Republic

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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

Elections

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)

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 Icon stability.png stability instead of −2.

When re-electing the same ruler with less than 20 Republican tradition.png republican tradition, a non-tribal republic will turn into a republican dictatorship (where the ruler reigns of life) if the Res Publica.png 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 sufferance

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]

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

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
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

Republican tradition can be further modified by the following:

+0.2 Coptic blessing legitimize government

+0.1 Protestant aspect Legalised divorces

+0.2 shiite and ibadi nations who follow the ismaili school

+0.5 muslim nations who invite an ismaili scholar

+0.2 government reform Republicanism

+1 pirate republic with the buccaneers faction in control

+1 dutch republic with the statists in power

+0.5 government reform Articles of Agreement

+0.5 parliament issue Reform Rotten Boroughs

+0.5 parliament issue Election Reform

+0.12 Trading in chinaware bonus

+0.5 Ruler trait Righteous

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

Reverting to monarchy

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.png 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 Imperials faction are in power (requires Rights of Man.png Rights of Man).

Reform tiers

Power Structure

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.
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.
  • 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
  • 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 Monthly 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
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.
  • 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 all foreign 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.
  • (unrecognized string “governing cost” for Template:Icon) +25% governing cost in states and (unrecognized string “governing cost” for Template:Icon) −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).
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 all foreign 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.
  • (unrecognized string “governing cost” for Template:Icon) +25% governing cost in states and (unrecognized string “governing cost” for Template:Icon) −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
  • (unrecognized string “governing cost” for Template:Icon) +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
  • Estate influence +5% Nobility influence
  • Estate influence +5% Marathas influence
  • Estate influence +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
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.
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
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 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 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
  • Number of states.png +1 Number of states
  • 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.
  • Only available for Flag of Milan Milan in 1447 or as the result of a special event.
Veche Republic  4
  • Merchants.png +1 Merchant
  • Number of states.png +1 Number of states
  • 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 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.png Republican tradition.
  • 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 −30 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.


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
  • Number of states.png +2 Number of states
  • 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
  • Number of states.png +1 Number of states
  • 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.

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
  • Icon states.png +1 Number of states
  • 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.
  • Only available for Cossack breakaway nations and Flag of Zaporozhie Zaporozhie
  • Can raise Cossack hosts
  • Does not have estates

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.

Republican Virtues

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’
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’
  • 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
  • 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’
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’

Frequency of Elections

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.
  • 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.
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.
Permanent Marathas Council
  • Discipline.png +5% Discipline
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.
  • The Marathas estate interaction Recruit Minister will instead recruit a general with +1 additional Land leader shock.png shock
Governmental Purbias Register
  • Recover army morale speed.png +5% Recover army morale speed
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 interaction Enlist Purbias will give an additional Discipline.png +5% discipline to Rajput Regiments.
Council of the Indies
  • Expel minorities cost.png −30% Expel minorities cost
Mansabdari System 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

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
  • Icon states.png +5 Number of states
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.

Separation of Power

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.
  • 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’
  • ‘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 foreign provinces where the country has trade power.
  • Can place trade posts. (requires Res Publica.png ‘Res Publica’)

Consolidation of Power

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.

Guiding Principle of Administration

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

Electorate

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.
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.

Office Selection

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

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

References

  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.png Dharma isn't active, it becomes a Despotic Monarchy instead.
  3. If Dharma.png Dharma isn't active, it becomes a Republican Dictatorship instead.
Realm