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.

Republics have access to the Plutocracy idea group.png Plutocratic idea group, unless changed by a government reform.

Government republic.png Republican government reforms
Tier 1: Power Structure
Tier 2: Republican Virtues
Tier 3: Frequency of Elections
Tier 4: Religion within the Republic
Tier 5: Military Doctrines and Organization
Tier 6: Separation of Power
Tier 7: Regionalism
Tier 8: Economical Matters
Tier 9: Consolidation of Power
Tier 10: Guiding Principle of Administration
Tier 11: Electorate
Tier 12: Office Selection
Tier 13: Question of Dictatorship

Mechanics[edit | edit source]

Type Effects Description & notes
Republic
  • Burghers influence / Vaishyas influence +15% Burghers/ Vaishyas influence
  • Maximum absolutism −40 Maximum absolutism
A republic is a state ruled by its citizens. Power is not inherited but instead in the hands of an elected head of state.
  • Has Elections
  • Uses Republican tradition.png republican tradition
  • Has accesss to Cultural sufferance
  • Enables Plutocracy idea group.png Plutocratic ideas but disables Aristocracy idea group.png Aristocratic ideas

Elections[edit | edit source]

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 Republican tradition.png −2.5 republican tradition per election cycle year, but the ruler gains 1 of each skill. This is to represent the fear that the ruler is becoming entrenched and despotic, more like a monarchy.
  • Administrative candidate (4/1/1)
  • Diplomatic candidate (1/4/1)
  • Military candidate (1/1/4)
  • A relative of the current ruler if a government reform allows re-electing from the ruling family. The country loses Republican tradition.png −1 republican tradition per election cycle year. This candidate is between 30 and 50 years old. With the Political Dynasties reform this candidate has −2 to their skills.

Re-election cost can be reduced by a number of sources:

Reelection cost.png Traditions Ideas Bonuses CollapsePolicies
−20%
  • Bolognese idea 2: Bentivoglio Family
−10%
  • Diplomatic-Plutocratic: Mandatory Service

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 Icon stability.png stability loss when the ruler dies (except if he is killed in combat and/or if the ruler rules for life). However, a freshly elected ruler is usually not very good, and (except for Dutch Republics and Italian Signoria) one can't make royal marriages. Republican leaders can be used as Ruler general military leaders like their monarch counterparts. If their leader is killed in action, the republic suffers −1 Icon stability.png stability instead of −2.

In most republics, re-electing the same ruler with less than Republican tradition.png 20 republican tradition will enact the Presidential Dictator reform (where the ruler reigns of life) if the Res Publica.png Res Publica expansion is enabled, or turn the country into a monarchy if the DLC is not enabled. In the case of Revolutionary Republics, re-electing the same ruler with less than Republican tradition.png 20 republican tradition will enact the Revolutionary Empire government type. Pirate Republics or republics which can't re-elect their ruler, this does not happen. See below for other ways to trigger the presidential dictatorship and how to turn into a monarchy afterwards.

Random candidate bonus[edit | edit source]

Random candidate bonus.png The modifier "random candidate bonus" will increase the skills of a non-reelected Ruler. The newly elected rulers skills will be increased by a number equal to the total random candidate bonus the nation has. The total value is distributed randomly amongst all the new rulers skills.

Cultural sufferance[edit | edit source]

All republics have a small bonus that helps mitigate the penalty to non-accepted culture provinces. It’s not applied to cultures belonging to the same culture group. The bonus consists of:[1]

Local tax modifier.png +10%.0 Local tax modifier
Local manpower modifier.png +10%.0 Local manpower modifier
Local sailors modifier.png +5%.0 Local sailors modifier
Local unrest.png −0.5% Local unrest

Republican tradition[edit | edit source]

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 Republican tradition.png 100 tradition, unless the nation in question was formerly a different government type 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
Reform progress growth.png Reform progress growth 0 +50% +100%
Burghers loyalty equilibrium Burghers loyalty equilibrium 0 +2.5% +5%
Vaishyas loyalty equilibrium Vaishyas loyalty equilibrium 0 +2.5% +5%
Jacobin influence Jacobin influence −0.1 +0 +0.1
Stability cost modifier.png Stability cost modifier +200% +100% 0

Yearly republican tradition provided by national ideas and policies:

Yearly republican tradition.png Traditions Ideas Bonuses Policies
+0.50
  • Colonial idea 1: Founding Fathers
  • Cossack idea 2: Cossack Hetmanate
  • Holy Roman idea 1: The Imperial Throne
  • Barbary Corsair ambition
+0.30
  • Andean traditions
  • Imperial German traditions
  • Israeli traditions
  • Majapahit traditions
  • Montferrat traditions
  • Norman traditions
  • Purépecha traditions
  • Roman traditions
  • Trebizond traditions
  • Venetian (upgraded) traditions
  • Venetian traditions
  • Württemberger traditions
  • Aachen idea 2: Imperial Free City
  • Adalite idea 2: A Monarchical Imamate
  • Afghan idea 6: Institutionalized Loya Jirga
  • Air idea 3: Legacy of Tin-Hinan
  • Angevin idea 7: Rule of the Plantagenet
  • Arakanese idea 1: Mrauk U Dynasty
  • Ardabili idea 7: Shahs of Iran
  • Asakura idea 5: Seventeen Clan Code
  • Ashanti idea 4: The Golden Stool
  • Ashikaga idea 2: Defenders of the Imperial Court
  • Athenian idea 1: Dominus Athenarum
  • Augsburger idea 1: Augusta Vindelicorum
  • Aztec idea 2: Sustaining the Gods
  • Baden idea 2: Legacy of the House of Zähringen
  • Bahmani idea 6: Bahmani Primogeniture
  • Baluch idea 3: Khan of the Baloch
  • Bavarian idea 1: Institute the Everlasting Succession
  • Beloozero idea 3: Strengthen Local Lineages
  • Beninese idea 1: Curb the Uzama
  • Berg idea 1: The Heirs of Lotharingia
  • Betsimisaraka idea 6: Royal Justice
  • Bohemian (upgraded) idea 2: Elective Monarchy
  • Bohemian idea 2: Elective Monarchy
  • Bolognese idea 2: Bentivoglio Family
  • Bosnian idea 2: Per Aspera ad Astra
  • Brazilian idea 7: Seat of the Empire
  • Breton idea 1: Legacy of Breton Independence
  • Bulgarian idea 7: Third Rome
  • Caucasian idea 5: Highland Khans
  • Cebu idea 2: Chola Legacy
  • Chinese idea 6: Son of Heaven
  • Cirebonese idea 1: Negara Gede
  • Clevian idea 2: Cleves and Mark
  • Dahomey idea 1: Children of the Panther
  • Dai Viet idea 6: Thuan Thiên
  • Daimyo idea 3: Honor the Ancestors
  • Deccani Sultanate idea 1: Legacy of the Bahmani Sultanate
  • Delhian idea 7: The Throne of India
  • Ethiopian idea 2: Negusa Negast
  • Franconian idea 1: The Duchy Restored
  • Frankfurter idea 7: Freie Stadt Frankfurt
  • Garhwali idea 5: Source of the Ganges
  • Garjati idea 2: Ancient Mandalas
  • Gelre idea 3: Defiance of Foreign Rule
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Gond idea 6: Ancient Roots
  • Great Moravian idea 5: Rex Sclavorum
  • Great Qing idea 4: Bogda Khan
  • Gujarati Princedom idea 6: Ashapura Mata
  • Hamburger idea 2: Burgher Republic
  • Hatakeyama idea 6: Unify the Clan
  • Hawaiian idea 2: Repurposing the Ali'i Nui
  • Hindustani idea 4: The Peacock Throne
  • Hojo idea 1: Legacy of the Kamakura Shogunate
  • Holstein idea 7: Danish Protest Pigs
  • Hosokawa idea 1: Kanrei
  • Ilkhanid idea 1: Restored Ilkhanate
  • Iwi idea 7: The Maori King Movement
  • Jerusalem idea 1: Crown of Thorns
  • Jolof idea 6: Wolof Griots
  • Kaffan idea 5: Strengthen Ties With the Ethiopian Church
  • Kamilaroi idea 5: Matrilineal Lineage
  • Karamanid idea 7: True Heirs of the Seljuk Empire
  • Khorasani idea 4: Dynastic Chronicles
  • Kikuchi idea 3: Aso Shrine
  • Kilwan idea 2: Shirazi's Legacy
  • Kitaran idea 1: Legacy of the Gods
  • Kuban idea 6: Ndop Statue
  • Kurdish idea 6: Legacy of the Kurdish Dynasties
  • Ladakh idea 6: A Kingdom United
  • Lan Na idea 1: Legacy of Mangrai
  • Lanfang idea 1: Free Elections
  • Larrakia idea 4: Dowed
  • Latin idea 1: Emperor of Constantinople
  • Liège idea 3: Religious Devotion
  • Luban idea 2: Royal Village Shrines
  • Luccan idea 7: The Jacobin State of Lucca
  • Lunda idea 2: Perpetual Kingship
  • Mainzian idea 4: Saint Hildegard of Bingen
  • Malaccan idea 6: Dualat
  • Malagasy idea 2: Zafivolamena
  • Manchu idea 4: The Later Jin
  • Manipur idea 3: Kingdom of the Meitei
  • Mazovian idea 6: Sejmy i Sejmiki
  • Mesoamerican idea 5: Ritual Bloodletting
  • Moldavian idea 4: Hospodar of Moldavia
  • Moluccan idea 2: Shared Cultural Heritage
  • Montenegrin idea 1: Legacy Of Diocleia
  • Mossi idea 1: Rialé and Yennenga
  • Muiscan idea 7: Consuetudinary Law
  • Mushasha idea 5: A House United
  • Mutapan idea 4: Spokesman before the Dead
  • Mysorean idea 2: Patronize Kannada Literature
  • Neapolitan idea 7: The Lazzaroni and the Monarchy
  • Northumbrian idea 1: Secure Percy Rule
  • Novgorod idea 3: Ivan's Hundred
  • Odoyev idea 1: Heirs of Chernigov
  • Offaly idea 6: A Family Affair
  • Oirat idea 3: The Four Oirats
  • Orissan idea 2: Servitor of Jagannath
  • Oyo idea 2: Oduduwa Mythos
  • Pagarruyung idea 3: Istano Basa
  • Palawa idea 2: Dual-Identity
  • Pegu idea 6: Buddhist Kingship
  • Perugian idea 4: Perugian Signoria
  • Pisan idea 5: Anziani del Popolo
  • Polotskian idea 2: Heritage of The Rus'
  • Provençal idea 2: Revive House of Anjou
  • Rajputana idea 7: Monumental Architecture
  • Rassid idea 4: A Unified Rassid State
  • Romanian idea 4: Latin Island
  • Rothenburg idea 3: The End of the Line
  • Ruthenian (minor) idea 1: The Mother of Russian States
  • Ruthenian idea 1: The Mother of Russian States
  • Rûmi idea 3: Shahanshah
  • Samoan idea 5: Tatau
  • Samtskhe idea 1: Atabegs of Samtskhe
  • Savoyard idea 7: Savoyard Legitimacy
  • Scottish idea 6: Basilikon Doron
  • Semien idea 5: Gideon Dynasty
  • Shan idea 6: Shan Chronicles
  • Shirvani idea 1: The Khalwati Order
  • Sindhi idea 1: Enduring Samma Dynasty
  • Sistani idea 6: Chronicles of Sistan
  • South Indian idea 5: Patronage of Great Temples
  • Sukhothai idea 6: Ramkhamhaeng Stele
  • Swabian City-State idea 6: The Thorn of the Empire
  • Swedish idea 1: Kung och Riksdag
  • Telugu idea 5: Legend of Prataparudra
  • Thüringian idea 1: The Partition of Leipzig
  • Timurid idea 4: Chagatai Literature
  • Transoxianian idea 7: Chagatai Literature
  • Tripuran idea 1: Rajmala
  • Tsutsui idea 5: The Southern Capital
  • Tumbuka idea 3: Healthy Priest Kings
  • Tyrone idea 2: The O’Neill Mór
  • Veronese idea 1: Three Households Alike in Dignity
  • Vindhyan idea 7: Candella Legacy
  • Wallachian idea 6: Boyar Regime
  • Welsh idea 4: Unbennaeth Prydain
  • Yi idea 6: Renovate the Skyward Tombs
  • Zambezi idea 5: Centralizing the Mbona cult
  • American ambition
  • Anhalt ambition
  • Canadian ambition
  • Dithmarscher ambition
  • Imagawa ambition
  • Irish ambition
  • Italian (minor) ambition
  • K'iche ambition
  • Kanem Bornuan ambition
  • Maravi ambition
  • Ormond ambitions
  • Russian ambition
+0.25
  • Administrative-Aristocratic: The Licensing of the Press Act
+0.20
  • Full Court
  • Plutocratic-Economic: Formalized Scales, Weights and Measures
+0.15
  • Bamberger traditions
  • Bukharan idea 1: Jochid Patrimony
  • Colognian idea 4: Prime Minister of Cologne
  • Cypriot idea 1: King of Jerusalem
  • Georgian idea 1: Bagrationi Dynasty
  • Great Shun idea 7: Claim to the Mandate
  • Jurchen idea 2: The Queue
  • Kiwi idea 1: Maori Seats
  • Utrecht idea 2: Ex Cathedra
  • Yarkandi idea 4: Empower the Khojas

Yearly republican tradition can be further modified by the following:

Low republican tradition and reverting to monarchy[edit | edit source]

Main article: Republic events § Rise of a despot

In most republics re-electing the same ruler with less than Republican tradition.png 20 republican tradition, will enact the Presidential Dictator reform (where the ruler reigns of life) if the Res Publica.png Res Publica expansion is enabled, or turn the country into a monarchy if the DLC is not enabled.

Government reforms which make a nation immune to falling into a dictatorship are : Pirate Republic, Revolutionary Republic, Revolutionary State, Colonial Government, Crown Colony, Private Enterprise Colony, Self-Governing Colony, Dutch Republic, Protectorate Parliament, Parliamentary Republic and Board of Admirals (the only "not T1" reform).

Republican governments with low tradition can collapse into despotism. Below Republican tradition.png 40 republican tradition, the ruler of a republic (again, with the above exceptions) may declare himself the head of a new government type, depending on whether Res Publica.png Res Publica is active:

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

With Res Publica, the event becomes more likely below 30, 20, 10 and 1 Republican tradition.png republican tradition. Without Res Publica, the event can only happen below 1 republican tradition.

When a presidential dictator dies with republican tradition below 50, it becomes a monarchy, allowing a free choice among the valid tier 1 monarchy reforms (typically Feudal Nobility or [[Autocracy}}). Republican tradition does not normally increase during a dictatorship, but if it's above 50 when the ruler dies, the presidential dictatorship reform is removed and a new tier 1 reform can be chosen. Events and the Strengthen Government action can be used to get above 50 republican tradition during a dictatorship.

Revolutionary Republics instead become Revolutionary Empires if republican tradition falls to 0, or 40 if the Imperials Imperials faction are in power.

A Revolutionary State and a Pirate Republic can get the event "The Stability of the [Root.GovernmentName]" if the Republican tradition.png republican tradition falls below 20. This event gives them a “Committee of Public Safety” or a “Mutineer Council” respectively which act like a regency and don't allow the declaration of wars. To remove the “Committee of Public Safety” or the “Mutineer Council”, the country must have at least Republican tradition.png 50 republican tradition when an election happens. Then the election happens normally and the “regency” is removed. If the republican tradition is lower, no election happens and the “regency” continues.

Falling to dictatorship is particularly dangerous for merchant republics, who will instantly lose their trade leagues.

Reform tiers[edit | edit source]

Power Structure[edit | edit source]

Type Election Cycle Effects Description & notes
Oligarchy  4
  • Global tax modifier.png +5% National tax modifier
  • National unrest.png −0.5 National unrest
  • Burghers loyalty equilibrium +5 Burghers loyalty equilibrium
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.

Conditions:

  • Primary culture.png Culture is not in the Latin group
Plutocracy  4
  • Merchants.png +1 Merchant
  • Maximum absolutism −10 Maximum absolutism[2]
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.

Conditions:

  • Has more than Crownland.png 70% Crownland and all estates' Estate loyalty loyalty is higher than their Estate influence influence (once enacted, dropping below these thresholds does not make the reform invalid)
  • Is not Flag of Venice Venice

Additional Effects:

  • Counts as a merchant republic[3]
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Global trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Noble Elite 8
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Maximum absolutism +20 Maximum absolutism[2]
  • Nobility influence / Marathas influence / Rajputs influence +5% Nobility/ Marathas/ 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.

Additional Effects:

Civic Republicanism  5
  • Random candidate bonus.png +1 Random candidate bonus
  • All estates influence −5% All estates' influence modifier
Civic Republicanism icon
It is a type of Republicanism inspired in classical antiquity with great emphasis in civic virtue. Citizens are dedicated to the common public interest.

Conditions:

  • None of:
    • Has enacted the “Crown Colony” government reform
    • Has enacted the “Private Enterprise Colony” government reform
    • Has enacted the “Self-Governing Colony” government reform
  • Ruler must not rule for life

Additional effects :

  • Rulers can only be reelected twice
Candidates will give a random modifier to their country while they reign :
Presidential Dictator N/A
  • Land morale.png +10% Morale of armies
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism +40 Maximum absolutism[2]
Presidential Dictator icon
In this state an appointed dictator exercises almost absolute power over the state.

Conditions:

  • Triggers when re-electing a ruler in a non-tribal republic while below Republican tradition.png 20 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.

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Ruler reigns for life. No elections.
  • Can not be elected the Imperial authority.png Emperor of the HRE
  • This government does not count as a Republic for "government=republic" checks
  • This government uniquely counts as a "Dictatorship" (government=dictatorship)
Free City 4
  • Development cost.png −20% Development cost
  • Trade efficiency.png +10% Trade efficiency
  • Diplomatic upkeep.png +1 Diplomatic relations
  • Burghers influence +10% Burghers influence
Free City icon
This is a free Imperial city that has been granted special rights and privileges by the Emperor himself.

Conditions:

  • Only possible government for free cities in the Holy Roman Empire.

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Switches to Oligarchy Reform if free city status is lost or a second province is acquired.
  • Fixed rank: Duchy rank Duchy
Trading City  4
  • Global trade power.png +10% Global trade power
  • Maximum absolutism +20 Maximum absolutism[2]
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.

Conditions:

  • Trading cities created by the leader of a trade league have this government type

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Has factions
  • Elections raise the Influence of the Candidates Faction by 20
  • Replaces this reform with Plutocracy if a second province is acquired
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Global trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Pirate Republic 4
  • Yearly republican tradition.png −1 Yearly republican tradition
  • Maximum absolutism +10 Maximum absolutism[2]
  • Naval forcelimit modifier.png +50% Naval force limit modifier
  • Chance to capture enemy ships.png +33% Chance to capture enemy ships
  • State governing cost.png +75% Governing cost in states
  • Marines force limit.png +50% Marines force limit
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.

Conditions:

  • Only available for pirate republics formed via decision or event or customized by nation designer.

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • New rulers become Admiral.png admirals
  • May raid coasts, including coasts of countries with same religion.png May raid coasts, including coasts of countries with same religion.
  • Has factions
  • Elections raise the Influence of the Candidates Faction by 20
  • Does not have estates
  • Cannot fall into a Presidential Dictatorship
  • Will gain a "Mutineer Council" (2/2/2) as Ruler while Republican tradition.png Republican tradition is below 50
  • Can re-elect Rulers with the Legendary Pirate.png "Legendary Pirate" trait, at no cost
Peasants Republic 4
  • Production efficiency.png +10% Production efficiency
  • Land morale.png +5% Morale of armies
  • Maximum absolutism −10 Maximum absolutism[2]
Peasants Republic icon
A governmental form where peasant communities hold the power themselves and elect rulers from among their leaders.

Conditions:


Additional Effects:

  • While the "Great Peasants' War" Imperial Incident is active or after the Peasants won the Incident:
    • If the nation is part of the HRE, it gains access to the Casus belli.png "Peasant Revolt" casus belli against all their non-peasant republic HRE neighbors.
  • Disables the Nobility.png Nobility estate
Colonial Government 4
  • Recover army morale speed.png +2% Recover army morale speed
  • Autonomy.png −0.05 Monthly autonomy change
  • Embracement cost.png −10% Institution embracement cost
  • Governing capacity.png +100 Governing capacity
  • Maximum absolutism +40 Maximum absolutism[2]
Colonial Government icon
A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.

Conditions:

  • Only available for Subject colony icon.png Colonial nations if the Leviathan.png Leviathan DLC is not active

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Cannot fall into a Presidential Dictatorship.
  • 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
Crown Colony 4
  • Recover army morale speed.png +2% Recover army morale speed
  • Embracement cost.png −10% Institution embracement cost
  • Governing capacity.png +100 Governing capacity
  • Maximum absolutism +40 Maximum absolutism[2]
Crown Colony icon
A Crown Colony is a colony type that is directly controlled by the metropolis.

Conditions:


Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Cannot fall into a Presidential Dictatorship.
  • 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.
  • Does not have estates.
  • Fixed rank: Duchy rank Duchy
Private Enterprise Colony 4
  • Production efficiency.png +5% Production efficiency
  • Merchants.png +1 Merchants
  • Embracement cost.png −10% Institution embracement cost
  • Ship trade power.png +20% Ship trade power
  • Maximum absolutism +40 Maximum absolutism[2]
Private Enterprise Colony icon
A colony run as a Private Enterprise focuses on extracting resources from a colony and bringing it home.

Conditions:


Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Cannot fall into a Presidential Dictatorship.
  • 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
  • Does not have estates
  • Fixed rank: Duchy rank Duchy
Self-Governing Colony 4
  • Construction cost.png −10% Construction cost
  • Development cost.png −10% Development cost
  • State maintenance.png −25% State maintenance
  • Embracement cost.png −10% Institution embracement cost
  • Maximum absolutism +40 Maximum absolutism[2]
Self-Governing Colony icon
A type of colony that is autonomous, a Self Governing Colony acts as a country inside a country.

Conditions:


Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Cannot fall into a Presidential Dictatorship.
  • 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
  • Does not have Nobility.png Nobility estate
  • Fixed rank: Duchy rank Duchy
Revolutionary Republic 4
  • Tolerance heretic.png +2 Tolerance of heretics
  • Land morale.png +10% Morale of armies
  • Papal influence.png −100 Yearly papal influence
  • Autonomy.png −0.20 Monthly autonomy change
  • Maximum revolutionary zeal +50 Maximum revolutionary zeal
  • Allowed rev guard fraction.png +20% Revolutionary guard force limit fraction
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.

Conditions:

  • The Revolutionary republic is gained by becoming the Revolution target.png revolution target, but is not lost if another country becomes the Revolution target.png revolution target

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Uses Revolutionary zeal.png revolutionary zeal instead of Absolutism.png absolutism
  • Can only ally Republics and Revolutionary Empires
  • Cannot fall into a Presidential Dictatorship.
  • Will become a revolutionary empire when re-electing the current ruler while having less than Republican tradition.png 20 republican tradition, or when republican tradition reaches 0, or by event when the Imperials Imperials are in power and Republican tradition.png republican tradition is 40 or less.
  • May take the Decision.png decision to adopt the "Cult of Reason" if it has less than Icon stability.png −1 stability
  • Has access to factions}} but no estates
  • Fixed rank: Empire rank Empire
Revolutionary State 4
  • Tolerance heretic.png +2 Tolerance of heretics
  • Land morale.png +10% Morale of armies
  • Papal influence.png −100 Yearly papal influence
  • Autonomy.png −0.20 Monthly autonomy change
  • Maximum revolutionary zeal +25 Maximum revolutionary zeal
  • Allowed rev guard fraction.png +20% Revolutionary guard force limit fraction
Revolutionary State icon
The revolutionary republic represents the government of the nation by a small executive with the support of an elective chamber of deputies. This state will do its utmost to support the cause of the Revolution and spread the ideals of liberty and equality.

Conditions:

  • For vassals or client states that are released by revolutionary countries, and other countries that embrace the revolution if a revolution target already exists.

Additional Effects:

Veche Republic  4
  • Merchants.png +1 Merchant
  • Governing capacity.png +100 Governing capacity
  • Allowed streltsy fraction.png+10% Streltsy force limit fraction
  • Maximum absolutism +10 Maximum absolutism[2]
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.

Conditions:


Additional Effects:

  • Has factions.
  • Elections raise the Influence of the Candidates Faction by 20
  • Fixed rank: Duchy rank Duchy
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Global trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
  • Uses a weakened version of the Russian government mechanics:
    • Each month, this government gathers 0.25 + 0.08 times ruler skill progress in each 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:
Ability Type Conditions Effects
Reform sudebnik.png Reform Sudebnik Administrative power.png Any province has at least Autonomy.png 5% autonomy Local autonomy.png−5% local autonomy in all provinces
Support oprichnina.png Support Oprichnina Diplomatic power.png Any rebel faction has at least 20% progress −20% progress for all rebel factions
Raise streltsy.png Equip Streltsy Military power.png The capital is not occupied or under siege
  • Lose War exhaustion.png2 war exhaustion
  • Gain 0.3Manpower Icon.png years worth of manpower
  • Gain "Equipped Streltsy" modifier for 10 years, giving:
    • +5%Infantry power.png Infantry combat ability
    • This affects only Allowed streltsy fraction.png Streltsy regiments
If the "Establish the Streltsy" reform is enacted:
  • Gain "Prepared Streltsy" modifier for 10 years, giving:
    • Reinforce cost.png −10% Reinforce cost
    • Reinforce speed.png +10% Reinforce speed
    • This affects only Allowed streltsy fraction.png Streltsy regiments

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

Great Veche Republic 4
  • Global manpower modifier.png +20% National manpower modifier
  • Merchants.png +1 Merchant
  • Maximum absolutism +20 Maximum absolutism
  • Governing capacity.png +350 Governing capacity
  • Allowed streltsy fraction.png+20% Streltsy force limit fraction
Great Veche Republic icon
The Veche within our country have gained a larger influence in the matters of governmental administration additionally to their legislative and judicial roles. Where others have Tsars or Emperors, we have a council which rules with superior authority than any other republic could dream of.

Conditions:

  • Primary culture.png Culture is in East Slavic group
  • Religion is Orthodoxy Orthodox
  • Is Flag of Russia Russia or Flag of Ruthenia Ruthenia

Additional Effects:

  • Fixed rank: Empire rank Empire
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
  • Has access to Russian government mechanics:
    • Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (Administrative power.png/Diplomatic power.png/Military power.png). Once 100 government power in a category is reached, the related Tab domestic government.png government interaction can be activated:
Ability Type Conditions Effects
Reform sudebnik.png Reform Sudebnik Administrative power.png Any province has at least Autonomy.png 5% autonomy Local autonomy.png−10% local autonomy in all provinces
Support oprichnina.png Support Oprichnina Diplomatic power.png Any rebel faction has at least 20% progress −30% progress for all rebel factions
Raise streltsy.png Equip Streltsy Military power.png The capital is not occupied or under siege
  • Lose War exhaustion.png−2 war exhaustion
  • Gain 0.6Manpower Icon.png years worth of manpower
  • Gain "Equipped Streltsy" modifier for 10 years, giving:
    • +10%Infantry power.png Infantry combat ability
    • This affects only Allowed streltsy fraction.png Streltsy regiments
If the "Establish the Streltsy" reform is enacted:
  • Gain "Prepared Streltsy" modifier for 10 years, giving:
    • Reinforce cost.png −10% Reinforce cost
    • Reinforce speed.png +10% Reinforce speed
    • This affects only Allowed streltsy fraction.png Streltsy regiments

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

  • Has acces to Modernization mechanic :
    • Modernization increases every month by 0.08 times the ruler's Administrative power.png administrative skill, by 0.02 times the total skills of hired advisors that are not of the nation's culture group, by 0.05 for every technology category the country is ahead in time in, by 0.06 for every province which is receiving knowledge sharing from the country, and by up to 5 when buying or stealing modern ideas.
    • Modernization decreases every month by 0.3 at base, by 0.01 times the current Corruption.png corruption, by 0.01 times the current Inflation reduction.png inflation, by 0.03 for every negative point of Icon stability.png stability, and by 1 if bankrupt.
    • Most estate privileges reduce modernization by 0.03 every month, but some privileges have different values. Most notably, Cossack privileges have lesser penalties to modernization, including the land rights one.
Modernization 0 50 100
Effects No effect
  • Embracement cost.png −25% Institution embracement cost
  • Embracement cost.png −50% Institution embracement cost

At 100 modernization we can reform into the "Great Russian Federation"

Great Russian Federation  6
  • Maximum absolutism +50 Maximum absolutism
  • Absolutism.png +0.5 Yearly absolutism
  • Autonomy.png −0.05 Monthly autonomy change
  • Global manpower modifier.png +20% National manpower modifier
  • Embracement cost.png −50% Institution embracement cost
  • Governing capacity.png +350 Governing capacity
  • Merchants.png +2 Merchants
Great Russian Federation icon
The state is a modernized federation of several veche who all swear loyalty to the Russian Republic. Western ideas and modern principles shape the culture of the government.

Conditions :


Additional effects :

  • Fixed rank: Empire rank Empire
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
  • May claim entire areas rather than individual provinces for +50% the usual spy network cost
  • Has access to "Russian Rule" interactions:
    • Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (Administrative power.png/Diplomatic power.png/Military power.png) up to a maximum of 100. The country gains modifiers, scaling with the amount of gathered government power. Also, 50 government power can be spent to activate a Tab domestic government.png government interaction:
Ability Type Scaling modifiers (at 100 power) Conditions Activation effects
Russian rule adm button.png Enforce Absolute Rule Administrative power.png Development cost.png−10% Development Cost

Core creation.png−10%Core creation Cost

One of the following:
  • Any province has at least 10% autonomy
  • Has any debate active in parliament
  • Has any estate agenda active
  • Lose Local autonomy.png−15% local autonomy in all owned provinces
  • Force the next estate agenda to automatically succeed
  • Force the currently active parliament debate to succeed
Russian rule dip button.png Enforce Cultural Revolution Diplomatic power.png Diplomatic reputation.png+1 Diplomatic reputation

Improve relations.png+10% Improve relations modifier

One of the following:
  • Any rebel faction has at least 30% progress
  • Does not have the modifier "Cultural Revolution" active
−30% progress for all rebel factions

Gain/extend "Cultural Revolution" modifier for 10 years, granting:

  • Global tax modifier.png+20% National tax modifier
  • Idea cost.png−5% Idea cost
  • Estate influence−10% All estates' influence modifier
Russian rule mil button.png Mobilize New Order Regiments Military power.png
  • Yearly army tradition.png+0.5 Yearly army tradition
  • Harsh treatment cost.png−50% Harsh treatment cost
The capital is controlled by us and is not under siege
  • Lose War exhaustion.png−3 war exhaustion
  • Gain Manpower Icon.png0.75 years worth of manpower
  • Gain/extend "Mobilized new Order Regiments" modifier for 10 years, giving:
  • +10%Infantry power.png Infantry combat ability
  • +20%Reinforce speed.png Reinforce speed
If the "New Order Regiments" reform is enacted: Gain "Foreign Military Manuals" modifier for 10 years, giving:
  • +15%Infantry power.png Infantry combat ability
Ikko-Ikki Republic  4
  • Yearly harmony increase.png +0.25 Yearly harmony increase
  • Yearly karma decay.png +0.2% Yearly karma decay
  • Tolerance own.png +1 Tolerance of the true faith
  • Production efficiency.png +10% Production efficiency
  • Land morale.png +5% Morale of armies
  • Global missionary strength.png +2% Missionary strength
Ikko-Ikki Republic icon
The path of the Pure Land and the power and teachings of Amida are the only path forward for our nation. Namu Amida Butsu.

Conditions :

  • Is not Flag of The Papal State The Papal State
  • At least one of:
    • Primary culture.png Culture is in Japanese group
    • Had the government reform “Ikko-Ikki Republic” before
  • Religion is in Eastern group
  • May also be gained when the Shinto Incident "Ikko-Ikki" ends

Additional effects :

  • Disables the Nobility.png Nobility estate
  • Is a peasant republic
Dutch Republic 4
  • Trade efficiency.png +10% Trade efficiency
  • Heavy ship power.png +10% Heavy ship combat ability
  • Reduced liberty desire on other continent.png −10% Reduced liberty desire on other continent
  • Allowed voc indiamen fraction.png+20% VOC Indiamen forcelimit fraction
  • Maximum absolutism +10 Maximum absolutism[2]
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.

Conditions:

  • Primary culture.png Culture is Dutch, Frisian or Flemish
  • Can also be gained via a special Flag of Netherlands Dutch event

Additional Effects:

  • Has access to Parliament.png parliament
  • Has "Dutch Elections"
  • Allows Royalmarriage.png royal marriages
  • Has voc indiamen.png Country allows VOC Indiamen
Statists in power:[4] Orangists in power:[4]
Naval forcelimit modifier.png +10% Naval force limit modifier Land forcelimit modifier.png +25% Land force limit modifier
Global trade power.png +5% Global trade power Stability cost modifier.png −10% Stability cost modifier
Yearly republican tradition.png +1 Yearly republican tradition Yearly republican tradition.png −1 Yearly republican tradition

While the scale is at 0, the Statists will be in power.

See also: Netherlands#Dutch Republic
Sich Rada 4
  • Cavalry cost.png −20% Cavalry cost
  • Cavalry power.png +20% Cavalry combat ability
  • Governing capacity.png +50 Governing capacity
  • Cavalry to infantry ratio.png +25% Cavalry to infantry ratio
  • Special unit force limit.png +25% Special unit force limit
  • Move capital cost modifier.png −75% Move capital cost
Sich Rada icon
Free Cossacks are ruled by a military council presided over by a Hetman.

Conditions:

  • Only available for Cossack breakaway nations and Flag of Zaporozhie Zaporozhie

Additional Effects:

  • Can Raze provinces
  • Disables the Nobility.png Nobility estate
  • Allows the Horde Government idea group.png Horde ideas
  • Has an Itinerant capital:
    • Every province in our capital's state gets the "Itinerant capital area" modifier, granting:
      • Local unrest.png −2 Local unrest
      • Minimum local autonomy −15 Minimum local autonomy
      • Local autonomy.png −0.25 Monthly autonomy change
      • Years of separatism.png −10 Years of separatism
      • Local devastation −0.3 Monthly devastation
      • Local prosperity growth.png +0.03 Local prosperity growth
    • After relocating our capital, we gain the "Capital reorganization" modifier for 5 years, granting:
      • Move capital cost modifier.png +1000% Move capital cost modifier
  • Enables the Cossacks- government interactions :
Each year, this government gathers progress in each category. Once 100 progress in a category is reached, the related government interaction can be activated:
Icon Ability Type Effects
Receive fleeing serfs.png Receive Fleeing Serfs Administrative power.png 1 random province:
  • gains Development.png1 development[5] of a random category.

1 random neighbor country:

  • gets the modifier ‘Serfs Deserted to Cossacks’ for 10 years[5] with the following effect:
    • Global tax modifier.png −10% national tax modifier.
Organise raiding parties.png Organise Raiding Parties Diplomatic power.png The country:
  • gets the modifier ‘Raiding Parties’ for 10 years[5] with the following effect:
    • Hostile attrition.png +1 attrition for enemies,
    • Movement speed.png +10% movement speed.
Raise cossack host.png Raise Cossack Host Military power.png The country:
  • loses War exhaustion.png 2 war exhaustion[5].
  • raises 20% of force limit[5] as cossacks in the capital with a 3 to 1 cavalry to infantry ratio.
If not activated the points continue to gather until 150 is reached and any more is lost.
Italian Signoria  12
  • Global tax modifier.png +15% National tax modifier
  • Maximum absolutism +10 Maximum absolutism[2]
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.

Conditions:

  • Primary culture.png Culture in Latin group

Additional Effects:

  • Allows Royalmarriage.png royal marriages
  • Can re-elect from ruling family
    • 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; electing them causes a loss of Republican tradition.png 1 republican tradition per election cycle year (if the nation has Loterry elections the republican tradition cost will be 15).
Roman Republic  5
  • Administrative efficiency.png +5% Administrative efficiency
  • Culture conversion cost.png −25% Culture conversion cost
  • Culture conversion time.png−10% Culture conversion time
  • Num of parliament issues.png +1 Number of possible parliament issues
Roman Republic icon
Before the glory of the Roman Empire, the Roman Republic etched its place in history. As its rightful successors, there's no doubt that the same glory is ours.

Conditions:


Additional effects :

  • Fixed rank: Empire rank Empire
  • Has access to Parliament.png parliament
  • Winning an Issue in the parliament grants Republican tradition.png5 Republican tradition
  • Can establish Pronoia subjects
Calvinist Republic  4
  • Monthly fervor.png +0.1 Monthly fervor
  • Tolerance own.png +1 Tolerance of the true faith
  • Own territory dice roll bonus.png +1 Own territory dice roll bonus
Calvinist Republic icon
Upholding the ideals and values of Calvinism as its state church, a Calvinist Republic is both faithful and republican.

Conditions :

  • Religion is Reformed.png Reformed
  • Country's total Development.png development is less than 400

Additional effects :

Autonomous Swiss Cantons  4
  • Governing capacity.png −50 Governing capacity
  • Free policies.png +1 Free policies
  • Mercenary manpower.png +50% Mercenary manpower
Autonomous Swiss Cantons icon
The Swiss Federation is not a singular nation in itself, it is a federation of independent Cantons with the common goal of maintaining their independence and economic stability.

Conditions:

  • Primary culture.png Culture is Swiss (but this reform is not lost when changing primary culture)

Additional effects:

  • Recruiting Mercenary cost.png Mercenaries costs no Army professionalism.png Army professionalism
Military Dictatorship  N/A
  • Land morale.png +10% Morale of armies
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism +30 Maximum absolutism[2]
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.

Conditions:


Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Ruler reigns for life. No elections.
  • A General.png general becomes ruler when the current ruler dies.
Ambrosian Republic 4
  • Global tax modifier.png +10% National tax modifier
  • Land morale.png +5% Morale of armies
  • Governing capacity.png +50 Governing capacity
  • Maximum absolutism +10 Maximum absolutism[2]
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.

Conditions:

Millenarian Theocracy N/A
  • Yearly devotion.png +1 Yearly devotion
  • Tolerance own.png +2 Tolerance of the true faith
  • Global missionary strength.png +2% Missionary strength
  • Maximum absolutism +40 Maximum absolutism
Millenarian Theocracy icon
The world has become a sinful realm only purified by fire. We must trust in our ruler's judgement to put an end to it. The Republic shall grant him absolute power.

Conditions:

  • Gained via the Msg event.png "Savonarola rises" Event during the Disaster.png "Bonfire of the Vanities" disaster for Flag of Florence Florence or Flag of Tuscany Tuscany
  • Has a ruler named "Savonarola"

Additional Effects:

  • Ruler reigns for life. No elections.
Venetian Government N/A
  • Merchants.png +1 Merchant
  • Yearly corruption −0.10 Yearly corruption
  • Maximum absolutism −10 Maximum absolutism[2]
  • Loyal attitude +25% Average Monarch Lifespan
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.

Conditions:

  • Flag of Venice Venice start with this government type, replacing Plutocracy.

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Features lottery election mechanics.
  • All skills of the elected ruler change by 1
  • Rulers rule for life.
  • Has factions
  • Elections raise the Influence of the Candidates Faction by 20
  • Counts as a merchant republic[3]
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Global trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
  • Has access to the "Council of Ten" mechanic :
This governmentment has a powerful council taking control in the background via their "Council Authority".
The effects of Council Authority are proportional to its value. Listed below are the main milestones.
Council Authority 0 25 50 90 100
Effects Yearly government power.png+0.5 monthly Council Authority
  • Minimum autonomy.png+5 Minimum autonomy
  • Maximum absolutism−12.5 Maximum absolutism
  • All estates influence+2.5% All estates' influence modifier
  • Yearly government power.png+0.25 monthly Council Authority
  • Minimum autonomy.png+10 Minimum autonomy
  • Maximum absolutism−25 Maximum absolutism
  • All estates influence+5% All estates' influence modifier
  • Can not declare wars
  • Minimum autonomy.png+18 Minimum autonomy
  • Maximum absolutism−45 Maximum absolutism
  • All estates influence+9% All estates' influence modifier

Yearly government power.png−0.4 monthly Council Authority

  • Can not declare wars
  • Minimum autonomy.png+20 Minimum autonomy
  • Maximum absolutism−50 Maximum absolutism
  • All estates influence+10% All estates' influence modifier

Yearly government power.png−0.5 monthly Council Authority

Council Authority is gained and lost as follows:
  • +0.05 monthly, always
  • +0.1 monthly, while at peace
  • −0.05 monthly, while at war
  • −0.01 monthly, per owned trade post
  • −0.001 monthly, per point of Power projection
  • −0.1 to −0.5 monthly, depending on Republican Tradition (0.1 at 0 to 29, 0.2 at 30 to 49, 0.3 at 50 to 69, 0.4 at 70 to 89, and 0.5 at 90 and above)
  • +0.005 monthly, for every point of republican tradition below 100
  • +0.2 to −0.2 monthly, depending on Prestige (-100 to 100)
Additionally, the government has access to the following interactions:
Faction Interaction Conditions Cost Cooldown Effects
Aristocrats The Aristocrats Any
  • The Aristocrats have at least 51% influence
  • Land owned by the Crown at least 3%
  • The Nobility estate either:
    • Has at least 3 privileges granted to them
    • Has at least 60 loyalty
3 years
  • Lose −5 Council Authority
  • The Aristocrats gain 10 Aristocrats influence influence
  • The Nobility gains Crownland.png2.5% Crownland
GFX adm interaction button.png Administrative power.png−50 Admin power
  • Gain Manpower Icon.png+1 Base Manpower in the Capital
GFX dip interaction button.png Diplomatic power.png−50 Diplo power
  • Gain a claim on all bordering coastal or Center of Trade provinces, that are not owned by allies
GFX mil interaction button.png Military power.png−50 Mil power
  • Spawn 3 Marines in the Capital
  • Gain Army professionalism.png+3% army professionalism
  • Gain Army tradition.png+5 army tradition
Traders The Traders Any 3 years
  • Lose −5 Council Authority
  • The Burghers gains Crownland.png2.5% Crownland
If the Venetian mission "Masters of the Sea" has been completed The Burghers only gain Crownland.png2% Crownland
GFX adm interaction button.png
  • The Traders have at least 51% influence
  • Land owned by the Crown at least 3%
  • The Burghers estate either:
    • Has at least 3 privileges granted to them
    • Has at least 60 loyalty
Administrative power.png−50 Admin power
  • The Traders gain 10 Traders influence influence
  • Gain Production.png+1 Base Production in the Capital
GFX dip interaction button.png Diplomatic power.png−50 Diplo power
  • Spawn 5/10/20 Galleys in Venice (112), depending whether naval forcelimit is below 100, at least 100 or at least 150.
GFX mil interaction button.png Military power.png−50 Mil power
  • Spawn 3 Marines in the Capital
  • Gain Sailors.png 1 years worth of sailors


Guilds The Guilds Any 3 years
  • Lose −5 Council Authority
  • Lose Republican tradition.png−3 Republican tradition
If the Venetian mission "A Modern Banking System" has been completed Only lose Republican tradition.png−2 Republican tradition
GFX adm interaction button.png
  • The Guilds have at least 51% influence
Administrative power.png−50 Admin power
  • The Guilds gain 10 Guilds influence influence
  • Gain Reform progress growth.png+50 Reform progress
GFX dip interaction button.png Diplomatic power.png−50 Diplo power
  • Gain Mercantilism.png+2 Mercantilism
  • Gain Prosperity icon m.png+25 prosperity in a random province that has Cloth.png Cloth, Dyes.png Dyes, Silk.png Silk, Wool.png Wool, Cloves.png Cloves, Fur.png Fur, Incense.png Incense, Ivory.png Ivory, Slaves.png Slaves, Spices.png Spices, Chinaware.png Chinaware, Gems.png Gems, Glass.png Glass, Paper.png Paper or Tropical wood.png Tropical Wood
GFX mil interaction button.png Military power.png−50 Mil power
  • Spawn 3 Marines in the Capital
  • Gain Manpower Icon.png 1 years worth of manpower

Notes:

  • Due to how Lottery election works "All skills of the elected ruler change by 1", effectively results in the three normal candidates having random skills, but their respective skill is raised by 3. See Lottery election, for more details.
American Republic 4
  • Stability cost modifier.png −10% Stability cost modifier
  • War exhaustion.png −0.04 Monthly war exhaustion
  • Maximum absolutism +20 Maximum absolutism[2]
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.

Conditions:


Additional Effects:

  • Enables Parliament.png parliament
  • Disables the Nobility.png nobility estate
  • Disables Call Diet
Federal Republic 4
  • Global spy defence.png +10% Foreign spy detection
  • Diplomatic reputation.png +1 Diplomatic reputation
  • Maximum absolutism +10 Maximum absolutism[2]
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.

Conditions:


Additional Effects:

  • Enables Parliament.png parliament
  • Disables the Nobility.png nobility estate
  • Disables Call Diet
Constitutional Republic  5
  • Num of parliament issues.png +1 Number of possible parliament issues
  • Yearly republican tradition.png +0.25 Yearly republican tradition
  • Maximum absolutism +5 Maximum absolutism
Constitutional Republic icon
A republic where all the power lies in the hands of the parliament, secured with the constitution protecting its rights. Where once an autocratic monarch ruled there is now a Minister speaking for the House of Lords and the House of Commons.

Conditions :

  • Primary culture.png Culture is in British group or is Anglois

Additional effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Has access to Parliament.png parliament
  • Has the English Parliament:
    • Gives access to additional parliament issues
    • The effects of many parliament issues scale with the influence of estates
    • The cost of many parliament bribes scales with the loyalty of an estate
Protectorate Parliament  N/A
  • Land morale.png +10% Morale of armies
  • Autonomy.png −0.05 Monthly autonomy change
  • Maximum absolutism +20 Maximum absolutism[2]
  • Yearly 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.

Conditions:

  • Only available for Flag of England England by siding with the Parliamentarist when the English Civil War.png English Civil War disaster starts
  • Will be lost shortly after Cromwell dies

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Ruler reigns for life. No elections.
  • Cannot fall into a Presidential Dictatorship
  • Enables Parliament.png parliament
  • Has the English Parliament:
    • Gives access to additional parliament issues
    • The effects of many parliament issues scale with the influence of estates
    • The cost of many parliament bribes scales with the loyalty of an estate
Parliamentary Republic  5
  • Autonomy.png −0.05 Monthly autonomy change
  • Land morale.png +10% Morale of armies
  • Parliament backing chance.png +25% Parliament debate backing chance
  • Num of parliament issues.png +1 Number of possible parliament issues
Parliamentary Republic icon
A republic where all the power lies in the hands of the parliament. Where once an autocratic monarch ruled there is now a Minister speaking for the House of Lords and the House of Commons.

Conditions :

  • Unlocked by choosing to stay a republic during the "Parliamentary Victory" or "Legacy of Cromwell" events, which happen if we sided with and won as the parliamentarist during the English Civil War.png English Civil War disaster.

Additional effects :

  • This is a special government reform. You cannot switch to another reform on this level.
  • Can revoke parliament seats.png Can revoke seats in parliament
  • Cannot fall into a Presidential Dictatorship.
  • Has access to Parliament.png parliament
  • Has the English Parliament:
    • Gives access to additional parliament issues
    • The effects of many parliament issues scale with the influence of estates
    • The cost of many parliament bribes scales with the loyalty of an estate
Trade Company  4
  • Tolerance heathen.png +1 Tolerance of heathens
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
  • Production efficiency.png +10% Production efficiency
  • Governing capacity.png +50 Governing capacity
  • Global manpower modifier.png +10% National manpower modifier
  • Naval forcelimit.png +10% Naval forcelimit modifier
Trade Company icon
Effectively a company founded to exploit and profit from trade overseas, its focus is mainly in the sea and the economic benefit.

Conditions :


Additional effects :

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government type
  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Global trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
    • Has factions
    • Elections raise the Influence of the Candidates Faction by 20
    • Has only the Burghers.png Burghers estate
    • Counts as a merchant republic[3]
    • Allows cheap drafting of Transports
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Stratocratic Administration  N/A
  • War exhaustion.png −0.02 Monthly war exhaustion
  • Militarization of state.png +0.05 Militarization of state
  • Autonomy.png −0.075 Monthly autonomy change
  • Maximum absolutism +30 Maximum absolutism[2]
  • Yearly 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..

Conditions:

  • One of the following must be true:
  • One of the following must be true:
    • Is Protestantism Protestant, Reformed.png Reformed, Anglican.png Anglican or Hussite Hussite
    • Has unlocked this reform (see below)
  • If the nation is Flag of Germany Germany:
    • One of the following must be true:
      • Is Military Hegemon
      • Owns at least Development.png 500 development in Culture icon.png Prussian provinces
      • Has had this reform before

Additional Effects:

  • Ruler reigns for life. No elections.
  • A General.png general becomes ruler when the current ruler dies
  • Enables the Militarization of state.png "Militarization" ability:
The effects of Militarization are proportional to its value. Listed below are the main milestones:
Militarization of state.png Militarization 0 50 100
Effects No Effect
  • Discipline.png+5% Discipline
  • Manpower recovery speed.png+10% Manpower recovery speed
  • Land maintenance modifier.png-10% Land maintenance modifier
  • Militarization of state.png-0.25 Militarization of state
  • Discipline.png+10% Discipline
  • Manpower recovery speed.png+20% Manpower recovery speed
  • Land maintenance modifier.png-20% Land maintenance modifier
  • Militarization of state.png-0.5 Militarization of state
If the "Army with a State" reform is enacted No Effect
  • Infantry power.png+5% Infantry combat ability
  • Infantry power.png+10% Infantry combat ability
Additionally, the government has access to the following interaction:
Ability Cost Effects
Militarization increase button.png Boost militarism Military power.png 45 military power Gain Militarization of state.png10 militarization
Lastly, Militarization can be gained/lost by the following:
Militarization of state.png Triggers
+0.03 Has enacted the Junker Supremacy Nobility.png Nobility privilege
+0.02 Has the "Empowered Junkers" modifier (from Flag of prussia Prussian missions)
+0.02 Has the "Noble Generals" modifier (from Flag of Teutonic Order Teutonic missions)
+0.05 Has enacted the T5 government reform Gov war map.png General War Commissariat (for Saxon, Prussian, or Pomeranian culture)
+0.05 Has enacted the T2 government reform Gov prussian monarchy.png Army with a State (from Flag of Germany German missions)
+0.05 Has enacted the Government republic.png T1 government reform Gov prussian monarchy.png Stratocratic Administration
+0.05 Has enacted the Government theocracy.png T1 government reform Gov prussian monarchy.png Militaristic Divine State
+0.05 With Great project brandenburg gate.png Brandenburg Gate at Great project level icon tier 3.png (+0.01 at Great project level icon tier 1.png and +0.02 at Great project level icon tier 2.png)
+0.05 With the “Extend Militarization of the State” Parliament.png parliament issue
+0.10 At Army tradition.png 100 Army tradition, scaling linearly from 0 at 0 Army tradition
+0.025 At Legitimacy.png 100 Legitimacy, scaling linearly from −0.025 at 0 Legitimacy
+0.1 Being at war
−0.1 Being at peace
−0.05 Per point of War exhaustion.png War exhaustion
−0.01 Per % over Governing capacity.png Governing capacity
−0.5 In bankruptcy
−0.005 Per point of Militarization of state.png Militarization (-0.5 at 100 Militarization)

Notes:

Kongsi Federation 4
  • Production efficiency.png +10% Production efficiency
  • Yearly republican tradition.png +0.50 Yearly republican tradition
  • Maximum absolutism −10 Maximum absolutism[2]
Kongsi Federation icon
A democratic syndicate of mining republics that shares its profits with its members. As the Kongsi Republics have grown more powerful, they have also taken on the duties of government such as education and agricultural administration.

Conditions:


Additional Effects:

  • Disables the Nobility.png Nobility estate
  • Allows cheap drafting of Transport.png transport ships
Supreme Shogunate  4
  • Administrative efficiency.png +5% Administrative efficiency
  • Monarch military skill +1 Monarch military skill
  • Allowed samurai fraction.png +10% Samurai force limit
Supreme Shogunate icon
The Shogun rules with absolute power. Both the Emperor and the Daimyo have been stripped of any real power and are but mere figureheads in their positions.

Conditions:


Additional effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Fixed rank: Empire rank Empire
  • Allows transfer subject peace treaty at half cost
Divine Empire  4
  • All estates possible privileges +1 Max privileges per estate
  • All estates loyalty equilibrium.png +10% All estates' loyalty equilibrium
  • Tolerance own.png +3 Tolerance of the true faith
  • Allowed samurai fraction.png +10% Samurai force limit
Divine Empire icon
Our Divine Emperor, direct descendant of the Sun Goddess Amaterasu, has been rightfully restored to the forefront of the country. With his Divine Presence once again leading us, our country will undoubtedly enjoy the favor of the Gods.

Conditions:

  • Unlocked by completing the Flag of Japan Japanese Mission.png mission The Balance of Power
  • is granting 6 privileges each to the Clergy.png Clergy, Burghers.png Burghers and Nobility.png Nobles

Additional effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Fixed rank: Empire rank Empire
City Alliance ?
  • National unrest.png −1 National unrest
  • Liberty desire in subjects −5% Liberty desire in subjects
City Alliance icon
An alliance of Nahua cities, banding together to create a confederation against any invaders that may try to conquer them.

Conditions:

  • Religion is Nahuatl.png Nahuatl

Additional effects:
Uses Monthly blood.png Tonalli Gathering mechanics. The effects of Tonalli are proportional to its value. Depending on what patron deity is currently active, the modifier sets switch. Listed below are the bonuses at 100 Tonalli.

Tonalli deities and associated bonuses
Diety Scaling bonus (at 100%) Hold Religious Festival bonus
Tezcatlipoca
  • Core creation.png−15% Core creation cost
  • Ae impact.png-10% Aggressive expansion impact
  • Gain Administrative power.png+50 administrative power
  • The Clergy.png Clergy gains Clergy loyalty equilibrium 10 loyalty
  • Gain "Toxcatl: Tezcatlipoca Among Us" for 15 years, granting:
    • Stability cost modifier.png −25% Stability cost
    • Autonomy.png −0.05 Monthly autonomy change
Tlaloc
  • Construction cost.png−20% Construction cost
  • Development cost.png−10% Development cost in primary cultures
  • Gain Diplomatic power.png+50 Diplomatic power
  • The Burghers.png Burghers gain Burghers loyalty equilibrium 10 loyalty
  • Gain "Atlcahualo; Spreading of Corn" for 15 years, granting:
    • Construction cost.png−15% Construction cost
    • Construction time.png−20% Construction time
Quetzalcoatl
  • National unrest.png −3 National unrest
  • Global missionary strength.png +3% Missionary strength
  • The Clergy.png Clergy gain Clergy loyalty equilibrium 10 loyalty
  • If we are still "Primitive":
    • Gain a Advisor inquisitor.png skill 2 Inquisitor which will be 50% cheaper to employ
    • Gain Monthly splendor.png +100 splendor
  • Else:
    • Gain Reform progress growth.png+50 reform progress
  • Gain "Etzalcualiztli; Eating of fresh Maize" for 15 years, granting:
    • Tolerance own.png+2 Tolerance of the true faith
    • Yearly corruption−0.1 Yearly corruption
Huitzilopochtli
  • Land morale.png +10% Morale of armies
  • Manpower in own culture provinces.png +20% Manpower in primary and accepted culture provinces
  • Gain Military power.png+50 military power
  • The Nobility.png Nobility gains Nobility loyalty equilibrium 10 loyalty
  • Gain "Panquetzaliztli: Rising of Banners" for 15 years, granting:
    • Morale damage.png+10% Morale damage
If the Flag of Aztec Aztec mission "The Fifth Cradle" was compledted, no matter what deity:
  • Clergy loyalty equilibrium +15% Clergy loyalty equilibrium
  • Technology cost.png −5% Technology cost

Tonalli is gained and lost as follows:

Amount Factor
+0.3 monthly At war
−0.05 monthly At peace
−0.5 monthly Ruler personality "Sinner"
+0.1 Per 1000 casualties in battle, up to a maximum of +20 (+40, if the Flag of Aztec Aztec "Sacrifices for the Gods" mission was completed)
+0.5 Per Temple constructed
−1 Per Temple destroyed
+1 Exploiting development
+10 "Demand Sacrifices" peace treaty

Tonalli gain can be modified by the following:

  • Monthly blood.png+1% per point of Nahuatl.png doom
  • Monthly blood.png+10% / +25% from the "Tzintzuntzan" great project at tiers Great project level icon tier 2.png Significant / Great project level icon tier 3.png Magnificent

Additionally, the government has access to the following interactions:

Ability Cost Cooldown Effects
Praise patron deity.png Nahuatl deities Monthly blood.png15 25 years Trigger the "Deities of the Nahua" event, allowing us to change our patron deity.
Hold religious festival.png Hold religious festival Monthly blood.png40 15 years
  • Lose Nahuatl.png−10 doom
  • Gain the "Religious Festival" bonus of our current patron
If the Flag of Aztec Aztec "Blood for the Gods" mission was completed: Gain a Advisor inquisitor.png skill 2 Inquisitor which will be 50% cheaper to employ
Blood letting.png Blood-Letting Practices 20 years
  • Gain Monthly blood.png+15 Tonalli
  • Gain "Blood-Letting Practices" for 15 years, granting:
    • National unrest.png+3 National unrest
    • Monthly blood.png+0.1 Monthly Tonalli gain

Republican Virtues[edit | edit source]

Type Effects Description & notes
Authoritarianism
  • National unrest.png −1 National unrest
  • Maximum absolutism +5 Maximum absolutism
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.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
Political Dynasties
  • 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.

Conditions:

  • Does not have the Italian Signoria reform
  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary

Additional Effects:

  • Can re-elect from ruling family :
    • Election events have an extra option that elects a ruler of the same dynasty as the previous one. Like monarchy heirs, these candidates have random skills, though lower than normal (−2), and electing them causes a loss of 1 republican tradition per election cycle year (if the nation has Lottery elections the candidates skills will all be reduced by 1 and electing them costs 15 republican tradition).
Republicanism
  • Yearly 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.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
Meritocratic Rule
  • Goods produced modifier.png +5% Goods produced modifier
  • Burghers influence / Vaishyas influence / Rajputs influence / Marathas influence +10% Burghers/ Vaishyas/ Rajputs/ Marathas influence
  • Burghers loyalty equilibrium +5% Burghers loyalty equilibrium
  • Female advisor chance.png +25% Female advisor chance
Meritocratic Rule icon
Our republic does not elect its rulers based on connections or influence from the oligarchs. Instead the masses of our country vote according to the skills the candidate can bring. This system of meritocracy does not differentiate genders, and is present in all aspects of our society.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary

Additional effects :

  • May recruit female generals.png May recruit female generals
Virtues of Politeia
  • Global manpower modifier.png +10% National manpower modifier
  • Nobility influence / Rajputs influence / Marathas influence +10% Nobles/ Rajputs/ Marathas influence
  • Nobility loyalty equilibrium / Rajputs loyalty equilibrium / Marathas loyalty equilibrium +5% Nobility/ Rajputs/ Marathas loyalty equilibrium
Virtues of Politeia icon
The oligarchs cannot rule without the masses enabling them, and the masses cannot decide what they want. In order to keep the republic running we have to protect the values of the simple people as well as of those who rule.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
Religious Values
  • Missionaries.png +1 Missionary
  • Clergy influence / Brahmins influence +10% Clergy/ Brahmins influence
  • Clergy loyalty equilibrium / Brahmins loyalty equilibrium +5% Clergy/ Brahmins loyalty equilibrium
Religious Values icon
Religion plays just as much of a big role within our republic as the power to vote. The religious aspects of our country help us elect the right person in times of doubt, and the Clergy ensure a devoted ruling term.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
Diwan al-Khass
  • Development cost.png −5% Development cost
  • Construction cost.png −10% Construction cost
Diwan al-Khass icon
By utilizing our ruler's personal treasury, we will be able to conduct more development plans than before, free of monetization from powerful estates.

Conditions:

Integrated Ottoman Officials
  • Autonomy.png −0.05 Monthly autonomy change
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
Integrated Ottoman Officials icon
The once-powerful Ottoman Empire lies in ruin. As such, it would be wise on our behalf to adopt their administrative ways and perfect them for the betterment of our society.

Conditions:


Additional effects:

  • Can place Pashas
  • Reveal the skills of Mamluk ruler Candidates
Support the State
  • Yearly republican tradition.png +0.2 Yearly republican tradition
Support the State icon
The state and its will is absolute. By promoting a more statist character in our government, we can further solidify our stance when it comes to the state.

Conditions:

  • Is Flag of Netherlands Netherlands
  • Has enacted the “Dutch Republic” government reform

Additional effects:

  • Statist Candidates will have All power costs.png+1 in all Monarch Skills
Cultural Fragmentation
  • Promote culture cost.png +50% Promote culture cost
Cultural Fragmentation icon
Centuries of fragmentation under the Holy Roman Empire have the Germans starkly disunited. This needs to be corrected.

Conditions:


Additional effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Can only be removed by completing the Flag of Germany German Mission.png mission "Trust your Neighbor", which requires to have integrated at least Culture icon.png 7 cultures
  • Effect when removing:
    • Remove all country modifiers: "Integrated Culture: X"

  • Cannot attain Cultural Union
  • Has access to the "Cultural Unity" mechanic:
    • The government has a "Cultural Unity" Bar which represents their progress in integrating a Culture icon.png culture
    • The government can choose a culture to integrate via the Decision.png "Choose culture to integrate" decision
    • Once the Bar reaches 100, the chosen culture will be "integrated", adding it as an Max promoted cultures.png accepted culture, without occupying a slot
    • "Cultural unity" is gained and lost as follows:
      • Yearly government power.png+0.83 monthly, always
      • Yearly government power.png+0.33 monthly, if the target culture is Max promoted cultures.png accepted
      • Yearly government power.png+0.001 monthly, per 1% of Religious unity.png Religious unity
      • Yearly government power.png+0.1 monthly, while at peace
      • Yearly government power.png+0.5 monthly, after finishing Court idea group.png Court ideas
      • Yearly government power.png−0.3 to +0.3 monthly, depending on Icon stability.png Stability
      • Yearly government power.png−0.1 to +0.1 monthly, depending on Legitimacy.png Legitimacy (above or below 50)
      • Yearly government power.png−1 monthly, while not integrating a culture
      • Yearly government power.png−1 monthly, if our Primary culture.png primary culture isn't in the Germanic group
      • Yearly government power.png−0.05 monthly, per point of War exhaustion.png War exhaustion
      • Yearly government power.png+1.5 when developing a province of that culture
Nuremberg Print
  • Idea cost.png −10% Idea cost
  • Cost of advisors with ruler's culture −10% Cost of advisors with ruler's culture
Nuremberg Print icon
The focus on dissemination of knowledge has put us at the forefront of intellectual advancements.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Franconian

Additional effects:
While this reform is active, every owned province that produces Paper.png Paper:

  • Gain province modifier “Franconian Printing”, giving the following effects:
    • Institution growth.png +1.2 Yearly institution growth
    • Local goods produced modifier +15% Local goods produced modifier
Westphalian Piety
  • Papal influence.png +1 Yearly papal influence
  • Church power modifier.png +25% Church power
  • Monthly fervor.png +1 Monthly fervor
  • Global missionary strength.png +2% Missionary strength
Westphalian Piety icon
Westphalia has largely been ruled by the Bishopric Münster. Münster is also the city where the Anabaptists wanted to found their 'New Jerusalem'.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Westphalian

Additional effects:

  • Strengthen the "Religious State" Clergy.png Clergy privilege, with:
    • Tolerance own.png +1 Tolerance of the true faith
    • Religious unity.png +15% Religious unity
Rhenish Diplomacy
  • Ae impact.png −15% Aggressive expansion impact
  • Diplomat.png +1 Diplomat
Rhenish Diplomacy icon
Rhineland being home to Aachen and Frankfurt, two important imperial cities, as well as 4 electors has taught us how to conduct diplomacy with utmost efficiency.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Rheinish

Additional effects:

  • Advisor Diplomat.png Diplomat advisors will now also provide Vassalization acceptance +5 Vassalization acceptance per advisor level.
  • Trade efficiency.png +10% Trade efficiency
  • Naval combat bonus off owned coast +1 Naval combat bonus off owned coast
Naval Traditions icon
Lower Saxony, Pomerania, and the Rigan Baltic area are deeply connected with commerce and the sea since the founding of the Hansa. As such, we are masters of the waves.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Lower Saxon, Pomeranian or Balten

Additional effects:

  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Army with a State
  • Militarization of state.png +0.1 Militarization of state
  • Militarization of state.png +0.1 Monthly early prussian militarized society
  • Militarization of state.png +0.1 Monthly prussian militarized society
  • Militarization of state.png +0.1 Monthly total prussian militarized society
  • Land maintenance modifier.png −5% Land maintenance modifier
Army with a State icon
We have great military traditions going back decades. Let us nurture them and have our army strike fear in anyone daring to challenge us.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Prussian

Additional effects:

  • Militarization of state.png Militarization will now give a scaling Infantry power.png +10% Infantry combat ability.

Else:

  • The "Increased Levies" Nobility.png Nobles privilege no longer reduces max absolutism nor increases nobility influence


Imperial Descent
  • +25% Chance to inherit personal union subjects
Our proximity to the imperial center of the Empire has taught us many things about diplomacy.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Austrian

Additional effects:

  • May turn Vassals into Incorporated Vassals, using the 'Incorporate Vassal' Diplomatic Action.
Saxon Mining
  • Production efficiency.png +10% Production efficiency
Over the centuries, many charters and privileges have been granted miners putting Saxony at the forefront of proto-industrialization.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Saxon

Additional effects:
While this reform is active, every owned province that produces Iron, Gold or Copper:

  • Gain province modifier “Mining Privileges”, giving the following effects:
    • Local development cost −10% Local development cost
    • Local goods produced modifier +10% Local goods produced modifier
Bavarian Pride
  • Monthly splendor.png +2 Monthly splendor
  • +1 Yearly prestige
Bavarian Pride icon
Home to many regional events and a distinct culture, Bavaria is known well outside Germany.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Bavarian

Additional effects:

  • Taking Age Abilities will now give us Icon stability.png +1 Stability (overflowing into Administrative power.png+50 Administrative Power).

If is not active:

  • Calling the Diet no longer increases Estate influence Estates influence
The Swiss Landsknechte
  • Mercenary manpower.png +25% Mercenary manpower
The Swiss region is extremely defensive and surprisingly one of the biggest exports of this alpine fortress are mercenaries. The pope continuously employs the Swiss mercenaries as well as many nations around Europe. We will continue to provide others and ourselves with such services.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Swiss

Additional effects:

  • Mercenary companies do not cost Army professionalism.png Army professionalism
  • Enables the "Mercenary Militarization" ability
  • Strengthens the "Sweeten Mercenary contracts" interaction
The effects of Mercenary Militarization are proportional to its value. Listed below are the main milestones:
Mercenary Militarization 0 50 100
Effects
  • -10% Mercenary maintenance
  • −5% Mercenary maintenance
  • Mercenary manpower.png+12.5% Mercenary manpower
  • +5% Mercenary discipline
  • −0.25 Monthly mercenary militarization
  • Mercenary manpower.png+25% Mercenary manpower
  • +10% Mercenary discipline
  • −0.5 Monthly mercenary militarization
If the Flag of Venice Venetian mission "Refine the Condottieri" has been completed
  • -25% Assault fort cost modifier
  • -50% Assault fort cost modifier
Mercenary militarization can only be increased by the following government interaction:
Ability Cost Effects
Sweeten Mercenary Contracts 0.1 years worth of income Gain 5 Mercenary Militarization
If the "The Swiss Landsknechte" reform is enacted +5 Mercenary Militarization


Fugger Banking
  • Inflation reduction.png +0.1 Yearly inflation reduction
  • −10% Development cost in primary culture
As Augsburg is home to the famous Fugger family, the bankers to the Holy Roman Emperors and the Popes. We carry on this legacy as the bankers of Europe. Worry not because we will definitely not offer you loans that will cripple your economy.

Conditions:

  • Has completed the Flag of Germany German Mission.png mission "Kaiserreich" while our Primary culture.png primary culture is Swabian

Additional effects:

If Domination.png is not active:

The Kaiserreich
  • +15% Governing capacity modifier
We rule a powerful Empire in the heart of Europe. No nation can oppose us.

Conditions:

Liberté Ideals
  • +2 Max promoted cultures
  • Promote culture cost.png −75% Promote culture cost
  • +0.1 Monthly Girondist influence
Liberté is the school of thought within the Revolution that claims that any individual should have the divine right to do whatever he or she wishes that does not do harm to or restrict the liberty of others.

Conditions:

  • Is Revolution target.png revolutionary
Egalité Ideals
  • Yearly republican tradition.png +0.25 Yearly republican tradition
  • Yearly legitimacy.png +1 Yearly legitimacy
  • +1 Possible advisors
  • Jacobin influence +0.1 Monthly Jacobin influence
Those who believe in the ideals of Egalité believe that the law, whether it be a rule or a right, applies equally to all people, regardless of faith, social class, culture, and gender. Equally, all citizens should have access to all positions in our government based only on their competence.

Conditions:

  • Is Revolution target.png revolutionary
Fraternité Ideals
  • Harsh treatment cost.png −25% Harsh treatment cost
  • Culture conversion cost.png −20% Culture conversion cost
  • Reform progress growth.png +10% Reform progress growth
  • +0.1 Monthly Imperial influence
Not everyone acknowledges the ideals of Fraternité as an ideal of the Revolution, but view it as a reactionary element within our own state who wish to return to the old government. Fraternité is a sense of brotherhood and those who follow its principles believe that the state should follow an authoritarian route where there is a proper place for all citizens assigned by the state.

Conditions:

  • Is Revolution target.png revolutionary
Council of Captains
  • Privateer efficiency.png +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.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
Articles of Agreement
  • Yearly republican tradition.png +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.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
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.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
The Privateer's Way
  • Privateer efficiency.png +25% Privateer efficiency
  • Land morale.png +10% Morale of armies
  • +10% Morale of navies
  • −10% Naval maintenance modifier
  • Yearly republican tradition.png +1 Yearly republican tradition
There is no place for us among the lawful states. They do not trust us and we have little reason to trust them. At the end of the day, only a fellow cutthroat is the companion we can have around us.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Can only ally other Gov pirate republic.png Pirate Republics and automatically breaks all current non Pirate Republic alliances
Tysyatsky Office
  • Yearly republican tradition.png +0.3 Yearly republican tradition
  • −10% Leader cost
  • Nobility influence +5% Nobles influence
  • Nobility loyalty equilibrium +10% Nobility loyalty equilibrium
The tysyatsky are military leaders from times of the Kievan Rus' who are in charge of a volunteer army. While they have been replaced by the voyevodas and namestniks in many East Slavic realms, some states still have tysyatsky in judicial or commercial positions.

Conditions:

  • At least one of:
    • Can be unlocked with the Flag of Russia Russian "The Last Tysyatsky" event
    • All of:
      • Is not Flag of Russia Russia
      • Primary culture.png Culture is Ruthenian
    • All of:
      • Primary culture.png Culture is in East Slavic or Slavic group
      • Government is a republic

Additional effects:

  • Recruiting General.png generals increases the Nobility loyalty equilibrium Nobility loyalty by 2
Namestnik Office
  • Autonomy.png −0.03 Monthly autonomy change
  • −25% Autonomy change cooldown
  • −5% Minimum autonomy in territories
  • −10% Trade company investment cost
The namestnik is a position in the state's bureaucracy which can be compared to the one of a viceroy's. They are in charge of the local administration of our provinces and states.

Conditions:

Oprichnina Forces
  • +100% Rebel suppression efficiency
  • Years of separatism.png −5 Years of separatism
  • Estate influence −10% All estates' influence modifier
  • Harsh treatment cost.png −25% Harsh treatment cost
  • Yearly government power.png +0.15 Monthly Oprichnina progress
The oprichnina is a police of the internal affairs which is designed to persecute any dangerous group within the state. The oprichnik follow none but the ruler himself.

Conditions:


Additional effects:

  • Seizing land no longer triggers Rebels
Consulate of the Sea
  • Trade efficiency.png +10% Trade efficiency
  • Global trade power.png +10% Global trade power
  • Burghers loyalty equilibrium +5% Burghers loyalty equilibrium
Consulate of the Sea icon
Our new quasi-judicial body that will administer maritime and commercial law is called the Consulate of the Sea. It gives our merchants the right to settle their commercial disputes without interference from the royal courts and in exchange we receive financial support.

Conditions:


Additional effects:

  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).

Frequency of Elections[edit | edit source]

Type Effects Description & notes
Formalize the Right of Re-election
  • Maximum absolutism −10 Maximum absolutism
  • Yearly corruption −0.1 Yearly corruption
Formalize the Right of Re-election icon
Even in a glorious republic such as ours the ruler of the state is an individual, and individuals tend to exploit their power for personal gains. Let us introduce the right of the ruling class to enforce a re-election in times of doubt.

Conditions:

  • Rulers do not reign for life
  • Is not Revolution target.png revolutionary
  • Is not a "Dutch Republic"

Additional Effects:

  • Enables a decision that, at the cost of 5 Republican tradition.png Republican Tradition, immediately fires the "Election" Event.
  • Reelecting the current ruler during this Election cost 50% more Republican tradition.png Republican Tradition
Frequent Elections
  • Maximum absolutism −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.

Conditions:

  • Rulers do not reign for life
  • Is not Revolution target.png revolutionary
Consolidation of Power
  • Maximum absolutism +10 Maximum absolutism
  • +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.

Conditions:

  • Is not Revolution target.png revolutionary

Additional Effects:

  • Re-elections reduce All estates influence the influence of all Estates by -10%
Sortition
  • Loyal attitude +25% Average Monarch lifespan
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.

Conditions:


Additional Effects:

  • Features Lottery election mechanics
  • All skills of the elected ruler change by 1
  • Rulers reign for life

Notes:

  • Due to how Lottery election works "All skills of the elected ruler change by 1", effectively results in the three normal candidates having random skills, but their respective skill is raised by 3. See Lottery election, for more details.
Council of the Indies
  • Global trade power.png +5% Global trade power
  • +25% Treasure fleet income
  • Reduced liberty desire on other continent.png −5% Reduced liberty desire on other continent
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.

Conditions:

  • Primary culture.png Culture is in Iberian group
  • Capital is in Iberia
  • has at least 1 colonist.
Permanent Marathas Council
  • +1 Land leader shock
  • Marathas loyalty equilibrium +5% Marathas loyalty equilibrium
  • Nobility loyalty equilibrium −5% Nobility loyalty equilibrium
  • Marathas influence +10% Marathas influence
  • Nobility influence −10% Nobility influence
Maratha generals and civic leaders are an important part of the balance of power in our nation. We should formalize their assemblies and establish a permanent council of the Marathas to guide our nation.

Conditions:

  • Has the Marathas estate

Additional effects:

  • Enables the "Maratha Military Leadership" Marathas estate privilege, which grants a maximum of Discipline.png +10% Discipline and Global tax modifier.png −15% National tax modifier, scaled by Maratha land ownership.
Governmental Purbias Register
  • Recover army morale speed.png +5% Recover army morale speed
  • Rajputs loyalty equilibrium +5% Rajputs loyalty equilibrium
  • Nobility loyalty equilibrium −5% Nobility loyalty equilibrium
  • Rajputs influence +10% Rajputs influence
  • Nobility influence −10% Nobility influence
The state is taking measures to attract elite Rajput warriors from all over India. Steps should be taken to organize these warriors into cohesive regiments upon arrival so that they can be deployed more effectively.

Conditions:

  • Has the Rajputs estate

Additional effects:

  • The "Enlist Purbias" Rajputs estate privilege will give an additional Discipline.png +5% Discipline to Rajput regiments.
Devotion to the People
  • Maximum absolutism −10 Maximum absolutism
  • Years of separatism.png −5 Years of separatism
  • Yearly republican tradition.png +0.1 Yearly republican tradition
Devotion to the People icon
Ruling the republic is not a task which can be done temporarily. To truly serve the people and the republic, our rulers have to embrace their position of power and responsibility their whole life.

Conditions:

  • Has enacted the T1 government reforms “Venetian Government”, “Dutch Republic”, “Presidential Dictator”, “Military Dictatorship”, “Board of Admirals”, “Military Rulership” or “Stratocratic Administration”
Consolidate Power in the Doge
  • Governing capacity.png +250 Governing capacity
For years, our Republic has had its power base divided between the Doge, the Council of Ten, the citizens, and countless other legislative bodies. Each are subject to each other, but the Doge sits at the top of the hierarchy. Our loose government system has been useful thus far in advancing our trade efforts, but as our nation expands across the world, its become clear that we must grant the Doge executive powers across all branches of the government if we are to eliminate corruption in our administration.

Conditions:


Additional Effects:

  • The frequent election cycles end and rulers reign for life. On ruler death, Icon stability.png 1 Stability is lost and a new ruler with random stats comes into power. (This doesnt affect ‘Venetian Government’)
Disperse Power Across the Cities
  • Diplomatic upkeep.png +1 Diplomatic relation
  • +10% Trade power abroad
Our government is a strange mix between a Republic, an Oligarchy, and a Monarchy. Trade and commerce are our primary concern and we’re not interested in building a global empire, only making an empire of trade. If we shatter powers in our nation and grant greater control to the Trade Cities, we shall make our trade league much more inviting for the smaller powers who only desire the freedom and economic stability that we can provide.

Conditions:


Additional Effects:

  • Reenables Elections with a 4 year cycle
  • Can not be elected the Imperial authority.png Emperor of the HRE
Promissione Ducale
  • Yearly corruption −0.25 Yearly corruption
  • Random candidate bonus.png +1 Random candidate bonus
  • Yearly government power.png +0.1 Monthly Council authority
The promissione ducale, originating in Italian city-states like Venice, constituted oaths of office taken by Doges, encompassing both legal and political aspects. These oaths included commitments to administer justice impartially, uphold state secrets, and execute decisions of the Great Council. They also imposed constraints on the Doge's powers, such as prohibiting direct correspondence with foreign leaders and interference in the election of the Patriarch of Venice. Over time, the promissione became increasingly comprehensive and was eventually printed, with documents for different Doges growing in length, ranging from 108 to 301 pages. To prevent the office from becoming hereditary, restrictions extended to the Doge's relatives, barring them from certain councils and positions. Although some restrictions were eased in the later years of the Venetian Republic, significant limitations remained in place, even for the Doge's family members. The oaths also included provisions regarding the Dogaressa, including her attire and ceremonial duties.

Conditions

Legislative Assembly
  • Revolutionary zeal.png+1.5 Yearly revolutionary zeal
With the collapse of the old government, we have an opportunity to reconstruct a new legislative government which treats all people, regardless of social class, as equals. This government shall be absolutely committed to the ideals of the Revolution, and will not suffer those who wish to subjugate us back into the old regime.

Conditions:

  • Is Revolution target.png revolutionary

Additional Effects:

  • Enables a decision that, at the cost of 5 Republican tradition.png Republican Tradition, immideately fires the "Election" Event.
  • Reelecting the current ruler during this Election cost 50% more Republican tradition.png Republican Tradition
Constituent Assembly
  • Diplomatic upkeep.png +1 Diplomatic relation
  • Improve relations.png +15% Improve relations
  • Reelection cost.png −15% Reelection cost
The Constituent Assembly was a rough outline of democracy provided by the old government that governed the people in three distinct constituents. By building and expanding upon the old government rather than overhauling it with the new, we may prove to the reactionary governments on our border that we are still a civilized nation and a force for good in this changing world.

Conditions:

  • Is Revolution target.png revolutionary
National Assembly
  • Random candidate bonus.png +2 Random candidate bonus
The National Assembly is the heart of the new government where the different factions of our state gather together to propose and deposit laws for the nation. A new candidate of the state gets elected from said factions.

Conditions:

  • is Revolution target.png revolutionary

Additional Effects:

  • Elections raise the Influence of the Candidates' Faction by 20

Religion within the Republic[edit | edit source]

Type Effects Description & notes
Curtail Clerical Privileges
  • −10% Administrative technology cost
  • Clergy influence −10% Clergy influence
  • Religious unity.png +10% Religious unity
Religion might be of great social importance within our government, but the priestly class of our state have gained too much influence. Their narrowminded world view will only hinder the growth of our state if they keep their power.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary

Additional effects:

  • Seizing Land from the Clergy.png Clergy no longer triggers Rebels
Expand Temple Rights
  • Clergy influence +5% Clergy influence
The clerics of our state have as much interest in the worldy possessions as our nobilty does. To appease them without sacrificing too much of our own power it is in our best interest to expand the lands and rights of the temples of our country.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary

Additional effects:
While this reform is active, every owned province that has a Temple or a Cathedral:

  • Gain province modifier “Expanded Temple Rights”, giving the following effects:
    • Local unrest.png −2 Local unrest
    • Local tax modifier.png +33% Local tax modifier
Maintain Balance of Power
  • All estates loyalty equilibrium.png +5% All estates' loyalty equilibrium
  • Diplomat.png +1 Diplomat
The Clergy is like any other estate to us: a powerful and useful asset. In order to keep the balance of power between the estates it is beneficial for our state not to interfere with the interests and actions of the priestly class.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • At least one of:
    • Is not Revolution target.png revolutionary
    • DLC Emperor is not active
Separate the Clergy from State
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
  • +1 Maximum tolerance of heretics
  • +25% Innovativeness gain
The theological minds have served their purpose to the state, but now they have grown too powerful. It is time to separate the Clergy from the affairs of the apparatus of the government.

Conditions:


Additional effects:

  • Removes the Clergy.png Clergy estate
  • Removes the Brahmins estate
Lands for the Church
  • +33% Papal influence from cardinals
  • +33% Curia treasury contribution
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +5% Clergy loyalty equilibrium
  • −10% Curia powers cost
The Catholic Church is a crucial part of our society. Every Sunday our devout citizens visit our chapels, churches or cathedrals to pray. In order to keep our people on the right way the Church itself has hold certain areas of our country.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Catholic
  • Is not Flag of The Papal State The Papal State
  • Has not enacted “The Statute in Restraint of Appeals”

Additional effects:

  • Gain opinion modifier “Lands for the Church” ( +25 opinion) towards Flag of The Papal State The Papal State
  • Flag of The Papal State The Papal State gains opinion modifier “Lands for the Church” ( +25 opinion) towards this country
Head of the Reformed Church
  • Clergy influence −5% Clergy influence
  • Global tax modifier.png +15% National tax modifier
  • Church power modifier.png +10% Church power
  • Monthly fervor.png +0.25 Monthly fervor
Our faith is no longer bound to the Holy See. The ruler is now the true head of the state's religion and has as such the duties and privileges of steering the religious direction.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is either:
    • ProtestantismProtestant
    • Reformed.pngReformed
    • HussiteHussite
    • Anglican.pngAnglican

Additional effects:

  • When Defender of the Faith:
    • Improve relations.png +15% Improve relations
    • Diplomatic reputation.png +1 Diplomatic reputation
    • Tolerance own.png +2 Tolerance of the true faith
    • The "Religious Diplomat" Clergy.png Clergy privilege no longer raises Estate influence Estate influence nor decreases Maximum absolutism max absolutism
Grant Land to the Monasteries
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +15% Clergy loyalty equilibrium
  • +0.2% Yearly patriarch authority
The monasteries of the Orthodox faith are sacred ground, exempted from taxes and granted total autonomy. Granting land to the monasteries will please the patriarchy at an ignorable cost.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Orthodoxy Orthodox

Additional effects:

  • The "Religious culture" Clergy.png Clergy privilege no longer increases Clergy influence Clergy influence
  • Contructing Temples/Cathedrals increases Clergy loyalty equilibrium Clergy loyalty by 2/5
  • Selling Titles increases Patriarch Authority by 5%
Support Monastic Schools
  • +25% Institution spread in true faith provinces
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
The monasteries of the state are famed as centers of learning and art. At each monastic school reside a number of religious scholars, experts within fields such as church history, exegesis of the Holy Scripture, reading, grammar, poetry, music, calligraphy and painting.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Coptic.png Coptic

Additional effects:

  • Increases Clergy loyalty equilibrium Clergy loyalty equilibrium by 5% for every controlled Holy Site
  • The "Clerical Ministers" Clergy.png Clergy privilege reduces Technology cost.png Tech cost by 5%
Embrace the Concept of Free Will
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
Zoroaster, the founder of our benevolent religion, was a firm believer in the concept of free will. By embracing this concept as the leading religious doctrine of our state we can ensure prosperity and stability within our realm.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Zoroastrian

Additional effects:

  • Heretic and heathen provinces do not give any penalties
    • Enables the "Three Royal Fires" mechanic:
      • The nation has acess to Asha Vahista, which scales from −100 to 100.
    The nation gains the following modifier, scaling with its current Asha Vahishta:
    Asha Vahishta −100 −50 0 50 100
    Effects
    • Yearly government power.png+1 Monthly Asha Vahishta
    • Yearly government power.png+0.5 Monthly Asha Vahishta
    No effect
    • National unrest.png−1 National unrest
    • +12.5% Manpower in true faith provinces
    • Yearly government power.png+0.5 Monthly Three fires government power
    • National unrest.png−2 National unrest
    • +25% Manpower in true faith provinces
    • Yearly government power.png+1 Monthly Three fires government power
    Asha Vahishta is increased/decreased by the following:
    • 0.2 monthly, always
    • 0.25 monthly, while at peace
    • +2: Creating an alliance
    • +5: Enforcing peace for a Zoroastrian nation
    • +0.5: Arranging a royal marriage
    • +1: Guaranteeing a country
    • +1: Sending gifts
    • +2: Taking on debts
    • +2: Influencing a nation
    • +50: Intervening in a war
    • −5: Breaking an alliance
    • −1 per development: Force religion in a peace deal (unless the Persian mission Mission.png"The City of Daman" was completed)
    • −1 per development: Converting provinces (unless the Persian mission Mission.png"Purify the Holy Sites" was completed)
    • −10: Threatening war
    • −5: Insulting
    • −1: Fabricating claim
    • −1: Breaking a royal marriage
    Additionally every month, the government gathers 0.25 + 0.08 x the rulers respective skill in the three fires abilities.
    While Asha Vahishta is at least −50, a three fires ability can be used once 100 progress in it has been gathered. Using one of the three fires reduces Asha Vahishta by −50 and resets that fires progress to 0.
    Each modifier lasts for 10 years.
    Icon Ability Ruler Skill Modifier Mission.png"Balance the Flames" Mission.png"An Asha Empire"
    Adur Farnbag Diplomatic power.png
    • Administrative power.png+1 Monthly administrative power
    • Reform progress growth.png+10% reform progress growth
    • Yearly government power.png−0.5 Monthly Asha Vahishta
    All estates gain Estate loyalty+5 loyalty Administrative power.png+50 administrative power
    Adur Burzhen Mirh Administrative power.png
    • Diplomatic power.png+1 Monthly diplomatic power
    • Development cost.png−10% development cost
    • Yearly government power.png−0.5 Monthly Asha Vahishta

    Grants +1 Zoroastrian invitation, which enables the "Invite Into Our Community" diplomatic action

    One random owned province in the capital area gains Development.png+1 development Diplomatic power.png+50 diplomatic power
    Adur Gushnasp Military power.png
    • Military power.png+1 Monthly military power
    • Own territory dice roll bonus.png+1 own territory dice roll bonus
    • Yearly government power.png−0.5 Monthly Asha Vahishta
    Gain a claim on all neighboring provinces that are owned by a nation we arent allied to and that doesnt follow our religion. Military power.png+50 military power
Grant Rabbi Privileges
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
  • Idea cost.png −5% Idea cost
  • Church power modifier.png +10% Church power
The rabbis of our state are men of knowledge and education. Granting them privileges to expand their influence will bring great progress to our theological aspects.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is in Jewish group

Additional effects:

  • Celebrating a Festival will increase the Clergy loyalty equilibrium Rabbis loyalty by 20
Strengthen Confucian Bureaucracy
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
  • +10% Religious harmonization speed
  • +5% Governing capacity modifier
Our scholars are wise advisors to the state and pious followers of Confucius' teachings. They also are the force behind the administrative apparatus of the government. By strengthening their privileges we also strengthen their bureaucratic capabilities.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Confucian

Additional effects:

  • Harmonizing a religion improves Clergy loyalty equilibrium Clergy Loyalty by 100 and grants Administrative power.png50 Administrative power
Empower the Monasteries
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
  • Yearly karma decay.png +5% Yearly karma decay
  • Stability cost modifier.png −10% Stability cost modifier
The teachings of Buddha are a key element of our state. No action is done without considering the resulting Karma for our people.\nKeeping track of the Karma of our society is near impossible as it is an abstract concept. For that the monasteries of our country could be of help however.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is either:
    • Theravada
    • Vajrayana
    • Mahayana

Additional effects:

  • The "Monastic Temples" Clergy.png Clergy privilege now grants/removes 5 Karma instead of 3, gives Yearly karma decay.png +0.03 yearly Karma decay, and no longer raises Estate influence Estate influence, nor decreases Maximum absolutism max absolutism
  • Enables a decision which allows to adjust Karma every 20 years
Expand Brahmin Privileges
  • Brahmins influence +10% Brahmins influence
  • Brahmins loyalty equilibrium +10% Brahmins loyalty equilibrium
  • Tolerance own.png +1 Tolerance of the true faith
The Brahmins are the priestly caste within our Hindu society. It is their duty to maintain the temples and practice the rituals of our faith.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Hindu

Additional effects:

  • The "Choice of personal Deity" Brahmins estate privilege no longer raises Estate influence Estate influence
  • Its decision can be taken every 5 years instead of every 20
Strengthen Clergy Privileges
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
  • Global missionary strength.png +1% Missionary strength
The clergy of our state is crucial for maintaining a stable state as their word is law to all classes. By strengthening their privileges we can ensure their loyalty to the ruler.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Fetishist

Additional effects:

  • Fetishist specific privileges no longer increase the Clergy influence Clergy influence
Strengthen Clergy Privileges
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
  • −0.03 Monthly war exhaustion
Strengthen Clergy Privileges icon
The priestly class serves the state by being a spiritual guidance of our people through difficult time periods. The clergy deserves an increase of their rights to honor their role in our state.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is either:
    • Animist
    • Totemist
    • Alcheringa
    • Inti
    • Nahuatl.pngNahuatl
    • Mayan
Abolish the Castes
  • Estate influence −15% All estates' influence modifier
  • Stability cost modifier.png −20% Stability cost modifier
The castes of the Hindu faith are a flawed and corrupt system, encouraging the mistreatment of certain groups within the state.\nWe follow the teachings of Guru Nanak and completely abolish the castes once and for all.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Sikh

Additional effects:

  • Seizing land no longer triggers Rebels
Strengthen the Ulema
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
  • −10% Dhimmi influence
  • −10% Dhimmi loyalty equilibrium
  • Global missionary strength.png +1.5% Missionary strength
The Ulema are the heart of our society. Through their laws and leadership we will reach absolute piety within our state.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is in Muslim group

Additional effects:

  • Enables two Decision.png decisions that move Piety by 200% towards the opposite side, if it currently is at least 50% towards either Mysticism or Legalism. Lose Icon stability.png1 Stability in the process.
Strengthen the Dhimmi
  • +10% Dhimmi influence
  • +10% Dhimmi loyalty equilibrium
  • Clergy influence −10% Clergy influence
  • Clergy loyalty equilibrium −10% Clergy loyalty equilibrium
  • Maximum tolerance of heathens.png +1 Maximum tolerance of heathens
While the Ulema are seen as the center of our culture, it is the Dhimmi who are the crucial element of our government.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is in Muslim group
  • Dhimmi estate exists

Additional effects:

Legacy of the Steppes
  • Monarch military skill +1 Monarch military skill
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
Legacy of the Steppes icon
Unlike many other states we have encountered, our government has been formed by Tengri traditions and the vast steppes. Though we are no longer a horde, the legitimacy of the ruler still is found on the battlefield.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Tengri

Additional effects:

  • Winning battles which are led by your Ruler general Ruler increases Legitimacy.png Legitimacy (or its equivalents) and Absolutism.png absolutism
Interweaving of Shrine and State
  • Clergy loyalty equilibrium +15% Clergy loyalty equilibrium
  • Religious unity.png +25% Religious unity
The belief in the Kami is deeply rooted in our culture and religion. While we keep a distinct border beetwen the Kannushi and the affairs of the state, it is apparent that our ruling government acts in the interests and virtues of Shintoism.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Shinto

Additional effects:

Embedded Norse Traditions
  • May raid coasts
  • Clergy influence +10% Clergy influence
  • +50% Army tradition from battles
  • +50% Naval tradition from battles
The religion of our ancestors is the driving force of our state's actions. Old, forgotten practices have returned and are now a central point of our society.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Norse

Additional effects:

  • Winning wars increases Legitimacy.png Legitimacy (or its equivalents)
Strengthen Clergy Privileges
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
  • Global missionary strength.png +1% Missionary strength
The clergy of our state is crucial for maintaining a stable state as their word is law to all classes. By strengthening their privileges we can ensure their loyalty to the ruler.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is Fetishist

Additional effects:

  • Fetishist specific privileges no longer increase the Clergy influence Clergy influence
Strengthen Clergy Privileges
  • Clergy influence +10% Clergy influence
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
  • −0.03 Monthly war exhaustion
Strengthen Clergy Privileges icon
The priestly class serves the state by being a spiritual guidance of our people through difficult time periods. The clergy deserves an increase of their rights to honor their role in our state.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is either:
    • Animist
    • Totemist
    • Alcheringa
    • Inti
    • Nahuatl.pngNahuatl
    • Mayan
Fiqh Laws
  • Global missionary strength.png +2% Missionary strength
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
Fiqh is the knowledge of the Islamic rulings from their sources. As such, the Fiqh Laws are the result of codifying the laws of the Quran into our very own legal code.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is in Muslim group
  • At least one of:
    • Has complted the Ottoman Mission.png mission "Codify the Fiqh" on the "Legalism" path of their branching missions
    • Has enacted the Government monarchy.png T1 government reform “Sultanate of Rûm

Additional effects:

  • Vassals, Marches and Eyalets which follow our religion gain the following bonuses:
    • +25% Manpower in true faith provinces
    • +25% Global sailors modifier
    • Production efficiency.png +15% Production efficiency
  • Enables two Decision.png decisions that move Piety by 200% towards the opposite side, if it currently is at least 50% towards either Mysticism or Legalism.
Sufism Decree
  • Diplomat.png +1 Diplomat
  • +10% Dhimmi loyalty equilibrium
Sufism is a set of practices and a way of thinking focusing entirely on the spiritual and ritual nature of the Islam. Many of its traditions and influence have found their way into our own government.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Religion is in Muslim group
  • At least one of:
    • Has completed the Ottoman Mission.png mission "Codify Sufism" on the "Mysticism" path of their branching missions
    • Has enacted the Government monarchy.png T1 government reform “Sultanate of Rûm

Additional effects:

  • The "Guaranteed Dhimmi Autonomy" Dhimmi estate privilege no longer increases influence nor decreases Max absolutism
  • Unlocks the "Mevlevi" Holy order for Sunni and Ibadi nations
  • Unlocks the "Bektashi" Holy order for Shia and Ibadi nations
Most Holy Governing Synod
  • +5% Manpower in true faith provinces
  • Missionaries.png +1 Missionary
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
The power of the Patriarchy has been independent from the Emperor for far too long. By establishing the Most Holy Synod, the affairs of the church are now matters of the state and the Patriarchate is de facto abolished.

Conditions:


Additional effects:
While this reform is active, every owned province that has a Temple or a Cathedral:

  • Gain province modifier “Expanded Temple Rights”, giving the following effects:
    • Local unrest.png −2 Local unrest
    • Local tax modifier.png +33% Local tax modifier

  • Seizing land from the Clergy.png Clergy no longer triggers Rebels
Strengthened the Patriarchate
  • +1 Clergy max privileges
  • Clergy influence −15% Clergy influence
  • Clergy loyalty equilibrium +20% Clergy loyalty equilibrium
  • Tolerance own.png +1 Tolerance of the true faith
  • +0.5% Yearly patriarch authority
State and Church are separate entities, each of them following their own agendas without intervening in the affairs of the other political body. The freedom of the Patriarchate is emphasized through several state reforms.

Conditions:


Additional effects:

Head of the Patriarchate
  • Maximum absolutism +10 Maximum absolutism
  • Clergy loyalty equilibrium +20% Clergy loyalty equilibrium
  • Tolerance own.png +1 Tolerance of the true faith
  • +0.5% Yearly patriarch authority
State and Church are intertwined into one complete entity of the nation. The absolutist rule of the Emperor is supported by the Patriarchate.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Was unlocked via the Flag of Russia Russian Mission.png mission "The Most Holy Synod"
  • Religion is Orthodoxy Orthodox

Additional effects:
While this reform is active, every owned province that has a Temple or a Cathedral:

  • Gain province modifier “Expanded Temple Rights”, giving the following effects:
    • Local unrest.png −2 Local unrest
    • Local tax modifier.png +33% Local tax modifier

  • The "Religious Culture" Clergy.png Clergy privilege no longer increases Clergy influence Clergy influence
  • While being the Defender of the Faith, the "Religious Diplomats" Clergy.png Clergy privilege no longer increases Clergy influence Clergy influence nor decrease Maximum absolutism max absolutism
  • Being the Defender of the Faith gives us the following benefits:
    • Tolerance own.png +2 Tolerance of the true faith
    • Diplomatic reputation.png +1 Diplomatic reputation
    • Improve relations.png +15% Improve relations
  • Seizing land from the Clergy.png Clergy no longer triggers Rebels
Anglican State Church
  • Tolerance own.png +1 Tolerance of the true faith
  • Church power modifier.png +20% Church power
  • Monthly fervor.png +0.1 Monthly fervor
  • Maximum absolutism +10 Maximum absolutism
State and church are both in the hands of the monarch. Unlike many other Protestant branches, however, the government decides its religious matters with concepts taken from both Catholicism and the Reformation.

Conditions:

  • Has completed the Flag of England English Mission.png mission "Piety of the State" by siding with the State
  • At least one of:
    • Religion is Protestantism Protestant
    • Religion is Reformed.png Reformed
    • Religion is Anglican.png Anglican
    • Religion is Hussite Hussite
Conciliarism of the Churches
  • Diplomat.png +1 Diplomat
  • Tolerance heretic.png +3 Tolerance of heretics
  • Diplomatic reputation.png +1 Diplomatic reputation
The Reformation created a rift between the Christians. With the acts of conciliarism, the state makes a pro-Catholic approach and tries to mend the relations between the Catholics and the members of the Reformation.

Conditions:

  • Has completed the Flag of England English Mission.png mission "Piety of the State" by siding with the Clergy
  • Religion is in Christian group
Legacy of the Safavid
  • Clergy loyalty equilibrium +10% Clergy loyalty equilibrium
  • Global missionary strength.png +1.5% Missionary strength
  • +1 Clergy max privileges
  • Clergy influence −10% Clergy influence
The religious matters of the state are dominated by the Safaviyya and the members of the Safavid dynasty. While the clergy is still an important part of the state, many of its duties are relegated to the ruling family as they are the head of the order.

Conditions:


Additional effects:

  • Strengthens the "Feudal Theocracy" government interactions:
    • "Seize Clerical Holdings" will now also seize 5% crownland from the Clergy.png clergy
    • "Invite Minorities from abroad" will now also distribute 5 random development throughout the entire nation
    • "Sanction Holy War" will now also grant Manpower Icon.png 4 years worth of manpower from the capital area
  • Enables two Decision.png decisions that move Piety by 200% towards the opposite side, if it currently is at least 50% towards either Mysticism or Legalism.
State Madrasas
  • −20% Cost of advisors with ruler's religion
  • Yearly government power.png +0.33 Yearly government power
The sponsoring of publically funded institutions of piety and learning is a key piece to building our name as a pioneering and innovative nation.

Conditions:


Additional effects:

  • Every advisor will grant +0.02 yearly innovativeness per their level
Crew before Faith
  • +0.1 Monthly Buccaneers influence
  • −0.1 Monthly war exhaustion
Our men come from all kinds of regions of the world. But they have one thing in common: whatever god they believed in is long gone. All that they can count on is their crewmates.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
Complete Religious Freedom
  • Development cost.png −5% Development cost
  • Tolerance heathen.png +1 Tolerance of heathens
  • Tolerance heretic.png +1 Tolerance of heretics
  • +0.1 Monthly Smugglers influence
It does not matter what a pirate believes in. One god; many gods; no god at all; none of our men care. The more important question is how much gold one can carry.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
Respect for the Sea
  • National unrest.png −1 National unrest
  • +0.5 Yearly navy tradition
  • +0.1 Monthly Captains influence
On the high seas no faith will rescue you. There is no god who will save your soul.\nThere is only Davy Jones's locker where we all will eventually end.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
Establish Religious Institutions
  • Tolerance own.png +2 Tolerance of the true faith
  • Maximum absolutism −15 Maximum absolutism
Establish Religious Institutions icon
While many of our crewmates have long given up in believing in any kind of deity other than the sea itself, there are still pirates within our ranks who are as pious as a priest, though their interpretation of their faith is a little bit less... restrictive.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects: Effect when enacting:

  • The Clergy.png Clergy estate gains Crownland.png +20% share of the land
  • Reenables the Clergy.png Clergy Estate
Cult of Reason
  • Jacobin influence +0.1 Monthly Jacobin influence
  • Idea cost.png −20% Idea cost
  • +1 Possible policies
  • Free policies.png +1 Free policies
Religion is a poison which limits the minds of the population. Instead of logic they believe in a god which is responsible for their suffering.\nWe remove the shackles of ignorance from our minds. No god shall ever set boundaries for our people!

Conditions:

  • Is Revolution target.png revolutionary
  • Has the country modifier “Cult of Reason”
Secularization of the State
  • +0.1 Monthly Girondist influence
While many zealous revolutionaries like to destroy the concept of religion as a whole, it is undeniable that it is a source of comfort and safety for many of our people. Our goal should not be the extinction of faith but the separation of the Clergical institutions from the government.

Conditions:

  • Is Revolution target.png revolutionary

Additional effects:

  • Heretic and heathen provinces do not give any penalties
Conserve the Religion
  • +0.1 Monthly Imperial influence
  • Papal influence.png +100 Yearly papal influence
  • Tolerance own.png +2 Tolerance of the true faith
  • Idea cost.png −5% Idea cost
Faith has been a substantial part of our society ever since the existence of our state. Even admist the chaos of the revolution, it is important that we do not lose faith in our beliefs.

Conditions:

  • Is Revolution target.png revolutionary

Additional Effects:

  • Effect when enacting while country modifier "Cult of Reason" is active  :
    • Lose Icon stability.png 1 stability
    • Remove country modifier "Cult of Reason"

Military Doctrines and Organization[edit | edit source]

Type Effects Description & notes
Organized Military Staff
  • Reinforce cost.png −20% Reinforce cost
  • Reinforce speed.png +25% Reinforce speed
  • +20% National supply limit modifier
Organized Military Staff icon
By maintaining a vigorous organization of the military budget and keeping our military staff coordinated we can ensure that regiment losses can be recovered more easily.
Military Engineering
  • −25% Artillery barrage cost
  • −10% Artillery cost
A war is not only won through the discipline of our troops but also through the quality of our military equipment. Our doctrine should focus on the usage of superior artillery models which are cheaper to maintain.
Defensive Stance
  • +15% Fort defense
  • +20% Garrison size
  • +1 Max hostile attrition
Our greatest strength does not lie in our offensive capabilities but in our ability to hold our defenses. Letting enemies wear down on our walls will be our victory.

Conditions:

  • All of the following must be true:
    • Is not a March
    • Is not a Client State March
Reinforce the Sygnakhs
  • +15% Fort defense
  • +20% Garrison size
  • +1 Max hostile attrition
  • −25% Fort maintenance
  • Hostile attrition.png +1 Attrition for enemies
  • −20% Recruitment time
The system of recruitment and defense across our nation, a set of fortifications used for rallying and defending our territories, has been standing guard between us and our foes for centuries. We must therefore take great care to maintain and improve it as time goes on.

Conditions:

  • One of the following:
    • Primary culture.png Culture is in Caucasian group
Sustained Discipline
  • −15% Land attrition
  • −33% Regiment drill loss
  • +33% Army drill gain modifier
It is of great importance that our soldiers do not lose their discipline in the midst of battle. Only through our drill can we ensure the survival of our men.
Cavalry Warfare
  • Cavalry to infantry ratio.png +10% Cavalry to infantry ratio
  • Cavalry cost.png −10% Cavalry cost
Cavalry is the mobile force of our army and serves as shock troops in combat. Our military focuses on increasing its usage and on integrating them into our regiments.

Conditions:

Mercenary Leadership
  • Mercenary cost.png −10% Mercenary cost
  • +50% Possible condottieri
Though we have an army of our own, it is better to let the mercenaries lead the charge into the fray. At best their expertise will bring us the victory, and at worst their bodies will protect our men during the battle.

Conditions:

  • At least one of:
    • DLC Domination.png Domination is not active
    • Has not completed Mercenary ideas
    • Primary culture.png Primary culture is not Swiss
Elite Mercenaries
  • Mercenary cost.png −15% Mercenary cost
  • +50% Possible condottieri
  • +25% Mercenary leader army tradition modifier
Our state has put great emphasis on the usage of mercenaries. Where others use standing armies, we have a lasting contract with the many professional and well-equiped mercenaries.

Conditions:

  • Primary culture.png Primary culture is not Swiss
  • Has completed Mercenary ideas

Additional effects:

  • Hiring Mercenary Companies costs no Army professionalism.png Army Professionalism
  • Enables the "Mercenary Militarization" ability
The effects of Mercenary Militarization are proportional to its value. Listed below are the main milestones:
Mercenary Militarization 0 50 100
Effects
  • -10% Mercenary maintenance
  • −5% Mercenary maintenance
  • Mercenary manpower.png+12.5% Mercenary manpower
  • +5% Mercenary discipline
  • −0.25 Monthly mercenary militarization
  • Mercenary manpower.png+25% Mercenary manpower
  • +10% Mercenary discipline
  • −0.5 Monthly mercenary militarization
If the Flag of Venice Venetian mission "Refine the Condottieri" has been completed
  • -25% Assault fort cost modifier
  • -50% Assault fort cost modifier
Mercenary militarization can only be increased by the following government interaction:
Ability Cost Effects
Sweeten Mercenary Contracts 0.1 years worth of income Gain 5 Mercenary Militarization
If the "The Swiss Landsknechte" reform is enacted +5 Mercenary Militarization
Swiss Mercenaries
  • Mercenary cost.png −25% Mercenary cost
  • +50% Possible condottieri
  • +33% Mercenary leader army tradition modifier
  • +5% Mercenary discipline
The Swiss have a long tradition of fighting as mercenaries for various kingdoms and empires. Through their professionalism and discipline, the Swiss Mercenaries have become a role model for any self-respecting man-at-arms.

Conditions:

  • Primary culture.png Culture is Swiss

Additional effects:

  • Mercenary Companies cost no Army professionalism.png Army professionalism
  • Enables Mercenary Militarization
The effects of Mercenary Militarization are proportional to its value. Listed below are the main milestones:
Mercenary Militarization 0 50 100
Effects
  • -10% Mercenary maintenance
  • −5% Mercenary maintenance
  • Mercenary manpower.png+12.5% Mercenary manpower
  • +5% Mercenary discipline
  • −0.25 Monthly mercenary militarization
  • Mercenary manpower.png+25% Mercenary manpower
  • +10% Mercenary discipline
  • −0.5 Monthly mercenary militarization
If the Flag of Venice Venetian mission "Refine the Condottieri" has been completed
  • -25% Assault fort cost modifier
  • -50% Assault fort cost modifier
Mercenary militarization can only be increased by the following government interaction:
Ability Cost Effects
Sweeten Mercenary Contracts 0.1 years worth of income Gain 5 Mercenary Militarization
If the "The Swiss Landsknechte" reform is enacted +5 Mercenary Militarization
Amphibious Specialization
  • +25% Disembark speed
  • −25% Attrition when loaded on ships
  • Marines force limit.png +10% Marines force limit
The wars we lead are not only won on land but also on the sea. As such our troops must be prepared to act as an amphibious unit, ready to strike the coastal defenses of our enemies.

Conditions:

  • At least one of:
    • DLC Domination.png Domination is not active
    • All of:
      • Primary culture.png Culture is not English
      • Primary culture.png Culture is not Anglois
  • Has at least 1 port

Additional effects:
While this reform is active:

  • Gain country modifier “Amphibious Specialization”, giving the following effects:
    • Manpower Icon.png −20% Regiment manpower usage
    • This modifier only applies to Marines force limit.png marines regiments
Royal Marines
  • +25% Disembark speed
  • −25% Attrition when loaded on ships
  • Marines force limit.png +10% Marines force limit
  • −10% Sailor maintenance
  • +25% National sailors modifier
The Royal Marines are the pride of both our navy and our army. Also known as the 'Admiral's Regiment', the marines of our state excel at combat to both on land and on the sea.

Conditions:


Additional effects:
While this reform is active:

  • Gain country modifier “Amphibious Specialization” , giving the following effects:
    • Manpower Icon.png −20% Regiment manpower usage
    • This modifier only applies to Marines force limit.png marines regiments
  • −1% Yearly navy tradition decay
  • +10% Morale of navies
  • −5% Ship cost
We live or die by our ability to secure the waters around us. The navy is the strongest asset of our military and as such many concepts of professionalism and military finesse are applied to our maritime force.

Conditions:

Board of Admiralty
  • −1% Yearly navy tradition decay
  • +2 Max number of flagships
  • +2 Blockade impact on siege
  • +10% Morale of navies
  • −10% Sailor maintenance
  • +25% National sailors modifier
The Board of Admiralty is the highest maritime office of the state. Led by the Lord High Admiral, the board ensures the military and commercial professionalism of our navy.

Conditions:

  • Is unlocked via a Parliament.png parliament issue that is unlocked by the Flag of England English Mission.png mission "Rule Britannia!"
Expanded Devshirme System
  • Special unit force limit.png +10% Special unit force limit
  • +15% Vassal force limit contribution
  • +10% Vassal manpower contribution
The Devshirme System characterizes itself by its careful selection of Non-Muslim children for the Janissaries. Though still true, the age window for new recruits has been widened up significantly in favor for more potential soldiers for the Janissaries.

Conditions:


Additional effects:
While this reform is active:

  • Gain country modifier “Expanded Devshirme System” , giving the following effects:
    • Reinforce cost.png −10% Reinforce cost
    • This modifier only applies to janissary regiments
Sekban Recruitment
  • +25% Local recruitment time
  • Reinforce speed.png +25% Reinforce speed
With the end of the Devshirme System, the Sekban - temporary infantry mercenaries and recruits of peasant backgrounds - have assumed a more important role in our military.

Conditions:

  • Religion is in Muslim group
  • Has completed the Ottoman Mission.png mission "Fate of the Devshirme" by abolishing the Devshirme
  • Can be unlocked via the Ottoman Mission.png mission "Devshirmes Shackles", when the "Internal Power Struggle" disaster is ongoing
  • Has not completed the Ottoman Mission.png mission "Mansure Army"
Mansure Army
  • −50% Regiment drill loss
  • +50% Army drill gain modifier
  • Infantry power.png +10% Infantry combat ability
  • −1% Yearly army tradition decay
The Mansure Army ("The Victorious Soldiers of Muhammad") is the great army of the Ottoman Empire after the dismantlement of the Janissary Corps. Unlike the corrupt Janissaries, the troops of the Mansure Army are based upon discipline, military knowledge from the Europeans, drill and loyalty to the Sultanate.

Conditions:

  • Has completed the Ottoman Mission.png mission "Mansure Army" by fighting against the Janissaries
  • At least one of:
    • Janissaries estate does not exist
    • All of:
      • The crown owns more land than the Janissary estate
      • The Janissary estates loyalty is higher than their influence.
      • The Janissaries estate has no privileges

Additional effects:

  • Removes the Janissaries estate
  • Removes the Janissairies regiments
Reformed Janissaries
  • +20% Janissary loyalty equilibrium
  • +1 Janissary max privileges
  • Special unit force limit.png +10% Special unit force limit
  • −33% Janissary regiment cost
The Janissaries are once again the core of the country's military. They are ready to bend their knee before the sultan in exchange for an official role as a class of the Ottoman Government.

Conditions:

  • Has completed the Ottoman Mission.png mission "Mansure Army" by negotiating with the Janissaries
  • The Janissaries estate has at least 3 privileges

Additional effects:
While this reform is active:

  • Gain country modifier “Expanded Devshirme System” , giving the following effects:
    • Reinforce cost.png −10% Reinforce cost
    • This modifier only applies to janissary regiments

  • Enables the Janissaries Estate
  • Enables Janissaries Regiments
  • Janissary privileges can be revoked regardless of Loyalty
Wei-Suo System
  • −15% Regiment cost
The rank of a soldier is hereditary. These soldiers are grouped into guards (wei) and battalions (suo). As every fifth of our households has to provide the army with one soldier, the military of our country will hardly run out of capable troops for the front.

Conditions:

  • Primary culture.png Culture is in Chinese group
  • Primary culture.png Culture is not Sino-Korean
  • Primary culture.png Culture is not Sino-Altaic
  • Primary culture.png Culture is not Manchu

Additional effects:
While this reform is active, every owned province:

  • That has a Barracks building:
    • Gain province modifier “Wei-Suo System” , giving the following effects:
      • +15% Garrison growth
  • That has a Training Fields building:
    • Gain province modifier “Wei-Suo System” , giving the following effects:
      • +30% Garrison growth
  • That has a Regimental Camp building:
    • Gain province modifier “Wei-Suo System” , giving the following effects:
      • +25% Local garrison size
  • That has a Conscription Center building:
    • Gain province modifier “Wei-Suo System” , giving the following effects:
      • +50% Local garrison size
  • That has a Soldier's Households building:
    • Gain province modifier “Wei-Suo System” , giving the following effects:
      • −50% Local recruitment time
Eight Banners
  • +25% Possible manchu banners
  • −0.5% Yearly army tradition decay
  • Movement speed.png +10% Movement speed
The Eight Banners are a military and administrative division of our state. Although primarily serving as armies to our realm, the banner system suffices as the framework for other institutions of the country.

Conditions:

  • At least one of:
    • Primary culture.png Culture is Jurchen
    • Primary culture.png Culture is Manchu

Additional effects:
While this reform is active:

  • Gain country modifier “Eight Banners” , giving the following effects:
    • Reinforce speed.png +33% Reinforce speed
    • −10% Land attrition
    • This modifier only applies to banner regiments
Green Standard Army
  • Manpower recovery speed.png +20% Manpower recovery speed
The Green Standard Army is the imperial army of our state. Starting as deserted battalions, the army is now the primary military and police force of the state.

Conditions:

  • At least one of:
    • Primary culture.png Culture is Jurchen
    • Primary culture.png Culture is Manchu

Additional effects:

  • Winning battles gives us Manpower Icon.png 10% manpower of the enemy's that fell in battle
Ashigaru Regiments
  • +50% Army tradition from battles
  • −10% Infantry cost
The ubiquity of conflicts and wars in Japan during the Sengoku Jidai gave rise to a new class of warriors, the ashigaru. While peasants and technically not samurai, the easier accessibility to them in comparison to the samurai turned them into the backbone of any army. Armed with spears, bows and swords, their constant presence in battle made them into a class between the farmers and the samurai, being in some cases even considered as part of the lower strata of samurai. Hover, it was with the introduction of the tanegashima teppou, the Japanese adaption of the matchlock, that their presence truly shined. Its easier learning curve compared to the bow, combined with the superior numbers of the ashigaru compared to the samurai, made it so that ashigaru armed with matchlocks became the main part of any Japanese army.

Conditions:

  • Primary culture.png Culture is in Japanese group
Early Bushido Code
  • Allowed samurai fraction.png+10% Samurai force limit
  • −1% Yearly army tradition decay
Bushido is a moral code dictating the attitude, behavior and lifestyle of the samurai. Though the code would get its mythical status in the centuries to come, its base concepts have been part of it ever since its first inception.

Conditions:

  • Primary culture.png Culture is in Japanese group
Reform the Samurai
  • +50% Army drill gain modifier
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Allowed samurai fraction.png +5% Samurai force limit
Our samurai are the pride of our armies. With their superior training and techniques there will be no force able to oppose them.

Conditions:

  • Culture icon.png Culture is in Japanese group
  • Is Flag of Japan Japan
  • Has completed the Flag of Japan Japanese Mission.png mission "Train the Samurai" by choosing to focus on our Land forces after completing the Mission.png "Bushido" mission

Additional effects:
While this reform is active:

  • Gain country modifier “Reformed Samurai”, giving the following effects:
    • +10% Land fire damage
    • This modifier only applies to samurai regiments
The Righteous Army
  • Recover army morale speed.png +15% Recover army morale speed
  • +25% Fort defense
Our state faces many existential threats at our borders. However, the will of our people is not an easy one to break. Hostile forces on our soil will feel the wrath of the Righteous Army - the tenacious militia which shall defeat our enemies through guerilla warfare.

Conditions:

  • Primary culture.png Culture is in Korean group or is Sino-Korean

Additional effects:

Rajput Military Leadership
  • Rajputs loyalty equilibrium +10% Rajputs loyalty equilibrium
  • Rajputs influence +10% Rajputs influence
  • +1 Rajputs max privileges
  • Special unit force limit.png +10% Rajputs force limit fraction
The Rajputs have proven themselves as very capable. By granting them leadership positions in our military we can ensure their loyalty and wit in the battles to come.

Conditions:

  • Rajputs estate exists

Additional effects:

  • Can recruit rajput regiments
Maratha Army
  • Marathas loyalty equilibrium +10% Marathas loyalty equilibrium
  • +1 Marathas max privileges
  • Reinforce speed.png +20% Reinforce speed
The Marathi are a caste of warriors. As such, their proficiency in the arts of military are unmatched due to their discipline. By establishing the Maratha Army we can unleash their full potential on our enemies - in exchange for some additional power to them.

Conditions:

  • Marathas estate exists

Additional effects:

  • Seizing land from the Marathas no longer triggers Rebels
Mansabdari System
  • −50% War taxes cost
  • +1 Nobility max privileges
  • Nobility loyalty equilibrium +10% Nobility loyalty equilibrium
  • Nobility influence −10% Nobility influence
Our empire requires loyal and able servants. Let us reforge our noble class according to a numerical mansab system. Each noble will be given a rank, corresponding to both his obligation and will then be assigned lands around the empire by our administration to support him in accordance with his rank. The guiding principle for how highly someone is ranked must be ability, and this route must be open regardless of religion or origin. Only this way can we be sure to raise a court of those most able to bring our empire forward.

Conditions:

  • One of the following:
    • Primary culture.png Culture is in Hindustani group
    • Is Mughals

Additional effects:

Subutai's Strategies
  • +1 Leader siege
  • −10% Artillery cost
Subutai was a general and military strategist of the great Genghis Khan himself. His teachings and lessons regarding the usage of siege weaponry are legendary and are now part of our own military doctrines.

Conditions:

  • Primary culture.png Culture is in Altaic or Tatar group or is Sino-Altaic
Ahmudan System
  • Reinforce cost.png −20% Reinforce cost
The ahmudan system ("crown service") is a form of conscription where local governors provide the army with a supply of predetermined quota of men. The affected governors and their provinces are exempt from most of the taxes in exchange for their military servitude.

Conditions:

  • Primary culture.png Culture is in Burman group

Additional effects:

  • During war, the country gets:
    • Manpower recovery speed.png+20% Manpower recovery speed
    • −10% Regiment cost
  • During a defensive war, they additionally get:
    • Land morale.png+7.5% Morale of armies
    • +15% Fort defense
    • Manpower recovery speed.png+10% Manpower recovery speed
Ghazi Warriors
  • Cavalry cost.png −10% Cavalry cost
  • −10% Land attrition
  • +50% Looting speed
  • +50% Available loot
Ghazi Warriors icon
The ghazi are raiders who secure the vanguard for our troops. Fighting for their ruler against the non-believers, the ghazi corps attract those who seek glory, wealth and salvation on the battlefield.

Conditions:

  • Primary culture.png Culture is in Levantine group
Grant Privileges to the Cawa
  • +25% Reduced morale damage taken by reserves
  • Stability cost modifier.png −5% Stability cost modifier
  • −10% Regiment cost
  • −0.05 Monthly war exhaustion
The Cawa serve the state as professional soldiers of the Emperor's army. By granting them additional privileges we can ensure their loyalty to the realm as well as their support in our non-military ambitions.

Conditions:


Additional effects:
While this reform is active:

  • Gain country modifier “Privileges to the Cawa” , giving the following effects:
    • −10% Fire damage received
    • This modifier only applies to cawa regiments

  • Can recruit cawa regiments
The Tercio Companies
  • +10% Tercio force limit fraction
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Yearly army professionalism +0.2% Yearly army professionalism
Veterans from our armies which served in foreign territory are consolidated into one company: the Tercio. Combined with advanced battle formations, new tactics and professional soldiers as their core, the tercios grant our army a fearsome reputation.

Conditions:

  • Primary culture.png Culture is in Iberian group
  • Primary culture.png Culture is neither Portuguese nor Brazilian
  • Religion is not in Muslim group
  • Is not Castile
  • Is not Spain
  • Is not Flag of Aragon Aragon
  • Subject colony icon.png Is not a colonial nation

Additional effects:

  • Country may recruit tercio infantry
Tercios
  • +15% Tercio force limit fraction
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Yearly army professionalism +0.25% Yearly army professionalism
The Tercios, literary 'A Third', were the backbone of the Spanish armies in the Early Modern Age. While historically the Tercios were not only drafted from Spain, but also from Italy or Wallonia, the most valuable Tercios were drafted from Spanish provinces. Tercios were almost unbeatable for decades in the battlefields across Europe and the Mediterranean, and were key to the evolution of European warfare.

Conditions:

  • At least one of:
  • Religion is not in Muslim group

Additional effects:

  • Can recruit tercio infantry regiments
Fuero Militar
  • Manpower recovery speed.png +15% Manpower recovery speed
  • National unrest.png −1 National unrest
By granting special privileges to the members of the military we can ensure the morale and loyalty of our soldiers on the battlefield. Such privileges are listed in the Fuero Militar.

Conditions:

  • Primary culture.png Culture is in Iberian group
  • Primary culture.png Culture is neither Portuguese nor Brazilian
  • Subject colony icon.png Is a colonial nation
Ordenanças
  • +1 Land leader shock
  • −0.5% Yearly army tradition decay
The Ordenanças is a militia-type territorial organization. Its purpose is to provide a military framework for the Portuguese population and to create a nationwide standardized system of professionalism for the Portuguese army.

Conditions:

  • Religion is not in Muslim group
  • Primary culture.png Culture is Portuguese or Brazilian

Additional effects:

  • Enables the "Raise Ordenanças" decision, granting manpower and Sailors.png sailors from provinces close to the capital
Revive the Almogavars
  • +5% Manpower in true faith provinces
  • Movement speed.png +10% Movement speed
  • −10% Infantry cost
The almogavars is a class of light infantry soldiers which specialize in short skirmishes and raids in enemy territories. Their light armor allows them to strike fast and retreat before the enemy is able to regroup. The almogavars have lost their power with the end of the Reconquista, but with new enemies on the horizon their skills are needed once again.

Conditions:

  • Religion is not in Muslim group
  • Primary culture.png Culture is Catalan or Aragonese

Additional effects:

  • Can hire Almogavars Mercenary companies. These are Infantry only but cost no Army professionalism.png Army professionalism
Volunteers of the Faith
  • Tolerance own.png +2 Tolerance of the true faith
  • +20% Fort defense
Zenata Berbers who were exiled from the Moroccan Sultanate serve the emirate as the line of defense against the Christian threat. These warriors of piety volunteered as they see the defense of our land as their holy duty.

Conditions:

  • Primary culture.png Culture is in Iberian group
  • Religion is in Muslim group

Additional effects:

  • Enables the decision "Rally the Volunteers", granting Manpower recovery speed.png +4% Manpower recovery speed for every ally or subject of the same religion, up to a maximum of +20%, for 10 years
Condottieri Contracts
  • Mercenary cost.png −33% Mercenary cost
  • +100% Possible condottieri
  • +5% Mercenary discipline
Standing armies are the exception rather than the norm. As such, our state has to rely on mercenaries who will be the fighting force of our state. Thanks to expanded condottieri contracts we can ensure the loyalty of professional soldiers for the state.

Conditions:

  • Primary culture.png Culture is in Latin group

Additional effects:

  • Mercenary companies cost no Army professionalism.png Army professionalism
Compagnie d'ordonnance
  • −33% Regiment drill loss
  • −0.5% Yearly army tradition decay
  • Cavalry to infantry ratio.png +10% Cavalry to infantry ratio
  • −5% Regiment cost
The compagnie d'ordonnance is the direct result from the Estates General, which restricted military recruitment to the ruler alone. Former mercenaries joined the company which now serves the state as the first standing army.

Conditions:

  • Primary culture.png Culture is in French group
Musketeers of the Guard
  • +20% Musketeer force limit fraction
  • Nobility influence −10% Nobles influence
The musketeers are the elite fighting force of the royal household. Being a musketeer is a position of great prestige and only nobles with years of military service are allowed to join the company's ranks.

Conditions:

  • Is France
  • It is currently not the Age of Discovery
  • It is currently not the Age of Reformation
  • Has completed the French Mission.png mission Royal Musketeers

Additional effects:

  • Country may recruit musketeer infantry
Gendarmes
  • Cavalry power.png +10% Cavalry combat ability
  • Nobility loyalty equilibrium +5% Nobility loyalty equilibrium
  • Morale damage.png +5% Morale damage
A powerful corps of heavy cavalry and noble birth, famed for their devastating charges and high morale.

Conditions:

General War Commissariat
  • −10% Military technology cost
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Militarization of state.png +0.05 Militarization of state
  • Militarization of state.png +0.05 Monthly early prussian militarized society
  • Militarization of state.png +0.1 Monthly prussian militarized society
  • Militarization of state.png +0.125 Monthly total prussian militarized society
The general war commissariat is the bureaucratic apparatus behind our military. Many of its members are the junkers who serve the commissariat as its advisors and generals.

Conditions:

  • Primary culture.png Culture is Saxon, Prussian, or Pomeranian
Boyars Military Service
  • Land maintenance modifier.png −5% Land maintenance modifier
  • Nobility influence +10% Nobles influence
  • +1 Nobility max privileges
Although the crown and the boyars stood many times in conflict with each other over the years, the boyars are still loyal to the defense of their homeland. Serving as the Landed Army and the Rynda, the boyars will ensure the security of our state.

Conditions:

  • Primary culture.png Culture is in East Slavic or Slavic group

Additional effects:

Establish the Streltsy
  • −5% Infantry cost
  • Allowed streltsy fraction.png +20% Streltsy force limit fraction
The Streltsy are a unit of efficient firearm infantry who fight their enemies in static formations. By institutionalizing we can guarantee access to their service at all time.

Conditions:


Additional effects:

  • Allowed streltsy fraction.png Can recruit streltsy infantry regiments
  • While "Equip Streltsy" interaction is active, we gain:
    • Reinforce cost.png −10% Reinforce cost
    • Reinforce speed.png +10% Reinforce speed
    • This affects only Allowed streltsy fraction.png Streltsy regiments
  • Allowed streltsy fraction.png Streltsy will now demand -25% less payment
New Order Regiments
  • Yearly army professionalism +0.25% Yearly army professionalism
  • +50% Army drill gain modifier
  • Yearly army tradition.png +0.5 Yearly army tradition
The New Order Regiments are a first attempt to westernize the military training of our country. Made of infantry, cavalry and artillery, this regiment represents the evolution of our land force.

Conditions:


Additional effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • The "Mobilize new Order regiments" interaction grants +15% Infantry power.png Infantry combat ability for 10 years
Staatse Leger
  • Movement speed.png +10% Movement speed
  • +50% Army drill gain modifier
  • Reinforce speed.png +25% Reinforce speed
Defending the Low Countries from the greedy claws of our powerful neighbors will be entrusted only upon the shoulders of the most capable army our nation can raise. Emphasizing values such as military numbers, readiness and mobilization, we will hold our own against some of Europe's most capable armed forces.

Conditions:

  • Primary culture.png Culture is Dutch or Flemish

Additional effects:

  • Mercanary companies cost no Army professionalism.png Army professionalism
  • If the Flag of Netherlands Dutch Mission.png mission "Army of the State" was completed:
    • +15% Army drill gain modifier
    • Discipline.png +2.5% Discipline
Watergeuzen
  • Chance to capture enemy ships.png +20% Chance to capture enemy ships
  • Marines force limit.png +10% Marines force limit
The so-called 'Sea-Beggars' are a powerful tool at our disposal in our efforts to tame the seas across our vast coastline. By employing their boarding tactics, securing enemy ships and conducting sea repairs, we will remain the maritime forefront of innovation and overshadow our commercial and military rivals.

Conditions:

  • Primary culture.png Culture is Dutch or Flemish

Additional effects:

  • Ships repair while in coastal sea provinces.
Cossack Registry
  • Special unit force limit.png +10% Special unit force limit
  • +15% Cossacks loyalty equilibrium
  • +10% Cossacks influence
  • +1 Cossacks max privileges
Cossacks who occupy territories within our domain are skilled riders, masters of the saddle and a powerful asset for our military. The Cossack registry will formally induct them into our administration and engage in an exchange of privileges and influence to enlist their valuable services.

Conditions:

  • Primary culture.png Culture is Polish or Lithuanian
Lessons of the Hussite Wars
  • +1 Global defender dice roll bonus
Europe once tried to vanquish our faith. In their desperate attempts to seize our lands and exterminate our faithful, they forged our mettle in the fires of battle. The experiences we faced during this constant battering of assault and warfare, etched into our skin, will be a valuable lesson in warfare and a warning to all those who wish to tread on Hussite lands, flee or die.

Conditions:

Qollar-aghasi Regiments
  • Reinforce cost.png −25% Reinforce cost
  • +2 Land leader shock
  • −10% Military technology cost
  • Autonomy.png −0.03 Monthly autonomy change
The qollar-aghasi are the military leaders of our most elite regiments. Not only serving as generals but also as statesmen, the qollar-aghasi hold a great deal of power over the government and its military affairs.

Conditions:

  • Primary culture.png Culture is in Iranian group
Manrent
  • Nobility loyalty equilibrium +5% Nobility loyalty equilibrium
  • Nobility influence +10% Nobles influence
  • Global manpower modifier.png +10% National manpower modifier
  • +33% Vassal force limit contribution
The manrent is a contract between the chiefs of the clans and the ruling crown. In exchange for protection and privileges, the clans would pledge their loyalty to their ruler and serve them in their military.

Conditions:

  • Primary culture.png Culture is Scottish
Merchant Arsenal
  • +20% Recover navy morale speed
  • −25% Shipbuilding time
While our state is primarily focused on profit and trade, it is undeniable that these interests need to be protected through military means. The arsenal of the state is prepared for military conflicts as it houses galleasses and other weapons of war.

Conditions:

  • Primary culture.png Culture is Venetian or Ligurian

Additional effects:

  • Can build galleass ships
Allotment System
  • Manpower in own culture provinces.png +33% Manpower in primary culture provinces
  • +20% Manpower in accepted culture provinces
  • +10% Manpower in same culture group provinces
The Allotment System ("Indelningsverket") is a organization system for the military which enables the quick mobilization of the country. Every tenth man between the age of 15 and 44 will be conscripted as permanent part of the national infantry while the Nobility, exempted from their taxes, have to provide with their cavalry.

Conditions:


Additional effects:

  • Can recruit Carolean regiments
Expanded Black Army
  • −50% War taxes cost
  • Mercenary manpower.png +100% mercenary manpower
  • +100% army tradition from battles
The need for a professional army to guard our tumultuous borders has given rise to voices across our court, demanding the expansion of the privileges surrounding the Black Army, a powerful mercenary army, equipped with excellent steel and devoted to the arts of warfare.

Conditions:

  • Primary culture.png Culture is Hungarian

Additional effects:

  • Allows mercenary units to drill
  • Mercenary companies cost no Army professionalism.png Army professionalism
The Sparapet Office
  • +1 Leader siege
  • Yearly army tradition.png +0.5 Yearly army tradition
Reviving the Office of Sparapet represents a significant step in the preservation and enhancement of our ancient martial tradition. The Sparapet, as the commander-in-chief of our armed forces, will be instrumental in ensuring the readiness and capability of our military in the face of any threats to our nation.

Conditions:


Additional effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Recruiting a General.png general will grant Army tradition.png +0.25 Army tradition
Legacy of the Seljuk
  • Cavalry to infantry ratio.png +50% Cavalry to infantry ratio
  • Cavalry cost.png −25% Cavalry cost
  • +10% Tribes loyalty equilibrium
  • +1 Tribes max privileges
The military and the lifestyle of our people are one and the same. Every male adult is both, a hunter and a warrior on horseback. As such, cavalry warfare is the essence of our battle plans.

Conditions:

Modernized Furusiyya
  • +5% Mamluks force limit fraction
A modernized series of military drills that aim to improve the consistency, marching, and formations of our powerful Mamluk troops.

Conditions:


Additional effects:

  • Recruiting a General.png general will increase the Nobility loyalty equilibrium the loyalty of the nobility by 2
  • Every advisor will grant +0.02 yearly innovativeness per their level
  • Gain country modifier “Modernized Furusiyya” while the reform is active, giving the following effects:
    • Discipline.png +5% Discipline
    • This modifier only applies to mamluks regiments
Cawa Auxiliary Guard
  • +10% Manpower in accepted culture provinces
A body of elite Cawa recruits from conquered Ethiopian lands will proudly wave our banners in battle and inspire the rest of our troops as we charge into battle.

Conditions:


Additional effects:

  • Regain manpower when disbanding
  • Can recruit cawa regiments
Ayyubid High Command
  • +2 General max shock
  • −10% General cost
  • +2 Land leaders without upkeep
During Saladin's reign, our armies were an unmatched force on the battlefield. If we aspire to restore this status, we must put an emphasis on the proper training of our generals. Their understanding of the art of war will then materialize itself in victories on the battlefield.

Conditions:


Additional effects:

  • Recruiting General.png Generals now grants Army tradition.png 0.5 Army tradition.
Employ the Cuman Lancers
  • Cavalry to infantry ratio.png +25% Cavalry to infantry ratio
  • Cavalry cost.png −20% Cavalry cost
The Cumans have for centuries lived near the Carpathian basin, and have recently made the vast steppes between the Danube and Tisza their permanent home. Although they have helped us in numerous conflicts, it would be wise to institutionalize their regiments as a regular and core part of our armies.

Conditions:


Additional effects:

  • Overrunning enemy armies now grants Army tradition.png 0.1 bonus Army tradition.
Wagenburg Tactics
  • −10% Morale damage received
During the Hussite Wars, the Hussites revolutionized the use of armored wagons during battles, which allowed them to claim victories against very unfavorable odds. No matter what our stance towards the Hussites is, it would be unwise to leave this successful tactic a thing of the past.

Conditions:


Additional effects:

  • Winning battles on our territory grants Army tradition.png +0.1 bonus Army tradition
Russian Mercenary Guard
  • Can recruit streltsy infantry regiments
  • Allowed streltsy fraction.png +10% Streltsy force limit fraction
The Russians have been close allies to us and chose to land us a hand in order to bolster our armies. These soldiers now serve as the Guards of our nation.

Conditions:


Additional effects:

While this reform is active:

  • Gain country modifier “Elite Russian Guard”, giving the following effects:
    • +20% Regiment cost
    • Discipline.png +5% Discipline
    • −10% Shock damage received
    • This modifier only applies to streltsy regiments

Separation of Power[edit | edit source]

Type Effects Description & notes
Seize Executive Power
  • Changes government type to Government monarchy.png Monarchy.
  • Lose Icon stability.png −3 Stability
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 toTheocracy.
  • Lose Icon stability.png −3 Stability
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.


Parliamentarism
  • National unrest.png −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.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • Is not the "Celestial Empire"
  • At least one of:
    • The country does not have the Nobility.png Nobility estate
    • All of:
      • The crown owns more land than the Nobility.png Nobility estate
      • The Nobility loyalty equilibrium Nobility loyalty is higher than their influence
  • Not available with certain special reforms[6]

Additional effects:

  • Enables the Parliament.png parliament
  • Disables the Nobility.pngNobility estate
  • Disables the “Call diet” interaction
Presidential System
  • Embracement cost.png −10% Institution embracement cost
  • Maximum absolutism +5 Maximum absolutism
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.
Supremacy of the Diet
  • All estates loyalty equilibrium.png +10% All estates' loyalty equilibrium
  • Maximum absolutism −25 Maximum absolutism
Our president rules the country, but the power of the jurisdiction and the executive lies in the hands of the estates. As such, the diet has been strengthened in their role to govern the many aspects of the republic.

Conditions:

  • Has any estates
  • Is not a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Calling the Diet no longer increases Estate influence Influence
  • Elections raise the Estate loyalty Loyalty of the Candidates Estate by +10
  • Calling the Diet increases Republican tradition.png Republican Tradition by 0.5, multiplied by the Length of your Election Term
Attorney General
  • Cost of advisors with ruler's culture −15% Cost of advisors with ruler's culture
The attorney general is the main legal advisor to our government, and has the responsibility of the jurisdiction of our country. This separation of power ensures the safety of our population and an easier integration of newly annexed subjects.

Additional Effects:

  • Advisors increase Yearly republican tradition.png yearly Republican Tradition by 0.02 times their level
  • Can not Crownland.png seize Crownland
A Revolutionary Empire
Even in a Republic fueled by the fires of Revolution, it’s becoming clear that political dynasties are being established in our nation. Our President wishes to crown himself Emperor and continue to spread the ideals of the Revolution, with the Emperorship claiming sovereignty over all people.

Conditions:

  • Is a Revolution target.png "Revolutionary Republic"
  • The Imperials must have at least 75 influence


The Feuillant System
  • Stability cost modifier.png −10% Stability cost modifier
  • Yearly republican tradition.png −0.1 Yearly republican tradition
There are many citizens and politicians in the Republic who wish to return to the tyranny of an absolute monarchy. However, the Feuillant political group believe in a compromise; that powers in the nation should be split between an Emperor and a President, similar to a constitutional monarchy. By riding the delicate balance between Empire and Republic, we may actually please both the Imperialists and Republicans within our nation.

Conditions:

  • Is Revolution target.png revolutionary

Additional effects:

  • Can not be elected the Imperial authority.png Emperor of the HRE
Revolutionaries in power: Monarchist in power:
Land morale.png +10% Morale of armies Diplomatic reputation.png +1 Diplomatic reputation
Yearly republican tradition.png +0.1 Yearly republican tradition Manpower recovery speed.png +10% Manpower recovery speed
Revolutionary zeal.png +0.25 Yearly revolutionary zeal National unrest.png −1 National unrest

While the scale is at 0, the Revolutionaries will be in power.

The Two-Chamber System
  • Free policies.png +1 Free policies
  • Yearly republican tradition.png +0.15 Yearly republican tradition
The Two-Chamber System icon
For a long time, the Canton system maintained the peace, stability, and independence of small democratic leagues like the Swiss and Swabian Federations. By similarly dividing our legislature into a Grand Council representing the Cantons, and the Senate representing the republic as a whole, we may protect the interests of the individual cities and cultural identities within our nation while still placing the values of the Revolution above all else!

Conditions:

  • Is Revolution target.png revolutionary
Pirate King
  • Harsh treatment cost.png −20% Harsh treatment cost
  • +1 Naval leader fire
  • +0.1 Monthly 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.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Ruler reigns for life. No elections.
  • An Admiral.png Admiral becomes ruler when the current ruler dies. If an admiral is assigned to fleet which is outside the supply range when the ruler dies, this admiral cannot become ruler.
War Against the World Doctrine
  • Years of separatism.png −5 Years of separatism
  • −15% Shipbuilding time
  • +0.1 Monthly 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!

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

Black Market Consortium
  • +0.1 Monthly 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.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Global trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Imperial Diplomacy
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Diplomatic upkeep.png +1 Diplomatic relations
The city cannot maintain its independence without the support of the Emperor and our other allies. We shall focus our energies on strengthening our diplomatic ties and ensuring that, whenever we have need of them, our friends will be there to help us defend the city.

Conditions:


Additional Effects:

  • The Imperial authority.png Emperor gains the Imperial Diplomacy opinion modifier towards this country, giving +50 relations
Municipal Self-Defense
  • Manpower Icon.png +5000 Manpower increase
  • Land forcelimit modifier.png +25% Land force limit modifier
Only by relying on the military capabilities of our city can we ensure our survival. We shall allocate more political power to the captains of the City Watch and ensure that they have all they need to provide for our defense.

Conditions:

Governing Senate
  • All estates loyalty equilibrium.png +10% All estates' loyalty equilibrium
  • All estates influence −10% All estates' influence modifier
  • All estates possible privileges +1 Max privileges per estate
The governing senate is the assembly of our ruler's most trusted advisors and the highest legislative, judicial and executive institution of the empire. Unlike its predecessor, the boyar Duma, the senate covers the concerns of all the estates and senators.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • At least one of:
    • Was unlocked via the Flag of Russia Russian Mission.png mission "The Governing Senate"
    • Has enacted the Government monarchy.png T1 government reform “Ruthenian Tsardom”
  • If DLC Res Publica.png Res Publica is active:
    • Has not enacted the Government monarchy.png T1 government reform “Elective Monarchy”
  • If DLC Lions of the North.png Lions of the North is active:
    • Has not enacted the Government monarchy.png T1 government reform “Polish Elective Monarchy”
  • If DLC Mandate of Heaven is active:
    • Has not enacted the Government monarchy.png T1 government reform “Celestial Empire”

Additional effects:

  • Calling the diet no longer raises All estates influence estate influence
  • Has access to Parliament.png parliament
Enforced Autocracy
  • Culture conversion time.png−20% Culture conversion time
  • Yearly government power.png +0.5 Yearly government power
The rule of the Emperor is absolute and can not be second to anyone. The estates and other institutions of the state are bound to the Emperor.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
  • At least one of:
    • Was unlocked via the Flag of Russia Russian Mission.png mission "The Governing Senate"
    • Has enacted the Government monarchy.png T1 government reform “Ruthenian Tsardom”

Additional effects:

  • Can sell titles to a specific estate
  • Can seize crownland from a specific estate
Seven Provinces
  • +15% Manpower in same culture group provinces
  • Manpower in own culture provinces.png +15% Manpower in primary culture provinces
The Dutch Seven Provinces, united in the Union of Utrecht in 1579, formed a collective powerhouse that laid the foundation for the modern Netherlands. Each province, including Holland, Zeeland, and Utrecht, retained distinct identities while collaborating for mutual defense and economic prosperity.

Conditions:


Additional effects:
While this reform is active:

  • Every owned province that is in the Low Countries region and whose Culture is in the same group as our country:
    • Gain province modifier “Seven Provinces Organization” , giving the following effects:
      • Local development cost −10% Local development cost
      • Local goods produced modifier +10% Local goods produced modifier
      • −25% Province governing cost
      • −10% Local construction cost
      • −10% Local construction time
  • Every owned province that is in the Europe Continent but that is not in the Low Countries region:
    • Gain province modifier “Seven Provinces Organization” , giving the following effects:
      • +25% Province governing cost
      • Minimum local autonomy +33 Minimum local autonomy

Regionalism[edit | edit source]

Type Effects Description & notes
Provincial Governments
  • State maintenance.png −25% State maintenance
  • +0.50 Global prosperity growth
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
  • Governing capacity.png +250 Governing capacity
Let us divide the state into geographic regions ruled and administered by officials appointed by our central government.
Union of States
  • Global trade power.png +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.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Has merchant republic mechanics:
State governing cost.png +25% State governing cost
Trade company governing cost.png −25% Trade company governing cost
    • Goods produced modifier.png Bonus goods production in provinces not owned by merchant republics or trade companies, proportional to percentage of trade power in the node (e.g., non-owned provinces produce 50% bonus goods if the republic controls 100% of trade in the node).
    • AI is more reluctant to be diplomatically vassalized by or as a merchant republic (−10 reasons if the proposer is and −30 reasons if the target is).
    • Vassals, marches, and client states, which usually do not transfer Global trade power.png trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Cultural Administration
  • +2 Max promoted cultures
  • Promote culture cost.png −50% Promote culture cost
Our nation is home to many different cultures foreign to our own. In order to reduce tensions within our country the state is divided by the different cultures, and each culture elects their representative to administrate them.
Exile Colonial Companies
  • −100% Expel minorities cost
  • +5% Settler chance
The New World is a place of great opportunity, and for us it is an opportunity to establish Exile Colonies and rid our nation of convicts and minorities. By allowing colonial companies to claim sovereignty over our undesirables, we will create harmony in the Old World and expand our influence in the New World.

Conditions:

  • Country has capital in Africa, Asia or Europe
  • Has Exploration Ideas
Superiority of the State
  • All estates influence −10% All estates' influence modifier
  • Maximum absolutism +5 Maximum absolutism
No estate, regardless of how ancient their positions in our societies might be, should have the right to be exempt from the direct rule of the government. Just like the peasantry, so must the estates bend their knee before the state.

Conditions:


Additional effects:

  • Can sell titles to a specific estate
  • Can seize crownland from a specific estate
  • Seizing land no longer triggers Rebels
Divided Aristocracy
  • Nobility influence −15% Nobles influence
  • −15% Qizilbash influence
  • −15% Ghilman influence
  • Maximum absolutism +10 Maximum absolutism
The ruling military classes of our state are at odds with each other. Where they once tried to press their issue against the ruler is now a constant strife for the favor of the monarch.

Conditions:


Additional effects:

  • Can Sell Titles to a specific estate
  • Can Seize crownland from a specific estate
  • Seizing land no longer triggers Rebels

Economical Matters[edit | edit source]

Type Effects Description & notes


Empower the Burghers
  • Global trade power.png +5% Global trade power
  • Trade efficiency.png +5% Trade efficiency
  • Burghers loyalty equilibrium/ Vaishyas loyalty equilibrium +5% Burghers/ Vaishyas loyalty equilibrium
  • Burghers influence/ / Vaishyas influence +10% Burghers/ Jains/ Vaishyas influence
The Burghers are the traders and merchants of our state. They ensure that a constant stream of money finds its way into our state. To empower their privileges and their influence leads to a faster accumulation of our wealth.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary
Curtail the Burghers
  • Trade company governing cost.png −10% Trade company governing cost
  • +15% Trade steering
  • Burghers influence −10% Burghers influence
Curtail the Burghers icon
The rights and privileges of the Burghers have been too vast for far too long. Wars and expansion of the state are confronted by a lack of support from our own class of merchants. It is time to curtail the rights of the traders and create a centralized state.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
  • Is not Revolution target.png revolutionary

Additional effects:

  • Seizing land from the Burghers.png Burghers no longer triggers Rebels
Mercantilistic Approach
  • −10% Cost to promote mercantilism
  • Domestic trade power.png +15% Domestic trade power
  • +5 Merchant trade power
Mercantilistic Approach icon
Free trade implies an equal relation between imports and exports of goods. While beneficial for certain goods, it is of little value for our state. Only through maximizing our exports while minimizing the import from foreign powers, our state can grow its economy.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic

Additional effects:

Embrace Free Trade
  • +25% Institution spread
  • +20% Trade power abroad
Embrace Free Trade icon
Merchants from all of the world should be able to travel into our lands to engage with our population in trade and commerce. Abandoning the narrowness of mercantalism, the state gains an easier access to foreign thoughts.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic

Additional effects:

  • Gain All power costs.png100 of every Monarch Power when embracing an Institution
  • The Trading Policy "Improve Inland Routes" no longer requires Global trade power.png Trade power
Embrace the Economic Theory
  • −0.5 Interest per Annum
  • Inflation reduction.png +0.2 Yearly inflation reduction
The economy plays an undeniably important role within the apparatus of the state. The complex systems of trade, finance and luxury need to be tamed to serve the health of the government.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
Lockean Proviso
  • Development cost.png −5% Development cost
  • Goods produced modifier.png +5% Goods produced modifier
Unused property is a waste to both nature and the state. By introducing and emphasizing hard goods which yield utility over periods of time, the people can exchange their exessive possessions without offending the natural law. The government would moderate the conflict between accumulation of property and distribution of wealth.

Conditions:

War Economy
  • −50% War taxes cost
  • −10% Regiment cost
  • −10% Ship cost
The economical security of the state is based on our ability to wage and win wars. Manufactories in our state have no other purpose than fueling our military ambitions.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic
Exploitation of the New World
  • +1 Colonists
The resources of the New World are plenty and of great value. By granting certain rights and privileges to our merchants, we can assure that these foreign goods are exploited and transported to our state, which we then distribute in the Old World.

Conditions:


Additional effects:

  • Colonial Subjects gain a Goods produced modifier.png +10% Goods produced modifier
Thalassocracy
  • −10% Center of trade upgrade cost
  • −10% Trade company investment cost
  • Naval forcelimit.png +25% Naval forcelimit modifier
  • Global trade power.png +15% Global trade power
Thalassocracy, Rule by The Sea. Ours is a people whose lives are lived out with, by and for the sea. Our empire stretches far beyond our homeland and into far-flung colonies in our extended Outremer, our Lands Beyond The Sea. From coast to coasts beyond, our flags wave from ships upon the briny foam. The sea is cold, yet we have made it our home. Let no one challenge us in our proper element.

Conditions:


Additional effects:

  • Can establish trade protectorates
Vodka of the Crown
  • National unrest.png −1 National unrest
  • Idea cost.png +5% Idea cost
  • Goods produced modifier.png +10% Goods produced modifier
Vodka is a traditional alcoholic beverage for our people. By assuming direct control over its production and ensuring a monopoly of the liquor, we can also safeguard our control over the masses with cheap vodka.

Conditions:

  • Primary culture.png Culture is in East Slavic or Slavic group

Additional effects:
While this reform is active, every owned province that produces Grain:

  • Gain province modifier “Vodka Production” , giving the following effects:
    • +125% Local production efficiency
    • Local unrest.png −1 Local unrest
Gokaido Reform
  • Merchants.png +1 Merchant
The Five Routes have been constructed in Japan, with post stations set up along the route where travelers can rest and buy supplies.

Conditions:


Additional effects:
While this reform is active, every owned province in the Japan region:

  • Gain province modifier “Gokaido” , giving the following effects:
    • Local goods produced modifier +20% Local goods produced modifier
    • +25% Local trade power modifier
    • Local development cost −5% Local development cost
Royal Charters
  • Yearly corruption −0.1 Yearly corruption
  • National unrest.png −1 National unrest
  • Stability cost modifier.png −15% Stability cost modifier
The royal charters are allowances granted by the monarch to individuals or trade companies to bestow them with unique rights and power. Nowadays, it is mostly issued for corporations and universities.

Conditions:


Additional effects:

  • Can establish trade protectorates
British Global Trade Policy
  • −10% Trade company investment cost
  • Ship trade power.png +25% Ship trade power
  • −33% Cost to promote mercantilism
British Global Trade Policy icon
The ways of mercantilism have recently proven to be unprofitable. The government no longer restricts imports nor exports of goods and acts instead after the principles of the Wealth of Nations.

Conditions:


Additional effects:

  • Can establish trade protectorates
Karimi Stations
  • +20% Trade steering
  • +25% Trade power abroad
Stations that offer shelter and a place to display their goods, these strategic constructs will serve to amplify our mercantile influence abroad.

Conditions:


Additional effects:

  • Can construct a trade post for Administrative power.png 50 administrative power, giving Global trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).
Merchant Committees
  • Global trade power.png +10% Global trade power
  • Ship trade power.png +33% Ship trade power
By representing and elevating the various merchants across our domain we will surely grant them visibility and assist them in increasing their fleets' efficacy at home and abroad.

Conditions:


Additional effects:

  • Has access to Parliament.png parliament
  • Can establish trade protectorates
Modern Economics
  • Trade efficiency.png +10% Trade efficiency
  • Burghers loyalty equilibrium +10% Burghers loyalty equilibrium
Many countries promote a more traditional way of economics, depending on their lands instead of their merchants. By instead promoting a more mercantile character in our economy, our nation will be able to gain more trade goods from overseas.

Conditions:


Additional effects:

  • Strengthen the "Free Enterprise" Burghers.png Burghers privilege with:
    • Naval forcelimit.png +10% Naval forcelimit modifier
    • −15% Light ship cost
Chinampa Farms
  • Goods produced modifier.png +5% Goods produced modifier
Chinampa Farms icon
Chinampa farms, or Floating Gardens, allow us to further increase our agricultural output and allow our economy to focus on different sections, such as crafts and trade.

Conditions:


Additional effects:
While this reform is active, every owned province that produces Grain:

  • Gain province modifier “Chinampa Farm” , giving the following effects:
    • Local goods produced modifier +25% Local goods produced modifier
    • Local development cost −5% Local development cost
Open Naval Services
  • +0.1 The buccaneers influence
  • −5% Ship cost
  • +15% Ship repair
We are pirates who enjoy raiding merchant ships and razing entire harbors. But we are also craftsmen who had to repair their own ships on more than one occasion in the past. We should offer our knowledge of ship building and repairing to the merchants who are not good targets for our usual privateering.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • While this reform is enacted:
    • Every owned province that produces Naval Supplies gains +100% Local production efficiency.
A Smuggler's Deal
  • +0.1 The smugglers influence
  • Mercenary cost.png −20% Mercenary cost
Opening trade with actual countries, which have laws and rules, is nearly impossible. However, trading with some of their rich citizens is a different story.\nThe Smugglers have personal connections with a few rich mercenary company leaders who are more than willing to support us in exchange for some of our... legally acquired wares.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Recruiting Mercenary cost.png Mercenary Companies costs no Army professionalism.png Army professionalism
Bounty Hunting
  • +50% Naval tradition from battles
  • +50% Prestige from naval battles
  • Chance to capture enemy ships.png +33% Chance to capture enemy ships
  • +0.1 Monthly captains influence
Bounty Hunting icon
Not all gold has to be earned by raiding and privateering. We can fill our treasury just by collecting the bounties the nations of the world put on the flagships of their rivals.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Gain 1 year of Income, aswell as 10 Naval Tradition for destroying enemy Flagships (this bonus is doubled if the Flagship is captured instead).
Empower the Quartermasters
  • −15% Naval maintenance modifier
  • Maximum absolutism −15 Maximum absolutism
Empower the Quartermasters icon
While the Captains lead the crew, the Buccaneers fight and the Smugglers trade, it is the Quartermasters who keep the piratical business running. They are the ones who organize the rations, plan the raids and design the Pirate Code.\nIn order for our confederation to run smoothly it is only logical to empower the Quartermasters.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:
Effect when enacting:

  • The Burghers.png Burghers estate gains +20% share of the land
  • Reenables the Burghers.png Burghers Estate

Consolidation of Power[edit | edit source]

Type Effects Description & notes
Broaden Executive Powers
  • Stability cost modifier.png −15% Stability cost modifier
  • All power costs.png −2% All power costs
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
  • +2 Possible advisors
  • Autonomy.png −0.05 Monthly autonomy change
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.
Consolidated Power
  • Absolutism.png +2 Yearly absolutism
  • Maximum absolutism +25 Maximum absolutism
  • Reelection cost.png −10% Reelection cost
Consolidated Power icon
Some might consider this practice as anti-republican, but it is apparent that absolute rule has its benefits. By consolidating all the power under our ruler we can ensure that our country can keep pace with the absolute monarchies around us.

Conditions:


Additional Effects:

  • Lose Absolutism.png −60 Absolutism when electing a new Ruler
  • Gain Absolutism.png +10 Absolutism when reelecting the Ruler, multiplied by the number of times this Ruler was reelected
New Men
  • Maximum absolutism −20 Maximum absolutism
  • −1 Length of election term
  • Random candidate bonus.png +1 Random candidate bonus
New Men icon
Our Republic can't trust those staying too long in power. We prefer to elect new men which have not been meddled in corruption and shady business.

Conditions:

  • Ruler must not rule for life
  • Is not a Gov pirate republic.png Pirate Republic
Absolute Power of the President
  • All power costs.png −5% All power costs
  • +1 Length of election term
While we have members of our nation elected to represent the people of their constituency, we must never forget that it is the President who has been elected to represent all people. The role of the elected representatives within the Revolution should be merely to advise the President who wields absolute power over the Republic.

Conditions:

  • Is Revolution target.png revolutionary
Orangist Stadtholders
  • Yearly republican tradition.png −0.2 Yearly republican tradition
  • Maximum absolutism +25 Maximum absolutism
The Orangists have proven themselves as great rulers. For that reason, we should make sure these Stadtholders have an increased power in the government.

Conditions:

  • Is Flag of Netherlands Netherlands
  • Has enacted the “Dutch Republic” government reform

Additional effects:

  • When an Orangist Ruler wins at least 25 battles as a general, they will gain the "Orangist Stadtholder" Ruler trait.
A Revolutionary Council
  • Maximum revolutionary zeal +10 Maximum revolutionary zeal
  • −1 Length of election term
It’s become clear that the cult of personality surrounding our ruler is rapidly returning us to the old ways of government. We cannot allow this to happen, so by concentrating power into a council of elected individuals to represent the values of the Revolution, we strip power away from the individual at our state’s head and create another shield against the horror of absolute rulership.

Conditions:

  • Is Revolution target.png revolutionary

Additional Effects:

  • Has access to Parliament.png parliament
Expand Buccaneers' Power
  • +0.1 Monthly Buccaneers influence
  • Marines force limit.png +25% Marines force limit
  • +25% National sailors modifier
The Buccaneers are the backbone of our free harbor of pirates. Without them the loot of the wealthy merchants will not find its way into our chests. By expanding their leeway in what they can do, we can ensure a steady income of new loot.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
Power to the Smugglers
  • +0.1 Monthly Smugglers influence
  • Merchants.png +1 Merchant
  • +25% Ship trade power propagation
Not all gold comes from lost treasures or from looted merchant ships. Some come from the trade with goods some might consider illegal. Of course legality is more like a suggestion to the Smugglers than a rule. By granting them additional power they will have an easier time infiltrating the markets.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
Captains in Charge
  • +0.1 Monthly Captains influence
  • Heavy ship power.png +10% Heavy ship combat ability
  • +1 Fleet movement speed
Let's face it: what is a Pirate without a ship? A petty thief at best. By putting our Captains in charge of the state we can get access to the finest ships this world has to offer.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Guiding Principle of Administration[edit | edit source]

Type Effects Description & notes
Political Principle
  • +1 Administrative possible policies
As a Republic the guiding principles of our state must be those that further the efficiency of the political apparatus and the political ideals.
Moral Principle
  • +1 Diplomatic possible policies
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.
Defense Principle
  • +1 Military possible policies
The highest principle of our republic is the protection of the people. Although it is not a popular topic in our government it is important to maintain a system of military for self-defense and maintenance of the internal stability.
Principle of Enlightenment
  • Years of separatism.png −10 Years of separatism
The Enlightenment is the next intellectual and philosophical step of our society. To embrace the ideas of the Enlightenment is our principle so we can progress into a new era.

Conditions:

  • One of the following :
    • Has completed Innovative Ideas
    • The country has embraced the Enlightenment institution
Military Principle
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Maximum absolutism +10 Maximum absolutism
  • Years of separatism.png −5 Years of separatism
The Republic is surrounded by enemies who seek the destruction of our state; the restoration of the monarchy. It is our utter most priority - our principle - to use our military might to expand the republic.

Additional Effects:

  • Winning wars gives +5 Republican tradition.png Republican Tradition (separate peaces do not count)
Revolutionary Principle
  • Land morale.png +10% Morale of armies
  • Global manpower modifier.png +15% National manpower modifier
  • +0.1 Monthly Girondist influence
Revolutionary Principle icon
The purpose of our state is quite simple; to spread the Revolution. We must centralise our state around the idea that it is only be liberating all people of the world into Revolutionary states that we may create an everlasting state of peace and equality in the world.

Conditions:

  • Is Revolution target.png revolutionary
Equality Principle
  • Tolerance heretic.png +2 Tolerance of heretics
  • Tolerance heathen.png +2 Tolerance of heathens
  • Jacobin influence +0.1 Monthly Jacobin influence
Equality Principle icon
Although our state holds Egalité as one of its core values, it is clear that we have completely failed in our goal to treat all our people with fairness and equality. The core principle of our nation must be to eliminate the barriers of gender, culture, and social class and ensure that it is known that all people are created equal and a good start to that would be to ensure that religion remains a private matter and does not dictate one’s rights within the state.

Conditions:

  • Is Revolution target.png revolutionary
Imperial Principle
  • Ae impact.png −10% Aggressive expansion impact
  • −10% Province war score cost
  • +0.1 Monthly Imperial influence
The Revolution has made it clear that our nation, above all others, wields the divine right to hold Imperial Hegemony over all other nations. The states around us are fragile and weak, and it is clear that only by directly controlling these states ourselves will we ensure that the values of the Revolution are enforced on the people.

Conditions:

  • Is Revolution target.png revolutionary

Electorate[edit | edit source]

Type Effects Description & notes
Landholders
  • Manpower recovery speed.png +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.

Conditions:

  • Is not Revolution target.png revolutionary
Citizenry
  • Land morale.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.

Conditions:

  • Is not Revolution target.png revolutionary
Dynastic Rule
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Yearly republican tradition.png −0.25 Yearly republican tradition
Connections are more powerful than any sword could ever be. Through the installment of a dynasty as the political head of the state it is possible for us to build diplomatic relations with monarchies while still maintaining the principles of the republic.That the elected ruler seems to be a member of the same family is just a pure coincidence.

Conditions:

  • Is not Revolution target.png revolutionary

Additional Effects:

  • Allows Royalmarriage.png royal marriages
  • Has Consorts
  • Ruler reigns for life. No elections.
Board of Admirals
  • +1 Naval leader fire
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • +100% Naval Tradition from Battles
  • Maximum absolutism+10 Maximum Absolutism
Our nation lives and dies on our ability to project power on the sea. To that end we have handed over the reins of government to the Board of Admirals, whose members are experienced and patriotic beyond reproach.

Conditions:

  • Is not Revolution target.png revolutionary
  • Is not a Gov pirate republic.png Pirate Republic or Dutch Republic
  • Has a port in the capital state

Additional Effects:

  • Ruler reigns for life. No elections.
  • Cannot fall under a Presidential Dictatorship
  • An Admiral.png Admiral becomes ruler when the current ruler dies
Military Rulership
  • +1 Land leader shock
  • Yearly army tradition.png +0.5 Yearly army tradition
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • Maximum absolutism +10 Maximum absolutism
The republic is a thorn in the side for many potential enemies who seek to destroy us. For the sake of the country's safety we granted the generals the reins of our government. May their experience and love to their home country protect the republic. \n\nDisables elections.

Conditions:

  • Is not Revolution target.png revolutionary
  • Is not a Gov pirate republic.png Pirate Republic

Additional Effects:

  • An General.png General becomes ruler when the current ruler dies
  • Ruler reigns for life. No elections.
Equal Electorate
  • National unrest.png −2 National unrest
  • Global tax modifier.png +10% National tax modifier
  • Female advisor chance.png +33% Female advisor chance
  • Jacobin influence +0.1 Monthly Jacobin influence
Equal Electorate icon
We must dissolve all barriers that separate our people and extend the right to hold a political office to all people. Gender, religion, social class, culture, all are irrelevant to one’s capability to hold a political office and so we must strive to maintain equality of opportunity within our government.

Conditions:

  • Is Revolution target.png revolutionary
Three Social Classes
  • Core creation.png −10% Core creation cost
  • +0.1 Monthly Girondist influence
In the days before the birth of the Revolution, the old government attempted to sway the people away from taking arms by allowing three social classes representation within the government; the clergy, the peasants, and the upper class. Perhaps we could emulate this system by organizing our people into an upper, middle, and lower class based on their economic status and creating three distinct political entities within our government to represent their interests.

Conditions:

  • Is Revolution target.png revolutionary
Military Electorate
  • Yearly army tradition.png +0.25 Yearly army tradition
  • +1 Land leader fire
  • +0.1 Monthly Imperial influence
Our nation values comradery above all else, and nobody exemplifies the value of being a comrade like our boys fighting on the fields of battle. These are the men who’ve seen the horrors of war and fought alongside their countrymen to preserve and advance the Revolution, and these men should be the ones to rule us. We must alter the requirements to hold an office in our government so that only those who have served in our military are eligible to represent the people within the government.

Conditions:

  • Is Revolution target.png revolutionary

Additional effects:

  • A General.png general becomes ruler when the current ruler dies
  • Ruler reigns for life. No elections.
  • Mutually exclusive with The Feuillant System
Rule through Loot
  • +100% Looting speed
  • −5% Land attrition
Rule through Loot icon
We live in a world where no one trusts anybody and the only way to hold any kind of power is by promises of loot. Fortunately, our kind understands this rule.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Can Raze provinces

Office Selection[edit | edit source]

Type Effects Description & notes
Appointment by Committee
  • −5% Advisor costs
  • +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 Aparatus
  • −10% Minimum autonomy in territories
The bureaucracy is expanding to meet the needs of the expanding bureaucracy.
Extended Suffrage
  • +1 Diplomatic free policies
Extended 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.
Pirate Council
  • Yearly republican tradition.png +0.5 Yearly republican tradition
  • Maximum absolutism −15 Maximum absolutism
We might live and operate outside any imperial law, but we are not an unorganized, backstabbing group of criminals. Every free port of our confederation is seat to an influential captain. These captains make the Pirate Council which ensures that the internal rules of the confederation are honored.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Has access to Parliament.png parliament

Question of Dictatorship[edit | edit source]

Type Effects Description & notes
Strengthen Executive Powers
  • Maximum absolutism +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.

Conditions:

  • Is not Revolution target.png revolutionary
Reinforce Republican Values
  • +1 Administrative free policies
  • 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.
Federal Senate
  • −100% Expand administration cost
  • Random candidate bonus.png +1 Random candidate bonus
The provinces of our state have a history of self-government and involvement in the affairs of the government. Their voices are heard in the great senate of our country.

Conditions:

  • Is not a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Has access to Parliament.png parliament
  • Reduces Parliament Bribes cost by 50%
President For Life
  • Yearly republican tradition.png −0.5 Yearly republican tradition
  • +1 Monarch administrative skill
  • Monarch military skill +1 Monarch military skill
Though many Revolutionary politicians are supporting the idea of a Revolutionary Empire with a hereditary ruler at its head, others are fiercely resisting this idea and claiming that it betrays the very ideals of the Revolution itself. The President is sovereign, and none may supersede the authority of the Presidency. By electing our Presidents to rule for life, we will both secure the absolute leadership the Imperialists demand without completely abandoning the ideals of the Republic.

Conditions:

  • Is Revolution target.png revolutionary

Additional Effects:

  • Ruler reigns for life. No elections.
Government for the People
  • Maximum revolutionary zeal +20 Maximum revolutionary zeal
Egalité, Fraternité, Liberté. All three virtues of the Republic point to one thing; that the Republic exists to serve its people, and for no other reason. We will never surrender to the Imperialists, and the President shall always serve his term with the singular focus of protecting the freedom and equality of our people.

Conditions:

  • Is Revolution target.png revolutionary
Lower the Black Flag
The time has come to end our lives of piracy and settle down to establish a more stable Republic.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
Unified Piratical Confederacy
  • State governing cost.png −50% States governing cost
  • +0.1 Monthly Bbuccaneers influence
Our "state" has always been a loose confederacy of different pirate ships, their captains and their quartermasters. Recent changes of the confederal administration turned said confederacy into an actual self-governing state with its own apparats of the executive, legislative and judicative.\nWe are a true Pirate State!

Conditions:

  • Is a Gov pirate republic.png Pirate Republic
Neutral Ground Policy
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Improve relations.png +15% Improve relations
  • +0.1 Monthly Smugglers influence
We stand outside the laws. This of course brings us some unloved side effects such as being wanted by the great empires. However, it makes our ports into the perfect place to serve as the "Neutral Ground" for rivaling pirates, colonies and even said empires as we have no strong feelings one way or the other.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Subjects can now Gov pirate republic.png "Hoist the Black Flag"
  • For every Gov pirate republic.png Pirate Vassal, we gain :
    • Manpower Icon.png +4000 Manpower increase
    • Sailors.png +2000 Sailors increase
    • +0.25 Yearly navy tradition
    • Naval forcelimit.png +2 Naval force limit
Scourge of the Seven Seas
  • Maximum absolutism +20 Maximum absolutism
  • +100% Naval tradition from battles
  • +100% Army tradition from battles
  • +0.1 Monthly Captains influence
A pirate's true nature is not only found in their love for shiny treasure, but also in their lust to fight even the most dire battles. It is our duty as respectable privateers to embrace these elements of piracy to their fullest.

Conditions:

  • Is a Gov pirate republic.png Pirate Republic

Additional Effects:

  • Raiding Coasts gives Power Projection.png +1 Power projection
  • Winning battles which are led by our Ruler general Ruler raises Republican tradition.png Republican tradition and Absolutism.png Absolutism by +0.1
Table of Ranks
  • Administrative efficiency.png +2.5% Administrative efficiency
  • Free policies.png +1 Free policies
The Empire needs a strong rulership free from the ambitions and intrigues of the boyars. The Table of Ranks restructures the hierarchical system of the Nobility, rewarding merit in the matters of military, bureaucracy and other subjects of the government. The nobles are bound to the Emperor by their personal service.

Conditions:


Additional effects:

  • Tab domestic government.png Enables the "Table of Ranks" interactions:
Icon Ability Cost Effects
Appoint Chancellor Administrative power.png45 An advisor of your choice will join the court. This advisor will be 50% cheaper to employ.
Appoint General Admiral 10 Gain an Admiral.png admiral with 100 Tradition. This admiral will additionally gain +1 Fire and +2 Maneuver pips.
Appoint General Field Marshal Army tradition.png10 Gain an General.png general with 100 Tradition. This general will additionally gain +1 Siege and +2 Fire pips.

References[edit | edit source]

  1. See in /Europa Universalis IV/common/static_modifiers/00_static_modifiers.txt (Static modifiers#Republican Cultural Sufferance).
  2. Jump up to: 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 2.17 2.18 2.19 2.20 In addition to the absolutism from the tier 1 reform, all republics get Maximum absolutism −40 Maximum absolutism for being a republic.
  3. Jump up to: 3.0 3.1 3.2 This has no immediate impact, but it matters for some events.
  4. Jump up to: 4.0 4.1 See in /Europa Universalis IV/common/government_reforms/00_government_reforms.txt.
  5. Jump up to: 5.0 5.1 5.2 5.3 5.4 See in /Europa Universalis IV/common/defines.lua (Defines)
  6. Parliamentarism is mutually exclusive with the following reforms:
Mechanics
Concepts CorruptionGoverning capacityOverextensionPower projectionRebellionRegionsStabilityStates and territories
Court AdvisorsConsortMonarch powerNational focusRulerRuler personalities
Estates and Factions FactionsEstates (Base estates (BurghersClergyNobility) • Cossacks estates (CossacksDhimmiTribes) • Dharma estates (BrahminsJainsMarathasRajputsVaishyas) • Domination estates (JanissariesEunuchs))
Events and Missions DecisionsDisastersEventsList of decisionsMissions
Goverment AbsolutismCultureGovernmentGovernment rankModifiersPolicies
Province mechanics AutonomyBuildingsCanalCapitalCoreProvince
Religions Christian denominationsEastern denominationsMuslim denominationsOther denominationsPagan denominationsReligion
Specific governments Native councilParliamentSteppe hordes