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Republic

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

Contents

MechanicsEdit

ElectionsEdit

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 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 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   stability instead of −2.

In most republics re-electing the same ruler with less than 20   republican tradition, will enact the Presidential Dictator reform (where the ruler reigns of life) if the   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 sufferanceEdit

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]

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

Republican traditionEdit

  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 0 −1 −2
  Reform progress growth 0 +50% +100%
  Burghers loyalty equilibrium 0 +2.5% +5%
  Vaishyas loyalty equilibrium 0 +2.5% +5%
  Jacobin influence −0.1 +0 +0.1
  Stability cost modifier +200% +100% 0

Yearly republican tradition provided by national ideas and policies:

  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   the imperials faction in control

−0.5 government reform Protectorate Parliament

−0.5 government reform Stratocratic Administration

−1 government reform Pirate Republic unless the   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 monarchyEdit

Main article: Republic events § Rise of a despot

In most republics re-electing the same ruler with less than 20   republican tradition, will enact the Presidential Dictator reform (where the ruler reigns of life) if the   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.

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  , 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 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. 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 faction are in power (requires   Rights of Man).

A Revolutionary State and a Pirate Republic can get the event The Stability of the [Root.GovernmentName] if the   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   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 tiersEdit

Power StructureEdit

Type Election Cycle Effects Description & notes
Oligarchy  4
  •   +5% National tax modifier
  •   −40 Maximum absolutism
 
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.
Italian Signoria  12
  •   +5% National tax modifier
  •   −30 Maximum absolutism
  • Can re-elect from ruling family
 
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.
  • Replaces oligarchy for nations in the Latin culture group.
  • Allows royal marriages.
  • 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.
Protectorate Parliament  N/A
  •   +5% Morale of armies
  •   −0.05 Monthly autonomy change
  •   −20 Maximum absolutism
  •   −0.5 Yearly republican tradition
 
Under the benevolent guidance of the Lord Protector, our nation is administered by a rump parliament loyal to the Commonwealth.
  • Has access to   parliament but not to the   nobility estate.
Stratocratic Administration  N/A
  •   −0.02 Monthly war exhaustion
  •   +0.05 Militarization of State
  •   −0.075 Monthly autonomy change
  •   −10 Maximum absolutism
  •   −0.5 Yearly republican tradition
  •   −50% Governing capacity
 
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,   Prussia or   Germany formed by Prussia. If not playing a custom nation, it requires to be  Protestant or  Reformed.
  • Ruler reigns for life. No elections.
  • A general becomes ruler when the current ruler dies.
  • Uses   militarization mechanics
Plutocracy  4
  •   +1 Merchant
  •   −50 Maximum absolutism
 
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.
  • Can only be selected when the crown lands are at least as high as the lands of all estates combined and when each estates loyalty is equal or higher than their influence.
  • 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:
  +25% State governing cost
  −25% Trade company governing cost
  • Vassals, marches, and client states, which usually do not transfer   trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for 50   giving +10   trade power, in one owned province per trade node (except your primary node).
Venetian Government N/A
  •   +1 Merchant
  •   −0.10 Yearly corruption
  •   −50 Maximum absolutism
 
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.
  •   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.
  •   +25% governing cost in states and   −25% governing cost in trade company provinces.
  • Vassals, marches, and client states, which usually do not transfer   trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for 50   giving +10   trade power, in one owned province per trade node (except your primary node).
Pirate Republic 4
  •   −1 Yearly republican tradition
  •   −50 Maximum absolutism
  •   +50% Naval force limit modifier
  •   +33% Chance to capture enemy ships
  •   +75% governing cost
  •   May raid coasts, including coasts of countries with same religion.
 
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
  •   +0.1 Yearly army tradition
  •   −20 Maximum absolutism
  •   +5% Nobility influence
  •   +5% Marathas influence
  •   +5% Rajputs influence
 
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
  •   +10% Morale of armies
  •   −0.075 Monthly autonomy change
 
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.
  • Can also trigger by event for most non-tribal republics at low   republican tradition
  • On the dictator's death, elections are not held, instead the country decays into a   monarchy if republican tradition is below 50, otherwise it changes back to a republican government.
Military Dictatorship  N/A
  •   +10% Morale of armies
  •   −0.075 Monthly autonomy change
  •   −10 Maximum absolutism
 
A military dictator has seized power and rules the state as an autocrat. New rulers are invariably selected from among the Generals.
  • Available for   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
  •   +2 Tolerance of heretics
  •   +10% Morale of armies
  •   −0.20 Monthly autonomy change
  •   +50 Maximum revolutionary zeal
 
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   France) started or when the revolution sentiment has spread to 100% of the country. The event will also make the country the   revolution target, that alters gameplay beyond the government form.
  •   France has this government form between 1792 and 1804.
  • uses revolutionary zeal instead of absolutism
  • The country will lose both   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
  • Will become a revolutionary empire when re-electing the current ruler while having less than 20   republican tradition or when   republican tradition reaches 0 or by event when the   The Imperials are in power and   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  −1 stability
  • Fixed rank:   Empire
Revolutionary State 4
  •   +2 Tolerance of heretics
  •   +10% Morale of armies
  •   −0.20 Monthly autonomy change
  •   +25 Maximum revolutionary zeal
 
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
  • Will become a revolutionary empire when re-electing the current ruler while having less than 20, but not by events from low   republican tradition.
  • It has factions but no estates.
  • May take the decision to adopt the cult of reason if it has less than  −1 stability
  • Fixed rank:   Kingdom
Peasants Republic 4
  •   +10% Production efficiency
  •   +5% Morale of armies
  •   −50 Maximum absolutism
 
A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.
Free City 4
  •   −10 Development cost
  •   +10% Trade efficiency
  •   −20 Maximum absolutism
  •   +15% Burghers influence
 
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
Trading City  4
  •   +10% Global trade power
  •   −20 Maximum absolutism
 
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
  • Can construct a trade post for 50   giving +10   trade power, in one owned province per trade node (except your primary node).
Ambrosian Republic 4
  •   +10% National tax modifier
  •   +5% Morale of armies
  •   +50 Governing capacity
  •   −30 Maximum absolutism
 
It was a short-lived city-state government that formed in the Duchy of Milan when the Duke died without an heir in 1447.
Veche Republic  4
  •   +1 Merchant
  •   +50 Governing capacity
  •   −50 Maximum absolutism
 
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   Pskov and   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
  •   +25% governing cost in states and   −25% governing cost in trade company provinces.
  • Fixed rank:   Duchy
  • Can construct a trade post for 50   giving +10   trade power, in one owned province per trade node (except the primary node).
American Republic 4
  •   −10% Stability cost modifier
  •   −0.04 Monthly war exhaustion
  •   −20 Maximum absolutism
 
The American Republic is a confederation of the Thirteen States of America, each with their own independence and governments, with a President who rules for four years after election.

Requires the American Dream DLC.


Federal Republic 4
  •   +10% Foreign spy detection
  •   +1 Diplomatic reputation
  •   −30 Maximum absolutism
 
The Federal Republic is a federation of the Thirteen States of America, each with their own independence and governments, with a President who rules for four years after election.

Requires the American Dream DLC.


Colonial Government 4
  •   +2% Recovery army morale speed
  •   −0.05 Monthly autonomy change
  •   +100 Governing capacity
  •   −10% Institution embracement cost
 
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
  • After a successful independence war, an event will give the choice between transitioning to a   republic or a   monarchy
  • May take the decision to form a colonial assembly for   100 administrative monarch power if it has more than   25% liberty desire after the   Age of Absolutism has started
  • Does not have estates
  • Fixed rank:   Duchy
Dutch Republic 4
  •   +10% Trade efficiency
  •   +10% Heavy ship combat ability
  •   +50 Governing capacity
  •   −30 Maximum absolutism
 
The Dutch Republic is a confederation of seven provinces, which have their own governments and are very independent, and Generality lands, which are governed directly by the States-General, the federal government.
  • Only available for the   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.

  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
See also: Netherlands#Dutch Republic
Sich Rada 4
  •   −20% Cavalry cost
  •   +20% Cavalry combat ability
  •   +50 Governing capacity
  •   −40 Maximum absolutism
  •   +20% Cavalry to infantry ratio
 
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 ( / / ). Once 100 progress in a category is reached, the related   government interaction can be activated:

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


Autonomous Swiss Cantons  4
  •   −50 Governing capacity
  •   +1 Free policies
  •   +50% Mercenary manpower
  •   −30 Maximum absolutism
 
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 VirtuesEdit

Type Effects Description & notes
Authoritarianism
  •   −1 National unrest
 
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 DLC enabled.
Political Dynasties
  • Can re-elect from ruling family
  •   +1 Random candidate bonus
 
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 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
  •   +0.2 Yearly republican tradition
 
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 DLC enabled.
Council of Captains
  •   +33% Privateer efficiency
  •   +0.1 Captains influence
 
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
  •   +0.5 Yearly republican tradition
  •   +10% National sailors modifier
  •   +0.1 Buccaneers influence
 
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
  •   +30% Trade power abroad
  •   +0.1 Smugglers influence
 
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
  •   +2 Max promoted cultures
  •   +0.1 Girondist influence
 
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
  •   +0.25 Yearly republican tradition
  •   +0.1 Jacobin influence
 
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 DLC enabled.


Fraternité Ideals
  •   −25% Harsh treatment cost
  •   −20% Culture conversion cost
  •   +0.1 Imperial influence
 
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 ElectionsEdit

Type Effects Description & notes
Frequent Elections
  •   −10 Maximum absolutism
  •   −1 Length of election term
 
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 DLC enabled.
  • Can be picked if rulers do not reign for life or has enacted ‘Sortition’.
Consolidation of Power
  •   +10 Maximum absolutism
  •   +1 Length of election term
 
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 DLC enabled.
Sortition
  •   −0.10 Yearly corruption
 
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
  •   +250 Governing capacity
 
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
  •   +1 Diplomatic relation
  •   +10% Trade power abroad
 
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
 
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 DLC enabled.
Constituent Assembly
  •   +1 Diplomatic relation
  •   +15% Improve relations
 
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 DLC enabled.


Permanent Marathas Council
  •   +1 Land leader shock
  •   +5% Marathas loyalty equilibrium
  •   −5% Nobility loyalty equilibrium
  •   +10% Marathas influence
  •   −10% Nobility influence
 
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 the Marathas estate active.
  • Enables the marathas estate privilege Maratha Military Leadership, which grants a maximum of   +10% discipline and −15% tax income, scaled by Maratha land ownership.


Governmental Purbias Register
  •   +5% Recover army morale speed
  •   +5% Rajputs loyalty equilibrium
  •   −5% Nobility loyalty equilibrium
  •   +10% Rajputs influence
  •   −10% Nobility influence
 
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 estate active.
  • The rajputs estate privilege Enlist Purbias will give an additional   +5% discipline to Rajput regiments.


Council of the Indies
  •   +20% Global tariffs
  •   +20% Treasure fleet income
 
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   1 colonist.

RegionalismEdit

Type Effects Description & notes
Provincial Governments
  •   −25% State maintenance
 
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
  •   +250 Governing capacity
 
Let us divide the state into geographic regions ruled and administered by officials appointed by our central government.
Union of States
  •   +10% Global trade power
 
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
  •   −30% Expel minorities cost
 
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   1 colonist.

Separation of PowerEdit

Type Effects Description & notes


Parliamentarism
  •   −1 National unrest
 
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:
  • Not available with certain unique reforms

  • Has access to   parliament but not to the   nobility estate.


Presidential System
  •   −10% Institution embracement cost
 
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
  •   −20% Harsh treatment cost
  •   +1 Naval leader fire
  •   +0.1 Captains influence
 
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
  •   −5 Years of separatism
  •   −15% Shipbuilding time
  •   +0.1 Buccaneers influence
 
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
  •   +0.1 Smugglers influence
 
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   giving +10   trade power, in one owned province per trade node (except your primary node).
Imperial Diplomacy
  •   +2 Diplomatic reputation
  •   +1 Diplomatic relations
 
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   emperor gains the Imperial Diplomacy opinion modifier towards this country giving   +50 relations
Municipal Self-Defense
  •   +5000 Maximum manpower
  •   +25% Land force limit modifier
 
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
  •   −10% Stability cost modifier
  •   −0.1 Yearly republican tradition
 
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 revolutionary countries with the   emperor DLC enabled.
  • Enables Revolutionaries vs. Monarchist mechanics
Revolutionaries in power: Monarchist in power:
  +10% Morale of armies   +1 Diplomatic reputation
  +0.1 Yearly republican tradition   +10% Manpower recovery speed
  +0.25 Yearly revolutionary zeal   -1 National unrest



The Two-Chamber System
  •   +1 Free policies
  •   +0.15 Yearly republican tradition
 
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 revolutionary countries with the   emperor DLC enabled.


Consolidation of PowerEdit

Type Effects Description & notes
Broaden Executive Powers
  •   −15% Stability cost modifier
 
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
  •   +1 Diplomat
 
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 −5%
  •   +1 Length of election term
 
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 DLC enabled.
A Revolutionary Council
  •   +10 Maximum revolutionary zeal
  •   −1 Length of election term
 
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 DLC enabled.

Guiding Principle of AdministrationEdit

Type Effects Description & notes
Political Principle
  •   +1 Administrative possible policies
 
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
  •   +1 Diplomatic possible policies
 
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
  •   +10% Morale of armies
  •   +15% National manpower modifier
  •   +0.1 Girondist influence
 
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 DLC enabled.


Equality Principle
  •   +2 Tolerance of heretics
  •   +2 Tolerance of heathens
  •   +0.1 Jacobin influence
 
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 DLC enabled.


Imperial Principle
  •   −10% Aggressive expansion impact
  •   −10% Province war score cost
  •   +0.1 Imperial influence
 
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 DLC enabled.

ElectorateEdit

Type Effects Description & notes
Landholders
  •   +10% Manpower recovery speed
 
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 DLC enabled.
Citizenry
  •   +10% Morale of armies
 
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 DLC enabled.
Board of Admirals
  •   +1 Naval leader fire
  •   −0.5 Yearly republican tradition
 
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 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
  •   −2 National unrest
  •   +10% National tax modifier
  •   +33% Female advisor chance
  •   +0.1 Jacobin influence
 
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 DLC enabled.
Three Social Classes
  •   −10% Core-creation cost
  •   +0.1 Girondist influence
 
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 DLC enabled.


Military Electorate
  •   +0.25 Yearly army tradition
  •   +1 Land leader fire
  •   +0.1 Imperial influence
 
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 revolutionary countries with the   emperor DLC enabled.
  • A general becomes ruler when the current ruler dies.

Office SelectionEdit

Type Effects Description & notes
Appointment by Committee
  •   −5% Advisor costs
  •   +1 Possible advisor
 
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
  •   −10% Minimum autonomy in territories
 
The bureaucracy is expanding to meet the needs of the expanding bureaucracy.
Universal Suffrage
  •   +1 Max promoted culture
 
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 DictatorshipEdit

Type Effects Description & notes
Seize Executive Power
  • Changes government type to   Monarchy.
  • Lose 7 government reforms.
 
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 to Theocracy.
  • Lose 7 government reforms.
 
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
  •   +25 Maximum absolutism
 
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
  •   +1 Administrative free policies
  •   −10% Reelection cost
 
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
 
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
  •   −0.5 Yearly republican tradition
  •   +1 Monarch administrative skill
  •   +1 Monarch military skill
 
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 DLC enabled.
Government for the People
  •   +20 Maximum revolutionary zeal
 
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 DLC enabled.
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.
  • Only available for ‘Revolutionary Republic’
  • If the   Rights of Man DLC is active:
    •   The imperialists must have at least 75 influence
  • else:
    •   republican tradition must be below 40

ReferencesEdit

  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