The government of a country defines its basic political framework and power structure, including how the ruler of the country is selected, the possible laws that can be enacted, the amount and category of national ideas that can be adopted, the available offices that characters can be appointed to, and more. Each government form has its own set of modifiers and characteristics and falls into one of three basic types - republic, monarchy, or tribe, each with its own set of distinctive mechanics. Over the course of the game, it is possible to change the government of the country from one form to another by decision or mission task.
Republics 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.
Unless specified otherwise, all Republics have the following base characteristics:
- National civilization value: +35%
- Each ruler must be at least 35 to be elected.
- Each ruler reigns for 5 years.
- Each ruler can be re-elected every 10 years.
- Character loyalty: +5
- Changing governor policy cost: −10%
- National freeman desired ratio: +2.5%
- Desired citizen ratio in cities: +5%
- Desired freemen ratio in cities: +7.5%
|Republic type||Idea slots||Base modifiers||Government bonus||Description|
|Aristocratic Republic||2 Military, 1 Oratory||Has co-ruler||Whilst outwardly democratic, an Aristocratic Republic limits leadership to those who enjoy high status.|
|Democratic Republic||1 Military, 1 Civic, 1 Oratory||National civilization value: +30%, Minimum election age 25||This system of government gives all eligible citizens a voice, through the election of representatives to a senate, or council.|
|Oligarchic Republic||1 Civic, 2 Oratory||Minimum election age 40||An Oligarchic Republic restricts positions of power to a wealthy or powerful minority.|
|Plutocratic Republic||2 Civic, 1 Religious||(default)||Primarily concerned with the acquisition of wealth, Plutocratic Republics can be found ruling many of the coastal City States throughout the world.|
|Theocratic Republic||1 Oratory, 2 Religious||(default)||The priesthood will enshrine democracy into the very tenets of our faith!|
|Athenian Republic||1 Military, 1 Civic, 1 Oratory, 1 Religious||National civilization value: +40%, Minimum election age 25||The Athenian republic is known far and wide for its integrity and strength.|
The Senate (which may go by a number of other names, such as the Adirim, Ekklesia, Gerousia, Sangha, or Assembly) consists of 100 seats with each seat belonging to one of three factions. Every adult character in a republic is part of one of the republic's factions based on which faction they have the highest conviction for, and each faction has a leader, generally the most prominent character that supports that faction. Each character in a faction contributes a certain amount of senatorial influence, calculated as each character's power base adjusted by their senate influence modifier. The amount of seats each faction has, their senate control, which determines how strong and influential the faction, will then gradually drift over time to the proportion of the total senate influence in the country that the faction members hold, meaning that the strength of factions will swing significantly based on the power of its membership. Notably, senate influence is significantly decreased for generals and governors, which means that assigning those offices to powerful members of a faction can be a good way to significantly decrease the power of a disapproving faction and swing the Senate in the government's favour.
Succession support in a republic, which determines which character is elected to become the ruler (and possibly co-ruler) in a republic, is calculated by faction, with each faction giving much more support to their faction members, particularly their leader, and being much more hesitant to support characters of other factions. As the succession support a faction gives is weighted according to their number of seats, factions with stronger control in the Senate will tend to elect more of their faction members as ruler. Every faction has a different modifier that is applied to the country when the ruler is part of that faction, and the ruling faction will also expect to have its objectives fulfilled during the term.
Every faction has an approval value that represents how much support there is within the faction for the government's current policies. Every character in a faction will get +0.1 loyalty for every point of approval above 50, and -0.3 loyalty for every point of approval below 50.
The overall Support in the Senate is sum of all faction approvals weighted by their number of controlled seats, and determines how many seats will vote in favour of the government's actions. A faction's support will slowly change from month to month depending on a wide variety of factors differing for each faction, and is also impacted by changing laws, many character interactions, and certain diplomatic actions.
There are three different categories of actions which require senate approval, largely the same as those that impact approval:
- Changing laws
- Many character interactions, such as banishing, imprisoning, etc.
- All diplomatic interactions with other nations
The senate will completely block an action if fewer than 30 senate seats support it, and will pass it without issue if there is at least 60 Senate support. If between 30 and 60 senators back the action, it can be forced through at the cost of +0.66 tyranny for each point of support less than 60, which can quickly become debilitatingly high if actions are forced through too often.
Every ruler term, each faction will have its own objective or agenda that it wishes to have passed. These objectives vary widely from changing laws, appointing certain characters to office, declaring war, developing certain provinces, increasing stability, and more. Completing a faction's objectives is generally the fastest way to gain Senate approval, though they may be costly to do.
If a faction's objective is completed, it will gain either 10 or 20 approval by the faction (beyond any approval gained from making the actions required for the objective), after which the faction will have no objective until the next ruler election. The ruling faction will expect to have its objectives completed during while in government, and if their objective has not yet been met and the country has at least 50 Senate approval they will eventually pass their demands through the Senate anyways, forcing the country to choose between accepting the fulfillment of the objective or using the consular veto to stop it and lose 50 approval from the ruling faction. Either way, once the faction's agenda is forced it will be considered either completed or aborted and the faction will have no objective until the next election.
All possible objectives and the factions that can have them are listed in the table below.
|Declare War||Will only fire for a country within 1 rank of the current country that is not currently allied, or has a truce.|
|Subjection||Will only fire for a smaller, weaker, neighbouring country, and requires that it become a subject of the current country.|
|Pass Law||Each faction will want to pass different laws.|
|Term Length||Oligarchs will want to lengthen terms, democrats will want to shorten them.|
|Reconcile||Will only fire if the country has at least 20 tyranny for democrats, or 10 for boni. Requires tyranny to be reduced by 20 for democrats, or 10 for boni.|
|Ensure Calm||Will only fire if the country has less than 40 stability for traditionalists, or at most 55 for boni. Requires stability to be at least 55 for traditionalists, or increased by 15 for boni.|
|Bestowment/Grant Holdings||Will only fire if the country has at least 5 possible holdings, and requires 5 to be granted to members of the faction.|
|Confiscation||Will only fire if there is a head of family has at least 3 holdings for democrats and 5 holdings for populares. Requires that at least 5 holdings are revoked from heads of family.|
|Appointment||Requires that the chosen character be appointed as a governor or to a non-researcher office. Will not fire for characters that already hold such an office.|
|Dismissal||Will fire for a general or governor of a different faction, and requires that the character be dismissed from their office.|
|Start Trial/Imprisonment||Will only fire for heads of family with at least 20 corruption for democrats, or one of 5 corruption, the corrupt trait, and the crafty trait for populares. The populares will also never choose a member of their own faction. Requires the selected character to be successfully imprisoned.|
|Grant Rights/Culture Rights||Will only fire for cultures with more than 80 pops that are dominant in at least one territory. Requires them to be fully integrated.|
|Revocation||Will only fire for a non-primary culture, and requires that it be unintegrated. The optimates will only select a culture with less than 100 pops or is not dominant in any territories.|
|Conversion||Requires an owned province with at least 8 wrong religion territories. Requires at least 8 territories in the province to be of the state religion.|
|Investment||Will choose a random investment type to be requested, preferring investments that the province does not already have.|
|Development||Will fire for a province with at least 6 owned territories, none of which have city status, and requires a city be built there.|
|Construction||Will fire for a territory with city status with at least 3 free building slots, and requires that at least 3 buildings be built there.|
|Build Temple||Requires that you construct a temple in a specific territory with city status.|
|Desecration||Will fire for an owned holy site of a non-state religion deity, and requires that it be destroyed.|
|Sack Shrine||Will fire for the holy site of a non-state religion deity in a neighbouring country that does not have a higher rank, and requires that it be destroyed using the Desecrate Holy Sites unit action.|
These factions are present in all countries except for 罗马, who has its own special set.
|Icon||Faction||Ruler Faction Modifier||Membership Requirements||Monthly Approval Modifiers||Description|
|Oligarchs||+8% National Noble Happiness||
||The Oligarchs are the ancient nobles of our nation, and their supporters, who seek to dominate the political life of the country to their own ends and benefit. As such they eschew, and at best tolerate, the participation of the general populace in politics, which is a threat to their privileged status.|
|Traditionalists||+10% Omen Power||
||The Traditionalists are generally not concerned with the political divide that drives the debates of the Oligarchs and Democrats. They seek no disturbance with the gods, and merely wish to protect the ancient traditions of the country and the privileges of the priesthood in the face of political reform and strife.|
|Democrats||+12% National Citizen Output||
||The Democrats ostensibly support a fairer division of political power and participation in the country, protecting the interests of citizens and non-citizens alike to their own advantage. They are a foil to the domination of the entrenched Oligarchs, though the motives of their politicians are often equally devious and ambitious.|
罗马 has a special set of factions replacing the general ones if it is a republic, each one generally corresponding to one of the standard factions but with different modifiers and a somewhat different set of objectives.
|Icon||Faction||Ruler Faction Modifier||Membership Requirements||Monthly Approval Modifiers||Description|
|Optimates||+12% National Noble Output||
||The Optimates are the elite of our nation, rich and powerful senators who want to divide the power of the Republic between themselves rather than letting the unwashed masses affect the rule of law.|
They approve of changes made for the established greater families and elite, and hold a deep disdain for any would be populist upstart.
|Boni||-10% Monthly Wages for Characters||
||The Boni are aristocrats who believe in the ancient traditions of the nation, rather than taking parts in the conflicts between classes like the Optimates or Populares. They strive to find a balance between the needs of the lower classes and upholding the stability of the nation, through gradual reform.|
They approve of leaders who actively seek to preserve the peace and stability of the nation, and disapprove of anything that would break the current balance.
|Populares||+8% National Freeman Happiness||
The Populares are the senators who work for the common man, or at least claim so to get popular backing and make their own political platforms relevant. Popular generals and corrupt politicians have a tendency to join this party, as it lets them toss aside ancient traditions that might negatively affect their own rise to power.|
They approve of actions that reduce the influence of the Optimates, and disagree with any moves to cement the control of the upper class.
In addition to the usual four offices, republics have offices for party approval, a military bonus in discipline, divine sacrifice cost, and happiness for freemen.
Republics can empower any of their three factions for a certain bonus at the cost of political influence and either tyranny, gold, or as well as increasing that faction's approval at the expense of the other factions, but this will also decrease the happiness of a certain pop class or group. Depending on the law enacted in the Legislative Body/Assembly Endorsement category, there are may also be available interactions to get improve governor attributes or get claims on neighbouring states.
|Defend Religious Privileges|
|Advocate Legal Reforms||
|Skew the Assemblies||
|Support Roman Traditions|
|Advocate Legal Reforms||
|Summon Curiate Assembly||
|Summon Senatorial War Council||
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 or 叙拉古, 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 Civilization Value: +35%
- National Freeman Desired Ratio +2.5%
- Ruler rules for life
- The consort of the ruler is the co-ruler
|Monarchy type||Idea slots||Base modifiers||Government bonus||Description|
|Autocratic Monarchy||1 Military, 1 Civic, 1 Religious||National civilization value: +30%||National slave output: +12%||Conferring absolute power, the title of an Autocratic Monarchy is hereditary.|
|Aristocratic Monarchy||1 Military, 2 Oratory||(default)||Although ruled by a hereditary monarch, power in an Aristocratic Monarchy is often conferred upon members of the nobility.|
|Stratocratic Monarchy||2 Military, 1 Oratory||Desired freemen ratio in cities: +10%||The military is integral to a functioning stratocratic monarchy. Advised by generals and warriors, the Monarch rules by might.|
|Theocratic Monarchy||1 Oratory, 2 Religious||(default)||A king cannot have true power unless backed by the priesthood, and invested with the power of the Divine.|
|Plutocratic Monarchy||2 Civic, 1 Religious||(default)||Largely focused on the acquisition of wealth, a plutocratic monarchy represents such nations as desire to avoid sustained conflict|
|Dictatorship||1 Military, 1 Civic, 1 Oratory, 1 Religious||Monthly tyranny: +0.04||A form of totalitarian government, a dictatorship places political power in the hands of a single individual.|
|Empire||1 Military, 1 Civic, 1 Oratory, 1 Religious||National civilization value: +40%||An Emperor wields absolute power over the state, and usually holds sovereignty over lesser kings and nobles.|
|Imperial Cult||1 Military, 1 Civic, 1 Oratory, 1 Religious||National civilization value: +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.|
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. Legitimacy generally changes by a small amount from month to month, but can also be affected by various events and mission tasks.
For the monarchies that exist in Imperator: Rome at the start of the game this was highly relevant as they were almost all established in this generation. None of them have a firm number of supporters, and many of them (like Egypt or the Seleucid Empire) have a population that considers them to be foreigners.
For each point of positive legitimacy (above 0), the country will get:
For each point of negative legitimacy, the country will get:
Legitimacy is gained from acting as a good monarch, most importantly:
Legitimacy is reduced by anything that threatens popular support for the monarchy, most importantly:
- Low ruler popularity
- War exhaustion
- Ruler corruption
- Low stability
- The number of characters that prefer another successor than the current heir to succeed (discussed in further detail below)
To help increase legitimacy you can also at any time use a government action to Strengthen Legitimacy, which gives a monthly legitimacy increase of +0.05 for 5 years at a cost of 10 political influence and a monthly increase of +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.
The personal nature of monarchical rule means that monarchies are generally the most vulnerable during a succession, when the monarch dies, is deposed, or abdicates and is replaced by his or her heir, usually a child or other close relative. A strong, well-supported, popular heir will likely have few problems taking control of the realm, while a young, inexperienced monarch with little support could find themselves at the mercy of scheming pretenders and face a civil war.
During a succession, the country will always lose 10 stability, and all provinces will lose between 3 and 10 loyalty depending on the popularity of the heir. If any of the pretenders are disloyal, the country will lose an additional 20 stability as a succession crisis breaks out.
In a monarchy, a new ruler is not elected but will instead inherit power upon the death of the old monarch. The method for this inheritance depends on which of these succession laws the country follows. If there are no eligible direct relatives, the family members of the current ruler will always always preferred over non-family members.
- 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 and pretenders
Successions are not always as easy as the described laws would imply. There are many examples of conflicts over who would inherit, sometimes tearing even great and otherwise stable kingdoms apart. In the government view, the four characters highest in line to inherit will be displayed at all times (including the current heir), together with their loyalty and succession support (i.e. the strength of their claim, according to the succession law). Every character in a monarchy also has a preferred heir out of these four. Most of the time, this will be the current heir, but depending on factors like friendships, skills or lack of loyalty, they mayprefer one of the other heirs. It is possible to influence the choice of preferred heir towards the primary heir using the Primary Heir Attraction modifier.
The other three pretenders (possible successors behind 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 directly ask characters to support your preferred heir as long as their loyalty is at least 50, which drastically increases their support for your current heir at the cost of 2 tyranny.
Upon succession, the current heir will become the new monarch with the starting legitimacy determined by the Next Rulers Legitimacy modifier, with a base of 60, plus 20 times the country's religious unity, then reduced by 2 for each employed character that supported another heir.
At the time of succession, if any of the pretenders that did not gain the throne are unloyal (have less than 33 loyalty), a succession crisis will break out. The country will lose an additional 20 stability, along with the normal hit from a succession, and each pretender will begin assembling an army of as many loyal troops as they can afford. As this army will be loyal to the disloyal pretender, the army cannot be given orders and the pretender cannot be removed from command, giving a significant increase the pretender's power base 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, but can be dangerous if they return.
Meanwhile, foreign countries will have also have access to a Support Pretender character interaction available to spend gold and political influence on increasing the size of the pretender army to drive the country closer to civil war.
The unique monarchy offices give modifiers for legitimacy, two military bonuses in morale of armies and mercenary army maintenance, as well as to divine sacrifice cost.
As well as the general war council interaction for granting claims, monarchies have three government-specific interactions for demanding general support for the primary heir, holding games to boost ruler popularity, and patronizing the arts for integrated culture happiness and civilization level.
|Summon War Council||
|Demand Oaths of Allegiance||
|Patronize the Arts||
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.
Unless specified otherwise, all Tribes have the following mechanics and modifiers:
- Clan chiefs and Clan retinues
- +50% Army maintenance cost
- +10% Change governor policy cost
- +2.5% Enslavement efficiency
- -7% National noble desired ratio
- +5% National tribesmen desired ratio
- -20% Population Capacity
- +25% Found city cost modifier
- -50% Revoke city status cost modifier
- -50% Revoke metropolis status cost modifier
- Enables the 'Raze City' unit ability
- -10 stability on new ruler
All tribes make use of a 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||National tribesman output||Size of clan retinue||Pop Promotion Speed||Country civilization level|
- At or below −25% Centralization, a Settled or Federated Tribe can enact the Abandon Sedentary Lifestyle decision to adopt the Migratory Tribe government form.
- At or above +25% Centralization, a Migratory Tribe can enact the Form Tribal Kingdom decision to adopt the Settled Tribe government form.
- Many Migratory or Settled Tribes have special decisions available to unite their region, culture, or culture group after conquering it, which gives the Federated Tribe government form.
- A Settled or Federated Tribe may enact the Investigate Tribal Reform decision to unlock the Tribal Reform mission, 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 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 nobles, 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 图耳得塔尼亚 in Hispania, start with significant positive centralization.
Clan chiefs and retinues
- 主条目：Clan chief
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 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, which can have a significant impact on the 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 heavy cavalry or 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 migrate, and all tribal governments can become a Migratory Tribe if they reach a sufficient degree of decentralization. Migration can be initiated in any territory that has at least 3 pops and where the primary culture and religion are dominant, by clicking on the Migrate button in the territory section of the province interface. Beginning a migration in a territory has a base cost of 8 stability (reduced by the migration cost modifier, given by negative centralization and the Tuistic religion).
Migrating will turn up to 20 of the pops in the territory into special Migrant Cohorts of light infantry. This creates an army that can move around like any other 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.
Any army that has more migration cohorts than there are pops in its current location can settle in that location. This will turn all migrant cohorts in the army into tribesmen of your culture and religion (even if the original pops were another class, culture, or religion) and settles them in this territory, taking ownership of it. In order to be able to settle the location must also either be uncolonized or under your control in a war. Like with normal colonization and annexation, all pre-existing pops are kept. It is also possible to resettle migrant cohorts into already owned territory, as long as it is controlled.
Even if a country loses its last territory it still remains playable as long as it still has migrant cohorts, meaning you can quite literally uproot your entire country and resettle somewhere else.
Tribes offices give two military bonuses in cohort recruit speed and manpower recovery speed and have happiness modifiers for tribesmen and citizens. Notably, their aggressive expansion office is weaker than in republics or monarchies, which is compensated for by a stronger national tax modifer.
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.
|Summon War Council||
|Assemble Raiding Parties|
|Encourage Tribal Migration||
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.