Tribal government

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Government tribal.png A tribe is regarded as a society that hasn't developed into a Westphalian nation-state. Nomadic by nature, power in a tribe is held by either a chief or a council of distinguished tribesmen. They are usually Monarchies (using legitimacy, royal marriages, Aristocracy idea group.png Aristocratic idea group, etc.), except for steppe nomads (who use horde unity; see below).

Government tribal.png Tribal government reforms
Tier 1: Tribal Administration
Tier 2: Cultural Values
Tier 3: Tribal Religion
Tier 4: Tribal Warfare
Tier 5: Modernization
Tier 6: Tribal Reformation


Mechanics[edit | edit source]

Type Effects Description & notes
Tribe The state is a tribe. While there is a clear leader and aristocracy it does not have the government institutions of a Monarchy or Republic.
  • Uses Legitimacy
  • Can have Royal marriages
  • Can form Personal unions
  • Has heirs
  • Stability loss upon Ruler death

Horde unity[edit | edit source]

See also: Steppe hordes

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

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

Variable 0% 50% 100%
National unrest.png National unrest +2 0 −2
Discipline.png Discipline −5% 0 +5%


Horde Unity is gained and lost as follows:

  • Base −2 per year
  • −0.01 per 2 total Development.png development the country owns, limited to −3
  • Tribes.png Tribes estate Estate loyalty Loyalty below 30:
    • Estate influence Influence below 20: −1 yearly
    • Estate influence Influence at least 20 but less than 40: −2 yearly
    • Estate influence Influence at least 40 but less than 60: −3 yearly
    • Estate influence Influence at least 60: −4 yearly
  • Looting: Horde unity.png +1 per 4 Gold Icon.png ducats looted
  • Razing: +1 per 2 points of province Development.png development before razing
  • +0.1 yearly per point Revanchism icon.png Revanchism (+10 at 100)
  • +0.005 yearly per point of Power Projection.png power projection (+0.5 at 100)
  • −1 yearly when target of Sow Discontent covert action
  • +1 Shiite Islam Shia and Ibadi Islam Ibadi nations who follow the Ismaili school Ismaili school or Muslim nations who invite an Ismaili school Ismaili scholar
  • +1 for enacting the Great Mongol State Government Reform
  • +2 for enacting the Unified Horde Identity Government Reform

Several ideas and policies increase horde unity:

Yearly horde unity.png Traditions Ideas Bonuses Policies
+1.5
  • Holy Roman idea 1: The Imperial Throne
+1.0
  • Andean traditions
  • Imperial German traditions
  • Israeli traditions
  • Majapahit traditions
  • Montferrat traditions
  • Norman traditions
  • Purépecha traditions
  • Roman traditions
  • Trebizond traditions
  • Venetian (upgraded) traditions
  • Venetian traditions
  • Württemberger traditions
  • Aachen idea 2: Imperial Free City
  • Adalite idea 2: A Monarchical Imamate
  • Afghan idea 6: Institutionalized Loya Jirga
  • Air idea 3: Legacy of Tin-Hinan
  • Angevin idea 7: Rule of the Plantagenet
  • Arakanese idea 1: Mrauk U Dynasty
  • Ardabili idea 7: Shahs of Iran
  • Asakura idea 5: Seventeen Clan Code
  • Ashanti idea 4: The Golden Stool
  • Ashikaga idea 2: Defenders of the Imperial Court
  • Athenian idea 1: Dominus Athenarum
  • Augsburger idea 1: Augusta Vindelicorum
  • Aztec idea 2: Sustaining the Gods
  • Baden idea 2: Legacy of the House of Zähringen
  • Bahmani idea 6: Bahmani Primogeniture
  • Baluch idea 3: Khan of the Baloch
  • Bavarian idea 1: Institute the Everlasting Succession
  • Beloozero idea 3: Strengthen Local Lineages
  • Beninese idea 1: Curb the Uzama
  • Berg idea 1: The Heirs of Lotharingia
  • Betsimisaraka idea 6: Royal Justice
  • Bohemian (upgraded) idea 2: Elective Monarchy
  • Bohemian idea 2: Elective Monarchy
  • Bolognese idea 2: Bentivoglio Family
  • Bosnian idea 2: Per Aspera ad Astra
  • Brazilian idea 7: Seat of the Empire
  • Breton idea 1: Legacy of Breton Independence
  • Bulgarian idea 7: Third Rome
  • Caucasian idea 5: Highland Khans
  • Cebu idea 2: Chola Legacy
  • Chinese idea 6: Son of Heaven
  • Cirebonese idea 1: Negara Gede
  • Clevian idea 2: Cleves and Mark
  • Colonial idea 1: Founding Fathers
  • Cossack idea 2: Cossack Hetmanate
  • Dahomey idea 1: Children of the Panther
  • Dai Viet idea 6: Thuan Thiên
  • Daimyo idea 3: Honor the Ancestors
  • Deccani Sultanate idea 1: Legacy of the Bahmani Sultanate
  • Delhian idea 7: The Throne of India
  • Ethiopian idea 2: Negusa Negast
  • Franconian idea 1: The Duchy Restored
  • Frankfurter idea 7: Freie Stadt Frankfurt
  • Garhwali idea 5: Source of the Ganges
  • Garjati idea 2: Ancient Mandalas
  • Gelre idea 3: Defiance of Foreign Rule
  • Golden Horde idea 1: Legacy of the Golden Horde
  • Gond idea 6: Ancient Roots
  • Great Moravian idea 5: Rex Sclavorum
  • Great Qing idea 4: Bogda Khan
  • Gujarati Princedom idea 6: Ashapura Mata
  • Hamburger idea 2: Burgher Republic
  • Hatakeyama idea 6: Unify the Clan
  • Hawaiian idea 2: Repurposing the Ali'i Nui
  • Hindustani idea 4: The Peacock Throne
  • Hojo idea 1: Legacy of the Kamakura Shogunate
  • Holstein idea 7: Danish Protest Pigs
  • Hosokawa idea 1: Kanrei
  • Ilkhanid idea 1: Restored Ilkhanate
  • Iwi idea 7: The Maori King Movement
  • Jerusalem idea 1: Crown of Thorns
  • Jolof idea 6: Wolof Griots
  • Kaffan idea 5: Strengthen Ties With the Ethiopian Church
  • Kamilaroi idea 5: Matrilineal Lineage
  • Karamanid idea 7: True Heirs of the Seljuk Empire
  • Khorasani idea 4: Dynastic Chronicles
  • Kikuchi idea 3: Aso Shrine
  • Kilwan idea 2: Shirazi's Legacy
  • Kitaran idea 1: Legacy of the Gods
  • Kuban idea 6: Ndop Statue
  • Kurdish idea 6: Legacy of the Kurdish Dynasties
  • Ladakh idea 6: A Kingdom United
  • Lan Na idea 1: Legacy of Mangrai
  • Lanfang idea 1: Free Elections
  • Larrakia idea 4: Dowed
  • Latin idea 1: Emperor of Constantinople
  • Liège idea 3: Religious Devotion
  • Luban idea 2: Royal Village Shrines
  • Luccan idea 7: The Jacobin State of Lucca
  • Lunda idea 2: Perpetual Kingship
  • Mainzian idea 4: Saint Hildegard of Bingen
  • Malaccan idea 6: Dualat
  • Malagasy idea 2: Zafivolamena
  • Manchu idea 4: The Later Jin
  • Manipur idea 3: Kingdom of the Meitei
  • Mazovian idea 6: Sejmy i Sejmiki
  • Mesoamerican idea 5: Ritual Bloodletting
  • Moldavian idea 4: Hospodar of Moldavia
  • Moluccan idea 2: Shared Cultural Heritage
  • Montenegrin idea 1: Legacy Of Diocleia
  • Mossi idea 1: Rialé and Yennenga
  • Muiscan idea 7: Consuetudinary Law
  • Mushasha idea 5: A House United
  • Mutapan idea 4: Spokesman before the Dead
  • Mysorean idea 2: Patronize Kannada Literature
  • Neapolitan idea 7: The Lazzaroni and the Monarchy
  • Northumbrian idea 1: Secure Percy Rule
  • Novgorod idea 3: Ivan's Hundred
  • Odoyev idea 1: Heirs of Chernigov
  • Offaly idea 6: A Family Affair
  • Oirat idea 3: The Four Oirats
  • Orissan idea 2: Servitor of Jagannath
  • Oyo idea 2: Oduduwa Mythos
  • Pagarruyung idea 3: Istano Basa
  • Palawa idea 2: Dual-Identity
  • Pegu idea 6: Buddhist Kingship
  • Perugian idea 4: Perugian Signoria
  • Pisan idea 5: Anziani del Popolo
  • Polotskian idea 2: Heritage of The Rus'
  • Provençal idea 2: Revive House of Anjou
  • Rajputana idea 7: Monumental Architecture
  • Rassid idea 4: A Unified Rassid State
  • Romanian idea 4: Latin Island
  • Rothenburg idea 3: The End of the Line
  • Ruthenian (minor) idea 1: The Mother of Russian States
  • Ruthenian idea 1: The Mother of Russian States
  • Rûmi idea 3: Shahanshah
  • Samoan idea 5: Tatau
  • Samtskhe idea 1: Atabegs of Samtskhe
  • Savoyard idea 7: Savoyard Legitimacy
  • Scottish idea 6: Basilikon Doron
  • Semien idea 5: Gideon Dynasty
  • Shan idea 6: Shan Chronicles
  • Shirvani idea 1: The Khalwati Order
  • Sindhi idea 1: Enduring Samma Dynasty
  • Sistani idea 6: Chronicles of Sistan
  • South Indian idea 5: Patronage of Great Temples
  • Sukhothai idea 6: Ramkhamhaeng Stele
  • Swabian City-State idea 6: The Thorn of the Empire
  • Swedish idea 1: Kung och Riksdag
  • Telugu idea 5: Legend of Prataparudra
  • Thüringian idea 1: The Partition of Leipzig
  • Timurid idea 4: Chagatai Literature
  • Transoxianian idea 7: Chagatai Literature
  • Tripuran idea 1: Rajmala
  • Tsutsui idea 5: The Southern Capital
  • Tumbuka idea 3: Healthy Priest Kings
  • Tyrone idea 2: The O’Neill Mór
  • Veronese idea 1: Three Households Alike in Dignity
  • Vindhyan idea 7: Candella Legacy
  • Wallachian idea 6: Boyar Regime
  • Welsh idea 4: Unbennaeth Prydain
  • Yi idea 6: Renovate the Skyward Tombs
  • Zambezi idea 5: Centralizing the Mbona cult
  • American ambition
  • Anhalt ambition
  • Barbary Corsair ambition
  • Canadian ambition
  • Dithmarscher ambition
  • Imagawa ambition
  • Irish ambition
  • Italian (minor) ambition
  • K'iche ambition
  • Kanem Bornuan ambition
  • Maravi ambition
  • Ormond ambitions
  • Russian ambition
  • Administrative-Aristocratic: The Licensing of the Press Act
  • Court-Horde: Clan Unity Act
  • Economic-Horde: To the Ground
+0.5
  • Bamberger traditions
  • Horde government idea 5: Horde Loyalty
  • Bukharan idea 1: Jochid Patrimony
  • Colognian idea 4: Prime Minister of Cologne
  • Cypriot idea 1: King of Jerusalem
  • Georgian idea 1: Bagrationi Dynasty
  • Great Shun idea 7: Claim to the Mandate
  • Jurchen idea 2: The Queue
  • Kiwi idea 1: Maori Seats
  • Utrecht idea 2: Ex Cathedra
  • Yarkandi idea 4: Empower the Khojas
  • Full Court


Event modifiers:
Yearly horde unity.png Event modifier Trigger Duration
-0.5 Strengthening the Bureaucracy Institution event 'Lack of Bureaucracy'
Option: ‘We cannot hurry change.’
for 5 years.
-0.25 Shamanic Traditions Set Aside Tengri event 'Crisis in [Root.GetName]'
Option: ‘Empower the local clergy.’
for 10 years.
-0.5 Devout Muslim Tengri event '[Root.Monarch.GetTitle] Questioned by the Ulema'
Option: ‘Vow to lead a more devout life.’
until ruler death.
-0.5 Devout Christian Tengri event 'Life at Court'
Option: ‘A Christian court it is!’
until ruler death.
-0.25 Crumbling Ancestral Tomb Fetishist event 'Palace of the Dead'
Option: ‘The needs of the living are more pressing than those of the dead!’
for the rest of the campaign.
+0.5 Sufi Master Tengri event 'Traveling Sufis'
Option: ‘Encourage him to settle in our capital.’
for 10 years.
+0.5 Yassa Defended Tengri event 'Arrival of a Learned Judge'
Option: ‘Everyone must follow the laws of our ancestors.’
for 10 years.
+0.5 A Moving City Horde Government Idea Group event 'A Moving City'
Option: ‘We will not remain a mirage.’
for 10 years.
+1 Taming Provinces Horde Government Idea Group event 'Taming Provinces'
Option: ‘Better feared than loved.’
for 10 years.
+1 Grand Ancestral Tomb Fetishist event 'Palace of the Dead'
Option: ‘We shall restore the [Root.Monarch.Dynasty.GetName] tomb to its former glory!’
for 15 years.
+0.5 Ijtihad Tengri event 'Ijtihad'
Option: ‘We must live up to these ideals!’
for 20 years.
+1 Support of the Khoja Tengri event 'The Khojas'
Option: ‘He remains our strongest supporter.’
until ruler death.
+1 Ancestral Tomb Fetishist event 'Land of the Ancestors'
Option: ‘We shall protect the ancestors' lands until the very last breath.’

Fetishist event 'A New Beginning'

Option: ‘From this day we shall bury our dead in [ancestral_lands.GetName].’

Fetishist event 'Palace of the Dead'

Option: ‘Put aside resources for the most necessary repairs.’

Fetishist event 'Contentment of the Ancestors'

Option: ‘May the ancestors watch over us for many years to come.’
for the rest of the campaign.
+1 The Diwani Script Cultural event 'Diwani Script'
Option: ‘Make it so!’
for the rest of the campaign.


Mission reward modifiers:

Yearly horde unity.png Time Type
+0.5 20 years Mission.png Shrines at the Mountain (Manchurian mission tree)
+1 Permanent Mission.png Claim the Khanate (Mongol mission tree)


Reform tiers[edit | edit source]

Tribal Administration[edit | edit source]

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

Conditions:


Additional Effects:

This is a special government reform. You cannot switch to another reform on this level.
Great Mongol State
  • Global manpower modifier.png +20% National manpower modifier
  • Land forcelimit.png +20% Land force limit modifier
  • Yearly horde unity.png +1 Yearly horde unity
  • Years of separatism.png −5 Years of separatism
  • Looting speed.png +50% Looting speed
  • Movement speed.png +20% Movement speed
  • Reinforce cost.png −50% Reinforce cost
  • Cavalry to infantry ratio.png +50% Cavalry to infantry ratio
Great Mongol State icon
The Mongol Empire of Genghis Khan has been restored under our leadership. We are rebuilding the systems of government established by the Great Khan while avoiding the mistakes of his unworthy successors.

Conditions:


Additional Effects:

This is a special government reform. You cannot switch to another reform on this level.
  • Possible Manchu banners.png Can raise Banner units, no matter what primary culture
  • Add the "allow_banners_capital_modifier" to the capital, granting:
    • Possible Manchu banners.pngCan recruit Banners
    • Possible Manchu banners.png+10 Local amount of Banners
  • Subject tributary icon.png May establish Tributary subjects
  • Fixed rank: Empire rank Empire
Tribal Federation
  • Years of separatism.png −5 Years of separatism
Tribal Federation icon
A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.

Conditions:


Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Can get a "Tribal succession crisis"
  • Uses Tribal allegiance.png tribal allegiance mechanics :
The effects of tribal allegiance are proportional to its value. Listed below are the main milestones.
Tribal allegiance.png Tribal Allegiance Tribal allegiance.png 0 Tribal allegiance.png 50 Tribal allegiance.png 100
Effects No effect
  • Manpower recovery speed.png +16.5% Manpower recovery speed
  • National unrest.png −1.5 National unrest
  • Manpower recovery speed.png +33% Manpower recovery speed
  • National unrest.png −3 National unrest
Tribal allegiance is gained and lost as follows:
  • Winning 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 Tribal allegiance.png −0.00025 monthly tribal allegiance for each point of development the nation has (capped at Tribal allegiance.png −0.25 monthly tribal allegiance at 1000 Development.png development)
30 points of tribal allegiance can be spent for one of the following effects:
Ability Effects
Enlist general.png Enlist General Gain a General.png general with Army tradition.png 40 army tradition.
If the Flag of Arabia Arabian mission "Befriend Local Amirs" was completed and the "Make them lead our flanks!" option was chosen Instead gain a General.png general with Army tradition.png 60 army tradition.
Train horsemanship.png Train Horsemanship Get Cavalry power.png +15% cavalry combat ability for 10 years;
If the Flag of Arabia 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:
  • Cavalry cost.png -10% cavalry cost
Conscript from tribes.png Conscript from Tribes Start production of Cavalry.png 6 cavalry units in the capital at 25% the time.
One of the following:
  • If the Flag of Arabia 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 Flag of Aq Qoyunlu Aq Qoyunlu/Flag of Qara Qoyunlu Qara Qoyunlu
Gain Manpower Icon.png 1 years worth of manpower
Tribal Despotism
  • Core creation.png −10% Core-creation cost
Tribal Despotism icon
A political system where the tribe is controlled by an individual ruler with unlimited power and the ability to exercise any action without consequence or retribution, often ruling through fear.
Tribal Monarchy
  • Vassal income.png +20% Income from vassals
Tribal Monarchy icon
A political system where a large tribal society has formed a kingdom, with one strong ruler who rules through law.
Feudal Tribe
  • Global tax modifier.png +10% National tax modifier
  • Vassal income.png +10% Income from vassals
Feudal Tribe icon
A tribal system which is very similar to a classical Feudal monarchy. Instead of being owned by the monarch or their nobility, the subjects are paying tribute to the ruler of the state.

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
Siberian Native Council
  • Stability cost modifier.png −33% Stability cost modifier
  • Institution spread.png −20% Institution spread
Siberian Native Council icon
The Siberian Council is as an assembly of elders that is led by a joint chief.

Conditions:

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Does not have estates
  • Nations with this government form that own only one province can migrate to a neighbouring province
  • Fixed rank: Duchy rank Duchy
Gond Kingdom
  • Defensiveness.png +20% Fort defense
Gond Kingdom icon
Gondwana is a land of jungles, hills and forts but most of all it is a land of many tribes. Controlling this land means affording various minor power holders a large degree of self rule and privilege. Forts are imperative to control the various groups within our kingdom and controlling them will allow us to command the loyalties of the Gond people.

Conditions:

  • Is in the Indian technology group Indian Technology Group
  • Culture icon.png culture is Gondi
Polynesian Tribe
  • Global manpower modifier.png +20% National manpower modifier
Polynesian Tribe icon
A Polynesian Tribe is the form of government where a leader manages to hold authority over a tribe or group of tribes but the nation does not act as a unified one.

Conditions:

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Nations with this government form that own only one province can migrate to a neighbouring province
  • Fixed rank: Duchy rank Duchy
Polynesian Kingdom
  • Naval forcelimit modifier.png +20% Naval force limit modifier
  • Range.png +20% Colonial range
  • Vassal income.png +20% Income from vassals
  • Liberty desire in subjects −20% Liberty desire in subjects
  • Governing capacity modifier −50% Governing capacity
Polynesian Kingdom icon
A Polynesian Kingdom is the form of government where a polynesian monarch manages to unite the usually compiting tribes under their rule and act as a united nation.

Conditions:

Stateless Society
  • Land morale.png +15% Morale of armies
  • Defensiveness.png +75% Fort defense
  • Governing capacity modifier −99% Governing capacity modifier
Stateless Society icon
Our people have consciously chosen not to organize into a state, preferring simple lives free from the oppressive hierarchies prevalent in the lowland realm.

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Can only reform into a Government republic.png Republic, becoming a Peasant Republic automatically.
Great Man
  • Production efficiency.png +10% Production Efficiency
  • Leader cost.png −10% Leader Cost
Great Man icon
A governing system of tribal leaders, who direct the colonization process from the jungle into the plains and lead the warriors of the tribe.

Conditions:

  • Is Fetishist fetishist
  • Capital is in a jungle province
Zulu Tribe
  • National unrest.png −2 National unrest
  • War exhaustion.png −0.02 Montly war exhaustion
  • Monarch military skill +2 Monarch military skill
  • Governing capacity modifier −50% Governing capacity modifier
Zulu Tribe icon
A tribal monarchy, which is focused on the miltaristic domination of other tribes and the militarization of the state

Conditions:

  • Only available for Flag of Zulu Zulu

Additional Effects:

The effects of Militarization are proportional to its value. Listed below are the main milestones:
Militarization of state.png Militarization 0 50 100
Effects No Effect
  • Discipline.png+5% Discipline
  • Manpower recovery speed.png+10% Manpower recovery speed
  • Land maintenance modifier.png-10% Land maintenance modifier
  • Militarization of state.png-0.25 Militarization of state
  • Discipline.png+10% Discipline
  • Manpower recovery speed.png+20% Manpower recovery speed
  • Land maintenance modifier.png-20% Land maintenance modifier
  • Militarization of state.png-0.5 Militarization of state
If the "Army with a State" reform is enacted No Effect
  • Infantry power.png+5% Infantry combat ability
  • Infantry power.png+10% Infantry combat ability
Additionally, the government has access to the following interaction:
Ability Cost Effects
Militarization increase button.png Boost militarism Military power.png 45 military power Gain Militarization of state.png10 militarization
Lastly, Militarization can be gained/lost by the following:
Militarization of state.png Triggers
+0.03 Has enacted the Junker Supremacy Nobility.png Nobility privilege
+0.02 Has the "Empowered Junkers" modifier (from Flag of prussia Prussian missions)
+0.02 Has the "Noble Generals" modifier (from Flag of Teutonic Order Teutonic missions)
+0.05 Has enacted the T5 government reform Gov war map.png General War Commissariat (for Saxon, Prussian, or Pomeranian culture)
+0.05 Has enacted the T2 government reform Gov prussian monarchy.png Army with a State (from Flag of Germany German missions)
+0.05 Has enacted the Government republic.png T1 government reform Gov prussian monarchy.png Stratocratic Administration
+0.05 Has enacted the Government theocracy.png T1 government reform Gov prussian monarchy.png Militaristic Divine State
+0.05 With Great project brandenburg gate.png Brandenburg Gate at Great project level icon tier 3.png (+0.01 at Great project level icon tier 1.png and +0.02 at Great project level icon tier 2.png)
+0.05 With the “Extend Militarization of the State” Parliament.png parliament issue
+0.10 At Army tradition.png 100 Army tradition, scaling linearly from 0 at 0 Army tradition
+0.025 At Legitimacy.png 100 Legitimacy, scaling linearly from −0.025 at 0 Legitimacy
+0.1 Being at war
−0.1 Being at peace
−0.05 Per point of War exhaustion.png War exhaustion
−0.01 Per % over Governing capacity.png Governing capacity
−0.5 In bankruptcy
−0.005 Per point of Militarization of state.png Militarization (-0.5 at 100 Militarization)
Sacred Kingdom
  • Tolerance own.png +2 Tolerance of the true faith
  • Maximum absolutism +25 Maximum absolutism
  • Yearly legitimacy.png +0.5 Yearly legitimacy
Sacred Kingdom icon
An absolute monarchy where the ruler is not only the head of the state but also the head of the religion and is deified as one of its people's god.

Conditions:

  • Only available if the country is in Pagan religion group.

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Dynasty is fixed.
  • Is removed and cannot be chosen once the country embraces the Enlightenment.
  • Gain Icon stability.png−2 stability if this reform is removed without embracing Enlightenment
Matrilineal System
  • Heir chance.png –50% chance of new heir
  • Female advisor chance.png +50% Female advisor chance
  • Yearly legitimacy.png +1 Yearly legitimacy
Matrilineal System icon
A special form of inheritance where the true power of the state was inherited by the daughters of a ruler.

Conditions:

  • Primary culture.png Primary culture is Nubian
Tribal Confederacy
  • Nobility influence +15% Nobility influence
  • Nobility loyalty equilibrium +10% Nobility loyalty
  • National unrest.png −1 Global unrest
  • Maximum absolutism −20 Max absolutism
Tribal Confederacy icon
A governmental form where several chieftains and lower kings bend to the rule of a central authority but keep a certain degree of internal autonomy.

Conditions:

Additional Effects:

  • This is a special government reform. You cannot switch to another reform on this level.
  • Prohibits switching government types
  • Has Internal Tribes which enable the nobility privileges “Decentralized Confederacy”, “Revoke Tribe Privileges” and “Centralize the Tribes”.
  • Enacting the “Centralize the Tribes” privilege changes the country to a monarchy.
  • The Nobility.png Chieftains estate starts with the “Decentralized Confederacy” privilege granted
Modernized Turkoman Federation
  • Years of separatism.png −10 Years of separatism
  • Governing capacity.png +100 Governing capacity
Modernized Turkoman Federation icon
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 janissaries.png Can recruit janissary regiments
  • Enables the Tribal allegiance.png "Tribal allegiance" mechanic:
The effects of tribal allegiance are proportional to its value. Listed below are the main milestones.
Tribal allegiance.png Tribal Allegiance Tribal allegiance.png 0 Tribal allegiance.png 50 Tribal allegiance.png 100
Effects No effect
  • Manpower recovery speed.png +16.5% Manpower recovery speed
  • National unrest.png −1.5 National unrest
  • Manpower recovery speed.png +33% Manpower recovery speed
  • National unrest.png −3 National unrest
Tribal allegiance is gained and lost as follows:
  • Winning 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 Tribal allegiance.png −0.00025 monthly tribal allegiance for each point of development the nation has (capped at Tribal allegiance.png −0.25 monthly tribal allegiance at 1000 Development.png development)
30 points of tribal allegiance can be spent for one of the following effects:
Ability Effects
Enlist general.png Enlist General Gain a General.png general with Army tradition.png 40 army tradition.
If the Flag of Arabia Arabian mission "Befriend Local Amirs" was completed and the "Make them lead our flanks!" option was chosen Instead gain a General.png general with Army tradition.png 60 army tradition.
Train horsemanship.png Train Horsemanship Get Cavalry power.png +15% cavalry combat ability for 10 years;
If the Flag of Arabia 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:
  • Cavalry cost.png -10% cavalry cost
Conscript from tribes.png Conscript from Tribes Start production of Cavalry.png 6 cavalry units in the capital at 25% the time.
One of the following:
  • If the Flag of Arabia 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 Flag of Aq Qoyunlu Aq Qoyunlu/Flag of Qara Qoyunlu Qara Qoyunlu
Gain Manpower Icon.png 1 years worth of manpower

Cultural Values[edit | edit source]

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

Tribal Religion[edit | edit source]

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

Tribal Warfare[edit | edit source]

Type Effects Description & notes
Reinforce the Sygnakhs
  • Defensiveness.png +15% Fort defense
  • Garrison size.png +20% Garrison size
  • Maximum attrition.png +1 Max hostile attrition
  • Fort maintenance modifier.png −25% Fort maintenance
  • Hostile attrition.png +1 Attrition for enemies
  • Recruitment time.png −20% Recruitment time
Reinforce the Sygnakhs icon
The system of recruitment and defense across our nation, a set of fortifications used for rallying and defending our territories, has been standing guard between us and our foes for centuries. We must therefore take great care to maintain and improve it as time goes on.

Conditions:

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

Conditions:

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

Conditions:

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

Conditions:

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

Additional effects:

  • Hiring Mercenary Companies costs no Army professionalism.png Army Professionalism
  • Enables the "Mercenary Militarization" ability
The effects of Mercenary Militarization are proportional to its value. Listed below are the main milestones:
Monthly hessian militarization.pngMercenary Militarization 0 50 100
Effects
  • Mercenary maintenance.png-10% Mercenary maintenance
  • Mercenary maintenance.png−5% Mercenary maintenance
  • Mercenary manpower.png+12.5% Mercenary manpower
  • Mercenary discipline.png+5% Mercenary discipline
  • Monthly hessian militarization.png−0.25 Monthly mercenary militarization
  • Mercenary manpower.png+25% Mercenary manpower
  • Mercenary discipline.png+10% Mercenary discipline
  • Monthly hessian militarization.png−0.5 Monthly mercenary militarization
If the Flag of Venice Venetian mission "Refine the Condottieri" has been completed
  • Local assault fort ability.png-25% Assault fort cost modifier
  • Local assault fort ability.png-50% Assault fort cost modifier
Mercenary militarization can only be increased by the following government interaction:
Ability Cost Effects
Hessian militarization increase button.png Sweeten Mercenary Contracts Gold Icon.png0.1 years worth of income Gain Monthly hessian militarization.png5 Mercenary Militarization
If the "The Swiss Landsknechte" reform is enacted Monthly hessian militarization.png+5 Mercenary Militarization
Swiss Mercenaries
  • Mercenary cost.png −25% Mercenary cost
  • +50% Possible condottieri
  • +33% Mercenary leader army tradition modifier
  • Mercenary discipline.png +5% Mercenary discipline
Swiss Mercenaries icon
The Swiss have a long tradition of fighting as mercenaries for various kingdoms and empires. Through their professionalism and discipline, the Swiss Mercenaries have become a role model for any self-respecting man-at-arms.

Conditions:

  • Primary culture.png Culture is Swiss

Additional effects:

  • Mercenary Companies cost no Army professionalism.png Army professionalism
  • Enables Mercenary Militarization
The effects of Mercenary Militarization are proportional to its value. Listed below are the main milestones:
Monthly hessian militarization.pngMercenary Militarization 0 50 100
Effects
  • Mercenary maintenance.png-10% Mercenary maintenance
  • Mercenary maintenance.png−5% Mercenary maintenance
  • Mercenary manpower.png+12.5% Mercenary manpower
  • Mercenary discipline.png+5% Mercenary discipline
  • Monthly hessian militarization.png−0.25 Monthly mercenary militarization
  • Mercenary manpower.png+25% Mercenary manpower
  • Mercenary discipline.png+10% Mercenary discipline
  • Monthly hessian militarization.png−0.5 Monthly mercenary militarization
If the Flag of Venice Venetian mission "Refine the Condottieri" has been completed
  • Local assault fort ability.png-25% Assault fort cost modifier
  • Local assault fort ability.png-50% Assault fort cost modifier
Mercenary militarization can only be increased by the following government interaction:
Ability Cost Effects
Hessian militarization increase button.png Sweeten Mercenary Contracts Gold Icon.png0.1 years worth of income Gain Monthly hessian militarization.png5 Mercenary Militarization
If the "The Swiss Landsknechte" reform is enacted Monthly hessian militarization.png+5 Mercenary Militarization
Royal Marines
  • Hostile disembark time.png +25% Disembark speed
  • Attrition −25% Attrition when loaded on ships
  • Marines force limit.png +10% Marines force limit
  • Sailor maintenance.png −10% Sailor maintenance
  • National sailors modifier.png +25% National sailors modifier
Royal Marines icon
The Royal Marines are the pride of both our navy and our army. Also known as the 'Admiral's Regiment', the marines of our state excel at combat to both on land and on the sea.

Conditions:


Additional effects:
While this reform is active:

  • Gain country modifier “Amphibious Specialization” , giving the following effects:
    • Manpower Icon.png −20% Regiment manpower usage
    • This modifier only applies to Marines force limit.png marines regiments
Board of Admiralty
  • Navy tradition decay.png −1% Yearly navy tradition decay
  • Max number of flagships.png +2 Max number of flagships
  • Blockade impact on siege +2 Blockade impact on siege
  • Naval morale.png +10% Morale of navies
  • Sailor maintenance.png −10% Sailor maintenance
  • National sailors modifier.png +25% National sailors modifier
Board of Admiralty icon
The Board of Admiralty is the highest maritime office of the state. Led by the Lord High Admiral, the board ensures the military and commercial professionalism of our navy.

Conditions:

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

Conditions:


Additional effects:
While this reform is active:

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

Conditions:

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

Conditions:

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

Additional effects:

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

Conditions:

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

Additional effects:
While this reform is active:

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

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

Conditions:

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

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

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

Conditions:

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

Additional effects:
While this reform is active:

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

Conditions:

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

Additional effects:

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

Conditions:

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

Conditions:

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

Conditions:

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

Additional effects:
While this reform is active:

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

Conditions:

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

Additional effects:

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

Conditions:

  • Rajputs.png Rajputs estate exists

Additional effects:

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

Conditions:

  • Marathas estate.png Marathas estate exists

Additional effects:

  • Seizing land from the Marathas estate.png Marathas no longer triggers Particularist rebels.png Rebels
Subutai's Strategies
  • Leader siege.png +1 Leader siege
  • Artillery cost.png −10% Artillery cost
Subutai's Strategies icon
Subutai was a general and military strategist of the great Genghis Khan himself. His teachings and lessons regarding the usage of siege weaponry are legendary and are now part of our own military doctrines.

Conditions:

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

Conditions:

  • Primary culture.png Culture is in Burman group

Additional effects:

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

Conditions:

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

Conditions:


Additional effects:
While this reform is active:

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

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

Conditions:

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

Additional effects:

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

Conditions:

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

Additional effects:

  • Amount of tercio.png Can recruit tercio infantry regiments
Ordenanças
  • Land leader shock.png +1 Land leader shock
  • Army tradition decay.png −0.5% Yearly army tradition decay
Ordenanças icon
The Ordenanças is a militia-type territorial organization. Its purpose is to provide a military framework for the Portuguese population and to create a nationwide standardized system of professionalism for the Portuguese army.

Conditions:

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

Additional effects:

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

Conditions:

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

Additional effects:

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

Conditions:

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

Additional effects:

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

Conditions:

  • Primary culture.png Culture is in Latin group

Additional effects:

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

Conditions:

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

Conditions:

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

Additional effects:

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

Conditions:

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

Conditions:

  • Primary culture.png Culture is Saxon, Prussian, or Pomeranian
Staatse Leger
  • Movement speed.png +10% Movement speed
  • Army drill gain modifier.png +50% Army drill gain modifier
  • Reinforce speed.png +25% Reinforce speed
Staatse Leger icon
Defending the Low Countries from the greedy claws of our powerful neighbors will be entrusted only upon the shoulders of the most capable army our nation can raise. Emphasizing values such as military numbers, readiness and mobilization, we will hold our own against some of Europe's most capable armed forces.

Conditions:

  • Primary culture.png Culture is Dutch or Flemish

Additional effects:

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

Conditions:

  • Primary culture.png Culture is Dutch or Flemish

Additional effects:

  • Ships repair while in coastal sea provinces.
Boyars Military Service
  • Land maintenance modifier.png −5% Land maintenance modifier
  • Nobility influence +10% Nobles influence
  • +1 Nobility max privileges
Although the crown and the boyars stood many times in conflict with each other over the years, the boyars are still loyal to the defense of their homeland. Serving as the Landed Army and the Rynda, the boyars will ensure the security of our state.

Conditions:

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

Additional effects:

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

Conditions:

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

Conditions:

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

Conditions:

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

Conditions:

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

Conditions:

  • Primary culture.png Culture is Venetian or Ligurian

Additional effects:

  • Can build galleass ships
Mansabdari System
  • −50% War taxes cost
  • +1 Nobility max privileges
  • Nobility loyalty equilibrium +10% Nobility loyalty equilibrium
  • Nobility influence −10% Nobility influence
Our empire requires loyal and able servants. Let us reforge our noble class according to a numerical mansab system. Each noble will be given a rank, corresponding to both his obligation and will then be assigned lands around the empire by our administration to support him in accordance with his rank. The guiding principle for how highly someone is ranked must be ability, and this route must be open regardless of religion or origin. Only this way can we be sure to raise a court of those most able to bring our empire forward.

Conditions:

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

Additional effects:

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

Conditions:


Additional effects:

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

Conditions:

  • Primary culture.png Culture is Hungarian

Additional effects:

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

Conditions:


Additional effects:

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

Conditions:

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

Conditions:


Additional effects:

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

Conditions:


Additional effects:

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

Conditions:


Additional effects:

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

Conditions:


Additional effects:

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

Conditions:


Additional effects:

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

Conditions:


Additional effects:

While this reform is active:

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

Modernization[edit | edit source]

Type Effects Description & notes
Centralize Power
  • Stability cost modifier.png −5% Stability cost modifier
  • Core creation.png −5% Core-creation cost modifier
We are too reliant on the loyalties of the clans and tribes within our state. Let us instead start to build up institutional loyalty and divide the responsibilities of the state between formal offices under our ruler.
Retain Tribal Hierarchy
  • Governing capacity.png +150 Governing capacity
  • +10 Maximum absolutism
Any form of modernization must preserve the ancient hierarchies of the clans and tribes within our nation. Without the support of these groups our country will not be able to expand and thrive as it has up to now.

Tribal Reformation[edit | edit source]

Type Effects Description & notes
Barbaric Despoilers
  • +33% Razing power gain
In war, nothing is truly sacred. To fight is to live, and the strongest should seize whatever they covet.

Conditions:

Unified Horde Identity
  • Yearly horde unity.png +2 Yearly horde unity
Unified Horde Identity icon
We must put aside old tribal allegiances in the name of the Horde. We are one people under one Khan.

Conditions:

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

Conditions:

Additional Effects:

  • Nations in the Nomad technology group will be changed to Eastern (if Christian), Muslim (if Muslim or Tengri with Muslim syncretic faith), North american (if Totemist), Andean (if Inti), Mesoamerican (if Nahuatl or Mayan), Aboriginal (if Alcheringa) or Chinese (if none of these) tech group
Reform into Republic
  • Changes government type to Government republic.png Republic.
  • Lose 4 government reforms.
  • If enacting this reform as a Stateless Society, enacts Peasants Republic after switching government type.
We must guard the liberties of our citizens and form a state where the head of government is not hereditary but instead elected from those with the right qualities.

Conditions:

  • Is not the lesser partner in a personal union

Additional Effects:

  • Nations in the Nomad technology group will be changed to Eastern (if Christian), Muslim (if Muslim or Tengri with Muslim syncretic faith), North american (if Totemist), Andean (if Inti), Mesoamerican (if Nahuatl or Mayan), Aboriginal (if Alcheringa) or Chinese (if none of these) tech group
Reform into Theocracy
  • Changes government type to Theocracy.
  • Lose 4 government reforms.
Religious guidance is the road forward for our people. Let us involve the clergy in the rule of our nation and reap the rewards of a just and

Conditions:

  • Is not the lesser partner in a personal union
  • Has not enacted the Stateless Society reform

Additional Effects:

  • Nations in the Nomad technology group will be changed to Eastern (if Christian), Muslim (if Muslim or Tengri with Muslim syncretic faith), North american (if Totemist), Andean (if Inti), Mesoamerican (if Nahuatl or Mayan), Aboriginal (if Alcheringa) or Chinese (if none of these) tech group
Become Horde
  • Enacts the Steppe Horde reform
  • Changes technology group to Nomad
The steppes call for our people. Let us abandon the sedentary traditions of our ancestors and fully embrace the free life of the open plains.

Conditions:

Form an advanced Tribe
  • Yearly legitimacy.png 0.5 Yearly legitimacy
  • War exhaustion.png −0.02 Monthly war exhaustion
Through power consolidation our tribe has advanced to a more efficient government, which keeps the population satisfied and the ruler in power.

Conditions:

Tribal Unity
  • Tribal allegiance.png +1 Yearly Tribal Allegiance
  • / / Nobility loyalty equilibrium / +5% Clergy/ Burghers/ Nobles/ Dhimmi loyalty equilibrium
Tribal Unity icon
The tribal life in the desert is our heritage and it shall be our legacy. We are united as a big family.

Conditions:

References[edit | edit source]


Mechanics
Concepts CorruptionGoverning capacityOverextensionPower projectionRebellionRegionsStabilityStates and territories
Court AdvisorsConsortMonarch powerNational focusRulerRuler personalities
Estates and Factions FactionsEstates (Base estates (BurghersClergyNobility) • Cossacks estates (CossacksDhimmiTribes) • Dharma estates (BrahminsJainsMarathasRajputsVaishyas) • Domination estates (JanissariesEunuchs))
Events and Missions DecisionsDisastersEventsList of decisionsMissions
Goverment AbsolutismCultureGovernmentGovernment rankModifiersPolicies
Province mechanics AutonomyBuildingsCanalCapitalCoreProvince
Religions Christian denominationsEastern denominationsMuslim denominationsOther denominationsPagan denominationsReligion
Specific governments Native councilParliamentSteppe hordes