
|-
 
|}
 
|}
Line 105: Line 122:
 
=== Decisions and events changing government rank ===
 
=== 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:
 
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.
+
* 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 don't increase the government rank above kingdom for electors nor do they increase the rank above duchy for non-electors.
* Forming the {{flag|Roman Empire}} or {{flag|Germany}} will ''always'' remove both the country and all its provinces from the HRE.
+
* Forming the {{flag|Roman Empire}}, {{flag|Italy}}, or {{flag|Germany}} will ''always'' remove both the country and all its provinces from the HRE.
  
 
{| class="mildtable"
 
{| class="mildtable"
Line 118: Line 135:
 
|}
 
|}
  
In addition, the {{flag|Ottomans}} and {{flag|Rûm}} can become empires through the decision to make Constantinople their capital, while {{flag|Persia}} has an [[Persian events#1|event]] raising it to empire status if it is Shia, has at least 70% {{icon|religious unity}} religious unity and controls the Persian heartland. Elector theocracies of the HRE may become kingdom-tier with the ''“[[List of decision lists#Elevate Bishopric to an Archbishopric|Elevate Bishopric to an Archbishopric]]”'' decision if they are no longer Catholic or by spending {{red|25}} {{icon|papal influence}} papal influence. However, Christian theocracies ''secularizing'' into monarchies by decision will be downgraded to duchies if they don't meet the usual {{icon|development}} 300 development threshold.
+
In addition, the {{flag|Ottomans}} and {{flag|Rûm}} can become empires through the decision to make Constantinople their capital, while {{flag|Persia}} has an [[Persian events#1|event]] raising it to empire status if it is Shia, has at least 70% {{icon|religious unity}} religious unity and controls the Persian heartland. {{flag|Vijayanagar}} can become an empire by completing its "City of Victory" mission. Elector theocracies of the HRE may become kingdom-tier with the ''“[[List of decision lists#Elevate Bishopric to an Archbishopric|Elevate Bishopric to an Archbishopric]]”'' decision if they are no longer Catholic or by spending {{red|25}} {{icon|papal influence}} papal influence. However, Christian theocracies ''secularizing'' into monarchies by decision will be downgraded to duchies if they don't meet the usual {{icon|development}} 300 development threshold.
 
 
== Strengthen Government ==
 
{{SVersion|1.23}}
 
{{expansion|rom}}
 
On the government tab is a button to "Strengthen Government" by spending {{red|100}} {{icon|mil}} [[military power]]. By doing this, the country gets one of the following, as appropriate for the government type and active expansions:
 
* {{green|+10}} {{icon|legitimacy}} Legitimacy
 
* {{green|+10}} {{icon|devotion}} Devotion
 
* {{green|+10}} {{icon|horde unity}} Horde Unity
 
* {{green|+10}} {{icon|Meritocracy}} Meritocracy
 
* {{green|+3%}} {{icon|republican tradition}} Republican Tradition
 
Additionally, from the {{icon|age of absolutism}} Age of Absolutism onwards, it gets:
 
* {{green|+2}} {{icon|absolutism}} Absolutism
 
  
 
== Government reforms ==
 
== Government reforms ==
 +
{{expand|with=information about the modifier 'reform progress growth' (including formula)}}
 
{{SVersion|1.26}}
 
{{SVersion|1.26}}
{{expansion|dhr}}
 
 
Government reforms allow the player to custom-tailor the nation's government to their needs by picking the desired reforms at the different tiers using ''Government reform progress'' points.
 
Government reforms allow the player to custom-tailor the nation's government to their needs by picking the desired reforms at the different tiers using ''Government reform progress'' points.
  
 
There are various reforms available to each of the government types with each tier having (usually) 2-3 reforms. The first tier usually determines the chosen power structure of the nation and consequently defines what abilities/mechanics are enabled to that nation. The last tier usually allows changing to a different government type though it comes at the cost of losing several reform tiers.
 
There are various reforms available to each of the government types with each tier having (usually) 2-3 reforms. The first tier usually determines the chosen power structure of the nation and consequently defines what abilities/mechanics are enabled to that nation. The last tier usually allows changing to a different government type though it comes at the cost of losing several reform tiers.
  
The game starts with first step already passed. The second tier costs 100 reform points and each following step has its cost increased by an additional 50 reform points. It is possible to change picked reforms at a cost of {{icon|corruption|24px}} {{red|+10}} corruption.
+
The game starts with first step already passed. The second tier costs 100 reform points and each following step has its cost increased by an additional 50 reform points. It is possible to change picked reforms by spending 50 reform points.
  
 
Reform points have a base accumulation of {{green|+10}} points per year, further multiplied by a variable related to the level of autonomy of the nation' provinces.
 
Reform points have a base accumulation of {{green|+10}} points per year, further multiplied by a variable related to the level of autonomy of the nation' provinces.
 +
:<math>\text{Yearly reform progress} = \text{Base reform progress}\,\cdot\,(100%\, -\, \text{average autonomy level}) \cdot\,(100%\, +\, \text{reform progress growth  modifiers})</math>
 +
Reform Progress growth Modifiers:
 +
* {{green|+100%}} at 100 {{Icon|Republic}} Republican tradition
 +
{{bonus table|reform progress growth }}
  
<math>\text{Yearly reform progress} = \text{Base reform progress}\,\cdot\,(100%\, -\, \text{average autonomy level})</math>
+
== Strengthen government ==
 +
{{SVersion|1.30}}
 +
{{expansion|rom}}
 +
On the government tab is a button to “Strengthen Government” by spending {{icon|mil}} {{red|100}} [[military power]]. By doing this, the country gets one of the following, as appropriate for the government type and active expansions:
 +
* {{icon|small legitimacy}} {{green|+10}} Legitimacy
 +
* {{icon|devotion}} {{green|+10}} {{DLC-only|Devotion}}
 +
* {{icon|horde unity}} {{green|+10}} {{DLC-only|Horde unity}}
 +
* {{icon|Meritocracy}} {{green|+10}} {{DLC-only|Meritocracy}}
 +
* {{icon|republican tradition}} {{green|+3}} Republican tradition
 +
* {{icon|revolutionary zeal}} {{green|+5}} {{DLC-only|Revolutionary zeal}}
 +
Additionally, from the {{icon|age of absolutism}} Age of Absolutism onwards, it gets:
 +
* {{icon|absolutism}} {{green|+2}} Absolutism
 +
The button is only available if the appropriate government value is not already at maximum; it cannot be used solely to boost absolutism. It is also disabled if a republic turns into a dictatorship to prevent a reliably easy restoration of republican government.
  
<section begin=notes/>'''Notes:'''
+
== Court ==
# Without ''Dharma'' the game uses the old government system (consisting mostly of government forms from tier 1).
+
{{SVersion|1.30}}
# Special governments made available through other DLCs are denoted as such.<section end=notes/>
+
=== Rulers ===
 +
{{main|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.
  
== Government types ==
+
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. An heir can have either a strong, medium, or weak claim on the throne. When the heir takes the throne, the country's legitimacy will reset to either 80 (strong), 50 (medium), or 30 (weak).
Government types are organized into five major groups. Each type uses a different stat to track the loyalty of the nation to the ruler.  
 
* {{icon|Monarchy}} [[#Monarchies|Monarchies]] use {{icon|legitimacy}} [[#Legitimacy|legitimacy]]
 
* {{icon|Republic}} [[#Republics|Republics]] use {{icon|republican tradition}} [[#Republican tradition|republican tradition]]
 
* {{icon|Theocracy}} [[#Theocracies|Theocracies]] use {{icon|devotion}} [[#Devotion|devotion]] (if a [[theocracy]] with the {{icon|cs}} Common Sense DLC)
 
* {{icon|Tribe}} [[#Tribal_governments|Tribal]] nations will use any of the above depending on their government form ({{icon|gov_steppe_horde}} [[#Steppe_nomads|Steppe Nomads]] will use {{icon|horde unity}} horde unity if {{icon|cos}} The Cossacks is enabled)
 
  
=== Switching government type ===
+
{{expansion|rom}}
{{SVersion|1.23}}
+
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.
It is possible to peacefully {{icon|government type|24px}} change the type of government in power for {{red|100}}{{icon|adm}}[[administrative 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.
 
  
[[List_of_decision_lists#Governments|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.
+
=== Advisors ===
 +
{{main|Advisors}}
 +
An {{icon|advisor}}''advisor'' is a knowledgeable person who is responsible for aiding and advising the leader of a nation.  
  
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 {{icon|pretender rebels}} pretender rebels overrun the state) and/or, for republics, by lowering republican tradition to {{red|0}}. Certain events (particularly [[disasters]]) and decisions can also change government type.
+
There are three types of advisors, which align with the monarch's powers: {{icon|adm}}administrative, {{icon|dip}}diplomatic and {{icon|mil}}military.
  
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.
+
=== Monarch power ===
 +
{{main|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.
  
=== Monarchy ===
+
There are three types of monarch power: {{icon|adm}}administrative, {{icon|dip}}diplomatic, and {{icon|mil}}military.
{{main|Monarchy}}
 
{{icon|gov_monarchy|24px}} ''Monarchy'' is a form of government where power is held by a single individual, i.e. the monarch. The ruler reigns until [[Ruler#Deaths|death]]. Several mechanics, such as [[royal marriage]]s and [[personal union]]s, are mostly limited to monarchical forms of governments.
 
 
 
=== Republic ===
 
{{main|Republic}}
 
{{icon|gov_republic|24px}} ''Republic'' is a form of government where power is, in contrast to a monarchy, held by a group of people. Republics have {{icon|republican tradition}} [[#Republican tradition|republican tradition]] instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle.
 
 
 
=== Theocracy ===
 
{{main|Theocracy}}
 
{{icon|gov_theocracy|24px}} ''Theocracy'' is a form of government where power is held by the religious elite. Theocracies get to designate a heir from a list of candidates. Although the choice does not affect the future heir's {{icon|all power}} monarch skills (set at random), they give the player different effects and events once the heir comes into power.
 
 
 
=== Tribal governments ===
 
{{SVersion|1.27}}
 
{{icon|gov_tribal|24px}} 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 {{icon|institution spread}} institution spread as well as reduced {{icon|diplomatic relations}} diplomatic relations (mitigated at {{icon|kingdom}} kingdom rank and gone at {{icon|empire}} empire rank).
 
 
 
==== Tribal Administration ====
 
{| class="mildtable sortable" style="width:100%"
 
! style="width:150px" | Type
 
! style="width:300px" class="unsortable" | Effects
 
! class="unsortable" | Description & notes
 
|-
 
| id="Steppe Nomads" | '''Steppe Nomads'''
 
|<section begin=SteppeNomad />
 
* {{icon|Global manpower modifier}} {{green|+20%}} National manpower modifier
 
* {{icon|land forcelimit}} {{green|+20%}} Land force limit modifier
 
* {{icon|years of separatism}} {{green|−5}} Years of separatism
 
* {{icon|looting speed}} {{green|+50%}} Looting speed
 
* {{icon|institution spread}} {{red|−15%}} Institution spread
 
* {{icon|movement speed}} {{green|+20%}} Movement speed
 
* {{icon|reinforce cost}} {{green|−50%}} Reinforce cost
 
* {{icon|cavalry to infantry ratio}} {{green|+25%}} Cavalry to infantry ratio
 
<section end=SteppeNomad />
 
| {{desc|Steppe Nomads|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.|image=gov_horde_riding}}
 
----
 
* A list of playable hordes is available [[Steppe hordes#List of hordes|here]]
 
* If the government is reformed, turns into an [[iqta]] (if muslim, or tengri with a muslim [[Tengri|syncretic religion]]), a [[feudal monarchy]] (if christian), or a [[despotic monarchy]] (else).
 
* Always have [[Casus Belli]] on neighbors ([[Tribal Feud]] against other nomads, [[Tribal Conquest]] against others).
 
* If {{icon|tc}} [[The Cossacks]] is active:
 
** May [[Raze]] Provinces.
 
** [[Legitimacy]] is replaced by [[horde unity]].
 
** They only have one [[estate]] in the realm: their {{icon|tribes}} tribes.
 
* {{green|+25%}} shock damage increase on plain-like territory.
 
* {{red|−25%}} shock damage decrease on non-plain-like territory
 
{{expansion|moh}}
 
* May establish new [[Tributary]] subjects
 
|-
 
| id="Great Mongol State" | '''Great Mongol State'''
 
|
 
* {{icon|Global manpower modifier}} {{green|+20%}} National manpower modifier
 
* {{icon|land forcelimit}} {{green|+20%}} Land force limit modifier
 
* {{icon|horde unity}} {{green|+1|}} Yearly horde unity
 
* {{icon|years of separatism}} {{green|−5}} Years of separatism
 
* {{icon|looting speed}} {{green|+50%}} Looting speed
 
* {{icon|movement speed}} {{green|+20%}} Movement speed
 
* {{icon|reinforce cost}} {{green|−50%}} Reinforce cost
 
* {{icon|cavalry to infantry ratio}} {{green|+25%}} Cavalry to infantry ratio
 
| {{desc|Great Mongol State|The Mongol Empire of Genghis Khan has been restored under our leadership. We are rebuilding the systems of government established by the Great Khan while avoiding the mistakes of his unworthy successors.|image=gov_horde_riding}}
 
----
 
* Only available for the {{flag|Mongol Empire}}
 
** May [[Raze]] Provinces.
 
** [[Legitimacy]] is replaced by [[horde unity]].
 
** They only have one [[estate]] in the realm: their {{icon|tribes}} tribes.
 
* {{green|+25%}} shock damage increase on plain-like territory.
 
* {{red|−25%}} shock damage decrease on non-plain-like territory
 
{{expansion|moh}}
 
* Can raise Banner units.
 
* May establish new [[Tributary]] subjects
 
* Fixed rank: {{icon|empire}} Empire
 
|-
 
| id="Tribal Federation" | '''Tribal Federation'''
 
|
 
* {{icon|years of separatism}} {{green|−5}} Years of separatism
 
| {{desc|Tribal Federation|A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.|image=gov_chieftain}}
 
----
 
* Only available to {{flag|Aq Qoyunlu}}, {{flag|Qara Qoyunlu}} and 7 small landlocked tribes of the Arabian Peninsula (all the Bedouin cultured countries plus {{flag|Yas}})
 
{{expansion|coc}}
 
* Uses {{icon|tribal allegiance}} tribal allegiance mechanics
 
|-
 
| id="Tribal Despotism" | '''Tribal Despotism'''
 
|
 
* {{icon|core creation cost}} {{green|−10%}} Core-creation cost
 
| {{desc|Tribal Despotism|A political system where the 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.|image=gov_tribal_council}}
 
|-
 
| id="Tribal Monarchy" | '''Tribal Monarchy'''
 
|
 
* {{icon|vassal income}} {{green|+20%}} Income from vassals
 
| {{desc|Tribal Monarchy|A political system where a large tribal society has formed a kingdom, with one strong ruler who rules through law.|image=gov_indian_crown}}
 
|-
 
| id="Siberian Native Council" | '''Siberian Native Council'''
 
|
 
* {{icon|stability cost modifier}} {{green|−33%}} Stability cost modifier
 
* {{icon|institution spread}} {{red|−20%}} Institution spread
 
| {{desc|Siberian Native Council|The Siberian Council is as an assembly of elders that is led by a joint chief.|image=gov_shaman}}
 
----
 
* Does not have [[estates]]
 
{{expansion|cop}}
 
* Nations with this government form that own only one province can [[Native Council#Migration|migrate]] to a neighbouring province
 
* Fixed rank: {{icon|Duchy}} Duchy
 
|-
 
| id="Gond Kingdom" | '''Gond Kingdom'''
 
|
 
* {{icon|fort defense}} {{green|+20%}} Fort defense
 
| {{desc|Gond Kingdom|Gondwana is a land of jungles, hills and forts but most of all it is a land of many tribes. Controlling this land means affording various minor power holders a large degree of self rule and privilege. Forts are imperative to control the various groups within our kingdom and controlling them will allow us to command the loyalties of the Gond people.|image=gov_chieftain}}
 
----
 
{{expansion|dhr}}
 
* Only available for {{icon|indian}} Indian nations with Gondi culture.
 
|}
 
 
 
==== Tribal Cultural Values ====
 
{| class="mildtable sortable" style="width:100%"
 
! style="width:150px" | Type
 
! style="width:300px" class="unsortable" | Effects
 
! class="unsortable" | Description & notes
 
|-
 
| id="Martial Society" | '''Martial Society'''
 
|
 
* {{icon|global manpower modifier}} {{green|+20%}} National manpower modifier
 
| {{desc|Martial Society|Martial values have always been important in our society and as we expand a militarized society is what we must continue to build and preserve at the core of our state.|image=gov_tribal_martial_society}}
 
|-
 
| id="Civil Society" | '''Civil Society'''
 
|
 
* {{icon|National tax modifier}} {{green|+5%}} National tax modifier
 
* {{icon|yearly corruption}} {{green|−0.05}} Yearly corruption
 
| {{desc|Civil Society|No state can exist with only warriors. We must build up stronger ties with civil society and the urbanites in our realm so that we can better extract revenue from them.|image=gov_tribal_civil_society}}
 
|-
 
|}
 
 
 
==== Tribal Religion ====
 
{| class="mildtable sortable" style="width:100%"
 
! style="width:150px" | Type
 
! style="width:300px" class="unsortable" | Effects
 
! class="unsortable" | Description & notes
 
|-
 
| id="Religious Societies" | '''Religious Societies'''
 
|
 
* {{icon|stability cost}} {{green|−10%}} Stability cost modifier
 
* {{icon|religious unity}} {{green|+15%}} Religious unity
 
| {{desc|Religious Societies|While clan loyalties can take us far our expansion has made us the masters of more peoples than we once did. A strongly religious society can withstand expansion in both time and space more efficiently and will give us the cohesion we need.|image=gov_tribal_religious_society}}
 
|-
 
| id="Lip Service" | '''Lip Service'''
 
|
 
* {{icon|land maintenance}} {{green|−10%}} Land maintenance modifier
 
| {{desc|Lip Service|While it is important to observe religious practices to maintain our legitimacy we should not get bogged down in the principles of righteous rule and morality. Pragmatism will take us longer and allow us to support a larger state and army.|image=gov_tribal_lip_service}}
 
|-
 
|}
 
 
 
==== Modernization ====
 
{| class="mildtable sortable" style="width:100%"
 
! style="width:150px" | Type
 
! style="width:300px" class="unsortable" | Effects
 
! class="unsortable" | Description & notes
 
|-
 
| id="Centralize Power" | '''Centralize Power'''
 
|
 
* {{icon|stability cost}} {{green|−5%}} Stability cost modifier
 
* {{icon|core creation cost}} {{green|−5%}} Core-creation cost modifier
 
| {{desc|Centralize Power|We are too reliant on the loyalties of the clans and tribes within our state. Let us instead start to build up institutional loyalty and divide the responsibilities of the state between formal offices under our ruler.|image=gov_tribal_centralize_power}}
 
|-
 
| id="Retain Tribal Hierarchy" | '''Retain Tribal Hierarchy'''
 
|
 
* {{icon|states}} {{green|+3}} Number of states
 
* {{icon|absolutism}} {{green|+10}} Maximum absolutism
 
| {{desc|Retain Tribal Hierarchy|Any form of modernization must preserve the ancient hierarchies of the clans and tribes within our nation. Without the support of these groups our country will not be able to expand and thrive as it has up to now.|image=gov_retain_tribal_hierarchy}}
 
|-
 
|}
 
 
 
==== Tribal Reformation ====
 
{| class="mildtable sortable" style="width:100%"
 
! style="width:150px" | Type
 
! style="width:300px" class="unsortable" | Effects
 
! class="unsortable" | Description & notes
 
|-
 
| id="Reform into Monarchy" | '''Reform into Monarchy'''
 
|
 
* Changes government type to {{icon|monarchy}} Monarchy.
 
* Lose {{red|4}} government reforms.
 
| {{desc|Reform into Monarchy|It is time we abandon our tribal trappings and create a fully fledged monarchy carried by institutions and not clan loyalties.|image=gov_king}}
 
----
 
* Nations in the {{icon|nomad}} Nomad technology group will be changed to {{icon|Eastern}} Eastern (if Christian), {{icon|Muslim}} Muslim (if Muslim), or {{icon|Chinese}} Chinese tech group
 
|-
 
| id="Reform into Republic" | '''Reform into Republic'''
 
|
 
* Changes government type to {{icon|republic}} Republic.
 
* Lose {{red|4}} government reforms.
 
| {{desc|Reform into Republic|We must guard the liberties of our citizens and form a state where the head of government is not hereditary but instead elected from those with the right qualities.|image=gov_parliament}}
 
----
 
* Nations in the {{icon|nomad}} Nomad technology group will be changed to {{icon|Eastern}} Eastern (if Christian), {{icon|Muslim}} Muslim (if Muslim), or {{icon|Chinese}} Chinese tech group
 
|-
 
| id="Reform into Theocracy" | '''Reform into Theocracy'''
 
|
 
* Changes government type to Theocracy.
 
* Lose {{red|4}} government reforms.
 
| {{desc|Reform into Theocracy|Religious guidance is the road forward for our people. Let us involve the clergy in the rule of our nation and reap the rewards of a just and |image=gov_pope}}
 
----
 
* Nations in the {{icon|nomad}} Nomad technology group will be changed to {{icon|Eastern}} Eastern (if Christian), {{icon|Muslim}} Muslim (if Muslim), or {{icon|Chinese}} Chinese tech group
 
|-
 
| id="Become Horde" | '''Become Horde'''
 
|
 
* Enacts the Steppe Horde reform
 
* Changes technology group to {{icon|Nomad}} Nomad
 
| {{desc|Become Horde|The steppes call for our people. Let us abandon the sedentary traditions of our ancestors and fully embrace the free life of the open plains.|image=gov_horde_riding}}
 
----
 
* Mutually exclusive with Steppe Horde and Great Mongol State reforms
 
|-
 
|}
 
 
 
==== Tribal allegiance ====
 
{{expansion|coc}}
 
Tribal federations use [[File:Yearly tribal allegiance.png|28px]] tribal allegiance in addition to legitimacy.
 
 
 
The effects of  tribal allegiance are proportional to its value. Listed below are the main milestones.
 
<section begin=Tribal Allegiance effects/>
 
{| class="mildtable plainlist" style="width:50%"
 
! style="text-align:center" | {{icon|tribal allegiance}} Tribal Allegiance
 
! style="text-align:center" | {{icon|tribal allegiance}} 0
 
! style="text-align:center" | {{icon|tribal allegiance}} {{green|50}}
 
! style="text-align:center" | {{icon|tribal allegiance}} {{green|100}}
 
|-
 
! Effects
 
| ''No effect''
 
|
 
* {{icon|manpower recovery}} {{green|+16.5%}} Manpower recovery
 
* {{icon|global unrest}} {{green|−1.5}} National unrest
 
|
 
* {{icon|manpower recovery}} {{green|+33%}} Manpower recovery
 
* {{icon|global unrest}} {{green|−3}} National unrest
 
|}<section end=Tribal Allegiance effects/>
 
 
 
Tribal allegiance is gained and lost as follows:
 
* Winning battles and [[humiliate Rival|humiliating rivals]] increases tribal allegiance
 
* Losing battles and being [[humiliate Rival|humiliated by rivals]] decreases tribal allegiance
 
* Passive {{icon|tribal allegiance}} {{red|−0.005}} yearly tribal allegiance for each point of development the nation has (capped at {{icon|tribal allegiance}} {{red|−3}} yearly tribal allegiance at 600 {{icon|development}} development)
 
30 points of tribal allegiance can be spent for one of the following effects:
 
* {{icon|general}} Gain a general with {{icon|army tradition}} 40 army tradition;
 
* {{icon|cavalry combat ability}} Get {{green|+15%}} cavalry combat ability for 10 years;
 
* {{icon|cavalry}} Start production of 6 cavalry units in the capital at a quarter the time.
 
 
 
==== {{icon|gov_steppe_horde|40px}} Steppe nomads ====
 
{{SVersion|1.24}}
 
{{main|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 {{green|200}} {{icon|adm}} administrative power, {{green|3}} {{icon|stability}} stability, at least {{green|60}} {{icon|horde unity}} horde unity (or {{green|60}} {{icon|legitimacy}} legitimacy if playing without {{icon|tc}} The Cossacks expansion), having embraced {{icon|feudalism}} Feudalism, and having completed one of the following idea groups: {{icon|economic}} Economic, {{icon|innovative}} Innovative, or {{icon|administrative}} Administrative. Taking the decision will decrease {{icon|stability}} stability by {{red|−5}} and cost {{red|200}} {{icon|adm}} 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|Bukhara}} (only {{flag|Uzbek}}) or the {{flag|Mughals}}, transitioning into an [[Iqta]], by forming {{flag|Qing}} (requires forming the {{flag|Manchu}} beforehand), turning into a [[despotic monarchy]], or by becoming the [[Celestial Empire]].
 
 
 
===== Horde Unity =====
 
{{expansion|cos}}
 
Steppe nomads use {{icon|Horde unity}} horde unity instead of legitimacy.
 
 
 
The effects of horde unity are proportional to its value. Listed below are the main milestones.
 
<section begin=Horde Unity effects/>
 
{| class="mildtable plainlist" style="width:100%"
 
! style="text-align:center" | {{icon|Horde Unity}} Horde Unity
 
! style="text-align:center" | {{red|0}}
 
! style="text-align:center" | {{red|25}}
 
! style="text-align:center" | 50
 
! style="text-align:center" | {{green|75}}
 
! style="text-align:center" | {{green|100}}
 
|-
 
! Effects
 
|
 
* {{icon|global unrest}} {{red|+2}} National unrest
 
* {{icon|Discipline}} {{red|−5%}} Discipline
 
|
 
* {{icon|global unrest}} {{red|+1}} National unrest
 
* {{icon|Discipline}} {{red|−2.5%}} Discipline
 
| ''No effect''
 
|
 
* {{icon|global unrest}} {{green|−1}} National unrest
 
* {{icon|Discipline}} {{green|+2.5%}} Discipline
 
|
 
* {{icon|global unrest}} {{green|−2}} National unrest
 
* {{icon|Discipline}} {{green|+5%}} Discipline
 
|}<section end=Horde Unity effects/>
 
 
 
Horde Unity is gained and lost as follows:
 
<section begin=Horde Unity gain/>
 
* Base {{red|−2}} per year
 
* {{red|−0.01}} per 2 total {{icon|development}} development the country owns, limited to {{red|−3}}
 
* {{icon|tribes}} Tribes estate {{icon|Loyalty}} Loyalty below {{red|40}}:
 
** {{icon|estate influence}} Influence below 20: {{red|−1}} yearly
 
** {{icon|estate influence}} Influence at least 20 but less than 40: {{red|−2}} yearly
 
** {{icon|estate influence}} Influence at least 40 but less than 60: {{red|−3}} yearly
 
** {{icon|estate influence}} Influence at least 60: {{red|−4}} yearly
 
* [[Looting]]: {{icon|horde unity}} {{green|+1}} per 4 {{icon|ducats}} ducats looted
 
* [[Razing]]: {{green|+1}} per point of province {{icon|development}} development before razing
 
* {{green|+0.005}} yearly per point of {{icon|power projection}} power projection ({{green|+0.5}} at 100)<section end=Horde Unity gain/>
 
* {{green|+1}} for passing the Great Mongol State Reform
 
 
 
Several ideas and policies increase horde unity:
 
{{bonus table|horde unity}}
 
 
 
=== Native ===
 
====  Native Council ====
 
{{SVersion|1.25}}
 
{{main|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 {{icon|legitimacy}} legitimacy, {{icon|republican tradition}} 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.
 
 
 
{{see also|List of decision lists#Tribal{{!}}List of decision lists § Tribal}}
 
{| class="mildtable sortable" style="width:100%"
 
! style="width:150px" | Type
 
! style="width:50px" | Level
 
! style="width:300px" class="unsortable" | Effects
 
! class="unsortable" | Description & notes
 
|-
 
| id="Native Council" | ''Native Council''
 
| style="text-align:center" | 0
 
|
 
* {{icon|stability cost modifier}} {{green|−33%}} Stability cost modifier
 
* {{icon|land maintenance modifier}} {{green|−50%}} Land maintenance modifier
 
* {{icon|diplomatic relations}} {{red|−1}} Diplomatic relations
 
* {{icon|institution spread}} {{red|−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: {{icon|Duchy}} Duchy
 
{{expansion|cop}}
 
* Nations with this government form that own only one province can [[Native Council#Migration|migrate]] to a neighbouring province
 
* May invite or be invited in a [[Native Council#Federation|Native federation]]
 
* Access to [[Native Council#Native buildings|Native buildings]] and [[Native ideas]]
 
|}
 
  
== Footnotes ==
+
== References ==
 
<references/>
 
<references/>
  
 +
{{mechanics navbox|Internal country management}}
 
[[Category:Realm]]
 
[[Category:Realm]]
{{realm navbox}}
 

Revision as of 01:34, 15 July 2020

Government interface

Each country is ruled by a Tab domestic government.png government of a specific type providing benefits and sometimes maluses. The different kinds of government forms ranges 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.

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. Some government also have access to unique mechanics and abilities.

Government types

Government types are organized into four major groups. Each type uses a different stat to track the loyalty of the nation to the ruler.

Monarchy

Main article: Monarchy

Government monarchy.png 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. Monarchies use Legitimacy.png legitimacy.

Republic

Main article: Republic

Government republic.png 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.

Theocracy

Main article: Theocracy

Government theocracy.png Theocracy is a form of government where power is held by the religious elite. Theocracies get to designate an heir from a list of candidates. Although the choice does not affect the future heir's All power costs.png monarch skills (set at random), they give the player different effects and events once the heir comes into power. Theocracies use Devotion.png devotion with the Common Sense.png Common Sense DLC.

Tribal government

Main article: Tribal government

Government tribal.png 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. As monarchies, tribal governments use legitimacy, royal marriages, etc. Steppe hordes will use Horde unity horde unity instead of legitimacy if The Cossacks.png The Cossacks is enabled, and Native councils don't use any type of government strength value.

Switching government type

If the Dharma.png Dharma DLC is not enabled, it is possible to peacefully Change government type.png change the type of government in power for Administrative power.png 100 administrative 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 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 princes, other than the emperor, 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. The emperor is always Empire-tier.
  • 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 other than the emperor can become an empire, though a non-HRE Empire-tier Emperor may still add themselves to the HRE.

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 Governing capacity.png Governing capacity Maximum absolutism Maximum absolutism Autonomy.png Monthly autonomy reduction
1 Duchy Base Base 25 years +0 +0 +0 +0 -0
2 Kingdom 300 50 20 years +1 +0 +200 +0 −0.025
3 Empire 1000 75 15 years +1 +1 +400 +5 −0.05

Additional benefits and mechanics

  • 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 tier 1 government reforms have fixed government rank, regardless of prestige or development, and cannot change it manually or otherwise.

Fixed rank Governments
Empire rank Empire
Kingdom rank Kingdom
Duchy rank Duchy

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 don't increase the government rank above kingdom for electors nor do they increase the rank above duchy for non-electors.
  • Forming the Flag of Roman Empire Roman Empire, Flag of Italy Italy, 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, the Flag of Timurids Timurids, Flag of Arabia Arabia, Flag of Germany Germany, Flag of Japan Japan, Flag of Bharat Bharat, Flag of Hindustan Hindustan, Flag of Rajputana Rajputana, Flag of Deccan Deccan, the Flag of Marathas Marathas, the Flag of Mughals Mughals, Flag of Inca Inca, Flag of Maya Maya, 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, the Flag of Ilkhanate Ilkhanate, the Flag of Mongol Empire Mongol Empire, 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 Mamluks Mamluks, Flag of Austria Austria, Flag of Kurland Kurland, Flag of Punjab Punjab, Flag of Orissa Orissa, Flag of Nagpur Nagpur, 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. Flag of Vijayanagar Vijayanagar can become an empire by completing its "City of Victory" mission. 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.

Government reforms

Government reforms allow the player to custom-tailor the nation's government to their needs by picking the desired reforms at the different tiers using Government reform progress points.

There are various reforms available to each of the government types with each tier having (usually) 2-3 reforms. The first tier usually determines the chosen power structure of the nation and consequently defines what abilities/mechanics are enabled to that nation. The last tier usually allows changing to a different government type though it comes at the cost of losing several reform tiers.

The game starts with first step already passed. The second tier costs 100 reform points and each following step has its cost increased by an additional 50 reform points. It is possible to change picked reforms by spending 50 reform points.

Reform points have a base accumulation of +10 points per year, further multiplied by a variable related to the level of autonomy of the nation' provinces.

Reform Progress growth Modifiers:

  • +100% at 100 Government republic.png Republican tradition
Reform progress growth.png Traditions Ideas Bonuses Policies
+15%
  • Dalmatian idea 1: Kingdom of Dalmatia
  • Dortmund idea 2: Meeting Place of Bishops and Emperors
  • Goslar idea 4: Capitalizing on the Hanseatic League
  • Icelandic idea 1: The Althingi
  • Maratha idea 5: Strengthen ties with Brahmin Financial Families
+10%
  • Trent idea 1: Prince-Bishop

Strengthen government

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

  • Icon legitimacy monarchy.png +10 Legitimacy
  • Devotion.png +10 Devotion
  • Horde unity +10 Horde unity
  • Meritocracy.png +10 Meritocracy
  • Republican tradition.png +3 Republican tradition
  • Revolutionary zeal.png +5 Revolutionary zeal

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

  • Absolutism.png +2 Absolutism

The button is only available if the appropriate government value is not already at maximum; it cannot be used solely to boost absolutism. It is also disabled if a republic turns into a dictatorship to prevent a reliably easy restoration of republican government.

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. An heir can have either a strong, medium, or weak claim on the throne. When the heir takes the throne, the country's legitimacy will reset to either 80 (strong), 50 (medium), or 30 (weak).

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.

References


Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology