Feudal Nobility
|
+25% Income from vassals
/ / +5% Nobility/ Marathas/ Rajputs influence
|
In a Feudal kingdom the power of the Monarch is enhanced by a land owning aristocracy sworn to obey them. The aristocrats, or nobles, are often landowners in their own right, with considerable influence and vassals of their own.
Additional effects:
- If the "Strong Duchies"
Nobility privilege is granted:
+5% Nobility loyalty equilibrium
|
Autocracy
|
−10% Unjustified demands
−10% Harsh treatment cost
+10% Rebel suppression efficiency
|
Autocratic monarchies concentrate power in the hands of the ruler. The state is often seen as their personal property. It is not uncommon for rulers to have ministers and supporters, but these are then referred to as members of the royal household.
|
Elective Monarchy
|
−40 Maximum absolutism
+10% All estates' influence
|
Elective monarchies choose their heir instead of having them come to power through a succession law. The nobility can propose a candidate from a foreign dynasty, from their own midst or other members of the royal family.
Conditions:
Additional effects:
- Has an election whenever the current ruler dies
|
Elective Monarchy
|
−1 National unrest
−30 Maximum absolutism
+25% Income from vassals
+100 Governing capacity
|
In this type of Monarchy the heir will be selected by the Sejm.
Conditions:
- Only available for custom nations and the
Commonwealth during historical starts
Additional effects:
- Has "Polish elections":
- Other monarchies of the same religion can support heirs of their own dynasty in that realm by sending a
diplomat, giving 24 times the elected monarch's stats as monarch power, 25 prestige and 10 legitimacy bonus if they win.
- The elective monarchy can support a local heir for
−10 prestige.
- The throne cannot be claimed, making it impossible to make them the junior partner of a
personal union outside of events.
- The heir with the most support is elected as new ruler on ruler death.
|
Admiralty Regime
|
+1 Naval leader fire
+50% Naval tradition from battles
+10% Marines force limit
+1 Max admiral fire
|
A monarchy where the ruler is also the superior commander of the navy. Where other states have a fleet, the fleet possesses the state.
Conditions:
Additional effects:
- Rulers are automatically turned into
admirals
While this reform is active:
- Every owned coastal province:
- Gain province modifier “Coastal Government”, giving the following effects:
−25% Local core creation cost
−10% Province governing cost
|
Eastern Plutocracy
|
+1 Merchant
−5% Nobility influence
/ +5% Burghers/ Vaishyas influence
|
A plutocratic kingdom is one where the supporters of the Monarch are those with the largest incomes. The monarch themself is often the head of a successful merchant enterprise, and so are many of their supporters.
Conditions:
Additional effects:
- Enables merchant republic mechanics:
-
 |
+25% |
State governing cost
|
 |
−25% |
Trade company governing cost
|
- Allows
Plutocratic ideas but disallows Aristocratic ideas
- Can construct a trade post for
50 administrative power, giving +10 trade power, in one owned province per trade node (except your primary node).
- Vassals, marches, and client states, which usually do not transfer
trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
- Allows cheap drafting of
transport ships.
|
Iqta
|
+5% National tax modifier
+33% Income from vassals
|
Although similar to the feudal fief system, the holders under the iqta tax farming system did not actually own their lands, and were not guaranteed that they would be inherited by the next generation.
Conditions:
Additional effects:
Enables the "Iqta taxation" interactions, one of which may be chosen every 20 years:
|
Barbary Iqta
|
−10% Land attrition
May raid coasts
+1 Coastal raiding range
−0.5% Yearly navy tradition decay
|
The Berbers of the Barbary Coast have since long had a tradition of raiding and pirating along the coasts of the Mediterranean. It sustains a loose feudal structure supported by a council of the Berber tribal chiefs.
Conditions:
Culture is in Maghrebi group
- Religion is in
Muslim group
Additional effects:
Enables the "Iqta taxation" interactions, one of which may be chosen every 20 years:
|
Indian Sultanate
|
+3 Tolerance of heathens
|
Ruled by a Muslim minority the Sultanates of India have had to evolve and expand the traditional Muslim ideas of Kingship. While they remain Islamic states the role of the Dhimmi, traditionally encompassing Jews and Christians, have been extended to the Dharmic religions.
Conditions:
- Religion is in
Muslim group
- Has its
capital in India
Additional effects:
Enables the "Iqta taxation" interactions, one of which may be chosen every 20 years:
|
Nayankara System
|
+15% National manpower modifier
+100% Vassal force limit contribution
|
In order to better control the land and to further our military ambitions we have divided many of our possessions among Nayaks. Nayaks are expected to care for them, any cities, temples or other settlements within them as well as to produce the armies we need to defend and expand our kingdom.
Conditions:
|
Misl Confederacy
|
+10% National manpower modifier
−10% Land maintenance modifier
|
Due to our history of persecution the organization of our state is built around being able to quickly react to outside threats. We are a confederation of Misls, that each consists of a community and its army.
Conditions:
- Religion is
Sikh
|
Rajput Kingdom
|
+0.25 Yearly army tradition
|
A Rajput kingdom is ruled through close ties of loyalty and kinship with the clans of the ruling dynasty and their retainers. As the head of a Rajput clan we have a long and strong tradition of martial prowess that we can rely on. Whenever war or disaster comes near we can call upon our supporters both from within the kingdom and in nearby regions.
Conditions:
- Has
Indian technology group
Culture is Vindhyan or in Western Aryan group (except Marathi)
|
Mandala System
|
+15% Income from vassals
+100% Vassal force limit contribution
|
The Mandala System is used as a way to organize a state as a circle, or mandala, around a central metropolis. In this way the political and geographic realities can shape the level of direct control from the center. From subject states in the periphery to the more directly controlled sub cities closer to the center.
Conditions:
Additional effects:
|
Chakravarti
|
+10 Maximum absolutism
+1 Monarch administrative skill
|
The monarch is more than a mere man. He is a divine sovereign, the very center of the universe. Only through him can there be peace and harmony in the world.
Conditions:
- This reform can be acquired from the event "[Root.GetAdjective] Absolutism" which gets triggered by completing the following
missions as long as the country is not revolutionary:
The last three missions also set the flag siam_royal_absolutism which allows selecting the reform manually.
Additional effects:
|
Chinese Kingdom
|
+25% Manpower recovery speed
+500 Governing capacity
+50 Liberty desire
|
A kingdom of the fractured Celestial Empire which rebels against the current son of heaven.
Conditions:
Culture is Bai, Miao, Yi or in Chinese group
- Has
'Chinese' technology group
- Has its
capital in the China subcontinent
- is not a subject nation, unless liege has the "Celestial Empire" government reform
- At least one of:
- Is
Confucian
- Is
Theravada and has Bai as primary culture
- Is
Animist and has Miao or Yi as primary culture
The Chinese revolter countries start with this reform.
Additional effects:
- Fixed rank:
Kingdom
- Dynasty is fixed
- Unlocks the
"Unify China" casus belli (gives cores on all provinces in the China subcontinent which this country sieges down when being the warleader in such a war)
- The “Become tributary” peace term can't be used against a country with the "Chinese Kingdom" reform
|
Confucian Bureaucracy
|
−10% Advisor cost
|
A system of government where the monarch appoints educated bureaucrats to administrate the country in accordance with Confucian principles.
Conditions:
- At least one of:
- Religion is
Confucian
Culture is Vietnamese or Sino-Vietnamese
|
Celestial Empire
|
+0.5 Yearly prestige
+500 Governing capacity
−10% Clergy influence
−10% Nobility influence
−10% Burghers influence
|
The Celestial Empire proclaims its rulers to be sons of the heaven who are born to govern the country in divine right.
Conditions:
- The Celestial Empire has not been dismantled
- If
Mandate of Heaven expansion is enabled:
- Is the
Emperor of China
- Else:
Culture is in Chinese group
- Has at least 50 provinces
Additional effects:
- See also: Ming § Celestial Empire
- Has access to the
Eunuchs estate
Note:
If the Mandate of Heaven DLC is not enabled then the country can abolish ‘Celestial Empire’ and enact ‘Parliamentarism’ government reform through a decision.
|
Ganden Phodrang
|
−15% Cost of advisors with ruler's religion
+0.25 Yearly harmony increase
+3% Yearly karma decay
+1 Clergy max privileges
|
Meaning Heaven Dwelling, Ganden Phodrang is originally the name of the residential quarters of the Dalai Lama. As the Dalai Lama is both the spiritual and earthly leader of Tibet, Ganden Phodrang now refers too to all the system of government.
Conditions:
- Is not the
The Papal State
Culture is in Tibetan group
- Religion is in Eastern group
Additional effects:
- Can't have Royal marriages
- Can't have Consorts
- Is both a Theocracy and a Monarchy
- Enables the
Aristocratic idea group
- Enables the
Divine idea group
- The "Monastic Temples"
Clergy privilege now grants/removes 5 Karma instead of 3, gives +0.03 yearly Karma decay, and no longer raises Estate influence, nor decreases max absolutism
- Enables a
decision which allows to adjust Karma every 20 years
Theocrats in power:
|
Monarchists in power:
|
|
+2 |
Tolerance of the true faith
|
|
+20% |
Global Tax modifier
|
|
+2% |
Missionary strength
|
|
+1 |
Attrition for enemies
|
|
+1 |
Yearly Devotion
|
|
+1 |
Yearly Legitimacy
|
While the scale is at 0, the Theocrats will be in power.
|
Hermit Kingdom
|
−10% Development cost in primary culture
−10% Cost of advisors with ruler's culture
+15% Institution spread
|
Our state is one focusing on the internal development of the land and managing the affairs of our people. Territorial gain is desirable, but optional for the people of our country.
Conditions:
Primary culture is Korean or Sino-Korean
Additional effects:
Has access to the "Enforce the Hangul Alphabet" and "Revoke the Hangul Alphabet" decisions
- Has a secured Succession:
- Heirs can be chosen out of three once the current ruler turns 40
- Has access to the "Perfectionism" mechanic, in which one of the following focuses can be chosen every 20 years:
Inward Focus |
Outward Focus |
Expansion Focus
|
 |
 |
|
−2 National unrest
−20% Fort maintenance
+15% Fort defense
+5% All estates' loyalty equilibrium
−5% Development cost modifier
+33% Core creation cost
+33% Aggressive expansion impact
+100% Province warscore cost
+1 Stability hit to declare war
|
+10% Trade efficiency
+25% Colonial Range
+20 Global Settler increase
+1 Diplomatic reputation
+25% Religious harmonization speed
+5% Burghers loyalty equilibrium
−10% Land force limit
+15% Aggressive expansion impact
|
+5% Morale of armies
+5% Morale of navies
+10% Manpower recovery speed
−10% Core creation cost
−10% Aggressive expansion impact
+2 National unrest
−1 Diplomatic reputation
−10% All estates' loyalty equilibrium
+10% Development cost modifier
|
While no focus is selected we gain :
- “Lack of Focus” , giving the following effects:
+0.5 Yearly corruption
|
Daimyo
|
+10% Morale of armies
+10% Infantry combat ability
+4 Samurai force limit
|
A powerful territorial vassal lord in Japan, ruling their hereditary lands under the shogun. A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
Conditions:
- Is
subject of the Shogunate
Additional effects:
- See also: Japan § Daimyo & Shogunate
|
Independent Daimyo
|
+10% Morale of armies
+10% Infantry combat ability
+5 Samurai force limit
|
A powerful Lord in Japan, ruling their hereditary lands without acknowledging any shogun. A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
Conditions:
Additional effects:
- Prohibits switching government type
- Dynasty is fixed
- Will take over the mantle of Shogun if they own the province of Kyoto
- See also: Japan § Daimyo & Shogunate
|
Shogunate
|
+1 Diplomat
−25% Envoy travel time
+5 Maximum absolutism
+10 Samurai force limit
|
Although nominally appointed by the Emperor, the shogunate became a hereditary military dictatorship and the de facto ruler of Japan between 1192 and 1867. A country can take over the Shogunate, and become the overlord of all Daimyo Subjects, by taking the province of Kyoto.
Conditions:
- Has its capital in Kyoto (1020) (owned by
Ashikaga in 1444)
Culture is in Japanese group
Japan does not exist
Disabled after forming Japan
Additional effects:
- Enables the "Shogunate" abilities, in which each of the following interactions can be chosen once per 10 years at the cost of
20 legitimacy:
Ability |
Gain |
Modifier for us |
Modifier for our Daimyos
|
 |
Forcibly expel Ronin
|
50
|
Gain "expelled Ronin" for 10 years, granting:
−1 National unrest
|
For 10 years:
−5% Liberty desire
|
 |
Sankin Kotai
|
50
|
Gain "Sankin Kotai" for 10 years, granting:
+3 Diplomatic reputation
|
For 10 years:
+0.25% Monthly autonomy change
|
 |
Sword Hunt
|
50
|
Gain "Sword Hunt" for 10 years, granting:
−15% Regiment cost
|
For 10 years:
−10% Manpower recovery speed
|
- See also: Japan § Daimyo & Shogunate
|
Supreme Shogunate
|
+5% Administrative efficiency
+1 Monarch military skill
+10% Samurai force limit
|
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:
|
Divine Empire
|
+1 Max privileges per estate
+10% All estates' loyalty equilibrium
+3 Tolerance of the true faith
+10% Samurai force limit
|
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
Japanese mission “The Balance of Power”
- is granting 6 privileges each to the
Clergy, Burghers and Nobles
Additional effects:
|
Land of the Christian Sun
|
+15% Manpower recovery speed
+1 Yearly army tradition
+10% Samurai force limit
|
Our eyes have been open to the Light of Jesus. Our land is truly the place where His Light shines.
Conditions:
- Has completed the
Japanese mission “Spread the Christian Faith”, which is available if the nation turned Catholic during the "Spread of Christianity" incident
Additional effects:
- Gain permanent
“Holy War” and “Purging of Heresy” Casus belli against neighboring heathens and heretics respectively
- Fixed rank:
Empire
- Does not have heirs
- A
general becomes Ruler when the current ruler dies
- Has access to the "Land of the Christian Sun" mechanics:
- Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (
/ / ). Once 100 government power in a category is reached, the related government interaction can be activated:
If not activated the points continue to gather until 150 is reached and any more is lost.
|
Russian Principality
|
−1 National unrest
−5% Regiment Cost
+200 Governing capacity
+10% Streltsy force limit fraction
|
This state has a government system that has evolved in the years after the fall of Kiev and under the pressure of constant incursions of Tatar tribute expeditions. The ruling family can exercise great power, but seniority succession and princely appanages can lead to lengthy internal conflicts.
Conditions:
Additional effects:
- Fixed rank:
Duchy
Can recruit Streltsy Infantry
- 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 (
/ / ). Once 100 progress in a category is reached, the related government interaction can be activated:
Ability |
Type |
Conditions |
Effects
|
 |
Reform Sudebnik |
|
Any province has at least 5% autonomy
|
−5% local autonomy in all provinces
|
 |
Support Oprichnina |
|
Any rebel faction has at least 20% progress
|
−20% progress for all rebel factions
|
|
Equip Streltsy
|
|
The capital is not occupied or under siege
|
- Lose
2 war exhaustion
- Gain 0.3
years worth of manpower
- Gain "Equipped Streltsy" modifier for 10 years, giving:
- +5%
Infantry combat ability
- This affects only
Streltsy regiments
|
If the "Establish the Streltsy" reform is enacted:
|
- Gain "Prepared Streltsy" modifier for 10 years, giving:
−10% Reinforce cost
+10% Reinforce speed
- This affects only
Streltsy regiments
|
If not activated the points continue to gather until 150 is reached and any more is lost.
|
Tsardom
|
+20% National manpower modifier
−0.05 Monthly autonomy change
+350 Governing capacity
+0.5 Yearly absolutism
+20% Streltsy force limit fraction
|
This state is the upholder of the Imperial Roman legacy and the Orthodox Church. As Tsar of all the Russias our ruler is the true overlord of the Eastern Slavic Peoples.
Conditions:
- Is
Russia or Ruthenia or a custom nation that has had this reform before
- Is
Orthodox
- Is in the
East Slavic or Slavic culture group
- Primary culture is not Ruthenian or Byelorussian (of East Slavic group, Ruthenian and Byelorussian in the Slavic group are allowed)
Additional effects:
- Fixed rank:
Empire
Can recruit Streltsy Infantry
- Has access to Russian government mechanics:
- Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (
/ / ). Once 100 government power in a category is reached, the related government interaction can be activated:
Ability |
Type |
Conditions |
Effects
|
 |
Reform Sudebnik |
|
Any province has at least 5% autonomy
|
−10% local autonomy in all provinces
|
 |
Support Oprichnina |
|
Any rebel faction has at least 20% progress
|
−30% progress for all rebel factions
|
|
Equip Streltsy
|
|
The capital is not occupied or under siege
|
- Lose
−2 war exhaustion
- Gain 0.6
years worth of manpower
- Gain "Equipped Streltsy" modifier for 10 years, giving:
- +10%
Infantry combat ability
- This affects only
Streltsy regiments
|
If the "Establish the Streltsy" reform is enacted:
|
- Gain "Prepared Streltsy" modifier for 10 years, giving:
−10% Reinforce cost
+10% Reinforce speed
- This affects only
Streltsy regiments
|
If not activated the points continue to gather until 150 is reached and any more is lost.
- May claim entire areas rather than individual provinces for +50% the usual spy network cost
- Has access to the "Modernization" mechanic:
- Modernization increases every month by 0.08 times the ruler's
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, by 0.01 times the current inflation, by 0.03 for every negative point of 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
|
−25% Institution embracement cost
|
−50% Institution embracement cost
|
At 90 modernization the decision Proclaim the Emperor Title becomes available, reforming the country into the Russian Empire.
- See also: Russia § Tsardom
|
Russian Empire
|
+10 Maximum absolutism
+0.5 Yearly absolutism
−0.05 Monthly autonomy change
+20% National manpower modifier
−50% Institution embracement cost
+350 Governing capacity
|
The reformed state of the Russian nation. Unlike its Tsardom predecessor, the imperial reform takes inspiration from the Western governments in the matters of the legislative.
Conditions:
- Unlocked by taking the
Russian "Proclaim the Emperor Title" decision
Additional effects:
- Fixed rank:
Empire
- 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 (
/ / ) 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 government interaction:
|
Ruthenian Tsardom
|
+20% Manpower in true faith provinces
+5 Maximum absolutism
+20% Reform progress growth
+350 Governing capacity
+20% Streltsy force limit fraction
|
The state is the reformed tsardom of the Kievan Rus'. Influenced by the Imperial Roman legacy and the Orthodox Church, the Tsar of the Kievan Rus' has the holy duty to protect the East Slavic people from foreign threats.
Conditions:
- Religion is
Orthodox
Primary culture is Ruthenian or Byelorussian
- Is
Ruthenia or a custom nation that has had this reform before
Additional effects:
- Fixed rank:
Empire
Can recruit streltsy infantry
- Has access to Russian government mechanics:
- Each month, this government gathers 0.25 + 0.08 times ruler skill government power in each category (
/ / ). Once 100 government power in a category is reached, the related government interaction can be activated:
Ability |
Type |
Conditions |
Effects
|
 |
Reform Sudebnik |
|
Any province has at least 5% autonomy
|
−10% local autonomy in all provinces
|
 |
Support Oprichnina |
|
Any rebel faction has at least 20% progress
|
−30% progress for all rebel factions
|
|
Equip Streltsy
|
|
The capital is not occupied or under siege
|
- Lose
−2 war exhaustion
- Gain 0.6
years worth of manpower
- Gain "Equipped Streltsy" modifier for 10 years, giving:
- +10%
Infantry combat ability
- This affects only
Streltsy regiments
|
If the "Establish the Streltsy" reform is enacted:
|
- Gain "Prepared Streltsy" modifier for 10 years, giving:
−10% Reinforce cost
+10% Reinforce speed
- This affects only
Streltsy regiments
|
If not activated the points continue to gather until 150 is reached and any more is lost.
- May claim entire areas rather than individual provinces for +50% the usual spy network cost
|
Austrian Archduchy
|
−33% Liberty desire from subject development
+5% Nobility influence
|
Although organized similarly to a feudal monarch, the Austrian Archduchy is a step above the other duchies of Europe. Through long experience of ruling over others - be they Tiroleans, Styrians, Hungarians or Bohemians - and arranging dynastic affairs in their favor, the Archdukes have been able to develop an effective system for governing their lands and maintaining their unity.
Conditions:
- At least one of :
- Is or was
Austria
Culture is Austrian
- Has enacted this reform during this campaign
Additional effects :
- The privilege "Strong Duchies" gives an added
+5% nobility loyalty equilibrium
|
Imperial Austrian Monarchy
|
+2 Max promoted cultures
−2 National unrest
+2 Monarch diplomatic skill
−33% Promote culture cost
|
A governmental form under a monarch which is geared towards keeping a patchwork empire made up of many cultures, cities and territories together.
Conditions:
Additional effects:
- When enacted:
- Increase ruler diplomatic skill by 2
- When removed:
- Decrease ruler diplomatic skill by 2
|
Austrian Absolute Monarchy
|
−25% Culture conversion cost
−20% Culture conversion time
+2 Monarch diplomatic skill
|
By enforcing the German culture to our lands, we can rule in a more absolute manner.
Conditions:
Additional effects:
- Effect when enacting:
- Ruler gains
2 diplomatic skill
- Effect when removing:
- Ruler loses
2 diplomatic skill
- Every time we convert the culture of a province, all of our estates gain
1 Loyalty.
|
Margravate
|
−20% Fort maintenance
+10% Fort defense
|
The margravate is, historically, a special title granted by the Holy Roman Emperor to the border states of the Empire in order to protect the Empire from foreign threats.
Conditions:
|
Prussian Monarchy (base)
|
−2 National unrest
−0.02 Monthly war exhaustion
−0.075 Monthly autonomy change
+10 Maximum absolutism
+3 Monarch military skill (for future monarchs)
−50% Governing capacity modifier
+10% Nobility loyalty equilibrium
|
A governmental form under a monarch, which can more be described as an army with a state, than a state with an army.
Conditions:
- Never had the Prussian Monarchy reform
- One of the following:
- One of the following:
- Is
Protestant, Reformed, Anglican or Hussite
- Has unlocked this reform (see below)
- If the nation is
Germany:
- One of the following:
- Is the military hegemon
- Owns at least
500 development in Prussian provinces
- Has had this reform before
Additional effects:
- The effects of Militarization are proportional to its value. Listed below are the main milestones:
Militarization
|
0
|
50
|
100
|
Effects
|
No Effect
|
+5% Discipline
+10% Manpower recovery speed
-10% Land maintenance modifier
-0.25 Militarization of state
|
+10% Discipline
+20% Manpower recovery speed
-20% Land maintenance modifier
-0.5 Militarization of state
|
If the "Army with a State" reform is enacted
|
No Effect
|
+5% Infantry combat ability
|
+10% Infantry combat ability
|
- Additionally, the government has access to the following interaction:
|
Ability |
Cost |
Effects
|
 |
Boost militarism
|
45 military power
|
Gain 10 militarization
|
- Lastly, Militarization can be gained/lost by the following:
|
Triggers
|
+0.03
|
Has enacted the “Junker Supremacy” Nobility privilege
|
+0.02
|
Has the "Empowered Junkers" modifier (from Prussian missions)
|
+0.02
|
Has the "Noble Generals" modifier (from Teutonic missions)
|
+0.05
|
Has enacted the T5 government reform General War Commissariat (for Saxon, Prussian, or Pomeranian culture)
|
+0.05
|
Has enacted the T2 government reform Army with a State (from German missions)
|
+0.05
|
Has enacted the T1 government reform Stratocratic Administration
|
+0.05
|
Has enacted the T1 government reform Militaristic Divine State
|
+0.05
|
With Brandenburg Gate at (+0.01 at and +0.02 at )
|
+0.05
|
With the “Extend Militarization of the State” parliament issue
|
+0.10
|
At 100 Army tradition, scaling linearly from 0 at 0 Army tradition
|
+0.025
|
At 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
|
−0.01
|
Per % over Governing capacity
|
−0.5
|
In bankruptcy
|
−0.005
|
Per point of Militarization (-0.5 at 100 Militarization)
|
Notes:
- The following can unlock this reform:
- Unlocked as
Danzig via the "The Estates Loyalty" Mission, by deciding for the "Prussian Kingdom" path
- Unlocked as the
Teutonic Order via the "Secularize Prussia" Mission, on the "HRE Diplomacy" path.
- Unlocked by forming
Prussia via decision as the Teutonic Order (relevant for the German conquest path)
|
Prussian Monarchy
|
−2 National unrest
−0.02 Monthly war exhaustion
−0.075 Monthly autonomy change
+10 Maximum absolutism
+3 Monarch military skill (for future monarchs)
−50% Governing capacity modifier
+10% Nobility loyalty equilibrium
|
A governmental form under a monarch, which can more be described as an army with a state, than a state with an army.
Conditions:
- Has not enacted the Prussian Monarchy (base) government reform
- One of the following must be true[2]:
- Is
Protestant, Reformed, Anglican or Hussite
Additional effects:
- The effects of Prussian Militarization are proportional to its value. Listed below are the main milestones:
- Total Prussian Militarization has the same modifiers as Prussian Militarization but grants access to the "Scharnhorst maneuvers" and "Reform the Military manual" government interactions, in addition to "Boost Militarization".
- Thus, the government potentially has access to the following interactions:
|
Ability |
Cost |
Effects |
Total only
|
 |
Boost militarism
|
50 military power
|
Gain 10 Prussian militarization
|
|
 |
Scharnhorst Maneuvers
|
20 Prussian militarization
|
- Gain "Thunderous Advance" for 5 years, granting the following:
+15% Movement speed
|
|
 |
Reform the military Manual
|
20 Prussian militarization
|
- Gain "New Military Manual" for 5 years, granting the following:
−0.05 Monthly war exhaustion
+25% Reinforce speed
−33% Regiment drill loss
|
|
- Prussian Militarization can be gained/lost by the following:
Early/Prussian/Total
|
Triggers
|
+0.02 / +0.05 / +0.075
|
Has enacted the “Junker Supremacy” Nobility privilege
|
+0.02 / +0.03 / +0.04
|
Has the "Empowered Junkers" modifier (from Prussian missions)
|
+0.02 / +0.05 / +0.05
|
Has the "Noble Generals" modifier (from Teutonic missions)
|
+0.05 / +0.1 / +0.125
|
Has enacted the T5 government reform General War Commissariat (for Saxon, Prussian, or Pomeranian culture)
|
+0.1
|
Has enacted the T2 government reform Army with a State (from German missions)
|
+0.05
|
With Brandenburg Gate at (+0.01 at and +0.02 at )
|
+0 / +0.02 / +0.03
|
Per 600 points of owned development
|
+0.05 / +0.075 / +0.1
|
With the “Extend Militarization of the State” parliament issue
|
+0.02 / +0.05 / +0.075
|
In bankruptcy
|
−0.01
|
Per % over Governing capacity
|
−0.001 / −0.005 / −0.005
|
Per point of Prussian militarization
|
Notes:
- If another nation is formed, the Prussian missions might be lost. Thus the nation will be stuck with their current type of Prussian militarization. It is advised to complete
"An Army with a State" before forming another nation.
- This reform is a initially weaker but potentially stronger version of the Prussian Monarchy (base) reform. It is only available for
Brandenburg and nations that do not have unique missions.
|
Bohemian Elective Monarchy
|
+1 Diplomatic reputation
+10% Nobility loyalty equilibrium
+1 Nobility max privileges
+5% Nobility influence
|
The nobility in Bohemia has always had a lot to say about who should rule them, and they will elect their next ruler from all the available candidates regardless of the bloodline.
Conditions
Culture is Czech
- has not taken the "Abolish the Elective monarchy" decision
Additional effects:
- Has an election whenever the current ruler dies
- Elected rulers have better skills
|
French Feudalism
|
+10% Nobility influence
+20% Income from vassals
−50 Maximum absolutism
|
Feudalism has a tight grip on the French court affairs. Powerful nobles and autonomous, decentralized subjects have unprecedented amount of freedom and say in our internal administration.
Conditions:
France starts with this reform
Additional effects:
|
French Absolutist Monarchy
|
−10% All estates' influence modifier
+10 Maximum absolutism
|
The state reigns supreme over the various factions in our court. With centralized authority and the ruler having the final say in all affairs, we have finally managed to rid ourselves of our feudal past.
Conditions:
- Has completed the
French mission “Movement of Centralization”
Additional effects:
|
Appanage
|
+10% National manpower modifier
+10% Nobility loyalty equilibrium
+5% Nobility influence
|
A realm which is ruled by an off-branch candidate of its overlord's dynasty.
Conditions:
- Only the starting vassals of France, as well as Alençon if they are released via the "The Duke of Alençon" event, are appanages. The reform is lost upon gaining independence.
Additional effects:
|
Burgundian State
|
−100% Change rival cost
−100% Fort maintenance on border with rival
+2 Diplomatic relations
−5 Years for personal union integration
|
Having their interests divided between the Burgundian ducal lands in the South and Netherlands in the North, and being also in an area of conflicting interests between England and France, Burgundy has since long been used to straddle between all of them.
Conditions:
Culture is Burgundian
|
Stadhouder Monarchy
|
+10% Heavy ship combat ability
+10% Trade efficiency
−10% Reduced liberty desire on other continent
+20% VOC Indiamen force limit fraction
|
Stadhouder, meaning place holder, is the name traditionally applied to the governors or stewards of the Low Countries. Being turned into a hereditary title, it is now equivalent to a king.
Conditions:
Culture is Dutch, Frisian or Flemish
- Is not a lesser partner in a
personal union
Additional effects:
Can build VOC Indiamen ships
- No
stability loss on monarch death
- Can not be elected the Emperor of the HRE
- Enables the
Plutocratic idea group.
- Disables the
Aristocratic idea group.
Does not have Consorts
- Does not have heirs
- Has "States General mechanics"
- Has "Dutch elections"
- Enables "Statists vs. Orangists" mechanic:
Statists in power:
|
Orangists in power:
|
|
+10% |
Naval force limit modifier
|
|
+25% |
Land force limit modifier
|
|
+5% |
Global trade power
|
|
−10% |
Stability cost modifier
|
|
+0.5 |
Yearly legitimacy
|
|
−0.5 |
Yearly legitimacy
|
While the scale is at 0, the Statists will be in power.
- Has access to
parliament
Effect when removing:
- Trigger country event “[Root.GetAdjectiveCap] Assembly Abolished”
|
English Monarchy
|
−1 National unrest
+0.5 Yearly legitimacy
+50 Governing capacity
−30 Maximum absolutism
−10% Nobility influence
|
The English Monarchy is a representative monarchy, with a parliament called regularly by the ruling monarch. It is based on the privileges defined in Magna Carta.
Conditions:
Additional effects:
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
May reform through various outcomes of the “English Civil War” disaster
|
British Monarchy
|
−15 Maximum absolutism
+10% Parliament debate backing chance
+5 Parliament effect duration
−25% Annexation relations impact
+1 Diplomat
|
The natural evolution of the English Monarchy and the Scottish government. The parliaments of both states have been unified into the parliament of Great Britain.
Conditions:
- The nation chose
the British missions
- Unlocked by choosing to return to a monarchy during the "Parliamentary Victory" or "Legacy of Cromwell" events, which happen if the nation sided with and won as the parliamentarist during the English civil war.
Additional effect:
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
|
Angevin Monarchy
|
+100 Governing capacity
+2 Max promoted cultures
+10 Maximum absolutism
+1 Yearly prestige
+15 Max possible parliament seats
|
The combination of the English Monarchy with the centralization aspect of the French Kingdom. While the ruler exercises a central part of the government, the parliament keeps the power of the monarch in check.
Conditions:
- The nation chose
the Angevin missions
- Unlocked by choosing to return to a monarchy during the "Parliamentary Victory" or "Legacy of Cromwell" events, which happen if the nation sided with and won as the parliamentarist during the English civil war.
Additional effects:
Removes parliament seats from all provinces when this reform is enacted
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
|
Absolute British Monarchy
|
+20 Maximum absolutism
+0.5 Yearly absolutism
−2 Number of possible parliament issues
|
With the crushing defeat of the parliaments at the hands of the royalists, the monarch is the only sovereign ruler of the state. The parliament, while still existing, has been reduced to a puppet of the monarch.
Conditions:
- Unlocked after the "English civil war" disaster, if the nation sided with the Royalists
Additional effects:
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
|
Tanistry
|
+5% Morale damage
−10% Cost of advisors with ruler's culture
+5% Nobility loyalty equilibrium
|
The Gaelic system of succession. The lord of the state is elected from one of the branches of the reigning house, ensuring a balance of power within the clan.
Conditions:
Culture is Irish
Additional effects:
- Has an election whenever the current ruler dies
- Can elect a ruler from the ruling dynasty
|
Irish High Kingdom
|
+5% All estates' loyalty equilibrium
+5% Morale damage
−15% Cost of advisors with ruler's culture
+15% National manpower modifier
|
Forged from the traditions of the tanistry and inspired by the monarchies of Scotland and England, the Irish High Kingdom serves as a beacon of might for the Irish in the British Isles.
Conditions:
Additional effects:
- Has access to
parliament
- Has an election whenever the current ruler dies
- Can elect a ruler from the ruling dynasty
|
Scottish Monarchy
|
−10% Nobility influence
+1 Diplomatic reputation
+10% Fort defense
|
Similar to its English counterpart, the Scottish Monarchy has the crown in its center, yet possesses a parliament which represents the need of the common man.
Conditions:
Culture is Scottish or Highlander
Additional effects:
- Has access to
parliament
|
Great Sejm
|
+5% Nobility influence
−20 Maximum absolutism
−1 National unrest
−20% Reform progress growth
|
The Great Sejm is the prime authority in the matters of the Polish crown. Its votes are mostly cast by provincial and powerful nobles who hold a tight grip on the court's affairs.
Conditions:
Additional effects:
|
Polish Elective Monarchy
|
−1 National unrest
−30 Maximum absolutism
+5% Nobility influence
−20% Reform progress growth
|
Despite the union between us and our Lithuanian brethren, the nobles still have most of the power amassed within their ranks. The elective status of our monarchy, however, implies the introduction of foreign rulers which could be both a blessing and a curse.
Conditions:
Polish Magnate rebels will force a country to adopt this government type if their demands are enforced. These rebels are unique to nations with Polish culture.
Additional effects:
- Has "Polish elections" :
- Other monarchies of the same religion can support heirs of their own dynasty in that realm by sending a
diplomat, giving 24 times the elected monarch's stats as monarch power, 25 prestige and 10 legitimacy bonus if they win.
- The elective monarchy can support a local heir for
−10 prestige.
- The throne cannot be claimed, making it impossible to make them the junior partner of a personal union outside of events.
- The heir with the most support is elected as new ruler on monarch death.
Can transition to a different reform after the The Struggle for Royal Power disaster which will happen during the Age of Absolutism.
|
Polish Autocratic Monarchy
|
+5% Administrative efficiency
+10 Maximum absolutism
+20% National manpower modifier
+10% Reform progress growth
|
No more shall we depend on performing the bidding of unruly petty men that happened to be born in a noble house. The Polish Crown is once and for all free to shape and carve its own fate!
Conditions:
Additional effects:
|
Grand Duchy
|
+200 Governing capacity
|
Our region never had many kings, instead it is our dukes that have united and led the various peoples within our borders to greatness.
Conditions:
Additional effects:
- Fixed rank:
Duchy
|
Grand Kingdom
|
−0.05 Monthly autonomy change
+250 Governing capacity
|
Despite the lack of centralization during most of the 15th century, the lands of our Duchy used to be ruled over by many ambitious Dukes. However, recent developments in international affairs coupled with our territorial expansion and efforts of centralization have led to us extending our grip and influence over our region, declaring the first Grand Kingdom!
Conditions:
- Has completed the
Lithuanian mission "Enforce a Commomwealth"
Additional effects:
- Fixed rank:
Kingdom
Heretic and heathen provinces do not give any penalties
Note: Forming the Commonwealth before completing the "Enforce a Commomwealth" mission will lock you out of gaining this reform, as the Lithuanian mission tree is lost upon formation.
|
Grand Empire
|
+2 Monarch administrative skill
+300 Governing capacity
|
Previous attempts to reign in the various estates have yielded tremendously positive results. As the age of Absolutism dawns upon Europe, our Kings shall now enjoy the same influence, power and privileges as any Emperor has in the history of the old continent. Long live our Grand Empire!
Conditions:
- Has completed the
Lithuanian mission "Enforce a Commomwealth"
- Total
development is at least 1 000
Additional effects:
- Fixed rank:
Empire
Heretic and heathen provinces do not give any penalties
Note : Forming the Commonwealth before completing the "Enforce a Commomwealth" Mission, will lock you out of gaining this reform, as the Lithuanian mission tree is lost upon formation.
|
Kalmar Union
|
+2 Diplomatic relations
+1 Possible advisor
+15% Nobility influence
|
The Kalmar Union is the special alliance of the Northern Kingdoms, which swear loyalty to one monarch elected by the nobility of each union partner. However, due to the lack of ratification of the union's treaty and the different interests of the union partners, the Kalmar Union is always at risk to break apart.
Conditions:
- Starts with
Denmark
- Has any
junior partners subjects with the capital in Scandinavia
Additional effects:
Notes:
See the "Ruler" page for details about the succession event chain
|
Unified Kalmar Monarchy
|
+2 Diplomatic relations
+1 Possible advisor
+10 Maximum absolutism
−10% Nobility influence
−40 Years for personal union integration
|
The Kalmar Union has finally been ratified, making it into a state law of Sweden and Norway. As such, the union has been converted into a proper Kingdom, though some of our people prefer to call it an "Arch-Kingdom" in reference to Christopher III.
Conditions:
Additional effects:
- Junior partners in
personal union receive the bonuses of a march
- Per
partner in personal union, the country receives:
+4000 Manpower increase
+2000 Sailors increase
+5% National manpower modifier
+5% National sailors modifier
|
Norwegian Monarchy
|
+1 Yearly legitimacy
−1 National unrest
−30 Maximum absolutism
−10% Nobility influence
|
With the expulsion of the Danish nobility, the Norwegian monarchy is once again serving Norway. In order support the government, the Norwegian Monarchy established a parliamentary system with the monarch at its supervisor.
Conditions:
- Has completed the
Norwegian mission "Expel Danish Nobility"
Additional effects:
|
Byzantine Autocracy
|
−25 Maximum absolutism
+0.5 Yearly prestige
|
The Byzantine government is a relic of the classical antiquity. Outdated governmental structures and lack of codified laws on the imperial succession are the great threat to the stability of the empire.
Conditions:
Additional effects:
- Can establish pronoia subjects
|
Reformed Byzantine Monarchy
|
−0.05 Monthly autonomy change
−20% Culture conversion cost
−5 Years of separatism
+1 Yearly absolutism
|
Through effort, blood and tears the Imperial Government of the Empire has been reformed! The brutal civil wars are no more; the power of the Senate has been restored while the Imperial Army's influence in the government is greatly curtailed.
Conditions:
Additional effects:
- Can establish pronoia subjects
If King of Kings is not active:
- Has access to
parliament
|
Serbian Despotate
|
−0.05 Monthly autonomy change
−10% War score cost vs other religions
+1 Tolerance of the true faith
|
The Serbian Despotate is the successor state of the fallen Serbian Empire. The Despot rules over the state as the chief authority and has control over the central administration.
Conditions:
Culture is Serbian
- Have had access to this reform previously (only
Serbia have it)
Additional effects:
- If both
and are active:
|
Bulgarian Tsardom
|
+150 Governing capacity
−25% Harsh treatment cost
|
The Tsardom has been restored at last! The Turks have been expelled from the Balkans and the great Bulgarian Empire reassumes its role as the dominant power of the region.
Conditions:
Culture is Bulgarian
- Religion is
Orthodox
Additional effects:
- Fixed rank:
Empire
- Can claim entire states
|
League of Lezhë
|
+10% Morale damage
+1 Attrition for enemies
+25% Fort defense
|
A military and diplomatic alliance of the aristocracy in order to defend Albania from foreign threats.
Conditions:
Culture is Albanian
Additional effects:
- Winning battles that are led by our ruler increases
legitimacy (or its equivalent) by 0.5 and/or republican tradition, absolutism or revolutionary zeal by 0.1.
|
System of Councils
|
+2 Diplomatic relations
+1 Monarch administrative skill
|
The System of Councils, also known as the Polysynodial System, was developed by the Hispanic Monarchy to organize the government of its different territories in the Early Modern Age. The central administration was entrusted to a group of collegiate bodies, the Councils, made up of nobles, clergymen and burghers, directly managed by university-trained lawyers, the 'letrados'. The different Councils were either thematic, with powers throughout the Spanish Empire, or territorial, with their competencies set over each of the different kingdoms.
Conditions:
- Has completed the
Castilean mission “System of Councils”
Additional effects:
- Allow estate privileges to be revoked regardless of loyalty and influence
- Has access to the "System of Councils" mechanic:
- The effects of council consensus are proportional to its value. Listed below are the main milestones.
Council consensus
|
0
|
50
|
100
|
Effects
|
No effect
|
+2 Monthly splendor
+2.5% Administrative efficiency
|
+4 Monthly splendor
+5% Administrative efficiency
|
Council consensus increases every month by:
- 0.1 times the ruler's total skills
- 0.002 for every
% of average autonomy below 100%
Furthermore, 50 council consensus can be spent to call one of the councils. Each council offers two modifiers for 10 years each. The first is always the same, but the second can be chosen out of three.
Calling the councils has no cooldown but it is not possible to call the same council again while its modifiers are still active.
|
Portuguese Monarchy
|
+20% Naval forcelimit modifier
+10% National tax modifier
+20% Sailor recovery speed
|
Despite being in Iberia, having its whole coast in the Atlantic rather than the Mediterranean meant that Portugal's sights were always set on the Western horizon. As such, sailing in the Atlantic is second nature for the Portuguese.
Conditions:
Culture is Portuguese
|
Courts of Navarra
|
−20% Cost of advisors with ruler's culture
+1 Diplomat
−2 National unrest
−30 Maximum absolutism
−10% Nobility influence
|
The Cortes of Navarra are a deliberative assembly of the Kingdom of Navarra formed by knights, clergymen and representatives of the towns and cities of the realm. They are the keepers of the Old Laws, known as Fueros, and have the objective to keep in check the power of the monarch, while also serving the royal house in their needs.
Conditions:
Additional effects:
- Has access to
parliament
|
Al-Andalusian Sultanate
|
−10% Idea cost
+2 Maximum tolerance of heathens
+1 Tolerance of heathens
|
The Al-Andalusian government takes great interest in the patrons of the art and science. Unlike many other Muslim sultanates, the state is more open to the ideas of Sufism.
Conditions:
- Is
Andalusia
- Religion is in
Muslim group
Culture is Andalusian
Additional effects:
- Enables two
decisions that move piety by 200% towards the opposite side, if it currently is at least 50% towards either mysticism or legalism.
|
Mamluk Government
|
+3 Max promoted cultures
−0.025 Monthly autonomy change
+2 Monarch administrative skill (for future monarchs)
−25% Cost of advisors with ruler's culture
−50% Promote culture cost
+50 Governing capacity
+10% Nobility influence
|
The State was once taken over by Mamluk Slave Soldiers and sustains itself through continued importation of soldier slaves.
Conditions:
- Religion is in
Muslim group
- Is the Mamluks
Additional effects:
- Does not have heirs
- Enables the "Foreign Slave Rulers" mechanic:
- When the current ruler dies, their successor is chosen via a special event with the ability to choose between different cultures for the new ruler
- The ruler's starting legitimacy is based on the percentage of their culture in the country (a more dominant culture gives a weaker claim)
- Enables the "Mamlukian Culture" ability:
- Each year, this government gathers 3 + ruler skill power in each monarch power categories (
// ). Once 100 power in a category is reached, the related cultural interaction can be activated:
The current age multiplier is 1 for the 'Age of Discovery', 2 for the 'Age of Reformation', 3 for the 'Age of Absolutism' and 4 for the 'Age of Revolutions'. Two out of three of these interactions are more powerful if the ruler culture is dominant in the country. However, rulers from a dominant culture start their reign with reduced legitimacy, as explained above. If not activated the points continue to gather until 150 is reached and any more is lost. The points will also reset if the current ruler dies.
- See also: Mamluks § Mamluk government
|
Feudal Theocracy
|
+1 Missionary
+1% Missionary strength
+2 Tolerance of the true faith
+50 Governing capacity
- / +5% Clergy / Brahmins loyalty equilibrium
|
The State is ruled by a religious leader with the throne passing on within his divine sanctioned family.
Conditions:
- Religion is in
Muslim group
- Unlocked by the following:
Additional effects:
Enables ‘Feudal Theocracy’ interactions:
Ability |
Cost |
Effects
|
|
Seize Clerical Holdings
|
50
|
−15% construction cost for 5 years.
|
One of:
- "Legacy of the Safavid" is enacted
- The Rassids Mission "Convert Sunni Mosques" has been completed and the "Prioritize other territories." option was chosen
|
Seize 5% Crownland from the Clergy
|
The Rassids Mission "Convert Sunni Mosques" has been completed and the "Seize the unused possessions in the cities!" option was chosen
|
while active gain:
|
|
Invite Minorities from Abroad
|
50
|
Every province of the capital state gets −20% local development cost for 5 years. Additionally 1 random development is added to one province is the area.
|
One of:
- "Legacy of the Safavid" is enacted
- The Arabian Mission "Found Riyadh" has been completed
- The Rassids Mission "Zaidi Dominance" has been completed and the "Welcome all Shi'ites!" option was chosen
|
Randomly distribute 5 development through the nation
|
The Rassids Mission "Zaidi Dominance" has been completed and the "Win the scholars over." option was chosen
|
Gain a Theologian which is -75% cheaper to employ
|
|
Sanction Holy War
|
50
|
Grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a heretic or heathens nation.
|
"Legacy of the Safavid" is enacted
|
Gain 4 years worth of manpower from the capital area
|
The Rassids Mission "Expel the Sunni" has been completed and the "An aggressive tone is what we need." option was chosen
|
Claims whole areas instead
|
The Rassids Mission "Expel the Sunni" has been completed and the "The persecution Muslims face beyond our borders must be acknowledged." option was chosen
|
Claims are permanent
|
|
Persian Government
|
+1 Missionary
+1% Missionary strength
+2 Tolerance of the true faith
−5% Development cost
- +25% Innovativeness gain
|
The Shah is the absolute ruler of Persia, and under the Shah there's a complex bureaucratic system that keeps the nation structured and balanced. With positions in the government assigned by merit instead of heritage, the system is assured to function in the best benefit of the nation.
Conditions:
- Unlocked by forming Persia
- Religion is not Zoroastrian (unless it's a custom nation)
Additional effects:
Enables ‘Feudal Theocracy’ interactions:
Ability |
Cost |
Effects
|
|
Seize Clerical Holdings
|
50
|
−15% construction cost for 5 years.
|
One of:
- "Legacy of the Safavid" is enacted
- The Rassids Mission "Convert Sunni Mosques" has been completed and the "Prioritize other territories." option was chosen
|
Seize 5% Crownland from the Clergy
|
The Rassids Mission "Convert Sunni Mosques" has been completed and the "Seize the unused possessions in the cities!" option was chosen
|
while active gain:
|
|
Invite Minorities from Abroad
|
50
|
Every province of the capital state gets −20% local development cost for 5 years. Additionally 1 random development is added to one province is the area.
|
One of:
- "Legacy of the Safavid" is enacted
- The Arabian Mission "Found Riyadh" has been completed
- The Rassids Mission "Zaidi Dominance" has been completed and the "Welcome all Shi'ites!" option was chosen
|
Randomly distribute 5 development through the nation
|
The Rassids Mission "Zaidi Dominance" has been completed and the "Win the scholars over." option was chosen
|
Gain a Theologian which is -75% cheaper to employ
|
|
Sanction Holy War
|
50
|
Grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a heretic or heathens nation.
|
"Legacy of the Safavid" is enacted
|
Gain 4 years worth of manpower from the capital area
|
The Rassids Mission "Expel the Sunni" has been completed and the "An aggressive tone is what we need." option was chosen
|
Claims whole areas instead
|
The Rassids Mission "Expel the Sunni" has been completed and the "The persecution Muslims face beyond our borders must be acknowledged." option was chosen
|
Claims are permanent
|
|
Sharifate
|
+2 Tolerance of the true faith
+1 Missionary
+1% Missionary strength
- +0.1 Monthly piety accelerator
−10% Cost of advisors with ruler's religion
|
A Sharifate is ruled by the Sharif, a person with authority inherited directly from the Prophet. As such, the rule of the Sharif is backed by the will of Allah.
Conditions:
- Religion is in
Muslim group
- Owns province Mecca (385)
Additional effects:
Enables the "Iqta taxation" interactions, one of which may be chosen every 20 years:
|
Caliphate
|
−10% War score cost vs other religions
+3 Tolerance of the true faith
+1 Yearly legitimacy
+1 Yearly Devotion
+100 Governing capacity
+1 Missionary
+2% Missionary strength
|
The Caliphate is ruled by the Caliph, the legitimate spiritual successor of the Prophet. Being both the temporal and spritual higher authority in Islam, all Muslims owe obedience to the Caliph.
Conditions:
- Unlocked by taking the
decision "Unify Islam"
- Religion is in
Muslim group
Additional effects:
Enables ‘Feudal Theocracy’ interactions:
Ability |
Cost |
Effects
|
|
Seize Clerical Holdings
|
50
|
−15% construction cost for 5 years.
|
One of:
- "Legacy of the Safavid" is enacted
- The Rassids Mission "Convert Sunni Mosques" has been completed and the "Prioritize other territories." option was chosen
|
Seize 5% Crownland from the Clergy
|
The Rassids Mission "Convert Sunni Mosques" has been completed and the "Seize the unused possessions in the cities!" option was chosen
|
while active gain:
|
|
Invite Minorities from Abroad
|
50
|
Every province of the capital state gets −20% local development cost for 5 years. Additionally 1 random development is added to one province is the area.
|
One of:
- "Legacy of the Safavid" is enacted
- The Arabian Mission "Found Riyadh" has been completed
- The Rassids Mission "Zaidi Dominance" has been completed and the "Welcome all Shi'ites!" option was chosen
|
Randomly distribute 5 development through the nation
|
The Rassids Mission "Zaidi Dominance" has been completed and the "Win the scholars over." option was chosen
|
Gain a Theologian which is -75% cheaper to employ
|
|
Sanction Holy War
|
50
|
Grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a heretic or heathens nation.
|
"Legacy of the Safavid" is enacted
|
Gain 4 years worth of manpower from the capital area
|
The Rassids Mission "Expel the Sunni" has been completed and the "An aggressive tone is what we need." option was chosen
|
Claims whole areas instead
|
The Rassids Mission "Expel the Sunni" has been completed and the "The persecution Muslims face beyond our borders must be acknowledged." option was chosen
|
Claims are permanent
|
|
Beylik
|
- −50% Cost to fabricate claims
−10% Unjustified demands
−10% Core creation cost
+100 Governing capacity
|
Our state is one of the many successor states of the Seljuk Sultanate. It is up to us to reclaim the lands of the old empire and continue the Seljuk's legacy.
Conditions:
- Religion is in
Muslim group
Culture is Turkish
Additional effects:
- Winning battles that are led by our ruler increases
legitimacy (or its equivalent) by 0.5 and/or republican tradition, absolutism or revolutionary zeal by 0.1.
|
Sultanate of Rûm
|
−10% Core creation cost
−5% Province warscore cost
+0.5 Yearly legitimacy
+5 Maximum absolutism
+150 Governing capacity
|
The Rûm Government has been restored under a new dynasty. Taking inspiration from the Ottomans and the Byzantines, the new Sultanate has reformed old systems in order to not repeat the mistakes of the fallen empires.
Conditions:
- Religion is in
Muslim group
- Is Rûm
Additional effects:
- Can use the Justify Invasion espionage interaction
- Can establish eyalet subjects
|
Ottoman Government
|
+0.5 Yearly legitimacy
−10% Unjustified demands
+150 Governing capacity
+5 Maximum absolutism
|
The Ottoman Government is in many ways synonymous with the royal household. The harem ensures that there will never be a lack of heirs for the Ottoman ruler.
Conditions:
- Religion is in
Muslim group
- Is the Ottomans
Additional effects:
- Enables the Janissaries estate
- Can use the Justify Invasion espionage interaction
- Can establish Eyalet subjects
Has access to the "Decadence" mechanic:
- Decadence decreases every month by:
- 0.005 times the country's current
Absolutism
- 0.05 for every point of positive
stability
- It also decreases by 1.5 whenever an estate agenda is completed
- Decadence increases every month by:
- 0.1 if the country is at peace
- 0.01 times the share of the
crownland owned by the Janissaries estate
- 0.06 for every 15% of influence the Janissaries estate has while disloyal
- 0.1 times the nation's current
corruption
- 0.15 for every point of negative
stability
- 0.0025 times the average
autonomy
- 0.2 times the percentage the country is over its
governing capacity
- 0.0013 times the average
liberty desire of the country's subjects
- It also increases by 1 whenever a estate agenda is failed
- Decadence increases for losing and decreases for winning battles led by the nation's ruler
- Decadence gain is modified by 0.25% times the country's current Overextension
- The Ottomans have a permanent modifier depending on age giving:
- -1 Monthly Decadence and -50% Decadence gain during the Age of Discovery
- -0.5 Monthly Decadence and -25% Decadence gain during the Age of Reformation
- +0.1 Monthly Decadence and +50% Decadence gain during the
Age of Absolutism
- +0.25 Monthly Decadence and +100% Decadence gain during the Age of Revolutions
Decadence
|
0
|
50
|
100
|
Effects
|
No effect
|
-25% Manpower recovery speed
- +50% Technology cost
-25% Fort defense
-0.5 Yearly legitimacy
+50% Idea cost
- -25% Siege ability
-50% Reform progress growth
|
-50% Manpower recovery speed
- +100% Technology cost
-50% Fort defense
-1 Yearly legitimacy
+100% Idea cost
- -50% Siege ability
-100% Reform progress growth
|
- See also: Ottomans § Ottoman Government
|
Modernized Ottoman Government
|
+1 Monarch administrative skill
+1 Yearly legitimacy
−10% All estates' influence modifier
+10 Maximum absolutism
+200 Governing capacity
|
The adapted state of the Ottoman Government. Many significant flaws of the Classical government have been purged while the authority of the Sultan is strengthened.
Conditions:
- Religion is in
Muslim group
- Is unlocked when the "Internal Power Struggle" disaster ends, if the Harem was not separated from the state during the "Reign of Women" event chain
Additional effects:
- Enables the Janissaries estate
- Can use the Justify Invasion espionage interaction
- Can establish eyalet subjects
|
Reorganized Ottoman Government
|
+2 Monarch administrative skill
+1 Yearly legitimacy
−10% All estates' influence modifier
+10 Maximum absolutism
+200 Governing capacity
|
The adapted state of the Ottoman Government. Many significant flaws of the Classical government have been purged while the authority of the Sultan is strengthened. Due to the lack of the harem, the Ottoman Government resembles more the classical Western Absolute Monarchy.
Conditions:
- Religion is in
Muslim group
- Is unlocked when the "Internal Power Struggle" disaster ends, if the Harem was separated from the state during the "Reign of Women" event chain
Additional effects:
- Enables the Janissaries estate
- Can use the Justify Invasion espionage interaction
- Can establish eyalet subjects
|
Eyalet Government
|
−1 National unrest
+100 Governing capacity
|
The Eyalet is a special administration under the watchful eye of the Ottoman government. Serving as the border provinces, Eyalets are expected to supervise the region for their Sultan.
Conditions:
- Eyalets, created by the Ottomans or Rûm, have this government reform
Additional effects:
|
Barbary Eyalet Government
|
+10% Marines force limit
- +25% Chance to capture enemy ships
+10% Naval forcelimit modifier
+100 Governing capacity
|
The Barbary Eyalet is the administration of the Maghrebi or Piratical subjects of the Ottoman Empire. While governing the territory, the Barbary Eyalet engages in coastal raids.
Conditions:
- Eyalets, created by the Ottomans or Rûm, have this government reform if their
culture is in the Maghrebi group
Additional effects:
|
Janissary Stratocracy
|
+15% National manpower modifier
+15% Land force limit modifier
- +100% Army tradition from battles
|
A realm governed by the renegade Janissaries which broke away from their former master. Their only leader is the Agha who they appoint in ways akin to a monarchy.
Conditions:
- Janissary breakaway states have this government reform
Additional effects:
- The ruler is always a
general
- Can recruit janissaries
- Allow the recruitment of janissaries in true faith provinces
|
Crusader State
|
+15% Manpower recovery speed
|
Our nation exists for one purpose: to reconquer and protect the Holy Land. We will do all in our power to defeat the infidels who would dare blaspheme against God and the Church. Deus vult!
Conditions:
Additional effects:
- Heirs and rulers can be
generals
- Is a Monastic Order
- Permanent casus belli against neighboring heathens and heretics
|
Negusa Nagast Monarchy
|
- −75% Move capital cost modifier
−1 National unrest
−10% Stability cost modifier
|
Although Ethiopia is an empire, it lacks the proper means to enforce the authority of the Negusa Nagast - the emperor of Ethiopia. The Negusa Nagast Monarchy is the infancy state of the Empire Ethiopia will become, and as such this reform is marked with religious disunity, a lack of central power and an itinerant capital, which caused more troubles than worth.
Conditions:
Additional effects:
- Has itinerant
capital:
- Every province in our capital's state gets the "Itinerant capital area" modifier, granting:
- −2 Local unrest
- −15 Minimum local autonomy
−0.25 Monthly autonomy change
−10 Years of separatism
- −0.3 Monthly devastation
- +0.03 Local prosperity growth
- After relocating our capital, we gain the "Capital reorganization" modifier for 5 years, granting:
- +1000% Move capital cost modifier
- Can recruit Cawa regiments
|
Solomonic Empire
|
+2 Tolerance of the true faith
+20 Maximum absolutism
−2 Global unrest
- +100% Possible Cawa
|
The Solomonic Empire is the government reform of Ethiopia after the state has become consolidated at once. Religious arguments are no longer of concern and the empire now exerts its dominance outwards.
Conditions:
Additional effects:
- Fixed rank:
Empire
- Can recruit Cawa regiments
|
Musa Rule
|
+1 Possible advisor
−5% Stability cost modifier
+0.5 Yearly legitimacy
|
The government of the Mali Empire. Although very similar to other monarchies, the Musa Rule is special as it allows a matrilineal inheritance. Additionally, it supports court officials, who take state matters into their hands during the reigns of bad successors.
Conditions:
|
Mossi Confederal Kingdom
|
+15% Nobility influence
+10% Nobility loyalty equilibrium
−1 National unrest
−20 Maximum absolutism
|
The Mossi kingdom is less of a single kingdom but a confederacy of several smaller Mossi kingdoms, which shared kinship, military and ritualistic bonds with one another.
Conditions:
Additional effects:
- Enables "Confederal Kingdoms"
decisions:
Arrange Marrige: Lose −20 legitimacy, and get after 6 months: +10% nobility loyalty equilibrium, +5% nobility influence and +100% chance of new heir, for the next 20 years.
Celebrate Rituals: Lose −20 legitimacy and raise autonomy by +10% in every Mossi province. After 6 months gain +1 stability.
Gain Tribal Allegiance: Lose −20 legitimacy and after 6 months gain +3 tribal allegiance and raise autonomy by +5% in every Mossi province.
Gather the Armies: Lose −20 legitimacy and raise autonomy by +20% in every Mossi province. After 6 months gain 1000 manpower multiplied by the total base manpower in Mossi provinces.
- The effects of tribal allegiance are proportional to its value. Listed below are the main milestones.
Tribal Allegiance
|
0
|
50
|
100
|
Effects
|
No effect
|
+16.5% Manpower recovery speed
−1.5 National unrest
|
+33% Manpower recovery speed
−3 National unrest
|
- Tribal allegiance is gained and lost as follows:
- Winning or losing battles in-/decreases tribal allegiance by three times the prestige gained/lost in battle (this is increased by prestige from land battles modifiers).
- Humiliating or being humiliated by rivals in-/decreases tribal allegiance by 30
- Passive −0.00025 monthly tribal allegiance for each point of development the nation has (capped at −0.25 monthly tribal allegiance at 1000
development)
- 30 points of tribal allegiance can be spent for one of the following effects:
Ability |
Effects
|
|
Enlist General
|
Gain a general with 40 army tradition.
|
If the Arabian mission "Befriend Local Amirs" was completed and the "Make them lead our flanks!" option was chosen
|
Instead gain a general with 60 army tradition.
|
|
Train Horsemanship
|
Get +15% cavalry combat ability for 10 years;
|
If the Arabian mission "Befriend Local Amirs" was completed and the "We want their finest horseman." option was chosen
|
Modifier will last for 15 years and additionally grants:
|
|
Conscript from Tribes
|
Start production of 6 cavalry units in the capital at 25% the time.
|
One of the following:
- If the Arabian mission "Befriend Local Amirs" was completed and the "I want every regular soldier they can muster." option was chosen
- If the option "The Safavid Order will serve us well" option was chosen in the "The Safavid Order" event (for Aq Qoyunlu/ Qara Qoyunlu
|
Gain 1 years worth of manpower
|
|
Asha Monarchy
|
- +25% Innovativeness gain
+1% Missionary strength
+2 Tolerance of the true faith
−5% Development cost
+2 Monarch administrative skill
|
The King of Kings rules over the government with a well-structured bureaucracy which keeps the balance of the estates and the ruler in check. All these are done with the tenets of Zoroaster in mind.
Conditions:
- At least one of:
- Is Persia
- Is Eranshahr
- Is playing a custom nation that has or had enacted the “Persian Government” government reform
- Religion is Zoroastrian
Additional effects:
- 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
|
|
- +0.5 Monthly Asha Vahishta
|
No effect
|
−1 National unrest
+12.5% Manpower in true faith provinces
- +0.5 Monthly Three fires government power
|
−2 National unrest
+25% Manpower in true faith provinces
- +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
"The City of Daman" was completed)
- −1 per development: Converting provinces (unless the Persian mission
"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.
|
Modernized Turkoman Federation
|
−10 Years of separatism
+100 Governing capacity
|
While still retaining some of the old tribal characteristics, our government is a reformed federation with modern institutions inherited from foreign countries.
Conditions:
Additional effects:
- Can place Pashas
- Can recruit janissary regiments
- Enables the "Tribal allegiance" mechanic:
- The effects of tribal allegiance are proportional to its value. Listed below are the main milestones.
Tribal Allegiance
|
0
|
50
|
100
|
Effects
|
No effect
|
+16.5% Manpower recovery speed
−1.5 National unrest
|
+33% Manpower recovery speed
−3 National unrest
|
- Tribal allegiance is gained and lost as follows:
- Winning or losing battles in-/decreases tribal allegiance by three times the prestige gained/lost in battle (this is increased by prestige from land battles modifiers).
- Humiliating or being humiliated by rivals in-/decreases tribal allegiance by 30
- Passive −0.00025 monthly tribal allegiance for each point of development the nation has (capped at −0.25 monthly tribal allegiance at 1000
development)
- 30 points of tribal allegiance can be spent for one of the following effects:
Ability |
Effects
|
|
Enlist General
|
Gain a general with 40 army tradition.
|
If the Arabian mission "Befriend Local Amirs" was completed and the "Make them lead our flanks!" option was chosen
|
Instead gain a general with 60 army tradition.
|
|
Train Horsemanship
|
Get +15% cavalry combat ability for 10 years;
|
If the Arabian mission "Befriend Local Amirs" was completed and the "We want their finest horseman." option was chosen
|
Modifier will last for 15 years and additionally grants:
|
|
Conscript from Tribes
|
Start production of 6 cavalry units in the capital at 25% the time.
|
One of the following:
- If the Arabian mission "Befriend Local Amirs" was completed and the "I want every regular soldier they can muster." option was chosen
- If the option "The Safavid Order will serve us well" option was chosen in the "The Safavid Order" event (for Aq Qoyunlu/ Qara Qoyunlu
|
Gain 1 years worth of manpower
|
|
Pronoiar Monarchy
|
- Can create client states
- +3 Number of pronoiars
|
A form of autocratic government where the monarch is dependent on the support of pronoiars, people who have been granted a temporary or hereditary tract of land, mostly thanks to military service.
Conditions:
- Is playing a custom nation
Additional effects:
- Can create pronoia subjects
|
Egyptian Government
|
- +0.1 Yearly innovativeness
- +0.5 Yearly government power
|
The need for the modernization of our nation and the development of a robust central government will give way to a great series of innovations across all sectors of our domain.
Conditions:
- Is unlocked by forming Egypt
Additional effects:
- The Nation gains the following modifier, scaling with its current Egyptian Westernization:
Egyptian Westernization
|
0
|
25
|
50
|
75
|
100
|
Effects
|
−25% Stability cost modifier
+1 Tolerance of the true faith
+10% All estates' loyalty equilibrium
|
- −2.5% Technology cost
−1.25% Idea cost
- +0.06 Yearly Innovativeness
−12.5% Stability cost modifier
+0.5 Tolerance of the true faith
+5% All estates' loyalty equilibrium
|
- −5% Technology cost
−2.5% Idea cost
- +0.13 Yearly Innovativeness
|
- −7.5% Technology cost
−3.75% Idea cost
- +0.19 Yearly Innovativeness
+12.5% Stability cost modifier
−0.5 Tolerance of the true faith
−5% All estates' loyalty equilibrium
|
- −10% Technology cost
−5% Idea cost
- +0.25 Yearly Innovativeness
+25% Stability cost modifier
−1 Tolerance of the true faith
−10% All estates' loyalty equilibrium
|
- By paying 30 Egyptian Westernization, aswell as 3 Innovativeness and 100 monarch power in their respective category, a series of 5 reforms in three categories each, can be enacted.
- Every reform can only be passed once. After all 15 have been passed, the interactions become inactive. The first reform of every category grants a one time bonus, while all others grant a increasing permanent modifier.
Icon |
Ability |
Category |
Effect
|
|
Study Western Administration |
|
- 1. Gain
+100 Government Reform progress
- 2. Gain
+5% Governing capacity modifier
- 3. Gain
+10% Governing capacity modifier
- 4. Gain
+15% Governing capacity modifier
- 5. Gain
+20% Governing capacity modifier
|
|
Study Western Manufactoring |
|
- 1. Gain
+100 Government Reform progress
- 2. Gain +5% Goods produced modifier
- 3. Gain +10% Goods produced modifier
- 4. Gain +15% Goods produced modifier
- 5. Gain +20% Goods produced modifier
|
|
Study Western Military |
|
- 1. Gain
+10 Army Tradition
- 2. Gain
+0.5 yearly Army Tradition
- 3. Gain
+0.75 yearly Army Tradition
- 4. Gain
+1 yearly Army Tradition
- 5. Change unit Type to Western
|
|
Roman Empire
|
+5% Administrative efficiency
+10 Maximum absolutism
−25% Culture conversion cost
−10% Culture conversion time
|
The most influential empire in all Europe's history, the glory and splendor of the Roman Empire was unprecedented. As the rightful claimants of the title, such glory is also ours.
Conditions:
Additional effects:
- Fixed rank:
Empire
- Has access to
parliament
- Can establish Pronoia subjects
|
Holy Imperial Monarchy
|
+25% Governing capacity modifier
+20 Maximum absolutism
- +10% Max effect of absolutism
+2 Diplomatic reputation
- +50% Chance to inherit personal union subjects
|
The Empire has reached its maximum splendor. As the only legal successor of the Roman Empire, no one can deny our holy right to rule received from God itself.
Conditions:
Additional effects:
- Reduce the
loyalty loss from seizing land by 5%
- Seizing land does not cause revolts
|
Revolutionary Empire
|
+10% Morale of armies
+25% National manpower modifier
−0.20 Monthly autonomy change
+150 Governing capacity
- +50 Maximum revolutionary zeal
−100 Yearly papal influence
- +20% Revolutionary guard force limit fraction
|
The Revolutionary Empire is a slightly more conservative form of government with a single ruler ruling with reference a chamber of deputies. The government can mobilize a large amount of manpower and every soldier carries a marshal's baton in his backpack.
Conditions:
Three ways to get this government form, all requiring to first be a “Revolutionary Republic”:
- Bringing
republican tradition to 0
- Having the Imperials in power while having less than
40 republican tradition (via event)
- Enacting the tier 6 government reform for “Revolutionary Republic”
Additional effects:
Lose both revolution target status and this government form if the revolution is dismantled, transitioning into a constitutional monarchy.
|
Livonian Monarchy
|
+50 Governing capacity
−1 National unrest
+1 Diplomatic reputation
+5% National manpower modifier
|
Our government is based on the ground pillars of a stable and ordinary Monarchy. Our society learned from the events which have unfolded in the past, and adapted to all kind of challenges.
Conditions:
- Has completed the Livonian
mission "The Livonian Monarchy". This option is always pickable.
|
Livonian Constitutional Monarchy
|
−2 National unrest
−5 Years of separatism
+1 Yearly legitimacy
+15% Improve relations
|
Our government has separated the power from our Monarch. Whenever a decision is made for the state then the Parliament needs to approve it first.\nOn the plus side, deaths of the Monarchs are no longer considered a threat to the existence of the state.
Conditions:
Additional effects:
- Has access to
parliament
- Disables the
nobility estate.
- Disables Call Diet
- No
stability loss on monarch death
|
Livonian Elective Monarchy
|
+15% All estates' loyalty equilibrium
−20% Stability cost modifier
+2 Possible advisors
+5% Clergy influence
+5% Nobility influence
+5% Burghers influence
|
Our Monarch is not ascending the throne by the right of his blood but by the right of the electors from our Estates. While the Estates prefer to elect one of their own kind, it is not impossible for them to elect nobles from foreign countries either.
Conditions:
Additional effects:
- Call Diet does not increase estate influence
- No
stability loss on monarch death
- Has "Polish elections":
- Other monarchies of the same religion can support heirs of their own dynasty in that realm by sending a
diplomat, giving 24 times the elected monarch's stats as monarch power, 25 prestige and 10 legitimacy bonus if they win.
- The elective monarchy can support a local heir for
−10 prestige.
- The throne cannot be claimed, making it impossible to make them the junior partner of a personal union outside of events.
- The heir with the most support is elected as new ruler on monarch death.
|
Livonian Mercenary State
|
- +33% Mercenary manpower
- +5% Mercenary discipline
- −25% Mercenary cost
- −10% Mercenary maintenance
|
Mercenaries have a bad repuation throughout Europe. But in this government, it is the mercenaries who rule.
Conditions:
Additional effects:
- Hiring mercenaries does not reduce army professionalism.
- A
general becomes ruler when the current ruler dies.
- Ruler reigns for life. No elections.
- Does not have consorts.
- Allows
royal marriages.
- Does not have an heir.
|
Livonian Absolute Monarchy
|
+30 Maximum absolutism
+3 Yearly absolutism
- −50% Autonomy change cooldown
−10% Nobility influence
−10% Clergy influence
−10% Burghers influence
|
The whole apparatus of the government; all elements of the government serve only one purpose: securing the absolute power of the Monarch.
Conditions:
Additional effects:
- Lose
60 absolutism on ruler death
|
Livonian States Council
|
+2 Diplomatic relations
+2 Diplomatic reputation
+50% Vassal force limit contribution
+50% Income from vassals
−33% National manpower modifier
−33% Land force limit modifier
|
A Monarchy in name, the country is governed by a council of administrators and diplomats, who ensure that the interests of the state are fulfilled. The dynasty of the head of the council is the ruling family of the country.
Conditions:
Additional effects:
- Has access to
parliament
|
Livonian Admiralty
|
+25% Marines force limit
−25% Governing capacity modifier
+33% Naval forcelimit modifier
- +25% National sailors modifier
- +5% Ship durability
|
Our government is suited to the harsh environment of the sea. As our whole economy is based on the riches of the sea our Monarchs are chosen from the best admirals we have.
Conditions:
Additional effects:
- An
admiral becomes ruler when the current ruler dies.
- Ruler reigns for life. No elections.
- Has consorts.
- Allows
royal marriages.
- Does not have an heir.
- Allows cheap drafting of
transport ships.
|
Livonian Autocracy
|
−10% Land maintenance modifier
+10% Governing capacity modifier
+15% Land force limit modifier
−10% Aggressive expansion impact
- −0.1% Yearly army tradition decay
|
Some armies have a state. Our army has an expanding empire, and we shall ensure that it continue to expand with more of our forces.
Conditions:
|
Livonian Imperial Reign
|
−15% Core-creation cost
+200 Governing capacity
−0.5 Yearly legitimacy
−2 Diplomatic reputation
|
While others rule over kingdoms, our government rules over an empire. Our own goal is the rapid expansion of the state in order to dominate the world.
Conditions:
|
Livonian States General
|
−10% Development cost
+50% Marines force limit
+2 Monarch diplomatic skill
+10% Burghers loyalty equilibrium
−50% Governing capacity modifier
|
Our government is less ruled by one absolute authority but by the states which make the country. Every 4 years the representatives of the states assemble at our grand court to elect the next monarch to power.
Conditions:
Additional effects:
- Does not have consorts
- Does not have an heir
- Can not be elected the
Emperor of the HRE
- Enables the "Statists vs Monarchists" mechanic
Statists in power:
|
Monarchist in power:
|
|
+10 |
Global settler increase
|
|
+1 |
Yearly navy tradition
|
|
+10% |
Trade efficiency
|
|
+10% |
Morale of navies
|
|
−1 |
Yearly legitimacy
|
|
+0.5 |
Yearly legitimacy
|
If this reform is abolished then the country gets the event ‘[Root.GetAdjectiveCap] Assembly Abolished’.
|
Livonian Militarist Monarchy
|
−0.05 Monthly war exhaustion
−5% Development cost
+2 Monarch military skill
+10% Nobility loyalty equilibrium
−50% Governing capacity modifier
|
Our monarchy is the result of our focus on the military aspects of the country. So much so that the one or the other statesman jokingly calls it "the little Sibling of Prussia".
Conditions:
Additional effects:
- The effects of Militarization are proportional to its value. Listed below are the main milestones:
Militarization
|
0
|
50
|
100
|
Effects
|
No Effect
|
+5% Discipline
+10% Manpower recovery speed
-10% Land maintenance modifier
-0.25 Militarization of state
|
+10% Discipline
+20% Manpower recovery speed
-20% Land maintenance modifier
-0.5 Militarization of state
|
If the "Army with a State" reform is enacted
|
No Effect
|
+5% Infantry combat ability
|
+10% Infantry combat ability
|
- Additionally, the government has access to the following interaction:
|
Ability |
Cost |
Effects
|
 |
Boost militarism
|
45 military power
|
Gain 10 militarization
|
- Lastly, Militarization can be gained/lost by the following:
|
Triggers
|
+0.03
|
Has enacted the “Junker Supremacy” Nobility privilege
|
+0.02
|
Has the "Empowered Junkers" modifier (from Prussian missions)
|
+0.02
|
Has the "Noble Generals" modifier (from Teutonic missions)
|
+0.05
|
Has enacted the T5 government reform General War Commissariat (for Saxon, Prussian, or Pomeranian culture)
|
+0.05
|
Has enacted the T2 government reform Army with a State (from German missions)
|
+0.05
|
Has enacted the T1 government reform Stratocratic Administration
|
+0.05
|
Has enacted the T1 government reform Militaristic Divine State
|
+0.05
|
With Brandenburg Gate at (+0.01 at and +0.02 at )
|
+0.05
|
With the “Extend Militarization of the State” parliament issue
|
+0.10
|
At 100 Army tradition, scaling linearly from 0 at 0 Army tradition
|
+0.025
|
At 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
|
−0.01
|
Per % over Governing capacity
|
−0.5
|
In bankruptcy
|
−0.005
|
Per point of Militarization (-0.5 at 100 Militarization)
|
|
Livonian Plutocracy
|
+1 Merchant
- +25% Ship trade power
- +15% Local goods produced modifier
+10% Burghers influence
−50% Governing capacity modifier
|
Our monarchy is of plutocratic nature where the supporters of the Monarch are those with the largest income. Our Monarch is head of a successful merchant enterprise, and so are many of the members of the government.
Conditions:
Additional effects:
- Has merchant republic mechanics:
 |
+25% |
State governing cost
|
 |
−25% |
Trade company governing cost
|
- 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
trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
- Allows cheap drafting of
transport ships.
- Can construct a trade post for
50 administrative power, giving +10 trade power, in one owned province per trade node (except the node containing the main trade city).
|
Livonian Theocracy
|
+2 Tolerance of the true faith
+0.5 Yearly papal influence
+10% Church power
+0.25 Monthly fervor
+25% Clergy influence
- +5% Clergy loyalty equilibrium
|
Our government is shaped by religion and belief. Our Monarch is part of the Clergy estate, and although it is a Monarchy, the ruling style is more similar to one of a Theocracy.
Conditions:
Additional effects:
- No
stability loss on monarch death
- Enables the
Divine idea group but disables the Aristocratic idea group
|
Livonian Thalassocracy
|
+25% Colonial range
- +5% Settler chance
- +33% Chance to capture enemy ships
−10% Province warscore cost
|
Our Monarchy is shaped by the might of the sea. Every Monarch of our great country has to be an admiral in order to reach our most remote areas.
Conditions:
Additional effects:
- An
admiral becomes ruler when the current ruler dies.
|
Livonian Enlightened Monarchy
|
+1 Monarch administrative skill
+1 Monarch diplomatic skill
+1 Monarch military skill
+1 Yearly legitimacy
−50% Governing capacity modifier
|
Our Monarch is a pioneer of the ideas of an Enlightened state, where the absolute rule is supported by the ideas of the Enlightenment.
Conditions:
|
Ayyubid Dynasty
|
+1 Possible advisor
−10% States governing cost
|
Historically, the Ayyubid dynasty ruled its lands by allowing a rather autonomous rule of the local elites who were all subordinate to as-Sultan al-Mu'azzam. Our government allowed peoples of various backgrounds to reach high ranks within our state: a tradition our dynasty must uphold.
Conditions:
- Religion is in
Muslim group
Culture is Kurdish
- Is or was Hisn Kayfa
Additional effects:
This negates the "Non-Accepted Culture" malus.
Enables the "Iqta taxation" interactions, one of which may be chosen every 20 years:
|
Arabian Plutocracy
|
+1 Merchant
- +5 Merchant trade power
|
Whilst other Arabian nations rule with faith or power backing them up, we rule by the most important thing this world has seen: money. This form of government focuses on monetary expansion, as well as overseas influence in order to further strengthen its reliance on trade.
Conditions:
Culture is Omani or Khaleeji
Additional effects:
- Enables the
Plutioratic idea group
- Has merchant republic mechanics:
 |
+25% |
State governing cost
|
 |
−25% |
Trade company governing cost
|
- 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
trade power to their overlord, will transfer 50% if the overlord is a merchant republic.
- Can construct a trade post for
50 administrative power, giving +10 trade power, in one owned province per trade node (except the node containing the main trade city).
- Allows cheap drafting of transport ships
Has access to "Arabian mercantilism" mechanics:
The effects of Arabian mercantilism are proportional to its value. Listed below are the main milestones.
Arabian mercantilism
|
0
|
50
|
100
|
Effects
|
No effect
|
+5% Trade efficiency
- +7.5 Merchant trade power
|
+10% Trade efficiency
- +15 Merchant trade power
|
If the Hormuz/ Oman mission "Arabian Thalassocracy" was completed
|
|
+5% Trade efficiency
|
+10% Trade efficiency
|
Arabian mercantilism is gained and lost monthly as follows:
Amount
|
Factor
|
+0.1 |
At peace
|
+0.25 |
Golden age
|
+0.05 |
Per ruler diplomatic skill
|
+0.01 |
Per owned trade company with at least 51% trade power in its node
|
+0.002 |
Per point of navy tradition
|
−0.5 |
At war
|
−0.005 |
Per point of corruption
|
−0.05 |
Per point of war exhaustion
|
−0.2 |
Trade income less than 20% of total
|
Additionally, the government has access to the following interactions:
Ability |
Cost |
Cooldown |
Effects
|
|
Empower Religious Propagation
|
−35 Arabian mercantilism
|
15 years
|
- Gain a skill 2 Inquisitor which will be 50% cheaper to employ
- For the next 15 years:
- Can propagate religion, even with less than 50% religious unity
- Propagating religion only requires 35% trade power in the node
|
|
Support Overseas Merchants
|
−10 Arabian mercantilism
|
15 years
|
- Gain a skill 2 Trader which will be 50% cheaper to employ
- For the next 15 years:
- Gain +50 trade power in every node in which we have a merchant
- Gain "Strengthening Overseas Merchants Influence" modifier for the next 15 years, granting:
- +10 Merchant trade power
- +10% Placed merchant power modifier
|
|
Strengthen Overseas Outposts
|
−15 Arabian mercantilism
|
10 years
|
- Ever province with at least a Level 2 center of trade:
- Gain "Trade Outpost Fortification Efforts" modifier for the next 10 years, granting:
- +10 Local trade power
- +20% Local Trade power modifier
- +20% Local defensiveness
- +15% Local center of trade upgrade cost
|
If the Hormuz/ Oman mission "The Overseas Outposts" was completed:
|
- +10 Local trade power
- −5% Local center of trade upgrade cost
|
|
Apostolic Kingdom
|
+10% Manpower in true faith provinces
- +10% Recover army morale speed
|
When Pope Silvester II bestowed the Holy Crown of Hungary upon Saint Stephen, he recognized us as the official Apostolic Legates, destined to protect the nations of Christendom. As Stephen's rightful successors, we stand proudly as the champions of Christ and the bulwark of Christianity.
Conditions:
- Religion is
Catholic
- Is or was Hungary
Additional effects:
- If both
Golden Century and Winds of Change are active:
|
Imperial Hungarian Monarchy
|
+2 Max promoted cultures
−2 National unrest
+2 Monarch diplomatic skill
−33% Promote culture cost
|
The vast extent of our empire required us to adopt reforms that would ensure integrity and stability of the empire by giving all the nations living in it equal rights and political representation.
Conditions:
- Has completed the Hungarian
mission "Multicultural Empire"
|
Andean Empire
|
−2 National unrest
- +10% Max effect of absolutism
|
The rule of the Sapa Inka is tied to the religious beliefs of our citizens. The authority of the Monarch forms a core tenet of the government.
Conditions:
- Has completed the Incan
mission "Reform Religion"
Additional effects:
- Fixed rank:
Empire
- Enables the
Divine idea group but disables the Aristocratic idea group
- Has access to the "Inca authority" mechanic:
The effects of Inca authority are proportional to its value. Listed below are the main milestones.
Inca authority
|
−100
|
−50
|
0
|
50
|
100
|
Effects
|
+0.2 Monthly autonomy
−4 Yearly absolutism
−25% Morale damage
+50% Cost of advisors with ruler's religion
- +0.5 Monthly Inca authority
|
+0.1 Monthly autonomy
−2 Yearly absolutism
−12.5% Morale damage
+25% Cost of advisors with ruler's religion
- +0.25 Monthly Inca authority
|
No effect
|
−0.05 Monthly autonomy
+1 Yearly absolutism
+7.5% Morale damage
−12.5% Cost of advisors with ruler's religion
- −0.5 Monthly Inca authority
|
−0.1 Monthly autonomy
+2 Yearly absolutism
+15% Morale damage
-25% Cost of advisors with ruler's religion
- −1 Monthly Inca authority
|
Inca authority is gained and lost monthly as follows:
Amount
|
Factor
|
−0.15 to +0.15 |
Scaling with stability
|
−0.15 to +0.15 |
Scaling with legitimacy
|
−0.1 to +0.1 |
Scaling with Prestige
|
+0.05 |
Scaling with power projection
|
−0.5 |
Scaling with average autonomy
|
−0.05 |
Per point of average unrest above −6 (so −0.05 at -5 average unrest), up to a maximum of −0.5 at +4 average unrest
|
+0.03 |
Per point of tolerance of the true faith
|
+0.01 |
Per total monarch skill
|
+0.01 |
Per 100 casualities inflicted by armies led by the ruler
|
Additionally, the government has access to the following interactions:
|
Ability |
Conditions |
Cost |
Cooldown |
Effects
|
|
Alter the Records
|
|
- 50 Administrative power
50 Diplomatic power
50 Military power
|
10 years
|
Gain 10 Inca authority
|
|
Reform the Rituals
|
Stability is at least 2
- Inca authority is less than 70
|
−1
|
10 years
|
- Gain 25 Inca authority
- Size
pretender rebels rise in revolt
- Gain "Ritual Reforms" for 10 years, granting:
+10% Stability cost
−3% Missionary strength
|
|
Regenesis of History
|
- Inca authority is at least 90
- Does not have a regency council
- Has not yet used this ability during the current ruler's lifespan
|
−75 Inca authority
|
10 years
|
- Set amount of mummified rulers to 0
- The current ruler gains +1 to all skills
- Gain "Ground Shaker" modifier until the current ruler's death, granting:
−10% Core creation cost
−5 Years of separatism
|
|
Maya Confederation
|
−10% Liberty desire in subjects
- (unrecognized string “annexation relations impact” for Template:Icon) −50% Annexation relations impact
+1 Diplomatic relation
|
A league of many Mayan city-states ruled by one supreme ruler over them all, inspired by the methods of the older League of Mayapan.
Conditions:
- Potentially unlocked by the Mayan
mission "Fate of Divine Kingship"
Additional effects:
- Diplomatic annexation will no longer incur a diplomatic reputation penalty.
|
Divine Kingship
|
- +5 Maximum absolutism
+5% Clergy influence
- −10% Overextension impact modifier
−10% Reform progress growth
|
In more ancient times, various city-states were ruled by Kings who doubled as priests and ruled in accordance with the gods. Those times have seen a return, as the lines between priesthood and the dynasty are blurred once again.
Conditions:
- Potentially unlocked by the Mayan
mission "Fate of Divine Kingship"
Additional effects:
- Enables the
Divine idea group but disables the Aristocratic idea group
- Strengthen the "Oversight of the Clergy"
Clergy privilege with:
- +15% Max effect of absolutism
|
Aztec Empire
|
−10% Liberty desire in subjects
|
The remnants of the Triple Alliance of Tenochtitlan, Tetzcoco, and Tlacopan. Instead of being ruled by the three cities, Tenochtitlan reigns supreme, effectively ruling as an Empire in Mesoamerica.
Conditions:
Culture is Aztec
- Fixed rank:
Empire
- Uses 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
|
−15% Core creation cost
-10% Aggressive expansion impact
|
- Gain +50 administrative power
- The
Clergy gains 10 loyalty
- Gain "Toxcatl: Tezcatlipoca Among Us" for 15 years, granting:
−25% Stability cost
−0.05 Monthly autonomy change
|
Tlaloc
|
- −20% Construction cost
−10% Development cost in primary cultures
|
- Gain
+50 Diplomatic power
- The
Burghers gain 10 loyalty
- Gain "Atlcahualo; Spreading of Corn" for 15 years, granting:
- −15% Construction cost
- −20% Construction time
|
Quetzalcoatl
|
- −3 National unrest
+3% Missionary strength
|
- The
Clergy gain 10 loyalty
- If we are still "Primitive":
- Gain a skill 2 Inquisitor which will be 50% cheaper to employ
- Gain
+100 splendor
- Else:
- Gain
+50 reform progress
- Gain "Etzalcualiztli; Eating of fresh Maize" for 15 years, granting:
+2 Tolerance of the true faith
−0.1 Yearly corruption
|
Huitzilopochtli
|
+10% Morale of armies
- +20% Manpower in primary and accepted culture provinces
|
- Gain
+50 military power
- The Nobility gains 10 loyalty
- Gain "Panquetzaliztli: Rising of Banners" for 15 years, granting:
+10% Morale damage
|
If the Aztec mission "The Fifth Cradle" was compledted, no matter what deity:
|
- +15% Clergy loyalty equilibrium
- −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 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:
- +1% per point of doom
- +10% / +25% from the "Tzintzuntzan" great project at tiers Significant / Magnificent
Additionally, the government has access to the following interactions:
Ability |
Cost |
Cooldown |
Effects
|
|
Nahuatl deities
|
15
|
25 years
|
Trigger the "Deities of the Nahua" event, allowing us to change our patron deity.
|
|
Hold religious festival
|
40
|
15 years
|
- Lose −10 doom
- Gain the "Religious Festival" bonus of our current patron
|
If the Aztec "Blood for the Gods" mission was completed:
|
Gain a skill 2 Inquisitor which will be 50% cheaper to employ
|
|
Blood-Letting Practices
|
|
20 years
|
- Gain +15 Tonalli
- Gain "Blood-Letting Practices" for 15 years, granting:
- +3 National unrest
- +0.1 Monthly Tonalli gain
|
|
Nahuatl Monarchy
|
+10% Manpower recovery speed
|
A form of government that focuses on the religious character of the Nahuatl faith, whilst still maintaining the autocratic character of a monarchy. Its main focus is gathering enough sacrifices and land to aid the gods against Doomsday.
Conditions:
- Uses 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
|
−15% Core creation cost
-10% Aggressive expansion impact
|
- Gain +50 administrative power
- The
Clergy gains 10 loyalty
- Gain "Toxcatl: Tezcatlipoca Among Us" for 15 years, granting:
−25% Stability cost
−0.05 Monthly autonomy change
|
Tlaloc
|
- −20% Construction cost
−10% Development cost in primary cultures
|
- Gain
+50 Diplomatic power
- The
Burghers gain 10 loyalty
- Gain "Atlcahualo; Spreading of Corn" for 15 years, granting:
- −15% Construction cost
- −20% Construction time
|
Quetzalcoatl
|
- −3 National unrest
+3% Missionary strength
|
- The
Clergy gain 10 loyalty
- If we are still "Primitive":
- Gain a skill 2 Inquisitor which will be 50% cheaper to employ
- Gain
+100 splendor
- Else:
- Gain
+50 reform progress
- Gain "Etzalcualiztli; Eating of fresh Maize" for 15 years, granting:
+2 Tolerance of the true faith
−0.1 Yearly corruption
|
Huitzilopochtli
|
+10% Morale of armies
- +20% Manpower in primary and accepted culture provinces
|
- Gain
+50 military power
- The Nobility gains 10 loyalty
- Gain "Panquetzaliztli: Rising of Banners" for 15 years, granting:
+10% Morale damage
|
If the Aztec mission "The Fifth Cradle" was compledted, no matter what deity:
|
- +15% Clergy loyalty equilibrium
- −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 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:
- +1% per point of doom
- +10% / +25% from the "Tzintzuntzan" great project at tiers Significant / Magnificent
Additionally, the government has access to the following interactions:
Ability |
Cost |
Cooldown |
Effects
|
|
Nahuatl deities
|
15
|
25 years
|
Trigger the "Deities of the Nahua" event, allowing us to change our patron deity.
|
|
Hold religious festival
|
40
|
15 years
|
- Lose −10 doom
- Gain the "Religious Festival" bonus of our current patron
|
If the Aztec "Blood for the Gods" mission was completed:
|
Gain a skill 2 Inquisitor which will be 50% cheaper to employ
|
|
Blood-Letting Practices
|
|
20 years
|
- Gain +15 Tonalli
- Gain "Blood-Letting Practices" for 15 years, granting:
- +3 National unrest
- +0.1 Monthly Tonalli gain
|
|
Empire of Trebizond
|
- −25% Unjustified demands
+1 Tolerance of heathens
- (unrecognized string “opinion of country from others of heathen religion” for Template:Icon) +10 Opinion of country from others of heathen religion
|
Although an empire only in name, Trebizond was founded in the aftermath of the Crusader sack of Constantinople during the Fourth Crusade. Since then, the Komnenoi have been attempting to thrive and survive in a sea of Muslim states. To ensure the survival of the country, the rulers of Trebizond have established a tradition of marrying with Muslim dynasties.
Conditions:
- Is a monarchy
- Religion is in Christian group
- Is Trebizond
Additional effects:
- 'Grants access to the "Heathen Royal Marriage" diplomatic action
|
Merchant Aristocracy
|
- −10 Maximum absolutism
- +5% Goods produced modifier
|
Many nations that pursue mercantile goals tend to have a more republican government set in place. The rulers of Gothia however were merchants from the Komnenos reign which took control of the Crimean holdings and ruled with a character closer to that of a monarchy.
Conditions:
- Theodoro starts with this reform unlocked
Additional effects:
- Enables the "Recruit Foreign General" diplomatic action
- Allows cheap drafting of transport ships
- Can construct a trade post for 50 administrative power, giving +10 trade power, in one owned province per trade node (except the node containing the main trade city).
|
Gothic Monarchy
|
- −15% Mercenary maintenance
- +25% Mercenary manpower
|
By abandoning the more mercantile character of the nation, a Gothic Monarchy focuses more on a militaristic character, choosing to recruit mercenaries from around the world in order to enforce their geopolitical demands on the world.
Conditions:
- Has completed the Theodoro's
mission "A Merchant's Family Home"
Additional effects:
- Enables the "Recruit Foreign General" diplomatic action
|