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Monarch power

Monarch power is a measure of a ruler's influence and ability to govern their country with the help of advisors. It is a central mechanic in Europa Universalis IV, influencing how effective a country is at technological improvements, diplomatic relations, and infrastructure investments.

There are three types of monarch power:

  • Administrative power.png Administrative Power represents the internal organization and development of a country.
  • Diplomatic power.png Diplomatic Power represents the external influence of a country, including diplomacy, naval power, trade, exploration or colonization.
  • Military power.png Military Power represents innovations and leadership for armies.

Contents

Uses of monarch powerEdit

The following actions cost monarch power. Note that many of these costs can be decreased by appropriate ideas and some will be temporarily changed by events.

Action Power type Base cost Notes
Develop a province Varies 50 If the nation is not up to date on institutions, developing a province can jump-start the presence of the institution in the province.
Discover an idea Varies 400
Add a policy Varies 1st free then 1 per month
Discover a native idea Varies 500
Research a technology Varies 600
Boost faction influence Varies 10 Adds 10 influence to a faction. See Merchant Republics, Celestial Empire, Revolutionary Republics. Note that Celestial Empire does not have factions if   Mandate of Heaven DLC is active.
Core a province   Administrative 10 per development Base time of 36 months, reduced by modifiers that also reduce cost.
Change government   Administrative 100 Only without   Dharma DLC.
Move capital   Administrative 200 See article for details. The cost can vary up to 500 if moving capital to a low development province.
Raise stability   Administrative 100 +1 stability. Cost is increased by +50% for going from +1 to +2, and +100% for going from +2 to +3.
Reduce inflation   Administrative 75 −2% inflation.
Raise tariffs   Administrative 50 Subject interaction increases the tariff level of a subject colonial nation by +5%.
Decrease tariffs   Administrative 25 Subject interaction decreases the tariff level of a subject colonial nation by −5%.
Create trade post   Administrative 50 Creates a trade post in the province. Only available to merchant republics.
Seize clerical holdings   Administrative 50  −15% Construction cost. Government action available to feudal theocracy.
Unjustified (non-wargoal) demand for a province in peace treaty   Diplomatic 50 Cost decreased for taking from rivals, for having a claim, and by some ideas.
Change culture of province   Diplomatic 10 per development
Promote a culture   Diplomatic 100 Removes non-accepted culture penalties for the promoted culture.
Demote a culture   Diplomatic 10 Removes culture from promoted cultures and reinstates non-accepted culture penalties.
Recruit naval leader   Diplomatic 50 Admiral or explorer.
Invite minorities from abroad   Diplomatic 50   −20% Local development cost. Government action available to feudal theocracy.
Reduce war exhaustion   Diplomatic 75 −2 war exhaustion.
Remove rival   Diplomatic 100 Can only remove nations that have been rivals for 25 years or more. If a rival becomes ineligible (due to being too big, too small, or not independent), it is removed automatically for free.
Promote mercantilism   Diplomatic 100 Promote Mercantilism by 1%. This can be done from the trade tab.
Move main trading port   Diplomatic 200
Annex vassal or personal union partner   Diplomatic 8 per vassal development Diplomatic power is spent towards the total cost each month while annexing; how much depends on various factors (see Vassal § Annexation for details), but will not cause the country's stored power to drop below 0 (if it would, no progress is made instead).
Maintain diplomatic relations   Diplomatic 1 per month For each country one has treaties with above the relations limit, which is a base of 4 countries. Not all treaties require maintaining relations.
Military action: Seize colony   Military 25 Gain ownership of an occupied enemy colony during a war. Original culture and religion do not change (unless a colonist is sent).
Military action: Burn colony   Military 5 Destroy an occupied enemy colony entirely.
Harsh Treatment   Military 2 per development −30% revolt progress for a rebel faction. Minimum 50 cost, maximum 200 cost.
Military action: Artillery Barrage   Military 50 Creates a breach in the fort walls. Only possible if number of full strength artillery regiments is equal to or greater than fort level.
Military action: Assault   Military 5 Makes the army attack the remaining defenders. Only possible if walls are breached and not recommended unless the province has few defenders.
Military action: Attack Natives   Military 10 per 1000 natives Order a standing army on a colony to attack and reduce the natives' numbers, even to the point of killing them all. It causes a native uprising, but reduces the number of natives in the province as well as its development.
Military action: Forced March   Military 2 per province traveled +50% overland speed, no morale recovery. Requires   ADM tech level 15
Military action: Scorch Earth   Military 5 +25% defensiveness, −50% supply limit, −50% tax, −33% goods produced and +0.05 monthly autonomy change for 5 years. Only doable in own provinces.
Military action: Sortie   Military 5 Only possible in controlled fortified provinces. When under siege, a province's garrison will attack the besieging party. If defeated, the remaining soldiers, if not shattered, will re-garrison; if the garrison completely shatters, the siege will be automatically complete.
Raise War Taxes   Military 50 −20% land and naval maintenance for 2 years. Must be at war.
Recruit army leader   Military 50 General or conquistador.
Maintain leader   Military 1 per month Per leader over the "leaders without upkeep" limit. Counts both land and naval leaders, but not a ruler and/or heir.
Increase militarization   Military 50 Increase   militarization of state by +10. Unique to Prussian monarchy.
Sanction Holy War   Military 50 Government action grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a nation who is not the Feudal Theocracy’s State Religion. Only available to feudal theocracy.
Strengthen government   Military 100 Increases legitimacy, horde unity, meritocracy, or devotion by +10, and republican tradition by +3 depending on government type and if in  Age of Absolutism or  Age of Revolutions, increases  absolutism by +2.

Generating monarch powerEdit

Monarch power is generated at the beginning of each month. There are four sources of monarch power: ruler, country, advisors, and power projection. Based on these factors, the monarch power gain of each type can range from 2 to 15 a month.

By default a country can only store an amount of monarch power of each type equal to 999, increased by unembraced Institutions and by Corruption.

AdvisorsEdit

A country can have an advisor for each power type. Each advisor starts by providing 1–3 monarch points each month. An advisor's maintenance cost starts at 1 ducat a month for a +1 point advisor at the game's starting date. The cost increases quadratically with advisor skill level, and slowly inflates by 0.5% per game year. It is also modified by inflation.

Advisors can be promoted for 5 years' of their salary to increase their monarch point generation by +1 up to a max of 5 monarch points.

Power projectionEdit

Having at least 50   power projection provides an extra +1 points a month for all monarch power types.

Increasing monarch powerEdit

There are no percentage modifiers to monarch power, though there are effects that modify the cost of specific actions that require monarch power. The most flexible of these are advisor choices; a rich country could temporarily hire an appropriate advisor to get a discount on an immediate purchase.

Monarch power gains are much more independent of the size of a country than other resources such as monetary income and size of military, but large countries often require expending more power on additional provinces and military maneuvers. However, there are a few ways of increasing a country's monarch power, particularly if the country has some other resource to spare:

  • Hiring more skilled advisors increases monarch power production at the cost of   ducats.
  • Many random events have an option to gain or lose monarch power. Often (but not always) this is offset with a corresponding loss or gain of some other resource.
  • Republics can re-elect leaders to gain skill in each category at the cost of   republican tradition, or elect a different ruler for a different distribution of skills. With the tier 2 reform "Political Dynasties", one can elect a ruler with random skills that are worse than a monarch on average, but may be better than a normal starting republican ruler (requires   Dharma DLC). Other types of government can try to manipulate the heir mechanics through random events, or in the extreme case, arranging for the death of an unwanted ruler or heir in combat.
  • Increasing and maintaining   power projection of at least 50 by maintaining and acting aggressively towards rivals provides a bonus, at the cost of long-running and often bloody feuds.
  • Steppe nomads can gain monarch power by razing non-core provinces, reducing its development. This gives +25 power of the appropriate category for each point of development lost.
  • If an estate has an influence of at least 25 and loyalty of at least 30 then you can also demand support from it. The estates give 50 monarch points at 25 influence and an additional 50 up to a maximum of 200 for every 25 influence above 25. Clergy give administrative points, nobility give military points and burghers give diplomatic points.
  • Great powers gain a diplomatic option called Influence Nation that allows them to pay one year's worth of income to grant +1 monarch power to a target independent non-great power nation in their weakest category for 10 years.
  • Monarchies can abdicate (in favour of a better heir) at the cost of   50 prestige and 20   legitimacy (requires   Rights of Man).
  • Promoting your advisors increases monarch power production at the cost of   ducats.

Some situations can cause a monthly loss of monarch points:

  • Too many diplomatic relationships: having treaties with more countries than a nation's diplomatic relations cap will result in a monthly loss of diplomatic power, equal to the numbers of relations above the limit. The number of diplomatic relation slots can be increased through selecting idea groups, national ideas, or other modifiers.
  • In the same way, having too many military leaders will also result in a monthly loss of military power, equal to the number of leaders above the limit. The number of military leaders without upkeep can be increased by ideas, traditions, and policies, by embracing Feudalism, by increasing and maintaining power projection of at least 25, by increasing government rank to Empire with   Common Sense DLC, and other factors.

National focusEdit

Countries can set a national focus on any of the three monarch power types. The chosen monarch power type receives +2 per month (added to the base gain), while other two monarch power types decrease by −1 each month. A focus does not change the overall amount of monarch power generated per month, it merely redistributes it. How often the national focus can be removed or changed depends on the country's Government rank: Duchy = 25 years, Kingdom = 20 years, Empire = 15 years.

This allows a country to catch up faster if behind in a specific technology (especially with   Military technology this has a huge impact) or to fill out ideas more quickly. Always be aware of the country's ruler though, because they still play an important role. For example, the current ruler may have very good administrative skill, whereas the heir may be unbalanced and only have 1 or even 0 administrative skill. Due to this, and particularly since changing the national focus takes a long time, planning ahead is essential.

Monarch power capEdit

The amount of each type of monarch power that a country can have at a given time is limited by a cap. This cap is the same for all power types (  Administrative,   Diplomatic and   Military). The default value for this cap is 999 power; however, not having embraced   Institutions will increase the cap's value, to 999 × (100% + current tech penalty from institutions).