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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 represents the internal organization and development of a country.
Diplomatic power represents the external influence of a country, including diplomacy, naval power, trade, exploration or colonization.
Military power represents innovations and leadership for armies.
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 or by a country's All Power Costs Modifier.
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.
|
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%.
|
Expand Infrastructure |
Administrative |
50 |
Allow for more buildings and several other bonuses within a province, while increasing governing cost.
|
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 |
2 per month |
−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.
|
This modifier changes the cost for every transaction involving monarch power. If your net All Power Costs Modifier is +15%
, then a province that would normally cost 100
Administrative Power to make a
core would cost 115. However, this doesn't affect scripted amounts of points lost through negative events. Disasters like The Fall of Majapahit and The Cambodian Dark Age and some estate privileges increase this modifier. Ways to decrease All Power Costs
are Innovativeness( −0.1%
per 1
up to −10%
on 100
), −10%
All Powers Cost for activating Golden Era and by picking the
administrative idea in custom nation designer up to −10%
All Powers Cost. There are also two government reforms for republics and some missions and events which reduce this modifier.
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 20 (up to +6 from ruler, +5 from advisor, +2 from national focus, +1 from power projection, +1 from estate, +1 from alcheringa cult “The Rainbow Serpent” or from some sikh gurus, +1 from a custom nation national idea and +3 base value) 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.
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.
Having at least 50
power projection provides an extra +1 points a month for all monarch power types.
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.
- Most estates can be granted privileges that increase monarch point generation at the cost of −5% loyalty equilibrium and −10% crownland. Clergy estates or their equivalent grant +1 administrative points, Burghers or their equivalent grant +1 diplomatic points, and Nobles or their equivalent grant +1 military points.
- 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.
- 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.
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, which 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.
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).