Difference between revisions of "Republic"

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{{Version|1.23}}
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{{Version|1.30}}
 
{{GovNav}}
 
{{GovNav}}
 
{{icon|gov_republic|40px}} ''Republic'' is a form of [[government]] where power is, in contrast to a monarchy, held by a group of people. Republics have {{icon|republican tradition}} [[#Republican tradition|republican tradition]] instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle.
 
{{icon|gov_republic|40px}} ''Republic'' is a form of [[government]] where power is, in contrast to a monarchy, held by a group of people. Republics have {{icon|republican tradition}} [[#Republican tradition|republican tradition]] instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle.
 +
__TOC__
 +
 +
{| class="eu4box-inline mw-collapsible mw-collapsed" style="text-align: center; margin: auto; max-width: 550px;"
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|+ <span style="white-space: nowrap;">{{icon|gov_republic|32px}} '''Republican government reforms'''</span>
 +
 +
! class="gridBG header" style="text-align: left; color: white;" | Tier 1: [[Republic#Power Structure|Power Structure]]
 +
|-
 +
| {{box wrapper}}
 +
{{Navicon|Gov people_walking|Oligarchy}}
 +
{{Navicon|Reform signoria|Italian Signoria}}
 +
{{Navicon|Reform protectorate parliament|Protectorate Parliament}}
 +
{{Navicon|Gov prussian_monarchy|Stratocratic Administration}}
 +
{{Navicon|Gov politician|Plutocracy}}
 +
{{Navicon|Gov trading_city|Venetian Government}}
 +
{{Navicon|Gov pirate_republic|Pirate Republic}}
 +
{{Navicon|Gov nobleman|Noble Elite}}
 +
{{Navicon|Gov parliament_hall|Presidential Dictator}}
 +
{{Navicon|Gov parliament_hall|Military Dictatorship}}
 +
{{Navicon|Gov revolutionary_republic|Revolutionary Republic}}
 +
{{Navicon|Gov revolutionary_republic|Revolutionary State}}
 +
{{Navicon|Gov peasant_republic|Peasants Republic}}
 +
{{Navicon|Gov free_city|Free City}}
 +
{{Navicon|Gov trading_city|Trading City}}
 +
{{Navicon|Gov ambrosian_republic|Ambrosian Republic}}
 +
{{Navicon|Gov merchant|Veche Republic}}
 +
{{Navicon|Gov parliament|American Republic}}
 +
{{Navicon|Gov constitution|Federal Republic}}
 +
{{Navicon|Gov peasants|Colonial Government}}
 +
{{Navicon|Gov dutch_republic|Dutch Republic}}
 +
{{Navicon|Gov horde_riding|Sich Rada}}
 +
{{Navicon|Reform united cantons|Autonomous Swiss Cantons}}
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{{end box wrapper}}
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 +
|-
 +
! class="gridBG header" style="text-align: left; color: white;" | Tier 2: [[Republic#Republican Virtues|Republican Virtues]]
 +
|-
 +
| {{box wrapper}}
 +
{{Navicon|Gov merchant|Authoritarianism}}
 +
{{Navicon|Gov man_and_children|Political Dynasties}}
 +
{{Navicon|Gov assembly_hall|Republicanism}}
 +
{{Navicon|Gov council_of_captains|Council of Captains}}
 +
{{Navicon|Gov articles_of_agreement|Articles of Agreement}}
 +
{{Navicon|Gov smugglers_haven|Smugglers Haven}}
 +
{{Navicon|reform liberte|Liberté Ideals}}
 +
{{Navicon|reform egalite|Egalité Ideals}}
 +
{{Navicon|reform fraternite|Fraternité Ideals}}
 +
{{end box wrapper}}
 +
 +
|-
 +
! class="gridBG header" style="text-align: left; color: white;" | Tier 3: [[Republic#Frequency of Elections|Frequency of Elections]]
 +
|-
 +
| {{box wrapper}}
 +
{{Navicon|Gov ballot_box|Frequent Elections}}
 +
{{Navicon|Gov constitution|Consolidation of Power}}
 +
{{Navicon|Gov paper_with_seal_3|Sortition}}
 +
{{Navicon|Reform consolidate power in doge|Consolidate Power in the Doge}}
 +
{{Navicon|Reform consolidate power in cities|Disperse Power Across the Cities}}
 +
{{Navicon|Reform legislative assembly|Legislative Assembly}}
 +
{{Navicon|Reform national constituent|Constituent Assembly}}
 +
{{Navicon|Gov noble_indian|Permanent Marathas Council}}
 +
{{Navicon|Gov rajput_kingdom|Governmental Purbias Register}}
 +
{{Navicon|Gov merchant_ship|Council of the Indies}}
 +
{{end box wrapper}}
 +
 +
|-
 +
! class="gridBG header" style="text-align: left; color: white;" | Tier 4: [[Republic#Regionalism|Regionalism]]
 +
|-
 +
| {{box wrapper}}
 +
{{Navicon|Gov landscape|Provincial Governments}}
 +
{{Navicon|Gov map|Administrative Divisions}}
 +
{{Navicon|Gov merchant_ship|Union of States}}
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{{Navicon|Gov merchant_ship|Exile Colonial Companies}}
 +
{{end box wrapper}}
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 +
|-
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! class="gridBG header" style="text-align: left; color: white;" | Tier 5: [[Republic#Separation of Power|Separation of Power]]
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|-
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| {{box wrapper}}
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{{Navicon|Gov judge|Parliamentarism}}
 +
{{Navicon|Gov man_on_podium|Presidential System}}
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{{Navicon|Gov pirate_king|Pirate King}}
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{{Navicon|Gov war_against_the_world|War Against the World Doctrine}}
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{{Navicon|Gov black_market_consortium|Black Market Consortium}}
 +
{{Navicon|Gov king|Imperial Diplomacy}}
 +
{{Navicon|Gov soldiers 7|Municipal Self-Defense}}
 +
{{Navicon|Reform feuillant|The Feuillant System}}
 +
{{Navicon|Gov parliament hall|The Two-Chamber System}}
 +
{{end box wrapper}}
 +
 +
|-
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! class="gridBG header" style="text-align: left; color: white;" | Tier 6: [[Republic#Consolidation of Power|Consolidation of Power]]
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|-
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| {{box wrapper}}
 +
{{Navicon|Gov castle|Broaden Executive Powers}}
 +
{{Navicon|Gov generic_people|Devolution of Powers}}
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{{Navicon|Gov king|Absolute Power of the President}}
 +
{{Navicon|reform revolutionary council|A Revolutionary Council}}
 +
{{end box wrapper}}
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 +
|-
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! class="gridBG header" style="text-align: left; color: white;" | Tier 7: [[Republic#Guiding Principle of Administration|Guiding Principle of Administration]]
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|-
 +
| {{box wrapper}}
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{{Navicon|Gov paper_with_seal_3|Political Principle}}
 +
{{Navicon|Gov parliament_hall|Moral Principle}}
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{{Navicon|Gov revolutionary republic|Revolutionary Principle}}
 +
{{Navicon|Reform equal electorate|Equality Principle}}
 +
{{Navicon|Reform imperial nobility|Imperial Principle}}
 +
{{end box wrapper}}
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 +
|-
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! class="gridBG header" style="text-align: left; color: white;" | Tier 8: [[Republic#Electorate|Electorate]]
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|-
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| {{box wrapper}}
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{{Navicon|Gov dutch_flag|Landholders}}
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{{Navicon|Gov people_walking|Citizenry}}
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{{Navicon|Reform admiralty|Board of Admirals}}
 +
{{Navicon|Reform equal electorate|Equal Electorate}}
 +
{{Navicon|Reform three classes|Three Social Classes}}
 +
{{Navicon|Reform military dictatorship|Military Electorate}}
 +
{{end box wrapper}}
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 +
|-
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! class="gridBG header" style="text-align: left; color: white;" | Tier 9: [[Republic#Office Selection|Office Selection]]
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|-
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| {{box wrapper}}
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{{Navicon|Gov politician|Appointment by Committee}}
 +
{{Navicon|Gov map_2|Bureaucratic Apparatus}}
 +
{{Navicon|Gov paper_with_seal|Universal Suffrage}}
 +
{{end box wrapper}}
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 +
|-
 +
! class="gridBG header" style="text-align: left; color: white;" | Tier 10: [[Republic#Question of Dictatorship|Question of Dictatorship]]
 +
|-
 +
| {{box wrapper}}
 +
{{Navicon|king_2_highlighted|Seize Executive Power}}
 +
{{Navicon|religious_leader_highlighted|Proclaim Divine Guidance}}
 +
{{Navicon|Gov soldiers_2|Strengthen Executive Powers}}
 +
{{Navicon|Gov parliament_hall|Reinforce Republican Values}}
 +
{{Navicon|parliament_highlighted|Lower the Black Flag}}
 +
{{Navicon|Gov man on podium|President For Life}}
 +
{{Navicon|Reform government for people|Government for the People}}
 +
{{Navicon|Reform become rev empire|A Revolutionary Empire}}
 +
{{end box wrapper}}
 +
|}
  
 
== Mechanics ==
 
== Mechanics ==
 +
{{SVersion|1.30}}
 
=== Elections ===
 
=== Elections ===
{{SVersion|1.23}}
+
 
 
{{main|Election events}}
 
{{main|Election events}}
 
When an election cycle ends, you get an [[Election events#700|event]] in which you can select the ruler:
 
When an election cycle ends, you get an [[Election events#700|event]] in which you can select the ruler:
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* Diplomatic candidate (1/4/1)
 
* Diplomatic candidate (1/4/1)
 
* Military candidate (1/1/4)
 
* Military candidate (1/1/4)
 +
* A relative of the current ruler if a government reform allows re-electing from the ruling family. The country loses {{red|−1}} {{icon|republican tradition}}republican tradition per election cycle year. This candidate is between 30 and 50 years old. With the [[Political Dynasties]] reform this candidate has {{red|−2}} to their skills.
  
If the ruler dies in office, a similar [[Election events#701|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]], [[tribal democracy]] 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 leader]]s like their monarch counterparts. If their leader is killed in action, the republic suffers {{red|−1}} {{icon|stability}} [[stability]] instead of {{red|−2}}.
+
If the ruler dies in office, a similar [[Election events#701|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 if the ruler rules for life). However, a freshly elected ruler is usually not very good, and (except for Dutch Republics and Italian Signoria) one can't make royal marriages. Republican leaders can be used as [[military leader]]s like their monarch counterparts. If their leader is killed in action, the republic suffers {{red|−1}} {{icon|stability}} [[stability]] instead of {{red|−2}}.
  
When re-electing the same ruler with less than {{red|20}} {{icon|republican tradition}} republican tradition, a non-tribal republic will turn into a [[republican dictatorship]] (where the ruler reigns of life) if the {{icon|rp}} Res Publica expansion is enabled, or a [[despotic monarchy]] if the DLC is not enabled. A tribal republic will become a [[tribal despotism]] instead. This will also happen when republican tradition reaches {{red|0}}, or be increasingly likely to happen below {{red|40}} tradition with Res Publica, even outside of elections.
+
In most republics re-electing the same ruler with less than {{red|20}} {{icon|republican tradition}} republican tradition, will enact the [[Republic#Presidential Dictator|Presidential Dictator]] reform (where the ruler reigns of life) if the {{icon|rp}} Res Publica expansion is enabled, or turn the country into a [[monarchy]] if the DLC is not enabled. This does not happen for revolutionary countries, [[Republic#Pirate Republic|Pirate Republic]] or republics which can't re-elect their ruler. See [[Republic#Low republican tradition and reverting to monarchy|below]] for other ways how a presidential dictatorship can happen and how to turn into a monarchy afterwards.
  
 
=== Cultural sufferance ===
 
=== Cultural sufferance ===
{{SVersion|1.27}}
+
All 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:<ref>See in {{path|common/static_modifiers/00_static_modifiers.txt}} ([[Static modifiers#Republican Cultural Sufferance]]).</ref>
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:<ref>See in {{path|common/static_modifiers/00_static_modifiers.txt}} ([[Static modifiers#Republican Cultural Sufferance]]).</ref>
 
 
{{#lst:Static modifiers|RCS}}
 
{{#lst:Static modifiers|RCS}}
  
 
=== Republican tradition ===
 
=== Republican tradition ===
{{SVersion|1.27}}
 
 
[[file:Republican_tradition.png|28px]] ''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 {{red|0}} and {{green|100}}.
 
[[file:Republican_tradition.png|28px]] ''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 {{red|0}} and {{green|100}}.
  
New republics will start with {{green|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 {{green|50}}. Each year republican tradition increases by a base of {{green|+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:
+
New republics will start with {{green|100}} tradition, ''unless'' the nation in question was formerly a monarchy or a theocracy and changed their government type through the final reform tier, in which case it will start with {{green|50}}. Each year republican tradition increases by a base of {{green|+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:
  
 
{| class="mildtable" style="text-align:center;"
 
{| class="mildtable" style="text-align:center;"
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| {{green|−1}}
 
| {{green|−1}}
 
| {{green|−2}}
 
| {{green|−2}}
 +
|-
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! style="text-align:left" | {{icon|reform progress growth}} Reform progress growth
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| ''0''
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| {{green|+50%}}
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| {{green|+100%}}
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|-
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! style="text-align:left" | {{icon|burghers loyalty}} Burghers loyalty equilibrium
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| ''0''
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| {{green|+2.5%}}
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| {{green|+5%}}
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|-
 +
! style="text-align:left" | {{icon|vaishyas loyalty}} Vaishyas loyalty equilibrium
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| ''0''
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| {{green|+2.5%}}
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| {{green|+5%}}
 +
|-
 +
! style="text-align:left" | {{icon|jacobin influence}} {{Hover box|Only applies if the country has this faction|Jacobin influence}}
 +
| '''−0.1'''
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| '''+0'''
 +
| '''+0.1'''
 
|-
 
|-
 
! style="text-align:left" | {{icon|stability cost modifier}} Stability cost modifier
 
! style="text-align:left" | {{icon|stability cost modifier}} Stability cost modifier
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{{bonus table|republican tradition}}
 
{{bonus table|republican tradition}}
  
=== Reverting to monarchy ===
+
Yearly republican tradition can be further modified by the following:
 +
 
 +
{{green|+0.2}} [[Christian_denominations#Holy_sites|Coptic blessing]] legitimize government
 +
 
 +
{{green|+0.1}} [[Christian_denominations#Church_aspects|Protestant aspect]] Legalised divorces
 +
 
 +
{{red|−0.5}} [[Republic#Revolutionary Republic|Revolutionary Republic]] with {{icon|imperials}} the imperials faction in control
 +
 
 +
{{red|−0.5}} government reform [[Republic#Protectorate Parliament|Protectorate Parliament]]
 +
 
 +
{{red|−0.5}} government reform [[Republic#Stratocratic Administration|Stratocratic Administration]]
 +
 
 +
{{red|−1}} government reform [[Republic#Pirate Republic|Pirate Republic]] unless the {{icon|buccaneers}} the buccaneers faction is in control
 +
 
 +
{{green|+1}} [[dutch republic]] with the statists in power
 +
 
 +
{{red|−1}} [[dutch republic]] with the orangists in power
 +
 
 +
{{green|+0.2}} government reform [[Republic#Republicanism|Republicanism]]
 +
 
 +
{{green|+0.5}} government reform [[Republic#Articles_of_Agreement|Articles of Agreement]]
 +
 
 +
{{green|+0.25}} government reform [[Republic#Egalité Ideals|Egalité Ideals]] for revolutionary countries
 +
 
 +
{{red|−0.1}} government reform [[Republic#The Feuillant System|The Feuillant System]] unless the revolutionaries are in power
 +
 
 +
{{green|+0.15}} government reform [[Republic#The Two-Chamber System|The Two-Chamber System]] for revolutionary countries
 +
 
 +
{{red|−0.5}} government reform [[Republic#Board of Admirals|Board of Admirals]]
 +
 
 +
{{red|−0.5}} government reform [[Republic#President For Life|President For Life]] for revolutionary countries
 +
 
 +
{{green|+0.5}} parliament issue ''Election Reform''
 +
 
 +
{{green|+0.5}} [[parliament]] issue ''Reform Rotten Boroughs''
 +
 
 +
{{green|+0.2}} [[shia|shiite]] and [[ibadi]] nations who follow the [[ismaili]] school
 +
 
 +
{{green|+0.5}} [[muslim]] nations who invite an [[ismaili]] scholar
 +
 
 +
{{green|+0.5}} Ruler trait [[Personalities#Righteous|Righteous]]
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 +
{{green|+0.5}} for [[lucky nations]]
 +
 
 +
{{green|+0.002}} per point of power projection, to a maximum of {{green|+0.2}}
 +
 
 +
{{red|−0.2}} from the covert action [[sow discontent]]
 +
 
 +
{{green|+0.12}} Trading in [[chinaware]] bonus
 +
 
 +
many temporary and some permanent modifiers from events and mission
 +
 
 +
=== Low republican tradition and reverting to monarchy ===
 
{{main|Republic events#Rise of a despot{{!}}Republic events § Rise of a despot}}
 
{{main|Republic events#Rise of a despot{{!}}Republic events § Rise of a despot}}
  
Republican governments (except Revolutionary Republic, Dutch Republic, and Colonial Government) with low tradition can collapse into despotism, with noble rebel factions becoming increasingly likely below {{red|66}} and {{red|33}} tradition. Below {{red|40}}, the ruler of a non-revolutionary republic (again, with the above exceptions) may declare himself the head of a new government type, depending on whether {{icon|rp}} Res Publica is active:
+
In most republics re-electing the same ruler with less than {{red|20}} {{icon|republican tradition}} republican tradition, will enact the [[Republic#Presidential Dictator|Presidential Dictator]] reform (where the ruler reigns of life) if the {{icon|rp}} Res Publica expansion is enabled, or turn the country into a [[monarchy]] if the DLC is not enabled. This does not happen for revolutionary countries, [[Republic#Pirate Republic|Pirate Republic]] or republics which can't re-elect their ruler. A [[Republic#Revolutionary Republic|Revolutionary Republic]] and a [[Republic#Revolutionary State|Revolutionary State]] will become a [[Revolutionary Empire]] when re-electing a ruler with less than {{red|20}} {{icon|republican tradition}} republican tradition.
*'''Without Res Publica''': the government becomes a monarchy, with a free choice among valid tier 1 reforms.<ref name="despotic">If {{icon|dhr}} Dharma isn't active, it becomes a [[#Despotic Monarchy|Despotic Monarchy]] instead.</ref>
+
 
*'''With Res Publica''': the tier 1 reform [[#Presidential Dictatorship|Presidential Dictatorship]] is enacted.<ref>If {{icon|dhr}} Dharma isn't active, it becomes a [[#Republican Dictatorship|Republican Dictatorship]] instead.</ref>
+
Republican governments (except Revolutionary countries, Pirate Republic, Dutch Republic, Protectorate Parliament, Board of Admirals and Colonial Nations) with low tradition can collapse into despotism. Below {{red|40}} {{icon|republican tradition}}, the ruler of a republic (again, with the above exceptions) may declare himself the head of a new government type, depending on whether {{icon|rp}} Res Publica is active:
 +
*'''Without Res Publica''': the government becomes a monarchy, with a free choice among valid tier 1 reforms.
 +
*'''With Res Publica''': the tier 1 reform [[#Presidential Dictatorship|Presidential Dictatorship]] is enacted.
 +
With Res Publica, the event becomes more likely below 30, 20, 10 and 1 {{icon|republican tradition}} republican tradition. Without Res Publica, the event can only happen below 1 republican tradition.
 +
 
 +
When a presidential dictator dies with republican tradition below 50, it becomes a monarchy, allowing a free choice among the valid tier 1 monarchy reforms (typically Feudal Nobility or Autocracy). Republican tradition does not normally increase during a dictatorship, but if it's above 50 when the ruler dies, the presidential dictatorship reform is removed and a new tier 1 reform can be chosen. Events and the [[Strengthen Government]] action can be used to get above 50 republican tradition during a dictatorship.
 +
 
 +
[[Republic#Revolutionary Republic|Revolutionary Republic]]s instead become [[Revolutionary Empire]]s if republican tradition falls to {{red|0}}, or {{red|40}} if the {{icon|imperials}} Imperials faction are in power <small>''(requires {{icon|rom|18px}} Rights of Man)''</small>.
  
When a presidential/republican dictator dies with republican tradition below 50, it becomes a monarchy, allowing a free choice among the valid tier 1 monarchy reforms (typically Feudal Nobility or Autocracy).<ref name="despotic"/> Republican tradition does not normally increase during a dictatorship, and the Strengthen Government action is disabled during dictatorships as well, but if it's above 50 when the ruler dies, the government reverts to whatever type it was before.
+
A [[Republic#Revolutionary State|Revolutionary State]] and a [[Republic#Pirate Republic|Pirate Republic]] can get the event [[Republic_events#republics.102|The Stability of the [Root.GovernmentName]]] if the {{icon|republican tradition}} republican tradition falls below {{red|20}}. This event gives them a “Committee of Public Safety” or a “Mutineer Council” respectively which act like a regency and don't allow the declaration of wars. To remove the “Committee of Public Safety” or the “Mutineer Council” the country must have at least {{icon|republican tradition}} {{green|50}} republican tradition when an election happens. Then the election happens normally and the “regency” is removed. If the republican tradition is lower, no election happens and the “regency” continues.
  
 
Falling to dictatorship is particularly dangerous for merchant republics, who will instantly lose their trade leagues.
 
Falling to dictatorship is particularly dangerous for merchant republics, who will instantly lose their trade leagues.
 
Revolutionary republics instead become revolutionary empires if republican tradition falls to {{red|0}}, or {{red|40}} if the {{icon|imperials}} Imperials faction are in power <small>''(requires {{icon|rom|18px}} Rights of Man)''</small>.
 
  
 
== Reform tiers ==
 
== Reform tiers ==
{{SVersion|1.28}}
+
{{SVersion|1.30}}
{{expansion|dhr}}
 
{{#lst:Government|notes}}
 
  
 
=== Power Structure ===
 
=== Power Structure ===
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|- id="Oligarchy"
 
|- id="Oligarchy"
| id="Oligarchic Republic" | {{Hover box|Without Dharma DLC: Oligarchic Republic.|'''Oligarchy'''}}
+
| id="Oligarchic Republic" | '''Oligarchy'''
 
| style="text-align:center" | &ensp;4
 
| style="text-align:center" | &ensp;4
 
|
 
|
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* {{icon|max absolutism}} {{red|−40}} Maximum absolutism
 
* {{icon|max absolutism}} {{red|−40}} Maximum absolutism
 
| {{desc|Oligarchy|In an Oligarchy the ruler is elected from a group of very influential persons at the very top of society. This ruling class is also the only group that the head of government answers directly to and it is their support the state relies upon.|image=gov_people_walking}}
 
| {{desc|Oligarchy|In an Oligarchy the ruler is elected from a group of very influential persons at the very top of society. This ruling class is also the only group that the head of government answers directly to and it is their support the state relies upon.|image=gov_people_walking}}
 +
Available if the country:
 +
* does ''not'' have a [[primary culture]] out of the Latin culture group.
 +
 +
|- id="Italian Signoria"
 +
| '''Italian Signoria'''
 +
| style="text-align:center" | &ensp;12
 +
|
 +
* {{icon|global tax modifier}} {{green|+5%}} National tax modifier
 +
* {{icon|max absolutism}} {{red|−30}} Maximum absolutism
 +
* Can re-elect from ruling family
 +
| {{desc|Italian Signoria|The Republic functions most smoothly under the de facto jurisdiction of our most prominent political family. Any suggestion that this is barely distinguishable from a monarchy is of course nonsense.|image=reform_signoria}}
 +
Available if the country:
 +
* has a [[primary culture]] out of the Latin culture group.
 +
----
 +
* Allows royal marriages.
 +
* Can re-elect from ruling family.
 +
** [[Election events]] have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills and electing them causes a loss of {{red|1}} republican tradition per election cycle year.
  
 
|- id="Plutocracy"
 
|- id="Plutocracy"
| id="Merchant Republic" | {{Hover box|Without Dharma DLC: Merchant Republic.|'''Plutocracy'''}}
+
| id="Merchant Republic" | '''Plutocracy'''
 
| style="text-align:center" | &ensp;4
 
| style="text-align:center" | &ensp;4
 
|
 
|
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* {{icon|max absolutism}} {{red|−50}} Maximum absolutism
 
* {{icon|max absolutism}} {{red|−50}} Maximum absolutism
 
| {{desc|Plutocracy|A Plutocratic Republic is one where wealth and trade dictate the agenda. The ruler is elected from among the most influential merchant families within the state and will have to rely on their support.|image=gov_politician}}
 
| {{desc|Plutocracy|A Plutocratic Republic is one where wealth and trade dictate the agenda. The ruler is elected from among the most influential merchant families within the state and will have to rely on their support.|image=gov_politician}}
* Bonus goods production in all provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
+
Available if the country:
 +
* has crown lands that are at least as high as the lands of all estates combined and when each estates loyalty is equal or higher than their influence.
 +
* is ''not'' {{flag|Venice}}.
 +
----
 +
* Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned 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 ({{red|−10}} reasons if the proposer is and {{red|−30}} reasons if the target is).
 
* AI is more reluctant to be diplo-vassalized by or as a merchant republic ({{red|−10}} reasons if the proposer is and {{red|−30}} reasons if the target is).
 
* It has [[factions#Merchant republics|factions]] but no [[estate|estates]].
 
* It has [[factions#Merchant republics|factions]] but no [[estate|estates]].
* Without penalties, only 20 provinces can be states. For each state province over the limit republic loses {{red|−0.1}} {{icon|republican tradition}} Republican tradition.
+
* Is a Merchant Republic with:
 +
::{{#lst:Static_modifiers|merchant_republic_mechanics_modifier}}
 +
{{expansion|won}}  
 
* Vassals, marches, and client states, which usually do not transfer {{icon|trade power}} [[trade power]] to their overlord, will transfer {{green|50%}} if the overlord is a merchant republic.
 
* Vassals, marches, and client states, which usually do not transfer {{icon|trade power}} [[trade power]] to their overlord, will transfer {{green|50%}} if the overlord is a merchant republic.
 
{{expansion|rp}}
 
{{expansion|rp}}
Line 97: Line 340:
 
{{expansion|mn}}
 
{{expansion|mn}}
 
* Can lead a [[trade league]] and create [[trading city|trading cities]].
 
* Can lead a [[trade league]] and create [[trading city|trading cities]].
 +
 +
|- id="Protectorate Parliament"
 +
| '''Protectorate Parliament'''
 +
| style="text-align:center" | &ensp;N/A
 +
|
 +
* {{icon|land morale}} {{green|+5%}} Morale of armies 
 +
* {{icon|autonomy}} {{green|−0.05}} Monthly autonomy change
 +
* {{icon|max absolutism}} {{red|−20}} Maximum absolutism
 +
* {{icon|republican tradition}} {{red|−0.5}} Yearly republican tradition
 +
| {{desc|Protectorate Parliament|Under the benevolent guidance of the Lord Protector, our nation is administered by a rump parliament loyal to the Commonwealth.|image=Reform protectorate parliament}}
 +
* Only available for {{flag|England}} in the [[English Civil War]] disaster
 +
* Ruler reigns for life. No elections.
 +
* Disables [[Call Diet]]
 +
* Prohibits switching [[government type]].
 +
{{expansion|cs}}
 +
* Has access to {{icon|parliament}} parliament but not to the {{icon|nobility}} nobility estate.
 +
 +
|- id="Stratocratic Administration"
 +
| '''Stratocratic Administration'''
 +
| style="text-align:center" | &ensp;N/A
 +
|
 +
* {{icon|war exhaustion}} {{green|−0.02}} Monthly war exhaustion
 +
* {{icon|militarization of state}} {{green|+0.05}} {{DLC-only|Militarization of State}}
 +
* {{icon|autonomy}} {{green|−0.075}} Monthly autonomy change
 +
* {{icon|max absolutism}} {{red|−10}} Maximum absolutism
 +
* {{icon|republican tradition}} {{red|−0.5}} Yearly republican tradition
 +
* {{icon|governing capacity}} {{red|−50%}} Governing capacity
 +
| {{desc|Stratocratic Administration|The Prussian Republic is ruled not by corrupt oligarchs, nor by the will of the ignorant masses, but by its most skilled and proven military commanders. The expansion and protection of our borders are the prime directives for the state..|image=gov_prussian_monarchy}}
 +
* Only available for [[Custom nation]]s, {{flag|Prussia}} or {{flag|Germany}} formed by Prussia. If not playing a custom nation, it requires to be {{icon|protestant|24px}}Protestant or {{icon|reformed|24px}}Reformed.
 +
* Ruler reigns for life. No elections.
 +
* A general becomes ruler when the current ruler dies.
 +
{{expansion|rom}}
 +
*Uses {{icon|militarization of state}} militarization mechanics
  
 
|- id="Venetian Government"
 
|- id="Venetian Government"
Line 109: Line 385:
 
* Features [[Election events#Lottery election|Lottery election]] mechanics.
 
* Features [[Election events#Lottery election|Lottery election]] mechanics.
 
* Rulers are for life.
 
* Rulers are for life.
* Bonus goods production in all provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
+
* Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned 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 ({{red|−10}} reasons if the proposer is and {{red|−30}} reasons if the target is).
 
* AI is more reluctant to be diplo-vassalized by or as a merchant republic ({{red|−10}} reasons if the proposer is and {{red|−30}} reasons if the target is).
 
* It has [[factions#Merchant republics|factions]] but no [[estate|estates]].
 
* It has [[factions#Merchant republics|factions]] but no [[estate|estates]].
* Without penalties, only 20 provinces can be states. For each state province over the limit republic loses {{red|−0.1}} {{icon|republican tradition}} Republican tradition.
+
* {{icon|state governing cost}} {{red|+25%}} governing cost in states and {{icon|trade company governing cost}} {{green|−25%}} governing cost in trade company provinces.
 +
{{expansion|won}}
 
* Vassals, marches, and client states, which usually do not transfer {{icon|trade power}} [[trade power]] to their overlord, will transfer {{green|50%}} if the overlord is a merchant republic.
 
* Vassals, marches, and client states, which usually do not transfer {{icon|trade power}} [[trade power]] to their overlord, will transfer {{green|50%}} if the overlord is a merchant republic.
 
{{expansion|rp}}
 
{{expansion|rp}}
Line 127: Line 404:
 
* {{icon|naval force limit modifier}} {{green|+50%}} Naval force limit modifier
 
* {{icon|naval force limit modifier}} {{green|+50%}} Naval force limit modifier
 
* {{icon|capture ship chance}} {{green|+33%}} Chance to capture enemy ships
 
* {{icon|capture ship chance}} {{green|+33%}} Chance to capture enemy ships
 +
* {{icon|local governing cost}} {{red|+75%}} governing cost
 
* [[File:May_raid_coasts,_including_coasts_of_countries_with_same_religion.png|28px|link=Raid Coasts]] May raid coasts, including coasts of countries with same religion.
 
* [[File:May_raid_coasts,_including_coasts_of_countries_with_same_religion.png|28px|link=Raid Coasts]] May raid coasts, including coasts of countries with same religion.
| {{desc|Pirate Republic|Insofar as this loose collection of pirate crews can be called a state, the Pirate Republic is a haven for all manner of thieves, murderers and smugglers.}}
+
| {{desc|Pirate Republic|Insofar as this loose collection of pirate crews can be called a state, the Pirate Republic is a haven for all manner of thieves, murderers and smugglers.|image=gov_pirate_republic}}
 
{{expansion|gc}}
 
{{expansion|gc}}
 
* Only available for pirate republics formed via decision or event or customized by nation designer.
 
* Only available for pirate republics formed via decision or event or customized by nation designer.
Line 136: Line 414:
 
* Has [[factions#Pirate republics|factions]].
 
* Has [[factions#Pirate republics|factions]].
 
* Does ''not'' have [[estate]]s.
 
* Does ''not'' have [[estate]]s.
 +
* Cannot fall into a [[Presidential Dictator]]ship.
  
 
|- id="Noble Elite"
 
|- id="Noble Elite"
| id="Noble Republic" | {{Hover box|Without Dharma DLC: Noble Republic.|'''Noble Elite'''}}
+
| id="Noble Republic" | '''Noble Elite'''
 
| style="text-align:center" | 8
 
| style="text-align:center" | 8
 
|
 
|
* {{icon|army tradition}} {{green|+0.25}} Yearly army tradition
+
* {{icon|army tradition}} {{green|+0.1}} Yearly army tradition
 
* {{icon|max absolutism}} {{red|−20}} Maximum absolutism
 
* {{icon|max absolutism}} {{red|−20}} Maximum absolutism
 +
* {{icon|nobility influence}} {{green|+5%}} Nobility influence
 +
* {{icon|marathas influence}} {{green|+5%}} {{Marathas exclusive influence}}
 +
* {{icon|rajputs influence}} {{green|+5%}} {{Rajputs exclusive influence}}
 
| {{desc|Noble Elite|In this Republic the right to rule is hereditary within certain noble families. These families elect the ruler from within their own group and this head of government will also have to rely on their support.|image=gov_nobleman}}
 
| {{desc|Noble Elite|In this Republic the right to rule is hereditary within certain noble families. These families elect the ruler from within their own group and this head of government will also have to rely on their support.|image=gov_nobleman}}
*Enables the Aristocratic idea group.
+
*Enables the [[Aristocratic ideas|Aristocratic]] idea group, but disables the [[Plutocratic]] idea group.
  
 
|- id="Presidential Dictator"
 
|- id="Presidential Dictator"
| id="Republican Dictatorship" | {{Hover box|Without Dharma DLC: Republican Dictatorship.|'''Presidential Dictator'''}}
+
| id="Republican Dictatorship" | '''Presidential Dictator'''
 
| style="text-align:center" | N/A
 
| style="text-align:center" | N/A
 
|
 
|
* {{icon|land morale}} {{green|+10%}} Morale of armies  
+
* {{icon|land morale}} {{green|+10%}} Morale of armies
* {{icon|tolerance heathen}} {{green|+1}} Tolerance of heathens
 
 
* {{icon|autonomy}} {{green|−0.075}} Monthly autonomy change
 
* {{icon|autonomy}} {{green|−0.075}} Monthly autonomy change
 
| {{desc|Presidential Dictator|In this state an appointed dictator exercises almost absolute power over the state.|image=gov_parliament_hall}}
 
| {{desc|Presidential Dictator|In this state an appointed dictator exercises almost absolute power over the state.|image=gov_parliament_hall}}
 
* Ruler reigns for life. No elections.
 
* Ruler reigns for life. No elections.
 +
* Prohibits switching [[government type]].
 +
 
{{expansion|rp}}
 
{{expansion|rp}}
 
* Triggers when re-electing a ruler in a non-tribal republic while below {{red|20}} {{icon|republican tradition}} republican tradition.
 
* Triggers when re-electing a ruler in a non-tribal republic while below {{red|20}} {{icon|republican tradition}} republican tradition.
 
* Can also trigger by event for most non-tribal republics at low {{icon|republican tradition}} republican tradition
 
* Can also trigger by event for most non-tribal republics at low {{icon|republican tradition}} republican tradition
* On the dictator's death, elections are not held, instead the country decays into a {{icon|monarchy}} [[monarchy]] (of the highest level available with current {{icon|administrative technology}} [[administrative technology]] except [[constitutional monarchy|constitutional]]) if republican tradition is below {{red|50}}, otherwise it changes back to its previous form of republican government.
+
* On the dictator's death, elections are not held, instead the country decays into a {{icon|monarchy}} [[monarchy]] if republican tradition is below {{red|50}}, otherwise it changes back to a republican government.
 +
 
 +
|- id="Military Dictatorship"
 +
| '''Military Dictatorship'''
 +
| style="text-align:center" | &ensp;N/A
 +
|
 +
* {{icon|land morale}} {{green|+10%}} Morale of armies
 +
* {{icon|autonomy}} {{green|−0.075}} Monthly autonomy change
 +
* {{icon|max absolutism}} {{red|−10}} Maximum absolutism
 +
| {{desc|Military Dictatorship|A military dictator has seized power and rules the state as an autocrat. New rulers are invariably selected from among the Generals.|image=gov_parliament_hall}}
 +
* Available for {{flag|Switzerland}} through the event [[The Helvetic Republic]] which can happen during a war with the revolutionary target
 +
* Ruler reigns for life. No elections.
 +
* A general becomes ruler when the current ruler dies.
 +
* Prohibits switching [[government type]].
 +
{{expansion|emp}}
 +
* Available for {{flag|Milan}} through the event [[Sforza Clashes with the Republic]] during the [[Golden Ambrosian Republic]] disaster.
  
 
|- id="Revolutionary Republic"
 
|- id="Revolutionary Republic"
Line 167: Line 465:
 
* {{icon|land morale}} {{green|+10%}} Morale of armies  
 
* {{icon|land morale}} {{green|+10%}} Morale of armies  
 
* {{icon|autonomy}} {{green|−0.20}} Monthly autonomy change
 
* {{icon|autonomy}} {{green|−0.20}} Monthly autonomy change
 +
* {{icon|maximum revolutionary zeal}} {{green|+50}} {{DLC-only|Maximum revolutionary zeal}}
 
| {{desc|Revolutionary Republic|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.|image=gov_revolutionary_republic}}
 
| {{desc|Revolutionary Republic|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.|image=gov_revolutionary_republic}}
* The Revolutionary republic is available to any large country that has its capital in Europe, and will arise from an event if rebels control the capital during the [[Revolution]] disaster (or the [[French Revolution]] disaster for {{flag|France}}). The event will also make the country the {{icon|revolution target}} revolution target, that alters gameplay beyond the government form.
+
* The Revolutionary republic is available to the first Great Power that either sides with the revolutionaries after the [[Revolution]] disaster (or the [[French Revolution]] disaster for {{flag|France}}) started or when the revolution sentiment has spread to 100% of the country. The event will also make the country the {{icon|revolution target}} revolution target, that alters gameplay beyond the government form.
 
* {{flag|France}} has this government form between 1792 and 1804.
 
* {{flag|France}} has this government form between 1792 and 1804.
* The country will lose both {{icon|revolution target}} revolution target status and this government form if the revolution is dismantled, transitioning into a [[constitutional monarchy]].
+
* uses [[revolutionary zeal]] instead of [[absolutism]]
 +
* The country will lose both {{icon|revolution target}} revolution target status and this government form if the revolution is dismantled, transitioning into a [[monarchy]].
 +
* Prohibits switching [[government type]].
 
* Cannot become a [[republican dictatorship]] at low {{icon|republican tradition}} republican tradition
 
* Cannot become a [[republican dictatorship]] at low {{icon|republican tradition}} republican tradition
* When reaching {{red|0}} {{icon|republican tradition}} republican tradition, will become a [[revolutionary empire]] rather than a [[republican dictatorship]] or a [[despotic monarchy]].
+
* Will become a [[revolutionary empire]] when re-electing the current ruler while having less than {{red|20}} {{icon|republican tradition}} republican tradition or when {{icon|republican tradition}} republican tradition reaches {{red|0}} or by [[Republic events#republics.101|event]] when the {{icon|imperials}} The Imperials are in power and {{icon|republican tradition}} republican tradition is {{red|40}} or less.
 
* {{Hover box|Only with Rights Of Man DLC enabled.|It has [[factions#Revolutionary republics|factions]]}} but no [[estate|estates]].
 
* {{Hover box|Only with Rights Of Man DLC enabled.|It has [[factions#Revolutionary republics|factions]]}} but no [[estate|estates]].
 
* May take the decision to [[List of decision lists#Cult of Reason|adopt the cult of reason]] if it has less than {{icon|stability}}{{red|−1}} stability
 
* May take the decision to [[List of decision lists#Cult of Reason|adopt the cult of reason]] if it has less than {{icon|stability}}{{red|−1}} stability
 
* Fixed rank: {{icon|Empire}} Empire
 
* Fixed rank: {{icon|Empire}} Empire
 +
 +
|- id="Revolutionary State"
 +
| '''Revolutionary State'''
 +
| style="text-align:center" | 4
 +
|
 +
* {{icon|tolerance heretic}} {{green|+2}} Tolerance of heretics
 +
* {{icon|land morale}} {{green|+10%}} Morale of armies
 +
* {{icon|autonomy}} {{green|−0.20}} Monthly autonomy change
 +
* {{icon|maximum revolutionary zeal}} {{green|+25}} {{DLC-only|Maximum revolutionary zeal}}
 +
| {{desc|Revolutionary State|The revolutionary republic represents the government of the nation by a small executive with the support of an elective chamber of deputies. This state will do its utmost to support the cause of the Revolution and spread the ideals of liberty and equality.|image=gov_revolutionary_republic}}
 +
* For vassals or client states that are released by revolutionary countries and other countries that embrace the revolution if a revolutionary target already exists
 +
* uses [[revolutionary zeal]] instead of [[absolutism]]
 +
* The country will lose this government form if the revolution is dismantled, transitioning into a [[monarchy]].
 +
* Prohibits switching [[government type]].
 +
* Cannot become a [[republican dictatorship]] at low {{icon|republican tradition}} republican tradition
 +
* Will become a [[revolutionary empire]] when re-electing the current ruler while having less than {{red|20}}, but not by events from low {{icon|republican tradition}} republican tradition.
 +
* {{Hover box|Only with Rights Of Man DLC enabled.|It has [[factions#Revolutionary republics|factions]]}} but no [[estate|estates]].
 +
* May take the decision to [[List of decision lists#Cult of Reason|adopt the cult of reason]] if it has less than {{icon|stability}}{{red|−1}} stability
 +
* Fixed rank: {{icon|Kingdom}} Kingdom
  
 
|- id="Peasants Republic"
 
|- id="Peasants Republic"
| id="Peasant Republic" | {{Hover box|Without Dharma DLC: Peasant Republic.|'''Peasants Republic'''}}
+
| id="Peasant Republic" | '''Peasants Republic'''
 
| style="text-align:center" | 4
 
| style="text-align:center" | 4
 
|
 
|
Line 185: Line 505:
 
* {{icon|max absolutism}} {{red|−50}} Maximum absolutism
 
* {{icon|max absolutism}} {{red|−50}} Maximum absolutism
 
| {{desc|Peasants Republic|A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.|image=gov_peasant_republic}}
 
| {{desc|Peasants Republic|A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.|image=gov_peasant_republic}}
* Only used for the duchy of {{flag|Dithmarschen}} from 1444 to 1559.
+
* {{flag|Dithmarschen}}, {{flag|Friesland}} and {{flag|East Frisia}} start with this reform.
 +
* Can be spread to other countries with the [[Peasant Revolt]] casus belli. <!-- not working in 1.30.1 -->
 +
* Can be enforced by {{icon|peasants}} peasant rebels during the [[great peasant war]] incident or after the peasants won the incident if the country fulfills the following conditions:
 +
** is a member of the {{icon|imperial authority}} holy roman empire
 +
** has less than {{icon|development}} 100 development
 +
** is not the {{icon|imperial authority}} emperor
 +
** is not the lesser partner in a [[personal union]]
 +
** is not {{flag|The Papal State}}
 
* Does not have the {{icon|nobility}} [[nobility]] estate.
 
* Does not have the {{icon|nobility}} [[nobility]] estate.
  
Line 192: Line 519:
 
| style="text-align:center" | 4
 
| style="text-align:center" | 4
 
|
 
|
* {{icon|development cost}} {{DLC-only|Development cost|−10}}
+
* {{icon|development cost}} {{green|−10}} Development cost
 
* {{icon|trade efficiency}} {{green|+10%}} Trade efficiency
 
* {{icon|trade efficiency}} {{green|+10%}} Trade efficiency
 
* {{icon|max absolutism}} {{red|−20}} Maximum absolutism
 
* {{icon|max absolutism}} {{red|−20}} Maximum absolutism
 +
* {{icon|burghers influence}} {{yellow|+15%}} Burghers influence
 
| {{desc|Free City|This is a free Imperial city that has been granted special rights and privileges by the Emperor himself.|image=gov_free_city}}
 
| {{desc|Free City|This is a free Imperial city that has been granted special rights and privileges by the Emperor himself.|image=gov_free_city}}
 
* Only possible government for [[Holy Roman Empire#Free Imperial Cities|free cities]] in the Holy Roman Empire.
 
* Only possible government for [[Holy Roman Empire#Free Imperial Cities|free cities]] in the Holy Roman Empire.
Line 209: Line 537:
 
{{expansion|mn}}
 
{{expansion|mn}}
 
* [[trading city|Trading cities]] created by [[merchant republic|merchant republics]] or Veche republics have this government type
 
* [[trading city|Trading cities]] created by [[merchant republic|merchant republics]] or Veche republics have this government type
* Bonus goods production in provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., provinces produce 50% bonus goods if the trading city control 100% of trade in the node).
+
* Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the trading city controls 100% of trade in the node).
 
* It has [[factions#Merchant republics|factions]] but no estates
 
* It has [[factions#Merchant republics|factions]] but no estates
 
* Becomes a [[merchant republic]] if a second province is acquired
 
* Becomes a [[merchant republic]] if a second province is acquired
Line 222: Line 550:
 
* {{icon|global tax modifier}} {{green|+10%}} National tax modifier
 
* {{icon|global tax modifier}} {{green|+10%}} National tax modifier
 
* {{icon|land morale}} {{green|+5%}} Morale of armies
 
* {{icon|land morale}} {{green|+5%}} Morale of armies
* {{icon|number of states}} {{green|+1}} Number of states
+
* {{icon|governing capacity}} {{green|+50}} Governing capacity
 
* {{icon|max absolutism}} {{red|−30}} Maximum absolutism
 
* {{icon|max absolutism}} {{red|−30}} Maximum absolutism
 
| {{desc|Ambrosian Republic|It was a short-lived city-state government that formed in the Duchy of Milan when the Duke died without an heir in 1447.|image=gov_ambrosian_republic}}
 
| {{desc|Ambrosian Republic|It was a short-lived city-state government that formed in the Duchy of Milan when the Duke died without an heir in 1447.|image=gov_ambrosian_republic}}
* Only available for {{flag|Milan}} in 1447 or as the result of a special [[Milanese events#The Ambrosian Republic|event]].  
+
* Only available for {{flag|Milan}} in 1447 or as the result of some of the events during the [[Golden Ambrosian Republic]] disaster.  
  
 
|- id="Veche Republic"
 
|- id="Veche Republic"
Line 231: Line 559:
 
| style="text-align:center" | &ensp;4
 
| style="text-align:center" | &ensp;4
 
|
 
|
* {{icon|merchant}} {{green|+1}} [[Merchant]]
+
* {{icon|merchant}} {{green|+1}} Merchant
* {{icon|number of states}} {{green|+1}} Number of states
+
* {{icon|governing capacity}} {{green|+50}} Governing capacity
 +
* {{icon|max absolutism}} {{red|−50}} Maximum absolutism
 
| {{desc|Veche Republic|This state is governed by a Veche, a council with the highest legislative and judicial authority consisting of Boyars, Merchants and even commoners.|image=gov_merchant}}
 
| {{desc|Veche Republic|This state is governed by a Veche, a council with the highest legislative and judicial authority consisting of Boyars, Merchants and even commoners.|image=gov_merchant}}
 
* Only available to nations in the Eastern Slavic culture group.
 
* Only available to nations in the Eastern Slavic culture group.
 
* Used by {{flag|Pskov}} and {{flag|Novgorod}}
 
* Used by {{flag|Pskov}} and {{flag|Novgorod}}
* Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the republic control 100% of trade in the node).
+
* Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
 
* It has [[factions#Merchant republics|factions]] but no estates
 
* It has [[factions#Merchant republics|factions]] but no estates
* Without penalties, only 20 provinces can be states. For each state province over the limit republic loses {{red|−0.1}} {{icon|republican tradition}} Republican tradition.
+
* {{icon|state governing cost}} {{red|+25%}} governing cost in states and {{icon|trade company governing cost}} {{green|−25%}} governing cost in trade company provinces.
 
* Fixed rank: {{icon|Duchy}} Duchy
 
* Fixed rank: {{icon|Duchy}} Duchy
 
{{expansion|tr}}
 
{{expansion|tr}}
Line 253: Line 582:
 
* {{icon|stability cost modifier}} {{green|−10%|}} Stability cost modifier
 
* {{icon|stability cost modifier}} {{green|−10%|}} Stability cost modifier
 
* {{icon|war exhaustion}} {{green|−0.04}} Monthly war exhaustion
 
* {{icon|war exhaustion}} {{green|−0.04}} Monthly war exhaustion
* {{icon|max absolutism}} {{red|−30}} Maximum absolutism
+
* {{icon|max absolutism}} {{red|−20}} Maximum absolutism
 
| {{desc|American Republic|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 four years after election.|image=gov_parliament}}
 
| {{desc|American Republic|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 four years after election.|image=gov_parliament}}
 
Requires the ''[[Downloadable_content#Flavor_packs|American Dream]]'' DLC.
 
Requires the ''[[Downloadable_content#Flavor_packs|American Dream]]'' DLC.
* Only available for the {{flag|United States of America}} via the ''American Dream'' event "Government Form".
+
* Only available for the {{flag|United States of America}} via the ''American Dream'' event "Government Form" or to countries with American as primary culture.
 
* {{Hover box|Available only with Common Sense DLC enabled.|Has access to {{icon|parliament}} parliament.}}
 
* {{Hover box|Available only with Common Sense DLC enabled.|Has access to {{icon|parliament}} parliament.}}
 +
* Disables [[Call Diet]]
 +
* Does not have the {{icon|nobility}} [[nobility]] estate.
 +
  
 
|- id="Federal Republic"
 
|- id="Federal Republic"
Line 270: Line 602:
 
* Only available for the {{flag|United States of America}} via the ''American Dream'' event "Government Form".
 
* Only available for the {{flag|United States of America}} via the ''American Dream'' event "Government Form".
 
* {{Hover box|Available only with Common Sense DLC enabled.|Has access to {{icon|parliament}} parliament.}}
 
* {{Hover box|Available only with Common Sense DLC enabled.|Has access to {{icon|parliament}} parliament.}}
 +
* Disables [[Call Diet]]
 +
* Does not have the {{icon|nobility}} [[nobility]] estate.
 +
  
 
|-
 
|-
Line 277: Line 612:
 
* {{icon|land morale recovery}} {{green|+2%}} Recovery army morale speed
 
* {{icon|land morale recovery}} {{green|+2%}} Recovery army morale speed
 
* {{icon|autonomy}} {{green|−0.05}} Monthly autonomy change
 
* {{icon|autonomy}} {{green|−0.05}} Monthly autonomy change
* {{icon|number of states}} {{green|+2}} Number of states
+
* {{icon|governing capacity}} {{green|+100}} Governing capacity
 
* {{icon|institution embracement cost}} {{green|−10%}} Institution embracement cost
 
* {{icon|institution embracement cost}} {{green|−10%}} Institution embracement cost
 
| {{desc|Colonial Government|A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.|image=gov_peasants}}
 
| {{desc|Colonial Government|A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.|image=gov_peasants}}
Line 284: Line 619:
 
* After a successful independence war, an event will give the choice between transitioning to a {{icon|republic|24px}} republic or a {{icon|monarchy|24px}} monarchy
 
* After a successful independence war, an event will give the choice between transitioning to a {{icon|republic|24px}} republic or a {{icon|monarchy|24px}} monarchy
 
* May take the decision to [[List of decision lists#Form Colonial Assembly|form a colonial assembly]] for {{icon|adm|24px}} {{red|100}} administrative monarch power if it has more than {{icon|liberty desire|24px}} 25% liberty desire after the {{icon|age of absolutism|24px}} Age of Absolutism has started
 
* May take the decision to [[List of decision lists#Form Colonial Assembly|form a colonial assembly]] for {{icon|adm|24px}} {{red|100}} administrative monarch power if it has more than {{icon|liberty desire|24px}} 25% liberty desire after the {{icon|age of absolutism|24px}} Age of Absolutism has started
* Does not have [[estates]]
+
* Does not have [[estates]] <!-- that applies to colonial nations and is not actually an effect from the government reform -->
 
* Fixed rank: {{icon|Duchy}} Duchy
 
* Fixed rank: {{icon|Duchy}} Duchy
  
Line 293: Line 628:
 
* {{icon|trade efficiency}} {{green|+10%}} Trade efficiency
 
* {{icon|trade efficiency}} {{green|+10%}} Trade efficiency
 
* {{icon|heavy ship power}} {{green|+10%}} Heavy ship combat ability
 
* {{icon|heavy ship power}} {{green|+10%}} Heavy ship combat ability
* {{icon|number of states}} {{green|+1}} Number of states
+
* {{icon|governing capacity}} {{green|+50}} Governing capacity
 
* {{icon|max absolutism}} {{red|−30}} Maximum absolutism
 
* {{icon|max absolutism}} {{red|−30}} Maximum absolutism
 
<section end=DutchRepublic/>
 
<section end=DutchRepublic/>
 
| {{desc|Dutch Republic|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.|image=gov_dutch_republic}}
 
| {{desc|Dutch Republic|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.|image=gov_dutch_republic}}
* Only available for the {{flag|Netherlands}} in 1581 or as the result of a special [[Dutch events#Constitutionalism and the General Estates|event]].
+
* Only available for the {{flag|Netherlands}} in 1581 or as the result of a special [[Dutch events#Constitutionalism and the General Estates|event]] or by manually switching to that reform if the Netherlands are already a republic.
 
{{icon|rp|24px}} {{small|Available only with the [[Res Publica]] DLC enabled}}.
 
{{icon|rp|24px}} {{small|Available only with the [[Res Publica]] DLC enabled}}.
 
* Allows royal marriages.  
 
* Allows royal marriages.  
Line 312: Line 647:
 
* {{icon|cavalry cost}} {{green|−20%}} Cavalry cost
 
* {{icon|cavalry cost}} {{green|−20%}} Cavalry cost
 
* {{icon|cavalry power}} {{green|+20%}} Cavalry combat ability
 
* {{icon|cavalry power}} {{green|+20%}} Cavalry combat ability
* {{icon|states}} {{green|+1}} Number of states
+
* {{icon|governing capacity}} {{green|+50}} Governing capacity
 
* {{icon|max absolutism}} {{red|−40}} Maximum absolutism
 
* {{icon|max absolutism}} {{red|−40}} Maximum absolutism
 
* {{icon|cavalry to infantry ratio}} {{green|+20%}} Cavalry to infantry ratio
 
* {{icon|cavalry to infantry ratio}} {{green|+20%}} Cavalry to infantry ratio
 
| {{desc|Sich Rada|Free Cossacks are ruled by a military council presided over by a Hetman.|image=gov_horde_riding}}
 
| {{desc|Sich Rada|Free Cossacks are ruled by a military council presided over by a Hetman.|image=gov_horde_riding}}
 
* Only available for Cossack breakaway nations and {{flag|Zaporozhie}}
 
* Only available for Cossack breakaway nations and {{flag|Zaporozhie}}
* Can raise Cossack hosts
 
 
* Does not have [[estates]]
 
* Does not have [[estates]]
 +
<section begin=CossackMechanics/>{{expansion|cos}}
 +
Each year, this government gathers ''3 + ruler skill'' progress in each monarch power category ({{icon|adm|24px}}/{{icon|dip|24px}}/{{icon|mil|24px}}). Once 100 progress in a category is reached, the related {{icon|government}} government interaction can be activated:
 +
* {{icon|adm}}Receive Fleeing Serfs: {{effect|green|Raise 1|development}} in a random category in 1 random province; {{effect|red|Reduce -10%|national tax modifier}} from a country they fled from
 +
* {{icon|dip}}Organise Raiding Parties {{green|+1 attrition for enemies}} and {{green|+10% movement speed}} for 10 years
 +
* {{icon|mil}}Raise Cossack Host: {{effect|green|−2|war exhaustion}}, raises 20% of forcelimit as [[cossack|cossack units]] in the capital.
 +
If not activated the points continue to gather until 150 is reached and any more is lost.<section end=CossackMechanics/>
 +
 +
<!-- transcluded from the page 'Common government reforms' -->
 +
{{#lst:Common government reforms|Autonomous Swiss Cantons Republics}}
 
|}
 
|}
  
Line 332: Line 675:
 
* {{icon|unrest}} {{green|−1}} National unrest
 
* {{icon|unrest}} {{green|−1}} National unrest
 
| {{desc|Authoritarianism|While it is no Monarchy, this republic values law and order above all else and will act forcefully to ensure that the authority of the central government is respected throughout the country.|image=gov_merchant}}
 
| {{desc|Authoritarianism|While it is no Monarchy, this republic values law and order above all else and will act forcefully to ensure that the authority of the central government is respected throughout the country.|image=gov_merchant}}
*''Not'' available for ‘Pirate Republics’
+
*''Not'' available for ‘Pirate Republics’ ''or'' revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
  
 
|-
 
|-
Line 340: Line 683:
 
* {{icon|random candidate bonus}} {{green|+1}} Random candidate bonus
 
* {{icon|random candidate bonus}} {{green|+1}} Random candidate bonus
 
| {{desc|Political Dynasties|In this country a number of families have over time emerged as very willing to assume the responsibilities of state. So much so that it has become both expected of them to shoulder that responsibility, and expected of the state to offer it to their scions.|image=gov_man_and_children}}
 
| {{desc|Political Dynasties|In this country a number of families have over time emerged as very willing to assume the responsibilities of state. So much so that it has become both expected of them to shoulder that responsibility, and expected of the state to offer it to their scions.|image=gov_man_and_children}}
* ''Not'' available for ‘Pirate Republics’
+
* ''Not'' available for ‘Pirate Republics’ ''or'' countries with the [[Italian Signoria]] reform or revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
* [[Election events]] have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills, though lower than normal ({{red|−2}}), and electing them causes a loss of republican tradition.
+
* [[Election events]] have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills, though lower than normal ({{red|−2}}), and electing them causes a loss of {{red|1}} republican tradition per election cycle year.
  
 
|-
 
|-
Line 348: Line 691:
 
* {{icon|republican tradition}} {{green|+0.2}} Yearly republican tradition
 
* {{icon|republican tradition}} {{green|+0.2}} Yearly republican tradition
 
| {{desc|Republicanism|This Republic has made itself a guardian of Republican ideals, citizen power and everyone working together for the common good.|image=gov_assembly_hall}}
 
| {{desc|Republicanism|This Republic has made itself a guardian of Republican ideals, citizen power and everyone working together for the common good.|image=gov_assembly_hall}}
* ''Not'' available for ‘Pirate Republics’
+
* ''Not'' available for ‘Pirate Republics’ ''or'' revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
  
 
|-
 
|-
Line 355: Line 698:
 
* {{icon|privateer efficiency}} {{green|+33%}} Privateer efficiency
 
* {{icon|privateer efficiency}} {{green|+33%}} Privateer efficiency
 
* {{icon|captains influence}} '''+0.1''' Captains influence
 
* {{icon|captains influence}} '''+0.1''' Captains influence
| {{desc|Council of Captains|The Pirate Republic should be governed by the will of its greatest captains. It is their alliance that holds our nation together, and so their decisions must take precedence over any other authority.}}
+
| {{desc|Council of Captains|The Pirate Republic should be governed by the will of its greatest captains. It is their alliance that holds our nation together, and so their decisions must take precedence over any other authority.|image=gov_council_of_captains}}
 
* Only available for ‘Pirate Republics’
 
* Only available for ‘Pirate Republics’
  
Line 364: Line 707:
 
* {{icon|national sailors modifier}} {{green|+10%}} National sailors modifier
 
* {{icon|national sailors modifier}} {{green|+10%}} National sailors modifier
 
* {{icon|buccaneers influence}} '''+0.1''' Buccaneers influence
 
* {{icon|buccaneers influence}} '''+0.1''' Buccaneers influence
| {{desc|Articles of Agreement|The Articles of Agreement are the cornerstone of the social order on board a pirate ship. They guarantee that every crewman has an equal vote in all matters and an equal share of all plunder. Articles such as these should be established for the Republic itself, so that the liberty and equality of all pirates is secured.}}
+
| {{desc|Articles of Agreement|The Articles of Agreement are the cornerstone of the social order on board a pirate ship. They guarantee that every crewman has an equal vote in all matters and an equal share of all plunder. Articles such as these should be established for the Republic itself, so that the liberty and equality of all pirates is secured.|image=gov_articles_of_agreement}}
 
* Only available for ‘Pirate Republics’
 
* Only available for ‘Pirate Republics’
  
Line 372: Line 715:
 
* {{icon|trade power abroad}} {{green|+30%}} Trade power abroad
 
* {{icon|trade power abroad}} {{green|+30%}} Trade power abroad
 
* {{icon|smugglers influence}} '''+0.1''' Smugglers influence
 
* {{icon|smugglers influence}} '''+0.1''' Smugglers influence
| {{desc|Smugglers Haven|A pirate enterprise cannot function without a way to sell their stolen goods. We must ensure that conditions in the Republic are favorable for smuggling operations.}}
+
| {{desc|Smugglers Haven|A pirate enterprise cannot function without a way to sell their stolen goods. We must ensure that conditions in the Republic are favorable for smuggling operations.|image=gov_smugglers_haven}}
 
* Only available for ‘Pirate Republics’
 
* Only available for ‘Pirate Republics’
 +
 +
<!-- transcluded from the page 'Common government reforms' -->
 +
{{#lst:Common government reforms|Liberté Ideals}}
 +
 +
|-
 +
| id="Egalité Ideals" | '''Egalité Ideals'''
 +
|
 +
* {{icon|republican tradition}} {{green|+0.25}} Yearly republican tradition
 +
* {{icon|jacobin influence}} '''+0.1''' Jacobin influence
 +
| {{desc|Egalité Ideals|Those who believe in the ideals of Egalité believe that the law, whether it be a rule or a right, applies equally to all people, regardless of faith, social class, culture, and gender. Equally, all citizens should have access to all positions in our government based only on their competence.|image=reform egalite}}
 +
* Only available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
 +
<!-- transcluded from the page 'Common government reforms' -->
 +
{{#lst:Common government reforms|Fraternité Ideals}}
 
|}
 
|}
  
Line 387: Line 744:
 
* {{icon|length of election term}} '''−1''' Length of election term
 
* {{icon|length of election term}} '''−1''' Length of election term
 
| {{desc|Frequent Elections|Long terms make rulers reckless and the very idea that someone would rule for a long time is contrary to the very idea of a republic. Let us reform our election system to ensure better accountability from our elected officials.|image=gov_ballot_box}}
 
| {{desc|Frequent Elections|Long terms make rulers reckless and the very idea that someone would rule for a long time is contrary to the very idea of a republic. Let us reform our election system to ensure better accountability from our elected officials.|image=gov_ballot_box}}
 +
* ''Not'' available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 
* Can be picked if rulers do ''not'' reign for life ''or'' has enacted ‘[[Sortition]]’.
 
* Can be picked if rulers do ''not'' reign for life ''or'' has enacted ‘[[Sortition]]’.
 
|-
 
|-
Line 394: Line 752:
 
* {{icon|length of election term}} '''+1''' Length of election term
 
* {{icon|length of election term}} '''+1''' Length of election term
 
| {{desc|Consolidation of Power|The current terms for officials are too short to see through larger projects. This only feeds populism and leads to short-sighted policies. Let us reform our election system to allow for longer terms so that our elected officials have the power they need to conduct their office.|image=gov_constitution}}
 
| {{desc|Consolidation of Power|The current terms for officials are too short to see through larger projects. This only feeds populism and leads to short-sighted policies. Let us reform our election system to allow for longer terms so that our elected officials have the power they need to conduct their office.|image=gov_constitution}}
 +
* ''Not'' available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 
|-
 
|-
 
| id="Sortition" | '''Sortition'''
 
| id="Sortition" | '''Sortition'''
Line 399: Line 758:
 
* {{icon|yearly corruption}} {{green|−0.10}} Yearly corruption
 
* {{icon|yearly corruption}} {{green|−0.10}} Yearly corruption
 
| {{desc|Sortition|Unfortunately votes can be bought and old loyalties may cloud the judgment among some electors. Let us implement a system where a semi-random person can be chosen from a pool of good candidate for important offices.|image=gov_paper_with_seal_3}}
 
| {{desc|Sortition|Unfortunately votes can be bought and old loyalties may cloud the judgment among some electors. Let us implement a system where a semi-random person can be chosen from a pool of good candidate for important offices.|image=gov_paper_with_seal_3}}
* Not available for ‘[[Venetian Government]]’.
+
* ''Not'' available for ‘[[Venetian Government]]’ and ‘[[Dutch Republic]]’ and ‘[[Presidential Dictator]]’ and ‘[[Military Dictatorship]]’ and ‘[[Board of Admirals]]’ and ‘[[Stratocratic Administration]]’ and revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled..
* ‘Election by Lottery’ mechanics.
+
* Features [[Election events#Lottery election|Lottery election]] mechanics.
 
* Rulers reign for life.
 
* Rulers reign for life.
 
|-
 
|-
| id="Permanent Marathas Council" | '''Permanent Marathas Council'''
+
| id="Consolidate Power in the Doge" | '''Consolidate Power in the Doge'''
 +
|
 +
* {{icon|governing capacity}} {{green|+250}} Governing capacity
 +
| {{desc|Consolidate Power in the Doge|For years, our Republic has had its power base divided between the Doge, the Council of Ten, the citizens, and countless other legislative bodies. Each are subject to each other, but the Doge sits at the top of the hierarchy. Our loose government system has been useful thus far in advancing our trade efforts, but as our nation expands across the world, its become clear that we must grant the Doge executive powers across all branches of the government if we are to eliminate corruption in our administration.|image=Reform consolidate power in doge}}
 +
* Can only be picked if the country has enacted ‘[[Venetian Government]]’ ''or'' ‘[[Plutocracy]]’.
 +
* Ruler reigns for life. Has [[Election events#Lottery election|Lottery election]] on the ruler's death with ‘[[Venetian Government]]’, but no elections with ‘[[Plutocracy]]’.
 +
|-
 +
| id="Disperse Power Across the Cities" | '''Disperse Power Across the Cities'''
 
|
 
|
* {{icon|discipline}} {{green|+5%}} Discipline
+
* {{icon|diplomatic upkeep}} {{green|+1}} Diplomatic relation
| {{desc|Permanent Marathas Council|Maratha generals and civic leaders are an important part of the balance of power in our nation. We should formalize their assemblies and establish a permanent council of the Marathas to guide our nation.|image=gov_noble_indian}}
+
* {{icon|trade power abroad}} {{green|+10%}} Trade power abroad
*Only available for countries with the{{icon|marathas|24px}}Marathas estate active.
+
| {{desc|Disperse Power Across the Cities|Our government is a strange mix between a Republic, an Oligarchy, and a Monarchy. Trade and commerce are our primary concern and we’re not interested in building a global empire, only making an empire of trade. If we shatter powers in our nation and grant greater control to the Trade Cities, we shall make our trade league much more inviting for the smaller powers who only desire the freedom and economic stability that we can provide.|image=Reform consolidate power in cities}}
*The Marathas estate interaction '''Recruit Minister''' will instead recruit a general with {{green|+1}} additional {{icon|land leader shock}} shock
+
* Can only be picked if the country has enacted ‘[[Venetian Government]]’ ''or'' ‘[[Plutocracy]]’.
|-
+
<!-- Doesn't seem to work correctly in 1.30.1. I'm not even sure what the intended mechanic is. Currently Plutocracy keep their normal 4 year election cycle, but the Venetian Government doesn't trigger an election even though it displays a date for the next election
| id="Governmental Purbias Register" | '''Governmental Purbias Register'''
+
* Has elections every 4 years -->
 +
|-
 +
| id="Legislative Assembly" | '''Legislative Assembly'''
 +
|
 +
* {{green|+1.5}} Yearly revolutionary zeal
 +
| {{desc|Legislative Assembly|With the collapse of the old government, we have an opportunity to reconstruct a new legislative government which treats all people, regardless of social class, as equals. This government shall be absolutely committed to the ideals of the Revolution, and will not suffer those who wish to subjugate us back into the old regime.|image=Reform legislative assembly}}
 +
* Only available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
|-  
 +
| id="Constituent Assembly" | '''Constituent Assembly'''
 
|
 
|
* {{icon|recover army morale speed}} {{green|+5%}} Recover army morale speed
+
* {{icon|diplomatic upkeep}} {{green|+1}} Diplomatic relation
| {{desc|Governmental Purbias Register|The state is taking measures to attract elite Rajput warriors from all over India. Steps should be taken to organize these warriors into cohesive regiments upon arrival so that they can be deployed more effectively.|image=gov_rajput_kingdom}}
+
* {{icon|improve relation modifier}} {{green|+15%}} Improve relations
*Only available for countries with the {{icon|rajputs|24px}} Rajputs estate active.
+
| {{desc|Constituent Assembly|The Constituent Assembly was a rough outline of democracy provided by the old government that governed the people in three distinct constituents. By building and expanding upon the old government rather than overhauling it with the new, we may prove to the reactionary governments on our border that we are still a civilized nation and a force for good in this changing world.|image=Reform national constituent}}
*The Rajputs estate interaction '''Enlist Purbias''' will give an additional {{icon|discipline}} {{green|+5%}} discipline to Rajput Regiments.
+
* Only available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
 
 +
<!-- transcluded from the page 'Common government reforms' -->
 +
{{#lst:Common government reforms|Permanent Marathas Council}}
 +
{{#lst:Common government reforms|Governmental Purbias Register}}
 +
{{#lst:Common government reforms|Council of the Indies}}
 
|}
 
|}
  
Line 431: Line 810:
 
| id="Administrative Divisions" | '''Administrative Divisions'''
 
| id="Administrative Divisions" | '''Administrative Divisions'''
 
|
 
|
* {{icon|states}} {{green|+5}} Number of states
+
* {{icon|governing capacity}} {{green|+250}} Governing capacity
 
| {{desc|Administrative Divisions|Let us divide the state into geographic regions ruled and administered by officials appointed by our central government.|image=gov_map}}
 
| {{desc|Administrative Divisions|Let us divide the state into geographic regions ruled and administered by officials appointed by our central government.|image=gov_map}}
 
|-
 
|-
Line 438: Line 817:
 
* {{icon|global trade power}} {{green|+10%}} Global trade power
 
* {{icon|global trade power}} {{green|+10%}} Global trade power
 
| {{desc|Union of States|Rather than one unified state our country has grown from a large number of states integrated into one confederacy. As our administration grows and evolves we must not infringe on the rights of the member states, doing so would trample on the very principles of our existence.|image=gov_merchant_ship}}
 
| {{desc|Union of States|Rather than one unified state our country has grown from a large number of states integrated into one confederacy. As our administration grows and evolves we must not infringe on the rights of the member states, doing so would trample on the very principles of our existence.|image=gov_merchant_ship}}
|-
+
 
 +
<!-- transcluded from the page 'Common government reforms' -->
 +
{{#lst:Common government reforms|Exile Colonial Companies}}
 
|}
 
|}
  
Line 447: Line 828:
 
! class="unsortable" | Description & notes
 
! class="unsortable" | Description & notes
  
|-
+
<!-- transcluded from the page 'Common government reforms' -->
| id="Parliamentarism" | '''Parliamentarism '''
+
{{#lst:Common government reforms|Parliamentarism}}
|
 
* Enables parliament mechanics
 
* {{icon|national unrest}} {{green|−1}} National unrest
 
| {{desc|Parliamentarism|It is time we separate the head of government from the head of state and give the legislative assemblies of the land a larger share in the day to day rule of our state.|image=gov_judge}}
 
* Disables{{icon|nobility}}Nobility estate
 
*Not available with certain unique reforms
 
  
 
|-
 
|-
Line 463: Line 838:
  
 
|- id="Pirate King"
 
|- id="Pirate King"
| id="Pirate Kingdom" | {{Hover box|Without Dharma DLC: Pirate Kingdom.| '''Pirate King'''}}
+
| id="Pirate Kingdom" | '''Pirate King'''
 
|
 
|
 
* {{icon|harsh treatment cost}} {{green|−20%}} Harsh treatment cost
 
* {{icon|harsh treatment cost}} {{green|−20%}} Harsh treatment cost
 
* {{icon|naval leader fire}} {{green|+1}} Naval leader fire
 
* {{icon|naval leader fire}} {{green|+1}} Naval leader fire
 
* {{icon|captains influence}} '''+0.1''' Captains influence
 
* {{icon|captains influence}} '''+0.1''' Captains influence
| {{desc|Pirate King|Every great empire stands in opposition to us. To stand any chance of survival we must rally behind our own Pirate King, and the King's word will be law.}}
+
| {{desc|Pirate King|Every great empire stands in opposition to us. To stand any chance of survival we must rally behind our own Pirate King, and the King's word will be law.|image=gov_pirate_king}}
 
* Only available for ‘Pirate Republics’
 
* Only available for ‘Pirate Republics’
 +
* Ruler reigns for life. No elections.
 
* ‘An Admiral becomes ruler when the current ruler dies.’
 
* ‘An Admiral becomes ruler when the current ruler dies.’
 +
* Ruler stats depend on admiral pips. On average 12 ruler points for 16-pips admiral.
  
 
|- id="War Against the World Doctrine"
 
|- id="War Against the World Doctrine"
| id="Liberi Government" | {{Hover box|Without Dharma DLC: Liberi Government.| '''War Against the World Doctrine'''}}
+
| id="Liberi Government" | '''War Against the World Doctrine'''
 
|
 
|
 
* {{icon|years of separatism}} {{green|−5}} Years of separatism
 
* {{icon|years of separatism}} {{green|−5}} Years of separatism
 
* {{icon|shipbuilding time}} {{green|−15%}} Shipbuilding time
 
* {{icon|shipbuilding time}} {{green|−15%}} Shipbuilding time
 
* {{icon|buccaneers influence}} '''+0.1''' Buccaneers influence
 
* {{icon|buccaneers influence}} '''+0.1''' Buccaneers influence
| {{desc|War Against the World Doctrine|The tyrants of the world must be unseated! We can no longer tolerate kings and despots making slaves of our fellow man. And so we shall adopt a new doctrine: war against the world!}}
+
| {{desc|War Against the World Doctrine|The tyrants of the world must be unseated! We can no longer tolerate kings and despots making slaves of our fellow man. And so we shall adopt a new doctrine: war against the world!|image=gov_war_against_the_world}}
 
* Only available for ‘Pirate Republics’
 
* Only available for ‘Pirate Republics’
 
* Enables [[Casus_belli#War_Against_the_World | War Against the World]]{{icon|casus belli}} casus belli
 
* Enables [[Casus_belli#War_Against_the_World | War Against the World]]{{icon|casus belli}} casus belli
Line 487: Line 864:
 
|
 
|
 
* {{icon|smugglers influence}} '''+0.1''' Smugglers influence
 
* {{icon|smugglers influence}} '''+0.1''' Smugglers influence
| {{desc|Black Market Consortium|The pirates that run amok in the Republic cannot be trusted to bathe themselves, let alone to govern a nation whose future hands on the edge of a cutlass. A Consortium formed of the most influential black market merchants shall be established as its true governors. Profit must come before liberty.}}
+
| {{desc|Black Market Consortium|The pirates that run amok in the Republic cannot be trusted to bathe themselves, let alone to govern a nation whose future hands on the edge of a cutlass. A Consortium formed of the most influential black market merchants shall be established as its true governors. Profit must come before liberty.|image=gov_black_market_consortium}}
 
* Only available for ‘Pirate Republics’
 
* Only available for ‘Pirate Republics’
* Enables merchant republic mechanics – thus increases [[goods produced]] in foreign provinces where the country has trade power.
+
* Enables merchant republic mechanics – thus increases [[goods produced]] in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
* Can place [[trade post]]s. (requires {{icon|rp}} ‘Res Publica’)
+
{{expansion|rp}}
 +
* Can construct a trade post for 50 {{icon|adm}} giving {{green|+10}} {{icon|trade power}} trade power, in one owned province per trade node (except your primary node).
 +
 
 +
|-
 +
| id="Imperial Diplomacy" | '''Imperial Diplomacy'''
 +
|
 +
* {{icon|diplomatic reputation}} {{green|+2}} Diplomatic reputation
 +
* {{icon|diplomatic upkeep}} {{green|+1}} Diplomatic relations
 +
| {{desc|Imperial Diplomacy|The city cannot maintain its independence without the support of the Emperor and our other allies. We shall focus our energies on strengthening our diplomatic ties and ensuring that, whenever we have need of them, our friends will be there to help us defend the city.|image=Gov king}}
 +
* Only available for ‘Free cities’
 +
* The {{icon|imperial authority}} emperor gains the ''Imperial Diplomacy'' opinion modifier towards this country giving {{icon|relations}} {{green|+50}} relations
 +
 
 +
|-
 +
| id="Municipal Self-Defense" | '''Municipal Self-Defense'''
 +
|
 +
* {{icon|global manpower modifier}} {{green|+5000}} Maximum manpower
 +
* {{icon|land force limit modifier}} {{green|+25%}} Land force limit modifier
 +
| {{desc|Municipal Self-Defense|Only by relying on the military capabilities of our city can we ensure our survival. We shall allocate more political power to the captains of the City Watch and ensure that they have all they need to provide for our defense.|image=Gov soldiers 7}}
 +
* Only available for ‘Free cities’
 +
 
 +
<!-- transcluded from the page 'Common government reforms' -->
 +
{{#lst:Common government reforms|The Feuillant System republics}}
 +
{{#lst:Common government reforms|The Two-Chamber System republics}}
 
|}
 
|}
  
Line 508: Line 907:
 
* {{icon|diplomat}} {{green|+1}} Diplomat
 
* {{icon|diplomat}} {{green|+1}} Diplomat
 
| {{desc|Devolution of Powers|No single person can rule a country as big and complex as ours. Collecting such powers in the hand of one ruler is also contrary to the Republican ideals of our ancestors. Decentralization and Devolution is how we can best remain able to dynamically meet the needs of an ever-growing state.|image=gov_generic_people}}
 
| {{desc|Devolution of Powers|No single person can rule a country as big and complex as ours. Collecting such powers in the hand of one ruler is also contrary to the Republican ideals of our ancestors. Decentralization and Devolution is how we can best remain able to dynamically meet the needs of an ever-growing state.|image=gov_generic_people}}
|-
+
 
 +
|-  
 +
| id="Absolute Power of the President" | '''Absolute Power of the President'''
 +
|
 +
* {{icon|all power costs}} All power costs {{green|−5%}}
 +
* {{icon|length of election term}} '''+1''' Length of election term
 +
| {{desc|Absolute Power of the President|While we have members of our nation elected to represent the people of their constituency, we must never forget that it is the President who has been elected to represent all people. The role of the elected representatives within the Revolution should be merely to advise the President who wields absolute power over the Republic.|image=Gov king}}
 +
* Only available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
|-
 +
| id="A Revolutionary Council" | '''A Revolutionary Council'''
 +
|
 +
* {{icon|maximum revolutionary zeal}} {{green|+10}} {{DLC-only|Maximum revolutionary zeal}}
 +
* {{icon|length of election term}} '''−1''' Length of election term
 +
| {{desc|A Revolutionary Council|It’s become clear that the cult of personality surrounding our ruler is rapidly returning us to the old ways of government. We cannot allow this to happen, so by concentrating power into a council of elected individuals to represent the values of the Revolution, we strip power away from the individual at our state’s head and create another shield against the horror of absolute rulership.|image=reform revolutionary council}}
 +
* Only available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
 
 
|}
 
|}
  
Line 519: Line 933:
 
| id="Political Principle" | '''Political Principle'''
 
| id="Political Principle" | '''Political Principle'''
 
|
 
|
* {{icon|adm possible policies}} {{green|+1}} Administrative possible policy
+
* {{icon|adm possible policies}} {{DLC-only|Administrative possible policies|+1}}
 
| {{desc|Political Principle|As a Republic the guiding principles of our state must be those that further the efficiency of the political apparatus and the political ideals.|image=gov_paper_with_seal_3}}
 
| {{desc|Political Principle|As a Republic the guiding principles of our state must be those that further the efficiency of the political apparatus and the political ideals.|image=gov_paper_with_seal_3}}
 
|-
 
|-
 
| id="Moral Principle" | '''Moral Principle'''
 
| id="Moral Principle" | '''Moral Principle'''
 
|
 
|
* {{icon|dip possible policies}} {{green|+1}} Diplomatic possible policy
+
* {{icon|dip possible policies}} {{DLC-only|Diplomatic possible policies|+1}}
 
| {{desc|Moral Principle|One of the primary functions of the state is to uphold good and moral values. As our Republic in many ways relies on the good and virtuous behavior of its citizens corruption and sinful behavior must be counteracted and rooted out for the good of the entire country.|image=gov_parliament_hall}}
 
| {{desc|Moral Principle|One of the primary functions of the state is to uphold good and moral values. As our Republic in many ways relies on the good and virtuous behavior of its citizens corruption and sinful behavior must be counteracted and rooted out for the good of the entire country.|image=gov_parliament_hall}}
|-
+
 
 +
<!-- transcluded from the page 'Common government reforms' -->
 +
{{#lst:Common government reforms|Revolutionary Principle}}
 +
{{#lst:Common government reforms|Equality Principle}}
 +
{{#lst:Common government reforms|Imperial Principle}}
 
|}
 
|}
  
Line 539: Line 957:
 
* {{icon|manpower recovery}} {{green|+10%}} Manpower recovery speed
 
* {{icon|manpower recovery}} {{green|+10%}} Manpower recovery speed
 
| {{desc|Landholders|The landholders are at the heart of power in any society and our state is no exception. Let us extend the power to vote to all those that have land and grade their number of votes in accordance with the size of their properties.|image=gov_dutch_flag}}
 
| {{desc|Landholders|The landholders are at the heart of power in any society and our state is no exception. Let us extend the power to vote to all those that have land and grade their number of votes in accordance with the size of their properties.|image=gov_dutch_flag}}
 +
* ''Not'' available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 
|-
 
|-
 
| id="Citizenry" | '''Citizenry'''
 
| id="Citizenry" | '''Citizenry'''
Line 544: Line 963:
 
* {{icon|land morale}} {{green|+10%}} Morale of armies
 
* {{icon|land morale}} {{green|+10%}} Morale of armies
 
| {{desc|Citizenry|A Republic relies on its citizens to function and so it is only right that each citizen in our state will have the power to vote for who will guide our country. Attaining the privilege of being a citizen will also be a spur for all those under our rule to strive for good conduct.|image=gov_people_walking}}
 
| {{desc|Citizenry|A Republic relies on its citizens to function and so it is only right that each citizen in our state will have the power to vote for who will guide our country. Attaining the privilege of being a citizen will also be a spur for all those under our rule to strive for good conduct.|image=gov_people_walking}}
|-
+
* ''Not'' available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
|-  
 +
| id="Board of Admirals" | '''Board of Admirals'''
 +
|
 +
* {{icon|naval leader fire}} {{green|+1}} Naval leader fire
 +
* {{icon|republican tradition}} {{red|−0.5}} Yearly republican tradition
 +
| {{desc|Board of Admirals|Our nation lives and dies on our ability to project power on the sea. To that end we have handed over the reins of government to the Board of Admirals, whose members are experienced and patriotic beyond reproach.|image=Reform admiralty}}
 +
*''Not'' available for ‘Pirate Republics’ ''or'' revolutionary countries
 +
* Only available with {{icon|naval}} naval ideas
 +
* Ruler reigns for life. No elections.
 +
* ‘An Admiral becomes ruler when the current ruler dies.’
 +
* Ruler stats depend on admiral pips. On average 12 ruler points for 16-pips admiral.
 +
|-
 +
| id="Equal Electorate" | '''Equal Electorate'''
 +
|
 +
* {{icon|unrest}} {{green|−2}} National unrest
 +
* {{icon|global tax modifier}} {{green|+10%}} National tax modifier
 +
* {{icon|female advisor chance}} {{green|+33%}} Female advisor chance
 +
* {{icon|jacobin influence}} '''+0.1''' Jacobin influence
 +
| {{desc|Equal Electorate|We must dissolve all barriers that separate our people and extend the right to hold a political office to all people. Gender, religion, social class, culture, all are irrelevant to one’s capability to hold a political office and so we must strive to maintain equality of opportunity within our government.|image=Reform equal electorate}}
 +
* Only available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
|-
 +
| id="Three Social Classes" | '''Three Social Classes'''
 +
|
 +
* {{icon|core creation cost}} {{green|−10%}} Core-creation cost
 +
* {{icon|girondist influence}} '''+0.1''' Girondist influence
 +
| {{desc|Three Social Classes|In the days before the birth of the Revolution, the old government attempted to sway the people away from taking arms by allowing three social classes representation within the government; the clergy, the peasants, and the upper class. Perhaps we could emulate this system by organizing our people into an upper, middle, and lower class based on their economic status and creating three distinct political entities within our government to represent their interests.|image=Reform three classes}}
 +
* Only available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
 
 +
<!-- transcluded from the page 'Common government reforms' -->
 +
{{#lst:Common government reforms|Military Electorate republics}}
 
|}
 
|}
  
Line 586: Line 1,035:
 
|
 
|
 
* Changes government type to{{icon|theocracy}}Theocracy.
 
* Changes government type to{{icon|theocracy}}Theocracy.
* Lose {{red|8}} government reforms.
+
* Lose {{red|7}} government reforms.
 
| {{desc|Proclaim Divine Guidance|Divine guidance and not popular support must be the governing rule in our state. Let us appoint someone who will truly care for the moral well-being of our subjects.|image=religious_leader_highlighted}}
 
| {{desc|Proclaim Divine Guidance|Divine guidance and not popular support must be the governing rule in our state. Let us appoint someone who will truly care for the moral well-being of our subjects.|image=religious_leader_highlighted}}
 
|-
 
|-
Line 593: Line 1,042:
 
* {{icon|max absolutism}} {{green|+25}} Maximum absolutism
 
* {{icon|max absolutism}} {{green|+25}} Maximum absolutism
 
| {{desc|Strengthen Executive Powers|Especially in a Republic the authority and strength of the state is of the utmost importance. We must strengthen central power and ensure that each and every decision made in our capital reaches every corner of our country.|image=gov_soldiers_2}}
 
| {{desc|Strengthen Executive Powers|Especially in a Republic the authority and strength of the state is of the utmost importance. We must strengthen central power and ensure that each and every decision made in our capital reaches every corner of our country.|image=gov_soldiers_2}}
 +
* ''Not'' available for revolutionary countries
 
|-
 
|-
 
| id="Reinforce Republican Values" | '''Reinforce Republican Values'''
 
| id="Reinforce Republican Values" | '''Reinforce Republican Values'''
 
|
 
|
* {{icon|adm free policies}} {{green|+1}} Administrative free policy
+
* {{icon|adm free policies}} {{DLC-only|Administrative free policies|+1}}
 
* {{icon|reelection cost}} {{green|−10%}} Reelection cost
 
* {{icon|reelection cost}} {{green|−10%}} Reelection cost
 
| {{desc|Reinforce Republican Values|Safeguarding the Republican values upon which this country has been built is the only way to ensure a successful evolution of our state.|image=gov_parliament_hall}}
 
| {{desc|Reinforce Republican Values|Safeguarding the Republican values upon which this country has been built is the only way to ensure a successful evolution of our state.|image=gov_parliament_hall}}
Line 605: Line 1,055:
 
| {{desc|Lower the Black Flag|The time has come to end our lives of piracy and settle down to establish a more stable Republic.|image=parliament_highlighted}}
 
| {{desc|Lower the Black Flag|The time has come to end our lives of piracy and settle down to establish a more stable Republic.|image=parliament_highlighted}}
 
*Only available for ‘Pirate Republics’
 
*Only available for ‘Pirate Republics’
 +
|-
 +
| id="President For Life" | '''President For Life'''
 +
|
 +
* {{icon|republican tradition}} {{red|−0.5}} Yearly republican tradition
 +
* {{icon|monarch administrative skill}} {{green|+1}} Monarch administrative skill
 +
* {{icon|monarch military skill}} {{green|+1}} Monarch military skill
 +
| {{desc|President For Life|Though many Revolutionary politicians are supporting the idea of a Revolutionary Empire with a hereditary ruler at its head, others are fiercely resisting this idea and claiming that it betrays the very ideals of the Revolution itself. The President is sovereign, and none may supersede the authority of the Presidency. By electing our Presidents to rule for life, we will both secure the absolute leadership the Imperialists demand without completely abandoning the ideals of the Republic.|image=Gov man on podium}}
 +
* Only available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
|-
 +
| id="Government for the People" | '''Government for the People'''
 +
|
 +
* {{icon|maximum revolutionary zeal}} {{green|+20}} {{DLC-only|Maximum revolutionary zeal}}
 +
| {{desc|Government for the People|Egalité, Fraternité, Liberté. All three virtues of the Republic point to one thing; that the Republic exists to serve its people, and for no other reason. We will never surrender to the Imperialists, and the President shall always serve his term with the singular focus of protecting the freedom and equality of our people.|image=Reform government for people}}
 +
* Only available for revolutionary countries with the {{icon|emp}} [[Emperor (DLC)|emperor]] DLC enabled.
 +
|-
 +
| id="A Revolutionary Empire" | '''A Revolutionary Empire'''
 +
|
 +
* Changes government type to {{icon|monarchy}} Monarchy.
 +
* Lose {{red|7}} government reforms.
 +
* Enact tier 1 reform [[Revolutionary Empire]]
 +
| {{desc|A Revolutionary Empire|Even in a Republic fueled by the fires of Revolution, it’s becoming clear that political dynasties are being established in our nation. Our President wishes to crown himself Emperor and continue to spread the ideals of the Revolution, with the Emperorship claiming sovereignty over all people.|image=Reform become rev empire}}
 +
* Only available for ‘Revolutionary Republic’
 +
* If the {{icon|rom}} [[Rights of Man]] DLC is active:
 +
** {{icon|imperial influence}} The imperialists must have at least 75 influence
 +
* else:
 +
** {{icon|republican tradition}} republican tradition must be below {{red|40}}
 
|}
 
|}
  
Line 610: Line 1,086:
 
<references/>
 
<references/>
  
 +
 +
{{mechanics navbox|Internal country management}}
 
[[Category:Realm]]
 
[[Category:Realm]]
{{realm navbox}}
 

Latest revision as of 07:37, 15 July 2020

Government republic.png Republic is a form of government where power is, in contrast to a monarchy, held by a group of people. Republics have Republican tradition.png republican tradition instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle.

Government republic.png Republican government reforms
Tier 1: Power Structure
Tier 2: Republican Virtues
Tier 3: Frequency of Elections
Tier 4: Regionalism
Tier 5: Separation of Power
Tier 6: Consolidation of Power
Tier 7: Guiding Principle of Administration
Tier 8: Electorate
Tier 9: Office Selection
Tier 10: Question of Dictatorship

Mechanics[edit]

Elections[edit]

Main article: Election events

When an election 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)
  • A relative of the current ruler if a government reform allows re-electing from the ruling family. The country loses −1 Republican tradition.pngrepublican tradition per election cycle year. This candidate is between 30 and 50 years old. With the Political Dynasties reform this candidate has −2 to their skills.

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 if the ruler rules for life). However, a freshly elected ruler is usually not very good, and (except for Dutch Republics and Italian Signoria) 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 instead of −2.

In most republics re-electing the same ruler with less than 20 Republican tradition.png republican tradition, will enact the Presidential Dictator reform (where the ruler reigns of life) if the Res Publica.png Res Publica expansion is enabled, or turn the country into a monarchy if the DLC is not enabled. This does not happen for revolutionary countries, Pirate Republic or republics which can't re-elect their ruler. See below for other ways how a presidential dictatorship can happen and how to turn into a monarchy afterwards.

Cultural sufferance[edit]

All 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[edit]

Republican tradition.png 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 or a theocracy and changed their government type through the final reform tier, 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
Reform progress growth.png Reform progress growth 0 +50% +100%
Burghers loyalty equilibrium.png Burghers loyalty equilibrium 0 +2.5% +5%
Vaishyas loyalty equilibrium.png Vaishyas loyalty equilibrium 0 +2.5% +5%
Jacobin influence Jacobin influence −0.1 +0 +0.1
Stability cost modifier.png Stability cost modifier +200% +100% 0

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

Yearly republican tradition can be further modified by the following:

+0.2 Coptic blessing legitimize government

+0.1 Protestant aspect Legalised divorces

−0.5 Revolutionary Republic with Imperials the imperials faction in control

−0.5 government reform Protectorate Parliament

−0.5 government reform Stratocratic Administration

−1 government reform Pirate Republic unless the Buccaneers.png the buccaneers faction is in control

+1 dutch republic with the statists in power

−1 dutch republic with the orangists in power

+0.2 government reform Republicanism

+0.5 government reform Articles of Agreement

+0.25 government reform Egalité Ideals for revolutionary countries

−0.1 government reform The Feuillant System unless the revolutionaries are in power

+0.15 government reform The Two-Chamber System for revolutionary countries

−0.5 government reform Board of Admirals

−0.5 government reform President For Life for revolutionary countries

+0.5 parliament issue Election Reform

+0.5 parliament issue Reform Rotten Boroughs

+0.2 shiite and ibadi nations who follow the ismaili school

+0.5 muslim nations who invite an ismaili scholar

+0.5 Ruler trait Righteous

+0.5 for lucky nations

+0.002 per point of power projection, to a maximum of +0.2

−0.2 from the covert action sow discontent

+0.12 Trading in chinaware bonus

many temporary and some permanent modifiers from events and mission

Low republican tradition and reverting to monarchy[edit]

Main article: Republic events § Rise of a despot

In most republics re-electing the same ruler with less than 20 Republican tradition.png republican tradition, will enact the Presidential Dictator reform (where the ruler reigns of life) if the Res Publica.png Res Publica expansion is enabled, or turn the country into a monarchy if the DLC is not enabled. This does not happen for revolutionary countries, Pirate Republic or republics which can't re-elect their ruler. A Revolutionary Republic and a Revolutionary State will become a Revolutionary Empire when re-electing a ruler with less than 20 Republican tradition.png republican tradition.

Republican governments (except Revolutionary countries, Pirate Republic, Dutch Republic, Protectorate Parliament, Board of Admirals and Colonial Nations) with low tradition can collapse into despotism. Below 40 Republican tradition.png, the ruler of a republic (again, with the above exceptions) may declare himself the head of a new government type, depending on whether Res Publica.png Res Publica is active:

  • Without Res Publica: the government becomes a monarchy, with a free choice among valid tier 1 reforms.
  • With Res Publica: the tier 1 reform Presidential Dictatorship is enacted.

With Res Publica, the event becomes more likely below 30, 20, 10 and 1 Republican tradition.png republican tradition. Without Res Publica, the event can only happen below 1 republican tradition.

When a presidential dictator dies with republican tradition below 50, it becomes a monarchy, allowing a free choice among the valid tier 1 monarchy reforms (typically Feudal Nobility or Autocracy). Republican tradition does not normally increase during a dictatorship, but if it's above 50 when the ruler dies, the presidential dictatorship reform is removed and a new tier 1 reform can be chosen. Events and the Strengthen Government action can be used to get above 50 republican tradition during a dictatorship.

Revolutionary Republics instead become Revolutionary Empires if republican tradition falls to 0, or 40 if the Imperials Imperials faction are in power (requires Rights of Man.png Rights of Man).

A Revolutionary State and a Pirate Republic can get the event The Stability of the [Root.GovernmentName] if the Republican tradition.png republican tradition falls below 20. This event gives them a “Committee of Public Safety” or a “Mutineer Council” respectively which act like a regency and don't allow the declaration of wars. To remove the “Committee of Public Safety” or the “Mutineer Council” the country must have at least Republican tradition.png 50 republican tradition when an election happens. Then the election happens normally and the “regency” is removed. If the republican tradition is lower, no election happens and the “regency” continues.

Falling to dictatorship is particularly dangerous for merchant republics, who will instantly lose their trade leagues.

Reform tiers[edit]

Power Structure[edit]

Type Election Cycle Effects Description & notes
Oligarchy  4
  • National tax modifier.png +5% National tax modifier
  • Maximum absolutism −40 Maximum absolutism
Oligarchy icon
In an Oligarchy the ruler is elected from a group of very influential persons at the very top of society. This ruling class is also the only group that the head of government answers directly to and it is their support the state relies upon.

Available if the country:

Italian Signoria  12
  • National tax modifier.png +5% National tax modifier
  • Maximum absolutism −30 Maximum absolutism
  • Can re-elect from ruling family
Italian Signoria icon
The Republic functions most smoothly under the de facto jurisdiction of our most prominent political family. Any suggestion that this is barely distinguishable from a monarchy is of course nonsense.

Available if the country:


  • Allows royal marriages.
  • Can re-elect from ruling family.
    • Election events have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills and electing them causes a loss of 1 republican tradition per election cycle year.
Plutocracy  4
  • Merchants.png +1 Merchant
  • Maximum absolutism −50 Maximum absolutism
Plutocracy icon
A Plutocratic Republic is one where wealth and trade dictate the agenda. The ruler is elected from among the most influential merchant families within the state and will have to rely on their support.

Available if the country:

  • has crown lands that are at least as high as the lands of all estates combined and when each estates loyalty is equal or higher than their influence.
  • is not Flag of Venice Venice.

  • Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned 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 reasons if the proposer is and −30 reasons if the target is).
  • It has factions but no estates.
  • Is a Merchant Republic with:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
  • 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.
  • 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).
Protectorate Parliament  N/A
  • Morale of armies.png +5% Morale of armies
  • Autonomy.png −0.05 Monthly autonomy change
  • Maximum absolutism −20 Maximum absolutism
  • Republican tradition.png −0.5 Yearly republican tradition
Protectorate Parliament icon
Under the benevolent guidance of the Lord Protector, our nation is administered by a rump parliament loyal to the Commonwealth.
  • Has access to Parliament.png parliament but not to the Nobility.png nobility estate.
Stratocratic Administration  N/A
  • Icon war exhaustion.png −0.02 Monthly war exhaustion
  • Militarization of state.png +0.05 Militarization of State
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism −10 Maximum absolutism
  • Republican tradition.png −0.5 Yearly republican tradition
  • Governing capacity.png −50% Governing capacity
Stratocratic Administration icon
The Prussian Republic is ruled not by corrupt oligarchs, nor by the will of the ignorant masses, but by its most skilled and proven military commanders. The expansion and protection of our borders are the prime directives for the state..
  • Only available for Custom nations, Flag of Prussia Prussia or Flag of Germany Germany formed by Prussia. If not playing a custom nation, it requires to be ProtestantismProtestant or Reformed.pngReformed.
  • Ruler reigns for life. No elections.
  • A general becomes ruler when the current ruler dies.
  • Uses Militarization of state.png militarization mechanics
Venetian Government N/A
  • Merchants.png +1 Merchant
  • Yearly corruption −0.10 Yearly corruption
  • Maximum absolutism −50 Maximum absolutism
Venetian Government icon
The Most Serene Republic of Venice employs a complex and convoluted system for electing officials to public office. A series of secret ballots appoints 41 electors, who then each cast a vote into an urn. A single vote is extracted from the urn, and the man whose name is written on it becomes the new Doge. The system attempts to combat electoral corruption and ensure a fair vote.
  • Flag of Venice Venice start with this government type, replaces Plutocracy.
  • Features Lottery election mechanics.
  • Rulers are for life.
  • Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned 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 reasons if the proposer is and −30 reasons if the target is).
  • It has factions but no estates.
  • State governing cost.png +25% governing cost in states and Trade company governing cost.png −25% governing cost in trade company provinces.
  • 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.
  • 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).
Pirate Republic 4
  • Republican tradition.png −1 Yearly republican tradition
  • Maximum absolutism −50 Maximum absolutism
  • Naval force limit modifier.png +50% Naval force limit modifier
  • Chance to capture enemy ships.png +33% Chance to capture enemy ships
  • Province governing cost +75% governing cost
  • May raid coasts, including coasts of countries with same religion.png May raid coasts, including coasts of countries with same religion.
Pirate Republic icon
Insofar as this loose collection of pirate crews can be called a state, the Pirate Republic is a haven for all manner of thieves, murderers and smugglers.
Noble Elite 8
  • Army tradition.png +0.1 Yearly army tradition
  • Maximum absolutism −20 Maximum absolutism
  • Nobility influence.png +5% Nobility influence
  • Marathas influence.png +5% Marathas influence
  • Rajputs influence.png +5% Rajputs influence
Noble Elite icon
In this Republic the right to rule is hereditary within certain noble families. These families elect the ruler from within their own group and this head of government will also have to rely on their support.
Presidential Dictator N/A
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.075 Monthly autonomy change
Presidential Dictator icon
In this state an appointed dictator exercises almost absolute power over the state.
  • Triggers when re-electing a ruler in a non-tribal republic while below 20 Republican tradition.png republican tradition.
  • Can also trigger by event for most non-tribal republics at low Republican tradition.png republican tradition
  • On the dictator's death, elections are not held, instead the country decays into a Government monarchy.png monarchy if republican tradition is below 50, otherwise it changes back to a republican government.
Military Dictatorship  N/A
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism −10 Maximum absolutism
Military Dictatorship icon
A military dictator has seized power and rules the state as an autocrat. New rulers are invariably selected from among the Generals.
  • Available for Flag of Switzerland Switzerland through the event The Helvetic Republic which can happen during a war with the revolutionary target
  • Ruler reigns for life. No elections.
  • A general becomes ruler when the current ruler dies.
  • Prohibits switching government type.
Revolutionary Republic 4
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.20 Monthly autonomy change
  • Maximum revolutionary zeal +50 Maximum revolutionary zeal
Revolutionary Republic icon
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 the first Great Power that either sides with the revolutionaries after the Revolution disaster (or the French Revolution disaster for Flag of France France) started or when the revolution sentiment has spread to 100% of the country. The event will also make the country the Revolution target.png revolution target, that alters gameplay beyond the government form.
  • Flag of France France has this government form between 1792 and 1804.
  • uses revolutionary zeal instead of absolutism
  • The country will lose both Revolution target.png revolution target status and this government form if the revolution is dismantled, transitioning into a monarchy.
  • Prohibits switching government type.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • Will become a revolutionary empire when re-electing the current ruler while having less than 20 Republican tradition.png republican tradition or when Republican tradition.png republican tradition reaches 0 or by event when the Imperials The Imperials are in power and Republican tradition.png republican tradition is 40 or less.
  • It has factions but no estates.
  • May take the decision to adopt the cult of reason if it has less than Icon stability.png−1 stability
  • Fixed rank: Empire rank Empire
Revolutionary State 4
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png −0.20 Monthly autonomy change
  • Maximum revolutionary zeal +25 Maximum revolutionary zeal
Revolutionary State icon
The revolutionary republic represents the government of the nation by a small executive with the support of an elective chamber of deputies. This state will do its utmost to support the cause of the Revolution and spread the ideals of liberty and equality.
  • For vassals or client states that are released by revolutionary countries and other countries that embrace the revolution if a revolutionary target already exists
  • uses revolutionary zeal instead of absolutism
  • The country will lose this government form if the revolution is dismantled, transitioning into a monarchy.
  • Prohibits switching government type.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • Will become a revolutionary empire when re-electing the current ruler while having less than 20, but not by events from low Republican tradition.png republican tradition.
  • It has factions but no estates.
  • May take the decision to adopt the cult of reason if it has less than Icon stability.png−1 stability
  • Fixed rank: Kingdom rank Kingdom
Peasants Republic 4
  • Production efficiency.png +10% Production efficiency
  • Morale of armies.png +5% Morale of armies
  • Maximum absolutism −50 Maximum absolutism
Peasants Republic icon
A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.
Free City 4
  • Development cost.png −10 Development cost
  • Trade efficiency.png +10% Trade efficiency
  • Maximum absolutism −20 Maximum absolutism
  • Burghers influence.png +15% Burghers influence
Free City icon
This is a free Imperial city that has been granted special rights and privileges by the Emperor himself.
  • Only possible government for free cities in the Holy Roman Empire.
  • Switches to Oligarchy Reform if free city status is lost or a second province is acquired.
  • Fixed rank: Duchy rank Duchy
Trading City  4
  • Trade power.png +10% Global trade power
  • Maximum absolutism −20 Maximum absolutism
Trading City icon
A governmental form where the nation is governed as a republic with a heavy reliance on trade and commerce.
Trading Cities can only be created by the leader of a Trade League.
If a Trading City grows to more than one province, the government form will change to Merchant Republic.
  • Trading cities created by merchant republics or Veche republics have this government type
  • Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the trading city controls 100% of trade in the node).
  • It has factions but no estates
  • Becomes a merchant republic if a second province is acquired
  • Fixed rank: Duchy rank Duchy
  • 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).
Ambrosian Republic 4
  • National tax modifier.png +10% National tax modifier
  • Morale of armies.png +5% Morale of armies
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism −30 Maximum absolutism
Ambrosian Republic icon
It was a short-lived city-state government that formed in the Duchy of Milan when the Duke died without an heir in 1447.
Veche Republic  4
  • Merchants.png +1 Merchant
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism −50 Maximum absolutism
Veche Republic icon
This state is governed by a Veche, a council with the highest legislative and judicial authority consisting of Boyars, Merchants and even commoners.
  • Only available to nations in the Eastern Slavic culture group.
  • Used by Flag of Pskov Pskov and Flag of Novgorod Novgorod
  • Bonus goods production in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
  • It has factions but no estates
  • State governing cost.png +25% governing cost in states and Trade company governing cost.png −25% governing cost in trade company provinces.
  • Fixed rank: Duchy rank Duchy
  • 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 the primary node).
American Republic 4
  • Stability cost modifier.png −10% Stability cost modifier
  • Icon war exhaustion.png −0.04 Monthly war exhaustion
  • Maximum absolutism −20 Maximum absolutism
American Republic icon
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 four years after election.

Requires the American Dream DLC.

  • Only available for the Flag of United States of America United States of America via the American Dream event "Government Form" or to countries with American as primary culture.
  • Has access to Parliament.png parliament.
  • Disables Call Diet
  • Does not have the Nobility.png nobility estate.


Federal Republic 4
  • Foreign spy detection.png +10% Foreign spy detection
  • Diplomatic reputation.png +1 Diplomatic reputation
  • Maximum absolutism −30 Maximum absolutism
Federal Republic icon
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.

Requires the American Dream DLC.


Colonial Government 4
  • Recover army morale speed.png +2% Recovery army morale speed
  • Autonomy.png −0.05 Monthly autonomy change
  • Governing capacity.png +100 Governing capacity
  • Embracement cost.png −10% Institution embracement cost
Colonial Government icon
A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.
  • Only possible government for automatically formed colonial nations in the game.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
  • After a successful independence war, an event will give the choice between transitioning to a Government republic.png republic or a Government monarchy.png monarchy
  • May take the decision to form a colonial assembly for Administrative power.png 100 administrative monarch power if it has more than Liberty desire.png 25% liberty desire after the Age of Absolutism.png Age of Absolutism has started
  • Does not have estates
  • Fixed rank: Duchy rank Duchy
Dutch Republic 4
  • Trade efficiency.png +10% Trade efficiency
  • Heavy ship combat ability.png +10% Heavy ship combat ability
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism −30 Maximum absolutism
Dutch Republic icon
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.
  • Only available for the Flag of Netherlands Netherlands in 1581 or as the result of a special event or by manually switching to that reform if the Netherlands are already a republic.

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

  • Allows royal marriages.
  • Choice between a Statist and an Orangist candidate with random stats and no re-election possible, each side gathering power from the player's choices.
  • Elections held every 4 years or only at the ruler's death depending on the current Orangist-Statist balance.
  • Orangists and Statists give different bonuses to the nation.
  • Cannot become a republican dictatorship at low Republican tradition.png republican tradition
See also: Netherlands#Dutch Republic
Sich Rada 4
  • Cavalry cost.png −20% Cavalry cost
  • Cavalry combat ability.png +20% Cavalry combat ability
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism −40 Maximum absolutism
  • Cavalry to infantry ratio.png +20% Cavalry to infantry ratio
Sich Rada icon
Free Cossacks are ruled by a military council presided over by a Hetman.

Each year, this government gathers 3 + ruler skill progress in each monarch power category (Administrative power.png/Diplomatic power.png/Military power.png). Once 100 progress in a category is reached, the related Tab domestic government.png government interaction can be activated:

  • Administrative power.pngReceive Fleeing Serfs: Development.pngRaise 1 Development in a random category in 1 random province; National tax modifier.pngReduce -10% National tax modifier from a country they fled from
  • Diplomatic power.pngOrganise Raiding Parties +1 attrition for enemies and +10% movement speed for 10 years
  • Military power.pngRaise Cossack Host: Icon war exhaustion.png−2 War exhaustion, raises 20% of forcelimit as cossack units in the capital.

If not activated the points continue to gather until 150 is reached and any more is lost.


Autonomous Swiss Cantons  4
  • Governing capacity.png −50 Governing capacity
  • Free policies.png +1 Free policies
  • Mercenary manpower.png +50% Mercenary manpower
  • Maximum absolutism −30 Maximum absolutism
Autonomous Swiss Cantons icon
The Swiss Federation is not a singular nation in itself, it is a federation of independent Cantons with the common goal of maintaining their independence and economic stability.
  • Only available to nations with Swiss as primary culture, but this reform is not lost when changing primary culture.


Republican Virtues[edit]

Type Effects Description & notes
Authoritarianism
  • National unrest.png −1 National unrest
Authoritarianism icon
While it is no Monarchy, this republic values law and order above all else and will act forcefully to ensure that the authority of the central government is respected throughout the country.
  • Not available for ‘Pirate Republics’ or revolutionary countries with the Emperor emperor DLC enabled.
Political Dynasties
  • Can re-elect from ruling family
  • Random candidate bonus.png +1 Random candidate bonus
Political Dynasties icon
In this country a number of families have over time emerged as very willing to assume the responsibilities of state. So much so that it has become both expected of them to shoulder that responsibility, and expected of the state to offer it to their scions.
  • Not available for ‘Pirate Republics’ or countries with the Italian Signoria reform or revolutionary countries with the Emperor emperor DLC enabled.
  • Election events have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills, though lower than normal (−2), and electing them causes a loss of 1 republican tradition per election cycle year.
Republicanism
  • Republican tradition.png +0.2 Yearly republican tradition
Republicanism icon
This Republic has made itself a guardian of Republican ideals, citizen power and everyone working together for the common good.
  • Not available for ‘Pirate Republics’ or revolutionary countries with the Emperor emperor DLC enabled.
Council of Captains
  • Privateer efficiency.png +33% Privateer efficiency
  • Captains influence +0.1 Captains influence
Council of Captains icon
The Pirate Republic should be governed by the will of its greatest captains. It is their alliance that holds our nation together, and so their decisions must take precedence over any other authority.
  • Only available for ‘Pirate Republics’
Articles of Agreement
  • Republican tradition.png +0.5 Yearly republican tradition
  • National sailors modifier.png +10% National sailors modifier
  • Buccaneers influence +0.1 Buccaneers influence
Articles of Agreement icon
The Articles of Agreement are the cornerstone of the social order on board a pirate ship. They guarantee that every crewman has an equal vote in all matters and an equal share of all plunder. Articles such as these should be established for the Republic itself, so that the liberty and equality of all pirates is secured.
  • Only available for ‘Pirate Republics’
Smugglers Haven
  • Trade power abroad.png +30% Trade power abroad
  • Smugglers influence +0.1 Smugglers influence
Smugglers Haven icon
A pirate enterprise cannot function without a way to sell their stolen goods. We must ensure that conditions in the Republic are favorable for smuggling operations.
  • Only available for ‘Pirate Republics’


Liberté Ideals
  • Max promoted cultures.png +2 Max promoted cultures
  • Girondist influence +0.1 Girondist influence
Liberté Ideals icon
Liberté is the school of thought within the Revolution that claims that any individual should have the divine right to do whatever he or she wishes that does not do harm to or restrict the liberty of others.
  • Only available for revolutionary countries.


Egalité Ideals
  • Republican tradition.png +0.25 Yearly republican tradition
  • Jacobin influence +0.1 Jacobin influence
Egalité Ideals icon
Those who believe in the ideals of Egalité believe that the law, whether it be a rule or a right, applies equally to all people, regardless of faith, social class, culture, and gender. Equally, all citizens should have access to all positions in our government based only on their competence.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.


Fraternité Ideals
  • Harsh treatment cost.png −25% Harsh treatment cost
  • Culture conversion cost.png −20% Culture conversion cost
  • Imperial influence +0.1 Imperial influence
Fraternité Ideals icon
Not everyone acknowledges the ideals of Fraternité as an ideal of the Revolution, but view it as a reactionary element within our own state who wish to return to the old government. Fraternité is a sense of brotherhood and those who follow its principles believe that the state should follow an authoritarian route where there is a proper place for all citizens assigned by the state.
  • Only available for revolutionary countries.

Frequency of Elections[edit]

Type Effects Description & notes
Frequent Elections
  • Maximum absolutism −10 Maximum absolutism
  • Length of election term.png −1 Length of election term
Frequent Elections icon
Long terms make rulers reckless and the very idea that someone would rule for a long time is contrary to the very idea of a republic. Let us reform our election system to ensure better accountability from our elected officials.
  • Not available for revolutionary countries with the Emperor emperor DLC enabled.
  • Can be picked if rulers do not reign for life or has enacted ‘Sortition’.
Consolidation of Power
  • Maximum absolutism +10 Maximum absolutism
  • Length of election term.png +1 Length of election term
Consolidation of Power icon
The current terms for officials are too short to see through larger projects. This only feeds populism and leads to short-sighted policies. Let us reform our election system to allow for longer terms so that our elected officials have the power they need to conduct their office.
  • Not available for revolutionary countries with the Emperor emperor DLC enabled.
Sortition
  • Yearly corruption −0.10 Yearly corruption
Sortition icon
Unfortunately votes can be bought and old loyalties may cloud the judgment among some electors. Let us implement a system where a semi-random person can be chosen from a pool of good candidate for important offices.
Consolidate Power in the Doge
  • Governing capacity.png +250 Governing capacity
Consolidate Power in the Doge icon
For years, our Republic has had its power base divided between the Doge, the Council of Ten, the citizens, and countless other legislative bodies. Each are subject to each other, but the Doge sits at the top of the hierarchy. Our loose government system has been useful thus far in advancing our trade efforts, but as our nation expands across the world, its become clear that we must grant the Doge executive powers across all branches of the government if we are to eliminate corruption in our administration.
Disperse Power Across the Cities
  • Diplomatic relations.png +1 Diplomatic relation
  • Trade power abroad.png +10% Trade power abroad
Disperse Power Across the Cities icon
Our government is a strange mix between a Republic, an Oligarchy, and a Monarchy. Trade and commerce are our primary concern and we’re not interested in building a global empire, only making an empire of trade. If we shatter powers in our nation and grant greater control to the Trade Cities, we shall make our trade league much more inviting for the smaller powers who only desire the freedom and economic stability that we can provide.
Legislative Assembly
  • +1.5 Yearly revolutionary zeal
Legislative Assembly icon
With the collapse of the old government, we have an opportunity to reconstruct a new legislative government which treats all people, regardless of social class, as equals. This government shall be absolutely committed to the ideals of the Revolution, and will not suffer those who wish to subjugate us back into the old regime.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.
Constituent Assembly
  • Diplomatic relations.png +1 Diplomatic relation
  • Improve relations.png +15% Improve relations
Constituent Assembly icon
The Constituent Assembly was a rough outline of democracy provided by the old government that governed the people in three distinct constituents. By building and expanding upon the old government rather than overhauling it with the new, we may prove to the reactionary governments on our border that we are still a civilized nation and a force for good in this changing world.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.


Permanent Marathas Council
  • Land leader shock.png +1 Land leader shock
  • Marathas loyalty equilibrium.png +5% Marathas loyalty equilibrium
  • Nobility loyalty equilibrium.png −5% Nobility loyalty equilibrium
  • Marathas influence.png +10% Marathas influence
  • Nobility influence.png −10% Nobility influence
Permanent Marathas Council icon
Maratha generals and civic leaders are an important part of the balance of power in our nation. We should formalize their assemblies and establish a permanent council of the Marathas to guide our nation.
  • Only available for countries with theMarathasMarathas estate active.
  • Enables the marathas estate privilege Maratha Military Leadership, which grants a maximum of Discipline.png +10% discipline and −15% tax income, scaled by Maratha land ownership.


Governmental Purbias Register
  • Recover army morale speed.png +5% Recover army morale speed
  • Rajputs loyalty equilibrium.png +5% Rajputs loyalty equilibrium
  • Nobility loyalty equilibrium.png −5% Nobility loyalty equilibrium
  • Rajputs influence.png +10% Rajputs influence
  • Nobility influence.png −10% Nobility influence
Governmental Purbias Register icon
The state is taking measures to attract elite Rajput warriors from all over India. Steps should be taken to organize these warriors into cohesive regiments upon arrival so that they can be deployed more effectively.
  • Only available for countries with the Rajputs.png Rajputs estate active.
  • The rajputs estate privilege Enlist Purbias will give an additional Discipline.png +5% discipline to Rajput regiments.


Council of the Indies
  • Global tariffs.png +20% Global tariffs
  • Treasure fleet income +20% Treasure fleet income
Council of the Indies icon
Our vast colonial territories must have a central administration that reports directly to the Crown. Though individual Viceroys will govern their respective territories, the Council will be the supreme colonial authority, and its courts will extend our law to the farthest reaches of the New World.
  • Only available for Iberian countries with the capital in Iberia with at least Colonists.png 1 colonist.

Regionalism[edit]

Type Effects Description & notes
Provincial Governments
  • State maintenance.png −25% State maintenance
Provincial Governments icon
In order for our administration to be efficient we must allow provincial governments the freedom they need to perform their functions. Local elections will ensure that trustworthy individuals can be appointed who would then answer to the central government.
Administrative Divisions
  • Governing capacity.png +250 Governing capacity
Administrative Divisions icon
Let us divide the state into geographic regions ruled and administered by officials appointed by our central government.
Union of States
  • Trade power.png +10% Global trade power
Union of States icon
Rather than one unified state our country has grown from a large number of states integrated into one confederacy. As our administration grows and evolves we must not infringe on the rights of the member states, doing so would trample on the very principles of our existence.


Exile Colonial Companies
  • Expel minorities cost.png −30% Expel minorities cost
Exile Colonial Companies icon
The New World is a place of great opportunity, and for us it is an opportunity to establish Exile Colonies and rid our nation of convicts and minorities. By allowing colonial companies to claim sovereignty over our undesirables, we will create harmony in the Old World and expand our influence in the New World.
  • Only available for countries with the capital in Africa, Asia or Europe, which are present on at least two continents, and which have at least Colonists.png 1 colonist.

Separation of Power[edit]

Type Effects Description & notes


Parliamentarism
  • National unrest.png −1 National unrest
Parliamentarism icon
It is time we separate the head of government from the head of state and give the legislative assemblies of the land a larger share in the day to day rule of our state.
  • Available if:
    • the country does not have the Nobility.pngNobility estate or the crown owns more land than the Nobility.pngNobility estate whose loyalty is higher than their influence.
    • the country is not the “Celestial Empire”, a “Revolutionary Republic” or a “Revolutionary State” if the Mandate of Heaven.png “Mandate of Heaven” DLC is not enabled.
  • Not available with certain unique reforms

  • Has access to Parliament.png parliament but not to the Nobility.png nobility estate.


Presidential System
  • Embracement cost.png −10% Institution embracement cost
Presidential System icon
The Chairman or President of our governing body must be elected separately from the legislative branch of government. The president can then appoint or dismiss members of the government.
Pirate King
  • Harsh treatment cost.png −20% Harsh treatment cost
  • Naval leader fire.png +1 Naval leader fire
  • Captains influence +0.1 Captains influence
Pirate King icon
Every great empire stands in opposition to us. To stand any chance of survival we must rally behind our own Pirate King, and the King's word will be law.
  • Only available for ‘Pirate Republics’
  • Ruler reigns for life. No elections.
  • ‘An Admiral becomes ruler when the current ruler dies.’
  • Ruler stats depend on admiral pips. On average 12 ruler points for 16-pips admiral.
War Against the World Doctrine
  • Years of separatism.png −5 Years of separatism
  • Shipbuilding time.png −15% Shipbuilding time
  • Buccaneers influence +0.1 Buccaneers influence
War Against the World Doctrine icon
The tyrants of the world must be unseated! We can no longer tolerate kings and despots making slaves of our fellow man. And so we shall adopt a new doctrine: war against the world!
Black Market Consortium
  • Smugglers influence +0.1 Smugglers influence
Black Market Consortium icon
The pirates that run amok in the Republic cannot be trusted to bathe themselves, let alone to govern a nation whose future hands on the edge of a cutlass. A Consortium formed of the most influential black market merchants shall be established as its true governors. Profit must come before liberty.
  • Only available for ‘Pirate Republics’
  • Enables merchant republic mechanics – thus increases goods produced in non-owned provinces in a controlled trade node, proportional to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
  • 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).
Imperial Diplomacy
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Diplomatic relations.png +1 Diplomatic relations
Imperial Diplomacy icon
The city cannot maintain its independence without the support of the Emperor and our other allies. We shall focus our energies on strengthening our diplomatic ties and ensuring that, whenever we have need of them, our friends will be there to help us defend the city.
  • Only available for ‘Free cities’
  • The Imperial authority.png emperor gains the Imperial Diplomacy opinion modifier towards this country giving Icon diplomacy relations.png +50 relations
Municipal Self-Defense
  • National manpower modifier.png +5000 Maximum manpower
  • Land force limit modifier.png +25% Land force limit modifier
Municipal Self-Defense icon
Only by relying on the military capabilities of our city can we ensure our survival. We shall allocate more political power to the captains of the City Watch and ensure that they have all they need to provide for our defense.
  • Only available for ‘Free cities’


The Feuillant System
  • Stability cost modifier.png −10% Stability cost modifier
  • Republican tradition.png −0.1 Yearly republican tradition
The Feuillant System icon
There are many citizens and politicians in the Republic who wish to return to the tyranny of an absolute monarchy. However, the Feuillant political group believe in a compromise; that powers in the nation should be split between an Emperor and a President, similar to a constitutional monarchy. By riding the delicate balance between Empire and Republic, we may actually please both the Imperialists and Republicans within our nation.
  • Only available for countries that are revolutionary.

  • Has elections every 4 years or only at the ruler's death depending on the current Revolutionaries-Monarchist balance.(see also: Election events#Dutch Republic)
  • Enables Revolutionaries vs Monarchist mechanics
Revolutionaries in power: Monarchist in power:
Morale of armies.png +10% Morale of armies Diplomatic reputation.png +1 Diplomatic reputation
Republican tradition.png +0.1 Yearly republican tradition Manpower recovery speed.png +10% Manpower recovery speed
Revolutionary zeal.png +0.25 Yearly revolutionary zeal National unrest.png −1 National unrest



The Two-Chamber System
  • Free policies.png +1 Free policies
  • Republican tradition.png +0.15 Yearly republican tradition
The Two-Chamber System icon
For a long time, the Canton system maintained the peace, stability, and independence of small democratic leagues like the Swiss and Swabian Federations. By similarly dividing our legislature into a Grand Council representing the Cantons, and the Senate representing the republic as a whole, we may protect the interests of the individual cities and cultural identities within our nation while still placing the values of the Revolution above all else!
  • Only available for countries that are revolutionary.


Consolidation of Power[edit]

Type Effects Description & notes
Broaden Executive Powers
  • Stability cost modifier.png −15% Stability cost modifier
Broaden Executive Powers icon
As the country grows so does the need to be able to act swiftly and efficiently. The only way to ensure this is by broadening the powers of the executive branch so that it has the tools it needs.
Devolution of Powers
  • Diplomat.png +1 Diplomat
Devolution of Powers icon
No single person can rule a country as big and complex as ours. Collecting such powers in the hand of one ruler is also contrary to the Republican ideals of our ancestors. Decentralization and Devolution is how we can best remain able to dynamically meet the needs of an ever-growing state.
Absolute Power of the President
  • All power costs.png All power costs −5%
  • Length of election term.png +1 Length of election term
Absolute Power of the President icon
While we have members of our nation elected to represent the people of their constituency, we must never forget that it is the President who has been elected to represent all people. The role of the elected representatives within the Revolution should be merely to advise the President who wields absolute power over the Republic.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.
A Revolutionary Council
  • Maximum revolutionary zeal +10 Maximum revolutionary zeal
  • Length of election term.png −1 Length of election term
A Revolutionary Council icon
It’s become clear that the cult of personality surrounding our ruler is rapidly returning us to the old ways of government. We cannot allow this to happen, so by concentrating power into a council of elected individuals to represent the values of the Revolution, we strip power away from the individual at our state’s head and create another shield against the horror of absolute rulership.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.

Guiding Principle of Administration[edit]

Type Effects Description & notes
Political Principle
  • Administrative possible policies.png +1 Administrative possible policies
Political Principle icon
As a Republic the guiding principles of our state must be those that further the efficiency of the political apparatus and the political ideals.
Moral Principle
  • Diplomatic possible policies.png +1 Diplomatic possible policies
Moral Principle icon
One of the primary functions of the state is to uphold good and moral values. As our Republic in many ways relies on the good and virtuous behavior of its citizens corruption and sinful behavior must be counteracted and rooted out for the good of the entire country.


Revolutionary Principle
  • Morale of armies.png +10% Morale of armies
  • National manpower modifier.png +15% National manpower modifier
  • Girondist influence +0.1 Girondist influence
Revolutionary Principle icon
The purpose of our state is quite simple; to spread the Revolution. We must centralise our state around the idea that it is only be liberating all people of the world into Revolutionary states that we may create an everlasting state of peace and equality in the world.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.


Equality Principle
  • Tolerance heretic.png +2 Tolerance of heretics
  • Tolerance heathen.png +2 Tolerance of heathens
  • Jacobin influence +0.1 Jacobin influence
Equality Principle icon
Although our state holds Egalité as one of its core values, it is clear that we have completely failed in our goal to treat all our people with fairness and equality. The core principle of our nation must be to eliminate the barriers of gender, culture, and social class and ensure that it is known that all people are created equal and a good start to that would be to ensure that religion remains a private matter and does not dictate one’s rights within the state.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.


Imperial Principle
  • Aggressive expansion impact.png −10% Aggressive expansion impact
  • Province war score cost.png −10% Province war score cost
  • Imperial influence +0.1 Imperial influence
Imperial Principle icon
The Revolution has made it clear that our nation, above all others, wields the divine right to hold Imperial Hegemony over all other nations. The states around us are fragile and weak, and it is clear that only by directly controlling these states ourselves will we ensure that the values of the Revolution are enforced on the people.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.

Electorate[edit]

Type Effects Description & notes
Landholders
  • Manpower recovery speed.png +10% Manpower recovery speed
Landholders icon
The landholders are at the heart of power in any society and our state is no exception. Let us extend the power to vote to all those that have land and grade their number of votes in accordance with the size of their properties.
  • Not available for revolutionary countries with the Emperor emperor DLC enabled.
Citizenry
  • Morale of armies.png +10% Morale of armies
Citizenry icon
A Republic relies on its citizens to function and so it is only right that each citizen in our state will have the power to vote for who will guide our country. Attaining the privilege of being a citizen will also be a spur for all those under our rule to strive for good conduct.
  • Not available for revolutionary countries with the Emperor emperor DLC enabled.
Board of Admirals
  • Naval leader fire.png +1 Naval leader fire
  • Republican tradition.png −0.5 Yearly republican tradition
Board of Admirals icon
Our nation lives and dies on our ability to project power on the sea. To that end we have handed over the reins of government to the Board of Admirals, whose members are experienced and patriotic beyond reproach.
  • Not available for ‘Pirate Republics’ or revolutionary countries
  • Only available with Naval idea group.png naval ideas
  • Ruler reigns for life. No elections.
  • ‘An Admiral becomes ruler when the current ruler dies.’
  • Ruler stats depend on admiral pips. On average 12 ruler points for 16-pips admiral.
Equal Electorate
  • National unrest.png −2 National unrest
  • National tax modifier.png +10% National tax modifier
  • Female advisor chance.png +33% Female advisor chance
  • Jacobin influence +0.1 Jacobin influence
Equal Electorate icon
We must dissolve all barriers that separate our people and extend the right to hold a political office to all people. Gender, religion, social class, culture, all are irrelevant to one’s capability to hold a political office and so we must strive to maintain equality of opportunity within our government.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.
Three Social Classes
  • Core-creation cost.png −10% Core-creation cost
  • Girondist influence +0.1 Girondist influence
Three Social Classes icon
In the days before the birth of the Revolution, the old government attempted to sway the people away from taking arms by allowing three social classes representation within the government; the clergy, the peasants, and the upper class. Perhaps we could emulate this system by organizing our people into an upper, middle, and lower class based on their economic status and creating three distinct political entities within our government to represent their interests.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.


Military Electorate
  • Army tradition.png +0.25 Yearly army tradition
  • Land leader fire.png +1 Land leader fire
  • Imperial influence +0.1 Imperial influence
Military Electorate icon
Our nation values comradery above all else, and nobody exemplifies the value of being a comrade like our boys fighting on the fields of battle. These are the men who’ve seen the horrors of war and fought alongside their countrymen to preserve and advance the Revolution, and these men should be the ones to rule us. We must alter the requirements to hold an office in our government so that only those who have served in our military are eligible to represent the people within the government.
  • Only available for countries that are revolutionary.

  • A general becomes ruler when the current ruler dies.

Office Selection[edit]

Type Effects Description & notes
Appointment by Committee
  • Advisor cost.png −5% Advisor costs
  • Possible advisors.png +1 Possible advisor
Appointment by Committee icon
Let us abandon arbitrary appointments to governmental offices. Committees shall be established to decide on the best candidate for a given role to ensure that administrative competence is the norm in our realm.
Bureaucratic Apparatus
  • Minimum autonomy in territories.png −10% Minimum autonomy in territories
Bureaucratic Apparatus icon
The bureaucracy is expanding to meet the needs of the expanding bureaucracy.
Universal Suffrage
  • Max promoted cultures.png +1 Max promoted culture
Universal Suffrage icon
Let us open up the availability of important offices to more of those living within our borders so that we have a wider and more representative selection of civil servants.

Question of Dictatorship[edit]

Type Effects Description & notes
Seize Executive Power
  • Changes government type to Government monarchy.png Monarchy.
  • Lose 7 government reforms.
Seize Executive Power icon
Republicanism has served us well but it is time we empower a strong ruler to take our state into a new era.
Proclaim Divine Guidance
  • Changes government type toGovernment theocracy.pngTheocracy.
  • Lose 7 government reforms.
Proclaim Divine Guidance icon
Divine guidance and not popular support must be the governing rule in our state. Let us appoint someone who will truly care for the moral well-being of our subjects.
Strengthen Executive Powers
  • Maximum absolutism +25 Maximum absolutism
Strengthen Executive Powers icon
Especially in a Republic the authority and strength of the state is of the utmost importance. We must strengthen central power and ensure that each and every decision made in our capital reaches every corner of our country.
  • Not available for revolutionary countries
Reinforce Republican Values
  • Administrative free policies.png +1 Administrative free policies
  • Reelection cost.png −10% Reelection cost
Reinforce Republican Values icon
Safeguarding the Republican values upon which this country has been built is the only way to ensure a successful evolution of our state.
Lower the Black Flag
Lower the Black Flag icon
The time has come to end our lives of piracy and settle down to establish a more stable Republic.
  • Only available for ‘Pirate Republics’
President For Life
  • Republican tradition.png −0.5 Yearly republican tradition
  • Monarch administrative skill +1 Monarch administrative skill
  • Monarch military skill +1 Monarch military skill
President For Life icon
Though many Revolutionary politicians are supporting the idea of a Revolutionary Empire with a hereditary ruler at its head, others are fiercely resisting this idea and claiming that it betrays the very ideals of the Revolution itself. The President is sovereign, and none may supersede the authority of the Presidency. By electing our Presidents to rule for life, we will both secure the absolute leadership the Imperialists demand without completely abandoning the ideals of the Republic.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.
Government for the People
  • Maximum revolutionary zeal +20 Maximum revolutionary zeal
Government for the People icon
Egalité, Fraternité, Liberté. All three virtues of the Republic point to one thing; that the Republic exists to serve its people, and for no other reason. We will never surrender to the Imperialists, and the President shall always serve his term with the singular focus of protecting the freedom and equality of our people.
  • Only available for revolutionary countries with the Emperor emperor DLC enabled.
A Revolutionary Empire
  • Changes government type to Government monarchy.png Monarchy.
  • Lose 7 government reforms.
  • Enact tier 1 reform Revolutionary Empire
A Revolutionary Empire icon
Even in a Republic fueled by the fires of Revolution, it’s becoming clear that political dynasties are being established in our nation. Our President wishes to crown himself Emperor and continue to spread the ideals of the Revolution, with the Emperorship claiming sovereignty over all people.
  • Only available for ‘Revolutionary Republic’
  • If the Rights of Man.png Rights of Man DLC is active:
    • Imperial influence The imperialists must have at least 75 influence
  • else:
    • Republican tradition.png republican tradition must be below 40

References[edit]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Republican Cultural Sufferance).


Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology