State:修订间差异

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{{Version|1.5}}
#REDIRECT [[ 国家]]
{{hatnote|This article is about the ingame concept of countries and their associated mechanics.  For a list of all countries in the game, see [[Countries]].}}
[[en:{{PAGENAME}}]]
[[File:Nation overview screen.png|right|600px|thumb|The main country/nation interface. Most national values are listed above the top bar.]]
 
A '''state''', or a '''country''', is an autonomous political structure comprising a community of people organized under some form of [[government]], and is the main playable focus of ''Imperator: Rome''. A state has a court of characters, including a {{icon|ruler}} ruler; typically has control over at least one [[territories|territory]] and [[population|pop]], except for {{icon|migrant horde}} ''Migrant Hordes''; a [[government]] form and [[laws]] that define many of the most important aspects of the country; a primary {{icon|culture}} culture and state {{icon|religion}} that will affect the happiness of its pops; and various accumulated values such as {{icon|wealth}} gold, {{icon|manpower}} manpower, {{icon|pol}} political influence, and {{icon|stability}} stability that represent the resources available to the country and the current state of its well-being. Countries can interact with each other through [[diplomacy]], [[trade]], and {{icon|war}} [[war]], and a state may be independent or be a {{icon|subject}} [[Subject_nations|subject]] of a stronger suzerain. The world is populated by hundreds of countries at the start of the game, from minor tribes and city states to the great empires of the east, many of which will likely soon disappear but some who may rise to form one of the great empires that the era was known for - including, perhaps, the player.
 
== Government ==
{{Main|Government}}
 
[[File:Top_bar_government.png|28px|Government|link=]] One of the main defining features of a country is its [[government|'''government type''']], which can be classified into one of three more general '''government forms''' - [[Republic]], [[Monarchy]] or [[Tribal]].
 
Different government types have different modifiers, bonuses, and [[National ideas|National Idea]] slots, and it can be useful to switch to one that better synergizes with the current strategy and playstyle. Changing between ''government types'' is generally done by [[File:Top_bar_decisions.png|28px]] decision and the requirements can generally be seen at any time. These requirements may include a minimum {{icon|stability}} stability level, certain {{icon|political influence|28px}} [[laws]] (or not having certain laws), a minimum {{icon|civilization}} [[City#Civilization_value|civilization value]] in the capital [[territories|territory]], a specific [[File:Top_bar_technology.png|28px]] [[technology]] level, and more, and will almost always cost stability. Certain [[File:Top_bar_missions.png|28px]] mission trees, such as the {{flag|Carthage|0}} Carthaginian mission tree [[Punic_missions#Aegis_of_Africa|Aegis of Africa]], may also allow for changing government type even when if the country does not meet the normal requirements.
 
The ''government form'' defines the method of succession, the available [[laws]], and the makeup of the offices, which give political power and various bonuses according to the [[character]]'s attributes and [[Rebellion#Loyalty|Loyalty]]. Each government form also has different mechanics that a player must deal with - [[republic]]s must seek the {{icon|approval}} approval of the [[Government#The_Senate|Senate]] for nearly every major action, [[monarchy|monarchies]] must watch their {{icon|legitimacy}} [[Government#Legitimacy|legitimacy]] and deal with angry [[Government#Succession_crisis|pretenders]], and [[tribal|tribes]] must appease their powerful {{icon|clan chiefs}} [[Government#Clan_leaders_and_retinues|clan chiefs]] and decide on the direction of {{icon|centralization}} [[Government#Centralization|centralization]]. [[Government]] offices also provide [[political influence]] depending upon the holder's [[Rebellion#Loyalty|Loyalty]]. Changing the government form is usually harder than changing government type; reforming from a Tribal government to a Republic or Monarchy involves going through the [[Missions#Tribal_Reform|Tribal Reform]] mission tree, changing from a Republic to a Monarchy requires high Tyranny and the declaration of a [[Government#Republican_governments|Dictatorship]], and changing from a Monarchy to a Republic is not generally possible outside of a few special events or missions (such as the {{flag|Syracusae|0}} Syracusan mission tree [[Syracuse_Missions#Death_to_Tyrants|Death to Tyrants]]).
 
== Ruler ==
{{Main|Ruler}}
 
{{icon|ruler}} Each state is headed by a '''ruler''', prominently visible on the '''Show Government''' tab of the [[File:Top_bar_government.png|28px|Government|link=]] [[government]] panel, and their [[traits]], [[attributes]], and [[Characters#Relationships|relationships]] have a significant effect on {{icon|loyalty}} character loyalty, [[File:Senate influence.png|28px]] Senate support, and state modifiers from [[File:Commerce modifier.png|28px]] national commerce income to {{icon|army morale recovery}} army morale recovery to [[File:Stability monthly change.png|28px]] monthly stability change. Rulers with high attributes can be a considerable boon to their country, significantly strengthening the state and allowing the nation to punch well above its weight, while corrupt, low attribute rulers can inflict major penalties that a state must struggle through. A ruler may be supported by a '''co-ruler''' or '''consort''', who contribute any of their four main attributes if they are higher than those of the ruler, but may also have effects on {{icon|political influence}} political influence generation and modifier for ruler {{icon|popularity}} popularity and {{icon|corruption}} corruption. Succession varies widely depending on the country's [[government]] form, ranging between dynastic inheritance in a [[monarchy]], Senatorial election in [[republic]]s, and rotation between Clan Chiefs in [[tribal|tribes]], and the length of office may vary widely as well.
 
== Culture ==
{{Main|Culture#Primary culture}} {{#lsth:Culture|Primary culture}}
Each nation also has a set [[heritage]], offering two bonuses and one malus. This cannot be changed, even when [[Formable_Nations|forming a new nation]], and its modifiers stay with you for the whole game.
 
== Religion ==
{{Main|Religion#State religion}}
{{#lsth:Religion|State religion}}
== Accumulated points==
 
=== Wealth ===
{{main|Economy}}
 
{{icon|cost}} The nation's '''Treasury''' stores all of its currently accumulated '''wealth'''. The nation's [[Economy|income]] is calculated monthly and comes from tax collection, domestic commerce, trade route income, and [[Subject_nations|subject]] tributes. Many events can also give gold into the treasury, often scaled by the nation's current income.
 
Monthly expenses include army and fleet maintenance, tributes to an overlord, fort maintenance and [[character]] wages. Wealth is also spent on [[building]] costs, founding of [[cities]]/metropolises, [[Technology|invention]] acquisition, some [[character]] interactions, slave resettlement between [[territories]], and many more. If a state runs into deficit, a random event may grant some [[Economy|gold]] in exchange for a temporary drawback.
 
=== Manpower ===
{{SVersion|1.5}}
{{icon|manpower}} '''Manpower''' represents a pool of ready-to-fight people who are drawn from {{icon|citizens}} citizen, {{icon|freemen}} freeman, and {{icon|tribesmen}} tribesman pops inhabiting a state. Manpower is used when [[Land_units|recruiting]] new army cohorts and replenishing [[Army#Attrition|attrition]] or combat losses; if manpower becomes low, a nation can become very vulnerable to attack. Each point of manpower provides one soldier for a newly recruited or reinforcing cohort; if a country runs out of manpower, they will no longer be able to recruit any more cohorts or reinforce their armies until it replenishes.
 
Every country has a base manpower pool of '''5000''', which is then increased by the output of the {{icon|citizens}} citizen, {{icon|freemen}} freeman, and {{icon|tribesmen}} tribesman pops in the country. Each {{icon|citizens}} citizen produces a base of {{icon|manpower}} {{green|+2}} manpower and {{icon|freemen}} freemen and {{icon|tribesmen}} tribesmen a base of {{icon|manpower}} {{green|+3}} manpower per pop per year at 100% happiness. The amount of manpower that pops produce is increased country-wide by the [[File:Global manpower modifier.png|28px]] '''global manpower''' and locally by the [[File:Global manpower modifier.png|28px]] '''local manpower''' modifiers, which is given by several [[trade goods]] bonuses (e.g. {{icon|wood}} wood) and {{icon|barracks}} Barracks/{{icon|training camp}} Training Camp [[buildings]]. Like all other pop outputs, {{icon|citizens}} citizen, {{icon|freemen}} freeman, and {{icon|tribesmen}} tribesman happiness and output modifiers will also increase the manpower that they produce. The increase to the total manpower pool is then '''20''' times the sum of local manpower production across all territories. Note that all these modifiers, including [[File:Global manpower modifier.png|28px]] global manpower, are only be applied to the part of a country's manpower which is produced from its pops, not the 5000 manpower base for each country, which is a significant difference for less populous countries.
 
If the current manpower pool is below the cap, it will recover by a base of '''1/240th''' each month, so that refilling the pool takes '''20''' years. The part of the manpower recovery that comes from pops is modified by the {{icon|manpower recovery speed}} '''manpower recovery speed''' modifier, and the amount produced per month (i.e. '''1/12th''' of the local manpower generation, adjusted by {{icon|manpower recovery speed}} manpower recovery speed) is the amount listed on the territory interface. Manpower recovery is also increased as the tribute of certain [[subject nations|subject]] types, such as [[feudatory|feudatories]] and [[tribal vassal]]s.
 
=== Political Influence ===
{{Main|Political influence}}
[[File:Political influence.png|28px]] '''Political Influence''' represents the state's political capital and is used to perform actions directly relating to the [[government]], such as selecting [[national ideas]] or implementing [[laws]].
 
It is an abstract currency generated by loyal members of your [[government]] over time, who are chosen as office holders. The total value accrued each month is determined by each [[character]]'s [[Rebellion#Loyalty|Loyalty]], therefore, it may fluctuate consistently over the year. Each {{icon|office}} government office provides up to {{icon|pol}} {{green|+0.25}} per month, scaling by the holder's {{icon|loyalty}} [[Rebellion#Loyalty|loyalty]] up to 100.
 
=== Military Experience ===
{{SVersion|1.5}}
{{icon|military exp}} '''Military Experience''' is a countrywide value that measures the degree of ''Military Experience'' the state has built up. This currency is primarily used to embrace {{icon|military tradition}} [[military traditions]].
 
Military Experience increases by a base of {{icon|military exp}} {{green|+0.30}} per month, plus an additional {{icon|military exp}} {{green|+0.007}} for every point of average {{icon|experience}} cohort experience across all armies (for a maximum of {{icon|military exp}} {{green|+0.70}}). Various other modifiers such as {{icon|monthly war exhuastion}} [[war exhaustion]], being in a {{icon|war}} defensive war, and certain deities, {{icon|religion}} religions, and {{icon|law}} laws give an additional positive modifier to military experience gain, while {{icon|mercenary}} [[Army#Mercenaries|mercenary reliance]] reduces the rate at which military experience is generated. Other than training up cohorts by fighting battles in war, a country can also use the {{icon|drill}} '''Drill Army''' unit ability during peacetime to build up cohort experience in exchange for increased {{icon|army maintenance}} maintenance cost and {{icon|cohort loyalty}} loyalty gain chance. There are also a number of [[events]] and [[missions|mission tasks]] that give military experience, as well as the {{icon|apotheosis}} apotheosis effect of certain deities when replaced with a deified ruler.
 
Every point of {{icon|military exp}} military experience stored gives a {{green|+0.05%}} {{icon|army morale}} army morale bonus to the country's cohorts, with a maximum bonus of {{green|+10%}} when the stored military experience reaches its cap at '''200''' points. The bonus is reduced once the military experience is used on military traditions, mission requirements or in events.
 
=== Research ===
{{Main|Technology#Research_Points}}
{{icon|research points}} '''Research Points''' represent the progression of techniques, discoveries, and general technology over the course of time. They are produced by {{icon|nobles}} nobles and {{icon|citizens}} citizens inhabiting a state, and the yearly research output as a proportion of the number of {{icon|integrated}} integrated culture pops in the country determines the rate of progress in technological advances. It is generally recommended that at least 1/3 of a state's {{icon|integrated}} integrated culture population is made up of {{icon|nobles}} nobles and {{icon|citizens}} citizens in order to achieve at least 100% research efficiency, but how much is actually needed will vary widely depend on the proportion of {{icon|nobles}} nobles to {{icon|citizens}} citizens, as nobles produce much more research per pop, as well as the amount of research produced by unintegrated cultures (who do not count against the denominator of research efficiency). Research point production can be increased directly many modifiers, such as the {{icon|academy}} academy city [[building]] and [[trade goods]] bonuses (cloth, earthenware, glass and papyrus), and is also sensitive to {{icon|nobles}} noble and {{icon|citizens}} citizen happiness and output modifiers. Research point production can be tracked on the [[File:Top_bar_technology.png|28px|Technology|link=]] [[technology]] panel.
 
Research points are automatically spent towards advancing the four fields of [[Technology#Research_Points|technology]]: martial, civil, oratory and religious, modified by {{icon|position}} [[researcher]] skill. Each new advance in a field grants a small bonus for each level and unlocks at least three new {{icon|invention}} [[inventions]] that give a wide variety of other useful modifiers, which can then be adopted using {{icon|wealth}} gold.
 
=== Stability ===
{{SVersion|1.5}}
{{icon|stability}} '''Stability''' represents the trust that the characters and population of your country has in your government, and its general ability to withstand threats and discontent from within. Stability runs from 0 to 100, with a base value of 50 that the stability value will naturally decay to. Positive (above 50) has many economic benefits, increasing {{icon|population growth}} population growth, {{icon|happiness}} population happiness, {{icon|research points}} research points, and {{icon|legitimacy}} legitimacy. Negative stability (below 50) will instead decrease population happiness and legitimacy (in monarchies), making it more likely that a revolt will break out if stability is not quickly raised.
 
Stability is decreased by certain diplomatic or political actions, such as breaking {{icon|truce}} truces, changing {{icon|law}} laws or [[government]] form, or swapping {{icon|pantheon}} pantheon deities. It is also spent by migratory tribes to start {{icon|migration cost}} migrations. The primary method of increasing stability is to spending {{icon|political influence|28px}} to make {{icon|sacrifice}} Divine Sacrifices in the Religion view, which will increase the monthly stability change. Certain omens, [[traits]], and [[laws]] also increase monthly stability change, and many [[Event queue|Queued Events]] also offer semi-reliable immediate stability boosts, usually at the cost of spending or forgoing a bonus in some other currency (especially wealth and political power). High {{icon|aggressive expansion}} aggressive expansion, low {{icon|approval}} senate approval (in [[republic]]s), being in {{icon|deficit}} deficit, and {{icon|cultural integration speed}} integrating cultures are some of the main factors that will decrease stability over time, and should be watched carefully.
 
Your nation is considered '''disorganized''' if stability is below 30, which will prevent you from assigning characters to offices or declaring wars.
 
Generally speaking higher stability is always better, though because decay increases as stability gets further away from 50, it is usually not worth it to intentionally try to keep stability very high. Low stability should always be a cause for concern unless your nation is very well managed, as prolonged instability will lead to widespread unhappiness and {{icon|unrest}}, and possibly eventually {{icon|rebellion}} rebellions.
 
Every point of stability above '''50''' has the following effects:
* {{icon|pop growth}} {{green|+0.01%}} National Population Growth
* {{icon|happiness}} {{green|+0.2%}} Population Happiness
* {{icon|legitimacy}} {{green|+0.003}} Monthly Legitimacy
* {{icon|research points}} {{green|+0.5%}} Research Points
 
Every point of stability below '''50''' has the following effects:
* {{icon|happiness}} {{red|-1%}} Population Happiness
* {{icon|legitimacy}} {{red|-0.01}} Monthly Legitimacy
* {{icon|stability}} {{green|-0.01%}} Monthly Stability Decay
Note that since stability decays towards 50, the stability decay reduction from low stability means that the base change of stability up towards 50 is more slow than the decay down towards 50 from high stability.
 
=== Aggressive Expansion ===
{{SVersion|1.5}}
{{icon|aggressive expansion}} '''Aggressive Expansion''' ('''AE''') represents the resentment that other states and pops in your empire have against conquests and other aggressive actions you take. The primary effect of Aggressive Expansion is to decrease realm {{icon|stability}} stability and lower the [[Rebellion#Loyalty|loyalty]] of all [[Subject_nations|subject states]], which can have a significant impact on {{icon|happiness}} population happiness and {{icon|unrest}} unrest at higher levels and raise the risk of [[rebellion]]s if not handled properly. Higher Aggressive Expansion also significantly decreases the {{icon|opinion}} opinion of nearby states (though allies have a much reduced opinion malus) and makes it more likely that the nation is viewed as a threat, making it more difficult to conduct diplomacy and encouraging other states to form {{icon|alliance}} [[alliances]] or {{icon|defensive league}} [[Treaties#Defensive_Leagues|defensive leagues]] against the expanding country. Very high Aggressive Expansion will have additional effects on {{icon|integrated}} integrated culture pops as well as reducing political influence generation. Aggressive Expansion has a base value of '''0''', where it has no effects, and can become arbitrarily high, but cannot become negative.
 
Each point of Aggressive Expansion has the following modifiers:
* {{icon|claim fabrication speed}} {{red|-0.02}} Claim Fabrication Speed
* {{icon|subject loyalty}} {{red|-0.25}} Loyalty of Subject States
* {{icon|stability}} {{red|-0.0075}} Monthly Stability Change
 
Each point of Aggressive Expansion beyond '''50''' also has the following effects, in addition to the ones above:
* {{icon|pol}} {{red|-0.10%}} Monthly Political Influence
* {{icon|primary culture happiness}} {{red|-0.30%}} Integrated Culture Happiness
* {{icon|aggressive expansion}} {{green|-2%}} Aggressive Expansion Impact
 
Aggressive Expansion is primarily accrued through conquering new [[territories]] or forcing [[Subject_nations|vassalization]] during a war. Several [[Diplomacy#Diplomatic_actions|diplomatic actions]], [[Characters#Interactions|character interactions]], and unit abilities also increase Aggressive Expansion.
 
{| class="mildtable plainlist mw-collapsible"
! {{icon|aggressive expansion|28px}} gain
! Type
!
|-
| {{red|+25}} ||
* {{icon|truce}} Breaking a [[Warfare#Truces|Truce]]
|-
| {{red|+20}} ||
* [[File:Bribe character cost.png|28px]] Entice Governor [[Characters#Interactions|Character Interaction]]
|-
| {{red|+15}} ||
* [[File:Bribe character cost.png|28px]] Plan Assassination! [[Characters#Interactions|Character Interaction]] (foreign)
|-
| {{red|+10}} ||
* [[File:Bribe character cost.png|28px]] Recruit General [[Characters#Interactions|Character Interaction]]
|-
| {{red|+7}} ||
* [[File:Bribe character cost.png|28px]] Plan Assassination! [[Characters#Interactions|Character Interaction]] (domestic)
|-
| {{red|+5}} ||
* {{icon|war}} Declaring a War with {{icon|casus belli}} [[Warfare#No_Casus_Belli|No Casus Belli]]
* {{icon|truce}} Breaking a [[Warfare#Truces|Truce]] by attacking {{icon|guarantee}} Guaranteed
* [[File:Bribe character cost.png|28px]] Inspire Disloyalty [[Characters#Interactions|Character Interaction]]
|-
| {{red|+2}} ||
* [[File:Casus belli.png|28px]] [[Diplomacy#Support_Rebels|Support Rebels]] Diplomatic Action
* {{icon|desecrate}} Desecrate [[Holy site|Holy Site]] Unit Ability
* {{icon|raze city}} [[Land_units#Migratory_units|Raze City]] Unit Ability
* [[File:Bribe character cost.png|28px]] Recruit [[Characters#Interactions|Character Interaction]]
|-
| {{red|+1}} ||
* [[File:Cede state.png|28px]] per Territory annexed in War, adjusted by [[File:Agressive_expansion_impact.png|28px]] Aggressive Expansion Impact
* {{icon|holy site}} Removing a treasure from an owned [[Holy site|Holy Site]]
* [[File:Casus belli.png|28px]] [[Diplomacy#Insult|Insult]] Diplomatic Action
|-
| {{red|+0.5}} ||
* [[File:Become subject.png|28px]] per Territory vassalized in War, adjusted by [[File:Agressive_expansion_impact.png|28px]] Aggressive Expansion Impact
* [[File:Cede state.png|28px]] per Territory annexed by subject in War, adjusted by [[File:Agressive_expansion_impact.png|28px]] Aggressive Expansion Impact of the subject
|}
 
The base [[File:Agressive expansion monthly decay.png|28px]] '''Aggressive Expansion Decay''' is {{green|-0.20%}} of current ''Aggressive Expansion'' per month, which is be increased by another {{green|-0.20%}} with the {{icon|appeasing stance}} [[Diplomacy#Diplomatic_Stance|Appeasing Diplomatic Stance]], {{green|+0.03%}} from every point of positive }}icon|diplomatic reputation}} diplomatic reputation, and another {{green|-0.20%}} if the ruler has the {{icon|righteous}} Righteous trait; however, this decay is active only if your country is not currently on the side of the aggressor in a war. There are also several sources of flat monthly [[File:Agressive expansion monthly change.png|28px]] '''Aggressive Expansion Change''' that is active at all times, including {{icon|invention}} [[Technology#Inventions|Oratory inventions]], {{icon|office}} [[government]] offices, and various deities. All static sources of monthly Aggressive Expansion Change are listed below:
 
{| class="mildtable plainlist mw-collapsible"
! [[File:Agressive expansion monthly change.png|28px]]
! Type
!
|-
| {{red|+0.020}} ||
* [[File:Casus belli.png|28px]] [[Diplomacy#Support_Rebels|Supporting Rebellions Abroad]] (Diplomatic Action)
|-
| {{green|-0.004}} ||
* {{icon|tyranny}} per point of tyranny
|-
| {{green|-0.010}} ||
* {{icon|antigonids}} [[Characters#Status_traits|Blood of Antigonos]] (Ruler Trait)
|-
| {{green|-0.015}} ||
* {{icon|office}} per {{icon|statesmanship}} Statesmanship-adjusted {{icon|charisma}} [[Attributes#Charisma|Charisma]] of [[Government#Offices_3|Arbitrator]] (Tribal Office)
|-
| {{green|-0.020}} ||
* {{icon|invention}} [[Technology#Oratory_Inventions|Equal Integration]] (Oratory Tech 1)
* {{icon|invention}} [[Technology#Oratory_Inventions|Mandate Local Governance]] (Oratory Tech 7)
* {{icon|invention}} [[Technology#Oratory_Inventions|Gradual Economic Integration]] (Oratory Tech 10)
* {{icon|invention}} [[Technology#Oratory_Inventions|Oaths of Fealty]] (Oratory Tech 15)
* {{icon|invention}} [[Technology#Oratory_Inventions|Diplomatic Apologetics]] (Oratory Tech 19)
|-
| {{green|-0.025}} ||
* {{icon|office}} per {{icon|statesmanship}} Statesmanship-adjusted {{icon|charisma}} [[Attributes#Charisma|Charisma]] of [[Government#Offices|Chancellor]] (Monarchy Office)
* {{icon|office}} per {{icon|statesmanship}} Statesmanship-adjusted {{icon|charisma}} [[Attributes#Charisma|Charisma]] of [[Government#Offices_2|Magistrate]] (Republic Office)
* [[File:State_religion.png|28px]] Ailiah ([[Arabic]] deity)
* [[File:State_religion.png|28px]] Spirits of Inspiration ([[Bon]] deity)
* [[File:State_religion.png|28px]] Ba'al Qarnaim ({{flag|Carthage|0}} [[Carthage|Carthaginian]] [[Canaanite]] deity)
* [[File:State_religion.png|28px]] Ogmios ([[Druidic]] deity)
* [[File:State_religion.png|28px]] Thagimasadas ([[Heptadic]] deity)
* [[File:State_religion.png|28px]] Shiva ([[Hindu]] deity)
* [[File:State_religion.png|28px]] Samuel ([[Jewish]] deity)
* [[File:State_religion.png|28px]] Khaldi ([[Khaldic]] deity)
* [[File:State_religion.png|28px]] Zibelthiurdos ([[Zalmoxian]] deity)
|-
| {{green|-0.03125}} ||
* [[File:State_religion.png|28px]] Above deities if [[File:Holy_Site.png|28px]] holy site is owned
|-
| {{green|-0.050}} ||
* {{icon|omen power|28px}} per 100% [[omen power]] for Ghmerti Omen ([[Khaldic]] deity)
* {{icon|omen power|28px}} per 100% [[omen power]] for Metta Parami Omen ([[Buddhist]] deity)
* {{icon|omen power|28px}} per 100% [[omen power]] for Enlil Omen ([[Chaldean]] deity)
* {{icon|omen power|28px}} per 100% [[omen power]] for Cichol Omen ([[Druidic]] deity)
* {{icon|omen power|28px}} per 100% [[omen power]] for Zeus Omen ([[Hellenic]] deity)
* {{icon|omen power|28px}} per 100% [[omen power]] for Jupiter Omen (Italic [[Hellenic]] deity)
* {{icon|omen power|28px}} per 100% [[omen power]] for Ahimsa Omen ([[Jain]] deity)
* {{icon|omen power|28px}} per 100% [[omen power]] for Mother Goddess Omen ([[Matrist]] deity)
|-
| {{green|-0.0625}} ||
* {{icon|omen power|28px}} per 100% [[omen power]] for above omens if {{icon|holy site|28px}} holy site is owned
|}
 
[[File:Agressive_expansion_impact.png|28px]] '''Aggressive Expansion Impact''' modifies how much aggressive expansion is accrued from conquering land and vassalizing other states after a war, primarily decreasing the AE cost of conquest. Sources of Aggressive Expansion Impact include [[Technology#Inventions|Oratory inventions]], [[Laws]], ruler traits, heritages, mission/event modifiers, and high aggressive expansion; the last in particular means that at some point above 50 you will accrue very little additional Aggressive Expansion for any further conquests, effectively providing a soft cap to the modifier. The effects of Aggressive Expansion Impact are capped at {{green|-95.00%}}, corresponding to an absolute minimum of {{red|+0.05}} aggressive expansion per territory annexed or vassalized. Static sources of Aggressive Expansion Impact are listed below:
 
{| class="mildtable plainlist mw-collapsible"
! [[File:Agressive_expansion_impact.png|28px]]
! Type
!
|-
| {{red|+15.00%}} ||
* [[File:Maurya.png|28px]] Heritage of Chandragupta ([[Maurya]])
|-
| {{red|+10.00%}} ||
* {{icon|reckless}} [[Characters#Personality_traits|Reckless]] (Ruler Trait)
|-
| {{green|-2.00%}} || {{icon|aggressive expansion}} per point of Aggressive Expansion above '''50'''
|-
| {{green|-5.00%}} ||
* {{icon|invention}} [[Technology#Oratory_Inventions|Fetiales]] (Oratory Tech 1)
* {{icon|invention}} [[Technology#Oratory_Inventions|Rerum Repetitio]] (Oratory Tech 4)
* {{icon|invention}} [[Technology#Oratory_Inventions|Defending Liberty]] (Oratory Tech 7)
* {{icon|invention}} [[Technology#Oratory_Inventions|Military Ambassadors]] (Oratory Tech 10)
* {{icon|invention}} [[Technology#Oratory_Inventions|Divine Mandate]] (Oratory Tech 13)
* [[File:State_religion.png|28px]] Ba'al ([[Canaanite]] deity)
* [[File:State_religion.png|28px]] Laran (Etruscan [[Hellenic]] deity)
* [[File:State_religion.png|28px]] Amun ([[Kemetic]] deity)
* [[File:State_religion.png|28px]] Nane (Armenian [[Khaldic]] deity)
|-
| {{green|-6.25%}} ||
* [[File:State_religion.png|28px]] Above deities if [[File:Holy_Site.png|28px]] holy site is owned
|-
| {{green|-10.00%}} ||
* {{icon|bellicose stance}} Bellicose Stance
* {{icon|law}} [[Laws#Land_Reforms|Interference Policy]] (Republic Law)
* {{icon|law}} [[Laws#Land_Reforms_2|Cassian Reform]] (Roman Republic Law)
* {{icon|argeads}} [[Characters#Status_traits|Blood of the Argeads]] (Ruler Trait)
|-
| {{green|-20.00%}} ||
* {{icon|law}} [[Laws#Royal_Status_Laws|Divinity Statute]] (Monarchy Law)
|-
| {{green|-50.00%}} ||
* {{icon|claim}} Has claim on territory (note: applies when vassalizing as well)
|}
 
The impact of {{icon|aggressive expansion}} Aggressive Expansion is felt most in the early game, when diplomacy is most important and the lack of {{icon|aggressive expansion}} Aggression Expansion Impact means that taking even a few provinces can rack up a significant amount of Aggressive Expansion. Spending {{icon|pol}} political power on {{icon|sacrifice}} Divine Sacrifices as well as assigning [[Rebellion#Governor_local_troops|governor armies]] to suppress {{icon|unrest}} unrest and handle {{icon|province loyalty}} province loyalty, particularly in already less happy unintegrated culture group provinces, may be necessary to deal with and counteract the loss of {{icon|stability}} stability, while judicious use of [[Diplomacy#Improve_Relation|Improving Relations]] can help prevent the diplomatic situation from getting out of hand. An expansionist empire should focus on sources of Aggressive Expansion Change and Impact, while general {{icon|happiness}} happiness and {{icon|stability}} stability modifiers - as well as focusing on stability when taking events from the [[Event queue]] - will help deal with the {{icon|stability}} stability loss from aggressive expansion. In the later game, when the player has built up a large empire that can easily stand against its neighbours, accumulated many of the AE Change and Impact modifiers, and either accrued enough {{icon|happiness}} happiness modifiers or have sufficient garrison army capacity to handle the loss of {{icon|stability}} stability even at relatively high AE values, an empire can take advantage of the {{icon|aggressive expansion}} Aggressive Expansion Impact for having higher than 50 AE to be able to conquer large amounts of territory at little to no additional aggressive expansion penalty, at which point the main hindrance will be keeping {{icon|stability}} stability above 30 in order to be able to declare wars.
 
=== Tyranny ===
{{SVersion|1.5}}
{{icon|tyranny}} '''Tyranny''' represents the level of oppression in your country and produces resentment against the government by characters and primary culture pops, but also increases the willingness of pops and factions to accede to the government's demands and centralization of power. The level of Tyranny must be carefully managed, particularly in the early game, in order to avoid large reductions in {{icon|loyalty}} character loyalty that can ensue in {{icon|civil war}} civil war, but in the later game when {{icon|invention}} inventions and growth in power make characters and pops easier to deal with the [[File:Agressive expansion monthly change.png|28px]] aggressive expansion change and {{icon|slave output}} national slave output can become quite useful. The base Tyranny values range from the base value of '''0''', where it has no effects, to 100, and cannot be negative.
 
Each point of Tyranny gives the following modifiers:
* [[File:Agressive expansion monthly change.png|28px]] {{green|-0.004}} Aggressive Expansion Change
* {{icon|cohort loyalty}} {{red|+0.20%}} Cohort Loyalty Gain Chance
* {{icon|civil war threshold}} {{red|-0.10%}} Threshold for Civil War
* {{icon|character loyalty}} {{red|-0.15}} Loyalty of Characters
* {{icon|slave output}} {{green|+0.50%}} National Slave Output
* [[File:Bribe character cost.png|28px]] {{green|-1.00%}} Imprison Cost
* [[File:Bribe character cost.png|28px]] {{green|-1.00%}} Execute Cost
 
Tyranny is primarily increased by various character actions, such as imprisoning, executing, and imposing sanctions on various characters, as well as overriding the will of the Senate in Republics when doing character interactions, changing laws, or conducting diplomacy. There are also many events, particularly those relating to characters and their interactions, that can raise or lower the country's tyranny level. The actions and interactions that cost or change the national Tyranny value are listed below by their base cost, which can be changed by various interaction-specific modifiers:
 
{| class="mildtable plainlist mw-collapsible"
! {{icon|tyranny}} Tyranny gain
! Type
!
|-
| {{red|+30}} ||
* [[File:Bribe character cost.png|28px]] Proscribe [[Characters#Interactions|Character Interaction]]
|-
| {{red|+10}} ||
* [[File:Bribe character cost.png|28px]] Appoint Dictator [[Characters#Interactions|Character Interaction]]
* [[File:Downgrade to settlement.png|28px]] Revoke [[Territories#City|City]] Status Territory Interaction (on a [[Territories#Metropolis|Metropolis]])
|-
| {{red|+7}} ||
* [[File:Bribe character cost.png|28px]] Plan Assassination! [[Characters#Interactions|Character Interaction]] (domestic)
|-
| {{red|+5}} ||
* [[File:Bribe character cost.png|28px]] Force Conversion [[Characters#Interactions|Character Interaction]]
* [[File:Bribe character cost.png|28px]] Bring to Trial [[Characters#Interactions|Character Interaction]]
* {{icon|oligarchs}} Manipulate Candidates ([[Government|Government Interaction]])
* {{icon|optimates}} Skew the Assemblies ([[Government|Government Interaction]])
* [[File:Downgrade to settlement.png|28px]] Revoke [[Territories#City|City]] Status Territory Interaction (on a City)
|-
| {{red|+4}} ||
* [[File:Bribe character cost.png|28px]] Arrange Gladiatorial Debut [[Characters#Interactions|Character Interaction]]
|-
| {{red|+3}} ||
* [[File:Bribe character cost.png|28px]] Imprison [[Characters#Interactions|Character Interaction]] (plus an additional {{red|+1}} per '''2''' {{icon|power base}} power base)
* [[File:Bribe character cost.png|28px]] Execute [[Characters#Interactions|Character Interaction]]
* [[File:Bribe character cost.png|28px]] Flog [[Characters#Interactions|Character Interaction]] if target has less than 10 Health
* {{icon|devotio}} Invoke Devotio
|-
| {{red|+2}} ||
* [[File:Bribe character cost.png|28px]] Smear Reputation [[Characters#Interactions|Character Interaction]]
* [[File:Bribe character cost.png|28px]] Demand Support for Heir [[Characters#Interactions|Character Interaction]]
* {{icon|raise levies}} Raise Levies [[Army#Actions|Unit Ability]]
* [[File:Election term.png|28px]] Re-election of Faction
|-
| {{red|+1}} ||
* [[File:Bribe character cost.png|28px]] Banish [[Characters#Interactions|Character Interaction]]
* [[File:Bribe character cost.png|28px]] per 10 {{icon|corruption}} Corruption with Impose Corruption Sanctions [[Characters#Interactions|Character Interaction]]
* [[File:Bribe character cost.png|28px]] per 2 {{icon|power base|28px}} Power Base with Ostracize [[Characters#Interactions|Character Interaction]]
* {{icon|border fort}} Construct Border Fort [[Army#Actions|Unit Ability]] if commander is non-republican Ruler
* {{icon|military colonies}} Military Colonies [[Army#Actions|Unit Ability]] if commander is non-republican Ruler
|-
| {{red|+0.66}} ||
* {{icon|approval}} per Senate approval below '''60''' when Forcing an Action through the Senate
|-
| {{red|+0.5}} ||
* [[File:Bribe character cost.png|28px]] Sell into Slavery [[Characters#Interactions|Character Interaction]]
|-
| {{red|+0.01}} ||
* [[File:Change governor policy cost.png|28px]] per (125 - {{icon|popularity}} ruler popularity) when changing [[Governor policy|Governor Policy]]
|-
| {{green|-1}} ||
* [[File:Bribe character cost.png|28px]] Release Prisoner [[Characters#Interactions|Character Interaction]] if prisoner was imprisoned through the Imprison [[Characters#Interactions|Character Interaction]]
|-
| {{green|-5}} ||
* [[File:Bribe character cost.png|28px]] Return Dictatorship [[Characters#Interactions|Character Interaction]]
|-
|}
 
Tyranny is primarily lost through [[File:Monthly tyranny.png|28px]] '''Monthly Tyranny''' change, which has a base reduction of {{green|-0.2}} Tyranny per month. This can be increased and changed by many different modifiers, such as certain [[Technology#Inventions|Oratory inventions]], various deity and omen bonuses, ruler attributes and traits, and more, static sources of which are listed below:
 
{| class="mildtable plainlist mw-collapsible"
! [[File:Monthly tyranny.png|28px]]
! Type
!
|-
| {{red|+0.04}} ||
* [[File:Government minimap.png|28px]] [[Republic|Dictatorship]] Government Form
|-
| {{red|+0.025}} ||
* {{icon|legitimacy}} per instance of [[Government#Legitimacy|Strengthening Legitimacy]]
|-
| {{red|+0.02}} ||
* {{icon|cruel}} [[Characters#Personality_traits|Cruel]] (Ruler Trait)
|-
| {{red|+0.01}} ||
* {{icon|apotheosis}} per [[Religion#Apotheosis|Deified Ruler]] in Pantheon
|-
| {{green|-0.003}} ||
* {{icon|approval}} per Senate approval above '''50'''
|-
| {{green|-0.01}} ||
* {{icon|popularity}} per 10 Ruler Popularity above 50
* {{icon|charisma}} per Ruler [[Attributes#Charisma|Charisma]]
* {{icon|invention}} [[Technology#Oratory_Inventions|Official Orators]] (Oratory Tech 1)
* {{icon|invention}} [[Technology#Oratory_Inventions|Hierarchy of Responsibility]] (Oratory Tech 5)
* {{icon|invention}} [[Technology#Oratory_Inventions|Seeded Acclamation]] (Oratory Tech 9)
* {{icon|invention}} [[Technology#Oratory_Inventions|Adventus]] (Oratory Tech 14)
* {{icon|invention}} [[Technology#Oratory_Inventions|Chironomia]] (Oratory Tech 19)
|-
| {{green|-0.015}} ||
* {{icon|marble}} [[Trade_goods#Economy_.26_Technology|Marble]] Capital Surplus Bonus
|-
| {{green|-0.02}} ||
* Base value
* {{flag|Athens|0|28px}} [[Athens|Athenian]] Heritage
* {{icon|law}} [[Laws#Endorse_Legislative_Body|Assembly of Citizens]] (Republic Law)
* {{icon|law}} [[Laws#Assembly_Endorsement|Curiate Assembly]] (Roman Republic Law)
|-
| {{green|-0.025}} ||
* [[File:State religion.png|28px]] Men ([[Cybelene]] deity)
* [[File:State religion.png|28px]] Vishwanath ([[Hindu]] deity)
* [[File:State religion.png|28px]] Betatun ([[Iberic]] deity)
|-
| {{green|-0.03125}} ||
* [[File:State religion.png|28px]] Above deities if {{icon|holy site|28px}} holy site is owned
|-
| {{green|-0.04}} ||
* [[File:Idea divine mandate.png|28px]] [[National_ideas#Religious|Divine Mandate]] National Idea
* {{icon|omen power|28px}} per 100% omen power for Kopala Omen ([[Armazic]] deity)
* {{icon|omen power|28px}} per 100% omen power for Spirits of Inspiration Omen ([[Bon]] deity)
* {{icon|omen power|28px}} per 100% omen power for Ba'al Qarnaim Omen ({{flag|Carthage|0}} [[Carthage|Carthaginian]] [[Canaanite]] deity)
* {{icon|omen power|28px}} per 100% omen power for Lenus Omen (Treverian [[Druidic]] deity)
* {{icon|omen power|28px}} per 100% omen power for Diktean Zeus Omen (Cretan [[Hellenic]] deity)
* {{icon|omen power|28px}} per 100% omen power for Nortia Omen (Etruscan [[Hellenic]] deity)
* {{icon|omen power|28px}} per 100% omen power for Wisdom of Bhadrabahu Omen ([[Jain]] deity)
* {{icon|omen power|28px}} per 100% omen power for Caleb and Joshua Omen ([[Jewish]] deity)
* {{icon|omen power|28px}} per 100% omen power for Tir Omen (Armenian [[Khaldic]] deity)
* {{icon|omen power|28px}} per 100% omen power for Deivas Omen ([[Matrist]] deity)
* {{icon|omen power|28px}} per 100% omen power for Derzelas Omen ([[Zalmoxian]] deity)
|-
| {{green|-0.05}} ||
* [[File:Government bonus cost modifier.png|28px]] [[Monarchy|Aristocratic Monarchy]] Government Form Bonus
* {{icon|merciful}} [[Characters#Personality_traits|Merciful]] (Ruler Trait)
* {{icon|forgiving}} [[Characters#Personality_traits|Forgiving]] (Ruler Trait)
* {{icon|trusting}} [[Characters#Personality_traits|Trusting]] (Ruler Trait)
* {{icon|law}} [[Laws#Code_of_Rule|Council Legal Authority]] (Tribal Law)
* {{icon|omen power|28px}} per 100% omen power for above deities if {{icon|holy site|28px}} holy site is owned
|}
 
While nominally a negative modifier, {{icon|tyranny}} tyranny is generally not particularly problematic at lower levels and it is not very important to keep it low unless the nation is already experiencing issues with {{icon|loyalty}} character loyalty. It is worth noting that since Tyranny decay does not scale according to its current value and there are no easy ways to quickly lower it, high Tyranny can be problematic if the state is not prepared, especially if the ruler has low {{icon|charisma}} Charisma and so the state has low base tyranny decay - if this becomes the case, the loyalty of powerful characters needs to be assured at all costs, or the country could easily spiral into {{icon|civil war}} civil war. The significant {{icon|loyalty}} character loyalty and {{icon|civil war threshold}} civil war threshold maluses together can be dangerous if not kept under control by other means, as even a single disloyal family head might be enough to trigger a civil war.
 
In the later game, when the player has accumulated enough {{icon|loyalty}} loyalty bonuses to handle the penalties, high Tyranny is much more useful and players can take full advantage of its bonuses, particularly its effects on {{icon|aggressive expansion}} aggressive expansion change. In conjunction with further reductions from other sources and growing Aggressive Expansion Impact bonuses, a country with high Tyranny can handle much larger conquests and {{icon|aggressive expansion}} aggressive expansion values in the lategame as opposed to what is feasible early on. The {{icon|slave output}} National Slave Output can also be quite useful once all the loyalty problems can be properly dealt with, making for a powerful tyrannical empire.
 
=== War Exhaustion ===
{{SVersion|1.5}}
[[File:War exhaustion.png|28px]] '''War exhaustion''' represents anger and discontent in the general population from casualties, blockades, and enemy occupation during a war. The effects of war exhaustion can be quite severe, significantly decreasing {{icon|happiness}} happiness of all pops and impacting {{icon|popularity}} ruler popularity, but also increasing {{icon|military exp}} Military Experience gain. High War Exhaustion will increase the AI's willingness to sign a more favourable peace, and conversely may force a player to sign a less favourable peace treaty rather than let their nation be consumed by unrest. War Exhaustion ticks down slowly based on the ruler's current {{icon|zeal}} zeal, which can be increased through various omens, laws, and ideas. If War Exhaustion becomes too high, the [[File:Invoke devotio.png|28px]] Invoke Devotio action in the religion panel can be taken to increase War Exhaustion decay at the cost of {{icon|tyranny}} Tyranny. War exhaustion generally has a value between '''0''' and '''20''', but can rise to '''30''' for the attacker in an offensive war.
 
Each point of war exhaustion has the following effects:
* {{icon|happiness}} {{red|-1.5%}} Population Happiness
* {{icon|popularity}} {{red|-0.01}} Monthly Ruler Popularity Gain
* {{icon|military exp}} {{green|+5%}} Monthly Military Experience
 
== State rank ==
{{SVersion|1.5}}
A country's '''rank''' is a measure of how large and influential a particular state is, based on the number of [[territories]] that it owns. Country rank is one of the primary determinants of the number of major families/clan chiefs, {{icon|diplomatic range}} diplomatic range, and {{icon|integration speed}} integration speed as well as significantly impacting {{icon|pol}} political influence generation, {{icon|integrated culture happiness}} integrated culture happiness, and {{icon|warscore cost}} warscore cost but higher ranked nations are also more vulnerable to civil war as they have lower {{icon|general loyalty}} {{icon|admiral loyalty}} {{icon|governor loyalty}} office loyalty as well as a {{icon|province loyalty}} province loyalty malus and a lower {{icon|civil war threshold}} civil war threshold.
 
{| class="mildtable"
! Rank
! [[File:Global.png|28px]] Number of [[Territories]]
! {{icon|capital trade routes}}
! {{icon|integration speed}}
! {{icon|diplomatic relations}}
! {{icon|pol}}
! {{icon|integrated culture happiness}}
! {{icon|diplomatic range}}
! {{icon|warscore cost}}
! No. of families
! {{icon|clan chiefs}}
! {{icon|civil war threshold}}
! {{icon|province loyalty}}
! {{icon|general loyalty}} {{icon|admiral loyalty}} {{icon|governor loyalty}}
! {{icon|change governor policy cost}}
! Other modifiers
|-
| [[File:Country_rank_1.png|Migrant Horde|link=]] Migrant Horde
| 0
| -
| -
| -
| -
| -
| -
| -
| '''3'''
| '''3'''
| -
| -
| -
| -
|
* {{icon|manpower}} {{green|+1000}} Manpower
* [[File:Army weight modifier.png|28px]] {{green|-25%}} Army Weight Modifier
|-
| [[File:Country_rank_2.png|City State|link=]] City State
| 1
| -
| {{green|+0.05}}
| {{green|+1}}
| -
| -
| -
| -
| '''3'''
| '''3'''
| -
| -
| -
| -
|
* {{icon|fort defense}} {{green|+20%}} Fort Defense
* {{icon|commerce value}} {{green|+20%}} National Commerce Income
|-
| [[File:Country_rank_3.png|Local Power|link=]] Local Power
| 2-24
| -
| {{green|+0.10}}
| {{green|+2}}
| -
| {{green|+4%}}
| {{green|+10%}}
| -
| '''3'''
| '''3'''
| -
| -
| -
| -
|
* None
|-
| [[File:Country_rank_4.png|Regional Power|link=]] Regional Power
| 25-99
| {{green|+1}}
| {{green|+0.15}}
| {{green|+3}}
| {{green|+25%}}
| {{green|+8%}}
| {{green|+50%}}
| {{green|-5%}}
| '''4'''
| '''4'''
| {{red|-3%}}
| {{red|-0.01}}
| -
| -
|
* None
|-
| [[File:Country_rank_5.png|Major Power|link=]] Major Power
| 100-499
| {{green|+2}}
| {{green|+0.20}}
| {{green|+4}}
| {{green|+50%}}
| {{green|+12%}}
| {{green|+125%}}
| {{green|-10%}}
| '''4'''
| '''5'''
| {{red|-5%}}
| {{red|-0.02}}
| {{red|-2.5}}
| {{green|-10%}}
|
* None
|-
| [[File:Country_rank_6.png|Great Power|link=]] Great Power
| 500+
| {{green|+2}}
| {{green|+0.25}}
| {{green|+5}}
| {{green|+75%}}
| {{green|+16%}}
| {{green|+225%}}
| {{green|-15%}}
| '''5'''
| '''5'''
| {{red|-8%}}
| {{red|-0.03}}
| {{red|-5}}
| {{green|-30%}}
|
* None
|-
|}
 
Country rank is also particularly important for diplomacy, as certain diplomatic actions are available only to countries of a certain rank.
 
{| class="mildtable"
! Rank
! {{icon|defensive league}} Defensive League
! {{icon|alliance}} Alliance
! {{icon|guarantee}} Guarantee
! [[File:Threaten war.png|28px]] Threaten War
! [[File:Casus belli.png|28px]] Support Rebels
! [[File:Enforce peace.png|28px]] Enforce Peace
! {{icon|war}} Intervene in War
|-
| [[File:Country_rank_1.png|Migrant Horde|link=]] Migrant Horde
| {{icon|no}}
| {{icon|yes}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
|-
| [[File:Country_rank_2.png|City State|link=]] City State
| {{icon|yes}}
| {{icon|yes}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
|-
| [[File:Country_rank_3.png|Local Power|link=]] Local Power
| {{icon|yes}}
| {{icon|yes}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
|-
| [[File:Country_rank_4.png|Regional Power|link=]] Regional Power
| {{icon|no}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|no}}
| {{icon|no}}
| {{icon|no}}
|-
| [[File:Country_rank_5.png|Major Power|link=]] Major Power
| {{icon|no}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|no}}
| {{icon|no}}
|-
| [[File:Country_rank_6.png|Great Power|link=]] Great Power
| {{icon|no}}
| {{icon|no}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
| {{icon|yes}}
|-
|}
 
== Maximum civilization value ==
{{SVersion|1.5}}
{{main|Civilization value}}
Every country has a base {{icon|civilization}} '''country civilization level''', visible on the [[File:Top_bar_overview.png|28px|Overview|link=]] [[Beginner's_guide#Interacting_with_Your_Empire|Overview]] panel, that determines the baseline maximum possible civilization level of every territory that the country owns. This value can be increased by a number of different modifiers, such as country's [[government]] type, positive {{icon|centralization}} centralization for [[Tribal|tribes]] (up to {{green|+10%}} at {{icon|centralization}} 100), {{icon|research points}} [[Technology|Oratory Advances]] ({{green|+2%}} per level), the national idea [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] ({{green|+5%}}), the {{icon|gemstones}} gemstones and {{icon|glass}} glass capital surplus bonuses ({{green|+5%}} each), and various other modifiers. Note that the country civilization level is only the baseline maximum civilization; individual province and territory modifiers such as [[urban development]], special modifiers, and capital bonuses awarded when creating a [[formable nations|formable nation]] can push the maximum civilization value of any individual territory even higher.
 
<br>
 
== 参考资料 ==
<references/>
 
{{MechanicsNavbox}}
[[Category:内政]]
[[en:State]]

2020年9月29日 (二) 17:01的最新版本

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