Tribal government
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 marriages,
Aristocratic idea group, etc.), except for steppe nomads (who use horde unity; see below).
Tier 1: Tribal Administration |
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Tier 2: Tribal Cultural Values |
Tier 3: Tribal Religion |
Tier 4: Modernization |
Tier 5: Tribal Reformation |
Mechanics
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Type | Effects | Description & notes |
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Tribe | The state is a tribe. While there is a clear leader and aristocracy it does not have the government institutions of a Monarchy or Republic.
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Horde unity
- See also: Steppe hordes
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Available only with the The Cossacks DLC enabled. |
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 instead of legitimacy. The effects of horde unity are proportional to its value. Listed below are the main milestones.
Variable | 0% | 50% | 100% |
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+2 | 0 | −2 |
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−5% | 0 | +5% |
Horde Unity is gained and lost as follows:
- Base −2 per year
- −0.01 per 2 total
development the country owns, limited to −3
Tribes estate
Loyalty below 30:
- Looting:
+1 per 4
ducats looted
- Razing: +1 per 2 points of province
development before razing
- +0.1 yearly per point
Revanchism (+10 at 100)
- +0.005 yearly per point of
power projection (+0.5 at 100)
- -1 yearly when target of Sow Discontent covert action
- +1 for passing the Great Mongol State Reform
- +1
Shia and
Ibadi nations who follow the
Ismaili school or Muslim nations who invite an
Ismaili scholar
Several ideas and policies increase horde unity:
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Event modifier | Trigger | Duration |
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-0.5 | Strengthening the Bureaucracy | Institution event 'Lack of Bureaucracy'
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for 5 years. |
-0.25 | Shamanic Traditions Set Aside | Tengri event 'Crisis in [Root.GetName]'
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for 10 years. |
-0.5 | Devout Muslim | Tengri event '[Root.Monarch.GetTitle] Questioned by the Ulema'
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until ruler death. |
-0.5 | Devout Christian | Tengri event 'Life at Court'
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until ruler death. |
-0.25 | Crumbling Ancestral Tomb | Fetishist event 'Palace of the Dead'
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for the rest of the campaign. |
+0.5 | Sufi Master | Tengri event 'Traveling Sufis'
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for 10 years. |
+0.5 | Yassa Defended | Tengri event 'Arrival of a Learned Judge'
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for 10 years. |
+0.5 | A Moving City | Horde Government Idea Group event 'A Moving City'
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for 10 years. |
+1 | Taming Provinces | Horde Government Idea Group event 'Taming Provinces'
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for 10 years. |
+1 | Grand Ancestral Tomb | Fetishist event 'Palace of the Dead'
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for 15 years. |
+0.5 | Ijtihad | Tengri event 'Ijtihad'
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for 20 years. |
+1 | Support of the Khoja | Tengri event 'The Khojas'
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until ruler death. |
+1 | Ancestral Tomb | Fetishist event 'Land of the Ancestors'
Fetishist event 'A New Beginning'
Fetishist event 'Palace of the Dead'
Fetishist event 'Contentment of the Ancestors'
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for the rest of the campaign. |
+1 | The Diwani Script | Cultural event 'Diwani Script'
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for the rest of the campaign. |
Mission reward modifiers:
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Time | Type |
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+0.5 | 20 years | ![]() |
+1 | Permanent | ![]() |
Tribal allegiance
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Available only with the Cradle of Civilization DLC enabled. |
Tribal federations use tribal allegiance in addition to legitimacy.
The effects of tribal allegiance are proportional to its value. Listed below are the main milestones.
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Effects | No effect |
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Traditions | Ideas | Bonuses | Policies |
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In patch 1.35 no ideas and policies have the modifier “yearly tribal allegiance” |
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
−0.005 yearly tribal allegiance for each point of development the nation has (capped at
−3 yearly tribal allegiance at 600
development)
Tribal allegiance gain/loss from battle is equal to three times the prestige gained/lost in battle (this is increased by prestige from land battles modifiers).
Humiliating rivals or being humiliated will result in a gain or loss of 30 tribal allegiance.
30 points of tribal allegiance can be spent for one of the following effects:
Reform tiers
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Please help with verifying or updating this section. It was last verified for version 1.34. |
Tribal Administration
Type | Effects | Description & notes | ||
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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.
Conditions:
Additional Effects:
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Great Mongol State | ![]() 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.
Conditions:
Additional Effects:
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Tribal Federation | ![]() A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.
Conditions:
Additional Effects:
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Tribal Despotism | ![]() 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.
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Tribal Monarchy | ![]() A political system where a large tribal society has formed a kingdom, with one strong ruler who rules through law.
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Feudal Tribe | ![]() A tribal system which is very similar to a classical Feudal monarchy. Instead of being owned by the monarch or their nobility, the subjects are paying tribute to the ruler of the state.
Additional Effects:
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Siberian Native Council | ![]() The Siberian Council is as an assembly of elders that is led by a joint chief.
Conditions:
Additional Effects:
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Gond Kingdom | ![]() 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.
Conditions:
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Polynesian Tribe | ![]() A Polynesian Tribe is the form of government where a leader manages to hold authority over a tribe or group of tribes but the nation does not act as a unified one.
Conditions:
Additional Effects:
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Polynesian Kingdom | ![]() A Polynesian Kingdom is the form of government where a polynesian monarch manages to unite the usually compiting tribes under their rule and act as a united nation.
Conditions:
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Stateless Society | ![]() Our people have consciously chosen not to organize into a state, preferring simple lives free from the oppressive hierarchies prevalent in the lowland realm.
Additional Effects:
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Great Man | ![]() A governing system of tribal leaders, who direct the colonization process from the jungle into the plains and lead the warriors of the tribe.
Conditions: | |||
Zulu Tribe | ![]() A tribal monarchy, which is focused on the miltaristic domination of other tribes and the militarization of the state
Conditions:
Additional Effects:
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Sacred Kingdom | ![]() An absolute monarchy where the ruler is not only the head of the state but also the head of the religion and is deified as one of its people's god.
Conditions:
Additional Effects: | |||
Matrilineal System | ![]() A special form of inheritance where the true power of the state was inherited by the daughters of a ruler.
Conditions:
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Tribal Confederacy | ![]() A governmental form where several chieftains and lower kings bend to the rule of a central authority but keep a certain degree of internal autonomy.
Conditions:
Additional Effects:
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Tribal Cultural Values
Type | Effects | Description & notes |
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Martial Society | ![]() 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.
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Civil Society | ![]() 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.
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Tribal Religion
Type | Effects | Description & notes |
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Religious Society | ![]() While clan loyalties can take us far our expansion has made us the masters of more peoples than we once were. A strongly religious society can withstand expansion in both time and space more efficiently and will give us the cohesion we need.
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Lip Service | ![]() 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.
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Modernization
Type | Effects | Description & notes |
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Centralize Power | ![]() 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.
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Retain Tribal Hierarchy | ![]() 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.
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Tribal Reformation
Type | Effects | Description & notes | ||
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Barbaric Despoilers | ![]() In war, nothing is truly sacred. To fight is to live, and the strongest should seize whatever they covet.
Conditions:
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Unified Horde Identity | ![]() We must put aside old tribal allegiances in the name of the Horde. We are one people under one Khan.
Conditions:
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Reform into Monarchy | ![]() It is time we abandon our tribal trappings and create a fully fledged monarchy carried by institutions and not clan loyalties.
Additional Effects: | |||
Reform into Republic | ![]() 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.
Conditions: Additional Effects: | |||
Reform into Theocracy | ![]() 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
Conditions: Additional Effects: | |||
Become Horde | ![]() 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.
Conditions:
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Form an advanced Tribe | ![]() Through power consolidation our tribe has advanced to a more efficient government, which keeps the population satisfied and the ruler in power.
Conditions:
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Tribal Unity | ![]() The tribal life in the desert is our heritage and it shall be our legacy. We are united as a big family.
Conditions:
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References
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |