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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.

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)

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 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 leaders like their monarch counterparts. If their leader is killed in action, the republic suffers −1   stability instead of −2.

When re-electing the same ruler with less than 20   republican tradition, a non-tribal republic will turn into a republican dictatorship (where the ruler reigns of life) if the   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 0, or be increasingly likely to happen below 40 tradition with Res Publica, even outside of elections.

Cultural sufferanceEdit

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:[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 and enacted the Adopt Plutocratic Administration or Adopt Oligarchic Administration decision, 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
  Stability cost modifier +200% +100% 0

Yearly republican tradition provided by national ideas and policies:

  Traditions Ideas Bonuses Policies
+0.5
  • Colonial idea 1: Founding Fathers
  • Cossack idea 2: Cossack Hetmanate
  • Barbary Corsair ambition
+0.3
  • Aachen idea 2: Imperial Free City
  • Hamburger idea 2: Burgher Republic
  • Novgorod idea 3: Ivan's Hundred
  • Offaly idea 6: A Family Affair
  • American ambition
  • Canadian ambition
  • Dithmarscher ambition
  • Irish ambition
  • Italian ambition
+0.2
  • Plutocratic-Economic: Formalized Scales, Weights and Measures
+0.1
  • Administrative-Aristocratic: The Licensing of the Press Act

Reverting to monarchyEdit

Main article: Republic events § Rise of a despot

Republican governments (except Revolutionary Republic, Pirate Republic, Dutch Republic, and Colonial Government) with low tradition can collapse into despotism, with noble rebel factions becoming increasingly likely below 66 and 33 tradition. Below 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   Res Publica is active:

  • Without Res Publica: the government becomes a monarchy, with a free choice among valid tier 1 reforms.[2]
  • With Res Publica: the tier 1 reform Presidential Dictatorship is enacted.[3]

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).[2] 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.

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 0, or 40 if the   Imperials faction are in power (requires   Rights of Man).

Reform tiersEdit

Notes:

  1. Without Dharma the game uses the old government system. Each government reform has a pre-Dharma equivalent; an effect that would enact a reform instead changes government to the equivalent type. Starting governments, including special types, correspond to tier 1 reforms.
  2. Special governments made available through other DLCs are denoted as such.

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.
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.
  • 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).
  • 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.
  • Without penalties, only 20 provinces can be states. For each state province over the limit republic loses −0.1   Republican tradition.
  • 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 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).
  • 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.
  • Without penalties, only 20 provinces can be states. For each state province over the limit republic loses −0.1   Republican tradition.
  • 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
  •   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.
  • Only available for pirate republics formed via decision or event or customized by nation designer.
  • New rulers become   admirals.
  • Can not form trade league.
  • Prohibits switching government type.
  • Has factions.
  • Does not have estates.
Noble Elite 8
  •   +0.25 Yearly army tradition
  •   −20 Maximum absolutism
 
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.
  • Enables the Aristocratic idea group.
Presidential Dictator N/A
  •   +10% Morale of armies
  •   +1 Tolerance of heathens
  •   −0.075 Monthly autonomy change
 
In this state an appointed dictator exercises almost absolute power over the state.
  • Ruler reigns for life. No elections.
  • 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 (of the highest level available with current   administrative technology except constitutional) if republican tradition is below 50, otherwise it changes back to its previous form of republican government.
Revolutionary Republic 4
  •   +2 Tolerance of heretics
  •   +10% Morale of armies
  •   −0.20 Monthly autonomy change
 
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.
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
 
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 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).
  • 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
  •   +1 Number of states
  •   −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.
  • Only available for   Milan in 1447 or as the result of a special event.
Veche Republic  4
 
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 control 100% of trade in the node).
  • It has factions but no estates
  • Without penalties, only 20 provinces can be states. For each state province over the limit republic loses −0.1   Republican tradition.
  • 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
  •   −30 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
  •   +2 Number of states
  •   −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
  •   +1 Number of states
  •   −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.

  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
  •   +1 Number of states
  •   −40 Maximum absolutism
  •   +20% Cavalry to infantry ratio
 
Free Cossacks are ruled by a military council presided over by a Hetman.
  • Only available for Cossack breakaway nations and   Zaporozhie
  • Can raise Cossack hosts
  • Does not have estates

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.

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’
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’
  • 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 republican tradition.
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’
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’

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.
  • 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.
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.
  • Not available for ‘Venetian Government’.
  • ‘Election by Lottery’ mechanics.
  • Rulers reign for life.
Permanent Marathas Council
  •   +5% Discipline
 
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.
  • The Marathas estate interaction Recruit Minister will instead recruit a general with +1 additional   shock
Governmental Purbias Register
  •   +5% Recover army morale speed
 
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 interaction Enlist Purbias will give an additional   +5% discipline to Rajput Regiments.

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
  •   +5 Number of states
 
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.

Separation of PowerEdit

Type Effects Description & notes
Parliamentarism
  • Enables parliament mechanics
  •   −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.
  • Disables Nobility estate
  • Not available with certain unique reforms
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’
  • ‘An Admiral becomes ruler when the current ruler dies.’
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 foreign provinces where the country has trade power.
  • Can place trade posts. (requires   ‘Res Publica’)

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.

Guiding Principle of AdministrationEdit

Type Effects Description & notes
Political Principle
  •   +1 Administrative possible policy
 
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 policy
 
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.

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.
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.

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 8 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.
Reinforce Republican Values
  •   +1 Administrative free policy
  •   −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’

ReferencesEdit

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Republican Cultural Sufferance).
  2. 2.0 2.1 If   Dharma isn't active, it becomes a Despotic Monarchy instead.
  3. If   Dharma isn't active, it becomes a Republican Dictatorship instead.