Military leaders come in two types: land and naval. Land leaders can be placed in command of armies and come in two subtypes – generals and conquistadors. Naval leaders can be placed in command of navies and come also in two subtypes – admirals and explorers.
- Conquistadors and explorers can only be recruited if the nation has taken Quest for the New World, the first idea from the Exploration idea group. They are the only leaders capable of exploring Terra Incognita.
- A male ruler of a nation with a monarchic government or a government reform that can be made into a land leader at any time. It does not cost monarch points to do so, but the chance of dying increases slightly. Female monarchs may not be made into leaders.
- A male heir in a monarchy can be made into an army leader after he has reached maturity (age 15). It does not cost monarch points to do so but the chance of dying increases slightly. Female heirs may not be made into leaders.
A leader's skill is dependent on the army or navy tradition at the time they are hired. A monarch's or heir's skill is additionally affected by their military rating.
The odds of a general or admiral dying from combat are fairly low. Most leaders last around 12 years before dying.
Land leaders that drill armies may get an increase to their pips at times. A leader may increase more than once if they continue drilling. Leaders that win a battle may be awarded a special trait that enhances their performance.
Having at least one 3-star general or admiral is an age objective in the ‘Age of Revolutions’.
Recruiting costEdit
Please help with verifying or updating this section. It was last verified for version 1.31. |
Leaders can be recruited any time. Recruiting cost of military leaders is computed as follows:
The base cost for recruiting a leader are 50 monarch power - miltary power for land leaders and diplomatic power for naval leaders.
Recruiting cost modifiersEdit
The recruiting cost of leaders may be affected by general and type-specific modifiers which are summed.
General modifier Edit
The general modifier ‘leader cost’ reduces the cost of all types of leaders.
Conditions | |
---|---|
−20% | Divine idea 3 “Friends in High Places” |
−10% | The Legion of Honor government reform (tier 2 monarchy) |
Nobles of the Robe government reform (tier 4 monarchy) | |
Great Man government reform (tier 1 tribal government) | |
+20% | Noblility privilege “Command of the Military” |
Type-specific modifiersEdit
Type-specific modifiers reduce only the cost of one leader type.
General Edit
Conditions | |
---|---|
−50% | with 100% army professionalism |
−10% | with ‘Nobility in Officer Corps’ privilege granted to Nobility estate |
with ‘Guaranteed Leadership of Host’ privilege granted to Tribes estate |
Traditions | Ideas | Bonuses | Policies | |
---|---|---|---|---|
−33% | — | — |
|
— |
−10% | — |
|
— | — |
Admiral Edit
Conditions | |
---|---|
−25% | with ‘Burghers in the Admirality’ privilege granted to Burghers estate |
Traditions | Ideas | Bonuses | Policies | |
---|---|---|---|---|
−25% | — |
|
— | — |
Assigning and recalling leadersEdit
Generals and conquistadors can only be assigned to armies that are not in battle, hostile territory, or embarked at sea. They can be assigned in provinces that are owned, allied, neutral, or uncolonized. Exiled units may assign leaders in the same circumstances non-exiled units are able to. Admirals and explorers can be assigned to any fleets within supply range that are not in battle. When assigning leaders to armies and fleets, it is possible to select leaders that are already assigned to another unit, if that unit is not in battle, in hostile territory, or on an Exploration mission. In this case, the chosen leader will immediately teleport over to lead the currently selected unit regardless of where he was previously located.
The requirement for recalling leaders is the same as that for assigning them, although generals can be effectively recalled from embarked armies by reassigning them.
AbilitiesEdit
Please help with verifying or updating this section. It was last verified for version 1.31. |
Leaders are rated on a scale of 0-6 for each of four skills: fire, shock, maneuver, and siege.[1] Note that all leaders will have at least one pip in total.[2]
FireEdit
Like leader shock, leader fire is added to the dice roll during the fire phase.
ShockEdit
The leader's shock ability is added to the dice roll during the shock phase.
ManeuverEdit
Please help with verifying or updating this section. It was last verified for version 1.25. |
The leader's maneuver affects the movement speed of the army or fleet it is assigned to.
Each point of land leader maneuver:
- reduces unit supply weight by 1, reducing attrition in low supply provinces. (This does not negate base attrition from sieges, winters, or "Attrition for Enemies" modifiers.)
- increases local reinforce speed by 10% in unowned (occupied, ally, subject or enemy) terrain, but not beyond 100%.
- River and strait crossing penalties can be negated if the attacking general has at least 1 more maneuver than the defending general.
- increases movement speed of armies by 5% for each pip. up to a maximum of 30%.
- increases the amount uf units the Backline can reinforce per day by +1 per 2 maneuver pips of commanding general.
Each point of naval leader maneuver:
SiegeEdit
Siege pips have different effects for land and naval leaders:
- For land leaders, each siege pip adds +1 to the siege roll, making sieges go faster.
- For naval leaders, each siege pip adds +10% to the amount of development the fleet can effectively blockade.[3]
Even with very high tradition, very few leaders have high siege pips, since siege pips are allocated a third as often as other pips (see below for details).
Ideas that improve leaders' abilitiesEdit
The following ideas improve new leaders' abilities (up to the usual maximum of 6):
- land leader fire
- land leader shock
- land leader maneuver
- leader siege
- naval leader fire
- naval leader shock
- naval leader maneuver
Formulas for starsEdit
The formula that gives the total number of stars on a general is:
where refer to the general's pips.
Formulas for point distributionEdit
This section is based on actual game code, not experimentation.
Summed up, a pool of points is generated, and then semi-randomly distributed between the different abilities.
PoolEdit
First, a pool of points is generated using the following process:
- Start with .
- (effective tradition)% chance of +1.
- (effective tradition − 20)% chance of +1.
- (effective tradition − 40)% chance of +1.
- (effective tradition − 60)% chance of +1.
- (effective tradition − 80)% chance of +1.
- 50% chance of +1.
Effective tradition is computed as follows:
Leader type | Effective tradition |
---|---|
Generals | Army tradition |
Conquistadors | 0.8 × army tradition[4] |
Rulers/heirs | 0.5 × army tradition + 7 × military skill |
Admirals | navy tradition |
Explorers | 0.8 × navy tradition[5] |
Below is the ranges, mean values and probabilities for pool generation a number of different military tradition levels:
Tradition | Min | Max | Mean | Percentage probability of rolling pool of at least: | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | ||||
0% | 1 | 7 | 4 | 100 | 91.67 | 75 | 58.33 | 41.67 | 25 | 8.33 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
20% | 2 | 9 | 5.2 | 100 | 100 | 93.33 | 78.33 | 61.67 | 45.00 | 28.33 | 11.67 | 1.67 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
40% | 3 | 11 | 6.6 | 100 | 100 | 100 | 96 | 84.33 | 68.33 | 51.67 | 35 | 18.33 | 5.67 | 0.67 | 0 | 0 | 0 | 0 | 0 | 0 |
60% | 4 | 13 | 8.2 | 100 | 100 | 100 | 100 | 98.4 | 91.33 | 77.93 | 61.67 | 45 | 28.33 | 13.27 | 3.67 | 0.4 | 0 | 0 | 0 | 0 |
80% | 5 | 15 | 10 | 100 | 100 | 100 | 100 | 100 | 99.68 | 96.99 | 88.65 | 74.68 | 58.34 | 41.67 | 25.32 | 11.35 | 3.01 | 0.32 | 0 | 0 |
100% | 7 | 17 | 12 | 100 | 100 | 100 | 100 | 100 | 100 | 100 | 99.68 | 96.99 | 88.65 | 74.68 | 58.34 | 41.67 | 25.32 | 11.35 | 3.01 | 0.32 |
DistributionEdit
This pool is then distributed between the different stats.
If the pool is larger than 10, it is reduced by 4, and 1 point added to each ability. Since the maximum pool is 17, this can only happen twice.
Bonuses (see #Ideas that improve leaders' abilities) are then added
Then, the remaining pool is distributed point by point as follows:
- If land leader, and which = 0, and siege < 6:
- Else, if which < 4, and shock < 6:
- Else, if which < 7, and fire < 6:
- Else, if maneuver < 6:
- Else, go back to generating a new
Effectively, this means that each point has a 10% chance of being assigned to siege, 30% of shock, and 30% of fire, 30% of maneuver, but when individual points are capped, the points are lost. [6]
Types of leadersEdit
Please help with verifying or updating this section. It was last verified for version 1.31. |
RulerEdit
A country with any non-theocratic form of government can turn its male rulers into generals. Additionally, theocracies with the Monastic Order, Crusader State or Magister Militum Dei reforms can turn its male rulers into generals, and custom nations that are allowed to recruit female leaders may turn their female rulers into military leaders.
A ruler leading troops into battle faces the risk of dying on the battlefield. This can be used to shorten the reign of a bad ruler for a better one, particularly if the country is a monarchy and the heir has decisively better stats (likewise, this can be used to get rid of a bad heir in the hope of a better one). Do note, however, monarchies face an additional −1 stability hit if their ruler or heir dies on the battlefield, for a total of −2 stability in the case of the ruler.[7] The chance of a ruler or heir dying in battle is directly proportional to the number of days a battle lasts.[8]
HeirEdit
An adult male heir may also be converted into a general and, like his ruler counterpart, also faces the risk of death on the battlefield. Heirs that will die this way will also cause a −1 stability hit upon death. Republics cannot use this option as they have no heir. Custom nations that can recruit female generals are allowed to turn their female heirs into generals.
GeneralEdit
Generals are the ordinary leaders of land armies and give them bonuses, which are based on the general's stats. They cannot explore Terra Incognita unless they are at war with the owner of the province.
A number of ideas allow the recruitment of female generals:
ConquistadorEdit
- See also: Colonization#Discovery
Only troops led by a conquistador can enter and explore land provinces classified as Terra Incognita. (Although regular generals can do it too if the country is at war with the nation controlling the terra incognita.) A conquistador gets 20% fewer pips (before idea modifiers and similar) compared with a general.
AdmiralEdit
Admirals are the ordinary leaders of fleets and give them bonuses, which are based, like generals, on the given admiral's stats. They cannot explore Terra Incognita.
ExplorerEdit
- See also: Colonization#Discovery
Explorers are essentially admirals who can enter and explore sea provinces classified as Terra Incognita. They will die if their entire exploration fleet succumbs to the sea and all ships sink, and (with El Dorado) can conduct Exploration missions to reveal territory. An explorer gets 20% fewer pips (before idea modifiers and similar) than an admiral. Explorers are only available through the Exploration idea group unless playing as Portugal, which starts with one; Norway, whose second national idea allows recruitment of explorers and conquistadors; Russia, which can gain one from completing a mission in Siberia; or a custom nation with a national idea allowing it to recruit explorers and conquistadors.
Leader upkeepEdit
Please help with verifying or updating this section. It was last verified for version 1.31. |
All countries have a number of leaders they can maintain without upkeep. Exceeding this number of either type of leader - land or naval - will incur monthly upkeep costs. Each land leader over the leader limit costs 1 per month and each naval leader over the leader limit costs 1. Rulers and heirs that have been turned into leaders do not count against the leader limit and will also never cost any upkeep.
All countries have a base value of 1 leader without upkeep. Further free leaders are granted by the following:
Conditions[9] | |
---|---|
+1 | for all AI controlled countries |
with difficulty set to ‘very easy’ for human players | |
for embracing feudalism | |
as emperor of the Holy Roman Empire (or rome reborn modifier) | |
as Curia controller | |
with at least 25 power projection | |
as empire | |
+1.25 | land leaders for each 100 land force limit |
+1.25 | navy leaders for each 100 naval force limit |
Ideas and policies:
Events and estate interactions:
Event modifier | Trigger | Duration | |
---|---|---|---|
+1 | Dhimmi Nobles | Dhimmi estate interaction: “Promote Dhimmi Nobles” | for 30 years. |
−1 | Reduced Number of Generals | Tribes estate event: ‘Demands of the $ESTATE_NOMADIC_TRIBES$’
|
for 5 years. |
Chance of death and life expectancyEdit
Please help with verifying or updating this section. It was last verified for version 1.25. |
Every day, a military leader that has been employed for at least 5 years has a daily chance of death where is the number of years elapsed since the leader was hired, is 1 if assigned to an army and 0 otherwise, and is 1 if in a battle or siege and 0 otherwise.
Years since hiring | Yearly chance of death | Life expectancy | ||||
---|---|---|---|---|---|---|
Unassigned | Assigned | In battle/siege | Unassigned | Assigned | In battle/siege | |
0 | 0.0% | 0.0% | 0.0% | 24.2 | 20.4 | 11.9 |
1 | 0.0% | 0.0% | 0.0% | 24.2 | 20.4 | 11.9 |
2 | 0.0% | 0.0% | 0.0% | 24.2 | 20.4 | 11.9 |
3 | 0.0% | 0.0% | 0.0% | 24.2 | 20.4 | 11.9 |
4 | 0.0% | 0.0% | 0.0% | 24.2 | 20.4 | 11.9 |
5 | 2.0% | 3.9% | 13.1% | 24.2 | 20.4 | 11.9 |
6 | 2.0% | 3.9% | 13.1% | 24.5 | 21.0 | 12.8 |
7 | 2.0% | 3.9% | 13.1% | 24.9 | 21.6 | 13.8 |
8 | 2.0% | 3.9% | 13.1% | 25.2 | 22.2 | 14.7 |
9 | 2.0% | 3.9% | 13.1% | 25.6 | 22.7 | 15.6 |
10 | 2.0% | 3.9% | 13.1% | 25.9 | 23.3 | 16.6 |
11 | 2.0% | 3.9% | 13.1% | 26.2 | 23.8 | 17.5 |
12 | 2.0% | 3.9% | 13.1% | 26.5 | 24.3 | 18.4 |
13 | 2.0% | 3.9% | 13.1% | 26.8 | 24.8 | 19.3 |
14 | 2.0% | 3.9% | 13.1% | 27.1 | 25.3 | 20.1 |
15 | 2.0% | 3.9% | 13.1% | 27.3 | 25.7 | 21.0 |
16 | 2.0% | 3.9% | 13.1% | 27.6 | 26.1 | 21.8 |
17 | 2.0% | 3.9% | 13.1% | 27.8 | 26.5 | 22.6 |
18 | 2.0% | 3.9% | 13.1% | 28.0 | 26.9 | 23.4 |
19 | 2.0% | 3.9% | 13.1% | 28.2 | 27.2 | 24.1 |
20 | 2.0% | 3.9% | 13.1% | 28.4 | 27.5 | 24.8 |
21 | 3.9% | 5.8% | 14.8% | 28.5 | 27.8 | 25.5 |
22 | 5.8% | 7.7% | 16.5% | 28.8 | 28.2 | 26.2 |
23 | 7.7% | 9.5% | 18.1% | 29.2 | 28.7 | 26.9 |
24 | 9.5% | 11.3% | 19.8% | 29.7 | 29.2 | 27.7 |
25 | 11.3% | 13.1% | 21.4% | 30.2 | 29.8 | 28.4 |
26 | 13.1% | 14.8% | 22.9% | 30.8 | 30.5 | 29.2 |
27 | 14.8% | 16.5% | 24.4% | 31.5 | 31.2 | 30.1 |
28 | 16.5% | 18.1% | 25.9% | 32.2 | 31.9 | 30.9 |
29 | 18.1% | 19.8% | 27.4% | 32.9 | 32.7 | 31.8 |
30 | 19.8% | 21.4% | 28.9% | 33.7 | 33.4 | 32.6 |
31 | 21.4% | 22.9% | 30.3% | 34.4 | 34.2 | 33.5 |
32 | 22.9% | 24.4% | 31.6% | 35.2 | 35.1 | 34.4 |
33 | 24.4% | 25.9% | 33.0% | 36.1 | 35.9 | 35.3 |
34 | 25.9% | 27.4% | 34.3% | 36.9 | 36.8 | 36.2 |
35 | 27.4% | 28.9% | 35.6% | 37.8 | 37.6 | 37.1 |
36 | 28.9% | 30.3% | 36.9% | 38.6 | 38.5 | 38.0 |
37 | 30.3% | 31.6% | 38.2% | 39.5 | 39.4 | 39.0 |
38 | 31.6% | 33.0% | 39.4% | 40.4 | 40.3 | 39.9 |
39 | 33.0% | 34.3% | 40.6% | 41.3 | 41.2 | 40.8 |
40 | 34.3% | 35.6% | 41.8% | 42.2 | 42.1 | 41.8 |
41 | 35.6% | 36.9% | 42.9% | 43.1 | 43.0 | 42.7 |
42 | 36.9% | 38.2% | 44.1% | 44.0 | 44.0 | 43.7 |
43 | 38.2% | 39.4% | 45.2% | 45.0 | 44.9 | 44.6 |
44 | 39.4% | 40.6% | 46.3% | 45.9 | 45.8 | 45.6 |
45 | 40.6% | 41.8% | 47.3% | 46.8 | 46.8 | 46.5 |
46 | 41.8% | 42.9% | 48.4% | 47.8 | 47.7 | 47.5 |
47 | 42.9% | 44.1% | 49.4% | 48.7 | 48.7 | 48.4 |
48 | 44.1% | 45.2% | 50.4% | 49.7 | 49.6 | 49.4 |
49 | 45.2% | 46.3% | 51.4% | 50.6 | 50.6 | 50.4 |
50 | 46.3% | 47.3% | 52.3% | 51.6 | 51.5 | 51.3 |
51 | 47.3% | 48.4% | 53.3% | 52.5 | 52.5 | 52.3 |
52 | 48.4% | 49.4% | 54.2% | 53.5 | 53.4 | 53.3 |
53 | 49.4% | 50.4% | 55.1% | 54.4 | 54.4 | 54.2 |
54 | 50.4% | 51.4% | 56.0% | 55.4 | 55.4 | 55.2 |
55 | 51.4% | 52.3% | 56.9% | 56.4 | 56.3 | 56.2 |
56 | 52.3% | 53.3% | 57.8% | 57.3 | 57.3 | 57.1 |
57 | 53.3% | 54.2% | 58.6% | 58.3 | 58.3 | 58.1 |
58 | 54.2% | 55.1% | 59.4% | 59.3 | 59.2 | 59.1 |
59 | 55.1% | 56.0% | 60.2% | 60.2 | 60.2 | 60.1 |
60 | 56.0% | 56.9% | 61.0% | 61.2 | 61.2 | 61.0 |
61 | 56.9% | 57.8% | 61.8% | 62.2 | 62.1 | 62.0 |
62 | 57.8% | 58.6% | 62.5% | 63.1 | 63.1 | 63.0 |
63 | 58.6% | 59.4% | 63.3% | 64.1 | 64.1 | 64.0 |
64 | 59.4% | 60.2% | 64.0% | 65.1 | 65.1 | 65.0 |
65 | 60.2% | 61.0% | 64.7% | 66.1 | 66.0 | 65.9 |
66 | 61.0% | 61.8% | 65.4% | 67.0 | 67.0 | 66.9 |
67 | 61.8% | 62.5% | 66.1% | 68.0 | 68.0 | 67.9 |
68 | 62.5% | 63.3% | 66.8% | 69.0 | 69.0 | 68.9 |
69 | 63.3% | 64.0% | 67.5% | 70.0 | 70.0 | 69.9 |
70 | 64.0% | 64.7% | 68.1% | 71.0 | 70.9 | 70.9 |
71 | 64.7% | 65.4% | 68.7% | 71.9 | 71.9 | 71.9 |
72 | 65.4% | 66.1% | 69.4% | 72.9 | 72.9 | 72.8 |
73 | 66.1% | 66.8% | 70.0% | 73.9 | 73.9 | 73.8 |
74 | 66.8% | 67.5% | 70.6% | 74.9 | 74.9 | 74.8 |
75 | 67.5% | 68.1% | 71.1% | 75.9 | 75.9 | 75.8 |
76 | 68.1% | 68.7% | 71.7% | 76.9 | 76.9 | 76.8 |
77 | 68.7% | 69.4% | 72.3% | 77.9 | 77.8 | 77.8 |
78 | 69.4% | 70.0% | 72.8% | 78.8 | 78.8 | 78.8 |
79 | 70.0% | 70.6% | 73.4% | 79.8 | 79.8 | 79.8 |
80 | 70.6% | 71.1% | 73.9% | 80.8 | 80.8 | 80.7 |
81 | 71.1% | 71.7% | 74.4% | 81.8 | 81.8 | 81.7 |
82 | 71.7% | 72.3% | 74.9% | 82.8 | 82.8 | 82.7 |
83 | 72.3% | 72.8% | 75.4% | 83.8 | 83.8 | 83.7 |
84 | 72.8% | 73.4% | 75.9% | 84.8 | 84.8 | 84.7 |
85 | 73.4% | 73.9% | 76.4% | 85.8 | 85.7 | 85.7 |
86 | 73.9% | 74.4% | 76.9% | 86.7 | 86.7 | 86.7 |
87 | 74.4% | 74.9% | 77.3% | 87.7 | 87.7 | 87.7 |
88 | 74.9% | 75.4% | 77.8% | 88.7 | 88.7 | 88.7 |
89 | 75.4% | 75.9% | 78.2% | 89.7 | 89.7 | 89.7 |
90 | 75.9% | 76.4% | 78.7% | 90.7 | 90.7 | 90.6 |
91 | 76.4% | 76.9% | 79.1% | 91.7 | 91.7 | 91.6 |
92 | 76.9% | 77.3% | 79.5% | 92.7 | 92.7 | 92.6 |
93 | 77.3% | 77.8% | 79.9% | 93.7 | 93.7 | 93.6 |
94 | 77.8% | 78.2% | 80.3% | 94.7 | 94.7 | 94.6 |
95 | 78.2% | 78.7% | 80.7% | 95.7 | 95.6 | 95.6 |
96 | 78.7% | 79.1% | 81.1% | 96.6 | 96.6 | 96.6 |
97 | 79.1% | 79.5% | 81.5% | 97.6 | 97.6 | 97.6 |
98 | 79.5% | 79.9% | 81.8% | 98.6 | 98.6 | 98.6 |
99 | 79.9% | 80.3% | 82.2% | 99.6 | 99.6 | 99.6 |
FootnotesEdit
- ↑ See LEADER_MAX_PIPS in /Europa Universalis IV/common/defines.lua.
- ↑ See LEADER_MIN_PIPS in /Europa Universalis IV/common/defines.lua.
- ↑ See ADMIRAL_BLOCKADE_BONUS_PER_SIEGE_PIP in /Europa Universalis IV/common/defines.lua.
- ↑ See EXPLORER_LEADER_POWER in /Europa Universalis IV/common/defines.lua.
- ↑ See EXPLORER_LEADER_POWER in /Europa Universalis IV/common/defines.lua.
- ↑ https://forum.paradoxplaza.com/forum/threads/best-daimyo-ideas.1061014/post-23627030
- ↑ See MONARCH_DEATH_LEADER_STABILITY_PENALTY in /Europa Universalis IV/common/defines.lua.
- ↑ https://forum.paradoxplaza.com/forum/index.php?threads/heir-doesnt-want-to-die-in-1-12.868878/#post-19605381
- ↑ /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt
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