职位:修订间差异

本页面适用于最新的版本(2.0)。
(鸟木子移动页面Position职位
(2021年7月12日 (一) 02:09‎ DC123456789)
 
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{{Version|1.5}}
{{Version|2.0}}
{{icon|position}} [[Position]]s consist of the major jobs and offices involved in the command and administration of a country and its military. They are filled by the [[characters]] of a realm and are one of the main mechanics by which the country and its characters interact, as not only the means by which characters can contribute their skills and attributes towards the betterment of the realm but also the most important source and easily controlled source of {{icon|power base}} power base and {{icon|loyalty}} loyalty. Proper character and position management requires a fine balance between choosing office holders who are the best and most competent at their jobs and the requirements of family loyalty and realm stability.
{{icon|position}} [[Position]]s consist of the major jobs and offices involved in the command and administration of a country and its military. They are filled by the [[characters]] of a realm and are one of the main mechanics by which the country and its characters interact, as not only the means by which characters can contribute their skills and attributes towards the betterment of the realm but also the most important source and easily controlled source of {{icon|power base}} power base and {{icon|loyalty}} loyalty. Proper character and position management requires a fine balance between choosing office holders who are the best and most competent at their jobs and the requirements of family loyalty and realm stability.


== Mechanics ==
== Mechanics ==
{{SVersion|2.0}}
[[File:General appointement screen.png|right|500px|thumb|Appointing a new general]]
[[File:General appointement screen.png|right|500px|thumb|Appointing a new general]]
Most positions are filled by appointment and can generally be filled and dismissed freely by the player. Appointing a character to a position gives the loyalty modifier '''Granted Office''', increasing {{icon|loyalty}} loyalty by {{green|+15}} for 5 months, while revoking an office gives the modifier '''Revoked Offices''' decreasing {{icon|loyalty}} loyalty by {{red|-5}} for 5 months. In general, a character can only hold one position at any given time, with the exception of ruler positions, and cannot be dismissed or replaced from their position if they become unloyal. Only adult citizens can be appointed to a position, with gender restrictions also applied unless they have been disabled.
Most positions are filled by appointment and can generally be filled and dismissed freely by the player. Appointing a character to a position gives the loyalty modifier '''Granted Office''', increasing {{icon|loyalty}} loyalty by {{green|+15}} for '''5''' years, while revoking an office gives the '''Revoked Offices''' modifier decreasing {{icon|loyalty}} loyalty by {{red|-5}} for '''2.5''' years. In general, a character can only hold one position at any given time, with the exception of certain ruler-related positions, and cannot be dismissed or replaced from their position if they become unloyal. Only adult citizens can be appointed to a position, with any gender restrictions also applied if relevant to the country.


Characters in positions are usually paid a certain percentage of the country's {{icon|wealth}} income as their {{icon|wage}} '''wage''', which is by modified country-wide with the {{icon|monthly wages}} '''Monthly Wages for Characters''' modifier and per character by the {{icon|character wage modifier}} '''Monthly Wage''' modifier. Notably, each point of a character's {{icon|corruption}} corruption increases the wage paid by {{red|1%}}, which can eat up a significant portion of a nation's income if not kept under control (particularly with governors of rich provinces). Depending on the exact position, they also may get a certain amount of {{icon|popularity}} popularity, {{icon|prominence}} prominence, {{icon|prestige}} family prestige, and/or {{icon|statesmanship}} [[statesmanship]] each month. All positions also give their holder {{icon|power base}} {{green|+2}} power base, which depending on the position can then be increased based on the size of armies and ships commanded or regions governed.
Characters in positions are usually paid a certain percentage of the country's {{icon|wealth}} income as their {{icon|wage}} '''wage''', which is by modified country-wide with the {{icon|monthly wages}} '''Monthly Wages for Characters''' modifier and per character by the {{icon|character wage modifier}} '''Monthly Wage''' modifier. Notably, each point of a character's {{icon|corruption}} corruption increases the wage paid by {{red|2.5%}}, which can make wages unmanageably large if allowed to spiral out of control. Depending on the exact position, position holders may also get a certain amount of {{icon|popularity}} popularity, {{icon|prominence}} prominence, {{icon|prestige}} family prestige, and/or {{icon|statesmanship}} statesmanship each month. All positions also give their holder {{icon|power base}} {{green|+2}} power base, which depending on the position can then be increased based on the size of armies and navies commanded or regions governed.


Each major [[family]] will expect that their members hold a certain proportion of all currently held assignable positions, calculated as:
Each major [[family]] will expect that their members hold a certain proportion of all currently held assignable positions, calculated as:
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This includes positions such as government offices, governors, generals, and researchers, but not those that are chosen or elected outside of direct player control such as rulers or party leaders.
This includes positions such as government offices, governors, generals, and researchers, but not those that are chosen or elected outside of direct player control such as rulers or party leaders.


Any family that does not hold its expected number of positions is considered {{icon|scorned}} {{red|scorned}} and receives the following modifiers to all its members:
Any family that does not hold its expected number of positions is considered {{icon|scorned}} {{red|scorned}} and receives the following stacking modifiers to all its members for each missing expected position:
* {{icon|loyalty}} {{red|-8}} Loyalty
* {{icon|loyalty}} {{red|-5}} Loyalty
* {{icon|optimates}} {{red|-0.02}} Monthly Optimates Conviction
* {{icon|optimates}} {{red|-0.02}} Monthly Optimates Conviction
* {{icon|oligarchs}} {{red|-0.02}} Monthly Oligarchs Conviction
* {{icon|oligarchs}} {{red|-0.02}} Monthly Oligarchs Conviction
For instance, a family that expects to get 4 positions but only has 1 will get {{icon|loyalty}} {{red|-15}} Loyalty, {{icon|optimates}} {{red|-0.06}} Monthly Optimates Conviction, and {{icon|oligarchs}} {{red|-0.06}} Monthly Oligarchs Conviction.


A family that instead holds at least double the number of expected positions is {{icon|grateful}} {{green|grateful}} and receives the following modifiers to all its members:
A family that instead holds at least '''double''' the number of expected positions is {{icon|grateful}} {{green|grateful}} and receives the following modifiers to all its members:
* {{icon|loyalty}} {{green|+15}} Loyalty
* {{icon|loyalty}} {{green|+15}} Loyalty
* {{icon|character wage modifier}} {{green|-20%}} Monthly Wage
* {{icon|character wage modifier}} {{green|-20%}} Monthly Wage
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== Ruler ==
== Ruler ==
[[File:Tribal ruler interface.png|right|300px|thumb|The standard interface for the ruler]]
{{SVersion|2.0}}
{{icon|ruler}} Each state is headed by a '''ruler''', prominently visible on the '''Show Government''' tab of the [[File:Top_bar_government.png|28px|Government|link=]] [[government]] panel, and their [[traits]], [[attributes]], and [[Characters#Relationships|relationships]] have a significant effect on state modifiers, [[Rebellion#Character_loyalty|character loyalty]], and Senate support. Rulers with high attributes can be a considerable boon to their country, significantly strengthening the state and allowing the nation to punch well above its weight, while corrupt, low attribute rulers can inflict major penalties that a state must struggle through. However, depending on the government form, it may be possible to cover weak areas with a co-ruler or consort that has appropriately complementary attributes.
[[File:Tribal ruler interface.png|right|500px|thumb|The standard interface for the ruler]]
{{icon|ruler}} Each state is headed by a '''ruler''', prominently visible on the '''Government''' tab of the [[File:Menu_government.png|28px|Government|link=Government]] government panel, and their [[traits]], [[attributes]], and [[Characters#Relationships|relationships]] have a significant effect on state modifiers, {{icon|loyalty}} character loyalty, and {{icon|senate support}} Senate support, among other things. Rulers with high attributes can be a considerable boon to their country, significantly strengthening the state and allowing the nation to punch well above its weight, while corrupt, low attribute rulers can inflict major penalties that a state must struggle through. However, depending on the government form, it may be possible to cover weak areas with a co-ruler or consort that has appropriately complementary attributes.


Unlike most positions, rulers are not appointed and dismissed at the whim of the player. The succession of power is instead determined by the type of [[government]] - dynastic inheritance in a [[monarchy]], Senatorial election in [[republic]]s, and rotation between Clan Chiefs in [[tribal]] nations, with rulers either reigning until death (as in monarchies and tribes) or for a certain fixed term (as in republics). Monarchies and Tribes tend to stay with the same ruler for much longer and so while the nation will enjoy prosperity under great rulers for a much longer period of time they will also have to suffer for extended periods of misrule by poor rulers, while the relatively rapid elections of Republics mean that their ruler attributes are on the whole more even. The lessened level of control over the choice of ruler, particularly in monarchies, means that countries must be prepared to deal with incompetent or problematic rulers more often than with other positions.
Unlike most positions, rulers are not appointed and dismissed at the whim of the player. The {{icon|succession}} '''succession''' of power is instead determined by the type of [[government]] - dynastic inheritance in a [[monarchy]], Senatorial election in [[republic]]s, and rotation between Clan Chiefs in [[tribal]] nations, with rulers either reigning until death (as in monarchies and tribes) or for a certain fixed term (as in republics). Monarchies and Tribes tend to stay with the same ruler for much longer and so while the nation will enjoy prosperity under great rulers for a much longer period of time they will also have to suffer for extended periods of misrule by poor rulers, while the relatively rapid elections of Republics mean that their ruler attributes are on the whole more even. The lessened level of control over the choice of ruler, particularly in monarchies, means that countries must be prepared to deal with incompetent or problematic rulers more often than with other positions.


The ruler is always considered the governor of the {{icon|capital}} capital [[region]] and additionally may be appointed as either the general or admiral of an [[army]] or [[navy]] if the gender rules allow for it (with no additional wages); unlike most positions, however, they do not count towards the number of positions that a family holds unless they have also been appointed as a general or admiral. Many events also take the point of view of the ruler, and different options may become available or unavailable based on the ruler's traits and attributes. Rulers of other states are prominently displayed in the Diplomacy screen, and building friends with foreign rulers can be a useful way to improve relations with another country.
The ruler is always considered the governor of the {{icon|capital}} capital [[region]] and thus will {{icon|commander}} command any {{icon|levy}} levy raised in that region, but cannot be appointed to any other position (in particular, rulers cannot ever command {{icon|legion}} legions or {{icon|navy}} navies). Despite this, rulers do not count towards the number of positions that a family holds. Many events also take the point of view of the ruler, and different options may become available or unavailable based on the ruler's traits and attributes. Rulers of other states are prominently displayed in the Diplomacy screen, and building friends with foreign rulers can be a useful way to improve relations with another country.


{| class="wikitable"
{| class="wikitable"
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| {{icon|Finesse}} Finesse 
| {{icon|Finesse}} Finesse 
* {{icon|build cost}} {{green|-2.00%}} Build Cost
* {{icon|build cost}} {{green|-1.00%}} Build Cost
* [[File:Commerce modifier.png|28px]] {{green|+2.00%}} National Commerce Income
* {{icon|commerce value}} {{green|+2.00%}} National Commerce Income
|-
|-
| {{icon|Charisma}} Charisma
| {{icon|Charisma}} Charisma
* {{icon|claim fabrication speed}} {{green|+0.20}} Claim Fabrication Speed
* {{icon|claim fabrication speed}} {{green|+0.20}} Claim Fabrication Speed
* [[File:Monthly tyranny.png|28px]] {{green|-0.01}} Monthly Tyranny
* {{icon|tyranny}} {{green|-0.01}} Monthly Tyranny
|-
|-
| {{icon|Zeal}} Zeal 
| {{icon|Zeal}} Zeal 
* {{icon|monthly war exhaustion}} {{green|-0.01}} Monthly War Exhaustion
* {{icon|monthly war exhaustion}} {{green|-0.01}} Monthly War Exhaustion
* [[File:Stability monthly change.png|28px]] {{green|+0.01}} Monthly Stability Change
* {{icon|stability}} {{green|+0.01}} Monthly Stability Change
|-
|-
| {{icon|Popularity}} Popularity
| {{icon|Popularity}} Popularity
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* {{icon|migration speed}} {{green|+0.05%}} Pop Migration Speed
* {{icon|migration speed}} {{green|+0.05%}} Pop Migration Speed
|}
|}
Note that does not include modifiers on the capital region and levies that a ruler gives by virtue of being the governor of the capital region.


In addition, the ruler gets the following character modifiers:
In addition, the ruler gets the following character modifiers:
* {{icon|wage}} {{red|+5%}} Monthly Wage
* {{icon|wage}} {{red|+4%}} Monthly Wage
* {{icon|popularity}} {{green|+0.20}} Monthly Popularity
* {{icon|popularity}} {{green|+0.20}} Monthly Popularity
* {{icon|prominence}} {{green|+2.00}} Monthly Character Prominence
* {{icon|prominence}} {{green|+2.00}} Monthly Character Prominence
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* {{icon|statesmanship}} {{green|+0.80%}} Monthly Statesmanship
* {{icon|statesmanship}} {{green|+0.80%}} Monthly Statesmanship
* {{icon|loyalty}} {{green|+100}} Loyalty
* {{icon|loyalty}} {{green|+100}} Loyalty
Note that in addition to the loyalty modifier, a ruler's loyalty is always fixed to {{icon|loyalty}} '''100''' regardless of any other modifiers.


=== Co-Ruler ===
=== Co-Ruler ===
{{SVersion|2.0}}
[[File:Republic ruler interface.png|right|500px|thumb|The aristocratic republic interface for the ruler, including the co-ruler]]
[[File:Republic ruler interface.png|right|500px|thumb|The aristocratic republic interface for the ruler, including the co-ruler]]
[[Government#aristocratic_republic|Aristocratic Republics]] are distinguished by power-sharing between two rulers who collectively co-head the government, the second of which is represented ingame by the '''co-ruler'''. Co-rulers are considered equivalent to the ruler for most ingame mechanics, contributing any of their four main attributes that they are more skilled in than the ruler (effectively providing a bonus to ruler attributes), averaging ruler {{icon|popularity}} popularity between the ruler and co-ruler, and adding their {{icon|corruption}} corruption to that of the ruler for the purposes of country modifiers. Unlike rulers, the co-ruler does not always have {{icon|loyalty}} 100 loyalty, but instead gives a {{icon|political influence}} {{red|-1%}} political influence gain malus for every point of {{icon|loyalty}} below '''50'''. The co-ruler is elected alongside the ruler in each election at the end of the term, with the second place candidate being elected with the same term and requirements as the main ruler. It is possible and common for the two co-rulers to be of different factions/
[[Government#aristocratic_republic|Aristocratic Republics]] are distinguished by power-sharing between two rulers who collectively co-head the government, the second of which is represented ingame by the '''co-ruler'''. Co-rulers are considered equivalent to the ruler for most ingame mechanics, contributing any of their four main attributes that they are more skilled in than the ruler (effectively providing a bonus to ruler attributes), averaging ruler {{icon|popularity}} popularity between the ruler and co-ruler, and adding their {{icon|corruption}} corruption to that of the ruler for the purposes of country modifiers. Unlike rulers, the co-ruler does not always have {{icon|loyalty}} 100 loyalty, but instead gives a {{icon|political influence}} {{red|-1%}} political influence gain malus for every point of {{icon|loyalty}} below '''50'''. The co-ruler is elected alongside the ruler in each election at the end of the term, with the second place candidate being elected with the same term and requirements as the main ruler. It is possible and common for the two co-rulers to be of different [[faction]]s.


Like rulers, co-rulers do not count towards the number of positions that a family holds unless they also hold another position, of which they can only be appointed as generals and admirals.
Like rulers, co-rulers do not count towards the number of positions that a family holds unless they also hold another position, of which they can only be appointed as army commanders (legates, tribunes, generals) and admirals.


Co-rulers get the following character modifiers:
Co-rulers get the following character modifiers:
* {{icon|wage}} {{red|+4%}} Monthly Wage
* {{icon|wage}} {{red|+3%}} Monthly Wage
* {{icon|popularity}} {{green|+0.20}} Monthly Popularity
* {{icon|popularity}} {{green|+0.20}} Monthly Popularity
* {{icon|prominence}} {{green|+2.00}} Monthly Character Prominence
* {{icon|prominence}} {{green|+2.00}} Monthly Character Prominence
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=== Consort ===
=== Consort ===
[[File:Monarchy ruler interface.png|right|500px|thumb|The monarchy interface for the ruler, including the consort and primary heir]]
{{SVersion|2.0}}
In [[monarchy|monarchies]], the ruler can instead be supported by the '''consort''', who is the spouse of the ruler. Like co-rulers, consorts will replace a ruler's attributes with their own for the purposes of running the country in any category where they are more skilled, and give a {{icon|political influence}} {{red|-1%}} political influence gain malus for every point of {{icon|loyalty}} below '''50'''. It can therefore be very useful to marry rulers and potential heirs to spouses whose attributes can compensate for any weak points in their skills. Unlike in a co-rulership, a consort's {{icon|popularity}} popularity and {{icon|corruption}} corruption do not count towards ruler popularity and corruption for the purposes of calculating country modifiers. Consorts' loyalty will be reduced if the primary heir is not their child.
[[File:Monarchy ruler interface.png|right|500px|thumb|The monarchy interface for the ruler, including the consort]]
In [[monarchy|monarchies]], the ruler can instead be supported by the '''consort''', who is the spouse of the ruler. Like co-rulers, consorts will replace a ruler's attributes with their own for the purposes of running the country in any category where they are more skilled, and give a {{icon|political influence}} {{red|-1%}} political influence gain malus for every point of {{icon|loyalty}} loyalty below '''50'''. It can therefore be very useful to marry rulers and potential heirs to spouses whose attributes can compensate for any weak points in their attributes. Unlike in a co-rulership, a consort's {{icon|popularity}} popularity and {{icon|corruption}} corruption do not count towards ruler popularity and corruption for the purposes of calculating country modifiers. 


Like rulers and co-rulers, consorts do not count towards the number of positions that a family holds unless they also hold another position. However, unlike them, consorts can be assigned to any other position as long as the gender rules allow for it.
Like rulers and co-rulers, consorts do not count towards the number of positions that a family holds unless they also hold another position. However, unlike them, consorts can be assigned to any other position as long as the gender rules allow for it. In addition, by marrying into the royal family, consorts expect their children or descendants will eventually take the throne; if a consort has any living children, they will get a {{icon|loyalty}} {{red|-15}} loyalty malus if the primary heir is not one of their children or descendants


Consorts get the following character modifiers:
Consorts get the following character modifiers:
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=== Primary Heir ===
=== Primary Heir ===
A [[monarchy]] also has a special title for the '''primary heir''' who is first in line to inherit the throne. There are no mechanics or country modifiers associated with the primary heir, but the heir is still paid a monthly wage and gets bonuses to popularity, prominence, statesmanship, and loyalty. Primary heirs do not count towards the number of positions that a family holds unless they also hold another position, but they can be assigned to any other position as long as the gender rules allow for it. Also, the monarch's consort will lose {{icon|loyalty}}Loyalty if the primary heir is their step-child
{{SVersion|2.0}}
[[File:Primary heir interface.png|right|500px|thumb|The monarchy interface for the primary heir]]
A [[monarchy]] also has a special title for the '''primary heir''' who is first in line to inherit the throne. There are no mechanics or country modifiers associated with the primary heir, but the heir is still paid a monthly wage and gets bonuses to popularity, prominence, statesmanship, and loyalty. As with consorts, primary heirs do not count towards the number of positions that a family holds unless they also hold another position, but they can be assigned to any other position as long as the gender rules allow for it.


Primary Heirs get the following character modifiers:
Primary Heirs get the following character modifiers:
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* {{icon|loyalty}} {{green|+20}} Loyalty
* {{icon|loyalty}} {{green|+20}} Loyalty


Consider giving the primary heir a position that is substantial as they are more loyal than most characters. Examples include a governorship over a large region, or a general commanding many cohorts. A position that gives extra {{icon|popularity}} popularity, such as a generalship, is particularly useful as high popularity increases succession support for the heir and reduces the {{icon|province loyalty}} province loyalty loss on succession.
Consider giving the primary heir positions that come with a large {{icon|power base}} power base as they are more loyal than most characters. Examples include a governorship over a large region, or a general commanding many cohorts. A position that gives extra {{icon|popularity}} popularity, such as command over a {{icon|legion}} legion, is particularly useful as high popularity increases {{icon|succession}} succession support for the heir and reduces the {{icon|province loyalty}} province loyalty loss on succession.


== Government offices ==
== Government offices ==
{{SVersion|2.0}}
[[File:Republic Rome government offices screen.png|right|500px|thumb|The government offices interface]]
[[File:Republic Rome government offices screen.png|right|500px|thumb|The government offices interface]]
Every country has a set of '''eight''' major '''government offices''' that can be filled, representing important posts in the administration of the country. Every office is associated with a particular country modifier, the strength of which depends on the '''effective rating''' of the office holder. The effective rating is determined by multiplying the attribute of the office holder that is associated with the office by the holder's {{icon|statesmanship}} [[statesmanship]], which means that more experienced characters may be more effective at an office than a younger neophyte even if their innate skill is not as high. Furthermore, there are [[Architect events|various]] [[Stability events|events]] that can fire regularly affecting {{icon|popularity}} ruler popularity and {{icon|stability}} stability depending on the {{icon|statesmanship}} statesmanship of various office holders. This means that maintaining an officer for longer periods of time is more effective than constantly switching them out for newer characters with better attributes (but lower statesmanship), and as the main source of increasing statesmanship is itself being employed in an office this encourages appointing new up-and-coming characters to less important posts (including other offices but also research and governor posts, as their effectiveness does not depend on statesmanship) first in order to build up their experience and statesmanship before promoting them to higher and more crucial offices. Office holders also get bonuses to {{icon|prominence}} prominence and {{icon|prestige}} family prestige, which makes them more favoured to be elected to ruling office.
Every country has a set of '''eight''' major '''government offices''' that can be filled, representing important posts in the administration of the country. Every office is associated with a particular country modifier, the strength of which depends on the '''effective rating''' of the office holder. The effective rating is determined by multiplying the attribute of the office holder that is associated with the office by the holder's {{icon|statesmanship}} [[statesmanship]], which means that more experienced characters may be more effective at an office than a younger neophyte even if their innate skill is not as high. Furthermore, there are [[Architect events|various]] [[Stability events|events]] that can fire regularly affecting {{icon|popularity}} ruler popularity and {{icon|stability}} stability depending on the {{icon|statesmanship}} statesmanship of various office holders. This means that maintaining an officer for longer periods of time is more effective than constantly switching them out for newer characters with better attributes (but lower statesmanship), and as the main source of increasing statesmanship is itself being employed in an office this encourages appointing new up-and-coming characters to less important posts (including other offices but also research and governor posts, as their effectiveness does not depend on statesmanship) first in order to build up their experience and statesmanship before promoting them to higher and more crucial offices. Office holders also get bonuses to {{icon|prominence}} prominence and {{icon|prestige}} family prestige, which makes them more favoured to be elected to ruling office.
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With the exception of the consort and primary heir positions, government offices are mutually exclusive with all other positions. Office holders can generally be freely appointed and dismissed, but like all other appointed positions officers will refuse to leave their post if they are unloyal.
With the exception of the consort and primary heir positions, government offices are mutually exclusive with all other positions. Office holders can generally be freely appointed and dismissed, but like all other appointed positions officers will refuse to leave their post if they are unloyal.


The offices available to a country depend on the government type. All governments have an office dedicated to {{icon|aggressive expansion}} aggressive expansion change, {{icon|national tax}} tax income, {{icon|omen power}} omen power, and {{icon|health}} health, while the other four vary, usually containing one or two military bonuses, happiness for a certain pop type, a stability-related modifier, and/or a modifier for a government-specific mechanic.
The offices available to a country depend on the government type. All governments have an office dedicated to {{icon|aggressive expansion}} aggressive expansion change, {{icon|military exp}} military experience, {{icon|national tax}} tax income, {{icon|omen power}} omen power, and {{icon|health}} health, while the other three vary, but usually have an office that affects happiness directly or indirectly, a second office with military bonuses, and a modifier for a government-specific mechanic. Note that only the generic names are given below; many cultures have unique localisations for each of the offices.


=== Republic offices ===
=== Republic offices ===
In addition to the usual four offices, [[republic]]s have offices for {{icon|party approval}} party approval, a military bonus in {{icon|discipline}} discipline, {{icon|stability cost}} divine sacrifice cost, and happiness for {{icon|freemen}} freemen.
In addition to the usual three offices, [[republic]]s have offices for {{icon|party approval}} party approval, {{icon|stability cost}} divine sacrifice cost, and {{icon|civilization}} monthly civilization change.


{| class="mildtable"
{| class="mildtable"
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| Tribune of the Soldiers
| Tribune of the Soldiers
| {{icon|Martial}}
| {{icon|Martial}}
| {{icon|discipline}} Discipline: {{green|+0.5%}}
| {{icon|military exp}} Monthly Military Experience: {{green|+0.01}}
|
|
{{MultiColumn|
{{MultiColumn|
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| Tribune of the People
| Tribune of the People
| {{icon|Finesse}}
| {{icon|Finesse}}
| {{icon|freeman happiness}} National freemen happiness: {{green|+0.6%}}
| {{icon|civilization}} Monthly civilization change: {{green|+0.01%}}
|
|
{{MultiColumn|
{{MultiColumn|
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=== Monarchy offices ===
=== Monarchy offices ===
The unique [[monarchy]] offices give modifiers for {{icon|legitimacy}} legitimacy, two military bonuses in {{icon|morale of armies}} morale of armies and {{icon|mercenary maintenance}} mercenary army maintenance, as well as to {{icon|stability cost}} divine sacrifice cost.
The unique [[monarchy]] offices give modifiers for {{icon|legitimacy}} legitimacy, a military bonus for {{icon|mercenary maintenance}} mercenary army maintenance, as well as {{icon|civilization}} monthly civilization change, but have a weaker {{icon|national tax}} national tax modifier office than other government types.


{| class="mildtable"
{| class="mildtable"
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| Royal Tutor
| Royal Tutor
| {{icon|Charisma}}
| {{icon|Charisma}}
| {{icon|stability cost}} Divine sacrifice cost: {{green| −2%}}
| {{icon|civilization}} Monthly civilization change: {{green|+0.01%}}
|
|
{{MultiColumn|
{{MultiColumn|
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| Master of the Guard
| Master of the Guard
| {{icon|Martial}}
| {{icon|Martial}}
| {{icon|morale of armies}} Morale of armies: {{green|+1%}}
| {{icon|military exp}} Monthly Military Experience: {{green|+0.01}}
|
|
{{MultiColumn|
{{MultiColumn|
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| Steward
| Steward
| {{icon|Finesse}}
| {{icon|Finesse}}
| {{icon|national tax}} National tax: {{green|+1.5%}}
| {{icon|national tax}} National tax: {{green|+1%}}
|
|
{{MultiColumn|
{{MultiColumn|
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=== Tribal offices ===
=== Tribal offices ===
[[Tribal|Tribes]] offices give two military bonuses in {{icon|cohort recruit speed}} cohort recruit speed and {{icon|manpower}} manpower recovery speed and have happiness modifiers for {{icon|tribesmen}} tribesmen and {{icon|citizens}} citizens. Notably, their {{icon|aggressive expansion}} aggressive expansion office is weaker than in republics or monarchies, which is compensated for by a stronger {{icon|national tax}} national tax modifer.
[[Tribal|Tribes]] offices give a military bonus in {{icon|manpower}} manpower recovery speed and have happiness modifiers for {{icon|tribesmen}} tribesmen and {{icon|citizens}} citizens. Notably, their {{icon|aggressive expansion}} aggressive expansion office is weaker than in republics or monarchies, which is compensated for by a stronger {{icon|national tax}} national tax modifier.


{| class="mildtable"
{| class="mildtable"
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| Warchief
| Warchief
| {{icon|Martial}}
| {{icon|Martial}}
| {{icon|cohort recruit speed}} Cohort recruit speed: {{green|+2%}}
| {{icon|military exp}} Monthly Military Experience: {{green|+0.01}}
|
|
{{MultiColumn|
{{MultiColumn|
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== Governors ==
== Governors ==
{{SVersion|2.0}}
[[File:Governor interface.png|right|250px|thumb|The governor in the territory interface]]
[[File:Governor interface.png|right|250px|thumb|The governor in the territory interface]]
'''Governors''' are appointed to lead the administration of provinces too far from the capital to be effectively controlled from the capital, effectively ruling a particular [[region]] on behalf of the central government. A governor can be appointed to any non-capital region that the country owns territories in, though they may only administer a single region at a time. {{icon|finesse}} Finesse is the most important attribute for determining a governor's skill, giving a {{icon|local output modifier}} {{green|+2.5%}} population output modifier for each point. Changing the [[governor policy]] of a province requires that its region has a governor; a policy will be automatically selected and set or reset each time a new governor is appointed, and the effects of a governor policy are also scaled to the governor's {{icon|finesse}} finesse according to the following formula:
'''Governors''' are appointed to lead the administration of provinces too far from the capital to be effectively controlled from the capital, effectively ruling a particular [[region]] on behalf of the central government. A governor can be appointed to any non-capital region that the country owns territories in, though they may only administer a single region at a time. Typically, {{icon|finesse}} finesse is the most important attribute for determining a governor's skill, giving a {{icon|local output modifier}} {{green|+1.5%}} population output modifier for each point. Changing the [[governor policy]] of a province requires that its region has a governor; a policy will be automatically selected and set or reset each time a new governor is appointed, and the effects of a governor policy are also scaled to the governor's {{icon|finesse}} finesse according to the following formula:
: <math>\text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier}</math>
: <math>\text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier}</math>
In addition to heading the regional administration, governors also {{icon|commander}} command any {{icon|levy}} levies raised from their governorships. Just as with all other commanders, governors that are currently commanding levies will contribute their {{icon|martial}} martial to the army's modifiers and gain {{icon|power base}} power base based on the proportion of all cohorts in all the armies they have under their command, which means that {{icon|martial}} martial skill is also an important consideration for governorships with a large levy that is expected to make up a significant part of the country's army. Note that governors will always command all levies raised from their governorships and cannot be replaced as commander (unless the position of governor itself is revoked), even if they are split; this is the only case where a single character can have command over multiple different armies.
Governors also have a significant impact on provincial loyalty. Every province in a governorship will get {{icon|province loyalty}} {{green|+0.004}} local provincial loyalty for each point of governor {{icon|loyalty}} loyalty above '''50''' (to a maximum of {{green|+0.20}}), so it is quite useful to appoint more loyal governors to troublesome regions (note that there is no loyalty malus for having an unloyal governor). There are also a number of [[traits]] governors can have that give various bonuses or maluses to territories in their governorship.
Governors also have a significant impact on provincial loyalty. Every province in a governorship will get {{icon|province loyalty}} {{green|+0.004}} local provincial loyalty for each point of governor {{icon|loyalty}} loyalty above '''50''' (to a maximum of {{green|+0.20}}), so it is quite useful to appoint more loyal governors to troublesome regions (note that there is no loyalty malus for having an unloyal governor). There are also a number of [[traits]] governors can have that give various bonuses or maluses to territories in their governorship.


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* {{icon|research points}} {{red|-25%}} Local Research Points
* {{icon|research points}} {{red|-25%}} Local Research Points
* {{icon|province loyalty}} {{red|-0.35}} Local Provincial Loyalty
* {{icon|province loyalty}} {{red|-0.35}} Local Provincial Loyalty
In addition, any levies raised from a region with no governor will have no commander, significantly reducing their effectiveness in battle.


Unlike all other positions, governors are not paid a certain portion of the country's income from the treasury, but rather are expected to collect a portion of the region's income as their {{icon|wage}} wage. Their wage is therefore proportional to the overall wealth of their region, and every territory in a governor's region will get a base malus of {{icon|national tax}} {{red|-25%}} local tax and {{icon|commerce value}} {{red|-25%}} local commerce modifier. The governor's {{icon|corruption}} corruption increases this malus by {{red|-0.125%}} per point as well as increasing the wage that the governor is paid, sapping away at the income that the country receives from its provinces. Governor corruption also decreases {{icon|province loyalty}} province loyalty by {{red|-0.0025}} per point up to {{red|-0.25}} loyaltyat {{icon|corruption}} 100 corruption, which means that highly corrupt governors can be very detrimental to the stability of the realm if not handled properly - either by [[Characters#Interactions|imposing sanctions]] or removing them from their post altogether.
Unlike most other positions, a governor is usually paid only a very small {{icon|wage}} wage directly from the treasury. Instead, governors are permitted to collect a portion of the region's income as the main part of their wage, with the exact amount adjusted by the country's {{icon|governor wages}} '''governor wage''' modifier. A governor's wage is therefore mostly proportional to the overall wealth of their region, and every territory in a governor's region will get a base malus of {{icon|national tax}} {{red|-25%}} local tax and {{icon|commerce value}} {{red|-25%}} local commerce modifier. Note that governor corruption only affects the wage they draw from the treasury, not the wage they draw from their region, which means that corrupt governors generally do not have as significant an impact on income as other office holders. However, governor corruption does decrease {{icon|province loyalty}} province loyalty by {{red|-0.0025}} per point up to {{red|-0.25}} loyalty at {{icon|corruption}} 100 corruption, which means that highly corrupt governors can be very detrimental to the stability of the realm if not handled properly - either by [[Characters#Interactions|imposing sanctions]] or removing them from their post altogether.


In addition to the {{icon|power base}} {{green|+2}} power base from the governor office, all governors will also gain {{icon|power base}} {{green|+1}} power base for every percentage of the country's {{icon|population}} population in the governor's region. Governors will therefore take up a significant portion of the country's total power base, particularly if the country is relatively small and/or expanded beyond its capital region without consolidating that region first; those of large, populous regions especially must be kept (or appointed to be) content and loyal. However, in [[republic]]s the needs of being away from the capital to run the provincial administration means that governors have a vastly reduced {{icon|senate influence}} senate influence which could be used to sway the balance of power in the Senate, though appointing a powerful character as a governor could easily become a problem in of itself. The {{icon|governor loyalty}} '''loyalty of governors''' modifier applies [[loyalty]] modifiers specifically to governors, and is particularly important in [[monarchy|monarchies]] where each of the more advanced laws give either a bonus or malus to governor loyalty (with a corresponding malus or bonus to general loyalty), forcing monarchies to balance between appeasing the two position types.
In addition to the {{icon|power base}} {{green|+2}} power base from the governor office, all governors will also gain {{icon|power base}} {{green|+0.7}} power base for every percentage of the country's {{icon|population}} population in the governor's region, and if their governorship's {{icon|levy}} levies are raised they will gain further power base by virtue of the cohorts they {{icon|commander}} command. Governors will therefore take up a significant portion of the country's total power base, particularly if the country is relatively small and/or expanded beyond its capital region without consolidating that region first; those of large, populous regions especially must be kept (or appointed to be) content and loyal. However, in [[republic]]s the needs of being away from the capital to run the provincial administration means that governors have a vastly reduced {{icon|senate influence}} senate influence which could be used to sway the balance of power in the Senate, though appointing a powerful character as a governor could easily become a problem in of itself. The {{icon|governor loyalty}} '''loyalty of governors''' modifier applies [[character loyalty|loyalty]] modifiers specifically to governors, and is largely given as a bonus by a few {{icon|wonder}} wonder effects, [[national ideas]], {{icon|invention}} inventions, and {{icon|military tradition}} military traditions that can help keep governors under control. Note that governors are not affected by the {{icon|general loyalty}} loyalty of generals modifier, even when leading a levy army.


Like all other appointed positions, governors can be assigned and dismissed at will (unless they are disloyal, at which point they will refuse to leave their post). The post of governor is mutually exclusive with most other positions, though there are some cases where there is overlap between the responsibilities of governors and other position holders. Rulers are considered the governor of the capital region for all intents and purposes, including pop output bonuses from {{icon|finesse}} finesse and unrest from {{icon|corruption}} corruption, except that they do not collect their wage from the capital region (as it is collected directly from the treasury) and so territories in the capital region do not receive a malus for the wage. Note that this automatic governorship is not considered an assignable office that counts towards a family's number of held positions. Additionally, armies that are [[File:Attach to area.png|28px]] assigned to a region will use the region's governor as its commander, who will contribute their {{icon|martial}} to the army's modifiers and gain {{icon|power base}} power base based on the proportion of all cohorts in the army they have under their command
Like all other appointed positions, governors can be assigned and dismissed at will (unless they are disloyal, at which point they will refuse to leave their post). The post of governor is mutually exclusive with most other positions, though there are some cases where there is overlap between the responsibilities of governors and other position holders. Rulers are considered the governor of the capital region for all intents and purposes, including pop output bonuses from {{icon|finesse}} finesse, unrest from {{icon|corruption}} corruption, and most importantly {{icon|commander}} commanding the {{icon|levy}} levy of the {{icon|capital}} capital region. The main exception is that rulers do not collect their wage from the capital region (as it is collected directly from the treasury), and so territories in the capital region do not get the {{red|-25%}} income malus that all other regions do. Note that this automatic governorship is not considered an assignable office that counts towards a family's number of held positions.


Each governor gets the following character modifiers:
Each governor gets the following character modifiers:
* {{icon|wage}} {{red|+0.20%}} Monthly Wage
* {{icon|popularity}} {{green|+0.05}} Monthly Popularity
* {{icon|popularity}} {{green|+0.05}} Monthly Popularity
* {{icon|prominence}} {{green|+0.10}} Monthly Character Prominence
* {{icon|prominence}} {{green|+0.10}} Monthly Character Prominence
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* {{icon|statesmanship}} {{green|+0.35%}} Monthly Statesmanship
* {{icon|statesmanship}} {{green|+0.35%}} Monthly Statesmanship
* {{icon|senate influence}} {{red|-100%}} Senate Influence
* {{icon|senate influence}} {{red|-100%}} Senate Influence
While commanding {{icon|levy}} levies, a governor gets an additional modifier that increases the wage they are paid from the treasury:
* {{icon|character wage modifier}} {{red|+100%}} Monthly Wage


== Military positions ==
== Military positions ==


=== Generals ===
=== Army commanders ===
[[File:General interface.png|right|250px|thumb|A general in the army interface]]
{{SVersion|2.0}}
'''Generals''' are the main commanders of a country's [[army|armies]] and are responsible for installing discipline in its men as well as leading them into battle. A general can be appointed to take command of any single army on the map, though they cannot be replaced or dismissed if their army is in combat or for the first '''12''' months after their appointment, and will furthermore be unable to be appointed to any new commands (army or navy) for 12 months after being replaced or dismissed, making it generally unviable to constantly swap generals around between armies. Unlike most other positions, {{icon|ruler}} rulers and co-rulers can be appointed as the general of an army; this counts as a held position for their [[family]], if they are part of one.
{{see also|Commander}}
While {{icon|levy}} levies are {{icon|commander}} commanded by [[governor]]s, permanent standing armies are instead led by characters holding dedicated military positions, without any need to pay attention to administrative matters as well. All characters holding these types of positions are affected by the {{icon|general loyalty}} '''loyalty of generals''' modifier if they are currently in {{icon|commander}} command of an army (which is not necessarily always the case).


For each point of its general's {{icon|martial}} martial skill, an army will gain {{icon|assault ability}} {{green|+5%}} assault ability and {{icon|enslavement efficiency}} {{green|+1%}} enslavement efficiency as well as a bonus to dice rolls in combat, allowing well-lead armies to punch significantly above their weight in [[Land warfare|combat]]. An army without a general will instead get a [[File:Land morale.png|28px]] {{red|-15%}} land morale and {{icon|experience decay}} {{red|+1%}} experience decay modifier, making them very vulnerable to a properly led army; even a weak, low martial general is much better than not having a general at all.
==== Legates ====
[[File:Legate tribune interface.png|right|300px|thumb|Legates and tribunes in the military interface]]
Each of a country's {{icon|legion}} legions can have a '''legate''' appointed to head the legion and and take {{icon|commander}} command of its main army in the Legion tab of the [[File:Menu military.png|28px]] military interface. Unlike governors, a legate can only command one army at a time (with any split off armies commanded by tribunes), but can be detached from his or her command and swapped between armies (within the legion) freely as long as the army is not in combat (though this will incur a temporary {{icon|loyalty}} {{red|-5}} loyalty malus) - this includes leaving the legate without any command at all, with all of the legion's armies led by tribunes (or even unled). However, a legate cannot be dismissed from his or her position for the first '''12''' months after their appointment, and so cannot be easily swapped between legions.


As commanders of the army, generals get a significant boost to their {{icon|power base}} power base proportional to the number of cohorts they command. Every cohort that a general commands also has a chance of becoming {{icon|cohort loyalty}} loyal to the general each month, scaling based on the general's {{icon|charisma}} charisma, {{icon|martial}} martial, {{icon|wealth}} wealth, {{icon|popularity}} popularity, number of already loyal cohorts, and [[traits]], as well as various country-specific modifiers. Loyal cohorts provide power base to the character they are loyal to rather than their commander, even if that character is no longer a general, but the sponsor will pay 33% of the cohort's maintenance instead of the state. If a loyal cohort is disbanded, they will become loyal [[veteran]]s attached to their sponsor and continue to provide {{icon|power base}} power base. Generals are also affected by the {{icon|general loyalty}} '''loyalty of generals''' modifier, which is particularly important for [[monarchy|monarchies]] who have to choose between laws that either increase or decrease the modifier by a significant amount.
As the commanders of one of the country's stronger and more important armies, {{icon|martial}} martial is by far the most important attribute to consider for legates, with a commander's martial skill giving bonuses to {{icon|assault ability}} assault ability, {{icon|enslavement efficiency}} enslavement efficiency, and dice rolls in combat, allowing well-lead armies to punch significantly above their weight in [[Land warfare|combat]]. In addition to the default power base from holding a position legates will also usually get boosts to {{icon|power base}} power base from commanding cohorts, and as the commanders of semi-permanent {{icon|legion}} legions in particular are one of the main characters that would be expected to gain {{icon|cohort loyalty}} loyal cohorts and veterans, which usually makes legates among the more powerful characters in a realm


As with all other positions, generals will refuse to leave their post if they become disloyal; as with governors, generals are particularly prone to this due to the large {{icon|power base}} power base they get from the cohorts they command, and their {{icon|loyalty}} should always be watched with care. In addition to threatening a {{icon|civil war}} civil war, disloyal generals also have the additional complication of refusing to follow commands from the government, ignoring all orders and preventing all interactions with the army. This can be problematic during a war, as automated armies will generally not coordinate much, if at all, with your other armies and will pursue their own objectives instead of the player's, generally reducing the effectiveness of the army. Generals, however, can be removed from their post at any time, even if disloyal, using the '''Hold Triumph''' interaction if they have won a battle in the last 2 years at the cost of {{icon|pol}} political power and {{icon|tyranny}} tyranny.
In addition to the power base from commanded or loyal cohorts, legates that are in command are also affected by the {{icon|general loyalty}} '''loyalty of generals''' modifier if they are deployed, given by a few disparate bonuses. As with all other positions, a legate will refuse to leave their post if they become disloyal; as with governors, they are particularly prone to this due to the large {{icon|power base}} power base they can get from the cohorts they command, and their {{icon|loyalty}} loyalty should be watched with care as a disloyal army commander ignoring all orders from above can be highly problematic. As a commander, however, a legate can be removed from their post at any time, even if disloyal, using the '''Hold Triumph''' interaction if they have won a battle in the last 2 years at the cost of {{icon|pol}} political power.


Each general has the following modifiers:
Each legate has the following modifiers:
* {{icon|wage}} {{red|+2.5%}} Monthly Wage
* {{icon|wage}} {{red|+1%}} Monthly Wage
* {{icon|prominence}} {{green|+0.20}} Monthly Character Prominence
* {{icon|prominence}} {{green|+0.20}} Monthly Character Prominence
* {{icon|prestige}} {{green|+0.10}} Monthly Family Prestige
* {{icon|prominence}} {{green|+30}} Prominence
* {{icon|prominence}} {{green|+30}} Prominence
* {{icon|senate influence}} {{red|-100%}} Senate Influence
* {{icon|senate influence}} {{red|-100%}} Senate Influence
In particular, generals have one of the highest wages of all positions, surpassed only by rulers, co-rulers, and clan chiefs (who also serve as leaders of their retinues). As each general takes a portion of the entire country's income as their wage, even a large empire can only have so many generals before their wages become a serious issue, providing a soft cap on the number of armies that generals can lead. Therefore, it is generally better to have a smaller number of larger, better equipped and well-led armies than to spend vast amounts of gold paying dozens of generals across the empire. This also means that while it is possible to create small one-cohort armies that can be assigned to characters as a powerless office in order to inflate the family's number of positions, this is not usually worth doing because of their substantial pay, not to mention the effects of increased wealth on the family's prestige. An exception could be made for the ruler themselves, since a general's pay will help boost their ''personal'' coffers, which are required for some activities.


Generals can also gain {{icon|wealth}} wealth and {{icon|popularity}} popularity from winning battles and sacking cities and capitals; the latter is particularly useful when the ruler is appointed to the general, as the loot is instead accrued directly to the treasury and popularity can easily be converted into {{icon|political influence}} using the [[Characters#Interactions|influence character]] interaction. Generals also gain {{icon|prestige}} monthly family prestige based on the proportion of the country's army they currently command, which altogether means that particularly successful generals are often strong-performing candidates in [[republic]] elections, though like governors the needs of being away from the capital to campaign means that they have a vastly reduced {{icon|senate influence}} senate influence - which could be used to sway the balance of power in the Senate, though appointing a powerful character as a general could easily become a problem in of itself.
While legates do not have an especially high wage, it is possible for it to add up to a potentially problematic expense if a country has a large number of legions.
 
==== Tribunes ====
Every {{icon|legion}} legion can have up to '''3''' '''tribunes''' to support their legates and take {{icon|commander}} command of armies split off from the main legion army. Like legates, tribunes can be freely detached from their commands and swapped between different armies within their legion (with a temporary {{icon|loyalty}} {{red|-5}} loyalty malus). Note that tribunes can be appointed regardless of how many armies the legion happens to have at that point in time, even if there are currently no uncommanded armies that the tribune could take command of; it is permitted and common for a tribune (or even a legate) to not be in command of an army. Within a legion, tribunes are ordered by their date of appointment; if the legion's legate dies, is dismissed, or otherwise leaves his or her position for any reason, the highest ranking tribune in the legion will be automatically promoted to legate.
As with legates, {{icon|martial}} martial skill is by far the most important attribute for tribunes, as commanding an army is their main and essentially only role, and tribunes are essentially identical to legates in every way (except for their modifiers).
 
Each tribune, if deployed (i.e. in {{icon|commander}} command of an army), gets the following modifiers:
* {{icon|wage}} {{red|+0.2%}} Monthly Wage
* {{icon|prominence}} {{green|+0.20}} Monthly Character Prominence
* {{icon|prestige}} {{green|+0.02}} Monthly Family Prestige
* {{icon|prominence}} {{green|+20}} Prominence
* {{icon|senate influence}} {{red|-100%}} Senate Influence
 
If not deployed, a tribune instead gets the following set of modifiers:
* {{icon|prestige}} {{green|+0.02}} Monthly Family Prestige
* {{icon|prominence}} {{green|+25}} Prominence
 
Note that a tribune that is not currently deployed still counts as holding a position, particularly for the purposes of the base {{icon|power base}} {{green|+2}} power base and calculating the number of positions that a family holds, despite the fact that they do not get a {{icon|wage}} wage and have no responsibilities. This means that tribune slots are especially useful for appointing unskilled and even disloyal characters as a meaningless sinecure position to inflate the number of positions a family holds, as long as they are not actually needed for legions that might need to be split up into multiple armies.
 
==== Generals ====
[[File:General interface.png|right|200px|thumb|A general in the army interface]]
{{icon|mercenaries}} Mercenaries, {{icon|tribal migration}} migratory armies, and other event armies that are neither {{icon|levy}} levies nor {{icon|legion}} legions are {{icon|commander}} commanded by a '''general'''. Unlike legates and tribunes, a general cannot be replaced or dismissed for the first '''12''' months after their appointment, as the position is tied directly to the command of the army (with the except of mercenary generals, who cannot be replaced at all). Otherwise, generals are much like the other army positions.
 
Every general has the following modifiers:
* {{icon|wage}} {{red|+1%}} Monthly Wage
* {{icon|prominence}} {{green|+0.20}} Monthly Character Prominence
* {{icon|prominence}} {{green|+30}} Prominence
* {{icon|senate influence}} {{red|-100%}} Senate Influence


=== Admirals ===
=== Admirals ===
{{SVersion|2.0}}
[[File:Admiral interface.png|right|250px|thumb|A admiral in the navy interface]]
[[File:Admiral interface.png|right|250px|thumb|A admiral in the navy interface]]
'''Admirals''' are the naval counterparts to generals, as the commanders of a nation's [[navy|fleets]], and most mechanics apply analogously. An admiral can be appointed to command a single fleet if they do not already hold another assignable position, except for rulers and co-rulers, and like generals have a 12 month cooldown before they can be replaced or dismissed as well as another 12 month cooldown before they can be assigned another command. Like with armies, a fleet in the middle of battle also cannot have its admiral changed.
'''Admirals''' are the naval counterparts to army commanders, as the commanders of a nation's [[navy|fleets]], and most mechanics apply analogously (particularly to appointed commanders such as legates and generals). Any adult character (following the country's gender restrictions) that does not already hold another appointed position can be directly appointed to command a single fleet as an admiral (note that this includes the co-ruler and primary heir, but not the {{icon|ruler}} ruler as the ruler is considered the governor of the capital region and commands its levies). Like generals, there is a '''12''' month cooldown before an admiral can be replaced or dismissed, as well as another '''12''' month cooldown before a dismissed or replaced admiral can be assigned another command. As with armies, a fleet in the middle of battle also cannot have its admiral changed.


An admiral's {{icon|martial}} martial skill gives {{icon|ship capture chance}} {{green|+0.5%}} ship capture chance per point and gives a bonus to dice rolls in combat, potentially significantly increasing their fleet's effectiveness during engagements. An navy without a admiral will instead get a {{icon|navy morale}} {{red|-15%}} naval morale and {{icon|experience decay}} {{red|+1%}} experience decay modifier, which similarly makes an unled navy highly vulnerable.
An admiral's {{icon|martial}} martial skill gives {{icon|ship capture chance}} {{green|+0.5%}} ship capture chance per point and gives a bonus to dice rolls in combat, potentially significantly increasing their fleet's effectiveness during engagements. An navy without a admiral will instead get a {{icon|navy morale}} {{red|-15%}} naval morale and {{icon|experience decay}} {{red|+1%}} experience decay modifier, which similarly makes an unled navy highly vulnerable.


As naval commanders admirals also gain {{icon|power base}} power base proportional to how much of the country's navy they have under their command, though the power base of commanded fleets is much less than that of armies. There is no loyalty mechanic for ships or fleets analogous to the cohort loyalty mechanic. Like with generals, there is a {{icon|admiral loyalty}} '''loyalty of admirals''' modifier that gives {{icon|loyalty}} loyalty modifiers specifically to admirals.
As naval commanders admirals also gain {{icon|power base}} power base proportional to how much of the country's navy they have under their command (scaling to a maximum of {{green|+10}} power base), though the power base of commanded fleets is much less than that of armies. There is no loyalty mechanic for ships or fleets analogous to the {{icon|cohort loyalty}} cohort loyalty mechanic. Like with army commanders, there is a {{icon|admiral loyalty}} '''loyalty of admirals''' modifier that gives {{icon|loyalty}} loyalty modifiers specifically to admirals.


Each admiral has the following modifiers:
Each admiral has the following modifiers:
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* {{icon|prominence}} {{green|+0.10}} Monthly Character Prominence
* {{icon|prominence}} {{green|+0.10}} Monthly Character Prominence
* {{icon|prominence}} {{green|+20}} Prominence
* {{icon|prominence}} {{green|+20}} Prominence
Like with generals, admirals are also paid a significant amount of the nation's income that can be problematic if too many are hired, though this is usually somewhat less of a problem as a navy's high mobility means that it is rare that more than 2 or 3 are needed. Admirals will also gain {{icon|popularity}} from winning battles, though as there are generally fewer naval battles in a war and no cities for admirals to sack, they generally will not reach the same level of popularity as successful generals. Unlike generals, however, admirals do not have reduced {{icon|senate influence}} senate influence.
Like with legates, tribunes, and generals, admirals are also paid a significant amount of the nation's income. This can be problematic if a country appoints too many admirals, though this is usually somewhat less of a problem than with army commanders as a navy's high mobility means that it is rare that more than 2 or 3 are needed. Admirals will also gain {{icon|popularity}} popularity from winning battles, though as there are generally fewer naval battles in a war and no cities for admirals to sack, they generally will not reach the same level of popularity as successful army commanders. Unlike governors and legion commanders, however, admirals do not have reduced {{icon|senate influence}} senate influence.


== Researchers ==
== Researchers ==
{{SVersion|2.0}}
[[File:Researcher interface.png|right|250px|thumb|Researchers in the technology interface]]
[[File:Researcher interface.png|right|250px|thumb|Researchers in the technology interface]]
'''Researchers''' oversee the progress of [[technology|technological]] discovery and advances inside the country. One researcher can be appointed for each of the '''four''' fields of advances, providing a {{icon|military tech investment}} {{icon|civic tech investment}} {{icon|oratory tech investment}} {{icon|religious tech investment}} {{green|+10%}} tech investment bonus to that field for every point of the researcher's corresponding [[attributes|attribute]]. As the main source of tech investment modifiers, a good researcher can considerably speed up the rate of technological advances in the country (and vice versa), and lack of penalties from having an unloyal researcher means that it is generally optimal to appoint the characters with the highest attribute in each field as researcher. Note that each researcher can only be appointed to a single field at a time (and cannot currently hold any other assignable position), and that researchers do not have any effect on [[inventions|invention]] cost.
'''Researchers''' oversee the progress of [[technology|technological]] discovery and advances inside the country. One researcher can be appointed for each of the '''four''' fields of advances, providing a {{icon|military tech investment}} {{icon|civic tech investment}} {{icon|oratory tech investment}} {{icon|religious tech investment}} {{green|+10%}} tech investment bonus to that field for every point of the researcher's corresponding [[attributes|attribute]]. In addition, researchers that have the {{icon|obsessive}} obsessive, {{icon|intelligent}} intelligent, {{icon|polymath}} polymath, or {{icon|scholar}} scholar traits also have a small chance each month to generate an extra {{icon|innovation}} innovation, on top of the innovations that the country normally gains through advances.
 
As the main source of tech investment modifiers, a good researcher can considerably speed up the rate of technological advances in the country (and vice versa), and lack of penalties from having an unloyal researcher means that it is generally preferable to appoint the characters with the highest attribute in each field as researcher. However, the traits that let a researcher discover {{icon|innovation}} extra innovations should also be taken into consideration, and in many circumstances it may be better to appoint a character that has one (or more) of those traits over another character with somewhat higher skill but no ability to generate extra innovations. Since the extra innovations are generated at a relatively constant rate regardless of how quickly or slowly the country is progressing technologically otherwise, focusing on getting researchers with these traits is particularly useful for countries that do not expect to progress quickly through advances, either because of a {{icon|research points}} low research efficiency or high ahead of time penalties from already being highly advanced. Note, as well, that each researcher can only be appointed to a single field at a time (and cannot currently hold any other assignable position).


Each researcher gets the following modifiers:
Each researcher gets the following modifiers:
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* {{icon|prominence}} {{green|+30}} Prominence
* {{icon|prominence}} {{green|+30}} Prominence
* {{icon|statesmanship}} {{green|+0.25%}} Monthly Statesmanship
* {{icon|statesmanship}} {{green|+0.25%}} Monthly Statesmanship
Notably, researchers gain {{icon|statesmanship}} [[statesmanship]] from their position but their bonuses are not affected by their statesmanship. This makes it possible to appoint high attribute but low statesmanship characters into the researcher office in order to accumulate statesmanship for another more important office later, though depending on how this is used this may come at the cost of optimizing technological progression.
Notably, researchers gain {{icon|statesmanship}} statesmanship from their position but their bonuses are not affected by their statesmanship. This makes it possible to appoint high attribute but low statesmanship characters into the researcher office in order to accumulate statesmanship for another more important office later, though depending on how this is used this may come at the cost of optimizing technological progression.
 
== Construction Leaders ==
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[[File:Construction leader interface.png|right|500px|thumb|A construction leader in the great wonder interface]]
'''Construction leaders''' oversee the progress of {{icon|wonder}} great wonders that are under construction. One construction leader can be appointed for each great wonder that the country currently has under construction, providing a {{icon|workpower}} {{green|+5%}} overall workpower bonus for every point of the construction leader's {{icon|finesse}} finesse, increasing the speed at which the pops in the territory build the wonder. Certain traits can further modify the amount of workpower that every pop contributes to wonder construction through the general and pop-specific {{icon|workpower}} Great Wonder Construction modifiers, as well as increasing or decreasing the wonder's prestige once finished through the {{icon|construction prestige}} Great Wonder completion Prestige modifier. A great wonder that does not have any construction leader assigned will instead get a {{red|25%}} malus to construction work speed. Once the wonder is finished, the associated construction leader office will be removed.
 
Each construction leader gets the following modifiers:
* {{icon|wage}} {{red|+1%}} Monthly Wage
* {{icon|popularity}} {{green|+0.01}} Monthly Popularity
* {{icon|prominence}} {{green|+0.10}} Monthly Character Prominence
* {{icon|prestige}} {{green|+0.40}} Monthly Family Prestige
* {{icon|prominence}} {{green|+30}} Prominence
* {{icon|statesmanship}} {{green|+0.40%}} Monthly Statesmanship
Like researchers, construction leaders gain {{icon|statesmanship}} statesmanship from their position but their bonuses are not affected by their statesmanship, which makes it possible to use the position to train up inexperienced but highly-skilled characters for promotion to government offices (possibly at the expense of making the great work construction slower).


== Party Leaders ==
== Party Leaders ==
[[File:Republic faction interface.png|right|400px|thumb|Party leaders in the government interface]]
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In [[republic]]s, each of the 3 [[Senate]] factions has a '''party leader''' who heads the faction and wields a large amount of influence among its members. Party leaders get a [[File:Election term.png|28px]] {{green|+100%}} succession support bonus from their faction, ensuring that they always their faction's full support when calculating succession support. This means that party leaders of larger factions are usually prime candidates to be elected as ruler or co-ruler, as long as they are eligible. Family members of the party leader also get a small [[File:Election term.png|28px]] {{green|+10%}} succession support bonus, even if they are not part of the actual faction themselves.
[[File:Republic faction interface.png|right|500px|thumb|Party leaders in the government interface]]
In [[republic]]s, each of the 3 [[Senate]] factions has a '''party leader''' who heads the faction and wields a large amount of influence among its members. Party leaders get a {{icon|succession}} {{green|+100%}} succession support bonus from their faction, ensuring that they always their faction's full support when calculating succession support. This means that party leaders of larger factions are usually prime candidates to be elected as ruler or co-ruler, as long as they are eligible. Family members of the party leader also get a small {{icon|succession}} {{green|+10%}} succession support bonus from the party, even if they are not actually part of the faction themselves.


When a party leader dies or leaves the country, he or she will be immediately replaced, typically with the most next most {{icon|prominence}} prominent member of the faction. Members of other parties may also join the faction and become the leader if a party has too few remaining candidates for party leader. The faction conviction of a party leader does not change and a party leader will never switch factions, even if they do somehow get higher conviction in a faction other than the one they currently lead.
When a party leader dies or leaves the country, he or she will be immediately replaced, typically with the most next most {{icon|prominence}} prominent member of the faction. Members of other parties may also join the faction and become the leader if a party has too few remaining candidates for party leader. The faction conviction of a party leader does not change and a party leader will never switch factions, even if they do somehow get higher conviction in a faction other than the one they currently lead.
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* {{icon|statesmanship}} {{green|+0.05%}} Monthly Statesmanship
* {{icon|statesmanship}} {{green|+0.05%}} Monthly Statesmanship


As it is not an assignable position, a party leader title by itself does not count towards the number of held positions that a major family expects to have, but party leaders may be elected or appointed to any other position as long as they meet the requirements. As high {{icon|prominence}} prominence characters are more likely to be chosen as party leaders, they will tend to already hold some sort of position in the government.
As it is not an appointed position, a party leader title by itself does not count towards the number of held positions that a major family expects to have, but party leaders may be elected or appointed to any other position as long as they meet the requirements. As high {{icon|prominence}} prominence characters are more likely to be chosen as party leaders, they will tend to already hold some sort of position in the government.


== Clan Chiefs ==
== Clan Chiefs ==
[[File:Clan chief interface.png|right|300px|thumb|Clan chiefs in the government interface]]
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{{icon|clan chiefs}} [[Tribal]] nations have a number of '''clan chiefs''' that lead their clan/family and represent its interests in the country, taking the place of family heads in other countries. The ruler of a tribal nation is always one of the clan chiefs; when the ruler dies, the next ruler will be elected from the clan chief with the next highest [[File:Election term.png|28px]] succession support, as determined by their attributes. When a clan chief dies, the title will be assigned to the next head of the family on the next monthly tick, typically the next oldest member of the family. 
[[File:Clan chief interface.png|right|500px|thumb|Clan chiefs in the government interface]]
{{icon|clan chiefs}} [[Tribal]] nations have a number of '''clan chiefs''' that lead their clan/family and represent its interests in the country, taking the place of [[head of family|family heads]] in other government types. The ruler of a tribal nation is always one of the clan chiefs; when the ruler dies, the next ruler will be elected from the clan chief with the next highest [[File:Election term.png|28px]] succession support, as determined by their attributes. When a clan chief dies, the title will be assigned to the next head of the family on the next monthly tick, typically the next oldest member of the family. The number of clan chiefs (and clans) in a tribal country is determined by the value of its {{icon|clan chiefs}} '''Number of Clan Chiefs''' modifier, increasing with the country's [[country rank|rank]].
 
As the representatives of the main clans of the tribe, clan chiefs represent significant interests within the tribe and get a say some of the internal affairs of the country - in particular, all clan chiefs must be loyal in order to change {{icon|law}} laws and enact certain decisions, particularly those relating to changing government form. In addition, when {{icon|levy}} levies are raised from one of a tribe's regions, they are not put under the command of the local governor, but rather partitioned between each of the clans (including the ruling clan) as {{icon|clan retinues}} clan retinues with the clan chief as {{icon|commander}} commander. These clan retinues are always personally {{icon|cohort loyalty}} loyal to the clan chief (except for those under the {{icon|ruler}} ruler) and contribute to their clan chief's {{icon|power base}} power base correspondingly, which usually significantly increases their power base. However, as they may be called up to command their retinues at any time, unlike heads of family clan chiefs cannot be appointed to any other positions.


Clan chiefs cannot be appointed to other positions, but they will always lead their {{icon|clan retinues}} [[clan retinue]]s as a general and cannot be displaced from that position. These retinues are always personally loyal to the chief and make up the bulk of their {{icon|power base}} power base, as clan chiefs do not get power base from their clan's share of the total {{icon|prestige}} family prestige within the country - they instead get {{icon|prominence}} {{green|+1}} prominence for each percentage of the country's total {{icon|prestige}} family prestige that belongs to their clan. This means that like normal heads of families, clan chiefs are typically among the most powerful characters in a tribal nation, and their loyalty is particularly important as since they are the representatives of the main clans of the tribe, clan chiefs have a significant say in the internal affairs of the country and all clan chiefs must be loyal in order to change {{icon|political influence|28px}} laws and enact certain decisions, particularly those relating to government form. In addition to the usual loyalty modifiers, the {{icon|clan chief loyalty}} '''loyalty of clan chiefs''' modifier will apply loyalty modifiers specifically to clan chiefs only, which is affected by some laws, event modifiers, and [[File:Ruler popularity gain.png|28px]] ruler popularity.
Additionally, unlike family heads, clan chiefs do not get {{icon|power base}} power base from their clan's share of the total {{icon|prestige}} family prestige within the country, but instead get {{icon|prominence}} {{green|+1}} prominence for each percentage of the country's total {{icon|prestige}} family prestige that belongs to their clan. This means that clan chiefs generally have less {{icon|power base}} power base than heads of family in republics and monarchies, save for when their retinues are raised. In addition to the usual loyalty modifiers, the {{icon|clan chief loyalty}} '''loyalty of clan chiefs''' modifier will apply loyalty modifiers specifically to clan chiefs only, which is affected by some laws, event modifiers, and [[File:Ruler popularity gain.png|28px]] ruler popularity.


Like all other non-appointed positions, the clan chief position itself does not count towards the number of positions a family holds; however, as clan chiefs are almost always leading their retinues, they will be considered to hold a position by virtue of being a general
Like all other non-appointed positions, the clan chief position does not count towards the number of positions a family holds, even when the {{icon|levy}} levies are raised and the chiefs are commanding their retinues. 


All clan chiefs have the following modifiers:
All clan chiefs have the following modifiers:

2022年3月5日 (六) 15:17的最新版本

Position Positions consist of the major jobs and offices involved in the command and administration of a country and its military. They are filled by the characters of a realm and are one of the main mechanics by which the country and its characters interact, as not only the means by which characters can contribute their skills and attributes towards the betterment of the realm but also the most important source and easily controlled source of Power base power base and Loyalty.png loyalty. Proper character and position management requires a fine balance between choosing office holders who are the best and most competent at their jobs and the requirements of family loyalty and realm stability.

Mechanics

Appointing a new general

Most positions are filled by appointment and can generally be filled and dismissed freely by the player. Appointing a character to a position gives the loyalty modifier Granted Office, increasing Loyalty.png loyalty by +15 for 5 years, while revoking an office gives the Revoked Offices modifier decreasing Loyalty.png loyalty by -5 for 2.5 years. In general, a character can only hold one position at any given time, with the exception of certain ruler-related positions, and cannot be dismissed or replaced from their position if they become unloyal. Only adult citizens can be appointed to a position, with any gender restrictions also applied if relevant to the country.

Characters in positions are usually paid a certain percentage of the country's Wealth income as their Monthly wage modifier.png wage, which is by modified country-wide with the Monthly wage modifier.png Monthly Wages for Characters modifier and per character by the Monthly wage on character modifier.png Monthly Wage modifier. Notably, each point of a character's Corruption.png corruption increases the wage paid by 2.5%, which can make wages unmanageably large if allowed to spiral out of control. Depending on the exact position, position holders may also get a certain amount of Popularity.png popularity, Prominence.png prominence, Family prestige family prestige, and/or Statesmanship statesmanship each month. All positions also give their holder Power base +2 power base, which depending on the position can then be increased based on the size of armies and navies commanded or regions governed.

Each major family will expect that their members hold a certain proportion of all currently held assignable positions, calculated as:

[math]\displaystyle{ \text{Expected Positions}=\text{round}\left(\frac{\text{Total Number of Positions}\cdot 0.7}{\text{Number of Major Families}}\right) }[/math]

This includes positions such as government offices, governors, generals, and researchers, but not those that are chosen or elected outside of direct player control such as rulers or party leaders.

Any family that does not hold its expected number of positions is considered Scorned family scorned and receives the following stacking modifiers to all its members for each missing expected position:

  • Loyalty.png -5 Loyalty
  • Party optimates.png -0.02 Monthly Optimates Conviction
  • Party oligarchic.png -0.02 Monthly Oligarchs Conviction

For instance, a family that expects to get 4 positions but only has 1 will get Loyalty.png -15 Loyalty, Party optimates.png -0.06 Monthly Optimates Conviction, and Party oligarchic.png -0.06 Monthly Oligarchs Conviction.

A family that instead holds at least double the number of expected positions is Grateful family grateful and receives the following modifiers to all its members:

  • Loyalty.png +15 Loyalty
  • Monthly wage on character modifier.png -20% Monthly Wage
  • Statesmanship +0.10% Monthly Statesmanship
  • Party optimates.png +0.01 Monthly Optimates Conviction
  • Party oligarchic.png +0.01 Monthly Oligarchs Conviction

It is usually important to balance positions between families, even if this results in suboptimal office holders, in order to ensure that families are not scorned. Alternatively, it may also be feasible to completely sideline a family and ensuring that it has no positions and little power base in order to appease the other families and more easily give them enough positions to get the grateful family bonuses.

Ruler

The standard interface for the ruler

Leader.png Each state is headed by a ruler, prominently visible on the Government tab of the Government government panel, and their traits, attributes, and relationships have a significant effect on state modifiers, Loyalty.png character loyalty, and Senate approval Senate support, among other things. Rulers with high attributes can be a considerable boon to their country, significantly strengthening the state and allowing the nation to punch well above its weight, while corrupt, low attribute rulers can inflict major penalties that a state must struggle through. However, depending on the government form, it may be possible to cover weak areas with a co-ruler or consort that has appropriately complementary attributes.

Unlike most positions, rulers are not appointed and dismissed at the whim of the player. The Succession succession of power is instead determined by the type of government - dynastic inheritance in a monarchy, Senatorial election in republics, and rotation between Clan Chiefs in tribal nations, with rulers either reigning until death (as in monarchies and tribes) or for a certain fixed term (as in republics). Monarchies and Tribes tend to stay with the same ruler for much longer and so while the nation will enjoy prosperity under great rulers for a much longer period of time they will also have to suffer for extended periods of misrule by poor rulers, while the relatively rapid elections of Republics mean that their ruler attributes are on the whole more even. The lessened level of control over the choice of ruler, particularly in monarchies, means that countries must be prepared to deal with incompetent or problematic rulers more often than with other positions.

The ruler is always considered the governor of the Country capital.png capital region and thus will Commander.png command any Levy.png levy raised in that region, but cannot be appointed to any other position (in particular, rulers cannot ever command Legion.png legions or Naval combat.png navies). Despite this, rulers do not count towards the number of positions that a family holds. Many events also take the point of view of the ruler, and different options may become available or unavailable based on the ruler's traits and attributes. Rulers of other states are prominently displayed in the Diplomacy screen, and building friends with foreign rulers can be a useful way to improve relations with another country.

Ruler / Co-Ruler Modifiers
Stat/Attribute Bonuses
Martial.png Martial
  • Manpower recovery speed.png +1.00% Manpower Recovery Speed
  • Land morale recovery.png +1.00% Army Morale Recovery
Finesse.png Finesse
  • build_cost修正 -1.00% Build Cost
  • Commerce value.png +2.00% National Commerce Income
Charisma.png Charisma
  • Claim fabrication speed +0.20 Claim Fabrication Speed
  • Tyranny -0.01 Monthly Tyranny
zeal修正 Zeal
  • Monthly war exhaustion -0.01 Monthly War Exhaustion
  • Stability.png +0.01 Monthly Stability Change
Popularity.png Popularity For every point of popularity above 50:
  • Legitimacy.png +0.0025 Monthly Legitimacy
  • Monthly tyranny.png -0.001 Monthly Tyranny
  • Clan chief loyalty +0.5 Loyalty of Clan Chiefs

For every point of popularity below 50:

  • Integrated culture happiness -0.10% Integrated Culture Happiness
  • Legitimacy.png -0.005 Monthly Legitimacy
  • Clan chief loyalty -1 Loyalty of Clan Chiefs
Corruption.png Corruption
  • Monthly political influence modifier.png -0.50% Monthly Political Influence
  • Legitimacy.png -0.001 Monthly Legitimacy
  • Migration speed +0.05% Pop Migration Speed

Note that does not include modifiers on the capital region and levies that a ruler gives by virtue of being the governor of the capital region.

In addition, the ruler gets the following character modifiers:

  • Monthly wage modifier.png +4% Monthly Wage
  • Popularity.png +0.20 Monthly Popularity
  • Prominence.png +2.00 Monthly Character Prominence
  • Family prestige +0.40 Monthly Family Prestige
  • Max rivals +2 Max Rivals
  • Max friends +2 Max Friends
  • Prominence.png +90 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
  • Loyalty.png +100 Loyalty

Note that in addition to the loyalty modifier, a ruler's loyalty is always fixed to Loyalty.png 100 regardless of any other modifiers.

Co-Ruler

The aristocratic republic interface for the ruler, including the co-ruler

Aristocratic Republics are distinguished by power-sharing between two rulers who collectively co-head the government, the second of which is represented ingame by the co-ruler. Co-rulers are considered equivalent to the ruler for most ingame mechanics, contributing any of their four main attributes that they are more skilled in than the ruler (effectively providing a bonus to ruler attributes), averaging ruler Popularity.png popularity between the ruler and co-ruler, and adding their Corruption.png corruption to that of the ruler for the purposes of country modifiers. Unlike rulers, the co-ruler does not always have Loyalty.png 100 loyalty, but instead gives a Political influence.png -1% political influence gain malus for every point of Loyalty.png below 50. The co-ruler is elected alongside the ruler in each election at the end of the term, with the second place candidate being elected with the same term and requirements as the main ruler. It is possible and common for the two co-rulers to be of different factions.

Like rulers, co-rulers do not count towards the number of positions that a family holds unless they also hold another position, of which they can only be appointed as army commanders (legates, tribunes, generals) and admirals.

Co-rulers get the following character modifiers:

  • Monthly wage modifier.png +3% Monthly Wage
  • Popularity.png +0.20 Monthly Popularity
  • Prominence.png +2.00 Monthly Character Prominence
  • Family prestige +0.40 Monthly Family Prestige
  • Max rivals +2 Max Rivals
  • Max friends +2 Max Friends
  • Prominence.png +85 Prominence
  • Statesmanship +0.50% Monthly Statesmanship

Consort

The monarchy interface for the ruler, including the consort

In monarchies, the ruler can instead be supported by the consort, who is the spouse of the ruler. Like co-rulers, consorts will replace a ruler's attributes with their own for the purposes of running the country in any category where they are more skilled, and give a Political influence.png -1% political influence gain malus for every point of Loyalty.png loyalty below 50. It can therefore be very useful to marry rulers and potential heirs to spouses whose attributes can compensate for any weak points in their attributes. Unlike in a co-rulership, a consort's Popularity.png popularity and Corruption.png corruption do not count towards ruler popularity and corruption for the purposes of calculating country modifiers.

Like rulers and co-rulers, consorts do not count towards the number of positions that a family holds unless they also hold another position. However, unlike them, consorts can be assigned to any other position as long as the gender rules allow for it. In addition, by marrying into the royal family, consorts expect their children or descendants will eventually take the throne; if a consort has any living children, they will get a Loyalty.png -15 loyalty malus if the primary heir is not one of their children or descendants.

Consorts get the following character modifiers:

  • Monthly wage modifier.png +2% Monthly Wage
  • Popularity.png +0.05 Monthly Popularity
  • Prominence.png +0.20 Monthly Character Prominence
  • Family prestige +0.30 Monthly Family Prestige
  • Prominence.png +30 Prominence

Primary Heir

File:Primary heir interface.png
The monarchy interface for the primary heir

A monarchy also has a special title for the primary heir who is first in line to inherit the throne. There are no mechanics or country modifiers associated with the primary heir, but the heir is still paid a monthly wage and gets bonuses to popularity, prominence, statesmanship, and loyalty. As with consorts, primary heirs do not count towards the number of positions that a family holds unless they also hold another position, but they can be assigned to any other position as long as the gender rules allow for it.

Primary Heirs get the following character modifiers:

  • Monthly wage modifier.png +1% Monthly Wage
  • Popularity.png +0.20 Monthly Popularity
  • Prominence.png +0.30 Monthly Character Prominence
  • Prominence.png +40 Prominence
  • Statesmanship +0.10% Monthly Statesmanship
  • Loyalty.png +20 Loyalty

Consider giving the primary heir positions that come with a large Power base power base as they are more loyal than most characters. Examples include a governorship over a large region, or a general commanding many cohorts. A position that gives extra Popularity.png popularity, such as command over a Legion.png legion, is particularly useful as high popularity increases Succession succession support for the heir and reduces the Province loyalty province loyalty loss on succession.

Government offices

The government offices interface

Every country has a set of eight major government offices that can be filled, representing important posts in the administration of the country. Every office is associated with a particular country modifier, the strength of which depends on the effective rating of the office holder. The effective rating is determined by multiplying the attribute of the office holder that is associated with the office by the holder's Statesmanship statesmanship, which means that more experienced characters may be more effective at an office than a younger neophyte even if their innate skill is not as high. Furthermore, there are various events that can fire regularly affecting Popularity.png ruler popularity and Stability.png stability depending on the Statesmanship statesmanship of various office holders. This means that maintaining an officer for longer periods of time is more effective than constantly switching them out for newer characters with better attributes (but lower statesmanship), and as the main source of increasing statesmanship is itself being employed in an office this encourages appointing new up-and-coming characters to less important posts (including other offices but also research and governor posts, as their effectiveness does not depend on statesmanship) first in order to build up their experience and statesmanship before promoting them to higher and more crucial offices. Office holders also get bonuses to Prominence.png prominence and Family prestige family prestige, which makes them more favoured to be elected to ruling office.

Government offices are also the main source of Political influence.png monthly political influence generation. Every office holder generates Political influence.png +0.25 monthly political influence, scaled by their Loyalty.png loyalty as a fraction out of 100; this means that filling offices highly loyal officers will ensure a high level of political influence to use on all sorts of different projects, while a administration that is constantly working to block and undermine itself will find it difficult to gain the capital to do anything at all. Therefore, while officers do not have the increased power base of governors or generals that makes maintaining their loyalty important for avoiding civil wars, it is still important to keep an eye on the loyalty of office holders to ensure an adequate supply of political power for government actions.

With the exception of the consort and primary heir positions, government offices are mutually exclusive with all other positions. Office holders can generally be freely appointed and dismissed, but like all other appointed positions officers will refuse to leave their post if they are unloyal.

The offices available to a country depend on the government type. All governments have an office dedicated to Aggressive expansion.png aggressive expansion change, Military experience.png military experience, National tax tax income, Omen.png omen power, and Health.png health, while the other three vary, but usually have an office that affects happiness directly or indirectly, a second office with military bonuses, and a modifier for a government-specific mechanic. Note that only the generic names are given below; many cultures have unique localisations for each of the offices.

Republic offices

In addition to the usual three offices, republics have offices for Party approval party approval, Stability cost modifier.png divine sacrifice cost, and Civilization.png monthly civilization change.

Office Attribute State Modifier (per effective attribute) Character Modifiers Description
Censor Charisma.png Party approval Party approval: +0.02
  • Note: The Party approval is applied to the faction that the Censor is part of
  • Monthly wage modifier.png +2% Monthly Wage
  • Prominence.png +0.25 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Senate influence +15% Senate influence
  • Statesmanship +0.80% Monthly Statesmanship
This office is the republic's chief magistrate with responsibility over the state census, public morality, and clearing blockages in the senate and courts.
Magistrate Charisma.png link= 28px Aggressive expansion change: −0.025
  • Monthly wage modifier.png +1% Monthly Wage
  • Popularity.png +0.01 Monthly Popularity
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.70% Monthly Statesmanship
This office manages the republic's economy and the conduct of foreign and domestic trade, ensuring the smooth flow of currency and goods.
Tribune of the Soldiers Martial.png Military experience.png Monthly Military Experience: +0.01
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office oversees the quality of the republic's military by managing their training, logistics, and discipline.
Tribune of the Treasury Martial.png National tax Tax Income: +1.5%
  • Monthly wage modifier.png +1% Monthly Wage
  • Popularity.png +0.01 Monthly Popularity
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is in charge of administering the republic's treasury by ensuring the collection of taxes and the payment of military pensions.
Augur zeal修正 Omen.png Omen power: +3%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.60% Monthly Statesmanship
This office is a senior priest and the republic's chief interpreter of the will of the gods through haruspicy and augury.
High Priest zeal修正 Stability cost modifier.png Divine sacrifice cost: −2%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is the chief high priest of the republic, responsible for overseeing the priesthood, conducting state sacrifices, and religious festivals.
Tribune of the People Finesse.png Civilization.png Monthly civilization change: +0.01%
  • Monthly wage modifier.png +1% Monthly Wage
  • Popularity.png +0.01 Monthly Popularity
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office represents the republic's freemen with the authority to check the power of the senate and intervene on behalf of freemen in the courts.
Physician Finesse.png Health.png Health: +0.005%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.50% Monthly Statesmanship
This office is the most senior doctor of the republic and is responsible for the care of senior politicians and their families.

Monarchy offices

The unique monarchy offices give modifiers for Legitimacy.png legitimacy, a military bonus for Mercenary maintenance.png mercenary army maintenance, as well as Civilization.png monthly civilization change, but have a weaker National tax national tax modifier office than other government types.

Office Attribute State Modifier (per effective attribute) Character Modifiers Description
Chancellor Charisma.png link= 28px Monthly aggressive expansion: −0.025
  • Monthly wage modifier.png +2% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is the monarch's chief diplomat responsible for the reputation of the ruler and state in foreign courts.
Royal Tutor Charisma.png Civilization.png Monthly civilization change: +0.01%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.08 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +15 Prominence
  • Statesmanship +0.50% Monthly Statesmanship
This office is the monarch's royal tutor and oversees the education of the children of the ruler and important nobles at court.
Marshal Martial.png Mercenary maintenance.png Mercenary army maintenance: −1%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is the marshal in charge of the organization and performance of the monarch's armies including training, logistics and recruitment.
Master of the Guard Martial.png Military experience.png Monthly Military Experience: +0.01
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.60% Monthly Statesmanship
This office is in charge of the monarch's royal bodyguard and oversees their personal protection and maintains domestic order.
High Priest zeal修正 Omen.png Omen power: +3%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is the monarch's high priest and directs religious sacrifices, festivals and the interpretation of the god's will.
Court Philosopher zeal修正 Legitimacy.png Monthly legitimacy: +0.015
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.60% Monthly Statesmanship
This office is the monarch's court philosopher who supervises libraries and the gathering and protection of knowledge.
Steward Finesse.png National tax National tax: +1%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +40 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is the royal steward responsible for administering the collection of taxes and government spending for the monarch.
Physician Finesse.png Health.png Health: +0.005%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.50% Monthly Statesmanship
This office is the court physician responsible for the medical treatment and health of the monarch and their subjects.

Tribal offices

Tribes offices give a military bonus in Manpower.png manpower recovery speed and have happiness modifiers for Tribesmen tribesmen and Pop citizen.png citizens. Notably, their Aggressive expansion.png aggressive expansion office is weaker than in republics or monarchies, which is compensated for by a stronger National tax national tax modifier.

Office Attribute State Modifier (per effective attribute) Character Modifiers Description
Arbitrator Charisma.png link= 28px Monthly aggressive expansion: −0.015
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.20 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is in charge of managing domestic tribal relations and settling disputes in the name of the chief.
Elder Charisma.png Tribesman happiness National tribesmen happiness: +1.2%
  • Monthly wage modifier.png +2% Monthly Wage
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.70% Monthly Statesmanship
This office is a senior member of the tribe selected for their experience, who advises the chief on tribal matters.
Warchief Martial.png Military experience.png Monthly Military Experience: +0.01
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.30 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +20 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is the most senior military advisor to the chief responsible, for raising and managing their armies.
Bodyguard Martial.png Manpower.png Manpower recovery speed: +1.5%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.70% Monthly Statesmanship
This office is in charge of managing the chief's personal bodyguards, retinues, and their morale.
High Priest zeal修正 Omen.png Omen power: +3%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is the chief's most senior priest, and directs religious sacrifices, festivals, and divination.
Wise One zeal修正 Pop citizen happiness.png National citizen happiness: +1.2%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.60% Monthly Statesmanship
This office is selected for their learning and advises the chief on a wide variety of matters, from astronomy to technology.
Magistrate Finesse.png National tax National tax: +2%
  • Monthly wage modifier.png +2% Monthly Wage
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is in charge of the tribe's treasury and the collection of tribute in the name of the chief.
Apothecary Finesse.png Health.png Health: +0.005%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.50% Monthly Statesmanship
This office supervises the medical treatment and health of the chief and tribal nobility.

Governors

File:Governor interface.png
The governor in the territory interface

Governors are appointed to lead the administration of provinces too far from the capital to be effectively controlled from the capital, effectively ruling a particular region on behalf of the central government. A governor can be appointed to any non-capital region that the country owns territories in, though they may only administer a single region at a time. Typically, Finesse.png finesse is the most important attribute for determining a governor's skill, giving a Local output +1.5% population output modifier for each point. Changing the governor policy of a province requires that its region has a governor; a policy will be automatically selected and set or reset each time a new governor is appointed, and the effects of a governor policy are also scaled to the governor's Finesse.png finesse according to the following formula:

[math]\displaystyle{ \text{Effective Policy Modifier}=\frac{\text{Governor Finesse} + 1}{10} \cdot \text{Base Policy Modifier} }[/math]

In addition to heading the regional administration, governors also Commander.png command any Levy.png levies raised from their governorships. Just as with all other commanders, governors that are currently commanding levies will contribute their Martial.png martial to the army's modifiers and gain Power base power base based on the proportion of all cohorts in all the armies they have under their command, which means that Martial.png martial skill is also an important consideration for governorships with a large levy that is expected to make up a significant part of the country's army. Note that governors will always command all levies raised from their governorships and cannot be replaced as commander (unless the position of governor itself is revoked), even if they are split; this is the only case where a single character can have command over multiple different armies.

Governors also have a significant impact on provincial loyalty. Every province in a governorship will get Province loyalty +0.004 local provincial loyalty for each point of governor Loyalty.png loyalty above 50 (to a maximum of +0.20), so it is quite useful to appoint more loyal governors to troublesome regions (note that there is no loyalty malus for having an unloyal governor). There are also a number of traits governors can have that give various bonuses or maluses to territories in their governorship.

A region that does not have a governor appointed will have a severe malus for each of its territories:

  • National tax -50% Local Tax
  • Research points.png -25% Local Research Points
  • Province loyalty -0.35 Local Provincial Loyalty

In addition, any levies raised from a region with no governor will have no commander, significantly reducing their effectiveness in battle.

Unlike most other positions, a governor is usually paid only a very small Monthly wage modifier.png wage directly from the treasury. Instead, governors are permitted to collect a portion of the region's income as the main part of their wage, with the exact amount adjusted by the country's Governor wages governor wage modifier. A governor's wage is therefore mostly proportional to the overall wealth of their region, and every territory in a governor's region will get a base malus of National tax -25% local tax and Commerce value.png -25% local commerce modifier. Note that governor corruption only affects the wage they draw from the treasury, not the wage they draw from their region, which means that corrupt governors generally do not have as significant an impact on income as other office holders. However, governor corruption does decrease Province loyalty province loyalty by -0.0025 per point up to -0.25 loyalty at Corruption.png 100 corruption, which means that highly corrupt governors can be very detrimental to the stability of the realm if not handled properly - either by imposing sanctions or removing them from their post altogether.

In addition to the Power base +2 power base from the governor office, all governors will also gain Power base +0.7 power base for every percentage of the country's Population.png population in the governor's region, and if their governorship's Levy.png levies are raised they will gain further power base by virtue of the cohorts they Commander.png command. Governors will therefore take up a significant portion of the country's total power base, particularly if the country is relatively small and/or expanded beyond its capital region without consolidating that region first; those of large, populous regions especially must be kept (or appointed to be) content and loyal. However, in republics the needs of being away from the capital to run the provincial administration means that governors have a vastly reduced Senate influence senate influence which could be used to sway the balance of power in the Senate, though appointing a powerful character as a governor could easily become a problem in of itself. The Governor loyalty loyalty of governors modifier applies loyalty modifiers specifically to governors, and is largely given as a bonus by a few Gw map icon.png wonder effects, national ideas, Invention.png inventions, and Military tradition.png military traditions that can help keep governors under control. Note that governors are not affected by the General loyalty loyalty of generals modifier, even when leading a levy army.

Like all other appointed positions, governors can be assigned and dismissed at will (unless they are disloyal, at which point they will refuse to leave their post). The post of governor is mutually exclusive with most other positions, though there are some cases where there is overlap between the responsibilities of governors and other position holders. Rulers are considered the governor of the capital region for all intents and purposes, including pop output bonuses from Finesse.png finesse, unrest from Corruption.png corruption, and most importantly Commander.png commanding the Levy.png levy of the Country capital.png capital region. The main exception is that rulers do not collect their wage from the capital region (as it is collected directly from the treasury), and so territories in the capital region do not get the -25% income malus that all other regions do. Note that this automatic governorship is not considered an assignable office that counts towards a family's number of held positions.

Each governor gets the following character modifiers:

  • Monthly wage modifier.png +0.20% Monthly Wage
  • Popularity.png +0.05 Monthly Popularity
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.25 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.35% Monthly Statesmanship
  • Senate influence -100% Senate Influence

While commanding Levy.png levies, a governor gets an additional modifier that increases the wage they are paid from the treasury:

  • Monthly wage on character modifier.png +100% Monthly Wage

Military positions

Army commanders

参见:Commander

While Levy.png levies are Commander.png commanded by governors, permanent standing armies are instead led by characters holding dedicated military positions, without any need to pay attention to administrative matters as well. All characters holding these types of positions are affected by the General loyalty loyalty of generals modifier if they are currently in Commander.png command of an army (which is not necessarily always the case).

Legates

File:Legate tribune interface.png
Legates and tribunes in the military interface

Each of a country's Legion.png legions can have a legate appointed to head the legion and and take Commander.png command of its main army in the Legion tab of the Menu military.png military interface. Unlike governors, a legate can only command one army at a time (with any split off armies commanded by tribunes), but can be detached from his or her command and swapped between armies (within the legion) freely as long as the army is not in combat (though this will incur a temporary Loyalty.png -5 loyalty malus) - this includes leaving the legate without any command at all, with all of the legion's armies led by tribunes (or even unled). However, a legate cannot be dismissed from his or her position for the first 12 months after their appointment, and so cannot be easily swapped between legions.

As the commanders of one of the country's stronger and more important armies, Martial.png martial is by far the most important attribute to consider for legates, with a commander's martial skill giving bonuses to assault_ability修正 assault ability, Enslavement efficiency.png enslavement efficiency, and dice rolls in combat, allowing well-lead armies to punch significantly above their weight in combat. In addition to the default power base from holding a position legates will also usually get boosts to Power base power base from commanding cohorts, and as the commanders of semi-permanent Legion.png legions in particular are one of the main characters that would be expected to gain Loyalty gain chance.png loyal cohorts and veterans, which usually makes legates among the more powerful characters in a realm.

In addition to the power base from commanded or loyal cohorts, legates that are in command are also affected by the General loyalty loyalty of generals modifier if they are deployed, given by a few disparate bonuses. As with all other positions, a legate will refuse to leave their post if they become disloyal; as with governors, they are particularly prone to this due to the large Power base power base they can get from the cohorts they command, and their Loyalty.png loyalty should be watched with care as a disloyal army commander ignoring all orders from above can be highly problematic. As a commander, however, a legate can be removed from their post at any time, even if disloyal, using the Hold Triumph interaction if they have won a battle in the last 2 years at the cost of Political influence.png political power.

Each legate has the following modifiers:

  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.20 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Senate influence -100% Senate Influence

While legates do not have an especially high wage, it is possible for it to add up to a potentially problematic expense if a country has a large number of legions.

Tribunes

Every Legion.png legion can have up to 3 tribunes to support their legates and take Commander.png command of armies split off from the main legion army. Like legates, tribunes can be freely detached from their commands and swapped between different armies within their legion (with a temporary Loyalty.png -5 loyalty malus). Note that tribunes can be appointed regardless of how many armies the legion happens to have at that point in time, even if there are currently no uncommanded armies that the tribune could take command of; it is permitted and common for a tribune (or even a legate) to not be in command of an army. Within a legion, tribunes are ordered by their date of appointment; if the legion's legate dies, is dismissed, or otherwise leaves his or her position for any reason, the highest ranking tribune in the legion will be automatically promoted to legate.

As with legates, Martial.png martial skill is by far the most important attribute for tribunes, as commanding an army is their main and essentially only role, and tribunes are essentially identical to legates in every way (except for their modifiers).

Each tribune, if deployed (i.e. in Commander.png command of an army), gets the following modifiers:

  • Monthly wage modifier.png +0.2% Monthly Wage
  • Prominence.png +0.20 Monthly Character Prominence
  • Family prestige +0.02 Monthly Family Prestige
  • Prominence.png +20 Prominence
  • Senate influence -100% Senate Influence

If not deployed, a tribune instead gets the following set of modifiers:

  • Family prestige +0.02 Monthly Family Prestige
  • Prominence.png +25 Prominence

Note that a tribune that is not currently deployed still counts as holding a position, particularly for the purposes of the base Power base +2 power base and calculating the number of positions that a family holds, despite the fact that they do not get a Monthly wage modifier.png wage and have no responsibilities. This means that tribune slots are especially useful for appointing unskilled and even disloyal characters as a meaningless sinecure position to inflate the number of positions a family holds, as long as they are not actually needed for legions that might need to be split up into multiple armies.

Generals

A general in the army interface

Mercenary maintenance.png Mercenaries, Start migration cost modifier.png migratory armies, and other event armies that are neither Levy.png levies nor Legion.png legions are Commander.png commanded by a general. Unlike legates and tribunes, a general cannot be replaced or dismissed for the first 12 months after their appointment, as the position is tied directly to the command of the army (with the except of mercenary generals, who cannot be replaced at all). Otherwise, generals are much like the other army positions.

Every general has the following modifiers:

  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.20 Monthly Character Prominence
  • Prominence.png +30 Prominence
  • Senate influence -100% Senate Influence

Admirals

A admiral in the navy interface

Admirals are the naval counterparts to army commanders, as the commanders of a nation's fleets, and most mechanics apply analogously (particularly to appointed commanders such as legates and generals). Any adult character (following the country's gender restrictions) that does not already hold another appointed position can be directly appointed to command a single fleet as an admiral (note that this includes the co-ruler and primary heir, but not the Leader.png ruler as the ruler is considered the governor of the capital region and commands its levies). Like generals, there is a 12 month cooldown before an admiral can be replaced or dismissed, as well as another 12 month cooldown before a dismissed or replaced admiral can be assigned another command. As with armies, a fleet in the middle of battle also cannot have its admiral changed.

An admiral's Martial.png martial skill gives Ship capture chance.png +0.5% ship capture chance per point and gives a bonus to dice rolls in combat, potentially significantly increasing their fleet's effectiveness during engagements. An navy without a admiral will instead get a Naval morale.png -15% naval morale and Experience decay +1% experience decay modifier, which similarly makes an unled navy highly vulnerable.

As naval commanders admirals also gain Power base power base proportional to how much of the country's navy they have under their command (scaling to a maximum of +10 power base), though the power base of commanded fleets is much less than that of armies. There is no loyalty mechanic for ships or fleets analogous to the Loyalty gain chance.png cohort loyalty mechanic. Like with army commanders, there is a Admiral loyalty loyalty of admirals modifier that gives Loyalty.png loyalty modifiers specifically to admirals.

Each admiral has the following modifiers:

  • Monthly wage modifier.png +2% Monthly Wage
  • Prominence.png +0.10 Monthly Character Prominence
  • Prominence.png +20 Prominence

Like with legates, tribunes, and generals, admirals are also paid a significant amount of the nation's income. This can be problematic if a country appoints too many admirals, though this is usually somewhat less of a problem than with army commanders as a navy's high mobility means that it is rare that more than 2 or 3 are needed. Admirals will also gain Popularity.png popularity from winning battles, though as there are generally fewer naval battles in a war and no cities for admirals to sack, they generally will not reach the same level of popularity as successful army commanders. Unlike governors and legion commanders, however, admirals do not have reduced Senate influence senate influence.

Researchers

Researchers in the technology interface

Researchers oversee the progress of technological discovery and advances inside the country. One researcher can be appointed for each of the four fields of advances, providing a Military tech investment.png Civic tech investment.png Oratory tech investment.png Religious tech investment.png +10% tech investment bonus to that field for every point of the researcher's corresponding attribute. In addition, researchers that have the 废寝忘食 obsessive, 聪慧 intelligent, 博学多才 polymath, or 博学 scholar traits also have a small chance each month to generate an extra Invention.png innovation, on top of the innovations that the country normally gains through advances.

As the main source of tech investment modifiers, a good researcher can considerably speed up the rate of technological advances in the country (and vice versa), and lack of penalties from having an unloyal researcher means that it is generally preferable to appoint the characters with the highest attribute in each field as researcher. However, the traits that let a researcher discover Invention.png extra innovations should also be taken into consideration, and in many circumstances it may be better to appoint a character that has one (or more) of those traits over another character with somewhat higher skill but no ability to generate extra innovations. Since the extra innovations are generated at a relatively constant rate regardless of how quickly or slowly the country is progressing technologically otherwise, focusing on getting researchers with these traits is particularly useful for countries that do not expect to progress quickly through advances, either because of a Research points.png low research efficiency or high ahead of time penalties from already being highly advanced. Note, as well, that each researcher can only be appointed to a single field at a time (and cannot currently hold any other assignable position).

Each researcher gets the following modifiers:

  • Monthly wage modifier.png +1% Monthly Wage
  • Popularity.png +0.05 Monthly Popularity
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.30 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Statesmanship +0.25% Monthly Statesmanship

Notably, researchers gain Statesmanship statesmanship from their position but their bonuses are not affected by their statesmanship. This makes it possible to appoint high attribute but low statesmanship characters into the researcher office in order to accumulate statesmanship for another more important office later, though depending on how this is used this may come at the cost of optimizing technological progression.

Construction Leaders

File:Construction leader interface.png
A construction leader in the great wonder interface

Construction leaders oversee the progress of Gw map icon.png great wonders that are under construction. One construction leader can be appointed for each great wonder that the country currently has under construction, providing a Total workpower.png +5% overall workpower bonus for every point of the construction leader's Finesse.png finesse, increasing the speed at which the pops in the territory build the wonder. Certain traits can further modify the amount of workpower that every pop contributes to wonder construction through the general and pop-specific Total workpower.png Great Wonder Construction modifiers, as well as increasing or decreasing the wonder's prestige once finished through the Wonder prestige Great Wonder completion Prestige modifier. A great wonder that does not have any construction leader assigned will instead get a 25% malus to construction work speed. Once the wonder is finished, the associated construction leader office will be removed.

Each construction leader gets the following modifiers:

  • Monthly wage modifier.png +1% Monthly Wage
  • Popularity.png +0.01 Monthly Popularity
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.40 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Statesmanship +0.40% Monthly Statesmanship

Like researchers, construction leaders gain Statesmanship statesmanship from their position but their bonuses are not affected by their statesmanship, which makes it possible to use the position to train up inexperienced but highly-skilled characters for promotion to government offices (possibly at the expense of making the great work construction slower).

Party Leaders

Party leaders in the government interface

In republics, each of the 3 Senate factions has a party leader who heads the faction and wields a large amount of influence among its members. Party leaders get a Succession +100% succession support bonus from their faction, ensuring that they always their faction's full support when calculating succession support. This means that party leaders of larger factions are usually prime candidates to be elected as ruler or co-ruler, as long as they are eligible. Family members of the party leader also get a small Succession +10% succession support bonus from the party, even if they are not actually part of the faction themselves.

When a party leader dies or leaves the country, he or she will be immediately replaced, typically with the most next most Prominence.png prominent member of the faction. Members of other parties may also join the faction and become the leader if a party has too few remaining candidates for party leader. The faction conviction of a party leader does not change and a party leader will never switch factions, even if they do somehow get higher conviction in a faction other than the one they currently lead.

Each party leader has the following modifiers:

  • Popularity.png +0.15 Monthly Popularity
  • Prominence.png +0.35 Monthly Character Prominence
  • Family prestige +0.05 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Senate influence +15% Senate influence
  • Statesmanship +0.05% Monthly Statesmanship

As it is not an appointed position, a party leader title by itself does not count towards the number of held positions that a major family expects to have, but party leaders may be elected or appointed to any other position as long as they meet the requirements. As high Prominence.png prominence characters are more likely to be chosen as party leaders, they will tend to already hold some sort of position in the government.

Clan Chiefs

Clan chiefs in the government interface

Clan chiefs.png Tribal nations have a number of clan chiefs that lead their clan/family and represent its interests in the country, taking the place of family heads in other government types. The ruler of a tribal nation is always one of the clan chiefs; when the ruler dies, the next ruler will be elected from the clan chief with the next highest Election term.png succession support, as determined by their attributes. When a clan chief dies, the title will be assigned to the next head of the family on the next monthly tick, typically the next oldest member of the family. The number of clan chiefs (and clans) in a tribal country is determined by the value of its Clan chiefs.png Number of Clan Chiefs modifier, increasing with the country's rank.

As the representatives of the main clans of the tribe, clan chiefs represent significant interests within the tribe and get a say some of the internal affairs of the country - in particular, all clan chiefs must be loyal in order to change Enact law cost modifier.png laws and enact certain decisions, particularly those relating to changing government form. In addition, when Levy.png levies are raised from one of a tribe's regions, they are not put under the command of the local governor, but rather partitioned between each of the clans (including the ruling clan) as Clan retinue.png clan retinues with the clan chief as Commander.png commander. These clan retinues are always personally Loyalty gain chance.png loyal to the clan chief (except for those under the Leader.png ruler) and contribute to their clan chief's Power base power base correspondingly, which usually significantly increases their power base. However, as they may be called up to command their retinues at any time, unlike heads of family clan chiefs cannot be appointed to any other positions.

Additionally, unlike family heads, clan chiefs do not get Power base power base from their clan's share of the total Family prestige family prestige within the country, but instead get Prominence.png +1 prominence for each percentage of the country's total Family prestige family prestige that belongs to their clan. This means that clan chiefs generally have less Power base power base than heads of family in republics and monarchies, save for when their retinues are raised. In addition to the usual loyalty modifiers, the Clan chief loyalty loyalty of clan chiefs modifier will apply loyalty modifiers specifically to clan chiefs only, which is affected by some laws, event modifiers, and Ruler popularity gain.png ruler popularity.

Like all other non-appointed positions, the clan chief position does not count towards the number of positions a family holds, even when the Levy.png levies are raised and the chiefs are commanding their retinues.

All clan chiefs have the following modifiers:

  • Monthly wage modifier.png +3% Monthly Wage
  • Popularity.png +0.15 Monthly Popularity
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.35 Monthly Family Prestige
  • Prominence.png +40 Prominence


国内政策 国家属性人物内战文化政府传承法律国家理念职位叛乱宗教科技
经济政策 建筑经济食物奇观人口贸易商品
省份 区域省份领土殖民地产
军事 军事传统陆军陆军单位陆战海军围城海战
对外政策 条约战争宣战理由宣称外交附属国蛮族
脚本 事件决议使命
其他 成就对手国家游戏配置