Difference between revisions of "Government"

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m (Republics)
(Government rank: Added the fact that Austria starts with the emperor rank due to its status as holy roman emperor and elaborated that any nation with the title automatically gains the emperor rank.)
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{{Version|Pre-release}}
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{{Version|1.23}}
{{rewrite}}
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{{GovNav}}
List all other '''government types'''.
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[[File:UI tab government.png|right|thumb|330px|Government interface]]
=== Monarchies ===
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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.
{|
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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.
 +
 
 +
== 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|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. Monarchies use {{icon|legitimacy}} [[Monarchy#Legitimacy|legitimacy]].
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 +
=== Republic ===
 +
{{main|Republic}}
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{{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.
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 +
=== Theocracy ===
 +
{{main|Theocracy}}
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{{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.
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 +
=== Tribal government ===
 +
{{main|Tribal government}}
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{{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.
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 +
=== Switching government type ===
 +
To switch the government type the country has to enact a special government reform of the highest tier. However, this is prohibited for some forms of government.
 +
 
 +
== Government rank ==
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{{SVersion|1.30}}
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{{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.}}
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{{expansion|cs}}
 +
The ''government rank'' system divides countries one of three ranks: {{icon|duchy}} Duchy, {{icon|kingdom}} Kingdom, or {{icon|empire}} 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|Ming}}, {{flag|Byzantium}}, {{flag|Ethiopia}}, and the {{flag|Timurids}} are the only empire-rank nations in 1444, while there are many kingdoms and duchies. {{flag|Austria}} also starts with the rank of empire at the start date due to its status as Holy Roman Emperor, as any nation with the title automatically gains the rank.
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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 [[government#Fixed government rank|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|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.
 +
* 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.
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{| class="mildtable" style="text-align: center;"
 +
! Rank !! Name
 +
! Required development !! Required prestige
 +
! National Focus cooldown
 +
! {{icon|diplomat}} Diplomats
 +
! {{icon|leader}} Leaders without upkeep
 +
! {{icon|governing capacity}} Governing capacity
 +
! {{icon|max absolutism}} Maximum absolutism
 +
! {{icon|autonomy}} Monthly autonomy reduction
 
|-
 
|-
!bgcolor="#ffffcc"|Type !!bgcolor="#ffffcc" width="180px"|Bonuses !!bgcolor="#ffffcc"|Notes
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| style="text-align: left;" | 1 || style="text-align: left;" | Duchy
 +
| Base || Base
 +
| 25 years
 +
| +0
 +
| +0
 +
| +0
 +
| +0
 +
| -0
 
|-
 
|-
|bgcolor="#ccffff"|Absolute||+10% Discipline<br>-1 Revolt Risk ||  
+
| style="text-align: left;" | 2 || style="text-align: left;" | Kingdom
 +
| 300 || 50
 +
| 20 years
 +
| {{green|+1}}
 +
| +0
 +
| {{green|+200}}
 +
| +0
 +
| {{green|−0.025}}
 
|-
 
|-
|bgcolor="#ccffff"|Administrative||+10% Production Efficiency<br>+5% Global Tax Modifier ||  
+
| style="text-align: left;" | 3 || style="text-align: left;" | Empire
 +
| 1000 || 75
 +
| 15 years
 +
| {{green|+1}}
 +
| {{green|+1}}
 +
| {{green|+400}}
 +
| {{green|+5}}
 +
| {{green|−0.05}}
 +
|}
 +
 
 +
=== Additional benefits and mechanics ===
 +
* Higher-tier countries get a {{red|−10}} penalty per tier towards accepting diplomatic [[vassalization]], increasing to {{red|−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 {{green|+10}}.
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* The government name displayed in game will vary depending on the rank. For example, the ranks for most [[republic|republics]] will be diplayed as ''Republic'', ''Grand Republic'', and ''Great Republic'', while for [[steppe nomads]] it will be ''Horde'', ''Khanate'', and ''Khaganate''.
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* If the player has enabled the {{icon|cs}} Common Sense expansion, then the player becomes a [[Cultural union]] for their culture group at empire tier.
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* Obtaining Empire-tier is an Age Objective in the {{icon|age of revolutions}} [[Age of Revolutions]] for those owning the {{icon|moh}} Mandate of Heaven DLC.
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=== Fixed government rank ===
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{{SVersion|1.27}}
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Some special tier 1 government reforms have fixed government rank, regardless of prestige or development, and cannot change it manually or otherwise.
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{| class="mildtable plainlist"
 
|-
 
|-
|bgcolor="#ccffff"|Constitutional||-0.01 Prestige Decay<br>+1 Yearly Legitimacy<br>+10% Manpower Recovery Speed||
+
! Fixed rank !! Governments
 
|-
 
|-
|bgcolor="#ccffff"|Daimyo||+0.5 Morale of Armies<br>+10% Infantry Power||
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| {{icon|empire}} Empire
* Japan's vassal government
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|
* Can start wars against other daimyo without sovereign intervention
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* {{icon|gov_monarchy}} [[Celestial Empire]], [[Tsardom]], [[Revolutionary Empire]]
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* {{icon|gov_republic}} [[Revolutionary Republic]]
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* {{icon|gov_tribal}} [[Great Mongol State]]
 
|-
 
|-
|bgcolor="#ccffff"|Despotic||-10% Core Creation Cost<br>+10% Unjustified Demands ||
+
| {{nowrap|{{icon|kingdom}} Kingdom}}
* Can switch to other monarchies freely.
+
|
* Can be formed by a Republic by re-electing the same ruler while having Republican Tradition lower than 20
+
* {{icon|gov_monarchy}} [[Shogunate]]
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* {{icon|gov_theocracy}} [[Papacy]]
 
|-
 
|-
|bgcolor="#ccffff"|Enlightened Despotism|| +20% Global Spy Defense<br>-10% Core Creation Cost<br>+10% Manpower ||
+
| {{icon|duchy}} Duchy
|-
+
|
|bgcolor="#ccffff"|Empire|| +0.25 Morale of Armies<br>+10% Income from Vassals||
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* {{icon|gov_monarchy}} [[Grand Duchy]], [[Russian Principality]], [[Daimyo]]
* Holy Roman Empire
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* {{icon|gov_republic}} [[Free City]], [[Veche Republic]], [[Colonial Government]]
|-
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* {{icon|gov_theocracy}} [[Monastic Order]]
|bgcolor="#ccffff"|Feudal||+10% Vassal Income<br>+10% Manpower ||
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* {{icon|gov_tribal}} [[Siberian Native Council]], [[Native Council]]
|-
 
|bgcolor="#ccffff"|Shogunate||+4 Dilomatic Relations ||
 
* Japan's initial government.
 
 
|-
 
|-
 
|}
 
|}
  
=== Republics ===
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=== Decisions and events changing government rank ===
Elections happen every 4 years. Except for ''Merchant Republic'', Republics get a bonus to Tolerance of both Heretics and Heathens.
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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.
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* Forming the {{flag|Roman Empire}}, {{flag|Italy}}, or {{flag|Germany}} will ''always'' remove both the country and all its provinces from the HRE.
  
{|
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{| class="mildtable"
|-
 
!bgcolor="#ffffcc"|Type !!bgcolor="#ffffcc" width="180px"|Bonuses !!bgcolor="#ffffcc"|Description/Notes
 
 
|-
 
|-
|bgcolor="#ccffff"|Administrative|| +1 Tolerance<br>+10% Trade Efficiency || A governmental form where the state is governed as a republic relying to a great extent on strict organization of political matters and bureaucracy.
+
! Rank acquired !! Country formation/reformation decisions
 
|-
 
|-
|bgcolor="#ccffff"|Constitutional|| +1 Tolerance<br>+20% Production Efficiency || 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.
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| Empire || {{flag|Byzantium}}, {{flag|Persia}}, the {{flag|Timurids}}, {{flag|Arabia}}, {{flag|Germany}}, {{flag|Japan}}, {{flag|Bharat}}, {{flag|Hindustan}}, {{flag|Rajputana}}, {{flag|Deccan}}, the {{flag|Marathas}}, the {{flag|Mughals}}, {{flag|Inca}}, {{flag|Maya}}, {{flag|Qing}}, {{flag|Russia}}, {{flag|Ruthenia}}, the {{flag|Roman Empire}}, the {{flag|Golden Horde}}, the {{flag|Ilkhanate}}, the {{flag|Mongol Empire}}, and the united {{flag|Holy Roman Empire}}
 
|-
 
|-
|bgcolor="#ccffff"|Dictatorship|| +1 Tolerance<br>+0.1 Morale of Armies || A governmental form where elected representatives exercise absolute power over the state.
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| Kingdom || All other formables ''except'' {{flag|Iceland}}, {{flag|Tuscany}}, the {{flag|Mamluks}}, {{flag|Austria}}, {{flag|Kurland}}, {{flag|Punjab}}, {{flag|Orissa}}, {{flag|Nagpur}}, and {{flag|Prussia}} (only when formed with the {{flag|Teutonic Order}})
 
|-
 
|-
|bgcolor="#ccffff"|Despotic Bureaucracy|| +1 Tolerance<br>-20% Stability Cost || A governmental form where a nation is controlled by state officials primarily concerned with procedural correctness.
 
|-
 
|bgcolor="#ccffff"|Merchant|| +1 Merchant<br>+10% Global Trade Power<br>+5% Trade Efficiency|| A governmental form where the nation is governed as a republic but with a heavy reliance on trade and commerce.
 
|-
 
|bgcolor="#ccffff"|Noble||+1 Tolerance<br>+0.25 Morale of Armies || A political system where a country is governed by nobles, holding substantial rights and benefits.
 
* The only republic that allows royal marriages.
 
|-
 
|bgcolor="#ccffff"|Revolutionary||+2 Tolerance<br>+0.5 Morale of Armies || 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 moral and the principal than everyone is equal gives strong leadership.
 
 
|}
 
|}
  
=== Theocracies ===
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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.
==== Theocracy ====
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* Tolerance to Own +2
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== Government reforms ==
* Tolerance to Heretic -2
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{{expand|with=information about the modifier 'reform progress growth' (including formula)}}
* +0.1 Papal Influence (if catholic)
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{{SVersion|1.26}}
==== Iqta ====
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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.
* +33% Vassal Income
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* +100% Chance of new Heir
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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.
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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.
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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.
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:<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 }}
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 +
== Strengthen government ==
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{{SVersion|1.30}}
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{{expansion|rom}}
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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.
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== Court ==
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{{SVersion|1.30}}
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=== Rulers ===
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{{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.
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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).
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 +
{{expansion|rom}}
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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.
  
=== Tribal ===
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=== Advisors ===
==== Steppe Horde ====
+
{{main|Advisors}}
* +100% Manpower
+
An {{icon|advisor}}''advisor'' is a knowledgeable person who is responsible for aiding and advising the leader of a nation.
* +100% Land Force Limit
 
* -50% Relations Change
 
  
 +
There are three types of advisors, which align with the monarch's powers: {{icon|adm}}administrative, {{icon|dip}}diplomatic and {{icon|mil}}military.
  
== Governmental Concepts ==
+
=== Monarch power ===
=== Legitimacy ===
+
{{main|Monarch power}}
Describe the legitimacy mechanic.
+
''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.
  
=== Republican Tradition ===
+
There are three types of monarch power: {{icon|adm}}administrative, {{icon|dip}}diplomatic, and {{icon|mil}}military.
This is a value between 0 and 100%, and a newly formed republic starts with just 1% tradition. Low republican tradition increases stability cost, and high tradition reduces revolt risk. If republican tradition is low, a country is more likely to have rebels supportive of restoring the monarchy, and if republican tradition ever goes below 1% a country will convert to a despotic monarchy rather quickly.
 
  
Republican Tradition increases by approximately +1% each year, and there are events that force a player to make hard choice between tradition losses or other negative consequences. There are some advantages to playing a Republic – for one thing it is the only form of government that allows a player to choose leaders in elections.  A country will lose 10% Republican Tradition if it re-elects the same leader, to represent the fear of a republic losing that regular change of office that guarantees the legitimacy of the government, and if someone is re-elected while there is low tradition the Republican period comes to an end and a despotic monarchy is born.
+
== References ==
 +
<references/>
  
 +
{{mechanics navbox|Internal country management}}
 
[[Category:Realm]]
 
[[Category:Realm]]
{{realm navbox}}
 

Revision as of 18:08, 26 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

To switch the government type the country has to enact a special government reform of the highest tier. However, this is prohibited for some forms of government.

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. Flag of Austria Austria also starts with the rank of empire at the start date due to its status as Holy Roman Emperor, as any nation with the title automatically gains the rank. 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