Estates

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Estates management tab.

Estates are a mechanic added in The Cossacks DLC. The estates[1] are factions within the nation that influence domestic politics. Estates require control of a certain amount of a nation's provinces, and have two basic attributes: influence and loyalty, which depend on the land they hold and several other factors. Depending on their influence and loyalty, estates provide nationwide bonuses or penalties as well as a modifier in provinces they control. Estates which grow too powerful can seize control of the country and bring upon the nation disaster. Estates also provide interactions with effects based on Loyalty and Influence. There are a total of 6 estates though most nations have access to 3 main estates. Enemy estates are removed from provinces upon conquest. It is possible to add more estates to the game and change conquest behavior via modding. The following government types do not have access to estates (they have other mechanics instead): Celestial Empire, Merchant Republic, Colonial Nation, Native Council and Siberian Clan Council.

Introduction to Estates[edit]

Note: Most of the values mentioned here are fully moddable[2].

  • (Estate) influence Estate influence is a measure of how much power the estate has over the nation's government and scales from 0 to 100. Influence determines the strength of the national effects conferred by the estate's loyalty through four levels: 0-19/20-39/40-59/60-100. These levels modify the effects by a factor 0.25/0.50/0.75/1. The provincial effects are not affected by influence and are applied in all provinces owned by the estate. Moreover, if an estate's influence is 80 or higher, regardless of the estate's loyalty, the nation is at risk of the estate seizing power in a coup, in the form of a disaster. Influence affects also the strength as well as the possibility of some estate interactions. Each estate has a base level of influence, and is affected by estate interactions, various national factors, events, decisions, and territorial grants and revocations. Influence does not increase or decrease over time. Revoking province is the only player-controlled way to decrease influence. If an estate's influence drops to 0, it will grant no nationwide effects and will not appear in the Estates interface until influence increases. It will still affect controlled provinces, however, and new provinces may be added to it via the provincial interface screen.
  • Loyalty Estate loyalty is a measure of how willing the estate is to aid in the nation's government. It is a modifier that decays slowly towards it's base value of 50. The speed of decay depends on how further from 50 it is (further = faster) and on any other loyalty decay speed modifiers present at the time. Loyalty scales from 0 to 100, and is separated into three tiers: disloyal (0-39), neutral (40-59), and loyal (60-100). Loyalty determines what effects the estate confers, both on the provincial and national level. When disloyal, an estate confers only penalties; when neutral, it confers a single bonus; and when loyal it confers an additional bonus. The strength of the effects is determined by the estate's influence. Loyalty is affected by estate interactions, various national factors, events, decisions, provincial development and territorial grants and revocations.
  • Territory Estate territory can be granted to an estate to increase its loyalty and influence. A province can be granted or revoked in the Buildings tab of that province. Granting a province to an estate sets a minimum local autonomy floor to said province and confers various provincial effects based on the estate and its level of loyalty. Once granted to an estate, a province cannot be revoked until one year has passed. If an estate is disloyal, revoking a province from the estate will cause rebels to rise up. Developing an estate province is treated as if they were granted additional development while losing an estate province (peace, sale etc.) will cause their loyalty to decrease (amount dependent on province development). The amount of territory each estate demands depends on the estate and various national factors. If these demands are not met, the estate in question will gradually lose loyalty. The capital cannot be granted to an estate and a province cannot have both an estate and a parliament seat.
  • Power (calculation) is based on how much an estate controls the development in the country. Influence of an estate increases by 1.5 for every 1% of the nation's total state development it manages, up to a maximum of 40. Dhimmi and tribes estates have modifier that lowers this factor. Hence all provinces granting/revoking above 26.7% of the total development does not impact the influence. For example, in a nation with 200 non overseas development, granting a first province with 10 development to an estate will increase its influence by 7.5. If another estate controls provinces that represent 60 development in that country (30%) its influence is increased by 40 and revoking a 3-development province has no impact.
  • Happiness (calculation) is based on territorial grant/revocation. Territorial grant (resp. revocation) increases (resp. decreases) estates' loyalty by a base of 1 (resp. 2) for every 1% of the nation's total development that the province represents. This means that granting and subsequently revoking a province incurs a net loss of loyalty. The gain is capped to 20 and the loss to 30.
  • Interactions are a set of actions that can be taken towards estates, typically either giving something to the estate or requesting something from it. Interactions affect the estates' loyalty and influence in various ways.
  • (Estate) Disasters occur after an estate gains high influence levels (80-100). The estate disaster will begin ticking and - unless lowered - will eventually trigger its associated disaster. During an active estate disaster all other estates will lose influence and loyalty as well as rendering most of their estate interactions inactive.

Estates[edit]

Burghers[edit]

Burghers icon
This estate represents the urban population of your country such as Artisans, Merchants or others that reside inside city walls. Their traditional responsibility is to work to keep the economy going and in order to do so efficiently they expect to be granted special rights and privileges for themselves and the cities they represent.

The estate will demand territory if the nation has at least 5 provinces. The AI will be more inclined to give the estate further territory (than the required minimum) if it is a Government monarchy.png Monarchy in the Western technology group Western tech group or has taken Plutocratic idea group.png Plutocratic or Trade idea group.png Trade idea groups and the nation has at least 10 provinces.

Territory Province icon.png – The estate has the following attitude regarding territory:

  • The estate will only accept the following provinces:
    • If government type is Government republic.png Republic (does not include Noble Republic) all provinces are accepted
    • Otherwise, if province has at least Development.png 10 development or Trade power.png 5 trade power
  • The estate would require control of at least 0% of the nation's state Development.png development, modified by:
    • +20% Has Government republic.png Republic government type (does not include Noble Republic) and Nobility.png Nobility has not seized control of the nation
  • The estate will apply the following Local autonomy.png Local autonomy effects:
    • Minimum local autonomy floor of 25%
    • Local autonomy is negated for Local sailors modifier.png Local sailors modifier, Naval forcelimit.png Naval force limit, Local production efficiency.png Local production efficiency and Local trade power.png Local trade power

Influence Estate influence – The estate has a base influence of 10%, modified by:

  • +30% Is Government republic.png Free City
  • +5% Has a province with Development.png 30 development
  • +5% Has a province with a Province trade power value.png Center of Trade (but not a Free City)
  • +5% Has Capital.png capital in a province surrounding the Baltic Sea (but not a Free City)
  • +5% Has Capital.png capital in a province in the following areas: Mogadishu, Northern Swahili Coast, Central Swahili Coast and Mozambique
  • +10% If Tradeview income.png Trade income at least 75%
  • +5% If Tradeview income.png Trade income between 50% and 74%
  • −5% If Tradeview income.png Trade income less than 25%
  • −5% Is Nahuatl.png Nahuatl
  • −40% If Clergy.png Clergy or Nobility.png Nobility has seized control of the nation

Loyalty Estate loyalty – The estate's loyalty decay speed is modified by:

  • +10% Has full Plutocratic idea group.png Plutocratic idea group
  • −20% If Clergy.png Clergy or Nobility.png Nobility has seized control of the nation

Disaster: If the Burghers.png Burghers estate gains high Estate influence influence levels (80-100), their estate disaster will begin ticking and - unless lowered - will eventually trigger the Plutocratic Coup disaster.

The Burghers nationwide and province modifiers are as follows:

Burghers.png Burghers Estate influence Influence
0-19
Estate influence Influence
20-39
Estate influence Influence
40-59
Estate influence Influence
60-100
Province icon.png Province Modifiers
Estate loyalty Loyalty
0-39
  • Trade efficiency.png−2.5% Trade efficiency
  • Development cost.png+2.5% Development cost
  • Trade efficiency.png−5% Trade efficiency
  • Development cost.png+5% Development cost
  • Trade efficiency.png−7.5% Trade efficiency
  • Development cost.png+7.5% Development cost
  • Trade efficiency.png−10% Trade efficiency
  • Development cost.png+10% Development cost
Local unrest.png+5 Local unrest
Estate loyalty Loyalty
40-59
Trade efficiency.png+5% Trade efficiency Trade efficiency.png+10% Trade efficiency Trade efficiency.png+15% Trade efficiency Trade efficiency.png+20% Trade efficiency Local trade power.png+50% Local trade power
Estate loyalty Loyalty
60-100
  • Trade efficiency.png+5% Trade efficiency
  • Development cost.png−2.5% Development cost
  • Trade efficiency.png+10% Trade efficiency
  • Development cost.png−5% Development cost
  • Trade efficiency.png+15% Trade efficiency
  • Development cost.png−7.5% Development cost
  • Trade efficiency.png+20% Trade efficiency
  • Development cost.png−10% Development cost
  • Local trade power.png+50% Local trade power
  • Local goods produced+10% Local goods produced

Clergy[edit]

Clergy icon
This estate represents the educated priests of your state religion. They have a long tradition of serving in the administration of your country and their traditional responsibility is to care for the spiritual well-being of it and your people. Over the centuries they have acquired both land properties and privileges from former rulers as well as pious individuals.

The Clergy estate is not available for the Flag of United States United States unless the government is a Government theocracy.png theocracy. The estate will demand territory if the nation has at least 10 provinces. The AI will be more inclined to give the estate further territory (than the required minimum) if it has taken Religious idea group.png Religious idea group and the nation has at least 10 provinces.

Territory Province icon.png – The estate has the following attitude regarding territory:

  • The estate will accept all provinces
  • The estate would require control of at least 10% of the nation's state Development.png development, modified by:
  • The estate will apply the following Local autonomy.png Local autonomy effects:
    • Minimum local autonomy floor of 25%
    • Local autonomy is negated for Local tax modifier.png Local tax modifier

Influence Estate influence – The estate has a base influence of 20%, modified by:

  • +30% Is Flag of The Papal State The Papal State
  • +20% Is Flag of Hejaz Hejaz and owns Mecca
  • +15% If Inti.png Inti authority at least 75%
  • +10% If Inti.png Inti authority between 50% and 74%
  • +10% Is Government theocracy.png Theocracy (but not Flag of The Papal State The Papal State)
  • +10% If Patriarch authority.png Patriarch authority at least 75%
  • +5% If Patriarch authority.png Patriarch authority between 50% and 74%
  • −15% If state religion is not dominant
  • −40% If Burghers.png Burghers or Nobility.png Nobility has seized control of the nation

Loyalty Estate loyalty – The estate's loyalty decay speed is modified by:

  • +10% Has full Religious idea group.png Religious idea group
  • +10% Is Papal Controller
  • +10% Is Protestantism Protestant
  • +10% If Being pious Piety at least 75%
  • +5% If Being pious Piety between 50% and 74%
  • +5% Has modifier Statute in Restraint of Appeals
  • +5% Has modifier Sheikh ul Islam Office
  • −5% If Lack of piety Piety between −50% and −74%
  • −10% If Lack of piety Piety less than −75%
  • −20% If Burghers.png Burghers or Nobility.png Nobility has seized control of the nation

Disaster: If the Clergy.png Clergy estate gains high Estate influence influence levels (80-100), their estate disaster will begin ticking and - unless lowered - will eventually trigger the Dominance of the Clergy disaster.

The Clergy nationwide and province modifiers are as follows:

Clergy.png Clergy Estate influence Influence
0-19
Estate influence Influence
20-39
Estate influence Influence
40-59
Estate influence Influence
60-100
Province icon.png Province Modifiers
Estate loyalty Loyalty
0-39
  • National tax modifier.png−2.5% National tax modifier
  • Stability cost modifier.png+2.5% Stability cost
  • Depending on religion and government:
  • Devotion.png−0.125 Yearly devotion
  • Papal influence.png−0.25 Yearly papal influence
  • Church power.png−6.25% Church power
  • Monthly fervor increase.png−0.25 Monthly fervor
  • National tax modifier.png−5% National tax modifier
  • Stability cost modifier.png+5% Stability cost
  • Depending on religion and government:
  • Devotion.png−0.25 Yearly devotion
  • Papal influence.png−0.5 Yearly papal influence
  • Church power.png−12.5% Church power
  • Monthly fervor increase.png−0.5 Monthly fervor
  • National tax modifier.png−7.5% National tax modifier
  • Stability cost modifier.png+7.5% Stability cost
  • Depending on religion and government:
  • Devotion.png−0.375 Yearly devotion
  • Papal influence.png−0.75 Yearly papal influence
  • Church power.png−18.75% Church power
  • Monthly fervor increase.png−0.75Monthly fervor
  • National tax modifier.png−10% National tax modifier
  • Stability cost modifier.png+10% Stability cost
  • Depending on religion and government:
  • Devotion.png−0.5 Yearly devotion
  • Papal influence.png−1 Yearly papal influence
  • Church power.png−25% Church power
  • Monthly fervor increase.png−1 Monthly fervor
Local unrest.png+5 Local unrest
Estate loyalty Loyalty
40-59
National tax modifier.png+5% National tax modifier National tax modifier.png+10% National tax modifier National tax modifier.png+15% National tax modifier National tax modifier.png+20% National tax modifier Local unrest.png−2 Local unrest
Estate loyalty Loyalty
60-100
  • National tax modifier.png+5% National tax modifier
  • Stability cost modifier.png−2.5% Stability cost
  • Depending on religion and government:
  • Devotion.png+0.125 Yearly devotion
  • Papal influence.png+0.25 Yearly papal influence
  • Church power.png+2.5% Church power
  • Monthly fervor increase.png+0.25 Monthly fervor
  • National tax modifier.png+10% National tax modifier
  • Stability cost modifier.png−5% Stability cost
  • Depending on religion and government:
  • Devotion.png+0.25 Yearly devotion
  • Papal influence.png+0.5 Yearly papal influence
  • Church power.png+5% Church power
  • Monthly fervor increase.png+0.5 Monthly fervor
  • National tax modifier.png+15% National tax modifier
  • Stability cost modifier.png−7.5% Stability cost
  • Depending on religion and government:
  • Devotion.png+0.375Yearly devotion
  • Papal influence.png+0.75 Yearly papal influence
  • Church power.png+7.5% Church power
  • Monthly fervor increase.png+0.75 Monthly fervor
  • National tax modifier.png+20% National tax modifier
  • Stability cost modifier.png−10% Stability cost
  • Depending on religion and government:
  • Devotion.png+0.5 Yearly devotion
  • Papal influence.png+1 Yearly papal influence
  • Church power.png+10% Church power
  • Monthly fervor increase.png+1 Monthly fervor
  • Local unrest.png−2 Local unrest
  • Local tax modifier.png+10% Local tax
  • Local missionary strength.png+2% Local missionary strength

Cossacks[edit]

Cossacks icon
The Cossacks are the free people of the Steppes. Their background varies, some have been born on the grasslands while others are escaped serfs from the great latifundia that border the wild fields. Great raiders and hardy settlers, the Cossacks aspire to be recognized as an estate of the same importance as the Nobility and to strike down at anyone who would attempt to limit their freedom.

The Cossacks estate is only available to Christian nations in the Eastern technology group Eastern tech group. The AI will always grant provinces to the estate as long as it doesn't push its influence too high. If the estate revolts it will form a new nation consisting of the provinces previously given to it.

Territory Province icon.png – The estate has the following attitude regarding territory:

  • The estate will only accept provinces that have Steppe terrain
  • The estate doesn't require control of any particular percentage of the nation's state Development.png development
  • The estate will apply the following Local autonomy.png Local autonomy effects:
    • Minimum local autonomy floor of 25%
    • Local autonomy is negated for Land forcelimit.png Land force limit and Local manpower modifier.png Local manpower

Influence Estate influence – The estate has a base influence of 0%, modified by:

  • +10% Has at least Province icon.png 10 provinces and a Steppe terrain
  • −40% If Burghers.png Burghers, Clergy.png Clergy or Nobility.png Nobility has seized control of the nation

Loyalty Estate loyalty – The estate's loyalty decay speed is modified by:

  • −20% If Burghers.png Burghers, Clergy.png Clergy or Nobility.png Nobility has seized control of the nation

Disaster: If the Cossacks.png Cossacks estate gains high Estate influence influence levels (80-100), their estate disaster will begin ticking and - unless lowered - will eventually trigger the Cossack Independence disaster.

The Cossacks nationwide and province modifiers are as follows:

Cossacks.png Cossacks Estate influence Influence
0-19
Estate influence Influence
20-39
Estate influence Influence
40-59
Estate influence Influence
60-100
Province icon.png Province Modifiers
Estate loyalty Loyalty
0-39
  • Cavalry combat ability.png−2.5% Cavalry combat ability
  • Cavalry cost.png+5% Cavalry cost
  • Cavalry combat ability.png−5% Cavalry combat ability
  • Cavalry cost.png+10% Cavalry cost
  • Cavalry combat ability.png−7.5% Cavalry combat ability
  • Cavalry cost.png+15% Cavalry cost
  • Cavalry combat ability.png−10% Cavalry combat ability
  • Cavalry cost.png+20% Cavalry cost
Local unrest.png+5 Local unrest
Estate loyalty Loyalty
40-59
Cavalry combat ability.png+5% Cavalry combat ability Cavalry combat ability.png+10% Cavalry combat ability Cavalry combat ability.png+15% Cavalry combat ability Cavalry combat ability.png+20% Cavalry combat ability Attrition for enemies.png+1 Local hostile attrition
Estate loyalty Loyalty
60-100
  • Cavalry combat ability.png+5% Cavalry combat ability
  • Cavalry cost.png−5% Cavalry cost
  • Cavalry combat ability.png+10% Cavalry combat ability
  • Cavalry cost.png−10% Cavalry cost
  • Cavalry combat ability.png+15% Cavalry combat ability
  • Cavalry cost.png−15% Cavalry cost
  • Cavalry combat ability.png+20% Cavalry combat ability
  • Cavalry cost.png−20% Cavalry cost
  • Attrition for enemies.png+1 Local hostile attrition
  • Local manpower modifier.png+20% Local manpower

Dhimmi[edit]

Dhimmi icon
Originally a term reserved for Christians and Jews the Dhimmi are the non-Muslim subjects in a Muslim realm. Their status and privileges can vary greatly between different states as do both their organization and numbers. Traditionally it is the responsibility of a just ruler to protect these people while keeping them apart from the Muslim majority. These principles are not always as easy to keep in parts of the world where the Dhimmi may constitute the majority of the population themselves however.

The Dhimmi estate is only available to Muslim nations not in the Western technology group Western tech group. The Dhimmi receive only 50% of the normal influence from territory (0.75 influence per 1% of total development). If the estate revolts it will form a new nation consisting of the provinces previously given to it. The AI will always grant provinces to the estate if it is in the Anatolian technology group Anatolian tech group or has taken the Humanist idea group.png Humanist ideas group and the nation has at least 10 provinces; The AI will continue doing so as long as it doesn't push its influence too high.

Territory Province icon.png – The estate has the following attitude regarding territory:

  • The estate will only accept provinces with non-Muslim religion
  • The estate doesn't require control of any particular percentage of the nation's state Development.png development
  • The estate will apply the following Local autonomy.png Local autonomy effects:
    • Minimum local autonomy floor of 25%
    • Local autonomy is negated for Local tax modifier.png Local tax modifier

Influence Estate influence – The estate has a base influence of 0%, modified by:

  • +20% Has non-Muslim dominant religion
  • +10% Has Province icon.png province with non-Muslim religion
  • −40% If Burghers.png Burghers, Clergy.png Clergy or Nobility.png Nobility has seized control of the nation

Loyalty Estate loyalty – The estate's loyalty decay speed is modified by:

  • +10% Has full Humanist idea group.png Humanist idea group
  • +8% If Lack of piety Piety less than −75%
  • +5% If Lack of piety Piety less than −50%
  • −5% If Being pious Piety between 50% and 74%
  • −8% If Being pious Piety more than 75%
  • −20% If Burghers.png Burghers, Clergy.png Clergy or Nobility.png Nobility has seized control of the nation

Disaster: If the Dhimmi.png Dhimmi estate gains high Estate influence influence levels (80-100), their estate disaster will begin ticking and - unless lowered - will eventually trigger the Dhimmi Independence disaster.

The Dhimmi nationwide and province modifiers are as follows:

Dhimmi.png Dhimmi Estate influence Influence
0-19
Estate influence Influence
20-39
Estate influence Influence
40-59
Estate influence Influence
60-100
Province icon.png Province Modifiers
Estate loyalty Loyalty
0-39
  • Tolerance heathen.png−0.25 Tolerance of heathens
  • Technology cost.png+2.5% Technology cost
  • Tolerance heathen.png−0.5 Tolerance of heathens
  • Technology cost.png+5% Technology cost
  • Tolerance heathen.png−0.75 Tolerance of heathens
  • Technology cost.png+7.5% Technology cost
  • Tolerance heathen.png−1 Tolerance of heathens
  • Technology cost.png+10% Technology cost
  • Local missionary strength.png−100% Local missionary strength
  • Local unrest.png+5 Local unrest
Estate loyalty Loyalty
40-59
Tolerance heathen.png+0.5 Tolerance of heathens Tolerance heathen.png+1 Tolerance of heathens Tolerance heathen.png+1.5 Tolerance of heathens Tolerance heathen.png+2 Tolerance of heathens
  • Local missionary strength.png−100% Local missionary strength
  • Local tax modifier.png+33% Local Tax
Estate loyalty Loyalty
60-100
  • Tolerance heathen.png+0.5 Tolerance of heathens
  • Technology cost.png−2.5% Technology cost
  • Tolerance heathen.png+1 Tolerance of heathens
  • Technology cost.png−5% Technology cost
  • Tolerance heathen.png+1.5 Tolerance of heathens
  • Technology cost.png−7.5% Technology cost
  • Tolerance heathen.png+2 Tolerance of heathens
  • Technology cost.png−10% Technology cost
  • Local missionary strength.png−100% Local missionary strength
  • Local tax modifier.png+33% Local Tax
  • Local unrest.png−2 Local unrest

Nobility[edit]

Nobility icon
This estate represents the families of landed aristocrats in your country. Their privileges are guaranteed by old traditions and most have originally been won through performing great services to the state. Their traditional responsibility is to fight and protect the realm against outside dangers as well as help the ruler keep the peace.

Parliamentary and Revolutionary governments types do not use this estate. The estate will demand territory if the nation has at least 5 provinces. The AI will be more inclined to give the estate further territory (than the required minimum) if it has taken Aristocratic idea group.png Aristocratic or Influence idea group.png Influence idea groups and the nation has at least 10 provinces.

Territory Province icon.png – The estate has the following attitude regarding territory:

  • The estate will accept all provinces
  • The estate would require control of at least 10% of the nation's state Development.png development, modified by:
    • +5% Is Government monarchy.png Feudal Monarchy
    • +30% Is Government republic.png Noble Republic
  • The estate will apply the following Local autonomy.png Local autonomy effects:
    • Minimum local autonomy floor of 25%
    • Local autonomy is negated for Land forcelimit.png Land force limit and Local manpower modifier.png Local manpower

Influence Estate influence – The estate has a base influence of 20%, modified by:

  • +10% Has ruler modifier Power to Magnates
  • +5% Has Eastern technology group Eastern technology group
  • +5% Is a Government monarchy.png Monarchy (but not a Feudal Monarchy)
  • −40% If Burghers.png Burghers or Clergy.png Clergy has seized control of the nation

Loyalty Estate loyalty – The estate's loyalty decay speed is modified by:

  • +10% Has full Aristocratic idea group.png Aristocratic idea group
  • +10% Is Prussian Monarchy
  • +10% If Icon legitimacy monarchy.png legitimacy at least 95
  • +5% If Icon legitimacy monarchy.png legitimacy between 70 and 94
  • +5% Has a consort from local minor noble dynasty
  • −5% If Icon legitimacy monarchy.png legitimacy between 25 and 49
  • −10% If Icon legitimacy monarchy.png legitimacy less than 25
  • −20% If Burghers.png Burghers or Clergy.png Clergy has seized control of the nation

Disaster: If the Nobility.png Nobility estate gains high Estate influence influence levels (80-100), their estate disaster will begin ticking and - unless lowered - will eventually trigger the Aristocratic Coup disaster.

The Nobility nationwide and province modifiers are as follows:

Nobility.png Nobility Estate influence Influence
0-19
Estate influence Influence
20-39
Estate influence Influence
40-59
Estate influence Influence
60-100
Province icon.png Province Modifiers
Estate loyalty Loyalty
0-39
  • Manpower recovery speed.png−2.5% Manpower recovery speed
  • Land maintenance modifier.png+2.5% Land maintenance
  • Manpower recovery speed.png−5% Manpower recovery speed
  • Land maintenance modifier.png+5% Land maintenance
  • Manpower recovery speed.png−7.5% Manpower recovery speed
  • Land maintenance modifier.png+7.5% Land maintenance
  • Manpower recovery speed.png−10% Manpower recovery speed
  • Land maintenance modifier.png+10% Land maintenance
Local unrest.png+5 Local unrest
Estate loyalty Loyalty
40-59
Manpower recovery speed.png+5% Manpower recovery speed Manpower recovery speed.png+10% Manpower recovery speed Manpower recovery speed.png+15% Manpower recovery speed Manpower recovery speed.png+20% Manpower recovery speed Local manpower modifier.png+20% Local manpower
Estate loyalty Loyalty
60-100
  • Manpower recovery speed.png+5% Manpower recovery speed
  • Land maintenance modifier.png−2.5% Land maintenance
  • Manpower recovery speed.png+10% Manpower recovery speed
  • Land maintenance modifier.png−5% Land maintenance
  • Manpower recovery speed.png+15% Manpower recovery speed
  • Land maintenance modifier.png−7.5% Land maintenance
  • Manpower recovery speed.png+20% Manpower recovery speed
  • Land maintenance modifier.png−10% Land maintenance
  • Local manpower modifier.png+20% Local manpower
  • Local defensiveness.png+15% Local defensiveness

Tribes[edit]

Tribes icon
The ruler of a nomad realm must always strive to keep control over the many tribes that make up his lands. As there are no strong or permanent institutions in the same way as in many sedentary states the tribes are the primary source of authority and acts as everything from tax collectors to soldiers or raiders. While the Tribes consider the ruler of their state the foremost of them they expect to be given large land areas to feed their horses and support their lifestyles as well as to be granted influence over most of the day-to-day matters of the state.

The Tribes estate is only available to Nomadic technology group Steppe Nomads as well as being the only estate available for them. If the player reforms the nation the estate disappears (and removed from the provinces) and in its place the other estates become available. The Tribes only receive 40% of the normal influence from territory (0.6 influence per 1% of total development). The estate will demand territory if the nation has at least 4 provinces.

Territory Province icon.png – The estate has the following attitude regarding territory:

  • The estate will accept all provinces
  • The estate would require control of at least 25% of the nation's state Development.png development, modified by:
    • +5% for every Development.png 200 development (up to a max of +25%). Note: This means total development
  • The estate will apply the following Local autonomy.png Local autonomy effects:
    • Minimum local autonomy floor of 50%
    • Local autonomy is negated for Land forcelimit.png Land force limit and Local manpower modifier.png Local manpower

Influence Estate influence – The estate has a base influence of 25%

Disaster: If the Tribes Tribes estate gains high Estate influence influence levels (80-100), their estate disaster will begin ticking and - unless lowered - will eventually trigger the Dominance of the Tribes disaster.

The Tribes nationwide and province modifiers are as follows:

Tribes Tribes Estate influence Influence
0-19
Estate influence Influence
20-39
Estate influence Influence
40-59
Estate influence Influence
60-100
Province icon.png Province Modifiers
Estate loyalty Loyalty
0-39
  • Manpower recovery speed.png−10% Manpower recovery speed
  • Horde unity−2.5 Yearly horde unity
  • Razing power gain−25% Razing power gain
  • Manpower recovery speed.png−20% Manpower recovery speed
  • Horde unity−5 Yearly horde unity
  • Razing power gain−50% Razing power gain
  • Manpower recovery speed.png−30% Manpower recovery speed
  • Horde unity−7.5 Yearly horde unity
  • Razing power gain−75% Razing power gain
  • Manpower recovery speed.png−40% Manpower recovery speed
  • Horde unity−10 Yearly horde unity
  • Razing power gain−100% Razing power gain
Local unrest.png+5 Local unrest
Estate loyalty Loyalty
40-59
Manpower recovery speed.png+5% Manpower recovery speed Manpower recovery speed.png+10% Manpower recovery speed Manpower recovery speed.png+15% Manpower recovery speed Manpower recovery speed.png+20% Manpower recovery speed Local manpower modifier.png+33% Local manpower
Estate loyalty Loyalty
60-100
  • Manpower recovery speed.png+5% Manpower recovery speed
  • Cavalry cost.png−5% Cavalry cost
  • Manpower recovery speed.png+10% Manpower recovery speed
  • Cavalry cost.png−10% Cavalry cost
  • Manpower recovery speed.png+15% Manpower recovery speed
  • Cavalry cost.png−15% Cavalry cost
  • Manpower recovery speed.png+20% Manpower recovery speed
  • Cavalry cost.png−20% Cavalry cost
  • Local manpower modifier.png+33% Local manpower
  • Local unrest.png−2 Local unrest

Estate interactions[edit]

This a combined interactions table for all estates[1]:

  • Any change in Estate loyalty Loyalty or Estate influence influence apply to the estate which provided the interaction unless stated otherwise.
  • Estate Estate influence Influence and modifiers gained from interactions will remain active for said interaction's cooldown period unless stated otherwise.
  • If an estate has seized power (has an ongoing disaster), most of the interactions provided by other estates can't be activated.
Subject interactions.png Interaction Tab domestic estates.png Time Icon.png Requirements Effects
Estate interaction 6.png Ask for Contribution Burghers.png 10 Estate loyalty 30 Loyalty
  • Estate loyalty−10 Loyalty
  • Income.png Gain Yearly income per Estate influence influence level:
Estate influence 0-49 50-74 75-99 100
Income.png +25% +50% +75% +100%
Estate interaction 3.png Demand Diplomatic Support Burghers.png 20
  • Estate loyalty 30 Loyalty
  • Estate influence 25 Influence
  • Estate loyalty−20 Loyalty
  • Diplomatic power.png Gain Diplomatic power per Estate influence influence level:
Estate influence 0-49 50-74 75-99 100
Diplomatic power.png +50 +100 +150 +200
Estate interaction 18.png Draft Ships for War Burghers.png 30
  • Estate loyalty 30 Loyalty
  • Estate influence 40 Influence
  • Yes Has at least Province icon.png 10 home provinces with a port
  • Yes The estate was granted at least Province icon.png 1 province with a port
  • No Is not Primitive tech group
  • Estate loyalty−15 Loyalty
  • Bigship.png Raises 5 Heavy ships at 1/2 the time and no cost
  • in a random port controlled by the estate
Estate interaction 5.png Grant Admiralship Burghers.png 10
  • Estate loyalty 30 Loyalty
  • Estate influence 40 Influence
  • Yes Has at least Province icon.png 1 home province with a port
  • Estate influence+20 Influence
  • Admiral.png Gain an admiral with Navy tradition.png 40 Navy tradition
Estate interaction 17.png Grant Monopoly Charter Burghers.png 20 War.png Available during other estate's ongoing disaster
  • Estate loyalty+15 Loyalty
  • Estate influence+10 Influence
  • Prestige.png−5 Prestige
Estate interaction 16.png Grant New World Charter Burghers.png 10
  • Estate loyalty 30 Loyalty
  • Estate influence 40 Influence
  • Yes Has Exploration idea group.png Exploration Idea group
  • Estate influence+15 Influence
  • Gain “New World Company” modifier:
  • Global settler increase.png+10 Global Settler Increase
Estate interaction 10.png Recruit Minister Burghers.png 30 Estate influence 40 Influence
  • Estate influence+15 Influence
  • Advisor Master of Mint.png Gain a discounted Master of Mint advisor:
  • If Income.png+25 income the advisor is level 3 else level 2
Estate interaction 2.png Demand Administrative Support Clergy.png 20
  • Estate loyalty 30 Loyalty
  • Estate influence 25 Influence
  • Estate loyalty−20 Loyalty
  • Administrative power.png Gain Administrative power per Estate influence influence level:
Estate influence 0-49 50-74 75-99 100
Administrative power.png +50 +100 +150 +200
Estate interaction 15.png Establish New World Missions Clergy.png 20
  • Estate influence 40 Influence
  • Yes Has Exploration idea group.png Exploration Idea group
  • Estate influence+15 Influence
  • Gain “New World Missions” modifier:
  • Native assimilation.png+25% Native assimilation
  • Native uprising chance.png−25% Native uprising chance
Estate interaction 7.png Make Generous Donation Clergy.png 10 War.png Available during other estate's ongoing disaster
  • Estate loyalty+15 Loyalty
  • Income.png−25% Yearly income
Estate interaction 11.png Recruit Inquisitor Clergy.png 30 Estate influence 40 Influence
  • Estate influence+10 Influence
  • Estate loyalty−15 Loyalty to Dhimmi.png Dhimmi estate
  • Advisor inquisitor.png Gain a discounted Inquisitor advisor:
  • If Income.png+25 income the advisor is level 3 else level 2
Estate interaction 10.png Recruit Minister Clergy.png 30 Estate influence 40 Influence
  • Estate influence+15 Influence
  • Advisor Theologian.png Gain a discounted Theologian advisor:
  • If Income.png+25 income the advisor is level 3 else level 2
Estate interaction 17.png Seek Support of the Clergy Clergy.png 20 War.png Available during other estate's ongoing disaster
  • Estate loyalty+15 Loyalty
  • Estate influence+10 Influence
  • Prestige.png−5 Prestige
  • Gain depending on religion and government:
  • Patriarch authority.png+5% Patriarch authority
  • Being pious+5% Piety
  • Church power.png+10 Church power
  • Monthly fervor increase.png+10 Fervor
  • Republican tradition.png−3% Republican tradition
  • Devotion.png−3 Devotion
  • Icon legitimacy monarchy.png−5 Legitimacy
Estate interaction 14.png Send Emissary to the Pope Clergy.png 20
  • Estate influence+10 Influence
  • Papal influence.png+10 Papal influence
Estate interaction 19.png Cossack Exploration Expedition Cossacks.png 30
  • Estate loyalty 50 Loyalty
  • Estate influence 40 Influence
  • Yes Has either Exploration idea group.png Exploration Idea group or Idea bonus.png Siberian Frontier idea
  • Estate influence+15 Influence
  • Conquistador Gain a conquistador with Army tradition.png 40 Army tradition
Estate interaction 17.png Expand Cossack Register Cossacks.png 20
  • Yes Has at least Province icon.png 1 province with a steppe terrain
  • War.png Available during other estate's ongoing disaster
  • Estate loyalty+15 Loyalty
  • Estate influence+10 Influence
  • Prestige.png−5 Prestige
Estate interaction 13.png Raise Cossack Host Cossacks.png 30
  • Estate loyalty 50 Loyalty
  • Estate influence 40 Influence
  • Yes The estate was granted at least Province icon.png 4 provinces
  • Estate influence+15 Influence
  • Raises Infantry.png Infantry and Cavalry.png Cavalry per Cossack Estate territory province:
Province icon.png 4-5 6-7 8-9 10+
Infantry.png / Cavalry.png +2 / +2 +2 / +3 +3 / +3 +4 / +3
  • at 1/2 the time and no cost
Estate interaction 10.png Recruit Minister Cossacks.png 30 Estate influence 40 Influence
  • Estate influence+15 Influence
  • Estate loyalty−15 Loyalty to Nobility.png Nobility estate
  • Advisor Army Reformer.png Gain a discounted Army reformer advisor:
  • If Income.png+25 income the advisor is level 3 else level 2
Estate interaction 9.png Impose New Religious Tax Dhimmi.png 10 Estate loyalty 30 Loyalty
  • Estate loyalty−15 Loyalty
  • Income.png Gain Yearly income per Estate influence influence level:
Estate influence 0-49 50-74 75-99 100
Income.png +25% +50% +75% +100%
Estate interaction 8.png Lighten Dhimmi Tax Burden Dhimmi.png 10
  • Estate influence 40 Influence
  • Yes The estate was granted at least Province icon.png 1 province
  • War.png Available during other estate's ongoing disaster
  • Estate loyalty+25 Loyalty
  • Estate influence+10 Influence
  • Local autonomy.png +15% Local autonomy in every Dhimmi Province icon.png province
Estate interaction 8.png Promote Dhimmi Nobles Dhimmi.png 30
  • Estate loyalty 30 Loyalty
  • Estate influence 40 Influence
  • Estate loyalty+20 Loyalty
  • Estate influence+15 Influence
  • Estate loyalty−15 Loyalty to Clergy.png Clergy and Nobility.png Nobility estates
  • Gain “Dhimmi Nobles” modifier:
  • Leader(s) without upkeep.png+1 Free leader upkeep
Estate interaction 12.png Recruit from the Dhimmi Dhimmi.png 10
  • Estate loyalty 30 Loyalty
  • Estate influence 40 Influence
  • Estate loyalty−15 Loyalty
  • Estate influence+10 Influence
  • Manpower.png Gain Manpower per Estate influence influence level:
Estate influence 0-49 50-74 75-99 100
Manpower.png +10% +15% +20% +25%
Estate interaction 10.png Recruit Minister Dhimmi.png 30 Estate influence 40 Influence
  • Estate influence+15 Influence
  • Estate loyalty−15 Loyalty to Clergy.png Clergy estate
  • Advisor Trader.png Gain a discounted Trader advisor:
  • If Income.png+25 income the advisor is level 3 else level 2
Estate interaction 1.png Call Diet Nobility.png 20 War.png Always, even during other estate's ongoing disaster
  • Estate loyalty+15 Loyalty
  • Estate influence+10 Influence
  • Prestige.png−5 Prestige
Estate interaction 4.png Demand Military Support Nobility.png 20
  • Estate loyalty 30 Loyalty
  • Estate influence 25 Influence
  • Estate loyalty−20 Loyalty
  • Military power.png Gain Military power per Estate influence influence level:
Estate influence 0-49 50-74 75-99 100
Military power.png +50 +100 +150 +200
Estate interaction 5.png Grant Generalship Nobility.png 10
  • Estate loyalty 30 Loyalty
  • Estate influence 40 Influence
  • Estate influence+20 Influence
  • General.png Gain a general with Army tradition.png 40 Army tradition
Estate interaction 12.png Raise Additional Levies Nobility.png 25
  • Estate loyalty 30 Loyalty
  • Estate influence 40 Influence
  • Estate loyalty−15 Loyalty
  • Manpower.png Gain Manpower per Estate influence influence level:
Estate influence 0-49 50-74 75-99 100
Manpower.png +10% +15% +20% +25%
Estate interaction 19.png Recruit Conquistador Nobility.png 15
  • Estate loyalty 30 Loyalty
  • Estate influence 40 Influence
  • Yes Has Idea bonus.png Quest for the New World idea
  • Estate influence+15 Influence
  • Conquistador Gain a conquistador with Army tradition.png 40 Army tradition
Estate interaction 10.png Recruit Minister Nobility.png 30 Estate influence 40 Influence
  • Estate influence+15 Influence
  • Advisor Diplomat.png Gain a discounted Diplomat advisor:
  • If Income.png+25 income the advisor is level 3 else level 2
Estate interaction 12.png Contribute Warriors Tribes 10
  • Estate loyalty 50 Loyalty
  • Estate influence 40 Influence
  • Yes Has less than Manpower.png99% Manpower
  • Estate loyalty−15 Loyalty
  • Manpower.png+25% Manpower
Estate interaction 13.png Raise Host Tribes 10
  • Estate loyalty 50 Loyalty
  • Estate influence 40 Influence
  • Yes The estate was granted at least Province icon.png 1 province
  • Estate influence+15 Influence
  • General.png Gain a general with Army tradition.png 20 Army tradition
  • Cavalry.png Raises 5 Cavalry at 1/4 the time and no cost
Estate interaction 10.png Recruit Minister Tribes 30 Estate influence 40 Influence
  • Estate influence+15 Influence
  • Advisor Master recruiter.png Gain a discounted Master recruiter advisor:
  • If Income.png+25 income the advisor is level 3 else level 2
Estate interaction 7.png Support Tribes Tribes 10 Yes Has at least Gold Icon.png 25% yearly income
  • Estate loyalty+15 Loyalty
  • Income.png−25% Yearly income

Achievements[edit]

Factionalism icon
Have 3 different estates in your country with at least 70% influence each.

References[edit]

  1. 1.0 1.1 All individual estate files can be found in the /Europa Universalis IV/common/estates/ folder.
  2. See in /Europa Universalis IV/common/defines.lua