Difference between revisions of "Tribal government"

From Europa Universalis 4 Wiki
Jump to navigation Jump to search
(Moved from main page)
(there are no tribes that use republican tradition; don't use "here" as link text)
Line 1: Line 1:
{{Version|1.24}}
+
{{Version|1.27}}
 
{{GovNav}}
 
{{GovNav}}
{{icon|gov_tribal|40px}} A ''tribe'' is regarded as a society that hasn't developed a concrete definition of what a Westphalian nation-state is. Nomadic by nature, the power is held by either a chief or by a group of fellow tribesmen. They can be either [[Monarchies]] (using [[legitimacy]], royal mariages, etc.) or [[Republics]] (using [[republican tradition]]) but cannot change their government type into the mainstream ones unless they take a special ''reform'' decision. Apart from tribal federations, they all have maluses to {{icon|institution spread}} institution spread as well as reduced {{icon|diplomatic relations}} diplomatic relations (mitigated at {{icon|kingdom}} kingdom rank and gone at {{icon|empire}} empire rank).
+
{{icon|gov_tribal|40px}} A ''tribe'' is regarded as a society that hasn't developed a concrete definition of what a Westphalian nation-state is. Nomadic by nature, the power is held by either a chief or by a group of fellow tribesmen. They are usually [[Monarchies]] (using [[legitimacy]], royal mariages, etc.), except for steppe nomads (who use horde unity; see below) and native tribes (who don't use any government strength value).
  
 
== Mechanics ==
 
== Mechanics ==
Line 69: Line 69:
 
| ''No effect''
 
| ''No effect''
 
|
 
|
* {{icon|manpower recovery}} {{green|+16.5%}} Manpower recovery
+
* {{icon|manpower recovery}} {{green|+16.5%}} Manpower recovery speed
 
* {{icon|global unrest}} {{green|−1.5}} National unrest
 
* {{icon|global unrest}} {{green|−1.5}} National unrest
 
|
 
|
* {{icon|manpower recovery}} {{green|+33%}} Manpower recovery
+
* {{icon|manpower recovery}} {{green|+33%}} Manpower recovery speed
 
* {{icon|global unrest}} {{green|−3}} National unrest
 
* {{icon|global unrest}} {{green|−3}} National unrest
 
|}<section end=Tribal Allegiance effects/>
 
|}<section end=Tribal Allegiance effects/>
Line 80: Line 80:
 
* Losing battles and being [[humiliate Rival|humiliated by rivals]] decreases tribal allegiance
 
* Losing battles and being [[humiliate Rival|humiliated by rivals]] decreases tribal allegiance
 
* Passive {{icon|tribal allegiance}} {{red|−0.005}} yearly tribal allegiance for each point of development the nation has (capped at {{icon|tribal allegiance}} {{red|−3}} yearly tribal allegiance at 600 {{icon|development}} development)  
 
* Passive {{icon|tribal allegiance}} {{red|−0.005}} yearly tribal allegiance for each point of development the nation has (capped at {{icon|tribal allegiance}} {{red|−3}} yearly tribal allegiance at 600 {{icon|development}} development)  
 +
 
30 points of tribal allegiance can be spent for one of the following effects:
 
30 points of tribal allegiance can be spent for one of the following effects:
* {{icon|general}} Gain a general with {{icon|army tradition}} 40 army tradition;
+
* '''Enlist General''': {{icon|general}} Gain a general with {{icon|army tradition}} 40 army tradition;
* {{icon|cavalry combat ability}} Get {{green|+15%}} cavalry combat ability for 10 years;
+
* '''Train Horsemanship''': {{icon|cavalry combat ability}} Get {{green|+15%}} cavalry combat ability for 10 years;
* {{icon|cavalry}} Start production of 6 cavalry units in the capital at a quarter the time.
+
* '''Conscript from Tribes''': {{icon|cavalry}} Start production of 6 cavalry units in the capital at a quarter the time.
  
 
===  Native Council ===
 
===  Native Council ===
{{SVersion|1.25}}
+
{{SVersion|1.27}}
 
{{main|Native council}}
 
{{main|Native council}}
 
{{see also|List of decision lists#Tribal{{!}}List of decision lists § Tribal}}
 
{{see also|List of decision lists#Tribal{{!}}List of decision lists § Tribal}}
Line 140: Line 141:
 
| {{desc|Steppe Nomads|A governmental form where a sovereign or military ruler rule a tribal chiefdom, with constant Casus Bellis on all their neighbors and troops who fight better on the plains.|image=gov_horde_riding}}
 
| {{desc|Steppe Nomads|A governmental form where a sovereign or military ruler rule a tribal chiefdom, with constant Casus Bellis on all their neighbors and troops who fight better on the plains.|image=gov_horde_riding}}
 
----
 
----
* A list of playable hordes is available [[Steppe hordes#List of hordes|here]]
+
* See the [[Steppe hordes#List of hordes|list of hordes]].
* If the government is reformed, turns into an [[iqta]] (if muslim, or tengri with a muslim [[Tengri|syncretic religion]]), a [[feudal monarchy]] (if christian), or a [[despotic monarchy]] (else).
+
* If the government is reformed, turns into an [[iqta]] (if Muslim, or Tengri with a Muslim [[Tengri|syncretic religion]]), a monarchy with [[Feudal Nobility]] (if Christian), or a monarchy with [[Autocracy]] (otherwise).
* Always have [[Casus Belli]] on neighbors ([[Tribal Feud]] against other nomads, [[Tribal Conquest]] against others).
+
* Always have [[casus belli]] on neighbors ([[Tribal Feud]] against other nomads, [[Tribal Conquest]] against others).
 
* If {{icon|tc}} [[The Cossacks]] is active:
 
* If {{icon|tc}} [[The Cossacks]] is active:
 
** May [[Raze]] Provinces.
 
** May [[Raze]] Provinces.
 
** [[Legitimacy]] is replaced by [[horde unity]].
 
** [[Legitimacy]] is replaced by [[horde unity]].
 
** They only have one [[estate]] in the realm: their {{icon|tribes}} tribes.
 
** They only have one [[estate]] in the realm: their {{icon|tribes}} tribes.
* {{green|+25%}} shock damage increase on plain-like territory.  
+
* {{green|+25%}} shock damage on plain-like territory.  
* {{red|−25%}} shock damage decrease on non-plain-like territory
+
* {{red|−25%}} shock damage on non-plain-like territory
 
{{expansion|moh}}
 
{{expansion|moh}}
* May establish new [[Tributary]] subjects
+
* May establish [[Tributary]] subjects.
 
|-
 
|-
 
| id="Great Mongol State" | '''Great Mongol State'''
 
| id="Great Mongol State" | '''Great Mongol State'''

Revision as of 15:49, 5 November 2018

Government tribal.png A tribe is regarded as a society that hasn't developed a concrete definition of what a Westphalian nation-state is. Nomadic by nature, the power is held by either a chief or by a group of fellow tribesmen. They are usually Monarchies (using legitimacy, royal mariages, etc.), except for steppe nomads (who use horde unity; see below) and native tribes (who don't use any government strength value).

Mechanics

Horde unity

See also: Steppe hordes

Steppe nomads, normally referred to as hordes or khanates, is a loosely organized form of government where power is held mostly by the tribes, but united under the khan. They are barred from taking most country-formation decisions. It differs from mainstream monarchies in the way that each time a khan dies, all clan leaders are summoned to vote on the next khan: the khan has an heir, but if the khan dies and the heir is young enough to require a regency council, the heir is killed and replaced with another ruler.

Steppe nomads use Horde unity horde unity instead of legitimacy. The effects of horde unity are proportional to its value. Listed below are the main milestones.

Horde unity Horde Unity 0 25 50 75 100
Effects
  • National unrest.png +2 National unrest
  • Discipline.png −5% Discipline
  • National unrest.png +1 National unrest
  • Discipline.png −2.5% Discipline
No effect
  • National unrest.png −1 National unrest
  • Discipline.png +2.5% Discipline
  • National unrest.png −2 National unrest
  • Discipline.png +5% Discipline

Horde Unity is gained and lost as follows:

  • Base −2 per year
  • −0.01 per 2 total Development.png development the country owns, limited to −3
  • Tribes Tribes estate Estate loyalty Loyalty below 40:
    • Estate influence Influence below 20: −1 yearly
    • Estate influence Influence at least 20 but less than 40: −2 yearly
    • Estate influence Influence at least 40 but less than 60: −3 yearly
    • Estate influence Influence at least 60: −4 yearly
  • Looting: Horde unity +1 per 4 Gold Icon.png ducats looted
  • Razing: +1 per point of province Development.png development before razing
  • +0.005 yearly per point of Power projection.png power projection (+0.5 at 100)
  • +1 for passing the Great Mongol State Reform

Several ideas and policies increase horde unity:

Horde unity Traditions Ideas Bonuses Policies
+1.0 yearly
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Ilkhanid idea 1: Restored Ilkhanate
  • Manchu idea 4: The Later Jin
  • Oirat idea 3: The Four Oirats
  • Timurid idea 4: Chagatai Literature
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Diplomatic-Plutocratic: Mandatory Service
+0.5 yearly
  • Jurchen idea 2: The Queue

Tribal allegiance

Tribal federations use Yearly tribal allegiance.png tribal allegiance in addition to legitimacy.

The effects of tribal allegiance are proportional to its value. Listed below are the main milestones.

Yearly tribal allegiance.png Tribal Allegiance Yearly tribal allegiance.png 0 Yearly tribal allegiance.png 50 Yearly tribal allegiance.png 100
Effects No effect
  • Manpower recovery speed.png +16.5% Manpower recovery speed
  • National unrest.png −1.5 National unrest
  • Manpower recovery speed.png +33% Manpower recovery speed
  • National unrest.png −3 National unrest

Tribal allegiance is gained and lost as follows:

  • Winning battles and humiliating rivals increases tribal allegiance
  • Losing battles and being humiliated by rivals decreases tribal allegiance
  • Passive Yearly tribal allegiance.png −0.005 yearly tribal allegiance for each point of development the nation has (capped at Yearly tribal allegiance.png −3 yearly tribal allegiance at 600 Development.png development)

30 points of tribal allegiance can be spent for one of the following effects:

  • Enlist General: General.png Gain a general with Army tradition.png 40 army tradition;
  • Train Horsemanship: Cavalry combat ability.png Get +15% cavalry combat ability for 10 years;
  • Conscript from Tribes: Cavalry.png Start production of 6 cavalry units in the capital at a quarter the time.

Native Council

Main article: Native council
See also: List of decision lists § Tribal

A native council is the government form of all native tribes in North America north of Mexico and in South America east of the Andes. The tribes of Eastern Siberia share some similarities with their New World counterparts.

These governments don't use Legitimacy.png legitimacy, Republican tradition.png republican tradition or any other type of government strength value. There is no heir system: at ruler's death, a new one is generated with random stats.

Type Level Effects Description & notes
Native Council 0
  • Stability cost modifier.png −33% Stability cost modifier
  • Land maintenance modifier.png −50% Land maintenance modifier
  • Diplomatic relations.png −1 Diplomatic relations
  • Institution spread.png −2.5% Institution spread
One or more tribes ruled by a council of hereditary positions. Its members present unanimous decisions after lengthy discussions, although one chieftain has the honor of being the official spokesperson.
  • Does not have estates
  • Fixed rank: Duchy rank Duchy

Reform tiers


Tribal Administration

Type Effects Description & notes
Steppe Nomads
  • National manpower modifier.png +20% National manpower modifier
  • Land forcelimit.png +20% Land force limit modifier
  • Years of separatism.png −5 Years of separatism
  • Looting speed.png +50% Looting speed
  • Institution spread.png −15% Institution spread
  • Movement speed.png +20% Movement speed
  • Reinforce cost.png −50% Reinforce cost
  • Cavalry to infantry ratio.png +25% Cavalry to infantry ratio
Steppe Nomads icon
A governmental form where a sovereign or military ruler rule a tribal chiefdom, with constant Casus Bellis on all their neighbors and troops who fight better on the plains.

Great Mongol State
  • National manpower modifier.png +20% National manpower modifier
  • Land forcelimit.png +20% Land force limit modifier
  • Horde unity +1 Yearly horde unity
  • Years of separatism.png −5 Years of separatism
  • Looting speed.png +50% Looting speed
  • Movement speed.png +20% Movement speed
  • Reinforce cost.png −50% Reinforce cost
  • Cavalry to infantry ratio.png +25% Cavalry to infantry ratio
Great Mongol State icon
The Mongol Empire of Genghis Khan has been restored under our leadership. We are rebuilding the systems of government established by the Great Khan while avoiding the mistakes of his unworthy successors.

  • Only available for the Flag of Mongol Empire Mongol Empire
  • +25% shock damage increase on plain-like territory.
  • −25% shock damage decrease on non-plain-like territory
  • Can raise Banner units.
  • May establish new Tributary subjects
  • Fixed rank: Empire rank Empire
Tribal Federation
  • Years of separatism.png −5 Years of separatism
Tribal Federation icon
A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.

  • Only available to Flag of Aq Qoyunlu Aq Qoyunlu, Flag of Qara Qoyunlu Qara Qoyunlu and 7 small landlocked tribes of the Arabian Peninsula (all the Bedouin cultured countries plus Flag of Yas Yas)
  • Uses Yearly tribal allegiance.png tribal allegiance mechanics
Tribal Despotism
  • Core-creation cost.png −10% Core-creation cost
Tribal Despotism icon
A political system where the tribe is controlled by an individual ruler with unlimited power and the ability to exercise any action without consequence or retribution, often ruling through fear.
Tribal Monarchy
  • Income from vassals.png +20% Income from vassals
Tribal Monarchy icon
A political system where a large tribal society has formed a kingdom, with one strong ruler who rules through law.
Siberian Native Council
  • Stability cost modifier.png −33% Stability cost modifier
  • Institution spread.png −20% Institution spread
Siberian Native Council icon
The Siberian Council is as an assembly of elders that is led by a joint chief.

  • Nations with this government form that own only one province can migrate to a neighbouring province
  • Fixed rank: Duchy rank Duchy
Gond Kingdom
  • Fort defense.png +20% Fort defense
Gond Kingdom icon
Gondwana is a land of jungles, hills and forts but most of all it is a land of many tribes. Controlling this land means affording various minor power holders a large degree of self rule and privilege. Forts are imperative to control the various groups within our kingdom and controlling them will allow us to command the loyalties of the Gond people.

  • Only available for Indian technology group Indian nations with Gondi culture.

Tribal Cultural Values

Type Effects Description & notes
Martial Society
  • National manpower modifier.png +20% National manpower modifier
Martial Society icon
Martial values have always been important in our society and as we expand a militarized society is what we must continue to build and preserve at the core of our state.
Civil Society
  • National tax modifier.png +5% National tax modifier
  • Yearly corruption −0.05 Yearly corruption
Civil Society icon
No state can exist with only warriors. We must build up stronger ties with civil society and the urbanites in our realm so that we can better extract revenue from them.

Tribal Religion

Type Effects Description & notes
Religious Societies
  • Stability cost modifier.png −10% Stability cost modifier
  • Religious unity.png +15% Religious unity
Religious Societies icon
While clan loyalties can take us far our expansion has made us the masters of more peoples than we once did. A strongly religious society can withstand expansion in both time and space more efficiently and will give us the cohesion we need.
Lip Service
  • Land maintenance modifier.png −10% Land maintenance modifier
Lip Service icon
While it is important to observe religious practices to maintain our legitimacy we should not get bogged down in the principles of righteous rule and morality. Pragmatism will take us longer and allow us to support a larger state and army.

Modernization

Type Effects Description & notes
Centralize Power
  • Stability cost modifier.png −5% Stability cost modifier
  • Core-creation cost.png −5% Core-creation cost modifier
Centralize Power icon
We are too reliant on the loyalties of the clans and tribes within our state. Let us instead start to build up institutional loyalty and divide the responsibilities of the state between formal offices under our ruler.
Retain Tribal Hierarchy
  • Icon states.png +3 Number of states
  • Absolutism.png +10 Maximum absolutism
Retain Tribal Hierarchy icon
Any form of modernization must preserve the ancient hierarchies of the clans and tribes within our nation. Without the support of these groups our country will not be able to expand and thrive as it has up to now.

Tribal Reformation

Type Effects Description & notes
Reform into Monarchy
  • Changes government type to Government monarchy.png Monarchy.
  • Lose 4 government reforms.
Reform into Monarchy icon
It is time we abandon our tribal trappings and create a fully fledged monarchy carried by institutions and not clan loyalties.

  • Nations in the Nomad technology group Nomad technology group will be changed to Eastern technology group Eastern (if Christian), Muslim technology group Muslim (if Muslim), or Chinese technology group Chinese tech group
Reform into Republic
  • Changes government type to Government republic.png Republic.
  • Lose 4 government reforms.
Reform into Republic icon
We must guard the liberties of our citizens and form a state where the head of government is not hereditary but instead elected from those with the right qualities.

  • Nations in the Nomad technology group Nomad technology group will be changed to Eastern technology group Eastern (if Christian), Muslim technology group Muslim (if Muslim), or Chinese technology group Chinese tech group
Reform into Theocracy
  • Changes government type to Theocracy.
  • Lose 4 government reforms.
Reform into Theocracy icon
Religious guidance is the road forward for our people. Let us involve the clergy in the rule of our nation and reap the rewards of a just and

  • Nations in the Nomad technology group Nomad technology group will be changed to Eastern technology group Eastern (if Christian), Muslim technology group Muslim (if Muslim), or Chinese technology group Chinese tech group
Become Horde
  • Enacts the Steppe Horde reform
  • Changes technology group to Nomad technology group Nomad
Become Horde icon
The steppes call for our people. Let us abandon the sedentary traditions of our ancestors and fully embrace the free life of the open plains.

  • Mutually exclusive with Steppe Horde and Great Mongol State reforms

References

Realm