Government

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Revision as of 09:46, 23 November 2017 by Mafyozya (talk | contribs) (Legitimacy modifiers)
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Government interface (Prussian Monarchy)

Each country is ruled by a government of a specific type; the different systems of governance provide benefits and sometimes maluses as exemplified in the list at the last section of this article.

In EU4 there are many kinds of government a nation can have, ranging from constitutional republics, where the state is governed by elected officials, to absolute monarchies, where the monarch exercises unrestricted power over the government.

Government types can be organized into five major groups: Government monarchy.png Monarchies, Government republic.png Republics, Government theocracy.png Theocracies, Government steppe horde.png Steppe Nomads, and Government tribal.png Native or Government tribal.png Tribal.

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.

There are additional concepts and mechanics that related to government: Legitimacy.png legitimacy (if a monarchy), Republican tradition.png republican tradition (if a republic), Devotion.png devotion (if a theocracy with Common Sense.png Common Sense DLC), Horde unity horde unity (if a steppe horde with The Cossacks.png The Cossacks DLC) and changing one's government as well as the implications of doing so.

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. A strong claim results in a high legitimacy while a weak claim results in low legitimacy.

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.

Government rank

Without Common Sense a nation becomes a cultural union automatically by reaching 1000 development.

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 position, though players can improve their rank by reaching certain total development values or via decisions.

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 Number of states.png Number of states Maximum absolutism Maximum absolutism
1 Duchy Base Base 25 years +0 +0 +0 +0
2 Kingdom 300 50 20 years +1 +0 +5 +0
3 Empire 1000 75 15 years +1 +1 +10 +5

Additional benefits and mechanics

  • Government types that give a Autonomy.png local autonomy bonus will often have it scale depending on the country's rank. For example, an Administrative Monarchy gives Autonomy.png 0/-0.025/-0.05 monthly autonomy change depending on whether the country is currently a duchy/kingdom/empire.
  • 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.
  • Tribal governments get improved modifiers and reduced penalties at higher tiers.
  • Holy Roman Empire states (including the emperor) are limited to duchy rank unless they are electors, in which case they may become kingdoms but not empires. 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.
  • All country formation decisions that change rank to Kingdom cause the country to leave the HRE unless it is an Elector or the Emperor. (This is the only way to become a kingdom as a non-Elector without leaving.)
  • Elector theocracies may become kingdom-tier by decision.
  • Vassals and marches are always duchies; they lose any higher rank upon being vassalized.
  • If the player has enabled the Common Sense expansion, then the player can at Empire government level claim the title Cultural union.
  • Obtaining Empire-tier is an Age Objective in the Age of Revolutions.

Some formation decisions - Flag of Byzantium Byzantium, Flag of Arabia Arabia, Flag of Germany Germany, Flag of Japan Japan (if united), Flag of Bharat Bharat, Flag of Hindustan Hindustan, Flag of Inca Inca, Flag of Maya Maya Flag of Mughals Mughals, Flag of Qing Qing, Flag of Russia Russia, Flag of Golden Horde Golden Horde, and the united Flag of Holy Roman Empire Holy Roman Empire - raise the government to empire tier. In addition, the Flag of Ottomans Ottomans can become an empire by decision once they take Constantinople, while Flag of Persia Persia has an event raising it to empire status if it is Shia and controls the Persian heartland. 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).

Some special government types have fixed government rank, regardless of their development and prestige. These include: revolutionary empire (empire), revolutionary republic (empire), monastic order (duchy), papacy (kingdom), native council (duchy), Siberian native council (duchy), free city (duchy), celestial empire (empire), daimyo (duchy) and shogunate (kingdom). Other government types allow all three ranks but have different names for them; for example, the ranks for republics are Republic, Grand Republic, and Great Republic, while for hordes it is Horde, Khanate, and Khaganate.

Strengthen Government

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

  • +10 Legitimacy.png Legitimacy
  • +10 Devotion.png Devotion
  • +10 Horde unity Horde Unity
  • +10 Meritocracy.png Meritocracy
  • +3% Republican tradition.png Republican Tradition
  • +2 Absolutism.png Absolutism

Government types

There are various types of government in the game. Each type offers different advantages. They are listed below.

Change government type.png Switching government type

It is possible to peacefully change the type of government in power, though only within government types in the same group, for 100Administrative power.pngadministrative power. For example, a feudal monarchy can become a despotic monarchy in this manner, but not a theocracy or a constitutional republic. 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, noble/oligarchic republic, or merchant republic; similarly, the Secularization decision allows a theocracy to transition to administrative monarchy.

A country can be changed forcibly to another government group (e.g., a monarchy turning into a republic and vice versa) via a revolution (e.g., if rebels or peasants 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 monarchy.png Monarchies

A monarchy is a form of government where power is held by a single individual, i.e., the monarch. Ruler reigns until death. Affected by Regency. Referred to as Empire for empire-rank nations, Duchy or Kingdom for Christian religious group of appropriate rank, Sultanate for Muslim religious group of kingdom rank, and by government type for everybody else.

Type Level Effects Description & notes
Despotic  2
  • National unrest.png -1 National unrest
  • Unjustified demands.png -10% Unjustified demands
  • Autonomy.png 0/0/-0.025 Monthly autonomy change (Duchy/Kingdom/Empire respectively)
  • Number of states.png +1 Number of states
  • Maximum absolutism +5 Maximum absolutism

Among the earliest government types known to man, the country is ruled by a single individual with undefined power.


  • 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.
Feudal  2
  • Income from vassals.png +25% Income from vassals
  • National manpower modifier.png +10% National manpower modifier
  • Autonomy.png 0/0/-0.025 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Nobility.png +5% Territory demand

A governmental form where power is shared between the monarch and the nobles, where labor or military services are offered in exchange for land.

Noble Republic  7
  • Tolerance heretic.png +1 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Number of states.png +2 Number of states
  • Maximum absolutism -40 Maximum absolutism
  • Nobility.png +30% Territory demand
A political system where a country is governed by nobles, holding substantial rights and benefits.
Administrative 12
  • Production efficiency.png +10% Production efficiency
  • National tax modifier.png +5% National tax modifier
  • Autonomy.png 0/-0.025/-0.05 Monthly autonomy change
  • Number of states.png +3 Number of states

A governmental form where the state is governed as a monarchy relying to a great extent on strict organization of political matters and bureaucracy.

Constitutional 22
  • Years of separatism.png -5 Years of separatism
  • Legitimacy.png +1 Yearly legitimacy
  • Autonomy.png -0.05/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
  • Maximum absolutism -30 Maximum absolutism
A governmental form where the monarch has to abide by a certain constitution.
Enlightened Despotism 29
  • Max promoted cultures.png +1/+2/+3 Max promoted cultures
  • National manpower modifier.png +10% National manpower modifier
  • Autonomy.png -0.05/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
  • Maximum absolutism +10 Maximum absolutism
In essence a political system where a nation is governed by an absolute ruler embracing the ideas of the Enlightenment.
Revolutionary Empire 31
  • Morale of armies.png +10% Morale of armies
  • National manpower modifier.png +25% National manpower modifier
  • Autonomy.png -0.20 Monthly autonomy change
  • Number of states.png +3 Number of states
The Revolutionary Empire is a slightly more conservative form of government with a single ruler ruling with reference a chamber of deputies. The government can mobilize a large amount of manpower and every soldier carries a marshal's baton in his backpack
  • To get this government type, you need to bring your republican tradition to 0 with the Revolutionary Republic government type by means other than re-electing your current ruler. Re-electing your current ruler while your republican tradition is below 20 will change your government to a republican dictatorship.
  • Fixed rank: Empire rank Empire

Unique monarchy types

Some countries have unique government types in an attempt to simulate historical special cases.

Type Level Effects Description & notes
Celestial Empire 0
  • Institutions.png +10% Institution embracement cost
  • Prestige.png +0.5 Prestige
The Celestial Empire proclaims its rulers to be sons of the heaven who are born to govern the country in divine right. (More info.)
See also: Ming#Celestial Empire
Shogunate 0
  • Diplomat.png +1 Diplomat
  • Envoy travel time.png -25% Envoy Travel Time
  • Number of states.png +2 Number of states
  • Maximum absolutism +5 Maximum absolutism
Although nominally appointed by the Emperor, the shogunate became a hereditary military dictatorship and the de facto ruler of Japan between 1192 and 1867.
A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
(More info.)
  • Initially available to Flag of Ashikaga Ashikaga.
  • Dynasty is fixed.
  • Special vassals called Daimyo that do not take a diplomatic relation slot and are able to war and form coalitions against each other without sovereign intervention and to ally each other.
  • Will become a Daimyo if they no longer own Kyoto.
  • Access to special interactions with its Daimyo vassals
  • May reform to a Feudal Monarchy by forming Flag of Japan Japan.
  • Fixed rank: Kingdom rank Kingdom
See also: Japan#Daimyo & Shogunate
Daimyo 0
  • Morale of armies.png +10% Morale of armies
  • Infantry combat ability.png +10% Infantry combat ability
A powerful territorial vassal lord in Japan, ruling their hereditary lands under the shogun.
A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
(More info.)
  • Daimyo subjects of the Shogunate have this government type.
  • Dynasty is fixed.
  • Can ally, form coalitions with, and start wars against other daimyo without sovereign intervention from their overlord.
  • Has access to the special Sengoku casus belli, usable on other daimyo.
  • Has access to the special War for the Emperor casus belli, usable on the Shogun.
  • Will take over the mantle of Shogun if they own the province of Kyoto.
  • Fixed rank: Duchy rank Duchy
See also: Japan#Daimyo & Shogunate
Independent Daimyo 0
  • Morale of armies.png +2.5/5/10% Morale of armies
  • Infantry combat ability.png +2.5/5/10% Infantry combat ability
A powerful Lord in Japan, ruling their hereditary lands without acknowledging any shogun.
A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.

  • If Daimyo becomes independent, its government is changed to Independent Daimyo
  • Dynasty is fixed
  • Will take over the mantle of Shogun if they own the province of Kyoto.
  • May reform to a Feudal Monarchy by forming Flag of Japan Japan.
See also: Japan#Daimyo & Shogunate
Elective Monarchy 0
  • Income from vassals.png +25% Income from vassals
  • National unrest.png -1 National unrest
  • Autonomy.png 0/-0.025/-0.05 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Maximum absolutism -30 Maximum absolutism
In this type of Monarchy the heir will be selected by the Sejm. (More Info.)

Res Publica.png Available only with the Res Publica DLC enabled.

  • Available by event for Flag of Poland Poland and the Flag of Commonwealth Commonwealth.
  • Other countries can support Heirs of own dynasty in that realm, giving 24 times the elected monarch's stats as power, 25 prestige & 10 legitimacy bonus if they win
  • The throne cannot be claimed, making it impossible to make them the junior partner of a personal union outside of events
Iqta 0
  • Income from vassals.png +33% Income from vassals
  • National tax modifier.png +5% National tax modifier
  • Autonomy.png 0/-0.025/-0.05 Monthly autonomy change
  • Number of states.png +2 Number of states
Although similar to the feudal fief system, the holders under the iqta tax farming system did not actually own their lands, and were not guaranteed that they would be inherited by the next generation. (More info.)
  • Used by a number of Muslim countries.
  • Will become a Despotic Monarchy if no longer muslim.
  • Can reform into Administrative Monarchy by decision: Administrative tech.png technology 12, 90 Legitimacy.png Legitimacy, 100 Administrative power.png ADM points. AI will not use this decision before westernization.
English Monarchy 0
  • Legitimacy.png +0.5 Yearly legitimacy
  • National unrest.png -1 National unrest
  • Autonomy.png -0.025/-0.05/-0.075 Monthly autonomy change
  • Number of states.png +1 Number of states
  • Maximum absolutism -30 Maximum absolutism
The English Monarchy is a representative monarchy, with a parliament called regularly by the ruling monarch. It is based on the privileges defined in Magna Carta.
Ottoman Government 0
  • Legitimacy.png +0.25/+0.5/+0.5 Yearly legitimacy
  • Unjustified demands.png -10% Unjustified demands
  • Number of states.png +5 Number of states
  • Autonomy.png 0/0/-0.05 Monthly autonomy change
  • Maximum absolutism +5 Maximum absolutism
The Ottoman Government is in many ways synonymous with the royal household. The harem ensures that there will never be a lack of heirs for the Ottoman ruler.
  • Only available for the Flag of Ottomans Ottomans in 1444 or by forming Flag of Rûm Rûm
  • Dynasty is fixed
  • Will become a Despotic Monarchy if no longer muslim
  • Heirs are chosen inside the ruler's harem via a special event
  • May assign Pashas to States
  • May recruit Janissaries in States with Heathen development
See also: Ottomans#Ottoman Government
Prussian Monarchy 0
  • National unrest.png -2 National unrest
  • Icon war exhaustion.png -0.02 Monthly war exhaustion
  • Monarch military skill.png +3 Monarch military power for future monarchs
  • Number of states.png +2 Number of states
  • Autonomy.png -0.05/-0.075/-0.1 Monthly autonomy change
  • Maximum absolutism +10 Maximum absolutism
A governmental form under a monarch, which can more be described as an army with a state, than a state with an army.
  • Only available by forming Flag of Prussia Prussia
  • Uses Militarization mechanics
See also: Prussia#Prussian Monarchy
Russian Principality 0
  • National tax modifier.png +5% National tax modifier
  • National unrest.png -1 National unrest
  • Number of states.png +3 Number of states
This state has a government system that has evolved in the years after the fall of Kiev and under the pressure of constant incursions of Tatar tribute expeditions. The ruling family can exercise great power, but seniority succession and princely appanages can lead to lengthy internal conflicts.
  • Default government type for all monarchies with East Slavic culture that have cores on the map in 1444, except Flag of Galicia-Volhynia Galicia-Volhynia. Of these, Flag of Muscovy Muscovy is arguably the strongest.
  • Uses Russian mechanics
  • Fixed rank: Duchy rank Duchy
Tsardom 0
  • National manpower modifier.png +20% National manpower modifier
  • Absolutism.png +0.1 Yearly absolutism
  • Autonomy.png -0.05 Monthly autonomy change
This state is the upholder of the Imperial Roman legacy and the Orthodox Church. As Tsar of all the Russias our ruler is the true overlord of the Eastern Slavic Peoples.
  • Russian Principalities or Veche Republics forming Flag of Russia Russia will get this government type
  • Uses Russian mechanics
  • May claim entire states rather than individual provinces for +50% the usual Spy Network cost
  • Fixed rank: Empire rank Empire
Mamluk Government 0
  • Autonomy.png -0/-0.025/-0.05 Monthly autonomy change
  • Max promoted cultures.png +2/+3/+4 Max promoted cultures
  • Administrative power.png +2 Monarch Administrative Skill for future monarchs
  • Advisor cost.png -25% Cost of Advisors with Ruler's Culture
  • Culture conversion cost.png -50% Promote Culture Cost
The State was once taken over by Mamluk Slave Soldiers and sustains itself through continued importation of soldier slaves . (More info.)
  • Available by picking or reforming the Flag of Mamluks Mamluks.
  • Will become a Despotic Monarchy if no longer muslim.
  • Can reform into an Administrative Monarchy by forming Egypt, once Mamluks has 20 Administrative tech.png administrative technology
  • When the current ruler dies, their successor is chosen via a special event with the ability to choose between different cultures for the new ruler
  • The ruler's starting legitimacy is based on the percentage of their culture in the country (a more dominant culture gives a weaker claim)
  • Uses Mamluk mechanics, the strength of which depends on the ruler's culture (a more dominant culture gives stronger interactions)
Feudal Theocracy 0
  • Missionary strength.png +1% Missionary Strength
  • Missionaries.png +0/+1/+1 Missionary
  • Tolerance own.png +0/+1/+2 Tolerance of the true faith
  • Number of states.png +1 Number of states
The State is ruled by a religious leader with the throne passing on within his divine sanctioned family.
  • Flag of Ardabil Ardabil, Flag of Oman Oman, the Flag of Rassids Rassids and the Flag of Mushasha Mushasha have this government type in 1444. Forming Flag of Persia Persia or Flag of Sokoto Sokoto will allow you to reform into a Feudal Theocracy.
  • Hereditary monarchy with strong religious bonuses
  • Uses Feudal Theocracy mechanics



Legitimacy.png Legitimacy

Legitimacy is a rating for how legitimate the ruling monarch is perceived to be by the general population. This property ranges between 0 and 100.

Junior partners in a personal union share their overlord's legitimacy. Effects that would increase or decrease legitimacy (e.g. the "Seek Support of the Clergy" clergy estate interaction) do not affect legitimacy in a junior partner.

The effects of legitimacy scale linearly from the worst at 0 to the best at 100:

Variable 0% 50% 100%
National unrest.png National unrest +2.0 0 −2.0
Tolerance heretic.png Religious tolerance [1] −1.0 0 +1.0
Diplomatic reputation.png Diplomatic reputation −1.0 0 +1.0
Income from vassals.png Income from vassals −5.0% 0 +5.0%
Militarization of state.png Militarization of state −0.025 0 +0.025
Maximum absolutism Maximum Absolutism −10 0 +10


[1] - Global effect, i.e. affects Tolerance own.pngown, Tolerance heretic.pngheretic and Tolerance heathen.pngheathen religious tolerance.

Legitimacy modifiers

There are two main ways for legitimacy to either increase or decrease, these are called active and passive modifiers.

Active modifiers

Active modifiers are those that are dependent on the players actions.

  • Royal marriages. These usually give a small, one-time decrease to legitimacy, particularly if the royal match comes from a less powerful realm. Legitimacy gain is then increased.
  • Events. Sometimes there appear events that can either increase or decrease legitimacy.
  • Papal Influence. Catholics can spend 50 Papal Influence to increase legitimacy by +1.0 per year for 20 years.
  • Succession. Depending on the claim strength of the heir, legitimacy can either decrease, if weak, or increase, if strong, upon succession to the throne. Legitimacy upon succession will be the claim strength assigned to the heir; legitimacy of the previous ruler is not counted.
  • Pretender rebels, if they enforce their demands, will install a new ruler with strong claim, thus increasing legitimacy.
Passive modifiers

Passive modifiers are not dependent on player action, instead they rely on existing variables. The following shown examples are calculated yearly.

If Prestige.png−100 then Icon legitimacy monarchy.png−1.
If Prestige.png+100 then Icon legitimacy monarchy.png+1.
  • +0.5 Cult Islam.png Muslim holding Mecca and Medina
National ideas and policies
Legitimacy.png Traditions Ideas Bonuses Policies
+1.5 yearly
  • Holy Roman idea 1: The Imperial Throne
+1.0 yearly
  • Andean traditions
  • Imperial German traditions
  • Montferrat traditions
  • Norman traditions
  • Roman traditions
  • Tarascan traditions
  • Trebizondian traditions
  • Württemberger traditions
  • Afghan idea 6: Institutionalised Loya Jirga
  • Air idea 3: Legacy of Tin Hinan
  • Arakanese idea 1: Mrauk U Dynasty
  • Ardabili idea 7: Shahs of Iran
  • Asakura idea 5: Seventeen Clan Code
  • Ashanti idea 4: The Golden Stool
  • Ashikaga idea 2: Defenders of the Imperial Court
  • Athenian idea 1: Dominus Athenarum
  • Aztec idea 2: Sustaining the Gods
  • Baden idea 2: Legacy of the House of Zähringen
  • Bahmani idea 6: Bahmani Primogeniture
  • Baluch idea 3: Khan of the Baloch
  • Bavarian idea 1: Institute the Everlasting Succession
  • Beloozero idea 3: Strengthen Local Lineages
  • Beninese idea 1: Curb the Uzama
  • Berg idea 1: The Heirs of Lotharingia
  • Betsimisaraka idea 6: Royal Justice
  • Bohemian idea 2: Elective Monarchy
  • Bolognese idea 2: Bentivoglio Family
  • Bosnian idea 2: Per Aspera ad Astra
  • Brazilian idea 7: Seat of the Empire
  • Breton idea 1: Legacy of Breton Independence
  • Bulgarian idea 7: Third Rome
  • Caucasian idea 5: Highland Khans
  • Cebu idea 2: Chola Legacy
  • Chinese idea 6: Son of Heaven
  • Clevian idea 2: Cleves and Mark
  • Dahomey idea 1: Children of the Panther
  • Daimyo idea 3: Honor the Ancestors
  • Dai Viet idea 6: Thuan Thiên
  • Deccani Sultanate idea 1: Legacy of the Bahmani Sultanate
  • Delhian idea 7: The Throne of India
  • Franconian idea 1: The Duchy Restored
  • Garhwali idea 5: Source of the Ganges
  • Garjati idea 2: Ancient Mandalas
  • Gelre idea 3: Defiance of Foreign Rule
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Gond idea 6: Ancient Roots
  • Great Qing idea 4: Bogda Khan
  • Gujarati Princedom idea 6: Ashapura Mata
  • Hatakeyama idea 6: Unify the Clan
  • Hindustani idea 4: The Peacock Throne
  • Hojo idea 1: Legacy of the Kamakura Shogunate
  • Holstein idea 7: Danish Protest Pigs
  • Hosokawa idea 1: Kanrei
  • Ilkhanid idea 1: Restored Ilkhanate
  • Jerusalem idea 1: Crown of Thorns
  • Kaffan idea 5: Strengthen Ties With the Ethiopian Church
  • Karamanid idea 7: True Heirs of the Seljuk Empire
  • Khorasani idea 4: Dynastic Chronicles
  • Kikuchi idea 3: Aso Shrine
  • Kuban idea 6: Ndop Statue
  • Kurdish idea 6: Legacy of the Kurdish Dynasties
  • Ladakh idea 6: A Kingdom United
  • Lan Na idea 1: Legacy of Mangrai
  • Liège idea 3: Religious Devotion
  • Luban idea 2: Royal Village Shrines
  • Lunda idea 2: Perpetual Kingship
  • Mainzian idea 4: Saint Hildegard of Bingen
  • Malagasy idea 2: Zafivolamena
  • Manchu idea 4: The Later Jin
  • Manipur idea 3: Kingdom of the Meitei
  • Mazovian idea 6: Sejmy i Sejmiki
  • Mesoamerican idea 5: Ritual Bloodletting
  • Moldavian idea 4: Hospodar of Moldavia
  • Moluccan idea 2: Shared Cultural Heritage
  • Montenegrin idea 1: Legacy Of Diocleia
  • Mossi idea 1: Rialé and Yennenga
  • Muiscan idea 7: Consuetudinary Law
  • Mushasha idea 5: A House United
  • Mutapan idea 4: Spokesman before the Dead
  • Mysorean idea 2: Patronize Kannada Literature
  • Neapolitan idea 7: The Lazzaroni and the Monarchy
  • Northumbrian idea 1: Secure Percy Rule
  • Odoyev idea 1: Heirs of Chernigov
  • Offaly idea 6: A Family Affair
  • Oirat idea 3: The Four Oirats
  • Orissan idea 2: Servitor of Jagganath
  • Pagarruyung idea 3: Istano Basa
  • Pegu idea 6: Buddhist Kingship
  • Polotskian idea 2: Heritage of The Rus
  • Provençal idea 2: Revive House of Anjou
  • Rajputana idea 7: Monumental Architecture
  • Rassid idea 4: A Unified Rassid State
  • Romanian idea 4: Latin Island
  • Rûmi idea 3: Shahanshah
  • Samtskhe idea 1: Atabegs of Samtskhe
  • Savoyard idea 7: Savoyard Legitimacy
  • Scottish idea 6: Basilikon Doron
  • Semien idea 5: Gideon Dynasty
  • Shan idea 6: Shan Chronicles
  • Shirvani idea 1: The Khalwati Order
  • Sindhi idea 1: Enduring Samma Dynasty
  • Sistani idea 6: Chronicles of Sistan
  • South Indian idea 5: Patronage of Great Temples
  • Sukhothai idea 6: Ramkhamhaeng Stele
  • Swedish idea 1: Kung och Riksdag
  • Telugu idea 5: Legend of Prataparudra
  • Thüringian idea 1: The Partition of Leipzig
  • Timurid idea 4: Chagatai Literature
  • Transoxianian idea 7: Chagatai Literature
  • Tripuran idea 1: Rajmala
  • Tsutsui idea 5: The Southern Capital
  • Tumbuka idea 3: Healthy Priest Kings
  • Tyrone idea 2: The O’Neill Mór
  • Vindhyan idea 7: Candella Legacy
  • Wallachian idea 6: Boyar Regime
  • Welsh idea 4: Unbennaeth Prydain
  • Yi idea 6: Renovate the Skyward Tombs
  • Zambezi idea 5: Centralizing the Mbona Cult
  • Anhalt ambition
  • Barbary Corsair ambition
  • Canadian ambition
  • Ethiopian ambition
  • Imagawa ambition
  • Irish ambition
  • Italian ambition
  • Kanem Bornuan ambition
  • K'iche ambition
  • Maravi ambition
  • Ormond ambition
  • Russian ambition
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Diplomatic-Plutocratic: Mandatory Service
+0.5 yearly
  • Bamberger traditions
  • Colognian idea 4: Prime Minister of Cologne
  • Cypriot idea 1: King of Jerusalem
  • Georgian idea 1: Bagrationi Dynasty
  • Great Shun idea 7: Claim to the Mandate
  • Jurchen idea 2: The Queue
  • Ruthenian idea 1: The Mother of Russian States

Government republic.png Republics

A republic is a form of government where power is, in contrast to a monarchy, held by a group of people. Republics have republican tradition instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle. When the cycle ends, you get an event in which you can select the ruler:

  • Re-elect the current ruler. The country loses -2.5 Republican tradition.pngrepublican tradition per election cycle year, but the ruler gains 1 of each skill. This is to represent the fear that the ruler is becoming entrenched and despotic, more like a monarchy.
  • Administrative candidate (4/1/1)
  • Diplomatic candidate (1/4/1)
  • Military candidate (1/1/4)

If the ruler dies in office, a similar event occurs but without the possibility for re-election. Compared to a monarchy, one has much more control over who rules, and there is no stability loss when he/she dies (except if he is killed in combat and / or a lifetime dictator in Bureaucratic Despotism or Republican Dictatorship). However, a freshly elected ruler is usually not very good, and (except for Dutch Republics) one can't make royal marriages. Republican leaders can be used as Military leaders like their monarch counterparts. If their leader is killed in action, the republic suffers -1 Icon stability.png stability.

Type Level Effects Description & notes
Merchant Republic  0
  • Merchants.png +1 Merchant
  • Caravan power.png +33.0% Caravan Power
  • Autonomy.png 0/0/-0.025 Monthly autonomy change
  • Number of states.png +1 Number of states
  • Maximum absolutism -50 Maximum absolutism
  • Bonus goods production in all provinces in a controlled trade node, equal to percentage of trade controlled (e.g., provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
  • AI is more reluctant to be diplo-vassalized by or as a merchant republic (-10 if the proposer is and -30 if the target is).
A governmental form where the nation is governed as a republic but with a heavy reliance on trade and commerce.
If a Merchant Republic has more than 20 Provinces in States, they will suffer a penalty to their Republican Tradition.

  • Election cycle: 4 years.

Res Publica.png Available only with the Res Publica DLC enabled.

  • Can construct a trade post for 50 Administrative power.png giving +10 Trade power.png trade power, in one owned province per trade node (except your primary node).
  • Can lead a trade league and create trading cities.
  • Can't switch governments normally (but can become a dictatorship through event with low republican tradition)
  • Without penalties, only 20 provinces can be states. For each state province over the limit republic loses -0.1 Republican tradition.png Republican tradition.
  • Vassals, marches, and client states, which usually do not transfer Trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
Oligarchic Republic  2
  • National tax modifier.png +5% National tax modifier
  • Stability cost modifier.png -5% Stability cost modifier
  • Autonomy.png -0.00/-0.025/-0.05 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Maximum absolutism -50 Maximum absolutism
A governmental form where a few patrician families hold the power and elect rulers amongst themselves.
  • Election cycle: 4 years.
Administrative Republic 12
  • Years of separatism.png -5 Years of separatism
  • Production efficiency.png +10% Production efficiency
  • Autonomy.png -0.025/-0.05/-0.075 Monthly autonomy change
  • Number of states.png +3 Number of states
  • Maximum absolutism -30 Maximum absolutism
A governmental form where the state is governed as a republic relying to a great extent on strict organization of political matters and bureaucracy.
  • Election cycle: 5 years.
Republican Dictatorship 20
  • Tolerance heathen.png +1 Tolerance of heathens
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png -0.025/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
The elected representatives exercise absolute power over the state.
  • Ruler reigns for life.

Res Publica.png Available only with the Res Publica DLC enabled.

  • Government form can trigger at low Republican Tradition.
  • On ruler death, changes to kingdom if Republican Tradition is below 50, otherwise it changes back to its previous republican government.
Constitutional Republic 22
  • Production efficiency.png +10% Production efficiency
  • Trade efficiency.png +10% Trade efficiency
  • Autonomy.png -0.05/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
  • Maximum absolutism -30 Maximum absolutism
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.
  • Election cycle: 4 years.
  • Has access to Parliament.
Bureaucratic Despotism 29
  • Stability cost modifier.png -20% Stability cost modifier
  • Autonomy.png -0.05/-0.075/-0.10 Monthly autonomy change
  • Number of states.png +3 Number of states
A governmental form where a nation is controlled by state officials primarily concerned with procedural correctness.
  • Elections are not held, and ruler stats are generated randomly. The ruler reigns for life.
Revolutionary Republic 31
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png -0.20 Monthly autonomy change
  • Number of states.png +3 Number of states
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 morale and the principal that everyone is equal gives strong leadership
  • The Revolutionary republic is available to any country that has its capital in Europe, and will arise from an event if rebels control the capital during the Revolution disaster.
  • It has factions system
  • Election cycle: 4 years.
  • Fixed rank: Empire rank Empire

Unique republic types

Type Level Effects Description & notes
Ambrosian Republic 0
  • National tax modifier.png +10% National tax modifier
  • Morale of armies.png +5% Morale of armies
  • Autonomy.png 0/-0.025/-0.05 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Maximum absolutism -30 Maximum absolutism
It was a short-lived city-state government that formed in the Duchy of Milan when the Duke died without an heir in 1447. (More info.)
  • Election cycle: 4 years.
  • Only available for Flag of Milan Milan in 1447 or as the result of a special event.
Dutch Republic 0
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Trade efficiency.png +10% Trade efficiency
  • Autonomy.png -0.025/-0.05/-0.075 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Maximum absolutism -30 Maximum absolutism
The Dutch Republic is a confederation of seven provinces, which have their own governments and are very independent, and Generality lands, which are governed directly by the States-General, the federal government. (More info.)

Res Publica.png Available only with the Res Publica DLC enabled.

  • Election cycle: 4 years or ruler reigns until death.
  • Orangist-Statist mechanics
  • Allows royal marriages.
  • Only available for the Flag of Netherlands Netherlands in 1581 or as the result of a special event.
See also: Netherlands#Dutch Republic
Free City 0
  • Trade efficiency.png +10% Trade efficiency
  • Development cost.png −10% Development cost
  • Maximum absolutism -20 Maximum absolutism
A free city of the Holy Roman Empire, granted special privileges by the Emperor.
  • Election cycle: 4 years.
  • Only possible government for free cities in the Holy Roman Empire.
  • Loses free city status and becomes an Oligarchic Republic if a second province is acquired.
  • Fixed rank: Duchy rank Duchy
Peasants Republic 0
  • Production efficiency.png +10% Production efficiency
  • Morale of armies.png +5% Morale of armies
  • Autonomy.png -0.025/-0.05/-0.075 Monthly autonomy change
  • Number of states.png +1 Number of states
  • Maximum absolutism -50 Maximum absolutism
A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.
  • Election cycle: 5 years
  • Only used for the duchy of Flag of Dithmarschen Dithmarschen from 1444 to 1559.
Veche Republic  0
  • Merchants.png +1 Merchant
  • Number of states.png +3 Number of states
  • Bonus goods production in non-owned provinces in a controlled trade node, equal to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the republic control 100% of trade in the node).
This state is governed by a Veche, a council with the highest legislative and judical authority consisting of Boyars, Merchants and even commoners.

Res Publica.png Available only with the Res Publica DLC enabled.

  • Can construct a trade post for 50 Administrative power.png giving +10 Trade power.png trade power, in one owned province per trade node (except your primary node).
  • Can lead a trade league and create trading cities.
  • Without penalties, only 20 provinces can be states. For each state province over the limit republic loses -0.1 Republican tradition.png Republican tradition.
  • Can't switch governments normally (but can become a dictatorship through event with low republican tradition)
  • Fixed rank: Duchy rank Duchy
American Republic 0
  • Icon war exhaustion.png 0/-0.02/-0.04 Monthly war exhaustion
  • Stability cost modifier.png -10% Stability cost modifier
  • Autonomy.png -0.1/-0.15/-0.02 Monthly autonomy change
  • Maximum absolutism -30 Maximum absolutism
The American Republic is a confederation of the Thirteen States of America, each with their own independence and governments, with a President who rules for seven years after election.

Note: Requires the American Dream DLC.

Federal Republic 0
  • Diplomatic reputation.png 0/+1/+1 Diplomatic reputation
  • Foreign spy detection.png +10% National spy defence
  • Autonomy.png -0.1/-0.15/-0.02 Monthly autonomy change
  • Maximum absolutism -30 Maximum absolutism
The Federal Republic is a federation of the Thirteen States of America, each with their own independence and governments, with a President who rules for four years after election.

Note: Requires the American Dream DLC.

Republican cultural sufferance

All non-tribal republics have a small bonus that helps mitigate the penalty to non-accepted culture provinces. It’s not applied to cultures belonging to the same culture group. The bonus consists of:[1]

Local tax modifier.png +10% Local tax modifier
Local manpower modifier.png +10% Local manpower modifier
Local sailors modifier.png +5% Local sailors modifier
Local unrest.png −0.5 Local unrest

Republican tradition.png Republican tradition

Republican tradition is the republican counterpart of how legitimate the ruling power is perceived by the general population. It's also a way to show how "true" the government holds up to republican ideals (i.e. if a country elects a new ruler in every election). This property ranges between 0 and 100.

New republics will start with 100 tradition, unless the nation in question was formerly a monarchy and enacted the Adopt Plutocratic Administration or Adopt Oligarchic Administration decision, in which case it will start with 50. Each year republican tradition increases by a base of +1. Various events can make a player choose between sacrificing tradition or suffering another negative consequence. Like legitimacy, republican tradition has linearly-scaling effects based on its level:

Variable 0% 50% 100%
National unrest.png National unrest 0 −1 −2
Stability cost modifier.png Stability cost modifier +200% +100% 0

Republican government with low tradition can collapse into despotism, with noble rebel factions becoming increasingly likely below 66 and 33 tradition. Below 40, the ruler may declare himself the ruler of a republican dictatorship (or, for revolutionary republics, a revolutionary empire). This is more likely to happen with lower tradition, and also happens immediately if the ruler is re-elected with tradition below 20. When the ruler of a republican dictatorship dies with republican tradition below 50, it becomes a monarchy, of the most advanced type permitted by admin tech (except Constitutional Monarchy). Republican tradition does not normally increase during a dictatorship, but if it's above 50 when the ruler dies, the government reverts to whatever type it was before the dictatorship.

Yearly republican tradition provided by national ideas and policies

Republican tradition.png Traditions Ideas Bonuses Policies
+0.50
  • Colonial idea 1: Founding Fathers
  • Cossack idea 2: Cossack Hetmanate
  • Barbary Corsair ambition
+0.30
  • Imperial German traditions
  • Aachen idea 2: Imperial Free City
  • Breton idea 1: Legacy of Breton Independence
  • Franconian idea 1: The Duchy Restored
  • Frankfurter idea 7: Freie Stadt Frankfurt
  • Hamburger idea 2: Burgher Republic
  • Luccan idea 7: The Jacobin State of Lucca
  • Novgorod idea 3: Ivan's Hundred
  • Offaly idea 6: A Family Affair
  • Perugian idea 4: Perugian Signoria
  • Pisan idea 5: Anziani del Popolo
  • Rothenburg idea 3: The End of the Line
  • Veronese idea 1: Three Households Alike in Dignity
  • American ambition
  • Canadian ambition
  • Dithmarscher ambition
  • Irish ambition
  • Italian ambition
+0.20
  • Plutocratic-Economic: Formalized Scales, Weights and Measures
+0.15
  • Kiwi idea 1: Maori Seats
+0.10
  • Administrative-Aristocratic: The Licensing of the Press Act

Government theocracy.png Theocracies

A Government theocracy.png Theocracy is a form of Tab domestic government.png government where power is held by the religious elite. Theocracies have heirs that are chosen by an event, with each choice having a different effects and unlocking certain events, that can happen once that heir becomes a monarch. With the Common Sense DLC, they lack both Republican tradition.png Republican Tradition and Legitimacy.png Legitimacy, and instead have Devotion.png Devotion.

Type Level Effects Description & notes
Papacy 0
  • Tolerance own.png +1 Tolerance of the true faith
  • Prestige.png +1 Yearly prestige
  • Autonomy.png -0.05 Monthly autonomy change
  • Number of states.png +1 Number of states
  • Rulers may not be made into generals.
  • Fixed rank: Kingdom rank Kingdom
A political structure where the nation is governed by a spiritual leader, the Pope, the highest ranking office of the Roman Catholic Church.
Theocracy 0
  • Tolerance own.png +2 Tolerance of the true faith
  • Tolerance heretic.png -1 Tolerance of heretics
  • Autonomy.png 0/0/-0.025 Monthly autonomy change
  • Number of states.png +2 Number of states
  • Rulers may not be made into generals.
A governmental form where the nation is governed by the clergy in the name of God.
  • The name differs depending on the country's religion and government rank.
Monastic Order 0
  • Tolerance own.png +1 Tolerance of the true faith
  • Fort maintenance.png -20% Fort maintenance
  • Number of states.png +1 Number of states
  • Fixed rank: Duchy rank Duchy
A governmental form where the nation is governed by the members of a Monastic Order in the name of God.

List of all theocracies

A list of all Government theocracy.png theocracies in the game:

Type Religion List of countries
Theocracy Catholicism Catholic Flag of Alsace Alsace, Flag of Aquileia Aquileia, Flag of Augsburg Augsburg, Flag of Avignon Avignon, Flag of Cologne Cologne[2], Flag of Liege Liege, Flag of Magdeburg Magdeburg, Flag of Mainz Mainz, Flag of Münster Münster, Flag of Riga Riga[3], Flag of Salzburg Salzburg, Flag of Trier Trier, Flag of Utrecht Utrecht, Flag of Verden Verden[4], Flag of Wurzburg Wurzburg[5]
Ibadi Islam Ibadi Flag of Mzab Mzab
Inti.png Inti Flag of Ichma Ichma
Orthodoxy Orthodox Flag of Montenegro Montenegro[6]
Sunni Islam Sunni Flag of Ajuuraan Ajuuraan, Flag of Yarkand Yarkand[7]
Vajrayana.png Vajrayana Flag of Bhutan Bhutan, Flag of Tibet Tibet[8], Flag of U-tsang U-tsang[8]
Monastic Order Catholicism Catholic Flag of Livonian Order Livonian Order, Flag of Teutonic Order Teutonic Order and Flag of The Knights The Knights
Papacy Catholicism Catholic Flag of Papal States Papal States

Designated Heirs

With the exception of the Flag of Papal States Papal States, heirless theocracies get to designate an heir from a list of candidates. These heirs all have random monarch skills (Administrative power.png, Diplomatic power.png and Military power.png); instead, the choice gives you different effects and events.

id

Msg event.pngHeir needed in $COUNTRY$

 
Trigger conditions
  • None of:
    • has_reform = papacy_reform
  • None of:
    • Country flag in_theocracy_heir_selection is set
  • has_government_attribute = heir
Is triggered only by

(please describe trigger here)


Immediate effects
  • Hidden effect:
    • Set country flag in_theocracy_heir_selection
    • If:
      • Limited to:
        • Country flag KOL_secondogeniture_of_BAV is set
        • At least one of:
          • Is not a subject nation
          • Overlord:
            • At least one of:
              • None of:
                • Government is monarchy
              • None of:
                • has_government_attribute = heir
              • All of:
                • None of:
                • None of:
                  • was_tag = BAV
      • Clear country flag KOL_secondogeniture_of_BAV
    • else_if = {
limit = { has_country_flag = KOL_secondogeniture_of_BAV } overlord = { save_event_target_as = probably_bavaria } }
    • Clear country flag theo_local_noble_flag
    • Clear country flag theo_foreign_noble_flag
    • Clear country flag theo_merchants_son_flag
    • Clear country flag theo_talented_theologian_flag
    • Clear country flag theo_local_preacher_flag
    • Clear country flag theo_papal_protege_flag
    • Clear country flag theo_imam_khatib_flag
    • Clear country flag theo_influential_reformer_flag
    • If:
      • Limited to:
        • Nobility.png Nobility estate exists
        • Any owned province:
          • Is not the country's capital
          • is_state = yes
      • One random owned province:
        • Limited to:
          • Is not the country's capital
          • is_state = yes
        • Save as event target named noble_province
    • else_if = {
limit = { OR = { has_estate = estate_maratha has_estate = estate_rajput } any_owned_province = { is_capital = no is_state = yes religion = hinduism } religion = hinduism } random_owned_province = { limit = { is_capital = no is_state = yes religion = hinduism } save_event_target_as = noble_province } }
    • If:
      • Limited to:
        • Burghers.png Burghers estate exists
        • Any owned province:
          • Is not the country's capital
          • is_state = yes
      • One random owned province:
        • Limited to:
          • Is not the country's capital
          • is_state = yes
        • Save as event target named burgher_province
    • else_if = {
limit = { has_estate = estate_vaisyas religion = hinduism any_owned_province = { is_capital = no is_state = yes religion = hinduism } } random_owned_province = { limit = { is_capital = no is_state = yes religion = hinduism } save_event_target_as = burgher_province } }
    • If:
      • Limited to:
        • Clergy.png Clergy estate exists
        • Any owned province:
          • Is not the country's capital
          • is_state = yes
      • One random owned province:
        • Limited to:
          • Is not the country's capital
          • is_state = yes
        • Save as event target named church_province
    • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism any_owned_province = { is_capital = no is_state = yes religion = hinduism } } random_owned_province = { limit = { is_capital = no is_state = yes religion = hinduism } save_event_target_as = church_province } }
    • One random country:
      • Limited to:
      • Save as event target named papal_protoge_country

Option conditions

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
Event button 547.png
A Local Noble
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility gains 15 loyalty
  • else_if = {
limit = { has_estate = estate_maratha religion = hinduism } add_estate_loyalty = { estate = estate_maratha loyalty = 15 } }
  • else_if = {
   limit = {
       has_estate = estate_rajput
       religion = hinduism
   }
   add_estate_loyalty = {
       estate = estate_rajput
       loyalty = 15
   }
}
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy loses 15 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = -15 } }
  • Set country flag theo_local_noble_flag
  • If:
    • Limited to:
      • An event target named noble_province has been saved
    • define_heir = {
age = 35 hidden = yes culture = event_target:noble_province }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Lose Devotion.png 5 devotion
  • Gain Prestige.png 10 prestige
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • Any neighbouring country:
    • Government is monarchy
    • Is not in a regency
    • Religion is same as Our country
Event button 547.png
A Foreign Noble
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility gains 10 loyalty
  • else_if = {
limit = { has_estate = estate_maratha religion = hinduism } add_estate_loyalty = { estate = estate_maratha loyalty = 10 } }
  • else_if = {
   limit = {
       has_estate = estate_rajput
       religion = hinduism
   }
   add_estate_loyalty = {
       estate = estate_rajput
       loyalty = 10
   }
}
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy loses 10 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = -10 } }
  • Set country flag theo_foreign_noble_flag
  • One random neighbouring country:
    • Limited to:
      • Government is monarchy
      • Is not in a regency
      • Religion is same as Our country
    • Our country
      • define_heir = {
   dynasty = PREV
   age = 35
   culture = PREV
   hidden = yes
}
    • Gain opinion modifier “Same Dynasty as Heir” towards Our country
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
Event button 547.png
A Merchant's Son
  • If:
    • Limited to:
      • Burghers.png Burghers estate exists
    • Burghers.png Burghers gains 15 loyalty
  • else_if = {
limit = { has_estate = estate_vaisyas religion = hinduism } add_estate_loyalty = { estate = estate_vaisyas loyalty = 15 } }
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy loses 15 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = -15 } }
  • Set country flag theo_merchants_son_flag
  • If:
    • Limited to:
      • An event target named burgher_province has been saved
    • define_heir = {
age = 35 hidden = yes culture = event_target:burgher_province }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Gain Gold Icon.png ducats equal to 0.35 years of income
  • Lose Devotion.png 5 devotion
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
Event button 547.png
A Talented Theologian
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy gains 15 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = 15 } }
  • If:
    • Limited to:
      • Burghers.png Burghers estate exists
    • Burghers.png Burghers loses 15 loyalty
  • else_if = {
limit = { has_estate = estate_vaisyas religion = hinduism } add_estate_loyalty = { estate = estate_vaisyas loyalty = -15 } }
  • Set country flag theo_talented_theologian_flag
  • If:
    • Limited to:
      • An event target named church_province has been saved
    • define_heir = {
age = 35 hidden = yes culture = event_target:church_province }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Gain Devotion.png 5 devotion
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • None of:
    • Religion is in Muslim group
Event button 547.png
A Local Preacher
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy gains 15 loyalty
  • else_if = {
limit = { has_estate = estate_brahmins religion = hinduism } add_estate_loyalty = { estate = estate_brahmins loyalty = 15 } }
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility loses 15 loyalty
  • else_if = {
limit = { has_estate = estate_maratha religion = hinduism } add_estate_loyalty = { estate = estate_maratha loyalty = -15 } }
  • else_if = {
   limit = {
       has_estate = estate_rajput
       religion = hinduism
   }
   add_estate_loyalty = {
       estate = estate_rajput
       loyalty = -15
   }
}
  • Set country flag theo_local_preacher_flag
  • If:
    • Limited to:
      • An event target named church_province has been saved
    • define_heir = {
age = 35 hidden = yes culture = event_target:church_province }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Gain Devotion.png 10 devotion
  • Lose Prestige.png 5 prestige
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • Religion is Catholicism Catholic
Event button 547.png
A Papal Protege
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy gains 15 loyalty
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility loses 10 loyalty
  • If:
    • Limited to:
      • Burghers.png Burghers estate exists
    • Burghers.png Burghers loses 10 loyalty
  • Set country flag theo_papal_protege_flag
  • If:
    • Limited to:
      • An event target named papal_protoge_country has been saved
    • define_heir = {
age = 35 culture = event_target:papal_protoge_country hidden = yes }
  • Else:
    • define_heir = {
   age = 35
   hidden = yes
}
  • Gain Papal influence.png 10 papal influence
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • Religion is in Muslim group
Event button 547.png
A Local Imam Khatib
  • Set country flag theo_imam_khatib_flag
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy gains 15 loyalty
  • If:
    • Limited to:
      • Nobility.png Nobility estate exists
    • Nobility.png Nobility loses 15 loyalty
  • define_heir = {
age = 35 hidden = yes }
  • Gain Devotion.png 10 devotion
  • Lose Prestige.png 10 prestige
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • None of:
    • Country flag KOL_secondogeniture_of_BAV is set
  • At least one of:
    • Religion is Reformed.png Reformed
    • Religion is Protestantism Protestant
Event button 547.png
An Influential Reformer
  • Set country flag theo_influential_reformer_flag
  • If:
    • Limited to:
      • Burghers.png Burghers estate exists
    • Burghers.png Burghers gains 10 loyalty
  • If:
    • Limited to:
      • Clergy.png Clergy estate exists
    • Clergy.png Clergy loses 10 loyalty
  • define_heir = {
age = 35 hidden = yes }
  • If:
    • Limited to:
      • Religion is Reformed.png Reformed
    • Gain Monthly fervor increase.png 10 fervor
  • If:
    • Limited to:
      • Religion is Protestantism Protestant
    • Gain Church power.png 10 church power
  • Lose Prestige.png 10 prestige
  • Clear country flag in_theocracy_heir_selection
  • (custom tooltip - delete this line)

Event trigger.pngEnabled if:

  • Country flag KOL_secondogeniture_of_BAV is set
Event button 547.png
So be it.
  • define_heir = {
   age = 35
   dynasty = event_target:probably_bavaria
   culture = event_target:probably_bavaria
   religion = event_target:probably_bavaria
}


Devotion

Theocracies have Devotion.png Devotion, which is similar to Legitimacy.png Legitimacy and Republican tradition.png Republican Tradition. Devotion goes up from high Icon stability.png Stability and pious acts and goes down from low Icon stability.png Stability and low Religious unity.png Religious Unity. Devotion affects the country's Papal influence.png Papal Influence, Church power.png Church Power, Prestige.png Prestige and National tax modifier.png National Tax Modifier. Devotion represents the zeal of the faith inside the country. The higher it is, the more efficiently the country will run!


Devotion.png Traditions Ideas Bonuses Policies
+1.0 yearly
  • Imperial German traditions
  • Breton idea 1: Legacy of Breton Independence
  • Franconian idea 1: The Duchy Restored
  • Garhwali idea 5: Source of the Ganges
  • Liège idea 3: Religious Devotion
  • Mainzian idea 4: Saint Hildegard of Bingen
  • Mutapan idea 4: Spokesman before the Dead
  • Yi idea 6: Renovate the Skyward Tombs
  • Zambezi idea 5: Centralizing the Mbona Cult
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Diplomatic-Plutocratic: Mandatory Service
+0.5 yearly
  • Bamberger traditions
  • Religious idea 4: Devoutness
  • Colognian idea 4: Prime Minister of Cologne
  • Utrecht idea 2: Ex Cathedra
  • Yarkandi idea 4: Empower the Khojas
Devotion.png Conditions
+0.50
  • Inti.png Inti after Reform the Cult of Inti reform
  • Icon stability.png Stability (per positive point)
  • Become Defender of the Faith.png Defender of the faith
  • Power projection.png Power Projection (at 100%)
  • Clergy.png Loyal Clergy Estate (scaling by influence)
+0.25
  • Crusade
  • Protestantism Protestant with Legalised divorces aspect
-0.50
  • Base Value
  • Clergy.png Disloyal Clergy Estate (scaling by influence)
-1.00
  • Icon stability.png Stability (per negative point)
  • Religious unity.png Religious Unity (at 0%)
  • Target of Sow discontent
-5.00
Effects of devotion

Note: The effects of Devotion.png devotion are proportional to its value.

Devotion.png Devotion Devotion.png 0 Devotion.png 25 Devotion.png 50 Devotion.png 75 Devotion.png 100
Effects
  • National tax modifier.png -25% National tax modifier
  • Prestige.png -1 Yearly prestige
  • Papal influence.png -1 Yearly papal influence
  • Church power.png -12.5% Church power
  • National tax modifier.png -12.5% National tax modifier
  • Prestige.png -0.5 Yearly prestige
  • Papal influence.png -0.5 Yearly papal influence
  • Church power.png -6.2% Church power
No Effect
  • National tax modifier.png +12.5% National tax modifier
  • Prestige.png +0.5 Yearly prestige
  • Papal influence.png +0.5 Yearly papal influence
  • Church power.png +6.2% Church power
  • National tax modifier.png +25% National tax modifier
  • Prestige.png +1 Yearly prestige
  • Papal influence.png +1 Yearly papal influence
  • Church power.png +12.5% Church power

Government tribal.png Native Council

Main article: 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. All tribes with this government have access to unique buildings and mechanics that were added in the Conquest of Paradise patch.
In the Art of War patch, a new government type has been added for Siberian tribes that shares some similarities with their New World counterparts.

Type Level Effects Description & notes
Native Council 0
  • Stability cost modifier.png -33% Stability cost modifier
  • Land maintenance modifier.png -50% Land maintenance modifier
  • Diplomatic relations.png -1 Diplomatic relations
  • Institution spread.png -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.

Government uses unique Native American and migration mechanics.

  • Fixed rank: Duchy rank Duchy
Siberian Clan Council 0
  • Stability cost modifier.png -33% Stability cost modifier
  • Institution spread.png -20% Institution spread
One or more clans headed by an elder with a council of other leaders to help him make decisions related to their respective areas.

Government uses migration mechanics.

  • Fixed rank: Duchy rank Duchy

Government tribal.png Tribal governments

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.

Tribal governments (other than those following the Nahuatl.png Nahuatl religion, Mayan.png Mayan religion, or Inti.png Inti religion if the El Dorado.png El Dorado DLC is active) can reform their government into a more efficient form via a decision when they have at least 200 Administrative power.png administrative power, 3 Icon stability.png stability, at least 60 Legitimacy.png legitimacy, have embraced Feudalism.png Feudalism, and have completed one of the following idea groups: Economic idea group.png Economic, Innovative idea group.png Innovative, or Administrative idea group.png Administrative. Taking the decision will decrease Icon stability.png stability by −5 and cost 200 Administrative power.png administrative power, but will change the government to the type listed in the table.

Type Level Effects Description & notes
Democracy 0
  • Stability cost modifier.png −10%/−15%/−20% Stability cost modifier
  • National unrest.png −1 National unrest
  • Diplomatic relations.png −2/−1/0 Diplomatic relations
  • Institution spread.png −5% Institution spread
A governmental form where all the members of the tribe are allowed to make their voice heard and influence how their tribe should be governed.
Despotism 0
  • Core-creation cost.png −5%/−10%/−15% Core creation cost
  • National unrest.png −1 National unrest
  • Diplomatic relations.png −2/−1/0 Diplomatic relations
  • Institution spread.png −5% Institution spread
A political system where a 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.
Federation 0
  • Years of separatism.png -5 Years of separatism
  • Province war score cost.png −0%/-10%/-20% Province Warscore Cost
  • Cavalry.png +25% Cavalry to Infantry Ratio
A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.
Monarchy 0
  • Income from vassals.png +10%/+20%/+30% vassal income
  • Icon stability.png −10% Stability cost modifier
  • Diplomatic relations.png −2/−1/0 Diplomatic relations
  • Institution spread.png −2.5% Institution spread
A political system where a large tribal society has formed a kingdom, with one strong ruler who rules through law.

Government steppe horde.png Steppe nomads

Main article: Steppe hordes

Steppe nomads, normally referred to as khanate (as they have East-Asian or Altaic culture), is a loosely organized form of government where power is held mostly by the tribes, but united under the khan. It differs from 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.

Type Level Effects Description & notes
Steppe Nomads 0
  • National manpower modifier.png +10%/+20%/+30% National manpower modifier
  • Land forcelimit.png +10%/+20%/+30% Land force limit modifier
  • Looting speed.png +50% Looting speed
  • Institution spread.png −15% Institution spread
  • Reinforce cost.png −50% Reinforce cost
  • Cavalry.png +25% Cavalry Ratio
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.
  • Turns into a despotic monarchy if the government is reformed.
  • Always have Casus Belli on neighbors (Tribal Feud against other nomads, Tribal Conquest against others).
  • May establish new Tributary subjects
  • +25% shock damage increase for nomads on plains-like territory.
  • -25% shock damage decrease for nomads on non-plains-like territory
Horde unity Horde Unity

With The Cossacks expansion, Steppe Nomads have Horde Unity. There is no effect at 50; below and above this value the effects scale linearly.

Without The Cossacks, hordes have Legitimacy.png Legitimacy just like monarchies.

Effects

The effects of Horde unity Horde Unity are proportional to its value. Listed below are the main milestones.

Horde unity Horde Unity 0 25 50 75 100
Effects
  • National unrest.png +4 National unrest
  • Discipline.png -10% Discipline
  • National unrest.png +2 National unrest
  • Discipline.png -5% Discipline
No effect
  • National unrest.png -1 National unrest
  • Discipline.png +2.5% Discipline
  • National unrest.png -2 National unrest
  • Discipline.png +5% Discipline

Horde Unity is gained and lost as follows:

  • Base -2 per year
  • -0.01 per 2 total Development.png development the country owns, limited to -3
  • Tribes Tribes estate Estate loyalty Loyalty below 40:
    • Estate influence Influence below 20: -2.5 yearly
    • Estate influence Influence at least 20 but less than 40: -5 yearly
    • Estate influence Influence at least 40 but less than 60: -7.5 yearly
    • Estate influence Influence at least 60: -10 yearly
  • Looting: Horde unity +1 per 4 Gold Icon.png ducats looted
  • Razing: +1 per point of province Development.png development before razing
  • +0.005 yearly per point of Power projection.png power projection (+0.5 at 100)

Colonial nations

A colonial nation is a special Government republic.png republican government that manages a New World colony, each colonial region can only have one colonial nation from the same overlord, though two or more colonial nations from different overlords can form in one colonial region.

Type Level Effects Description & notes
Colonial Government 0
  • Autonomy.png -0.05 Monthly autonomy change
  • Recover army morale speed.png +2% Land morale recovery
  • Number of states.png +2 Number of states
A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.
  • Election cycle: 8 years.
  • Cannot change government type if the colonial nation is not independent.
  • Only available for automatically formed colonial nations in the game.
  • Fixed rank: Duchy rank Duchy

Footnotes

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Republican Cultural Sufferance).
  2. Until 1806
  3. Until 1561
  4. Until 1558
  5. Until 1556
  6. From 1516
  7. From 1681 to 1690 and from 1692 to 1695
  8. 8.0 8.1 From 1642
Realm