政府:修订间差异

本页面适用于最新的版本(2.0)。
(同步到官方百科20:37, 26 September 2020‎ DC123456789)
(2021年12月30日 (四) 01:17‎ 88.80.249.131)
 
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The '''government''' of a [[country]] defines its basic political framework and power structure, including how the {{icon|ruler}} ruler of the country is selected, the possible {{icon|law}} laws that can be enacted, the amount and category of [[national ideas]] that can be adopted, the available {{icon|office}} offices that characters can be appointed to, and more. Each government form has its own set of modifiers and characteristics and falls into one of three basic types - '''republic''', '''monarchy''', or '''tribe''', each with its own set of distinctive mechanics. Over the course of the game, it is possible to change the government of the country from one form to another by [[decisions|decision]] or [[missions|mission task]].
{{icon|government}} The '''government''' of a [[country]] defines its basic political framework and power structure, including how the {{icon|ruler}} ruler of the country is selected, the possible {{icon|law}} laws that can be enacted, the amount and category of [[national ideas]] that can be adopted, the available {{icon|office}} offices that characters can be appointed to, and more. Each government form has its own set of modifiers and characteristics and falls into one of three basic types - '''republic''', '''monarchy''', or '''tribe''', each with its own set of distinctive mechanics. Over the course of the game, it is possible to change the government of the country from one form to another by [[decisions|decision]] or [[missions|mission task]].


== Republics ==
== Republics ==
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{{SVersion|2.0}}
[[File:Government republic screen.png|right|500px|thumb|The government interface for republics]]
[[File:Government republic screen.png|right|500px|thumb|The government interface for republics]]
'''Republics''' are defined first and foremost by the sharing of power between its citizens or upper class, depending on the type. Rulers are chosen by election based on a character's popularity and prominence and serve only for a fixed, usually relatively short term, meaning that republics will tend to cycle through different characters quite quickly and are not quite as involved in playing dynastic games. Republics are also marked by the presence of a Senate whose approval is required for most government actions, made up of a number of factions who may give various bonuses but also seek to advance their goals and interests.
'''Republics''' are defined first and foremost by the sharing of power between its citizens or upper class, depending on the type. Rulers are chosen by election based on a character's popularity and prominence and serve only for a fixed, usually relatively short term, meaning that republics will tend to cycle through different characters quite quickly and are not quite as involved in playing dynastic games. Republics are also marked by the presence of a Senate whose approval is required for most government actions, made up of a number of factions who may give various bonuses but also seek to advance their goals and interests.
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===Republican governments===
===Republican governments===
Unless specified otherwise, all Republics have the following base characteristics:
Unless specified otherwise, all Republics have the following base characteristics:
* {{icon|civilization}} National [[Population#Civilization Value|civilization value]]: {{green|+35%}}
* {{icon|civilization}} National [[Population#Civilization Value|civilization value]]: {{green|+20%}}
* Each ruler must be at least 35 to be elected.
* Each ruler must be at least 35 to be elected.
* [[File:Election term.png|28px]] Each ruler reigns for 5 years.
* [[File:Election term.png|28px]] Each ruler reigns for 5 years.
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| Democratic Republic
| Democratic Republic
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory
| {{icon|civilization}} '''National [[Population#Civilization_Value|civilization value]]:''' {{green|+30%}}, '''Minimum election age 25'''
| {{icon|civilization}} '''National [[Population#Civilization_Value|civilization value]]:''' {{green|+15%}}, '''Minimum election age 25'''
* {{icon|freeman happiness}} National freeman happiness: {{green|+8%}}
* {{icon|freeman happiness}} National freeman happiness: {{green|+8%}}
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| Athenian Republic
| Athenian Republic
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
| {{icon|civilization}} '''National [[Population#Civilization_Value|civilization value]]:''' {{green|+40%}}, '''Minimum election age 25'''
| {{icon|civilization}} '''National [[Population#Civilization_Value|civilization value]]:''' {{green|+25%}}, '''Minimum election age 25'''
* {{icon|enact law cost}} Enact law cost: {{green|-25%}}
* {{icon|enact law cost}} Enact law cost: {{green|-25%}}
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=== The Senate ===
=== The Senate ===
The '''Senate''' (which may go by a number of other names, such as the '''Adirim''', '''Ekklesia''', '''Gerousia''', '''Sangha''', or '''Assembly''') consists of '''100''' seats with each seat belonging to one of '''three''' factions. Every adult character in a republic is part of one of the republic's factions based on which faction they have the highest [[conviction]] for, and each faction has a [[party leader|leader]], generally the most {{icon|prominence}} prominent character that supports that faction. Each character in a faction contributes a certain amount of {{icon|senate influence}} '''senatorial influence''', calculated as each character's {{icon|power base}} power base adjusted by their {{icon|senate influence}} '''senate influence''' modifier. The amount of seats each faction has, their {{icon|senate control}} '''senate control''', which determines how strong and influential the faction, will then gradually drift over time to the proportion of the total {{icon|senate influence}} senate influence in the country that the faction members hold, meaning that the strength of factions will swing significantly based on the power of its membership. Notably, {{icon|senate influence}} senate influence is significantly decreased for {{icon|position}} generals and governors, which means that assigning those offices to powerful members of a faction can be a good way to significantly decrease the power of a disapproving faction and swing the Senate in the government's favour.
The '''Senate''' (which may go by a number of other names, such as the '''Adirim''', '''Ekklesia''', '''Gerousia''', '''Sangha''', or '''Assembly''') consists of '''100''' seats with each seat belonging to one of '''three''' factions. Every adult character in a republic is part of one of the republic's factions based on which faction they have the highest [[conviction]] for, and each faction has a [[party leader|leader]], generally the most {{icon|prominence}} prominent character that supports that faction. Each character in a faction contributes a certain amount of {{icon|senate influence}} '''senatorial influence''', calculated as each character's {{icon|power base}} power base adjusted by their {{icon|senate influence}} '''senate influence''' modifier. The amount of seats each faction has, their {{icon|senate control}} '''senate control''', which determines how strong and influential the faction, will then gradually drift over time to the proportion of the total {{icon|senate influence}} senate influence in the country that the faction members hold, meaning that the strength of factions will swing significantly based on the power of its membership. Notably, {{icon|senate influence}} senate influence is significantly decreased for {{icon|commander}} commanders and {{icon|position}} governors, which means that assigning those offices to powerful members of a faction can be a good way to significantly decrease the power of a disapproving faction and swing the Senate in the government's favour.


{{icon|succession}} Succession support in a republic, which determines which character is elected to become the {{icon|ruler}} ruler (and possibly co-ruler) in a republic, is calculated by faction, with each faction giving much more support to their faction members, particularly their leader, and being much more hesitant to support characters of other factions. As the succession support a faction gives is weighted according to their {{icon|senate control}} number of seats, factions with stronger control in the Senate will tend to elect more of their faction members as {{icon|ruler}} ruler. Every faction has a different modifier that is applied to the country when the {{icon|ruler}} ruler is part of that faction, and the ruling faction will also expect to have its [[#Faction objectives|objectives]] fulfilled during the term.
==== Ruler elections ====
When the ruler (and co-ruler) of a republic dies or finishes their term, his or her successor is elected by the Senate, with the eligible character with the highest {{icon|succession}} '''succession support''' becoming the new ruler (and the eligible character with the second highest {{icon|succession}} succession support elected co-ruler, for government types that have that position).
 
Every character is supported by a certain number of seats from each faction, which is a proportion of the {{icon|senate control}} total number of seats the faction holds in the Senate calculated according to the following factors:
* {{green|+0.5%}} for each point of {{icon|popularity}} popularity
* {{green|+0.5%}} for each point of {{icon|statesmanship}} statesmanship
* {{green|+0.025%}} for each point of {{icon|prestige}} family prestige
* {{green|+50%}} if the character is the [[party leader|faction leader]]
* {{red|-40%}} if the character is not a member of the faction
* {{green|+10%}} if the character is in the same family as the [[party leader|faction leader]]
* {{red|-25%}} if the character's culture does not match the country's [[Culture#Primary_culture|primary culture]]
* {{red|-25%}} if the character's religion does not match the country's [[Religion#State_religion|state religion]]
 
A character's total succession support is then the sum of the seats that support them across all three factions. As factions strongly favour their faction members, especially their leaders, and the total succession support a faction gives depends on their {{icon|senate control}} number of seats, factions with stronger control in the Senate will tend have more of their faction members elected as {{icon|ruler}} ruler. Electing faction member as the {{icon|ruler}} gives a particular countrywide bonus depending on the faction, but the ruling faction will also expect to have its [[#Faction objectives|objectives]] fulfilled during the term, which may have severe consequences if their agenda is not passed.


==== Senate approval ====
==== Senate approval ====
Every faction has an {{icon|approval}} '''approval''' value that represents how much support there is within the faction for the government's current policies. Every character in a faction will get {{icon|loyalty}} {{green|+0.1}} loyalty for every point of approval above '''50''', and {{icon|loyalty}} {{red|-0.3}} loyalty for every point of approval below '''50'''.
Every faction has an {{icon|approval}} '''approval''' value that represents how much support there is within the faction for the government's current policies. Every character in a faction will get {{icon|loyalty}} {{green|+0.1}} loyalty for every point of approval above '''50''', and {{icon|loyalty}} {{red|-0.3}} loyalty for every point of approval below '''50'''. Faction approval will change each month according to a wide variety of factors, different for each faction, as well as the {{icon|party approval}} '''party approval''' modifier. Many actions and [[events]], as well as completing {{icon|faction objective}} faction objectives, can also immediately change faction approval.


The overall {{icon|approval}} '''Support in the Senate''' is sum of all faction approvals weighted by their {{icon|senate control}} number of controlled seats, and determines how many seats will vote in favour of the government's actions. A faction's support will slowly change from month to month depending on a wide variety of factors differing for each faction, and is also impacted by changing {{icon|law}} laws, many [[character interaction]]s, and certain [[diplomacy|diplomatic actions]].
The overall {{icon|approval}} '''Support in the Senate''' is sum of all faction approvals weighted by their {{icon|senate control}} number of controlled seats, and determines how many seats will vote in favour of the government's actions. A faction's support will slowly change from month to month depending on a wide variety of factors differing for each faction, and is also impacted by changing {{icon|law}} laws, many [[character interaction]]s, and certain [[diplomacy|diplomatic actions]].
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* All diplomatic interactions with other nations
* All diplomatic interactions with other nations


The senate will completely block an action if fewer than {{icon|approval}} '''30''' senate seats support it, and will pass it without issue if there is at least {{icon|approval}} '''60''' Senate support. If between 30 and 60 senators back the action, it can be forced through at the cost of {{icon|tyranny}} {{red|+0.66}} tyranny for each point of support less than 60, which can quickly become debilitatingly high if actions are forced through too often.
The senate will completely block an action if fewer than {{icon|approval}} '''30''' senate seats support it, and will pass it without issue if there is at least {{icon|approval}} '''51''' Senate support. If between 30 and 51 senators back the action, it can be forced through at the cost of around {{icon|tyranny}} {{red|+0.67}} tyranny for each point of support less than 51 (to a maximum of {{icon|tyranny}} {{red|14}} tyranny), which can quickly become debilitatingly high if actions are forced through too often.


==== Faction objectives ====
==== Faction objectives ====
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| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| Will only fire if the country has at least {{icon|holding}} '''5''' possible holdings, and requires 5 to be granted to members of the faction.
| Will only fire if the country has at least {{icon|holding}} '''5''' possible holdings, and requires '''5''' to be granted to members of the faction.
|-
|-
| {{icon|holding}} Confiscation
| {{icon|holding}} Confiscation
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| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| Requires an owned province with at least {{icon|religion}} '''8''' wrong religion territories. Requires at least '''8''' territories in the province to be of the state religion.
| Will fire for an owned province with at least {{icon|religion}} '''8''' wrong religion territories, and requires at least '''8''' territories in the province to be follow the state religion.
|-
|-
| {{icon|province investment}} Investment
| {{icon|province investment}} Investment
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| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| Will fire for a province with at least '''6''' owned territories, none of which have {{icon|city}} city status, and requires a {{icon|city}} city be built there.
| Will fire for a province with at least '''6''' owned territories, none of which have {{icon|city}} city status, and requires a {{icon|city}} city be built in one of its territories.
|-
|-
| {{icon|building slots}} Construction
| {{icon|building slots}} Construction
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| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| style="text-align:center;" | {{icon|no}}
| Requires that you construct a {{icon|temple}} temple in a specific territory with {{icon|city}} city status.
| Requires that you construct a {{icon|temple}} great temple in a specific territory with {{icon|city}} city status.
|-
|-
| {{icon|holy site}} Desecration
| {{icon|holy site}} Desecration
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|-
|-
| {{icon|oligarchs}} || Oligarchs
| {{icon|oligarchs}} || Oligarchs
| {{icon|noble happiness}} {{green|+8%}} National Noble Happiness
{{icon|build cost}} {{green|-15%}} Build Cost<br>
{{icon|noble happiness}} {{green|+8%}} National Noble Happiness
|
|
* None
* None
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* {{green|+0.005}} for each point of {{icon|tyranny}} tyranny
* {{green|+0.005}} for each point of {{icon|tyranny}} tyranny
* {{green|+0.003}} for each point of ruler {{icon|corruption}} corruption
* {{green|+0.003}} for each point of ruler {{icon|corruption}} corruption
* {{green|+0.25}} if the country is an [[antagonist]]
| ''The Oligarchs are the ancient nobles of our nation, and their supporters, who seek to dominate the political life of the country to their own ends and benefit. As such they eschew, and at best tolerate, the participation of the general populace in politics, which is a threat to their privileged status.''
| ''The Oligarchs are the ancient nobles of our nation, and their supporters, who seek to dominate the political life of the country to their own ends and benefit. As such they eschew, and at best tolerate, the participation of the general populace in politics, which is a threat to their privileged status.''
|-
|-
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* {{green|+0.08}} if all {{icon|pantheon}} pantheon deities are of the state religion
* {{green|+0.08}} if all {{icon|pantheon}} pantheon deities are of the state religion
* {{red|-0.005}} for each {{icon|pantheon}} pantheon deity not of the state religion
* {{red|-0.005}} for each {{icon|pantheon}} pantheon deity not of the state religion
* {{green|+0.25}} if the country is an [[antagonist]]
| ''The Traditionalists are generally not concerned with the political divide that drives the debates of the Oligarchs and Democrats. They seek no disturbance with the gods, and merely wish to protect the ancient traditions of the country and the privileges of the priesthood in the face of political reform and strife.''
| ''The Traditionalists are generally not concerned with the political divide that drives the debates of the Oligarchs and Democrats. They seek no disturbance with the gods, and merely wish to protect the ancient traditions of the country and the privileges of the priesthood in the face of political reform and strife.''
|-
|-
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* {{green|+0.15}} for each {{icon|scorned}} scorned major family
* {{green|+0.15}} for each {{icon|scorned}} scorned major family
* {{red|-0.15}} for each {{icon|grateful}} grateful major family
* {{red|-0.15}} for each {{icon|grateful}} grateful major family
* {{red|-0.05}} if the {{icon|ruler}} ruler is a [[minor character]]
* {{red|-0.01}} for each point of {{icon|tyranny}} tyranny
* {{red|-0.01}} for each point of {{icon|tyranny}} tyranny
* {{red|-0.003}} for each point of ruler {{icon|corruption}} corruption
* {{red|-0.003}} for each point of ruler {{icon|corruption}} corruption
* {{green|+0.25}} if the country is an [[antagonist]]
| ''The Democrats ostensibly support a fairer division of political power and participation in the country, protecting the interests of citizens and non-citizens alike to their own advantage. They are a foil to the domination of the entrenched Oligarchs, though the motives of their politicians are often equally devious and ambitious.''
| ''The Democrats ostensibly support a fairer division of political power and participation in the country, protecting the interests of citizens and non-citizens alike to their own advantage. They are a foil to the domination of the entrenched Oligarchs, though the motives of their politicians are often equally devious and ambitious.''
|}
|}
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* {{green|+0.15}} for each {{icon|grateful}} grateful major family
* {{green|+0.15}} for each {{icon|grateful}} grateful major family
* {{red|-0.10}} for each {{icon|scorned}} scorned major family
* {{red|-0.10}} for each {{icon|scorned}} scorned major family
* {{green|+0.25}} if the country is an [[antagonist]]
| ''The Optimates are the elite of our nation, rich and powerful senators who want to divide the power of the Republic between themselves rather than letting the unwashed masses affect the rule of law.<p>They approve of changes made for the established greater families and elite, and hold a deep disdain for any would be populist upstart.''
| ''The Optimates are the elite of our nation, rich and powerful senators who want to divide the power of the Republic between themselves rather than letting the unwashed masses affect the rule of law.<p>They approve of changes made for the established greater families and elite, and hold a deep disdain for any would be populist upstart.''
|-
|-
| {{icon|boni}} || Boni
| {{icon|boni}} || Boni
| {{icon|monthly wages}} {{green|-10%}} Monthly Wages for Characters
{{icon|build cost}} {{green|-15%}} Build Cost<br>
{{icon|monthly wages}} {{green|-10%}} Monthly Wages for Characters
|
|
* None
* None
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* {{green|+0.08}} if all {{icon|pantheon}} pantheon deities are of the state religion
* {{green|+0.08}} if all {{icon|pantheon}} pantheon deities are of the state religion
* {{red|-0.005}} for each {{icon|pantheon}} pantheon deity not of the state religion
* {{red|-0.005}} for each {{icon|pantheon}} pantheon deity not of the state religion
* {{green|+0.25}} if the country is an [[antagonist]]
| ''The Boni are aristocrats who believe in the ancient traditions of the nation, rather than taking parts in the conflicts between classes like the Optimates or Populares. They strive to find a balance between the needs of the lower classes and upholding the stability of the nation, through gradual reform.<p>They approve of leaders who actively seek to preserve the peace and stability of the nation, and disapprove of anything that would break the current balance.''
| ''The Boni are aristocrats who believe in the ancient traditions of the nation, rather than taking parts in the conflicts between classes like the Optimates or Populares. They strive to find a balance between the needs of the lower classes and upholding the stability of the nation, through gradual reform.<p>They approve of leaders who actively seek to preserve the peace and stability of the nation, and disapprove of anything that would break the current balance.''
|-
|-
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* {{green|+0.15}} for each {{icon|scorned}} scorned major family
* {{green|+0.15}} for each {{icon|scorned}} scorned major family
* {{red|-0.10}} for each {{icon|grateful}} grateful major family
* {{red|-0.10}} for each {{icon|grateful}} grateful major family
* {{green|+0.25}} if the country is an [[antagonist]]
|
|
''The Populares are the senators who work for the common man, or at least claim so to get popular backing and make their own political platforms relevant. Popular generals and corrupt politicians have a tendency to join this party, as it lets them toss aside ancient traditions that might negatively affect their own rise to power.<p>They approve of actions that reduce the influence of the Optimates, and disagree with any moves to cement the control of the upper class.''
''The Populares are the senators who work for the common man, or at least claim so to get popular backing and make their own political platforms relevant. Popular generals and corrupt politicians have a tendency to join this party, as it lets them toss aside ancient traditions that might negatively affect their own rise to power.<p>They approve of actions that reduce the influence of the Optimates, and disagree with any moves to cement the control of the upper class.''
|}
|}
=== Dictators ===
In times of {{icon|war}} war, a republic can appoint their ruler as a temporary '''dictator''' in order to deal with the expediencies of war more quickly and efficiently without having to seek Senatorial approval for their actions. Using the '''Appoint Dictator''' character interaction requires at least {{icon|approval}} '''75''' Senate support and costs {{icon|tyranny}} {{red|10}} tyranny, giving {{green|+5%}} Morale of Armies and {{icon|election term}} {{red|+1}} Election Term Duration as well as bypassing the need for Senate approval while the dictatorship is active.
When the war or the ruler's term ends, the dictator is expected to return his or her powers and restore control to the Senate. However, depending on the dictator's faction, {{icon|popularity}} popularity, [[trait]]s, and the country's size, the dictator may decide to retain their powers anyways and extend their dictatorship and ruler term beyond its normal limit, with temporary penalties to {{icon|province loyalty}} province loyalty and {{icon|tyranny}} tyranny. As the extended dictatorship proceeds, the dictator will eventually push for the enacting the {{icon|law}} Princeps Civitas or {{icon|law}} Lifetime Elections law, essentially making them dictator for life if accepted. If an extended dictatorship is becoming problematic, the dictator can be forced to step down with the '''Return Dictatorship''' character interaction if their {{icon|popularity}} popularity falls low enough or the country's {{icon|stability}} stability is high enough at the cost of {{icon|stability}} {{red|25}} stability. Alternatively, the '''Murder Dictator''' interaction can be used to remove an illegal dictator at any time, with the same {{icon|tyranny}} tyranny and {{icon|aggressive expansion}} aggressive expansion costs as a usual assassination plus an additional cost of {{icon|stability}} {{red|30}} stability.
While the republic is under a dictatorship - whether legally granted or illegally extended - the [[Oratory_inventions#Dictatorship_tree|dictatorship invention tree]] becomes available, allowing the country to take {{icon|invention}} inventions that entrench the power of the dictator by revising the constitution, extending their term, and finally instituting a hereditary line of succession to reform the republic into a [[monarchy|monarchical]] '''Dictatorship''', either by pushing through reforms with sufficient {{icon|oligarchs}} Oligarchs or {{icon|populares}} Populares support or forcing through demands with a {{icon|civil war}} civil war.


===Offices===
===Offices===
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* Has at least {{icon|pol}} '''25''' political influence
* Has at least {{icon|pol}} '''25''' political influence
* Does not have the modifier '''Oligarchs Dominate'''
* Does not have the modifier '''Oligarchs Dominate'''
* Does not have the modifier '''Democrats Dominate'''
|
|
* Lose {{icon|pol}} {{red|25}} political influence and gain {{icon|tyranny}} {{red|5}} tyranny
* Lose {{icon|pol}} {{red|25}} political influence and gain {{icon|tyranny}} {{red|5}} tyranny
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* Has the {{icon|democrats}} Democrats faction
* Has the {{icon|democrats}} Democrats faction
* Has less than {{icon|manpower}} '''5000''' manpower
* Has less than {{icon|manpower}} '''2500''' manpower
* Has at least {{icon|pol}} '''25''' political influence
* Has at least {{icon|pol}} '''25''' political influence
* Does not have the modifier '''Oligarchs Dominate'''
* Does not have the modifier '''Democrats Dominate'''
* Does not have the modifier '''Democrats Dominate'''
|
|
* Lose {{icon|manpower}} {{red|5000}} manpower and {{icon|pol}} {{red|25}} political influence
* Lose {{icon|manpower}} {{red|2500}} manpower and {{icon|pol}} {{red|25}} political influence
* The {{icon|culture}} dominant primary culture {{icon|city}} city or {{icon|metropolis}} metropolis with the {{icon|population}} highest population promotes '''1''' primary culture {{icon|freemen}} freeman, {{icon|tribesmen}} tribesman, or {{icon|slaves}} slave pop to a {{icon|citizens}} citizen for each [[country rank]]
* The {{icon|culture}} dominant primary culture {{icon|city}} city or {{icon|metropolis}} metropolis with the {{icon|population}} highest population promotes '''1''' primary culture {{icon|freemen}} freeman, {{icon|tribesmen}} tribesman, or {{icon|slaves}} slave pop to a {{icon|citizens}} citizen for each [[country rank]]
* Get the modifier '''Democrats Placated''' for '''5''' years, giving:
* Get the modifier '''Democrats Placated''' for '''5''' years, giving:
** {{icon|promotion}} {{green|+6%}} Pop Promotion Speed
** {{icon|promotion}} {{green|+10%}} Pop Promotion Speed
** {{icon|noble happiness}} {{red|-6%}} National Noble Happiness
** {{icon|noble happiness}} {{red|-6%}} National Noble Happiness
** {{icon|democrats}} {{green|+0.15}} Monthly Democrats Approval
** {{icon|democrats}} {{green|+0.15}} Monthly Democrats Approval
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* Lose {{icon|pol}} {{red|25}} political influence and gain {{icon|tyranny}} {{red|5}} tyranny
* Lose {{icon|pol}} {{red|25}} political influence and gain {{icon|tyranny}} {{red|5}} tyranny
* Every major [[head of family|family head]] gets the loyalty modifier '''Great Families empowered by the Oligarchs''', giving {{icon|loyalty}} {{green|+5}} loyalty for '''5''' years
* Every major [[head of family|family head]] gets the loyalty modifier '''Great Families empowered by the Oligarchs''', giving {{icon|loyalty}} {{green|+5}} loyalty for '''5''' years
* Get the modifier '''Optimates Senate Suppor''' for '''5''' years, giving:
* Get the modifier '''Optimates Senate Support''' for '''5''' years, giving:
** {{icon|freeman happiness}} {{red|-6%}} National Freeman Happiness
** {{icon|freeman happiness}} {{red|-6%}} National Freeman Happiness
** {{icon|optimates}} {{green|+0.15}} Monthly Optimates Approval
** {{icon|optimates}} {{green|+0.15}} Monthly Optimates Approval
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* Has the {{icon|populares}} Populares faction
* Has the {{icon|populares}} Populares faction
* Has less than {{icon|manpower}} '''5000''' manpower
* Has less than {{icon|manpower}} '''2500''' manpower
* Has at least {{icon|pol}} '''25''' political influence
* Has at least {{icon|pol}} '''25''' political influence
* Does not have the modifier '''Populares Senate Support'''
* Does not have the modifier '''Populares Senate Support'''
* Does not have the modifier '''Optimates Senate Support'''
* Does not have the modifier '''Optimates Senate Support'''
|
|
* Lose {{icon|manpower}} {{red|5000}} manpower and {{icon|pol}} {{red|25}} political influence
* Lose {{icon|manpower}} {{red|2500}} manpower and {{icon|pol}} {{red|25}} political influence
* The next issue brought before the Senate will '''bypass''' the need for {{icon|approval}} Senate approval
* The next issue brought before the Senate will '''bypass''' the need for {{icon|approval}} Senate approval
* Get the modifier '''Populares Senate Support''' for '''5''' years, giving:
* Get the modifier '''Populares Senate Support''' for '''5''' years, giving:
第539行: 第570行:
* Lose {{icon|boni}} {{red|5}} Boni approval
* Lose {{icon|boni}} {{red|5}} Boni approval
* Gain {{icon|populares}} {{green|10}} Populares approval
* Gain {{icon|populares}} {{green|10}} Populares approval
|-
|- id = summon_curiate_assembly
| [[File:Curiate assembly.png]] 
| [[File:Curiate assembly.png]] 
| Summon Curiate Assembly
| Summon Curiate Assembly
第551行: 第582行:
* Tooltip: Summons some of our most prestigious patricians to legitimize the appointments of the senate. This interaction can boost the capabilities of our appointed Governors, and can be only be used once every 10 years.
* Tooltip: Summons some of our most prestigious patricians to legitimize the appointments of the senate. This interaction can boost the capabilities of our appointed Governors, and can be only be used once every 10 years.
* Get the event [[Assembly events#assembly.1|'''Curiate Assembly''']]
* Get the event [[Assembly events#assembly.1|'''Curiate Assembly''']]
|-
|- id = assemble_war_council_republic
| [[File:War council.png]] 
| [[File:War council.png]] 
| Summon Senatorial War Council
| Summon Senatorial War Council
第566行: 第597行:


==Monarchies==
==Monarchies==
{{SVersion|1.5}}
{{SVersion|2.0}}
[[File:Government monarchy screen.png|right|500px|thumb|The government interface for monarchies]]
[[File:Government monarchy screen.png|right|500px|thumb|The government interface for monarchies]]
In a [[monarchy]], authority lies entirely in the hands of the ruler who controls the government and can generally do as he or she wishes, so long as the rest of the realm remains loyal. Monarchs sit for life with a consort to assist them and succession runs entirely along familial lines, with the throne inherited from parent to child or from one sibling to the next depending on the exact succession law. This concentration of power in a single person, however, means that much more attention must be paid to the legitimacy of the current ruler as the country sees it as well as fending off the threats of pretenders and claimants who would drive the realm into civil war in order to claim the throne for themselves.
In a [[monarchy]], authority lies entirely in the hands of the ruler who controls the government and can generally do as he or she wishes, so long as the rest of the realm remains loyal. Monarchs sit for life with a consort to assist them and succession runs entirely along familial lines, with the throne inherited from parent to child or from one sibling to the next depending on the exact succession law. This concentration of power in a single person, however, means that much more attention must be paid to the legitimacy of the current ruler as the country sees it as well as fending off the threats of pretenders and claimants who would drive the realm into civil war in order to claim the throne for themselves.
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===Monarchy governments===
===Monarchy governments===
Unless specified otherwise, all monarchies have the following characteristics:
Unless specified otherwise, all monarchies have the following characteristics:
* {{icon|civilization}} National [[Population#Civilization Value|Civilization Value]]: {{green|+35%}}
* {{icon|civilization}} National [[Population#Civilization Value|Civilization Value]]: {{green|+20%}}
* {{icon|freeman ratio}} National Freeman Desired Ratio {{green|+2.5%}}
* {{icon|freeman ratio}} National Freeman Desired Ratio {{green|+2.5%}}
* {{icon|ruler}} Ruler rules for life
* {{icon|ruler}} Ruler rules for life
第585行: 第616行:
| Autocratic Monarchy
| Autocratic Monarchy
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|rel}} 1 Religious
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|rel}} 1 Religious
| {{icon|civilization}} '''National [[Population#Civilization Value|civilization value]]:''' {{green|+30%}}
| {{icon|civilization}} '''National [[Population#Civilization Value|civilization value]]:''' {{green|+15%}}
| {{icon|slave output}} National slave output: {{green|+12%}}
| {{icon|slave output}} National slave output: {{green|+12%}}
| ''Conferring absolute power, the title of an Autocratic Monarchy is hereditary.''
| ''Conferring absolute power, the title of an Autocratic Monarchy is hereditary.''
第624行: 第655行:
| Dictatorship
| Dictatorship
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
| {{icon|tyranny}} Monthly tyranny: {{red|+0.04}}
| (default)
* {{icon|freeman happiness}} National freeman happiness: {{green|+12%}}
* {{icon|freeman happiness}} National freeman happiness: {{green|+12%}}
第632行: 第663行:
| Empire
| Empire
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
| {{icon|civilization}} '''National [[Population#Civilization Value|civilization value]]:''' {{green|+40%}}
| (default)
* {{icon|freeman output}} National freemen output: {{green|+12%}}
* {{icon|freeman output}} National freemen output: {{green|+12%}}
第641行: 第672行:
| Imperial Cult
| Imperial Cult
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
| {{icon|civilization}} '''National [[Population#Civilization Value|civilization value]]:''' {{green|+40%}}
| (default)
* {{icon|freeman output}} National freemen output: {{green|+12%}}
* {{icon|freeman output}} National freemen output: {{green|+12%}}
第675行: 第706行:
* The number of characters that prefer another successor than the current heir to succeed (discussed in further detail below)
* The number of characters that prefer another successor than the current heir to succeed (discussed in further detail below)


To help increase legitimacy you can also at any time use a government action to [[File:Button endorse.png|28px]] '''Strengthen Legitimacy''', which gives a monthly legitimacy increase of {{green|+0.05}} for '''5''' years at a cost of {{icon|political influence}} {{red|10}} political influence and a monthly increase of {{icon|tyranny}} {{red|+0.02}} while the modifier is running. Legitimacy can be strengthened multiple times with the modifiers stacking on each other, but each use of the action increases the cost of further strengthening legitimacy by {{red|+50%}} while it is running. There are also various indirect ways, such as Holding Games, that increase popularity and therefore indirectly legitimacy.
To help increase legitimacy, there is a government action to [[File:Button endorse.png|28px]] '''Strengthen Legitimacy''', which gives a monthly legitimacy increase of {{green|+0.05}} for '''5''' years at a cost of {{icon|political influence}} {{red|10}} political influence and a monthly increase of {{icon|tyranny}} {{red|+0.02}} tyranny while the modifier is running. Legitimacy can be strengthened multiple times with the modifiers stacking on each other, but each use of the action increases the (political influence) cost of further strengthening legitimacy by {{red|+50%}} while it is running. There are also various indirect ways, such as Holding Games, that increase popularity and therefore indirectly legitimacy.


=== Succession ===
=== Succession ===
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During a succession, the country will always lose {{icon|stability}} {{red|10}} stability, and all provinces will lose between {{red|3}} and {{red|10}} {{icon|province loyalty}} loyalty depending on the {{icon|popularity}} popularity of the heir. If any of the pretenders are disloyal, the country will lose an additional {{icon|stability}} {{red|20}} stability as a succession crisis breaks out.
During a succession, the country will always lose {{icon|stability}} {{red|10}} stability, and all provinces will lose between {{red|3}} and {{red|10}} {{icon|province loyalty}} loyalty depending on the {{icon|popularity}} popularity of the heir. If any of the pretenders are disloyal, the country will lose an additional {{icon|stability}} {{red|20}} stability as a succession crisis breaks out.


====Succession laws====
====Successors and pretenders ====
In a monarchy, a new ruler is not elected but will instead inherit power upon the death of the old monarch. The method for this inheritance depends on which of these succession laws the country follows. If there are no eligible direct relatives, the family members of the current ruler will always always preferred over non-family members.
Successions are not always as easy as the described laws would imply. There are many examples of conflicts over who would inherit, sometimes tearing even great and otherwise stable kingdoms apart. In the government view, the '''four''' characters highest in line to inherit will be displayed at all times (starting with the '''[[primary heir]]''' who is currently designated to inherit when the ruler dies), together with their {{icon|loyalty}} loyalty and {{icon|succession value}} succession value (the overall strength of their claim). Every character in a monarchy also has a preferred heir out of these four. Most of the time, this will be the current heir, but depending on factors like friendships, skills, or lack of loyalty, they may prefer one of the other heirs. It is possible to influence the choice of preferred heir towards the primary heir using the {{icon|primary heir attraction}} '''Primary Heir Attraction''' modifier, which will make characters more likely to prefer the primary heir.
 
The other {{icon|pretender}} three '''pretenders''' (the three characters with the highest succession value after the primary heir) will have a negative modifier to their {{icon|loyalty}} loyalty and will normally do what they can to assemble money and supporters for the day the current monarch dies. Apart from increasing loyalty and attacking the causes for someone preferring another heir, you can ask directly ask characters to support your preferred heir as long as their loyalty is at least 50, which drastically increases their support for your current heir at the cost of {{icon|tyranny}} {{red|2}} tyranny.
 
Upon succession, the current heir will become the new monarch with the starting {{icon|legitimacy}} legitimacy determined by the {{icon|next ruler legitimacy}} '''Next Rulers Legitimacy''' modifier, with a base of {{green|60}}, plus {{green|20}} times the country's religious unity, then reduced by {{red|2}} for each employed character that supported another heir.
 
====Succession value====
A character's claim to the throne, including which characters are designated as the [[primary heir]] and the {{icon|pretender}} pretenders, is determined by his or her {{icon|succession value}} '''succession value'''. The method for determining a character's succession value, and therefore position in the line of inheritance, depends on the country's currently enacted [[Laws#Succession_Law|succession law]], though it is also possible for the choices of the current ruler and certain other factors to bypass the normal line of succession to some extent.
 
* '''Agnatic:''' Succession value is based on descent, with the children of the monarch preferred over their siblings or other, more faraway relatives. Elder children and their descendants are preferred over younger children, and females are excluded from the succession.
* '''Agnatic-Cognatic:''' Succession value is based on descent, with children of the monarch preferred over their siblings or other, more faraway relatives. Elder children and their descendants are preferred over younger children, with males preferred over females of the same relationship to the ruler unless gender equality is enabled.
* '''Agnatic Seniority:''' Male line descendants of the ruling family's founder get succession value based on age, without regard to how closely related they are to the current ruler. This often means that the male siblings of the monarch will inherit before any children, and rulers will usually be older on succession.
* '''Elective Succession:''' Succession value is based on how many {{icon|position}} position holders prefer them as heir. Attributes such as {{icon|charisma}} charisma, {{icon|age}} age, {{icon|popularity}} popularity, {{icon|prominence}} prominence, and being of the same family are all important to the electors. Any character in the realm is eligible, though members of the ruling family are still to some extent preferred. Women (unless gender equality is enabled) and children are disfavoured.
* '''Egyptian Succession:''' Succession value is based on descent, with children of the ruler are preferred over their siblings or other, more faraway relatives. Elder children and their descendants are preferred over younger children, regardless of gender. Members of the royal family are permitted to marry their own family members (including sibling to sibling).


* '''Agnatic:''' Inheritance is in age order, with preference to male children of ruler.
All succession laws that are based on descent assign succession value on the basis of '''primogeniture'''. Under primogeniture, a character's children always take precedence over any siblings that the character is ahead of, no matter where the heir is in the line of succession (or if he/she is dead). In principle, this is the same as the character's eldest child (after gender considerations) always inheriting, and then either immediately passing the throne on to their eldest child if they are already dead by the time of succession or passing back up to the parent the crown was inherited from if there are no living descendants. This means, for instance, that a son of a ruler's first son takes precedence over the ruler's second son, even if the second son is technically more closely related to the ruler. Similarly, the second son and all of his descendants would be favoured over any siblings of the ruler or their descendants. When sorting between the children of a single character, gender restrictions or preferences are applied first, followed by age; this means that, under Agnatic-Congatic (without gender equality), a son who is the 4th child (and his descendants) would be behind a son who is the 3rd child (and his descendants), but ahead of a daughter who is the 1st child (and her descendants).
* '''Agnatic-Cognatic:''' Inheritance in age order, children of ruler are preferred without preference in regards to gender.
* '''Agnatic Seniority:''' The male siblings of the monarch will inherit before any children.
* '''Egyptian Succession:''' Children of the ruler are preferred in order of age regardless of gender. Members of the royal family will marry their own family members (including sibling to sibling).


====Successors and pretenders ====
In all cases (except for elective succession), if there are no eligible direct relatives, the family members of the current ruler will always always preferred over non-family members.
Successions are not always as easy as the described laws would imply. There are many examples of conflicts over who would inherit, sometimes tearing even great and otherwise stable kingdoms apart. In the government view, the '''four''' characters highest in line to inherit will be displayed at all times (including the current heir), together with their {{icon|loyalty}} loyalty and {{icon|succession}} succession support (i.e. the strength of their claim, according to the succession law). Every character in a monarchy also has a preferred heir out of these four. Most of the time, this will be the current heir, but depending on factors like friendships, skills or lack of loyalty, they mayprefer one of the other heirs. It is possible to influence the choice of preferred heir towards the primary heir using the {{icon|primary heir attraction}} '''Primary Heir Attraction''' modifier.


The other '''three pretenders''' (possible successors behind the primary heir) will have a negative modifier to their {{icon|loyalty}} loyalty and will normally do what they can to assemble money and supporters for the day the current monarch dies. Apart from increasing loyalty and attacking the causes for someone preferring another heir, you can ask directly ask characters to support your preferred heir as long as their loyalty is at least 50, which drastically increases their support for your current heir at the cost of {{icon|tyranny}} {{red|2}} tyranny.
If the country either has at least {{icon|legitimacy}} '''90''' legitimacy or the {{icon|law}} Divinity Statute law, the ruler can also at any time '''anoint''' a new heir from among the three current pretenders (if they are part of the ruling family) at the cost of {{icon|pol}} {{red|15}} political power and {{icon|legitimacy}} {{red|25}} legitimacy. This gives {{icon|succession value}} {{green|+1000}} succession value which ensures that they become the new [[primary heir]], though the old displaced heir will not be happy in will lose {{icon|loyalty}} {{red|10}} loyalty in addition to the normal pretender loyalty malus. In an elective monarchy, anointing only gives {{icon|succession value}} {{green|+5}} succession value which, while significant, is not necessarily enough to guarantee their election, but the favoured pretender does not necessarily have to be done on a member of the ruling family and the current primary heir will not be angered.


Upon succession, the current heir will become the new monarch with the starting {{icon|legitimacy}} legitimacy determined by the {{icon|next ruler legitimacy}} '''Next Rulers Legitimacy''' modifier, with a base of {{green|60}}, plus {{green|20}} times the country's religious unity, then reduced by {{red|2}} for each employed character that supported another heir.
Succession value is also increased by the proportion of {{icon|cohort loyalty}} loyal cohorts or veterans compared to the overall size of the army, as well as being the commander of a legion with the [[File:Phalera eagle.png|28px|link=Distinction]] Regnatrix distinction, which can be especially significant in elective monarchies.


====Succession crisis====
====Succession crisis====
第701行: 第741行:


In addition to the normal interactions, there are also some other special character interactions that can be used on pretenders to try to alleviate the threat:
In addition to the normal interactions, there are also some other special character interactions that can be used on pretenders to try to alleviate the threat:
* '''Encourage Deserters''': Allows you to reduce the pretender army size.
* '''Encourage Deserters''': Allows you to reduce the pretender army size by spending {{icon|pol}} political influence.
* '''Make Mercenary''': For a very large sum of gold you can send a pretender off to be a mercenary, along with their loyal troops. This will eliminate the threat to your internal stability, for now, but can be dangerous if they return.
* '''Make Mercenary''': For a very large sum of gold you can send a pretender off to be a mercenary, along with their loyal troops. This will eliminate the threat to your internal stability, for now, but can be dangerous if they return.
* '''Seize Assets''': Seize some of the pretender's personal assets, with much of the gold going to the ruler and the rest to the country's treasury where it can be used to opposed the pretender. Will reduce the pretender's {{icon|loyalty}} loyalty and increase ruler {{icon|corruption}} corruption.


Meanwhile, foreign countries will have also have access to a '''Support Pretender''' character interaction available to spend {{icon|cost}} gold and {{icon|pol}} political influence on increasing the size of the pretender army to drive the country closer to civil war.
Meanwhile, foreign countries will have also have access to the '''Intervene in Crisis''' character interaction to spend {{icon|cost}} gold and {{icon|pol}} political influence on increasing the size of the pretender army, and the '''Support Pretender''' interaction to lower the pretender's {{icon|loyalty}} loyalty and promise support in terms of {{icon|manpower}} manpower or an {{icon|alliance}} alliance in the event of a civil war.


===Offices===
===Offices===
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==Tribal==
==Tribal==
{{SVersion|1.5}}
{{SVersion|2.0}}
[[File:Government tribal screen.png|right|500px|thumb|The government interface for tribes]]
[[File:Government tribal screen.png|right|500px|thumb|The government interface for tribes]]
'''Migratory Tribes''', '''Settled Tribes''', and '''Federated Tribes''' make up the great majority of the countries in Imperator. Tribal countries exist in all locations, from Europe to Arabia and the Caucasus to the interior of India and Tibet all the way to the Burmese border.
'''Migratory Tribes''', '''Settled Tribes''', and '''Federated Tribes''' make up the great majority of the countries in Imperator. Tribal countries exist in all locations, from Europe to Arabia and the Caucasus to the interior of India and Tibet all the way to the Burmese border.
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* {{icon|centralization}} [[Government#Centralization|Centralization]]
* {{icon|centralization}} [[Government#Centralization|Centralization]]
* {{icon|clan chiefs}} [[Government#Clan chiefs and Retinues|Clan chiefs]] and {{icon|clan retinues}} [[Government#Clan chiefs and Retinues|Clan retinues]]
* {{icon|clan chiefs}} [[Government#Clan chiefs and Retinues|Clan chiefs]] and {{icon|clan retinues}} [[Government#Clan chiefs and Retinues|Clan retinues]]
* {{icon|army maintenance}} {{red|+50%}} Army maintenance cost
* {{icon|raze city}} Enables the 'Raze City' unit ability
* {{icon|army maintenance}} {{red|+50%}} Legion maintenance cost
* {{icon|change governor policy cost}} {{red|+10%}} Change governor policy cost
* {{icon|change governor policy cost}} {{red|+10%}} Change governor policy cost
* {{icon|enslavement efficiency}} {{green|+2.5%}} Enslavement efficiency
* {{icon|enslavement efficiency}} {{green|+2.5%}} Enslavement efficiency
* {{icon|noble ratio}} {{red|-7%}} National noble desired ratio
* {{icon|noble ratio}} {{red|-7%}} National noble desired ratio
* {{icon|tribesman ratio}} {{green|+5%}} National tribesmen desired ratio
* {{icon|tribesman ratio}} {{green|+10%}} National tribesmen desired ratio
* {{icon|pop cap}} {{red|-20%}} Population Capacity
* {{icon|research points}} {{red|-50%}} Research points
* {{icon|pop cap}} {{red|-10%}} Population capacity
* {{icon|city cost}} {{red|+25%}} Found city cost modifier
* {{icon|city cost}} {{red|+25%}} Found city cost modifier
* {{icon|revoke city cost}} {{green|-50%}} Revoke city status cost modifier
* {{icon|revoke city cost}} {{green|-50%}} Revoke city status cost modifier
* {{icon|revoke metropolis cost}} {{green|-50%}} Revoke metropolis status cost modifier
* {{icon|revoke metropolis cost}} {{green|-50%}} Revoke metropolis status cost modifier
* {{icon|raze city}} Enables the 'Raze City' unit ability
* {{icon|stability}} {{red|-10}} Stability on new ruler
* {{icon|stability}} {{red|-10}} stability on new ruler
{{clear}}
{{clear}}
{| class="mildtable"
{| class="mildtable"
|-
|-
! Tribe type !! Idea slots !! Base modifiers !! Government bonus !! Description
! Tribe type !! Idea slots !! width=300px | Base modifiers !! width=300px | Government bonus !! Description
|-
|-
| Migratory Tribe
| Migratory Tribe
| {{icon|mil}} 2 Military
| {{icon|mil}} 2 Military
| {{icon|tribal migration}} Allows migration, {{icon|tribesman happiness}} National tribesmen happiness: {{green|+8%}}
{{icon|tribal migration}} Allows migration<br>
{{icon|tribesman happiness}} National tribesmen happiness: {{green|+8%}}<br>
{{icon|levy size}} Levy size multiplier: {{green|+10%}}
| {{icon|tribesman output}} National tribesmen output: {{green|+12%}}
| {{icon|tribesman output}} National tribesmen output: {{green|+12%}}
| ''Elected by a council of tribesmen, a tribal chief rules for life, and is entrusted with the safety and security of his or her tribe. The most important authority vested in the Chief is the decision of when to settle and when to migrate to another, more favorable location.''
| ''Elected by a council of tribesmen, a tribal chief rules for life, and is entrusted with the safety and security of his or her tribe. The most important authority vested in the Chief is the decision of when to settle and when to migrate to another, more favorable location.''
第806行: 第851行:
| Settled Tribe
| Settled Tribe
| {{icon|mil}} 1 Military, {{icon|ora}} 1 Oratory
| {{icon|mil}} 1 Military, {{icon|ora}} 1 Oratory
| {{icon|civilization}} Country civilization level: {{green|+10%}}
{{icon|civilization}} Country civilization level: {{green|+5%}}<br>
{{icon|levy size}} Levy size multiplier: {{green|+5%}}
| {{icon|tribesman happiness}} National tribesmen happiness: {{green|+12%}}
| {{icon|tribesman happiness}} National tribesmen happiness: {{green|+12%}}
| ''Tribal leaders are elected for life, by a council of the clan leaders. This is a society that has come to settle permanently in its region, embracing a sedentary lifestyle.''
| ''Tribal leaders are elected for life, by a council of the clan leaders. This is a society that has come to settle permanently in its region, embracing a sedentary lifestyle.''
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| Federated Tribe
| Federated Tribe
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory
| {{icon|civilization}} Country civilization level: {{green|+15%}}
| {{icon|tribesman output}} National tribesmen output: {{green|+20%}}, {{icon|promotion}} Pop promotion speed: {{green|+25%}}
{{icon|civilization}} Country civilization level: {{green|+10%}}<br>
{{icon|levy size}} Levy size multiplier: {{green|+10%}}
| {{icon|tribesman output}} National tribesmen output: {{green|+20%}}<br>
{{icon|promotion}} Pop promotion speed: {{green|+25%}}
| ''Representing the wisdom of a great number of united clans, the council of a Federated Tribe resembles the beginnings of a democratic state.''
| ''Representing the wisdom of a great number of united clans, the council of a Federated Tribe resembles the beginnings of a democratic state.''
|}
|}


===Centralization===
===Centralization===
All tribes make use of a {{icon|centralization}} '''centralization''' scale that goes from '''−100''' to '''+100'''. Centralization has a monthly base rate of change that is largely determined the country's laws, and can also be changed through various events, such as dealing with the other clan chiefs. There is however no direct way to change the centralization value, using political influence or money for instance; it is only adjusted as a result of your actions and over time. The vast majority of countries are Settled Tribes at start, and some are part of larger tribal identities that can form into larger Federated Tribes.
All tribes make use of a {{icon|centralization}} '''centralization''' scale that goes from '''−100''' to '''+100'''. Centralization has a monthly base rate of change that is largely determined by the country's {{icon|law}} laws, and can also be changed through various events, such as dealing with the other clan chiefs. There is however no direct way to change the centralization value, using political influence or money for instance; it is only adjusted as a result of your actions and over time. The vast majority of countries are Settled Tribes at start, and some are part of larger tribal identities that can form into larger Federated Tribes.


The modifiers from centralization scale linearly. Below table shows examples.
The modifiers from centralization scale linearly, with negative centralization giving more military-focused bonuses and positive centralization focused more on economic modifiers and development. The table below shows examples.


{| class="mildtable"
{| class="mildtable"
第827行: 第877行:
! {{icon|migration cost}} Migration cost
! {{icon|migration cost}} Migration cost
! {{icon|tribesmen}} National tribesman output
! {{icon|tribesmen}} National tribesman output
! {{icon|clan retinues}} Size of clan retinue
! {{icon|army morale}} Morale of Armies
! {{icon|levy size}} Levy Size Multiplier
! {{icon|research points}} Research Points
! {{icon|promotion}} Pop Promotion Speed
! {{icon|promotion}} Pop Promotion Speed
! {{icon|civilization}} Country civilization level
! {{icon|civilization}} Country civilization level
|-
|-
| −100%
| ''' −100%'''
| {{green|−50%}}
| {{green|−50%}}
| {{green|+25%}}
| {{green|+25%}}
| {{green|+50%}}
| {{green|+25%}}
| {{green|+15%}}
|
|
|
|
|
|-
|-
| −50%
| ''' −50%'''
| {{green|−25%}}
| {{green|−25%}}
| {{green|+12.50%}}
| {{green|+12.50%}}
| {{green|+25%}}
| {{green|+12.5%}}
| {{green|+7.5%}}
|
|
|
|
|
|-
|-
| 0
| '''0'''
|
|
|
|
|
|
第852行: 第910行:
|
|
|-
|-
| +50%
| '''+50%'''
|
|
|
|
|
|
| {{red| −25%}}
| {{green|+25%}}
| {{green|+1.25}}
| {{green|+1.25}}
| {{green|+5%}}
| {{green|+5%}}
|-
|-
| +100%
| '''+100%'''
|
|
|
|
| {{red| −50%}}
|
|
| {{green|+50%}}
| {{green|+2.50}}
| {{green|+2.50}}
| {{green|+10%}}
| {{green|+10%}}
第871行: 第933行:
* At or above {{icon|centralization}} '''+25%''' Centralization, a Migratory Tribe can enact the [[Decisions#become_tribal_kingdom|Form Tribal Kingdom]] decision to adopt the Settled Tribe government form.
* At or above {{icon|centralization}} '''+25%''' Centralization, a Migratory Tribe can enact the [[Decisions#become_tribal_kingdom|Form Tribal Kingdom]] decision to adopt the Settled Tribe government form.
* Many Migratory or Settled Tribes have special decisions available to unite their region, culture, or culture group after conquering it, which gives the Federated Tribe government form.
* Many Migratory or Settled Tribes have special decisions available to unite their region, culture, or culture group after conquering it, which gives the Federated Tribe government form.
* A Settled or Federated Tribe may enact the [[Decisions#tribal_reform_decision|'''Investigate Tribal Reform''']] decision to unlock the [[Missions#Tribal_Reform|'''Tribal Reform''']] mission, which will allow the country to adopt either the Autocratic Monarchy or Democratic Republic government forms. Among the requirements is that the capital territory's {{icon|civilization}} civilization level must be at least '''50'''. This has synergy with positive {{icon|centralization}} centralization.
* A Settled or Federated Tribe may enact the [[Decisions#tribal_reform_decision|'''Investigate Tribal Reform''']] decision to unlock the [[Missions#Tribal_Reform|'''Tribal Reform''']] mission if its centralization is at least '''60''', which will allow the country to adopt either the Autocratic Monarchy or Democratic Republic government forms. Among the requirements is that the capital territory's {{icon|civilization}} civilization level must be at least '''50''', which has additional synergy with high {{icon|centralization}} centralization.


A higher {{icon|civilization}} civilization value in your cities will make {{icon|tribesmen}} tribesmen unhappy to live in them (while {{icon|nobles}} nobles, {{icon|citizens}} citizens and {{icon|freemen}} freemen will feel more and more at home), meaning that the {{icon|tribesmen}} tribesmen will start being less productive and be more prone to generate {{icon|unrest}} unrest. At the start of the game the centralization levels of tribal countries all around the map will differ; they start well into the negatives for the Germanic tribes for instance, while others, like {{flag|Turdetania}} in Hispania, start with significant positive centralization.
A higher {{icon|civilization}} civilization value will make {{icon|tribesmen}} tribesmen unhappy (while {{icon|nobles}} nobles, {{icon|citizens}} citizens and {{icon|freemen}} freemen will feel more and more at home), meaning that the {{icon|tribesmen}} tribesmen will start being less productive and be more prone to generate {{icon|unrest}} unrest. At the start of the game the centralization levels of tribal countries all around the map will differ; they start well into the negatives for the Germanic tribes for instance, while others, like {{flag|Turdetania}} in Hispania, start with significant positive centralization.


===Clan chiefs and retinues===
===Clan chiefs and retinues===
{{main|Clan chief}}
{{main|Clan chief}}
{{icon|clan chiefs}} A tribal government shares its power between '''clan chiefs''', which are the heads of the major families, or '''clans''', of the tribe. The government head is always one of the clan chiefs, with the one with the highest attributes elected on succession; as family heirs are not considered in tribal elections, the chiefdom will always rotate between the clans to at least some degree. The military might of the tribe is divested in clan chiefs in the form of the clan chiefs' personal retinues
{{icon|clan chiefs}} A tribal government shares its power between '''clan chiefs''', which are the heads of the major families, or '''clans''', of the tribe. The {{icon|ruler}} ruler is always one of the clan chiefs, and when the current chief dies, the most skilled of the other clan chiefs is elected as the new ruler, which means that the chiefdom will always rotate between the clans to at least some degree. As the leader of a significant component of the tribe, each clan chief will always control a portion of a country's {{icon|levy}} levies as their personal retinues.
 
{{icon|clan retinues}} When a tribal country raises its {{icon|levy}} levies from a region, the levy will be divided between each of clan chiefs (including the {{icon|ruler}} ruler) as their personal '''clan retinue'''. Each retinue from a region will always be at least '''1000''' men (2 cohorts); this means that regions with a especially small levy size will only provide retinues for some of the clan chiefs. Clan retinues are always {{icon|commander}} led by and {{icon|cohort loyalty}} loyal to their clan chief, and cannot be merged with levies led by other clan chiefs (even if they come from the same region). Note that the clan retinue allocated to the ruling family will not be {{icon|cohort loyalty}} loyal to the ruler, but will still be {{icon|commander}} led by the ruler and will generally be larger than, or at least as large as, the clan retinues raised by the other chiefs. Since retinue troops are always loyal to their clan chief, these armies will contribute significantly to their clan chief's {{icon|power base}} power base and {{icon|succession value}} succession value as long as they are raised, which can have a significant impact on the {{icon|loyalty}} loyalty of clan chiefs as well as the outcome of tribal elections during wartime as they will always be a significant portion of the army.


{{icon|clan retinues}} '''Clan retinues''' are special units that are recruited and reinforced by the clan chiefs themselves. They do not use the manpower pool of the country and their upkeep (which is halved) is paid by the clan chief who owns them rather than the state. However, clan retinues cannot be directly controlled by the player. Since retinue troops are always loyal to their clan chief, these armies also contribute to their clan chief's {{icon|power base}} power base, which can have a significant impact on the {{icon|loyalty|21px}} loyalty of your clan chiefs if they are large compared to the size of the country's total military. Their presence also means that there are always armies ready to provoke a civil war, should you not be able to maintain the loyalty of your clan chiefs. When a clan chief dies, his retinues are transferred to the player, who can decide to disband them or not. The player can decide in the Government tab which unit types clan retinues will use; because of that, a valid strategy is to force clan chiefs to build expensive and strong units in retinues, such as {{icon|heavy cavalry}} heavy cavalry or {{icon|war elephants}} elephants, that will cost no money to maintain nor manpower to reinforce.
=== Tribal elections ===
When a tribal ruler dies or is deposed, his or her successor is elected from the other {{icon|clan chiefs}} clan chiefs according to the weighted sum of their [[attributes]]:
* {{icon|martial}} Martial: {{icon|succession}} {{green|+2}} succession support per point
* {{icon|finesse}} Finesse: {{icon|succession}} {{green|+1}} succession support per point
* {{icon|charisma}} Charisma: {{icon|succession}} {{green|+1.5}} succession support per point
* {{icon|zeal}} Zeal: {{icon|succession}} {{green|+1}} succession support per point
Modifiers that affect {{icon|succession value}} succession value - in particular, {{icon|cohort loyalty}} loyal cohorts or veterans, particularly relevant when {{icon|levy}} levies are raised - are also taken into account when determining a clan chief's succession support. As the succession value from normal sources are generally much lower in a tribe as opposed to a [[monarchy]], succession value from other sources is particularly relevant in tribal elections. The next ruler is then the clan chief that has the highest total succession support.


Every tribal country will has a base of '''3''' clan chiefs, which is increased for each country rank the country attains.
Only clan chiefs at the time of succession are eligible to be elected. As the clan chief of the ruling family is always the current ruler, who is not eligible to succeed him/herself, this means that the next ruler will always come from a different family compared to the current ruler.


===Migrating and settling===
===Migrating and settling===
{{see also|Colonization}}
{{see also|Colonization}}
Migratory Tribes have the ability to {{icon|tribal migration}} '''migrate''', and all tribal governments can become a Migratory Tribe if they reach a sufficient degree of decentralization. Migration can be initiated in any territory that has at least {{icon|population}} '''3''' pops and where the primary culture and religion are dominant, by clicking on the '''Migrate''' button in the territory section of the province interface. Beginning a migration in a territory has a base cost of {{icon|stability}} {{red|8}} stability (reduced by the {{icon|migration cost}} '''migration cost''' modifier, given by negative centralization and the {{icon|religion}} [[Tuistic]] religion).
Migratory Tribes have the ability to {{icon|tribal migration}} '''migrate''', and all tribal governments can become a Migratory Tribe if they reach a sufficient degree of decentralization. Migration can be initiated in any territory that has at least {{icon|population}} '''3''' pops where the primary culture and religion are dominant if no {{icon|levy}} levies have been raised from the region, by clicking on the {{icon|tribal migration}} '''Migrate''' button in the territory section of the province interface. Beginning a migration in a territory has a base cost of {{icon|stability}} {{red|8}} stability (reduced by the {{icon|migration cost}} '''migration cost''' modifier, given by negative centralization and the {{icon|religion}} [[Tuistic]] religion).


Migrating will turn up to 20 of the pops in the territory into special '''Migrant Cohorts''' of {{icon|light infantry}} light infantry. This creates an army that can move around like any other army, except it does not require {{icon|military access}} military access to cross foreign lands. All types of pops can be used to create a migration cohort, but once settled (see below) always turn into {{icon|tribesmen}} tribesmen. To migrate is to let go of any old specialized roles they may have had in their original location.
Migrating will turn up to '''20''' of the pops in the territory into special '''Migrant Cohorts''' of {{icon|light infantry}} light infantry, with each pop becoming a single cohort. This creates a special army that has no maintenance, is not tied to any existing pop or region (unlike {{icon|levy}} levies and {{icon|legion}} legions), and does not require {{icon|military access}} military access to cross foreign lands. All types of pops can be used to create a migration cohort, but once settled (see below) always turn into {{icon|tribesmen}} tribesmen. To migrate is to let go of any old specialized roles they may have had in their original location. Migration is the only way to raise all of a country's pops into an army, and allows even relatively small tribes to raise a large host if they are willing to take the risks and costs.


Any army that has more migration cohorts than there are pops in its current location can {{icon|settle}} '''settle''' in that location. This will turn all migrant cohorts in the army into {{icon|tribesmen}} tribesmen of your culture and religion (even if the original pops were another class, culture, or religion) and settles them in this territory, taking ownership of it. In order to be able to settle the location must also either be uncolonized or under your control in a war. Like with normal [[colonization]] and annexation, all pre-existing pops are kept. It is also possible to resettle migrant cohorts into already owned territory, as long as it is controlled.
Any army that has more migration cohorts than there are pops in its current location can {{icon|settle}} '''settle''' in that location. This will turn all migrant cohorts in the army into {{icon|tribesmen}} tribesmen of your culture and religion (even if the original pops were another class, culture, or religion) and settles them in this territory, taking ownership of it. In order to be able to settle the territory, it must also either be uncolonized or controlled (i.e. owned or occupied in a war). Like with normal [[colonization]] and annexation, all pre-existing pops are kept. It is also possible to resettle migrant cohorts into already owned territory, as long as it is controlled, which will simply add the pops into the territory.


Even if a country loses its last territory it still remains playable as long as it still has migrant cohorts, meaning you can quite literally uproot your entire country and resettle somewhere else.
Even if a country loses its last territory it still remains playable as long as it still has migrant cohorts, meaning it is possible to quite literally uproot an entire country and resettle it somewhere else.


===Offices===
===Offices===

2022年3月3日 (四) 14:38的最新版本

{{#evt: | service= youtube | id= AKy1Ngodf4I | description= Imperator: Rome tutorial #6 - Governments. | alignment= right | container=frame }} Menu government.png The government of a country defines its basic political framework and power structure, including how the Leader.png ruler of the country is selected, the possible Enact law cost modifier.png laws that can be enacted, the amount and category of national ideas that can be adopted, the available Office offices that characters can be appointed to, and more. Each government form has its own set of modifiers and characteristics and falls into one of three basic types - republic, monarchy, or tribe, each with its own set of distinctive mechanics. Over the course of the game, it is possible to change the government of the country from one form to another by decision or mission task.

Republics

The government interface for republics

Republics are defined first and foremost by the sharing of power between its citizens or upper class, depending on the type. Rulers are chosen by election based on a character's popularity and prominence and serve only for a fixed, usually relatively short term, meaning that republics will tend to cycle through different characters quite quickly and are not quite as involved in playing dynastic games. Republics are also marked by the presence of a Senate whose approval is required for most government actions, made up of a number of factions who may give various bonuses but also seek to advance their goals and interests.

Republican governments are most common among the Greek city-states as well as the Italic and Punic realms of the Western Mediterranean, but can also be found in the emporiums of the Horn of Africa and the Persian Gulf as well as the warrior confederations of Punjab.

Republican governments

Unless specified otherwise, all Republics have the following base characteristics:

  • Civilization.png National civilization value: +20%
  • Each ruler must be at least 35 to be elected.
  • Election term.png Each ruler reigns for 5 years.
  • Each ruler can be re-elected every 10 years.
  • Loyalty.png Character loyalty: +5
  • Change governor policy cost.png Changing governor policy cost: −10%
  • Freeman ratio National freeman desired ratio: +2.5%
  • Pop citizen ratio.png Desired citizen ratio in cities: +5%
  • Freeman ratio Desired freemen ratio in cities: +7.5%
Republic type Idea slots Base modifiers Government bonus Description
Aristocratic Republic Military power.png 2 Military, Oratory power.png 1 Oratory Has co-ruler
  • Loyalty.png Character loyalty: +5
  • Freeman happiness National freeman happiness: +8%
Whilst outwardly democratic, an Aristocratic Republic limits leadership to those who enjoy high status.
Democratic Republic Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory Civilization.png National civilization value: +15%, Minimum election age 25
  • Freeman happiness National freeman happiness: +8%
This system of government gives all eligible citizens a voice, through the election of representatives to a senate, or council.
Oligarchic Republic Civic power.png 1 Civic, Oratory power.png 2 Oratory Minimum election age 40
  • Monthly wage modifier.png Monthly wages: −10%
  • Pop citizen happiness.png National citizen happiness: +8%
An Oligarchic Republic restricts positions of power to a wealthy or powerful minority.
Plutocratic Republic Civic power.png 2 Civic, Religious power.png 1 Religious (default)
  • Global capital trade routes.png Capital import routes: +1
  • Commerce value.png National commerce income: +10%
Primarily concerned with the acquisition of wealth, Plutocratic Republics can be found ruling many of the coastal City States throughout the world.
Theocratic Republic Oratory power.png 1 Oratory, Religious power.png 2 Religious (default)
  • Omen.png Omen power: +15%
  • State religion happiness State religion happiness: +10%
The priesthood will enshrine democracy into the very tenets of our faith!
Athenian Republic Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory, Religious power.png 1 Religious Civilization.png National civilization value: +25%, Minimum election age 25
  • Enact law cost Enact law cost: -25%
  • Pop citizen happiness.png National citizen happiness: +8%
The Athenian republic is known far and wide for its integrity and strength.

The Senate

The Senate (which may go by a number of other names, such as the Adirim, Ekklesia, Gerousia, Sangha, or Assembly) consists of 100 seats with each seat belonging to one of three factions. Every adult character in a republic is part of one of the republic's factions based on which faction they have the highest conviction for, and each faction has a leader, generally the most Prominence.png prominent character that supports that faction. Each character in a faction contributes a certain amount of Senate influence senatorial influence, calculated as each character's Power base power base adjusted by their Senate influence senate influence modifier. The amount of seats each faction has, their Senate control senate control, which determines how strong and influential the faction, will then gradually drift over time to the proportion of the total Senate influence senate influence in the country that the faction members hold, meaning that the strength of factions will swing significantly based on the power of its membership. Notably, Senate influence senate influence is significantly decreased for Commander.png commanders and Position governors, which means that assigning those offices to powerful members of a faction can be a good way to significantly decrease the power of a disapproving faction and swing the Senate in the government's favour.

Ruler elections

When the ruler (and co-ruler) of a republic dies or finishes their term, his or her successor is elected by the Senate, with the eligible character with the highest Succession succession support becoming the new ruler (and the eligible character with the second highest Succession succession support elected co-ruler, for government types that have that position).

Every character is supported by a certain number of seats from each faction, which is a proportion of the Senate control total number of seats the faction holds in the Senate calculated according to the following factors:

  • +0.5% for each point of Popularity.png popularity
  • +0.5% for each point of Statesmanship statesmanship
  • +0.025% for each point of Family prestige family prestige
  • +50% if the character is the faction leader
  • -40% if the character is not a member of the faction
  • +10% if the character is in the same family as the faction leader
  • -25% if the character's culture does not match the country's primary culture
  • -25% if the character's religion does not match the country's state religion

A character's total succession support is then the sum of the seats that support them across all three factions. As factions strongly favour their faction members, especially their leaders, and the total succession support a faction gives depends on their Senate control number of seats, factions with stronger control in the Senate will tend have more of their faction members elected as Leader.png ruler. Electing faction member as the Leader.png gives a particular countrywide bonus depending on the faction, but the ruling faction will also expect to have its objectives fulfilled during the term, which may have severe consequences if their agenda is not passed.

Senate approval

Every faction has an Faction approval approval value that represents how much support there is within the faction for the government's current policies. Every character in a faction will get Loyalty.png +0.1 loyalty for every point of approval above 50, and Loyalty.png -0.3 loyalty for every point of approval below 50. Faction approval will change each month according to a wide variety of factors, different for each faction, as well as the Party approval party approval modifier. Many actions and events, as well as completing Faction objective faction objectives, can also immediately change faction approval.

The overall Faction approval Support in the Senate is sum of all faction approvals weighted by their Senate control number of controlled seats, and determines how many seats will vote in favour of the government's actions. A faction's support will slowly change from month to month depending on a wide variety of factors differing for each faction, and is also impacted by changing Enact law cost modifier.png laws, many character interactions, and certain diplomatic actions.

There are three different categories of actions which require senate approval, largely the same as those that impact approval:

  • Changing Enact law cost modifier.png laws
  • Many character interactions, such as banishing, imprisoning, etc.
  • All diplomatic interactions with other nations

The senate will completely block an action if fewer than Faction approval 30 senate seats support it, and will pass it without issue if there is at least Faction approval 51 Senate support. If between 30 and 51 senators back the action, it can be forced through at the cost of around Tyranny +0.67 tyranny for each point of support less than 51 (to a maximum of Tyranny 14 tyranny), which can quickly become debilitatingly high if actions are forced through too often.

Faction objectives

Every ruler term, each faction will have its own Faction objective objective or agenda that it wishes to have passed. These objectives vary widely from changing Enact law cost modifier.png laws, appointing certain characters to Office office, declaring War.png war, developing certain provinces, increasing Stability.png stability, and more. Completing a faction's objectives is generally the fastest way to gain Faction approval Senate approval, though they may be costly to do.

If a faction's objective is completed, it will gain either Faction approval 10 or 20 approval by the faction (beyond any approval gained from making the actions required for the objective), after which the faction will have no objective until the next ruler election. The ruling faction will expect to have its objectives completed during while in government, and if their objective has not yet been met and the country has at least Faction approval 50 Senate approval they will eventually pass their demands through the Senate anyways, forcing the country to choose between accepting the fulfillment of the objective or using the consular veto to stop it and lose Faction approval 50 approval from the ruling faction. Either way, once the faction's agenda is forced it will be considered either completed or aborted and the faction will have no objective until the next election.

All possible objectives and the factions that can have them are listed in the table below.

Objective Party oligarchic.png Oligarchs Party traditionalist.png Traditionalists Party democratic.png Democrats Party optimates.png Optimates Boni Boni Party populares.png Populares Notes
War.png Declare War Yes No No Yes No Yes Will only fire for a country within 1 rank of the current country that is not currently Alliance.png allied, or has a Truce.png truce.
Vassalized.png Subjection Yes No No No No No Will only fire for a smaller, weaker, neighbouring country, and requires that it become a Vassalized.png subject of the current country.
Enact law cost modifier.png Pass Law Yes Yes Yes Yes Yes Yes Each faction will want to pass different laws.
Succession Term Length Yes No Yes No No No Party oligarchic.png Oligarchs will want to lengthen terms, Party democratic.png democrats will want to shorten them.
Tyranny Reconcile No No Yes No Yes No Will only fire if the country has at least Tyranny 20 tyranny for Party democratic.png democrats, or Tyranny 10 for Boni boni. Requires tyranny to be reduced by 20 for Party democratic.png democrats, or 10 for Boni boni.
Stability.png Ensure Calm No Yes No No Yes No Will only fire if the country has less than Stability.png 40 stability for Party traditionalist.png traditionalists, or at most Stability.png 55 for Boni boni. Requires stability to be at least Stability.png 55 for Party traditionalist.png traditionalists, or increased by Stability.png 15 for Boni boni.
Holding Bestowment/Grant Holdings Yes No No Yes No No Will only fire if the country has at least Holding 5 possible holdings, and requires 5 to be granted to members of the faction.
Holding Confiscation No No Yes No No Yes Will only fire if there is a head of family has at least Holding 3 holdings for Party democratic.png democrats and Holding 5 holdings for Party populares.png populares. Requires that at least 5 holdings are revoked from heads of family.
Office Appointment Yes No No Yes No Yes Requires that the chosen character be appointed as a governor or to a non-researcher Office office. Will not fire for characters that already hold such an office.
Office Dismissal No No No Yes No Yes Will fire for a Position general or Position governor of a different faction, and requires that the character be dismissed from their office.
Bribe character cost.png Start Trial/Imprisonment No No Yes No No Yes Will only fire for heads of family with at least Corruption.png 20 corruption for Party democratic.png democrats, or one of Corruption.png 5 corruption, the 腐败 corrupt trait, and the 狡猾 crafty trait for Party populares.png populares. The Party populares.png populares will also never choose a member of their own faction. Requires the selected character to be successfully imprisoned.
Integrated.png Grant Rights/Culture Rights No No Yes No Yes No Will only fire for cultures with more than Population.png 80 pops that are dominant in at least one territory. Requires them to be fully Integrated.png integrated.
Integrated.png Revocation No Yes No Yes No No Will only fire for a non-primary Integrated.png culture, and requires that it be unintegrated. The Party optimates.png optimates will only select a culture with less than Population.png 100 pops or is not dominant in any territories.
Policy religious conversion.png Conversion No Yes No No No No Will fire for an owned province with at least Religious power.png 8 wrong religion territories, and requires at least 8 territories in the province to be follow the state religion.
Province investment Investment No Yes No No Yes No Will choose a random investment type to be requested, preferring investments that the province does not already have.
Territory city.png Development No No Yes No No No Will fire for a province with at least 6 owned territories, none of which have Territory city.png city status, and requires a Territory city.png city be built in one of its territories.
Local building slot.png Construction No No No No Yes No Will fire for a territory with Territory city.png city status with at least Local building slot.png 3 free building slots, and requires that at least 3 buildings be built there.
Temple Build Temple No Yes No No No No Requires that you construct a Temple great temple in a specific territory with Territory city.png city status.
Holy Site.png Desecration No Yes No No No No Will fire for an owned Holy Site.png holy site of a non-state religion deity, and requires that it be destroyed.
Holy Site.png Sack Shrine No Yes No No No No Will fire for the Holy Site.png holy site of a non-state religion deity in a neighbouring country that does not have a higher rank, and requires that it be destroyed using the Desecrate holy site Desecrate Holy Sites unit action.

General factions

These factions are present in all countries except for 罗马的国旗 罗马, who has its own special set.

Icon Faction Ruler Faction Modifier Membership Requirements Faction approval Monthly Approval Modifiers Description
Party oligarchic.png Oligarchs

build_cost修正 -15% Build Cost
Noble happiness +8% National Noble Happiness

  • None
  • +0.20 if the Leader.png ruler is part of the faction, and there is no co-ruler
  • -0.15 if the Leader.png ruler is part not of the faction, and there is no co-ruler
  • +0.05 if the Leader.png ruler is part of the faction, and there is a co-ruler
  • +0.05 if the Leader.png co-ruler is part of the faction
  • -0.10 if neither the Leader.png ruler or the co-ruler is part of the faction
  • +0.10 for each Grateful family grateful major family
  • -0.15 for each Scorned family scorned major family
  • -0.05 if the Leader.png ruler is a minor character
  • +0.005 for each point of Tyranny tyranny
  • +0.003 for each point of ruler Corruption.png corruption
  • +0.25 if the country is an antagonist
The Oligarchs are the ancient nobles of our nation, and their supporters, who seek to dominate the political life of the country to their own ends and benefit. As such they eschew, and at best tolerate, the participation of the general populace in politics, which is a threat to their privileged status.
Party traditionalist.png Traditionalists Omen.png +10% Omen Power
  • Follows the Religious power.png state religion
  • +0.20 if the Leader.png ruler is part of the faction, and there is no co-ruler
  • -0.15 if the Leader.png ruler is part not of the faction, and there is no co-ruler
  • +0.05 if the Leader.png ruler is part of the faction, and there is a co-ruler
  • +0.05 if the Leader.png co-ruler is part of the faction
  • -0.10 if neither the Leader.png ruler or the co-ruler is part of the faction
  • -0.05 if the Leader.png has the 堕落 lapsed, 多疑 skeptical, or 宽容 tolerant traits
  • +0.05 if the country is at peace
  • -0.05 if the country is at War.png war
  • +0.0025 for each point of Stability.png stability, if the stability is at least Stability.png 65
  • -0.007 for each point of Stability.png stability below 50, if the stability is Stability.png 35 or lower
  • -0.01 for each point of War exhaustion.png war exhaustion, if the war exhaustion is at least War exhaustion.png 1
  • +0.08 if all Change pantheon cost modifier.png pantheon deities are of the state religion
  • -0.005 for each Change pantheon cost modifier.png pantheon deity not of the state religion
  • +0.25 if the country is an antagonist
The Traditionalists are generally not concerned with the political divide that drives the debates of the Oligarchs and Democrats. They seek no disturbance with the gods, and merely wish to protect the ancient traditions of the country and the privileges of the priesthood in the face of political reform and strife.
Party democratic.png Democrats Pop citizen output.png +12% National Citizen Output
  • None
  • +0.20 if the Leader.png ruler is part of the faction, and there is no co-ruler
  • -0.15 if the Leader.png ruler is part not of the faction, and there is no co-ruler
  • +0.05 if the Leader.png ruler is part of the faction, and there is a co-ruler
  • +0.05 if the Leader.png co-ruler is part of the faction
  • -0.10 if neither the Leader.png ruler or the co-ruler is part of the faction
  • +0.15 for each Scorned family scorned major family
  • -0.15 for each Grateful family grateful major family
  • -0.01 for each point of Tyranny tyranny
  • -0.003 for each point of ruler Corruption.png corruption
  • +0.25 if the country is an antagonist
The Democrats ostensibly support a fairer division of political power and participation in the country, protecting the interests of citizens and non-citizens alike to their own advantage. They are a foil to the domination of the entrenched Oligarchs, though the motives of their politicians are often equally devious and ambitious.

Roman factions

罗马的国旗 罗马 has a special set of factions replacing the general ones if it is a republic, each one generally corresponding to one of the standard factions but with different modifiers and a somewhat different set of Faction objective objectives.

Icon Faction Ruler Faction Modifier Membership Requirements Faction approval Monthly Approval Modifiers Description
Party optimates.png Optimates Noble output +12% National Noble Output
  • +0.20 if the Leader.png ruler is part of the faction, and there is no co-ruler
  • -0.15 if the Leader.png ruler is part not of the faction, and there is no co-ruler
  • +0.05 if the Leader.png ruler is part of the faction, and there is a co-ruler
  • +0.05 if the Leader.png co-ruler is part of the faction
  • -0.10 if neither the Leader.png ruler or the co-ruler is part of the faction
  • +0.15 for each Grateful family grateful major family
  • -0.10 for each Scorned family scorned major family
  • +0.25 if the country is an antagonist
The Optimates are the elite of our nation, rich and powerful senators who want to divide the power of the Republic between themselves rather than letting the unwashed masses affect the rule of law.

They approve of changes made for the established greater families and elite, and hold a deep disdain for any would be populist upstart.

Boni Boni

build_cost修正 -15% Build Cost
Monthly wage modifier.png -10% Monthly Wages for Characters

  • None
  • +0.20 if the Leader.png ruler is part of the faction, and there is no co-ruler
  • -0.15 if the Leader.png ruler is part not of the faction, and there is no co-ruler
  • +0.05 if the Leader.png ruler is part of the faction, and there is a co-ruler
  • +0.05 if the Leader.png co-ruler is part of the faction
  • -0.10 if neither the Leader.png ruler or the co-ruler is part of the faction
  • +0.05 if the country is at peace
  • +0.0025 for each point of Stability.png stability, if the stability is at least Stability.png 65
  • -0.007 for each point of Stability.png stability below 50, if the stability is Stability.png 35 or lower
  • -0.01 for each point of War exhaustion.png war exhaustion, if the war exhaustion is at least War exhaustion.png 1
  • +0.08 if all Change pantheon cost modifier.png pantheon deities are of the state religion
  • -0.005 for each Change pantheon cost modifier.png pantheon deity not of the state religion
  • +0.25 if the country is an antagonist
The Boni are aristocrats who believe in the ancient traditions of the nation, rather than taking parts in the conflicts between classes like the Optimates or Populares. They strive to find a balance between the needs of the lower classes and upholding the stability of the nation, through gradual reform.

They approve of leaders who actively seek to preserve the peace and stability of the nation, and disapprove of anything that would break the current balance.

Party populares.png Populares Freeman happiness +8% National Freeman Happiness
  • None
  • +0.20 if the Leader.png ruler is part of the faction, and there is no co-ruler
  • -0.15 if the Leader.png ruler is part not of the faction, and there is no co-ruler
  • +0.05 if the Leader.png ruler is part of the faction, and there is a co-ruler
  • +0.05 if the Leader.png co-ruler is part of the faction
  • -0.10 if neither the Leader.png ruler or the co-ruler is part of the faction
  • +0.15 for each Scorned family scorned major family
  • -0.10 for each Grateful family grateful major family
  • +0.25 if the country is an antagonist
The Populares are the senators who work for the common man, or at least claim so to get popular backing and make their own political platforms relevant. Popular generals and corrupt politicians have a tendency to join this party, as it lets them toss aside ancient traditions that might negatively affect their own rise to power.

They approve of actions that reduce the influence of the Optimates, and disagree with any moves to cement the control of the upper class.

Dictators

In times of War.png war, a republic can appoint their ruler as a temporary dictator in order to deal with the expediencies of war more quickly and efficiently without having to seek Senatorial approval for their actions. Using the Appoint Dictator character interaction requires at least Faction approval 75 Senate support and costs Tyranny 10 tyranny, giving +5% Morale of Armies and Election term duration +1 Election Term Duration as well as bypassing the need for Senate approval while the dictatorship is active.

When the war or the ruler's term ends, the dictator is expected to return his or her powers and restore control to the Senate. However, depending on the dictator's faction, Popularity.png popularity, traits, and the country's size, the dictator may decide to retain their powers anyways and extend their dictatorship and ruler term beyond its normal limit, with temporary penalties to Province loyalty province loyalty and Tyranny tyranny. As the extended dictatorship proceeds, the dictator will eventually push for the enacting the Enact law cost modifier.png Princeps Civitas or Enact law cost modifier.png Lifetime Elections law, essentially making them dictator for life if accepted. If an extended dictatorship is becoming problematic, the dictator can be forced to step down with the Return Dictatorship character interaction if their Popularity.png popularity falls low enough or the country's Stability.png stability is high enough at the cost of Stability.png 25 stability. Alternatively, the Murder Dictator interaction can be used to remove an illegal dictator at any time, with the same Tyranny tyranny and Aggressive expansion.png aggressive expansion costs as a usual assassination plus an additional cost of Stability.png 30 stability.

While the republic is under a dictatorship - whether legally granted or illegally extended - the dictatorship invention tree becomes available, allowing the country to take Invention.png inventions that entrench the power of the dictator by revising the constitution, extending their term, and finally instituting a hereditary line of succession to reform the republic into a monarchical Dictatorship, either by pushing through reforms with sufficient Party oligarchic.png Oligarchs or Party populares.png Populares support or forcing through demands with a Civil war.png civil war.

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.

Interactions

Republics can empower any of their three factions for a certain bonus at the cost of Political influence.png political influence and either Tyranny tyranny, Wealth gold, or Manpower.png as well as increasing that faction's Faction approval approval at the expense of the other factions, but this will also decrease the Happiness.png happiness of a certain pop class or group. Depending on the law enacted in the Legislative Body/Assembly Endorsement category, there are may also be available interactions to get improve governor attributes or get claims on neighbouring states.

Interaction Requirements Effects
Party oligarchic.png Manipulate Candidates
  • Has the Party oligarchic.png Oligarchs faction
  • Has less than Tyranny 95 tyranny
  • Has at least Political influence.png 25 political influence
  • Does not have the modifier Oligarchs Dominate
  • Does not have the modifier Democrats Dominate
  • Lose Political influence.png 25 political influence and gain Tyranny 5 tyranny
  • Every major family head gets the loyalty modifier Great Families empowered by the Oligarchs, giving Loyalty.png +5 loyalty for 5 years
  • Get the modifier Oligarchs Dominate for 5 years, giving:
    • Pop citizen happiness.png -6% National Citizen Happiness
    • Party oligarchic.png +0.15 Monthly Oligarchs Approval
  • Gain Party oligarchic.png 10 Oligarchs approval
  • Lose Party traditionalist.png 5 Traditionalists approval
  • Lose Party democratic.png 5 Democrats approval
Party traditionalist.png Defend Religious Privileges
  • Has the Party traditionalist.png Traditionalists faction
  • Has less than Wealth 100 gold
  • Has at least Political influence.png 25 political influence
  • Does not have the modifier Traditionalists Placated
  • Lose Wealth 100 gold and Political influence.png 25 political influence
  • Get the modifier Traditionalists Placated for 5 years, giving:
    • State religion happiness +6% State Religion Happiness
    • Policy religious conversion.png -15% Pop Conversion Speed
    • Party traditionalist.png +0.15 Monthly Traditionalists Approval
  • Lose Party oligarchic.png 5 Oligarchs approval
  • Gain Party traditionalist.png 10 Traditionalists approval
  • Lose Party democratic.png 5 Democrats approval
Party democratic.png Advocate Legal Reforms
  • Has the Party democratic.png Democrats faction
  • Has less than Manpower.png 2500 manpower
  • Has at least Political influence.png 25 political influence
  • Does not have the modifier Oligarchs Dominate
  • Does not have the modifier Democrats Dominate
  • Lose Manpower.png 2500 manpower and Political influence.png 25 political influence
  • The Policy cultural assimilation.png dominant primary culture Territory city.png city or Territory metropolis.png metropolis with the Population.png highest population promotes 1 primary culture Freemen freeman, Tribesmen tribesman, or Slaves slave pop to a Pop citizen.png citizen for each country rank
  • Get the modifier Democrats Placated for 5 years, giving:
    • Local pop promotion speed.png +10% Pop Promotion Speed
    • Noble happiness -6% National Noble Happiness
    • Party democratic.png +0.15 Monthly Democrats Approval
  • Lose Party oligarchic.png 5 Oligarchs approval
  • Lose Party traditionalist.png 5 Traditionalists approval
  • Gain Party democratic.png 10 Democrats approval
Party optimates.png Skew the Assemblies
  • Has the Party optimates.png Optimates faction
  • Has less than Tyranny 95 tyranny
  • Has at least Political influence.png 25 political influence
  • Does not have the modifier Optimates Senate Support
  • Does not have the modifier Populares Senate Support
  • Lose Political influence.png 25 political influence and gain Tyranny 5 tyranny
  • Every major family head gets the loyalty modifier Great Families empowered by the Oligarchs, giving Loyalty.png +5 loyalty for 5 years
  • Get the modifier Optimates Senate Support for 5 years, giving:
    • Freeman happiness -6% National Freeman Happiness
    • Party optimates.png +0.15 Monthly Optimates Approval
  • Gain Party optimates.png 10 Optimates approval
  • Lose Boni 5 Boni approval
  • Lose Party populares.png 5 Populares approval
Boni Support Roman Traditions
  • Has the Boni Boni faction
  • Has less than Wealth 100 gold
  • Has at least Political influence.png 25 political influence
  • Does not have the modifier Boni Support
  • Lose Wealth 100 gold and Political influence.png 25 political influence
  • Get the modifier Boni Support for 5 years, giving:
    • Unintegrated culture group happiness -4% Unintegrated Culture Group Happiness
    • Integrated culture happiness +6% Integrated Culture Happiness
    • Boni +0.15 Monthly Boni Approval
  • Lose Party optimates.png 5 Optimates approval
  • Gain Boni 10 Boni approval
  • Lose Party populares.png 5 Populares approval
Party populares.png Advocate Legal Reforms
  • Has the Party populares.png Populares faction
  • Has less than Manpower.png 2500 manpower
  • Has at least Political influence.png 25 political influence
  • Does not have the modifier Populares Senate Support
  • Does not have the modifier Optimates Senate Support
  • Lose Manpower.png 2500 manpower and Political influence.png 25 political influence
  • The next issue brought before the Senate will bypass the need for Faction approval Senate approval
  • Get the modifier Populares Senate Support for 5 years, giving:
    • Noble happiness -6% National Noble Happiness
    • Party populares.png +0.15 Monthly Populares Approval
  • Lose Party optimates.png 5 Optimates approval
  • Lose Boni 5 Boni approval
  • Gain Party populares.png 10 Populares approval
Curiate assembly.png Summon Curiate Assembly
  • If the country is 罗马的国旗 罗马, has the law Curiate Assembly
  • Otherwise, has the law Assembly of Citizens
  • There are at least 3 adult characters, excepting the ruler, in the current country
  • The current country has at least one governor (not including the ruler)
  • Has not used this interaction in the last 10 years
  • Tooltip: Summons some of our most prestigious patricians to legitimize the appointments of the senate. This interaction can boost the capabilities of our appointed Governors, and can be only be used once every 10 years.
  • Get the event Curiate Assembly
War council.png Summon Senatorial War Council
  • If the country is 罗马的国旗 罗马, has the law Senatorial Endorsement
  • Otherwise, has the law Abolish Assemblies
  • There are at least 3 adult characters, excepting the ruler, in the current country
  • Has not used this interaction in the last 10 years
  • There is a neighbouring country that is not an Alliance.png ally or Vassalized.png subject of the current country
  • Tooltip: Summons a selection of our most prestigious senators to consider a focus for our next conquest. This can be used to provide a claim on a province, and may be used once every 10 years.
  • Get the event The Senate Assembles

Monarchies

The government interface for monarchies

In a monarchy, authority lies entirely in the hands of the ruler who controls the government and can generally do as he or she wishes, so long as the rest of the realm remains loyal. Monarchs sit for life with a consort to assist them and succession runs entirely along familial lines, with the throne inherited from parent to child or from one sibling to the next depending on the exact succession law. This concentration of power in a single person, however, means that much more attention must be paid to the legitimacy of the current ruler as the country sees it as well as fending off the threats of pretenders and claimants who would drive the realm into civil war in order to claim the throne for themselves.

Monarchies are common throughout the east, from the many realms of the Diadochi to the Indian dynasties spanning its north and south, as well as the smaller states of Sogdiana and the Tarim Basin and the ancient kingdoms of Nubia and Ethiopia. Some, such as 斯巴达的国旗 斯巴达 or 叙拉古的国旗 叙拉古, can also be found further to the west among the more predominant republics of the region.

Monarchy governments

Unless specified otherwise, all monarchies have the following characteristics:

  • Civilization.png National Civilization Value: +20%
  • Freeman ratio National Freeman Desired Ratio +2.5%
  • Leader.png Ruler rules for life
  • The consort of the ruler is the co-ruler
Monarchy type Idea slots Base modifiers Government bonus Description
Autocratic Monarchy Military power.png 1 Military, Civic power.png 1 Civic, Religious power.png 1 Religious Civilization.png National civilization value: +15% Slave output National slave output: +12% Conferring absolute power, the title of an Autocratic Monarchy is hereditary.
Aristocratic Monarchy Military power.png 1 Military, Oratory power.png 2 Oratory (default)
  • Tyranny Monthly tyranny: −0.05
  • Pop citizen happiness.png National citizen happiness: +8%
  • Freeman ratio Desired freemen ratio in cities: +10%
Although ruled by a hereditary monarch, power in an Aristocratic Monarchy is often conferred upon members of the nobility.
Stratocratic Monarchy Military power.png 2 Military, Oratory power.png 1 Oratory Freeman ratio Desired freemen ratio in cities: +10%
  • Freeman output National freemen output: +6%
  • Loyalty.png Character loyalty: +5
The military is integral to a functioning stratocratic monarchy. Advised by generals and warriors, the Monarch rules by might.
Theocratic Monarchy Oratory power.png 1 Oratory, Religious power.png 2 Religious (default)
  • Omen.png Omen power: +15%
  • State religion happiness State religion happiness: +10%
A king cannot have true power unless backed by the priesthood, and invested with the power of the Divine.
Plutocratic Monarchy Civic power.png 2 Civic, Religious power.png 1 Religious (default)
  • Commerce value.png National commerce income: +10%
  • Global capital trade routes.png Capital import routes: +1
Largely focused on the acquisition of wealth, a plutocratic monarchy represents such nations as desire to avoid sustained conflict
Dictatorship Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory, Religious power.png 1 Religious (default)
  • Freeman happiness National freeman happiness: +12%
  • Pop citizen output.png National citizen output: +12%
A form of totalitarian government, a dictatorship places political power in the hands of a single individual.
Empire Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory, Religious power.png 1 Religious (default)
  • Freeman output National freemen output: +12%
  • Slave output National slave output: +12%
  • Warscore cost.png War score Cost: -10%
An Emperor wields absolute power over the state, and usually holds sovereignty over lesser kings and nobles.
Imperial Cult Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory, Religious power.png 1 Religious (default)
  • Freeman output National freemen output: +12%
  • Slave output National slave output: +12%
  • Omen.png Omen power: +15%
In some cultures, an Emperor or Empress holds such authority that they are considered to be a messenger of the divine, or even a deity themselves.

Legitimacy

While a monarch typically has the authority to act without asking for approval their subject characters will still react to their actions if they do not approve of them. Legitimacy.png Legitimacy is a value between −100 and +100 and models the perceived right for the monarch to rule their country. Legitimacy generally changes by a small amount from month to month, but can also be affected by various events and mission tasks.

For the monarchies that exist in Imperator: Rome at the start of the game this was highly relevant as they were almost all established in this generation. None of them have a firm number of supporters, and many of them (like Egypt or the Seleucid Empire) have a population that considers them to be foreigners.

For each point of positive legitimacy (above 0), the country will get:

  • Primary heir attraction +0.05 Primary Heir Attraction
  • Freeman happiness +0.10% National Freeman Happiness

For each point of negative legitimacy, the country will get:

  • Primary heir attraction -0.05 Primary Heir Attraction
  • Character loyalty -0.2 Loyalty of Characters
  • Enact law cost +0.5% Enact Law Cost

Legitimacy is gained from acting as a good monarch, most importantly:

  • Popularity.png Ruler popularity
  • Stability.png High stability
  • Office The skill of your currently employed Court Philosopher

Legitimacy is reduced by anything that threatens popular support for the monarchy, most importantly:

  • Popularity.png Low ruler popularity
  • Monthly war exhaustion War exhaustion
  • Corruption.png Ruler corruption
  • Stability.png Low stability
  • The number of characters that prefer another successor than the current heir to succeed (discussed in further detail below)

To help increase legitimacy, there is a government action to Button endorse.png Strengthen Legitimacy, which gives a monthly legitimacy increase of +0.05 for 5 years at a cost of Political influence.png 10 political influence and a monthly increase of Tyranny +0.02 tyranny while the modifier is running. Legitimacy can be strengthened multiple times with the modifiers stacking on each other, but each use of the action increases the (political influence) cost of further strengthening legitimacy by +50% while it is running. There are also various indirect ways, such as Holding Games, that increase popularity and therefore indirectly legitimacy.

Succession

The personal nature of monarchical rule means that monarchies are generally the most vulnerable during a succession, when the monarch dies, is deposed, or abdicates and is replaced by his or her heir, usually a child or other close relative. A strong, well-supported, popular heir will likely have few problems taking control of the realm, while a young, inexperienced monarch with little support could find themselves at the mercy of scheming pretenders and face a Civil war.png civil war.

During a succession, the country will always lose Stability.png 10 stability, and all provinces will lose between 3 and 10 Province loyalty loyalty depending on the Popularity.png popularity of the heir. If any of the pretenders are disloyal, the country will lose an additional Stability.png 20 stability as a succession crisis breaks out.

Successors and pretenders

Successions are not always as easy as the described laws would imply. There are many examples of conflicts over who would inherit, sometimes tearing even great and otherwise stable kingdoms apart. In the government view, the four characters highest in line to inherit will be displayed at all times (starting with the primary heir who is currently designated to inherit when the ruler dies), together with their Loyalty.png loyalty and Leader.png succession value (the overall strength of their claim). Every character in a monarchy also has a preferred heir out of these four. Most of the time, this will be the current heir, but depending on factors like friendships, skills, or lack of loyalty, they may prefer one of the other heirs. It is possible to influence the choice of preferred heir towards the primary heir using the Primary heir attraction Primary Heir Attraction modifier, which will make characters more likely to prefer the primary heir.

The other Leader pretender.png three pretenders (the three characters with the highest succession value after the primary heir) will have a negative modifier to their Loyalty.png loyalty and will normally do what they can to assemble money and supporters for the day the current monarch dies. Apart from increasing loyalty and attacking the causes for someone preferring another heir, you can ask directly ask characters to support your preferred heir as long as their loyalty is at least 50, which drastically increases their support for your current heir at the cost of Tyranny 2 tyranny.

Upon succession, the current heir will become the new monarch with the starting Legitimacy.png legitimacy determined by the Next ruler legitimacy Next Rulers Legitimacy modifier, with a base of 60, plus 20 times the country's religious unity, then reduced by 2 for each employed character that supported another heir.

Succession value

A character's claim to the throne, including which characters are designated as the primary heir and the Leader pretender.png pretenders, is determined by his or her Leader.png succession value. The method for determining a character's succession value, and therefore position in the line of inheritance, depends on the country's currently enacted succession law, though it is also possible for the choices of the current ruler and certain other factors to bypass the normal line of succession to some extent.

  • Agnatic: Succession value is based on descent, with the children of the monarch preferred over their siblings or other, more faraway relatives. Elder children and their descendants are preferred over younger children, and females are excluded from the succession.
  • Agnatic-Cognatic: Succession value is based on descent, with children of the monarch preferred over their siblings or other, more faraway relatives. Elder children and their descendants are preferred over younger children, with males preferred over females of the same relationship to the ruler unless gender equality is enabled.
  • Agnatic Seniority: Male line descendants of the ruling family's founder get succession value based on age, without regard to how closely related they are to the current ruler. This often means that the male siblings of the monarch will inherit before any children, and rulers will usually be older on succession.
  • Elective Succession: Succession value is based on how many Position position holders prefer them as heir. Attributes such as Charisma.png charisma, Age age, Popularity.png popularity, Prominence.png prominence, and being of the same family are all important to the electors. Any character in the realm is eligible, though members of the ruling family are still to some extent preferred. Women (unless gender equality is enabled) and children are disfavoured.
  • Egyptian Succession: Succession value is based on descent, with children of the ruler are preferred over their siblings or other, more faraway relatives. Elder children and their descendants are preferred over younger children, regardless of gender. Members of the royal family are permitted to marry their own family members (including sibling to sibling).

All succession laws that are based on descent assign succession value on the basis of primogeniture. Under primogeniture, a character's children always take precedence over any siblings that the character is ahead of, no matter where the heir is in the line of succession (or if he/she is dead). In principle, this is the same as the character's eldest child (after gender considerations) always inheriting, and then either immediately passing the throne on to their eldest child if they are already dead by the time of succession or passing back up to the parent the crown was inherited from if there are no living descendants. This means, for instance, that a son of a ruler's first son takes precedence over the ruler's second son, even if the second son is technically more closely related to the ruler. Similarly, the second son and all of his descendants would be favoured over any siblings of the ruler or their descendants. When sorting between the children of a single character, gender restrictions or preferences are applied first, followed by age; this means that, under Agnatic-Congatic (without gender equality), a son who is the 4th child (and his descendants) would be behind a son who is the 3rd child (and his descendants), but ahead of a daughter who is the 1st child (and her descendants).

In all cases (except for elective succession), if there are no eligible direct relatives, the family members of the current ruler will always always preferred over non-family members.

If the country either has at least Legitimacy.png 90 legitimacy or the Enact law cost modifier.png Divinity Statute law, the ruler can also at any time anoint a new heir from among the three current pretenders (if they are part of the ruling family) at the cost of Political influence.png 15 political power and Legitimacy.png 25 legitimacy. This gives Leader.png +1000 succession value which ensures that they become the new primary heir, though the old displaced heir will not be happy in will lose Loyalty.png 10 loyalty in addition to the normal pretender loyalty malus. In an elective monarchy, anointing only gives Leader.png +5 succession value which, while significant, is not necessarily enough to guarantee their election, but the favoured pretender does not necessarily have to be done on a member of the ruling family and the current primary heir will not be angered.

Succession value is also increased by the proportion of Loyalty gain chance.png loyal cohorts or veterans compared to the overall size of the army, as well as being the commander of a legion with the File:Phalera eagle.png Regnatrix distinction, which can be especially significant in elective monarchies.

Succession crisis

At the time of succession, if any of the pretenders that did not gain the throne are unloyal (have less than Loyalty.png 33 loyalty), a succession crisis will break out. The country will lose an additional Stability.png 20 stability, along with the normal hit from a succession, and each pretender will begin assembling an army of as many loyal troops as they can afford. As this army will be loyal to the disloyal pretender, the army cannot be given orders and the pretender cannot be removed from command, giving a significant increase the pretender's Power base power base and a further malus to Loyalty.png loyalty. The presence of these armies is likely to drive the country towards a Civil war.png civil war, either immediately or in the long run.

In addition to the normal interactions, there are also some other special character interactions that can be used on pretenders to try to alleviate the threat:

  • Encourage Deserters: Allows you to reduce the pretender army size by spending Political influence.png political influence.
  • Make Mercenary: For a very large sum of gold you can send a pretender off to be a mercenary, along with their loyal troops. This will eliminate the threat to your internal stability, for now, but can be dangerous if they return.
  • Seize Assets: Seize some of the pretender's personal assets, with much of the gold going to the ruler and the rest to the country's treasury where it can be used to opposed the pretender. Will reduce the pretender's Loyalty.png loyalty and increase ruler Corruption.png corruption.

Meanwhile, foreign countries will have also have access to the Intervene in Crisis character interaction to spend Cost gold and Political influence.png political influence on increasing the size of the pretender army, and the Support Pretender interaction to lower the pretender's Loyalty.png loyalty and promise support in terms of Manpower.png manpower or an Alliance.png alliance in the event of a civil war.

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.

Interactions

As well as the general war council interaction for granting claims, monarchies have three government-specific interactions for demanding general support for the primary heir, holding games to boost ruler popularity, and patronizing the arts for integrated culture happiness and civilization level.

Interaction Requirements Effects
War council.png Summon War Council
  • There are at least 3 adult characters, excepting the ruler, in the current country
  • Has not used this interaction in the last 10 years
  • There is a neighbouring country that is not an Alliance.png ally or Vassalized.png subject of the current country
  • Tooltip: Summons a selection of our most prestigious senators to consider a focus for our next conquest. This can be used to provide a claim on a province, and may be used once every 10 years.
  • Get the event War Council
Demand oaths of allegience.png Demand Oaths of Allegiance
  • Has at least Political influence.png 100 political influence, modified by the Price oaths of allegiance button cost modifier.png Oaths of Allegiance Cost modifier
  • Does not have the modifier Oaths of Allegiance
  • Has a primary heir of the ruling family
  • Lose Political influence.png 100 political influence, modified by the Price oaths of allegiance button cost modifier.png Oaths of Allegiance Cost modifier
  • Get the modifier Oaths of Allegiance for 5 years, giving:
    • Law agnatic.png +25 Primary Heir Attraction
  • Tooltip: The continuation of a dynasty brings strength and security to a realm. [SCOPE.GetRootScope.GetCountry.GetRuler.GetName], whilst a fearsome and honorable [SCOPE.GetRootScope.GetCountry.GetRulerTitle], cannot rule forever - we must rouse support for the future of the [SCOPE.GetRootScope.GetCountry.GetRuler.GetFamilyDisplayAdjective] line!
Hold games.png Hold Games
  • The current ruler does not have the modifier Ongoing Games
  • The current ruler has at least Wealth 4.2 times the monthly income of the current country
  • The current ruler is an adult
  • Has at least Wealth 4.2 times the monthly income
  • Lose Wealth 4.2 times the monthly income
  • The current ruler loses Wealth 4.2 times the monthly income of the current country
  • The current ruler gets the modifier Ongoing Games for 5 years, giving:
    • Popularity.png +0.10 Monthly Popularity
  • Tooltip: Your ruler can gain extra popularity from competing in the games.
  • If the current ruler does not have a nickname, 5% chance of getting the cognomen Catilina if the ruler is in the Italic culture group or the nickname 'The Beneficent' otherwise
  • Get the event The Upcoming Games in 10-30 days
  • Tooltip: The common folk love gladiators, chariot races and athletics, even more than they love [SCOPE.GetRootScope.GetCountry.GetRuler.GetPraenomen] - luckily [SCOPE.GetRootScope.GetCountry.GetRuler.GetPraenomen] knows this all too well.
Patronize arts.png Patronize the Arts
  • Has at least Political influence.png 100 political influence
  • Does not have the modifier Cultural Patron
  • Lose Political influence.png 100 political influence
  • Get the modifier Cultural Patron for 5 years, giving:
  • Tooltip: [SCOPE.GetRootScope.GetCountry.GetPrimaryCulture.GetName] ways have safeguarded the development of our nation for aeons. Let us bring these ideals to all within our realm.

Tribal

The government interface for tribes

Migratory Tribes, Settled Tribes, and Federated Tribes make up the great majority of the countries in Imperator. Tribal countries exist in all locations, from Europe to Arabia and the Caucasus to the interior of India and Tibet all the way to the Burmese border.

The base premise behind tribal governments is that authority is shared between the clans, represented by clan chiefs who command and maintain their own retinues of personally loyal troops. They have a significant say in the government and when a ruler dies the new ruler will be elected from among the other clan chiefs, ensuring a rotation of power between the clans. Tribes are also distinguished by their lower level of development and civilization, choosing between increasing centralization and adopting a more sedentary lifestyle that increasingly approaches that of a republic or monarchy or decentralizing the country to put a greater emphasis on a migratory lifestyle and the traditional clan structure, whose hordes will be the terror of all civilized peoples.

Tribal governments

Unless specified otherwise, all Tribes have the following mechanics and modifiers:

  • Centralization.png Centralization
  • Clan chiefs.png Clan chiefs and Clan retinue.png Clan retinues
  • Raze city Enables the 'Raze City' unit ability
  • Army maintenance cost.png +50% Legion maintenance cost
  • Change governor policy cost +10% Change governor policy cost
  • Enslavement efficiency.png +2.5% Enslavement efficiency
  • Noble ratio -7% National noble desired ratio
  • Tribesman ratio +10% National tribesmen desired ratio
  • Research points.png -50% Research points
  • Population capacity -10% Population capacity
  • Found city cost +25% Found city cost modifier
  • Revoke city status cost -50% Revoke city status cost modifier
  • Revoke metropolis status cost -50% Revoke metropolis status cost modifier
  • Stability.png -10 Stability on new ruler
Tribe type Idea slots Base modifiers Government bonus Description
Migratory Tribe Military power.png 2 Military

Start migration cost modifier.png Allows migration
Tribesman happiness National tribesmen happiness: +8%
Levy.png Levy size multiplier: +10%

Tribesman output National tribesmen output: +12% Elected by a council of tribesmen, a tribal chief rules for life, and is entrusted with the safety and security of his or her tribe. The most important authority vested in the Chief is the decision of when to settle and when to migrate to another, more favorable location.
Settled Tribe Military power.png 1 Military, Oratory power.png 1 Oratory

Civilization.png Country civilization level: +5%
Levy.png Levy size multiplier: +5%

Tribesman happiness National tribesmen happiness: +12% Tribal leaders are elected for life, by a council of the clan leaders. This is a society that has come to settle permanently in its region, embracing a sedentary lifestyle.
Federated Tribe Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory

Civilization.png Country civilization level: +10%
Levy.png Levy size multiplier: +10%

Tribesman output National tribesmen output: +20%

Local pop promotion speed.png Pop promotion speed: +25%

Representing the wisdom of a great number of united clans, the council of a Federated Tribe resembles the beginnings of a democratic state.

Centralization

All tribes make use of a Centralization.png centralization scale that goes from −100 to +100. Centralization has a monthly base rate of change that is largely determined by the country's Enact law cost modifier.png laws, and can also be changed through various events, such as dealing with the other clan chiefs. There is however no direct way to change the centralization value, using political influence or money for instance; it is only adjusted as a result of your actions and over time. The vast majority of countries are Settled Tribes at start, and some are part of larger tribal identities that can form into larger Federated Tribes.

The modifiers from centralization scale linearly, with negative centralization giving more military-focused bonuses and positive centralization focused more on economic modifiers and development. The table below shows examples.

Centralization.png Centralization level Migration cost Migration cost Tribesmen National tribesman output Land morale.png Morale of Armies Levy.png Levy Size Multiplier Research points.png Research Points Local pop promotion speed.png Pop Promotion Speed Civilization.png Country civilization level
−100% −50% +25% +25% +15%
−50% −25% +12.50% +12.5% +7.5%
0
+50% +25% +1.25 +5%
+100% +50% +2.50 +10%
  • At or below Centralization.png −25% Centralization, a Settled or Federated Tribe can enact the Abandon Sedentary Lifestyle decision to adopt the Migratory Tribe government form.
  • At or above Centralization.png +25% Centralization, a Migratory Tribe can enact the Form Tribal Kingdom decision to adopt the Settled Tribe government form.
  • Many Migratory or Settled Tribes have special decisions available to unite their region, culture, or culture group after conquering it, which gives the Federated Tribe government form.
  • A Settled or Federated Tribe may enact the Investigate Tribal Reform decision to unlock the Tribal Reform mission if its centralization is at least 60, which will allow the country to adopt either the Autocratic Monarchy or Democratic Republic government forms. Among the requirements is that the capital territory's Civilization.png civilization level must be at least 50, which has additional synergy with high Centralization.png centralization.

A higher Civilization.png civilization value will make Tribesmen tribesmen unhappy (while Pop noble.png nobles, Pop citizen.png citizens and Freemen freemen will feel more and more at home), meaning that the Tribesmen tribesmen will start being less productive and be more prone to generate Unrest.png unrest. At the start of the game the centralization levels of tribal countries all around the map will differ; they start well into the negatives for the Germanic tribes for instance, while others, like 图耳得塔尼亚的国旗 图耳得塔尼亚 in Hispania, start with significant positive centralization.

Clan chiefs and retinues

主条目:Clan chief

Clan chiefs.png A tribal government shares its power between clan chiefs, which are the heads of the major families, or clans, of the tribe. The Leader.png ruler is always one of the clan chiefs, and when the current chief dies, the most skilled of the other clan chiefs is elected as the new ruler, which means that the chiefdom will always rotate between the clans to at least some degree. As the leader of a significant component of the tribe, each clan chief will always control a portion of a country's Levy.png levies as their personal retinues.

Clan retinue.png When a tribal country raises its Levy.png levies from a region, the levy will be divided between each of clan chiefs (including the Leader.png ruler) as their personal clan retinue. Each retinue from a region will always be at least 1000 men (2 cohorts); this means that regions with a especially small levy size will only provide retinues for some of the clan chiefs. Clan retinues are always Commander.png led by and Loyalty gain chance.png loyal to their clan chief, and cannot be merged with levies led by other clan chiefs (even if they come from the same region). Note that the clan retinue allocated to the ruling family will not be Loyalty gain chance.png loyal to the ruler, but will still be Commander.png led by the ruler and will generally be larger than, or at least as large as, the clan retinues raised by the other chiefs. Since retinue troops are always loyal to their clan chief, these armies will contribute significantly to their clan chief's Power base power base and Leader.png succession value as long as they are raised, which can have a significant impact on the Loyalty.png loyalty of clan chiefs as well as the outcome of tribal elections during wartime as they will always be a significant portion of the army.

Tribal elections

When a tribal ruler dies or is deposed, his or her successor is elected from the other Clan chiefs.png clan chiefs according to the weighted sum of their attributes:

  • Martial.png Martial: Succession +2 succession support per point
  • Finesse.png Finesse: Succession +1 succession support per point
  • Charisma.png Charisma: Succession +1.5 succession support per point
  • zeal修正 Zeal: Succession +1 succession support per point

Modifiers that affect Leader.png succession value - in particular, Loyalty gain chance.png loyal cohorts or veterans, particularly relevant when Levy.png levies are raised - are also taken into account when determining a clan chief's succession support. As the succession value from normal sources are generally much lower in a tribe as opposed to a monarchy, succession value from other sources is particularly relevant in tribal elections. The next ruler is then the clan chief that has the highest total succession support.

Only clan chiefs at the time of succession are eligible to be elected. As the clan chief of the ruling family is always the current ruler, who is not eligible to succeed him/herself, this means that the next ruler will always come from a different family compared to the current ruler.

Migrating and settling

参见:Colonization

Migratory Tribes have the ability to Start migration cost modifier.png migrate, and all tribal governments can become a Migratory Tribe if they reach a sufficient degree of decentralization. Migration can be initiated in any territory that has at least Population.png 3 pops where the primary culture and religion are dominant if no Levy.png levies have been raised from the region, by clicking on the Start migration cost modifier.png Migrate button in the territory section of the province interface. Beginning a migration in a territory has a base cost of Stability.png 8 stability (reduced by the Migration cost migration cost modifier, given by negative centralization and the Religious power.png Tuistic religion).

Migrating will turn up to 20 of the pops in the territory into special Migrant Cohorts of Unit light infantry.png light infantry, with each pop becoming a single cohort. This creates a special army that has no maintenance, is not tied to any existing pop or region (unlike Levy.png levies and Legion.png legions), and does not require Has military access.png military access to cross foreign lands. All types of pops can be used to create a migration cohort, but once settled (see below) always turn into Tribesmen tribesmen. To migrate is to let go of any old specialized roles they may have had in their original location. Migration is the only way to raise all of a country's pops into an army, and allows even relatively small tribes to raise a large host if they are willing to take the risks and costs.

Any army that has more migration cohorts than there are pops in its current location can Settle settle in that location. This will turn all migrant cohorts in the army into Tribesmen tribesmen of your culture and religion (even if the original pops were another class, culture, or religion) and settles them in this territory, taking ownership of it. In order to be able to settle the territory, it must also either be uncolonized or controlled (i.e. owned or occupied in a war). Like with normal colonization and annexation, all pre-existing pops are kept. It is also possible to resettle migrant cohorts into already owned territory, as long as it is controlled, which will simply add the pops into the territory.

Even if a country loses its last territory it still remains playable as long as it still has migrant cohorts, meaning it is possible to quite literally uproot an entire country and resettle it somewhere else.

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.

Interactions

As well as the general war council interaction for granting claims, tribal nations have three government-specific interactions for increasing enslavement efficiency, holding games to boost ruler popularity, and encouraging migration in order to reduce tribal centralization.

Interaction Requirements Effects
War council.png Summon War Council
  • There are at least 3 adult characters, excepting the ruler, in the current country
  • Has not used this interaction in the last 10 years
  • There is a neighbouring country that is not an Alliance.png ally or Vassalized.png subject of the current country
  • Tooltip: Summons a selection of our most prestigious senators to consider a focus for our next conquest. This can be used to provide a claim on a province, and may be used once every 10 years.
  • Get the event War Council
Raiding parties.png Assemble Raiding Parties
  • Has at least Political influence.png 100 political influence, modified by the Price assemble raiding party button cost modifier.png Assemble Raiding Party Cost modifier
  • Does not have the modifier Raiding Parties Assembled
  • Lose Political influence.png 100 political influence, modified by the Price assemble raiding party button cost modifier.png Assemble Raiding Party Cost modifier
  • Get the modifier Raiding Parties Assembled for 5 years, giving:
    • Enslavement efficiency.png +10% Enslavement Efficiency
  • Tooltip: The lure of plunder and wealth is enough to steel the resolve of even the most faint-hearted.
Hold games.png Hold Games
  • The current ruler does not have the modifier Ongoing Games
  • The current ruler has at least Wealth 4.2 times the monthly income of the current country
  • The current ruler is an adult
  • Has at least Wealth 4.2 times the monthly income
  • Lose Wealth 4.2 times the monthly income
  • The current ruler loses Wealth 4.2 times the monthly income of the current country
  • The current ruler gets the modifier Ongoing Games for 5 years, giving:
    • Popularity.png +0.10 Monthly Popularity
  • Tooltip: Your ruler can gain extra popularity from competing in the games.
  • If the current ruler does not have a nickname, 5% chance of getting the cognomen Catilina if the ruler is in the Italic culture group or the nickname 'The Beneficent' otherwise
  • Get the event The Upcoming Games in 10-30 days
  • Tooltip: The common folk love gladiators, chariot races and athletics, even more than they love [SCOPE.GetRootScope.GetCountry.GetRuler.GetPraenomen] - luckily [SCOPE.GetRootScope.GetCountry.GetRuler.GetPraenomen] knows this all too well.
Tribal migration.png Encourage Tribal Migration
  • Does not have the modifier Migration Encouraged
  • Has a territory with at least Tribesmen 5 tribesmen of the state culture and religion
  • There is an unowned territory in the capital region or any region neighbouring the capital region
  • If the current country has a territory with at least Tribesmen 5 tribesmen of the state culture and religion:
    • Move Tribesmen 5 tribesmen of the state culture and religion from a random owned territory that has at least 5 to a random unowned territory in the capital region or any region neighbouring the capital region
    • Get the modifier Migration Encouraged for 5 years, giving:
      • Centralization.png -0.03 Monthly Centralization
      • Pop citizen happiness.png -12% National Citizen Happiness
  • Tooltip: Our people are becoming too sedentary for their own good. While we may lose some of our brethren in the short term, it is right that we should encourage all [SCOPE.GetRootScope.GetCountry.GetPrimaryCulture.GetName] peoples to wander freely, that we might embrace the old ways some day.

Government reform and conversion

Apart from the Tribal Reform missions and various country-specific events and mission tasks, all government changes are done through specific decisions. Swapping between government types of the same group can generally be done freely given the country meets the requirements, but switching between different groups is significantly more difficult (if possible at all). The possible government conversions are as follows:

  • Settled Tribes and Migratory Tribes can always convert between each other. Federated Tribes can also become Migratory Tribes, but the only way to form a Federated Tribe is through certain formable nation decisions.
  • Settled and Federated Tribes can reform into either an Autocratic Monarchy or a Democratic Republic.
  • An Autocratic Monarchy can reform into one of the more advanced monarchy types (Aristocratic, Stratocratic, Plutocratic, or Theocratic Monarchy). These four can interconvert between each other, but cannot go back to becoming an Autocratic Monarchy.
  • Similarly, a Democratic Republic can reform into one of the more advanced republic types (Aristocratic, Oligarchic, Plutocratic, or Theocratic Republic). These four can also interconvert between each other, but cannot go back to becoming an Democratic Republic.
  • Any of the four advanced republic types can become a Dictatorship to adopt a monarchical government form.
  • Any of the five base monarchy types (Autocratic, Aristocratic, Stratocratic, Plutocratic, or Theocratic Monarchy), as well as Dictatorships, can become an Empire.
  • All Monarchical governments except for Autocratic monarchies and Dictatorships can become an Imperial Cult.

Other conversions are possible through special country-specific events or missions. These decisions can be found in /ImperatorRome/decisions/conversions.txt.

ID

Abandon Sedentary Lifestyle


Times are changing and this land can no longer support our great tribe. It is time to once more embrace the traditions of our ancestors, and prepare for migrations to more peaceful and fertile lands.


 
潜在需求
  • Owns at least 1 territory
  • Has the Settled Tribe or Federated Tribe government type
允许条件
  • Has less than Centralization.png -25 centralization
  • The capital scope has more Tribesmen tribesmen than Pop citizen.png citizens or Freemen freemen
  • All clan chiefs have at least Loyalty.png 33 loyalty

效果
  • Gain Political influence.png 50 political influence
  • If the government type is Settled Tribe, lose Stability.png 10 stability
  • Otherwise, lose Stability.png 30 stability
  • Set the government type to Migratory Tribe
ID

Form Tribal Kingdom


We have found a good home, it is time we settle down and adopt a more sedentary lifestyle. Let us proclaim ourselves a kingdom, separating ourselves from the migratory tribes to which we once belonged.


 
潜在需求
  • Owns at least 1 territory
  • Has the Migratory Tribe government type
允许条件
  • Does not have any armies with migrant cohorts
  • Has greater than Centralization.png 25 centralization
  • All clan chiefs have at least Loyalty.png 33 loyalty

效果
  • Gain Political influence.png 50 political influence
  • Lose Stability.png 5 stability
  • Set the government type to Settled Tribe
ID

Embrace Autocracy


[COUNTRY.GetRuler.GetName], inspired by the Kings and Tyrants of foreign lands, might exert greater authority by discarding the tribal trappings of our ancestors.


 
潜在需求
  • Owns at least 1 territory
  • Has the Settled Tribe or Federated Tribe government type
  • Is AI-controlled
  • Has not started reforming the Tribe in the last 20 years
允许条件
  • Does not have any armies with migrant cohorts
  • Has at least Stability.png 40 stability
  • Has at least Centralization.png 0 centralization
  • At least one of the following is true:
    • Capital has at least Civilization.png 40 civilization level
    • Capital has at least Civilization.png 25 civilization level and any neighbouring country is a monarchy that did not start reforming from a Tribal government type in the last 20 years
  • All clan chiefs have at least Loyalty.png 33 loyalty

效果

Note: This is the AI path for reforming from a Tribal government form to a Monarchy. Human-controlled countries must take the Investigate Tribal Reform decision and proceed along the Tribal Reform mission tree instead.
ID

Embrace Democracy


The Chiefs, Elders, and Magistrates of [COUNTRY.GetName] believe that adopting a more constitutional form of democracy will allow us to prosper fully.


 
潜在需求
  • Owns at least 1 territory
  • Has the Settled Tribe or Federated Tribe government type
  • Is AI-controlled
  • Has not started reforming the Tribe in the last 20 years
允许条件
  • Does not have any armies with migrant cohorts
  • Has at least Stability.png 40 stability
  • Has at least Centralization.png] 0 centralization
  • At least one of the following is true:
    • Capital has at least Civilization.png 40 civilization level
    • Capital has at least Civilization.png 25 civilization level and any neighbouring country is a republic that did not start reforming from a Tribal government type in the last 20 years
  • All clan chiefs have at least Loyalty.png 33 loyalty

效果

Note: This is the AI path for reforming from a Tribal government form to a Republic. Human-controlled countries must take the Investigate Tribal Reform decision and proceed along the Tribal Reform mission tree instead.
ID

Investigate Tribal Reform


It is time for our people to consider new methods of rule. Foreign ideals flood our country - can we truly remain a nomadic people?


 
潜在需求
  • Owns at least 1 territory
  • Has the Settled Tribe or Federated Tribe government type
  • Is not AI-controlled
  • Has not yet taken this decision
允许条件
  • Has at least Stability.png 40 stability
  • Has at least Centralization.png 60 centralization
  • All clan chiefs have at least Loyalty.png 33 loyalty

效果

Note: This is the player path for reforming from a Tribal government form to a Monarchy or Republic. AI-controlled countries will take the Embrace Autocracy or Embrace Democracy decisions instead.
ID

Adopt Plutocratic Monarchy


The lure of profit and prosperity is something we must enshrine into our very constitution; abandoning the trappings of lesser kingdoms.


 
潜在需求
  • Owns at least 1 territory
  • Has the Autocratic Monarchy, Stratocratic Monarchy, Aristocratic Monarchy, or Theocratic Monarchy government type
允许条件
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • Has the Infrastructure Policy law

效果
  • If the country has the Stratocratic Monarchy, Aristocratic Monarchy, or Theocratic Monarchy government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Plutocratic Monarchy
ID

Embrace an Aristocratic Society


Those of noble blood should not be required to mingle with commoners...


 
潜在需求
  • Owns at least 1 territory
  • Has the Autocratic Monarchy, Stratocratic Monarchy, Theocratic Monarchy, or Plutocratic Monarchy government type
允许条件
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • Has the Exemption for Nobility law

效果
  • If the country has the Stratocratic Monarchy, Theocratic Monarchy, or Plutocratic Monarchy government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Aristocratic Monarchy
ID

Adopt Stratocratic Monarchy


The [COUNTRY.GetAdjective] people yearn to show the world their might. By stratifying our very society in a militarized hierarchy, we shall show the glory of [COUNTRY.GetName] to all!


 
潜在需求
  • Owns at least 1 territory
  • Has the Autocratic Monarchy, Aristocratic Monarchy, Theocratic Monarchy, or Plutocratic Monarchy government type
允许条件
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • Has the Martial Education law

效果
  • If the country has the Aristocratic Monarchy, Stratocratic Monarchy, or Plutocratic Monarchy government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Stratocratic Monarchy
ID

Proclaim Theocratic Monarchy


The glory of the divine shall shine upon [COUNTRY.GetRuler.GetName] - the [COUNTRY.GetAdjective] people are truly blessed.


 
潜在需求
  • Owns at least 1 territory
  • Has the Autocratic Monarchy, Aristocratic Monarchy, Stratocratic Monarchy, or Plutocratic Monarchy government type
允许条件
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • Level of zeal修正 Religious Advances is at least 6

效果
  • If the country has the Aristocratic Monarchy, Stratocratic Monarchy, or Plutocratic Monarchy government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Theocratic Monarchy
ID

Enact Plutocratic Republic


The lure of profit and prosperity is something we must enshrine into our very constitution; abandoning the trappings of lesser nations.


 
潜在需求
  • Owns at least 1 territory
  • Has the Democratic Republic, Aristocratic Republic, Theocratic Republic, or Oligarchic Republic government type
允许条件
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • If the country is 罗马的国旗 罗马, has the Lex Gabinia law
  • Otherwise, has the Lowered Import Tariffs law

效果
  • If the country is an Oligarchic Republic and has the Party oligarchic.png Oligarchs faction, lose Party oligarchic.png 10 Oligarchs approval
  • If the country is a Theocratic Republic and has the Party traditionalist.png Traditionalists faction, lose Party traditionalist.png 10 Traditionalists approval
  • Otherwise, lose Party traditionalist.png 5 Traditionalists approval
  • If the country has the Aristocratic Republic, Theocratic Republic, or Oligarchic Republic government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Plutocratic Republic
ID

Promote Oligarchy


Constitutionalizing the inherent superiority of those who have, versus those who do not have; will ensure that [COUNTRY.GetName] maintains a prosperous government.


 
潜在需求
  • Owns at least 1 territory
  • Has the Democratic Republic, Aristocratic Republic, Theocratic Republic, or Plutocratic Republic government type
允许条件
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • If the country is 罗马的国旗 罗马, does not have the Lex Caec. de Vectigalibus law
  • Otherwise, does not have the Institute Wealth Levy law

效果
  • If the country is a Democratic Republic and has the Party democratic.png Democrats faction, lose Party democratic.png 10 Oligarchs approval
  • If the country is a Theocratic Republic and has the Party traditionalist.png Traditionalists faction, lose Party traditionalist.png 10 Traditionalists approval
  • Otherwise, lose Party traditionalist.png 5 Traditionalists approval
  • If the country has the Aristocratic Republic, Theocratic Republic, or Plutocratic Republic government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Oligarchic Republic
ID

Enshrine Aristocracy


The ability to rule clearly runs in the family. Whilst democracy serves us well, perhaps we might ensure that the plebeian masses are prevented from interfering in government.


 
潜在需求
  • Owns at least 1 territory
  • Has the Democratic Republic, Oligarchic Republic, Theocratic Republic, or Plutocratic Republic government type
允许条件
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • If the country is 罗马的国旗 罗马, has the Lex Licinia Mucia law
  • Otherwise, has the Rights of Nobility law

效果
  • If the country is a Democratic Republic and has the Party democratic.png Democrats faction, lose Party democratic.png 10 Oligarchs approval
  • If the country is a Theocratic Republic and has the Party traditionalist.png Traditionalists faction, lose Party traditionalist.png 10 Traditionalists approval
  • Otherwise, lose Party traditionalist.png 5 Traditionalists approval
  • If the country has the Oligarchic Republic, Theocratic Republic, or Plutocratic Republic government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Aristocratic Republic
ID

Proclaim Theocratic Republic


By the help of the divine, and with the zeal of her people, [COUNTRY.GetName] shall endure for all eternity!


 
潜在需求
  • Owns at least 1 territory
  • Has the Democratic Republic, Oligarchic Republic, Aristocratic Republic, or Plutocratic Republic government type
允许条件
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • If the country is 罗马的国旗 罗马, has the Avoid Religious Mandates or Lex Ogulnia laws
  • Otherwise, has the Traditional Observance or Priestly Status laws
  • Level of zeal修正 Religious Advances is at least 6

效果
  • If the country is an Oligarchic Republic and has the Party oligarchic.png Oligarchs faction, lose Party oligarchic.png 10 Oligarchs approval
  • If the country is a Democratic Republic and has the Party democratic.png Democrats faction, lose Party democratic.png 10 Oligarchs approval
  • If the country has the Oligarchic Republic, Aristocratic Republic, or Plutocratic Republic government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Theocratic Republic
ID

Proclaim Dictatorship


It is becoming increasingly apparent that power cannot be trusted in the hands of the many. Absolute security demands absolute authority.


 
潜在需求
  • Owns at least 1 territory
  • Has the Oligarchic Republic, Aristocratic Republic, Plutocratic Republic, or Theocratic Republic government type
允许条件
  • Has at least Stability.png 40 stability
  • Current ruler has at least Popularity.png 90 popularity and is at least 16 years old
  • Has at least Tyranny 20 tyranny
  • If the country has the Party populares.png Populares faction, has at least Party populares.png 70 Populares support
  • Otherwise, if the country has the Party democratic.png Democrats faction, has at least Party democratic.png 70 Democrats support
  • Capital has at least Civilization.png 60 civilization level
  • If the country is 罗马的国旗 罗马, has the Princeps Civitatis law
  • Otherwise, has the Lifetime Elections law

效果
  • Lose Stability.png 30 stability
  • Set the government type to Dictatorship
  • Gain Tyranny 30 tyranny
  • Get Province investment 2 free province investments
ID

Imperial Ambition


[COUNTRY.GetRuler.GetName], resplendent in the glory of conquest, has eclipsed all other petty Kingdoms; a new title is needed for the ruler of the [COUNTRY.GetAdjective] Empire.


 
潜在需求
  • Owns at least 1 territory
  • Has one of the following government types:
    • Aristocratic Monarchy
    • Stratocratic Monarchy
    • Theocratic Monarchy
    • Plutocratic Monarchy
    • Dictatorship
    • Autocratic Monarchy
  • If the country is a Autocratic Monarchy, has at least 80 territories and the ruler has one of the following traits:
    • 狡猾 Crafty
    • 见解独到 Original Thinker
    • 胜利者 Victorious
    • 征服者 Conqueror
    • 战术家 Tactician
    • 侵略如火 Aggressive traits
允许条件
  • Owns at least 800 territories
  • Current ruler has at least Popularity.png 90 popularity

效果
  • Lose Stability.png 10 stability
  • Set the government type to Empire
  • Get Province investment 3 free province investments
  • If the country is 罗马的国旗 罗马, set the country's name to Roman Empire
ID

Divine Sanction


Few are in denial that [COUNTRY.GetRuler.GetName] is blessed. It follows, therefore, that such divine heritage can only be the property of a divine being.


 
潜在需求
  • Owns at least 1 territory
  • Has one of the following government types:
    • Empire
    • Aristocratic Monarchy
    • Stratocratic Monarchy
    • Theocratic Monarchy
    • Plutocratic Monarchy
    • Plutocratic Republic
    • Aristocratic Republic
    • Theocratic Republic
    • Oligarchic Republic
允许条件
  • Does not follow a monotheist religion
  • Owns at least 200 territories
  • If the Magna Graecia (DLC).png Magna Graecia DLC is enabled, has Deify ruler cost modifier.png 4 deified rulers in the state pantheon
  • Otherwise, the current ruler has at least Charisma.png 8 charisma, Finesse.png 8 finesse, Martial.png 8 martial, and zeal修正 10 zeal
  • Has the law Divinity Statute

效果
  • Lose Stability.png 30 stability
  • Set the government type to Imperial Cult
  • Get Province investment 4 free province investments
ID

Codify State Lands

The division of land and property in our capital remains muddled and impenetrable. Key plots must be ceded to the chief, and their collective ownership codified.


 
潜在需求
  • Owns at least 1 territory
  • Is tribal
  • Capital does not have the Codified State Lands modifier
允许条件
  • If the country is not AI-controlled:
    • Has at least Political influence.png 100 political influence
    • Has at least Wealth 50 gold
    • Has at least Centralization.png 50 centralization
    • Capital has at least Civilization.png 40 civilization value
  • Otherwise:
    • Capital has at least Civilization.png 20 civilization value
  • Is not a Menu government.png Migratory Tribe
  • All Clan chiefs.png clan chiefs have at least Loyalty.png 50 loyalty

效果
    • Lose Political influence.png 100 political influence
    • Lose Wealth 50 gold
  • Lose Stability.png 30 stability
  • Capital gets the modifier Codified State Lands, giving:
    • Civilization.png +10% Local Civilization Level
  • Capital gains Civilization.png 10 civilization value
  • If any province other than the capital has the Codified State Lands modifier, remove it


参考资料


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