政府:修订间差异

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(同步到官方百科02:09, 29 August 2020‎ Yezhanquan)
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| description= Imperator: Rome tutorial #6 - Governments.
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The '''government''' of a '''[[state]]''' defines many of its possibilities and regulates how its internal politics work. ''The player plays as the state'', and can therefore change the government of it. Please consult [[Countries|List of all states in Imperator: Rome]] for an overview in tabular form.


在《英白拉多:罗马》中的每个[[ 国家]] 都由特定类型的政府统治。
== 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.


== 国家等级 ==
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.
在《英白拉多:罗马》中每一个国家都有六个等级之一,其能根据城市的数量而变动。所有国家等级能与其他相同等级的国家结成 [[军事同盟]],除了强权(Great Power,<tt>nation_rank_5</tt>)。


=== 游牧部落 ===
===Republican governments===
 
Unless specified otherwise, all Republics have the following base characteristics:
游牧部落(迁徙部落)没有城市。
* {{icon|civilization}} National [[Population#Civilization Value|civilization value]]: {{green|+35%}}
 
* Each ruler must be at least 35 to be elected.
* 国家人力:{{green|+1000}}
* [[File:Election term.png|28px]] Each ruler reigns for 5 years.
* 陆军单位负担修正:{{green|-25%}}
* Each ruler can be re-elected every 10 years.
* 氏族酋长数量:{{green|+1}} ''(如果是[[政府#部落|部落]])''
* {{icon|loyalty}} Character loyalty: {{green|+5}}
 
* [[File:Change governor policy cost.png|28px]] Changing governor policy cost: {{green| −10%}}
=== 城邦 ===
* {{icon|citizens}} Desired citizen ratio in cities: {{green|+5%}}
 
* {{icon|freemen}} Desired freemen ratio in cities: {{green|+10%}}
仅当你的国家只拥有一个城市时可用。 城邦可以成为防御联盟的一部分, 并享受下列加成:
{{clear}}
 
{| class="mildtable"
* 外交关系:{{green|+1}}
* 国家商业收入:{{green|+20%}}
* 要塞防御:{{green|+20%}}
* 氏族酋长数量:{{green|+1}} ''(如果是[[ 政府# 部落| 部落]] )''
 
=== 小国 ===
 
小国是拥有2至24个城市的国家。 小国可以成为防御联盟的一部分,并享受下列加成:
 
* 外交关系:{{green|+2}}
* 外交距离:{{green|+10%}}
* 氏族酋长数量:{{green|+1}} ''(如果是[[政府#部落|部落]])''
 
=== 区域强权 ===
 
These are countries that have from 25 to 99 cities. Regional Powers can use the diplomatic abilities Threaten War and Guarantee but lose the ability to be in defensive leagues. They have the following bonuses:
 
* 外交关系:{{green|+3}}
* 首都进口路线:{{green|+1}}
* 外交距离:{{green|+50%}}
* [[ 国家理念#政体奖励| 政体奖励]] 系数:{{green|+100%}}
* 氏族酋长数量:{{green|+2}} ''(如果是[[政府#部落|部落]])''
 
=== 大国 ===
 
These are countries that have from 100 to 499 cities. They can use the diplomatic abilities Threaten War, Guarantee and Support Rebels, and they have the following bonuses:
 
* 外交关系:{{green|+4}}
* 首都进口路线:{{green|+2}}
* 外交距离:{{green|+125%}}
* [[ 国家理念#政体奖励| 政体奖励]] 系数:{{green|+100%}}
* 氏族酋长数量:{{green|+3}} ''(如果是[[政府#部落|部落]])''
* 改变[[政策#总督政策|总督政策]]花费:{{green|-20%}}
 
=== 强权 ===
 
These are countries with 500 or more cities, and that are not subjects of other nations. They can use the diplomatic abilities Intervene in War, Enforce Peace, Threaten War, Guarantee and Support Rebels but they cannot have any [[alliances]]. They have the following bonuses:
 
* 外交关系:{{green|+5}}
* 首都进口路线:{{green|+2}}
* 外交距离:{{green|+225%}}
* [[国家理念#政体奖励|政体奖励]]系数:{{green|+200%}}
* 氏族酋长数量:{{green|+3}} ''(如果是[[政府#部落|部落]])''
* 改变[[政策#总督政策|总督政策]]花费:{{green|-40%}}
 
== 政体 ==
每个国家都有一种政体(政府类型),其控制着它的内部政治如何运作。
 
=== Republics ===
 
====Republican Governments====
除去特定情况下, 所有共和国都有下列特点:
* 国家 [[Population#Civilization_Value|文明度]]: {{green|+30%}}
* 每任统治者统治5年.
* 统治者10年后可以重新参加选举.
 
{| class="wikitable"
|-
! Republic Type !! Idea Slots !! Government Bonus !! Description
|-
| Aristocratic
|| 2 军事 and 1 雄辩
|| Monthly Loyalty: {{green|+0.02}},  National Freeman Happiness: {{green|+10%}}
|| ''Whilst outwardly democratic, an Aristocratic Republic limits leadership to those who enjoy high status.''
|-
| Democratic
|| 1 军事, 1 Civil, and 1 雄辩
|| National Freeman Happiness: {{green|+10%}}
|| ''This system of government gives all eligible citizens a voice, through the election of representatives to a senate, or council.''
|-
| Oligarchic
|| 1 Civil and 2 雄辩
|| Monthly Wages: {{green|-10%}},  National Citizen Happiness: {{green|+15%}}
|| ''An Oligarchic Republic restricts positions of power to a wealthy or powerful minority.''
|-
| Plutocratic
|| 2 Civil and 1 宗教
|| 首都进口路线:{{green|+1}} , 国家商业收入:{{green|+10%}}
|| ''Primarily concerned with the acquisition of wealth, Plutocratic Republics can be found ruling many of the coastal City States throughout the world.''
|-
| Theocratic
|| 1 雄辩, 2 宗教
|| Omen Power: {{green|+15%}}, Call Omen Cost: {{green|+15%}}
|| ''The priesthood will enshrine democracy into the very tenets of our faith!''
|-
|-
| Dictatorship
! Republic type !! Idea slots !! Base modifiers !! Government bonus !! Description
|| 1 军事, 1 Civil, 1 雄辩, and 1 宗教
|- id = aristocratic_republic
|| '''Ruler rules for life''', Monthly Tyranny: {{red|+0.04}}, National Tribesman Output : {{green|+15%}}, National Citizen Happiness: {{green|+10%}}
| Aristocratic Republic
|| ''A form of totalitarian government, a dictatorship places political power in the hands of a single individual.''
| {{icon|mil}} 2 Military, {{icon|ora}} 1 Oratory
| '''Has co-ruler'''
| {{icon|loyalty}} Character loyalty: {{green|+5}}, {{icon|freemen}} National freeman happiness: {{green|+10%}}
| ''Whilst outwardly democratic, an Aristocratic Republic limits leadership to those who enjoy high status.''
|- id = democratic_republic
| Democratic Republic
| {{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|freemen}} National freeman happiness: {{green|+10%}}
| ''This system of government gives all eligible citizens a voice, through the election of representatives to a senate, or council.''
|- id = oligarchic_republic
| Oligarchic Republic
| {{icon|civ}} 1 Civic, {{icon|ora}} 2 Oratory
| '''Minimum election age 40'''
| {{icon|monthly wages}} Monthly wages: {{green|−10%}}, {{icon|citizens}} National citizen happiness: {{green|+15%}}
| ''An Oligarchic Republic restricts positions of power to a wealthy or powerful minority.''
|- id = plutocratic_republic
| Plutocratic Republic
| {{icon|civ}} 2 Civic, {{icon|rel}} 1 Religious
| (default)
| {{icon|capital trade routes}} Capital import routes: {{green|+1}}, {{icon|commerce value}} National commerce income: {{green|+10%}}
| ''Primarily concerned with the acquisition of wealth, Plutocratic Republics can be found ruling many of the coastal City States throughout the world.''
|- id = theocratic_republic
| Theocratic Republic
| {{icon|ora}} 1 Oratory, {{icon|rel}} 2 Religious
| (default)
| {{icon|omen power}} Omen power: {{green|+15%}}, {{icon|happiness}} State religion happiness: {{green|+10%}}
| ''The priesthood will enshrine democracy into the very tenets of our faith!''
|- id = athenian_republic
| Athenian Republic
| {{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|enact law cost}} Enact law cost: {{green|-25%}}, {{icon|citizens}} National citizen happiness: {{green|+15%}}
| ''The Athenian republic is known far and wide for its integrity and strength.''
|}
|}


==== The Senate ====
=== The Senate ===
{{main|Politics}}
{{main|Politics}}
元老院有一百个席位,每一个被五个派系之一控制。每个派系都有一个领导者,一般是这个派系最重要的支持者,其对一个派系的支持度产生影响。 派系领导者产生的支持度基于其人对应这个派系的属性 ( 军事派系的支持度会受到其领导者军事能力的影响) 。每个派系拥有的席位数基于其领导者产生的支持度随时间变动。
The Senate consists of 100 seats with each seat belonging to one of five factions. Each faction has a leader, generally the most prominent character that supports that faction, who generates {{green|+0.10}} monthly faction support for each point of {{icon|charisma}} charisma (doubled to {{green|+0.20}} for the leader of the {{icon|populist}} populist party), typically being the main source of the monthly support gained for a faction. The amount of support generated by the faction leader is {{green|+0.10}} for each in point in the attribute applicable to the faction. The holder of the Censor office will also generate {{green|+0.10}} support for the faction he/she is a part of for each {{icon|statesmanship}} statesmanship-adjusted point of {{icon|charisma}} charisma, and various laws and event modifiers may also affect faction support. The amount of seats each faction has changes over time based on the sum of all its support modifiers, and will slowly drift towards an equilibrium where each faction's seat share is proportional to its relative monthly support.


Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. 
Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. If a nation wishes to instantly strengthen a faction's position in the Senate, a faction can be [[File:Button endorse.png|28px]] '''endorsed''' by spending {{icon|stability}} {{red|5}} stability and gaining {{icon|tyranny}} {{red|2}} [[tyranny]] to convince 10 seats to join that faction, as long as the faction being endorsed currently has less than 50 seats.
The amount of seats in the Senate changes over time, depending on different factors, with the charisma of the faction leader always impacting the attraction of the seats.
If a nation wishes to instantly strengthen a faction's position in the Senate, it can spend {{icon|ora}} oratory power to convince 10 seats to join that faction. Doing so, however, results in an increase of [[tyranny]].


=====Senatorial Factions=====
====Senatorial factions====
{| class="mildtable plainlist"
{| class="mildtable plainlist"
|-
|-
第123行: 第79行:
! Modifiers
! Modifiers
|-
|-
| [[File:Party civic.png]] || Civic
| {{icon|civic}} || Civic
|
|
* {{icon|Build cost}} {{green|−10%}} Build cost
* {{icon|national tax}} {{green|+20%}} Tax income
* {{green|−10%}} Build time
* {{icon|national tax}} {{green|+25%}} Tax income
|-
|-
| [[File:Party mercantile.png]] || Mercantile
| {{icon|mercantile}} || Mercantile
|
|
* {{icon|Diplomatic reputation}} {{green|+2}} Diplomatic reputation
* {{icon|Diplomatic reputation}} {{green|+2}} Diplomatic reputation
* {{icon|commerce income}} {{green|+10%}} National commerce income
* {{icon|commerce income}} {{green|+10%}} National commerce income
|-
|-
| [[File:Party military.png]] || Military
| {{icon|military}} || Military
|
|
* {{icon|morale of armies}} {{green|+10%}} Morale of armies
* {{icon|morale of armies}} {{green|+10%}} Morale of armies
* {{green|+10%}} Morale of navies
* [[File:Naval morale modifier.png|28px]] {{green|+10%}} Morale of navies
|-
|-
| [[File:Party populist.png]] || Populist
| {{icon|populist}} || Populist
| {{icon|power costs}} {{red|+10%}} Power costs
| {{icon|political influence}} {{red| −33%}} Monthly Political Influence
|-
|-
| [[File:Party religious.png]] || Religious
| {{icon|religious}} || Religious
|
|
* {{green| −33%}} Convert pop cost
* {{icon|omen power}}{{green|+10%}} Omen power
* {{green|+10%}} Omen power
|}
|}


=====Actions=====
====Actions====
There are three different categories of actions which require senate approval:
There are three different categories of actions which require senate approval:


* All changing of [[laws]] require approval by the senate
* All changing of [[laws]] require approval by the senate
* A lot of character interactions, like banishing, imprisoning, etc.
* Many character interactions, such as banishing, imprisoning, etc.
* All diplomatic interactions with other nations.
* All diplomatic interactions with other nations.


The senate can block an action if fewer than 40 senators support it. If fewer than 60 senators back the action, it can be forced through, but it will increase the amount of tyranny.
The senate will block an action if fewer than 40 senators support it. If between 40 than 60 senators back the action, it can be forced through at the cost of {{icon|tyranny}} {{red|5}} tyranny.
If the Senate approves an action or not depends on its composition, and what the nation's course is. 
If the Senate approves an action or not depends on its composition, and what the nation's course is. 
When an action is passed, it impacts the characters of the nation. Loyalty is lost or gained depending on faction membership, and factions gain and lose senators.
When an action is passed, it can impact the characters of the nation. Loyalty may be lost or gained depending on whether or not the faction approves of the action, and factions may also gain or lose senators.


====Offices====
===Offices===
{{main|Politics#Offices}}
{{main|Position#Republic_offices}}
{{#lsth:Position|Republic offices}}
=== Interactions ===
Republics can empower any of the five factions for a certain bonus at the cost of {{icon|political influence}} political influence, but this will also increase {{icon|populist}} populist faction support (except for empowering the populist faction itself). 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.


Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.
{| class="mildtable" width="100%"
{| class="wikitable"
|-
|-
! Office
! width=1% |
! Attribute
! width=10% | Interaction
! Modifiers
! width=30% | Requirements
! Description
! width=60% | Effects
|-
|-
| Censor
| {{icon|civic|50px}}
|| {{icon|Charisma}}
| Empower Civic Faction
|| Senate Influence: {{green|+0.1}}
|| ''This office is the republic's chief magistrate with responsibility over the state census, public morality, and clearing blockages in the senate and courts.''
* If the current ruler is in the {{icon|civic}} civic faction, has at least {{icon|political influence}} '''30''' political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Otherwise, has at least {{icon|political influence}} '''60''' political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Does not have the modifier '''Civic Faction Empowered'''
|
* If the current ruler is in the {{icon|civic}} civic faction, lose {{icon|political influence}} {{red|30}} political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Otherwise, lose {{icon|political influence}} {{red|60}} political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Get the modifier '''Civic Faction Empowered''' for '''5''' years, giving:
** {{icon|build cost}} {{green|-15%}} Build Cost
** [[File:Party populist influence.png|28px]] {{green|+0.25}} Populist Faction Influence
|-
|-
| Magistrate
| {{icon|military|50px}}
|| {{icon|Charisma}}
| Empower Military Faction
|| Aggressive Expansion Change: {{green|-0.01}}
|
|| ''This office manages the republic's economy and the conduct of foreign and domestic trade, ensuring the smooth flow of currency and goods.''
* If the current ruler is in the {{icon|military}} military faction, has at least {{icon|political influence}} '''30''' political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Otherwise, has at least {{icon|political influence}} '''60''' political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Does not have the modifier '''Military Faction Empowered'''
|
* If the current ruler is in the {{icon|military}} civic faction, lose {{icon|political influence}} {{red|30}} political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Otherwise, lose {{icon|political influence}} {{red|60}} political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Get the modifier '''Military Faction Empowered''' for '''5''' years, giving:
** {{icon|discipline}} {{green|+2.5%}} Discipline
** [[File:Party populist influence.png|28px]] {{green|+0.25}} Populist Faction Influence
|-
|-
| Tribune of the Soldiers
| {{icon|mercantile|50px}}
|| {{icon|Martial}}
| Empower Mercantile Faction
|| Discipline: {{green|+0.5%}}
|
|| ''This office oversees the quality of the republic's military by managing their training, logistics, and discipline.''
* If the current ruler is in the {{icon|mercantile}} mercantile faction, has at least {{icon|political influence}} '''30''' political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Otherwise, has at least {{icon|political influence}} '''60''' political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Does not have the modifier '''Mercantile Faction Empowered'''
|
* If the current ruler is in the {{icon|mercantile}} mercantile faction, lose {{icon|political influence}} {{red|30}} political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Otherwise, lose {{icon|political influence}} {{red|60}} political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Get the modifier '''Mercantile Faction Empowered''' for '''5''' years, giving:
** {{icon|trade route cost}} {{green|-25%}} Create Trade Route Cost
** [[File:Party populist influence.png|28px]] {{green|+0.25}} Populist Faction Influence
|-
|-
| Tribune of the Treasury
| {{icon|religious|50px}}
|| {{icon|Martial}}
| Empower Religious Faction
|| Tax Income: {{green|+1%}}
|| ''This office is in charge of administering the republic's treasury by ensuring the collection of taxes and the payment of military pensions.''
* If the current ruler is in the {{icon|religious}} religious faction, has at least {{icon|political influence}} '''30''' political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Otherwise, has at least {{icon|political influence}} '''60''' political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Does not have the modifier '''Religious Faction Empowered'''
|
* If the current ruler is in the {{icon|religious}} religious faction, lose {{icon|political influence}} {{red|30}} political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Otherwise, lose {{icon|political influence}} {{red|60}} political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Get the modifier '''Religious Faction Empowered''' for '''5''' years, giving:
** {{icon|assimilation}} {{green|+25%}} Pop Conversion Speed
** [[File:Party populist influence.png|28px]] {{green|+0.25}} Populist Faction Influence
|-
|-
| Augur
| {{icon|populist|50px}}
|| {{icon|Zeal}}
| Empower Populist Faction
|| Omen Power: {{green|+2%}}
|| ''This office is a senior priest and the republic's chief interpreter of the will of the gods through haruspicy and augury.''
* The current ruler is in the {{icon|populist}} populist faction
* Has at least {{icon|political influence}} '''60''' political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Does not have the modifier '''Populist Faction Empowered'''
|
* Lose {{icon|political influence}} {{red|60}} political influence, modified by the [[File:Endorse_party_cost_modifier.png|28px]] '''Endorse Party Cost''' modifier
* Get the modifier '''Populist Faction Empowered''' for '''5''' years, giving:
** {{icon|corruption}} {{green|-0.05}} Monthly Corruption
** [[File:Party populist influence.png|28px]] {{red|-0.50}} Populist Faction Influence
|-
|-
| High Priest
| [[File:Curiate assembly.png]]
|| {{icon|Zeal}}
| Summon Curiate Assembly
|| Sacrifice to the Gods Cost: {{green|-2%}}
|| ''This office is the chief high priest of the republic, responsible for overseeing the priesthood, conducting state sacrifices, and religious festivals.''
* If the country is {{flag|Rome}}, has the law [[Laws#no_laws_on_corruption|'''Curiate Assembly''']]
* Otherwise, has the law [[Laws#republic_corruption_1|'''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 [[Assembly events#assembly.1|'''Curiate Assembly''']]
|-
|-
| Tribune of the People
| [[File:War council.png]]
|| {{icon|Finesse}}
| Summon Senatorial War Council
|| Freemen Happiness: {{green|+0.5%}}
|| ''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.''
* If the country is {{flag|Rome}}, has the law [[Laws#lex_calpurnia|'''Senatorial Endorsement''']]
|-
* Otherwise, has the law [[Laws#republic_corruption_4|'''Abolish Assemblies''']]
| Physician
* There are at least 3 adult characters, excepting the ruler, in the current country
|| {{icon|Finesse}}
* Has not used this interaction in the last '''10''' years
|| Health: {{green|+0.5%}}
* There is a neighbouring country that is not an [[Alliance|ally]] or [[Subject nation|subject]] of the current country
|| ''This office is the most senior doctor of the republic and is responsible for the care of senior politicians and their families.''
|
* 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 events#war_council.2|'''The Senate Assembles''']]
|}
|}


===Monarchies===
==Monarchies==
In a monarchy authority lies with the ruler, or Monarch. The monarch has as close to absolute authority as any ruler can get in Imperator: Rome. Unlike in a Republic, a Monarch ruler sits for life and is able to change laws, interact with foreign countries and use whatever character interactions they wish without approval of a senate.
[[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.


====Monarchy Governments====
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 {{flag|Sparta}} or {{flag|Syracusae}}, can also be found further to the west among the more predominant republics of the region.
Unless specified otherwise, all Monarchies have the following characteristics:
*National [[Population#Civilization_Value|Civilization Value]]: {{green|+30%}}


{| class="wikitable"
===Monarchy governments===
|-
Unless specified otherwise, all monarchies have the following characteristics:
! Monarchy Type !! Idea Slots !! Government Bonus !! Description
* {{icon|civilization}} National [[Population#Civilization Value|Civilization Value]]: {{green|+35%}}
* Ruler rules for life
* The consort of the ruler is the co-ruler
{{clear}}
{| class="mildtable"
|-
|-
! Monarchy type !! Idea slots !! Base modifiers !! Government bonus !! Description
|- id=despotic_monarchy
| Autocratic Monarchy
| Autocratic Monarchy
|| 1 军事, 1 民政, 1 宗教
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|rel}} 1 Religious
|| National Slave Output: {{green|+10%}}
| {{icon|civilization}} '''National [[Population#Civilization Value|civilization value]]:''' {{green|+30%}}
|| ''Conferring absolute power, the title of an Autocratic Monarchy is hereditary.''
| {{icon|slaves}} National slave output: {{green|+10%}}
|-
| ''Conferring absolute power, the title of an Autocratic Monarchy is hereditary.''
|- id=aristocratic_monarchy
| Aristocratic Monarchy
| Aristocratic Monarchy
|| 1 军事, 2 雄辩
| {{icon|mil}} 1 Military, {{icon|ora}} 2 Oratory
|| Monthly Tyranny: {{green|-0.1}}, National Citizen Happiness: {{green|+10%}}
| (default)
|| ''Although ruled by a hereditary monarch, power in an Aristocratic Monarchy is often conferred upon members of the nobility.''
| {{icon|tyranny}} Monthly tyranny: {{green| −0.1}},
|-
{{icon|citizens}} National citizen happiness: {{green|+10%}},
| Stratocratic Monarchy 
{{icon|freemen}} Desired freemen ratio in cities: {{green|+10%}}
|| 2 军事 and 1 雄辩
| ''Although ruled by a hereditary monarch, power in an Aristocratic Monarchy is often conferred upon members of the nobility.''
|| National Freemen Output: {{green|+10%}}, Monthly Loyalty: {{green|+0.02}}
|- id=stratocratic_monarchy
|| ''The military is integral to a functioning stratocratic monarchy. Advised by generals and warriors, the Monarch rules by might.''
| Stratocratic Monarchy
|-
| {{icon|mil}} 2 Military, {{icon|ora}} 1 Oratory
| {{icon|freemen}} Desired freemen ratio in cities: {{green|+10%}}
| {{icon|freemen}} National freemen output: {{green|+10%}},
{{icon|loyalty}} Character loyalty: {{green|+5}},
| ''The military is integral to a functioning stratocratic monarchy. Advised by generals and warriors, the Monarch rules by might.''
|- id=theocratic_monarchy
| Theocratic Monarchy
| Theocratic Monarchy
|| 2 宗教 and 1 雄辩
| {{icon|ora}} 1 Oratory, {{icon|rel}} 2 Religious
|| Omen Power: {{green|+0.15}}, Call Omen Cost: {{green|-25%}}
| (default)
|| ''A king cannot have true power unless backed by the priesthood, and invested with the power of the Divine.''
| {{icon|omen power}} Omen power: {{green|+0.15}},
|-
{{icon|happiness}} State religion happiness: {{green|+10%}}
| ''A king cannot have true power unless backed by the priesthood, and invested with the power of the Divine.''
|- id=plutocratic_monarchy
| Plutocratic Monarchy
| Plutocratic Monarchy
|| 1 宗教, 2 民政
| {{icon|civ}} 2 Civic, {{icon|rel}} 1 Religious
|| 国家商业收入:{{green|+10%}} ,首都进口路线:{{green|+1}}
| (default)
|| ''Largely focused on the acquisition of wealth, a plutocratic monarchy represents such nations as desire to avoid sustained conflict''
| {{icon|commerce value}} National commerce income: {{green|+10%}},
|-
{{icon|capital trade routes}} Capital import routes: {{green|+1}}
| ''Largely focused on the acquisition of wealth, a plutocratic monarchy represents such nations as desire to avoid sustained conflict''
|- id=dictatorship
| Dictatorship
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
| {{icon|tyranny}} Monthly tyranny: {{red|+0.04}}
| {{icon|freemen}} National freeman happiness: {{green|+10%}},
{{icon|citizens}} National citizen output: {{green|+15%}}
| ''A form of totalitarian government, a dictatorship places political power in the hands of a single individual.''
|- id=imperium
| Empire
| Empire
|| 1 军事, 1 雄辩, 1 宗教, 1 民政
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
|| National Freemen Output: {{green|+15%}}, National SlavesOutput : {{green|+15%}}
| {{icon|civilization}} '''National [[Population#Civilization Value|civilization value]]:''' {{green|+40%}}
|| ''An Emperor wields absolute power over the state, and usually holds sovereignty over lesser kings and nobles.''
| {{icon|freemen}} National freemen output: {{green|+15%}},
|-
{{icon|slaves}} National slave output: {{green|+15%}}
| ''An Emperor wields absolute power over the state, and usually holds sovereignty over lesser kings and nobles.''
|- id=imperial_cult
| Imperial Cult
| Imperial Cult
|| 1 军事, 1 雄辩, 1 宗教, 1 民政
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory, {{icon|rel}} 1 Religious
|| National Freemen Output: {{green|+15%}}, National SlavesOutput : {{green|+15%}}, Omen Power: {{green|+15%}}
| {{icon|civilization}} '''National [[Population#Civilization Value|civilization value]]:''' {{green|+40%}}
|| ''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.''
| {{icon|freemen}} National freemen output: {{green|+15%}},
{{icon|slaves}} National slave output: {{green|+15%}}, 
{{icon|omen power}} Omen power: {{green|+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====
===Legitimacy===
While a Monarch 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 is a value between -100 and +100 and models the perceived right for the Monarch to rule their country.
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''' is a value between {{red|−100}} and {{green|+100}} and models the perceived right for the monarch to rule their country.


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 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.


Legitimacy directly impacts the loyalty of all characters in the country as well as the happiness of all Freemen.
For each point of positive legitimacy, the country will get:
* [[File:Law agnatic.png|28px]] {{green|+0.05}} Primary Heir Attraction
* [[File:Pop freemen happiness.png|28px]] {{green|+0.15%}} National Freeman Happiness


At 0 Legitimacy all characters in a Monarchy are capped at 50 loyalty (out of the normal 100), and at negative Legitimacy they will suffer a ticking loyalty reduction. Legitimacy also directly impacts the cost of enacting laws.
For each point of negative legitimacy, the country will get:
* [[File:Law agnatic.png|28px]] {{red|-0.05}} Primary Heir Attraction
* {{icon|character loyalty}} {{red|-0.2}} Loyalty of Characters
* {{icon|enact law cost}} {{red|+0.5%}} Enact Law Cost


Legitimacy is gained from acting as a good monarch, most importantly:
Legitimacy is gained from acting as a good monarch, most importantly:
* Ruler Popularity
* {{icon|popularity}} Ruler popularity
* High Stability
* {{icon|stability}} High stability
* The Skill of your currently employed Court Philosopher
* {{icon|office}} The skill of your currently employed Court Philosopher


Legitimacy is reduced by anything that threatens popular support for the monarchy, most importantly:
Legitimacy is reduced by anything that threatens popular support for the monarchy, most importantly:
*Low Ruler Popularity
* {{icon|popularity}} Low ruler popularity
*War Exhaustion
* {{icon|monthly war exhaustion}} War exhaustion
*Ruler Corruption
* {{icon|corruption}} Ruler corruption
*The number of employed characters that prefer another successor than the current heir to succeed (we will talk more about this below).
* The number of employed 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 Strengthen Legitimacy by 10 for a cost of 25 Civic Power and 5 Tyranny. There are also various indirect ways, like Holding Games, that increase popularity and therefore indirectly Legitimacy.
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.


====Succession Laws====
===Succession laws===
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. The family of the current ruler is always preferred over non-family members.
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. The family of the current ruler is always preferred over non-family members.


* '''Agnatic:''' Inheritance is in age order, with preference to male children of ruler.
* '''Agnatic:''' Inheritance is in age order, with preference to male children of ruler.
* '''Agnatic-Cognatic:''' Inheritance in age order, children of ruler are preferred without preference in regards to gender.
* '''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.
* '''Agnatic Seniority:''' The male siblings of the monarch will inherit before any children.
* '''Egyptian Succession:''' Children of 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).
* '''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====
===Successors===
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 4 most likely characters in the country to inherit will be displayed at all times (including the current heir) together with their loyalty and the strength of their claim (according to the succession law).
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''' most likely characters in the country to inherit will be displayed at all times (including the current heir) together with their loyalty and 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 things like friendships, skills or lack of loyalty, they can prefer one of the other heirs. It is possible to influence the choice of preferred heir towards the primary heir using the [[File:Law agnatic.png|28px]] '''Primary Heir Attraction''' modifier.
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 things like friendships, skills or lack of loyalty, they can prefer one of the other heirs.


Any possible successor apart from the current heir will have a ticking negative modifier to their 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 them to support your preferred heir. As long as their loyalty is at least 50 this drastically increases their support for your current heir for a cost of 25 Oratory Power.
The other '''three pretenders''' (possible successors besides the primary heir) will have a negative modifier to their 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 them to support your preferred heir. As long as their loyalty is at least 50, this drastically increases their support for your current heir for a cost of {{icon|tyranny}} {{red|2}} tyranny.


Upon succession, the current heir will become the new Monarch with a starting Legitimacy of 60 plus 20 times the religious Unity in the country. It is further reduced by 2 points for each employed character that supported another heir.
Upon succession, the current heir will become the new monarch with a starting {{icon|legitimacy}} legitimacy 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 Crisis====
===Succession crisis===


At the time of succession, if any of the possible successors that did not gain the throne are at less than 33% loyalty, they will make their displeasure known by assembling an army of as many loyal troops as they can afford. As this is a loyal army, and they are disloyal, you will be unable to give orders to this army and unable to detach the pretenders from it. The presence of these armies is likely to drive the country towards a civil war, either immediately or in the long run.
At the time of succession, if any of the pretenders that did not gain the throne have less than {{icon|loyalty}} {{red|33}} loyalty, they will make their displeasure known by 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 {{icon|power base}} power base and a further malus to loyalty. The presence of these armies is likely to drive the country towards a civil war, either immediately or in the long run.


To the end of disarming this threat you have special character interactions no pretenders:
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.
*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 you internal stability, for now.
* 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.


Meanwhile foreign countries will have also have a new character interaction available, to spend money and military power on increasing the size of the Pretender army.
Meanwhile, foreign countries will have also have a new character interaction available to spend gold and political influence on increasing the size of the pretender army to drive the country further into civil war.


====Offices====
===Offices===
{{main|Politics#Offices}}
{{main|Position#Monarchy_offices}}
{{#lsth:Position|Monarchy offices}}
=== 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 primary culture happiness and civilization level.


Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.
{| class="mildtable" width="100%"
{| class="wikitable"
|-
|-
! Office
! width=1% |
! Attribute
! width=10% | Interaction
! Modifiers
! width=30% | Requirements
! Description
! width=60% | Effects
|-
|-
| Chancellor
| [[File:War council.png]]
|| {{icon|Charisma}}
| Summon War Council
|| Monthly Agressive Expansion: {{green|-0.01}}
|| ''This office is the monarch's chief diplomat responsible for the reputation of the ruler and state in foreign courts.''
* 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|ally]] or [[Subject nation|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 events#war_council.1|'''War Council''']]
|-
|-
| Royal Tutor
| [[File:Demand oaths of allegience.png]]
|| {{icon|Charisma}}
| Demand Oaths of Allegiance
|| Sacrifice to the Gods Cost: {{green|-2%}}
|| ''This office is the monarch's royal tutor and oversees the education of the children of the ruler and important nobles at court.''
* Has at least {{icon|political influence}} '''100''' political influence, modified by the [[File:Price oaths of allegiance button cost modifier.png|20px]] '''Oaths of Allegiance Cost''' modifier
* Does not have the modifier '''Oaths of Allegiance'''
* Has a primary heir of the ruling family
|
* Lose {{icon|political influence}} '''100''' political influence, modified by the [[File:Price oaths of allegiance button cost modifier.png|20px]] '''Oaths of Allegiance Cost''' modifier
* Get the modifier '''Oaths of Allegiance''' for '''5''' years, giving:
** [[File:Law agnatic.png|28px]] {{green|+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!
|-
|-
| Marshal
| [[File:Hold games.png]]
|| {{icon|Martial}}
| Hold Games
|| Mercenary Maintenance: {{green|-1%}}
|| ''This office is the marshal in charge of the organization and performance of the monarch's armies including training, logistics and recruitment.''
* The current ruler does not have the modifier '''Ongoing Games'''
* The current ruler has at least {{icon|wealth}} '''4.2''' times the monthly income of the current country
* The current ruler is an adult
* Has at least {{icon|wealth}} '''4.2''' times the monthly income
|
* Lose {{icon|wealth}} {{red|4.2}} times the monthly income
* The current ruler loses {{icon|wealth}} {{red|4.2}} times the monthly income of the current country
* The current ruler gets the modifier '''Ongoing Games''' for '''5''' years, giving:
** {{icon|popularity}} {{green|+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 [[Games events#games.2|'''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.
|-
|-
| Master of the Guard
| [[File:Patronize arts.png]]
|| {{icon|Martial}}
| Patronize the Arts
|| Land Morale: {{green|+1%}}
|| ''This office is in charge of the monarch's royal bodyguard and oversees their personal protection and maintains domestic order.''
* Has at least {{icon|political influence}} '''100''' political influence
|-
* Does not have the modifier '''Cultural Patron'''
| High Priest
|
|| {{icon|Zeal}}
* Lose {{icon|political influence}} {{red|100}} political influence
|| Omen Power: {{green|+2%}}
* Get the modifier '''Cultural Patron''' for '''5''' years, giving:
|| ''This office is the monarch's high priest and directs religious sacrifices, festivals and the interpretation of the god's will.''
** {{icon|primary culture happiness}} {{green|+5%}} Primary Culture Happiness
|-
** [[File:Global monthly civilization.png|28px]] {{green|+0.01%}} Monthly Civilization Change
| Court Philosopher
* 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.
|| {{icon|Zeal}}
|| Monthly Legitimacy: {{green|+0.01}}
|| ''This office is the monarch's court philosopher who supervises libraries and the gathering and protection of knowledge.''
|-
| Steward
|| {{icon|Finesse}}
|| National Tax: {{green|+1%}}
|| ''This office is the royal steward responsible for administering the collection of taxes and government spending for the monarch.''
|-
| Physician
|| {{icon|Finesse}}
|| Health: {{green|+0.5%}}
|| ''This office is the court physician responsible for the medical treatment and health of the monarch and their subjects.''
|}
|}


===Tribal===
==Tribal==
'''Migratory Tribes''' (also known as ''Tribal Chiefdoms''), '''Settled Tribes''' (''Tribal Kingdoms'') and '''Federated Tribes''' (''Tribal Federations'') make up the grand majority of the countries in Imperator. Tribal countries exist in all locations from western Europe, to Arabia and the Caucasus to the interior of India all the way to the Burmese border.
[[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.
The base premise for the tribal government is that authority is shared. When a ruler dies the new ruler will be elected from among a number of Clan Leaders, all whom command their own Retinues of loyal troops. Changing any Laws at all in a tribe requires that your Clan Leaders are loyal, and doing so will reduce the loyalty of all Clan leaders but the king.
 
====Tribal Governments====
Unless specified otherwise, all Tribes have the following characteristics:
* [[Government#Centralization|Centralization]]
* [[Government#Clan_Leaders_and_Retinues|Clan Leader Retinues]]
* {{red|+50%}} Army Maintenance Cost
* {{red|-20%}} Wrong Culture Happiness (in addition to the default -10%)
* {{red|-40%}} Wrong Culture Group Happiness (in addition to the default -30%)
* {{red|+25%}} Freeman Promotion Cost
* {{red|+50%}} Citizen Promotion Cost
* {{green|+5%}} Enslavement Efficiency
* Enables the 'Raze City' Ability


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.


{| class="wikitable"
===Tribal governments===
Unless specified otherwise, all Tribes have the following mechanics and modifiers:
* {{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|army maintenance}} {{red|+50%}} Army maintenance cost
* [[File:Price found city cost modifier.png|28px]] {{red|+25%}} Found city cost modifier
* [[File:Price revoke city status cost modifier.png|28px]] {{green|-50%}} Revoke city status cost modifier
* [[File:Price revoke metropolis status cost modifier.png|28px]] {{green|-50%}} Revoke metropolis status cost modifier
* [[File:Change governor policy cost.png|28px]] {{red|+10%}} Change governor policy cost
* {{icon|tribesman ratio}} {{red|+5%}} National tribesmen desired ratio
* {{icon|enslavement efficiency}} {{green|+2.5%}} Enslavement efficiency
* {{icon|raze city}} Enables the 'Raze City' unit ability
{{clear}}
{| class="mildtable"
|-
|-
! Tribe Type !! Idea Slots !! Base Bonus !! Government Bonus !! Description
! Tribe type !! Idea slots !! Base modifiers !! Government bonus !! Description
|-
|-
| Migratory Tribe
| Migratory Tribe
|| 2 军事
| {{icon|mil}} 2 Military
|| Alows Migration, National Population Growth: {{green|+10%}}
| {{icon|tribal migration}} Allows migration, {{icon|tribesmen}} National tribesmen happiness: {{green|+10%}}
|| National Tribesmen Output: {{green|+15%}}
| {{icon|tribesmen}} National tribesmen output: {{green|+15%}}
|| ''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.''
|-
|-
| Settled Tribe
| Settled Tribe
|| 1 军事, 1 雄辩
| {{icon|mil}} 1 Military, {{icon|ora}} 1 Oratory
|| National Tribesmen Happiness: {{green|+15%}}
| {{icon|civilization}} Country civilization level: {{green|+10%}}
|| Country Civilization Level: {{green|+10%}}
| {{icon|tribesmen}} National tribesmen happiness: {{green|+15%}}
|| ''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.''
|-
|-
| Federated Tribe
| Federated Tribe
|| 1 民政, 1 军事 and 1 雄辩
| {{icon|mil}} 1 Military, {{icon|civ}} 1 Civic, {{icon|ora}} 1 Oratory
|| Country Civilization Level: {{green|+15%}}
| {{icon|civilization}} Country civilization level: {{green|+15%}}
|| National Tribesmen Output: {{green|+20%}}, Freeman Promotion Cost: {{green|-15%}}
| {{icon|tribesmen}} National tribesmen output: {{green|+20%}}, {{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 Centralization scale that goes from -100 to +100. Centralization will change from your actions such as laws you enact, or your reactions to what clan leaders do. There is however no direct way to change the Centralization value, using power 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 bigger 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 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.


The modifiers from Centralization scale linearly. Below table shows examples.
The modifiers from centralization scale linearly. Below table shows examples.


{| class="wikitable"
{| class="mildtable"
|-
|-
! Centralization Level
! Centralization level
! Migration Cost
! Migration cost
! National Tribesman Output
! {{icon|tribesmen}} National tribesman output
! Size of Clan Retinue
! {{icon|clan retinues}} Size of clan retinue
! Freeman Promotion Cost
! {{icon|promotion}} Pop Promotion Speed
! Country Civilization Level
! {{icon|civilization}} Country civilization level
|-
|-
| -100%
| −100%
| {{green|-50%}}
| {{green| −50%}}
| {{green|+25%}}
| {{green|+25%}}
| {{green|+50%}}
| {{green|+50%}}
第420行: 第468行:
|
|
|-
|-
| -50%
| −50%
| {{green|-25%}}
| {{green| −25%}}
| {{green|+12.50%}}
| {{green|+12.50%}}
| {{green|+25%}}
| {{green|+25%}}
第437行: 第485行:
|
|
|
|
| {{red|-25%}}
| {{red| −25%}}
| {{green|-12.50%}}
| {{green|+1.25%}}
| {{green|+5%}}
| {{green|+5%}}
|-
|-
第444行: 第492行:
|
|
|
|
| {{red|-50%}}
| {{red| −50%}}
| {{green|-25%}}
| {{green|2.50%}}
| {{green|+10%}}
| {{green|+10%}}
|-
|-
|}
|}


* At -25% Centralization, a Settled or Federated Tribe can Abandon Sedentary Lifestyle, thus adopting the Migratory Tribe government form.
* At or below {{icon|centralization}} '''−25%''' Centralization, a Settled or Federated Tribe can enact the [[Decisions#become_tribal_chiefdom|Abandon Sedentary Lifestyle]] decision to adopt the Migratory Tribe government form.
* At +40% Centralization, a Migratory Tribe can Form Tribal Kingdom, thus adopting the Settled Tribe government form.
* At or above {{icon|centralization}} '''+40%''' 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 after conquering it, thus adopting the Federated Tribe government form. Many others don't.
* Many Migratory or Settled Tribes have special decisions available to unite their region after conquering it, which gives the Federated Tribe government form.
* A Settled or Federated Tribe may Embrace Autocracy or Democracy to adopt Autocratic Monarchy or Democratic Republic government forms respectively. Among the requirements, capital's City Civilization Level needs to be 50 or higher. This has synergy with positive 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, 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 centralization.


A higher Civilization value in your cities will make Tribesmen unhappy to live in them (while Citizens and Freemen will feel more and more at home), meaning that the tribesmen will start being less productive and be more prone to generate 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 Turdetania in Hispania, starts with significant positive Centralization.
A higher civilization value in your cities will make {{icon|tribesmen}} tribesmen unhappy to live in them (while {{icon|citizens}} citizens and {{icon|freemen}} freemen will feel more and more at home), meaning that the tribesmen will start being less productive and be more prone to generate 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 Leaders and Retinues====
===Clan chiefs and retinues===
A tribal government shares its power between clan leaders. The chief clan leader will be the government head. When the government head dies the new leader will be elected from among the clan leaders. The military might of the tribe is divested in clan leaders in the form of the clan leaders personal retinues. 
{{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. 


Clan Retinues are recruited and reinforced by the Clan Leaders themselves, without using the manpower pool of the country and are also cheaper to upkeep. Since retinue troops are always loyal to their Clan Leader, these armies will also make it harder to rely on the loyalty of your Clan Leaders the bigger they are. 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 Leaders.
{{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.


Every Tribal country will have at least 3 Clan Leaders, with more added for each country rank the country attains.
Every tribal country will has a base of '''3''' clan chiefs, which is increased for each country rank the country attains.


====Migrating and Settling====
===Migrating and settling===
Migratory Tribes have the ability to [[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 city that has at least 3 pops and where the primary culture and religion are dominant, by clicking on the Migrate button in the city section of the province interface. It has a base cost of 100 Oratory power (reduced by negative Centralization).
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 city that has at least 3 pops and where the primary culture and religion are dominant, by clicking on the Migrate button in the city section of the province interface. It has a base cost of {{icon|stability}} {{red|8}} stability (reduced by negative centralization).


Migrating will turn up to 20 of the pops in the city into Light Infantry. This creates an army that can move around like any army, except it does not require 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. 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 city into {{icon|light infantry}} light infantry. This creates an army that can move around like any army, except it does not require 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.


Any army that has more Migration cohorts than there are pops in its current location can settle in that location. This will turn all Migration units into Tribesmen of your culture and religion and settle them in this city, 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 [[colonization]] and annexation, all pre-existing pops are kept.
Any army that has more migration cohorts than there are pops in its current location can settle in that location. This will turn all migration units into {{icon|tribesmen}} tribesmen of your culture and religion and settle them in this city, 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 [[colonization]] and annexation, all pre-existing pops are kept.


Even if a country loses its last city it still remains playable as long as the Migration units remain, meaning you can quite literally uproot your entire society and resettle somewhere else.
Even if a country loses its last city it still remains playable as long as the migration units remain, meaning you can quite literally uproot your entire society and resettle somewhere else.


====Offices====
===Offices===
{{main|Politics#Offices}}
{{main|Position#Tribal_offices}}
{{#lsth:Position|Tribal offices}}
=== 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.


Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.
{| class="mildtable" width="100%"
{| class="wikitable"
|-
! Office
! Attribute
! Modifiers
! Description
|-
|-
| Arbitrator
! width=1% |
|| {{icon|Charisma}}
! width=10% | Interaction
|| Monthly Agressive Expansion: {{green|-0.005}}
! width=30% | Requirements
|| ''This office is in charge of managing domestic tribal relations and settling disputes in the name of the chief.''
! width=60% | Effects
|-
|-
| Elder
| [[File:War council.png]]
|| {{icon|Charisma}}
| Summon War Council
|| National Tribesmen Happiness: {{green|+1%}}
|| ''This office is a senior member of the tribe selected for their experience, who advises the chief on tribal matters.''
* 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|ally]] or [[Subject nation|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 events#war_council.1|'''War Council''']]
|-
|-
| Warchief
| [[File:Raiding parties.png]]
|| {{icon|Martial}}
| Assemble Raiding Parties
|| Cohort Recruit Speed: {{green|+2%}}
|| ''This office is the most senior military advisor to the chief responsible, for raising and managing their armies.''
* Has at least {{icon|political influence}} '''100''' political influence, modified by the [[File:Price assemble raiding party button cost modifier.png|20px]] '''Assemble Raiding Party Cost''' modifier
* Does not have the modifier '''Raiding Parties Assembled'''
|
* Lose {{icon|political influence}} '''100''' political influence, modified by the [[File:Price assemble raiding party button cost modifier.png|20px]] '''Assemble Raiding Party Cost''' modifier
* Get the modifier '''Raiding Parties Assembled''' for '''5''' years, giving:
** {{icon|enslavement efficiency}} {{green|+10%}} Enslavement Efficiency
* Tooltip: The lure of plunder and wealth is enough to steel the resolve of even the most faint-hearted.
|-
|-
| Bodyguard
| [[File:Hold games.png]]
|| {{icon|Martial}}
| Hold Games
|| Manpower Recovery Speed: {{green|+1%}}
|| ''This office is in charge of managing the chief's personal bodyguards, retinues, and their morale.''
* The current ruler does not have the modifier '''Ongoing Games'''
* The current ruler has at least {{icon|wealth}} '''4.2''' times the monthly income of the current country
* The current ruler is an adult
* Has at least {{icon|wealth}} '''4.2''' times the monthly income
|
* Lose {{icon|wealth}} {{red|4.2}} times the monthly income
* The current ruler loses {{icon|wealth}} {{red|4.2}} times the monthly income of the current country
* The current ruler gets the modifier '''Ongoing Games''' for '''5''' years, giving:
** {{icon|popularity}} {{green|+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 [[Games events#games.2|'''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.
|-
|-
| High Priest
| [[File:Tribal migration.png]]
|| {{icon|Zeal}}
| Encourage Tribal Migration
|| Omen Power: {{green|+2%}}
|| ''This office is the chief's most senior priest, and directs religious sacrifices, festivals, and divination.''
* Does not have the modifier '''Migration Encouraged'''
|-
* Has a territory with at least {{icon|tribesmen}} 5 tribesmen of the state culture and religion
| Wise One
* There is an unowned territory in the capital region or any region neighbouring the capital region
|| {{icon|Zeal}}
|
|| National Citizen Happiness: {{green|+1%}}
* If the current country has a territory with at least {{icon|tribesmen}} 5 tribesmen of the state culture and religion:
|| ''This office is selected for their learning and advises the chief on a wide variety of matters, from astronomy to technology.''
** Move {{icon|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:
| Magistrate
*** {{icon|centralization}} {{red|-0.03}} Monthly Centralization
|| {{icon|Finesse}}
*** [[File:Pop citizen happiness.png|28px]] {{red|-10%}} National Citizen Happiness
|| National Tax: {{green|+2%}}
* 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.
|| ''This office is in charge of the tribe's treasury and the collection of tribute in the name of the chief.''
|-
| Apothecary
|| {{icon|Finesse}}
|| Health: {{green|+0.005%}}
|| ''This office supervises the medical treatment and health of the chief and tribal nobility.''
|}
|}


== Government reform and conversion ==
{{main|Decisions#Government_conversion_decisions}}
{{#lsth:Decisions|Government conversion decisions}}


== 参考资料 ==
== 参考资料 ==

2020年9月10日 (四) 23:56的版本

{{#evt: | service= youtube | id= AKy1Ngodf4I | description= Imperator: Rome tutorial #6 - Governments. | alignment= right | container=frame }} The government of a state defines many of its possibilities and regulates how its internal politics work. The player plays as the state, and can therefore change the government of it. Please consult List of all states in Imperator: Rome for an overview in tabular form.

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: +35%
  • 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%
  • Pop citizen.png Desired citizen ratio in cities: +5%
  • Freemen Desired freemen ratio in cities: +10%
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, Freemen National freeman happiness: +10% 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: +30%, Minimum election age 25 Freemen National freeman happiness: +10% 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.png National citizen happiness: +15% 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%, Happiness.png 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: +40%, Minimum election age 25 Enact law cost Enact law cost: -25%, Pop citizen.png National citizen happiness: +15% The Athenian republic is known far and wide for its integrity and strength.

The Senate

主条目:Politics

The Senate consists of 100 seats with each seat belonging to one of five factions. Each faction has a leader, generally the most prominent character that supports that faction, who generates +0.10 monthly faction support for each point of Charisma.png charisma (doubled to +0.20 for the leader of the Populist faction populist party), typically being the main source of the monthly support gained for a faction. The amount of support generated by the faction leader is +0.10 for each in point in the attribute applicable to the faction. The holder of the Censor office will also generate +0.10 support for the faction he/she is a part of for each Statesmanship statesmanship-adjusted point of Charisma.png charisma, and various laws and event modifiers may also affect faction support. The amount of seats each faction has changes over time based on the sum of all its support modifiers, and will slowly drift towards an equilibrium where each faction's seat share is proportional to its relative monthly support.

Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. If a nation wishes to instantly strengthen a faction's position in the Senate, a faction can be Button endorse.png endorsed by spending Stability.png 5 stability and gaining Tyranny 2 tyranny to convince 10 seats to join that faction, as long as the faction being endorsed currently has less than 50 seats.

Senatorial factions

Faction Modifiers
Civic faction Civic
  • National tax +20% Tax income
Mercantile faction Mercantile
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Commerce value.png +10% National commerce income
Military faction Military
  • Morale of armies +10% Morale of armies
  • Naval morale modifier.png +10% Morale of navies
Populist faction Populist Political influence.png −33% Monthly Political Influence
Religious faction Religious
  • Omen.png+10% Omen power

Actions

There are three different categories of actions which require senate approval:

  • All changing of laws require approval by the senate
  • Many character interactions, such as banishing, imprisoning, etc.
  • All diplomatic interactions with other nations.

The senate will block an action if fewer than 40 senators support it. If between 40 than 60 senators back the action, it can be forced through at the cost of Tyranny 5 tyranny. If the Senate approves an action or not depends on its composition, and what the nation's course is. When an action is passed, it can impact the characters of the nation. Loyalty may be lost or gained depending on whether or not the faction approves of the action, and factions may also gain or lose senators.

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 the five factions for a certain bonus at the cost of Political influence.png political influence, but this will also increase Populist faction populist faction support (except for empowering the populist faction itself). 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
Civic faction Empower Civic Faction
  • If the current ruler is in the Civic faction civic faction, has at least Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Civic Faction Empowered
  • If the current ruler is in the Civic faction civic faction, lose Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Civic Faction Empowered for 5 years, giving:
    • build_cost修正 -15% Build Cost
    • Party populist influence.png +0.25 Populist Faction Influence
Military faction Empower Military Faction
  • If the current ruler is in the Military faction military faction, has at least Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Military Faction Empowered
  • If the current ruler is in the Military faction civic faction, lose Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Military Faction Empowered for 5 years, giving:
    • Discipline.png +2.5% Discipline
    • Party populist influence.png +0.25 Populist Faction Influence
Mercantile faction Empower Mercantile Faction
  • If the current ruler is in the Mercantile faction mercantile faction, has at least Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Mercantile Faction Empowered
  • If the current ruler is in the Mercantile faction mercantile faction, lose Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Mercantile Faction Empowered for 5 years, giving:
    • Create trade route cost -25% Create Trade Route Cost
    • Party populist influence.png +0.25 Populist Faction Influence
Religious faction Empower Religious Faction
  • If the current ruler is in the Religious faction religious faction, has at least Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Religious Faction Empowered
  • If the current ruler is in the Religious faction religious faction, lose Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Religious Faction Empowered for 5 years, giving:
    • Pop assimilation.png +25% Pop Conversion Speed
    • Party populist influence.png +0.25 Populist Faction Influence
Populist faction Empower Populist Faction
  • The current ruler is in the Populist faction populist faction
  • Has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Populist Faction Empowered
  • Lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Populist Faction Empowered for 5 years, giving:
    • Corruption.png -0.05 Monthly Corruption
    • Party populist influence.png -0.50 Populist Faction Influence
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 ally or 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: +35%
  • 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: +30% Slaves National slave output: +10% 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: −0.1,

Pop citizen.png National citizen happiness: +10%, Freemen 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 Freemen Desired freemen ratio in cities: +10% Freemen National freemen output: +10%,

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: +0.15,

Happiness.png 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 Tyranny Monthly tyranny: +0.04 Freemen National freeman happiness: +10%,

Pop citizen.png National citizen output: +15%

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 Civilization.png National civilization value: +40% Freemen National freemen output: +15%,

Slaves National slave output: +15%

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 Civilization.png National civilization value: +40% Freemen National freemen output: +15%,

Slaves National slave output: +15%, 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 is a value between −100 and +100 and models the perceived right for the monarch to rule their country.

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, the country will get:

  • Law agnatic.png +0.05 Primary Heir Attraction
  • Pop freemen happiness.png +0.15% National Freeman Happiness

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

  • Law agnatic.png -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
  • The number of employed 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 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 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 +50% while it is running. There are also various indirect ways, such as Holding Games, that increase popularity and therefore indirectly legitimacy.

Succession laws

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. The family of the current ruler is always preferred over non-family members.

  • Agnatic: Inheritance is in age order, with preference to male children of ruler.
  • 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

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 most likely characters in the country to inherit will be displayed at all times (including the current heir) together with their loyalty and 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 things like friendships, skills or lack of loyalty, they can prefer one of the other heirs. It is possible to influence the choice of preferred heir towards the primary heir using the Law agnatic.png Primary Heir Attraction modifier.

The other three pretenders (possible successors besides the primary heir) will have a negative modifier to their 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 them to support your preferred heir. As long as their loyalty is at least 50, this drastically increases their support for your current heir for a cost of Tyranny 2 tyranny.

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

Succession crisis

At the time of succession, if any of the pretenders that did not gain the throne have less than Loyalty.png 33 loyalty, they will make their displeasure known by 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. The presence of these armies is likely to drive the country towards a 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.
  • 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.

Meanwhile, foreign countries will have also have a new character interaction available to spend gold and political influence on increasing the size of the pretender army to drive the country further into 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 primary 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 ally or 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
  • Army maintenance cost.png +50% Army maintenance cost
  • Price found city cost modifier.png +25% Found city cost modifier
  • Price revoke city status cost modifier.png -50% Revoke city status cost modifier
  • Price revoke metropolis status cost modifier.png -50% Revoke metropolis status cost modifier
  • Change governor policy cost.png +10% Change governor policy cost
  • Tribesman ratio +5% National tribesmen desired ratio
  • Enslavement efficiency.png +2.5% Enslavement efficiency
  • Raze city Enables the 'Raze City' unit ability
Tribe type Idea slots Base modifiers Government bonus Description
Migratory Tribe Military power.png 2 Military Start migration cost modifier.png Allows migration, Tribesmen National tribesmen happiness: +10% Tribesmen National tribesmen output: +15% 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: +10% Tribesmen National tribesmen happiness: +15% 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: +15% Tribesmen 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 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.

The modifiers from centralization scale linearly. Below table shows examples.

Centralization level Migration cost Tribesmen National tribesman output Clan retinue.png Size of clan retinue Local pop promotion speed.png Pop Promotion Speed Civilization.png Country civilization level
−100% −50% +25% +50%
−50% −25% +12.50% +25%
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 +40% 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 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, 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. This has synergy with positive centralization.

A higher civilization value in your cities will make Tribesmen tribesmen unhappy to live in them (while Pop citizen.png citizens and Freemen freemen will feel more and more at home), meaning that the tribesmen will start being less productive and be more prone to generate 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 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.

Clan retinue.png 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 Power base power base, which can have a significant impact on the Loyalty.png 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 Unit heavy cavalry.png heavy cavalry or Unit war elephants.png elephants, that will cost no money to maintain nor manpower to reinforce.

Every tribal country will has a base of 3 clan chiefs, which is increased for each country rank the country attains.

Migrating and settling

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 city that has at least 3 pops and where the primary culture and religion are dominant, by clicking on the Migrate button in the city section of the province interface. It has a base cost of Stability.png 8 stability (reduced by negative centralization).

Migrating will turn up to 20 of the pops in the city into Unit light infantry.png light infantry. This creates an army that can move around like any army, except it does not require 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.

Any army that has more migration cohorts than there are pops in its current location can settle in that location. This will turn all migration units into Tribesmen tribesmen of your culture and religion and settle them in this city, 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 colonization and annexation, all pre-existing pops are kept.

Even if a country loses its last city it still remains playable as long as the migration units remain, meaning you can quite literally uproot your entire society and resettle 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 ally or 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 -10% 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