Government

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.10.

Government interface

Each country is ruled by a government of a specific type; the different systems of governance provide benefits and maluses as exemplified in the list at the last section of this article.

In EU4 there are many kinds of government a nation can have, ranging from constitutional republics, where the state is governed by elected officials, to absolute monarchies, where the monarch exercises unrestricted power over the government.

Government types can be organized into five major groups: monarchies, republics, theocracies, steppe hordes, and native or tribal.

The interface by itself displays many types of information, for instance: the current ruler and heir, the type of advisors a player has, the country's main and accepted cultures and the monthly production of monarch power.

There are additional concepts and mechanics that related to government: legitimacy (if a monarchy), republican tradition (if a republic) and changing one's government as well as the implications of doing so.

Ruler & heir[edit]

Main article: Ruler

The ruler is the head of a country.

As the representative of a nation, there are several ways a ruler can influence the progress and development of a state, one of them being the fact that monarch points come primarily from the ruler.

The heir is, for monarchies and similar government types, the successor of the ruling family.

The heir is vested with the future sovereignty of the state, and they are crucial in determining the future legitimacy of the monarchy. A strong claim results in a high legitimacy while a weak claim results in low legitimacy.

Monarch power[edit]

Main article: Monarch power

Monarch power is one of the most important mechanics in EU4. In a way, monarchical power represents the ability of a ruler in governing a country and influences the rate at which technological innovation and infrastructural investment takes place. Despite its name, republics and other similar government types also use this mechanic.

There are three types of monarch power: Administrative power.pngadministrative, Diplomatic power.pngdiplomatic, and Military power.pngmilitary.

Advisors[edit]

Main article: Advisors

An Advisor.pngadvisor is a knowledgeable person who is responsible for aiding and advising the leader of a nation.

There are three types of advisors, which align with the monarch's powers: Administrative power.pngadministrative, Diplomatic power.pngdiplomatic and Military power.pngmilitary.

Government types[edit]

There are various types of government in the game. Each type offers different advantages. They are listed below

Goverment Type Icon.png Switching government type[edit]

It is possible to peacefully change the type of government in power, though only within government types in the same group. For example, a feudal monarchy can become an absolute monarchy. New government types become available as administrative technology is researched.

Changing government type costs 100Administrative power.pngadministrative power.

A country can be changed forcibly to another government group (e.g., a monarchy turning into a republic and vice versa) via a revolution (e.g., if rebels or peasants overrun the state) and/or, for republics, by lowering republican tradition to 0.

Government monarchy.png Monarchies[edit]

A monarchy is a form of government where power is held by a single individual, i.e., the monarch. Ruler reigns until death. Affected by Regency. Referred to as Kingdom for Christian religious group, Sultanate for Muslim religious group and by government type for everybody else.

Type Level Effects Description & notes
Despotic  2

Among the earliest government types known to man, the country is ruled by a single individual with undefined power.


  • Can switch to other monarchies freely.
  • Can be formed by a Republic by re-electing the same ruler while having Republican Tradition lower than 20.
Feudal  2

A governmental form where power is shared between the monarch and the nobles, where labor or military services are offered in exchange for land.

Administrative 12
  • Production efficiency.png +10% Production efficiency
  • National tax modifier.png +5% National tax modifier
  • Autonomy.png -0.05 Monthly autonomy change

A governmental form where the state is governed as a monarchy relying to a great extent on strict organization of political matters and bureaucracy.

Absolute 20
  • Discipline.png +5% Discipline
  • National unrest.png -1 National unrest
  • Autonomy.png -0.10 Monthly autonomy change

A governmental form where the monarch governs the country with absolute power, without having to abide by any laws or regulations.

Constitutional 22
  • Manpower recovery speed.png +10% Manpower recovery speed
  • Legitimacy.png +1 Yearly legitimacy
  • Autonomy.png -0.15 Monthly autonomy change
  • Years of nationalism.png -5 Years of nationalism[1]
A governmental form where the monarch has to abide by a certain constitution.
Enlightened Despotism 29
  • Accepted culture threshold.png -10% Accepted culture threshold
  • National manpower modifier.png +10% National manpower modifier
  • Autonomy.png -0.20 Monthly autonomy change
In essence a political system where a nation is governed by an absolute ruler embracing the ideas of the Enlightenment.
Revolutionary Empire 31
  • Morale of armies.png +10% Morale of armies
  • National manpower modifier.png +25% National manpower modifier
  • Army tradition.png +1 Yearly army tradition
  • Autonomy.png -0.20 Monthly autonomy change[1]
The Revolutionary Empire is a slightly more conservative form of government with a single ruler ruling with reference a chamber of deputies. The government can mobilize a large amount of manpower and every soldier carries a marshal's baton in his backpack.

Unique monarchy types[edit]

Some countries have unique government types in an attempt to simulate historical special cases.

Type Level Effects Description & notes
Archduchy 0
  • Income from vassals.png +25% Income from vassals
  • Diplomatic upkeep.png +1 Diplomatic relations
  • Autonomy.png -0.05 Monthly autonomy change
The Privilegium Maius document was forged in the 1350s by Duke Rudolf IV of Austria. It declared Austria an 'archduchy' with similar rights to those of the Electors. The document was heavily based on the earlier Privilegium Minus which had elevated Austria from a march to a duchy in 1156. (More info.)
Celestial Empire 0
  • Technology.png -10% Technology cost
  • Minimum province autonomy 50%.
The Celestial Empire proclaims its rulers to be sons of the heaven who are born to govern the country in divine right. (More info.)
  • Only available for the Ming Ming.
Daimyo 0
  • Morale of armies.png +10% Morale of armies
  • Infantry power.png +10% Infantry combat ability
Daimyo were the powerful territorial lords in pre-modern Japan who ruled most of the country from their vast, hereditary land holdings. Subordinate only to the shogun, daimyo were the most powerful feudal rulers from the 10th century to the middle 19th century in Japan. (More info.)
  • Vassals of Japan Japan have this government type.
  • Can ally, form coalitions with, and start wars against other daimyo without sovereign intervention.
  • Has access to the special Sengoku casus belli, usable on other daimyo.
Elective Monarchy 0
  • National unrest.png -1 National unrest
  • Autonomy.png -0.05 Monthly autonomy change
  • Income from vassals.png +25% Income from vassals
In this type of Monarchy the heir will be selected by the Sejm. (More Info.)
Empire 0
  • Income from vassals.png +20% Income from vassals
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png -0.10 Monthly autonomy change
An empire is a state with politico-military dominion of populations who are culturally and ethnically distinct from the imperial (ruling) ethnic group and its culture. (More info.)
Iqta 0
  • Income from vassals.png +33% Income from vassals
  • Heir chance.png +100% Heir chance
  • Autonomy.png -0.05 Monthly autonomy change
Although similar to the feudal fief system, the holders under the iqta tax farming system did not actually own their lands, and were not guaranteed that they would be inherited by the next generation. (More info.)
  • Used by a number of Muslim countries, notably Mamluks Mamluks and all the minor Anatolian beyliks (not Ottomans).
  • Ruler reigns for life.
  • Can reform to Administrative Monarchy by decision: requires Western tech group, Administrative tech.png technology 12, 90 Legitimacy.png Legitimacy, 100 Administrative power.png ADM points.
Shogunate 0
  • Diplomatic upkeep.png +4 Diplomatic relations
Shogun were the de facto rulers of Japan though they were nominally appointed by the emperor. It came to mean a system of government which was both feudal and a military dictatorship. (More info.)
  • Initially available to Japan Japan.
  • Vassals to the Shogunate can declare war against each other without sovereign intervention, even if they are not Daimyos.
  • Can reform to a Feudal Monarchy by decision.

Legitimacy.png Legitimacy[edit]

Legitimacy is the monarchical counterpart of how legitimate the ruling power is perceived by the general population. This property ranges between 0 and 100.

The effects of legitimacy scale linearly from the worst at 0 to the best at 100:

Variable 0% 50% 100%
National unrest.png National unrest +3.0 0 −3.0
Tolerance heretic.png Religious tolerance [1] −1.0 0 +1.0
Diplomatic reputation.png Diplomatic reputation −1.0 0 +1.0
Income from vassals.png Income from vassals −5.0% 0 +5.0%

[1] - Global effect, i.e. affects Tolerance own.pngown, Tolerance heretic.pngheretic and Tolerance heathen.pngheathen religious tolerance.

Legitimacy modifiers[edit]

There are two main ways for legitimacy to either increase or decrease, these are called active and passive modifiers.

Active modifiers[edit]

Active modifiers are those that are dependent on the players actions.

  • Royal marriages. These usually give a small, one-time decrease to legitimacy, particularly if the royal match comes from a less powerful realm.
  • Events. Sometimes there appear events that can either increase or decrease legitimacy:
    • Diwani Script: +1 yearly legitimacy for rest of campaign. Requires Sunni Monarchy, needs lvl 2 Artist advisor
  • Papal Influence. Catholics can spend 60 Papal Influence to increase legitimacy by 10.
  • Succession. Depending on the claim strength of the heir, legitimacy can either decrease, if weak, or increase, if strong, upon succession to the throne.
Passive modifiers[edit]

Passive modifiers are not dependent on player action, instead they rely on existing variables. The following shown examples are calculated yearly.

If Prestige.png−100 then Icon legitimacy monarchy.png−1.
If Prestige.png+100 then Icon legitimacy monarchy.png+1.
Yearly legitimacy provided by national ideas and policies[edit]
Legitimacy.png Traditions Ideas Bonuses Policies
+1.0

Andean traditions
Danish traditions
Tarascan traditions
Trebizondian traditions
Afghan idea 6: Institutionalised Loya Jirga
Air idea 3: Legacy of Tin Hinan
Ashanti idea 4: The Golden Stool
Athenian idea 1: Dominus Athenarum
Aztec idea 2: Sustaining the Gods
Bahmani idea 6: Bahmani Primogeniture
Bavarian idea 1: Institute the Everlasting Succession
Beninese idea 1: Curb the Uzama
Brazilian idea 7: Seat of the Empire
Bohemian idea 2: Elective Monarchy
Bosnian idea 2: Per Aspera ad Astra
Bulgarian idea 7: Third Rome
Caucasian idea 5: Highland Khans
Central Indian idea 6: Ancient Roots
Chinese idea 6: Son of Heaven
Dahomey idea 1: Children of the Panther
Daimyo idea 3: Honor the ancestors
Dai Viet idea 6: Thuan Thiên
Holstein idea 7: Danish Protest Pigs
Japanese idea 7: Shinokosho System
Jerusalem idea 1: Crown of Thorns
Karamanid idea 7: True Heirs of the Seljuk Empire
Kurdish idea 6: Legacy of the Kurdish Dynasties
Mesoamerican idea 5: Ritual Bloodletting
Moldavian idea 4: Moldavia Hospodar
Montenegrin idea 1: Legacy Of Diocleia
Mossi idea 1: Rialé and Yennenga
Muiscan idea 7: Consuetudinary Law
Neapolitan idea 5: City of Artists
Orissan idea 2: Servitor of Jagganath
Polotskian idea 2: Heritage of The Rus
Provençal idea 2: Revive House of Anjou
Romanian idea 4: Latin Island
Savoyard idea 7: Savoyard Legitimacy
Scottish idea 6: Basilikon Doron
Shan idea 6: Shan Chronicles
South Indian idea 5: Patronage of Great Temples
Sukhothai idea 6: Ramkhamhaeng Stele
Swedish idea 1: 'Kung och Riksdag'
Timurid idea 4: Chagatai Literature
Vindhyan idea 7: Candella Legacy
Wallachian idea 6: Boyar Regime
Welsh idea 4: Unbennaeth Prydain
Canadian ambitions
Ethiopian ambitions
Irish ambitions
Italian ambitions
Kanem Bornuan ambitions
Pueblo ambitions
+0.5

Cypriot idea 1: King of Jerusalem
Ruthenian idea 1: The Mother of Russian States
Aristocratic-Economic: The Court of Wards and Liveries
Diplomatic-Aristocratic: The Tenures Abolition Act

Government republic.png Republics[edit]

A republic is a form of government where power is, in contrast to a monarchy, held by a group of people. In some republics the ruler rules for life, but in others there is an election cycle. When the cycle ends, you get an event in which you can select the ruler:

  • Re-elect the current ruler. The country loses -2.5 Republican tradition.pngrepublican tradition per election cycle year, but the ruler gains 1 of each skill. This is to represent the fear that the ruler is becoming entrenched and despotic, more like a monarchy.
  • Administrative candidate (4/1/1)
  • Diplomatic candidate (1/4/1)
  • Military candidate (1/1/4)

If the ruler dies in office, a similar event occurs but without the possibility for re-election. Compared to a monarchy, you have much more control over who rules, and you don't lose stability when he dies (except if killed in combat). However, a freshly elected ruler is not very good, and (except for noble republics) you can't make royal marriages. Republican leaders can be used as Military leaders like their monarch counterparts. If their leader is killed in action, the republic suffers -1 Icon stability.png stability.

Republics suffer slightly reduced penalties for unaccepted cultures.

Merchant republics additionally have a faction system and the ability to build trade posts (see below).

Republics have republican tradition instead of legitimacy. If it gets too low, the country can devolve into dictatorship and then monarchy.

Type Level Effects Description & notes
Merchant  0
  • Merchants.png +1 Merchant
  • Merchant steering towards inland.png +33.0% Caravan Power
  • Bonus good production in non-owned provinces in a controlled trade node, equal to percentage of trade controlled (e.g., non-owned provinces produce 50% bonus goods if the republic control 50% of trade in the node).
  • AI is more reluctant to be diplo-vassalized by or as a merchant republic (-30 to the assessment).
A republic with a heavy reliance on trade and commerce.
  • Election cycle: 4 years.
  • Faction system with influence of each faction raised through electing their leader type, spending monarch power of the corresponding type, or through event choices.
    • Aristocrats (Military power.png): Trade power abroad.png-15% Trade Power Abroad, Morale of armies.png+10% Morale of Armies, Land maintenance modifier.png-10% Land Maintenance Modifier.
    • Traders (Diplomatic power.png): National tax modifier.png-5% National Tax Modifier, Trade power.png+10% Global Trade Power, Naval maintenance modifier.png-10% Naval Maintenance Modifier.
    • Guilds (Administrative power.png): Build cost.png-10% Build Cost, National manpower modifier.png-10% National Manpower Modifier, Goods produced nationally.png+10% Goods Produced Nationally.

With the Res Publica DLC:

  • Can construct a trade post for 50 Administrative power.png giving +15 Trade power.png trade power, in one owned province per trade node (except your primary node).
Oligarchic  2
  • National tax modifier.png +5% National tax modifier
  • Stability cost modifier.png -5% Stability cost modifier
  • Autonomy.png -0.05 Monthly autonomy change
A governmental form where a few patrician families hold the power and elect rulers amongst themselves.
  • Election cycle: 4 years.
Noble  7
  • Tolerance heretic.png +1 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png -0.05 Monthly autonomy change
The country is governed by nobles, holding substantial rights and benefits.
  • Allows royal marriages.
  • Election cycle: 8 years.
Administrative 12
  • Production efficiency.png +10% Production efficiency
  • Autonomy.png -0.10 Monthly autonomy change
  • Years of nationalism.png -5 Years of nationalism
  • Culture conversion cost.png -10% Culture conversion cost[1]
A republic that relies to a great extent on strict organization of political matters and bureaucracy.
  • Election cycle: 5 years.
Republican Dictatorship 20
  • Tolerance heathen.png +1 Tolerance of heathens
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png -0.10 Monthly autonomy change
The elected representatives exercise absolute power over the state.
  • Ruler reigns for life.

With the Res Publica DLC:

  • Government form can trigger at low Republican Tradition.
  • On ruler death, changes to kingdom if Republican Tradition is below 50, otherwise it changes back to its previous republican government.
Constitutional 26
  • Trade efficiency.png +10% Trade efficiency
  • Production efficiency.png +10% Production efficiency
  • Autonomy.png -0.20 Monthly autonomy change
The state is governed by representatives elected by the people who have to follow a specified set of laws and regulations.
  • Election cycle: 4 years.
Bureaucratic Despotism 29
  • Stability cost modifier.png -20% Stability cost modifier
  • Autonomy.png -0.20 Monthly autonomy change
The nation is controlled by state officials primarily concerned with procedural correctness.
  • Ruler reigns for life.
Revolutionary 31
  • Tolerance heretic.png +2 Tolerance of heretics
  • Morale of armies.png +10% Morale of armies
  • Autonomy.png -0.25 Monthly autonomy change
Revolutionary propaganda gives the armies defending the revolution strong morale and the principle that everyone is equal gives strong leadership.
  • The Revolutionary republic is available to any country that has its capital in Europe and if unique event rebels control the capital.
  • Election cycle: 4 years.

Unique republic types[edit]

Type Level Effects Description & notes
Ambrosian Republic 0
  • National tax modifier.png +10% National tax modifier
  • Morale of armies.png +5% Morale of armies
  • Autonomy.png -0.05 Monthly autonomy change
The city of Milan was thrown into confusion by the sudden death of the Duke without a respected adult heir. The plutocratic elite declared a republic and the claimants to the throne were driven out of the city. The new republic was called the 'Golden Ambrosian Republic', named after the 4th century Bishop of Milan. (More info.)
  • Election cycle: 3 years.
  • Only available for Milan Milan in 1447 or as the result of a special event.
Dutch Republic 0
  • Heavy ship power.png +10% Heavy ship combat Ability
  • National trade income modifier.png +10% National trade income modifier
  • Autonomy.png -0.10 Monthly autonomy change
  • Additional effects depending on which of the two parties is in power.
    • When Statists are in power:
      • Trade power.png +5% Global trade power
      • Naval forcelimit.png +10% Naval force limit modifier
      • Republican tradition.png +1 Republican tradition
    • When Orangists are in power:
      • Stability cost modifier.png -10% Stability cost modifier
      • Land forcelimit.png +25% Land force limit modifier
      • Republican tradition.png -1 Republican tradition
The republic was a confederation of seven provinces, which had their own governments and were very independent. (More info.)
  • Election cycle: 4 years or ruler reigns until death, see below.
  • Choose between an Orangist (military, monarchy-oriented) or a Statist (trade, republic-oriented) candidate.
  • As more power sways towards the Orangists, rulers will rule until death but you will lose 1 republican tradition yearly. At the same time you gain land forcelimits and decreased stability cost modifiers.
  • The Statists, when in charge, increase global trade power and naval forcelimits, while granting you +1 republican tradition per year. However, elections happen every four years and rulers cannot be re-elected.
  • Allows royal marriages.
  • Only available for the Netherlands Netherlands, in 1581 or as the result of a special event.

American Dream[edit]

The DLC American Dream adds two new unique government types.

Type Level Effects Description & notes
American Republic 0
  • Stability cost modifier.png -10% Stability cost modifier.
  • Autonomy.png -0.20 Monthly autonomy change
The American Republic is a confederation of the Thirteen States of America, each with their own independence and governments, with a President who rules for seven years after election. (More info.)
  • Only available for the United States of America United States of America via the American Dream event "Government Form".
  • Elections are held every 7 years.
Federal Republic 0
  • Diplomatic reputation.png +1 Diplomatic reputation
  • National spy defence.png +10% National spy defence
  • Autonomy.png -0.20 Monthly autonomy change
The Federal Republic is a federation of the Thirteen States of America, each with their own independence and governments, with a President who rules for four years after election. (More info.)
  • Only available for the United States of America United States of America via the American Dream event "Government Form".
  • Elections are held every 4 years.

Culture icon.png Republican cultural sufferance[edit]

All non-tribal republics have a small bonus that helps mitigate the penalty to non-accepted culture provinces. It's not applied to cultures belonging to the same culture group. The bonus consists of:

  • -0.5 Local unrest.png Local unrest
  • +10% National tax modifier.png Local tax modifier
  • +10% Local manpower modifier.png Local manpower modifier

Below is an example of monarchy vs republic for provinces with non-accepted culture, republican values has the 'Cultural Sufferance' applied:

Accepted Republic Monarchy
Local unrest 0 +1.5 +2
Local tax modifier 0 -23% -33%
Local manpower modifier 0 -23% -33%

Republican tradition.png Republican tradition[edit]

Republican tradition is the republican counterpart of how legitimate the ruling power is perceived by the general population. It's also a way to show how "true" the government holds up to republican ideals (i.e. if a country elects a new ruler in every election). This property ranges between 0 and 100.

New republics will always start with 100 tradition and each year republican tradition increases by +1. Various events can make a player choose between sacrificing tradition or suffering another negative consequence. Like legitimacy, republican tradition has linearly-scaling effects based on its level:

Variable 0% 50% 100%
National unrest.png National unrest 0 −1.5 −3.0
Stability cost modifier.png Stability cost modifier +200% +100% 0

Republican government with low tradition can collapse into despotism, with noble rebel factions becoming increasingly likely below 66 and 33 tradition. Below 40, the ruler may declare himself the ruler of a republican dictatorship (or, for revolutionary republics, a revolutionary empire). This is more likely to happen with lower tradition, and also happens immediately if the ruler is re-elected with tradition below 20. When the ruler of a republican dictatorship dies with republican tradition below 50, it becomes a monarchy, of the most advanced type permitted by admin tech (except Constitutional Monarchy). Republican tradition does not normally increase during a dictatorship, but if it's above 50 when the ruler dies, the government reverts to whatever type it was before the dictatorship.

Yearly republican tradition provided by national ideas and policies

Republican tradition.png Traditions Ideas Bonuses Policies
+0.5

Colonial traditions Hamburger idea 2: Burgher Republic
Novgorod idea 3: Ivan's Hundred
American ambitions
Canadian ambitions
Italian ambitions
+0.2

Diplomatic-Aristocratic: The Tenures Abolition Act
Plutocratic-Economic: Formalized Scales, Weights and Measures

Government steppe horde.png Steppe nomads[edit]

Main article: Steppe hordes

Steppe nomads, normally referred to as khanate (as they have East-Asian or Altaic culture), is a form of government where power is held by the khan. It differs from monarchies in the way that each time a khan dies, all clan leaders are summoned to vote on the next khan. Like monarchies, steppe nomads use the legitimacy mechanic.

Type Level Effects Description & notes
Steppe Nomads 0
  • National manpower modifier.png +50% National manpower modifier
  • Land forcelimit.png +50% Land force limit modifier
  • Better relations over time.png -50% Better relations over time
  • Minimum province autonomy 25%.
A governmental form where a sovereign or military ruler rules a tribal chiefdom, with constant Casus Bellis on all their neighbors and troops who fight better on the plains.
  • Turns into a despotic monarchy if the government's reformed.
  • Always have Casus Belli on neighbors.
  • +25% shock damage increase for nomads on plains-like home territory.
  • If Eastern religion group, reform to Chinese Tech group. All others reform to Muslim tech group.

Government theocracy.png Theocracies[edit]

A theocracy is a form of government where power is held by the religious elite. They lack both the republican tradition and the legitimacy systems.

Type Level Effects Description & notes
Papacy 0
  • Tolerance own.png +1 Tolerance of true faith
  • Prestige.png +1 Yearly prestige
  • Autonomy.png -0.10 Monthly autonomy change
A political structure where the nation is governed by a spiritual leader, the Pope, the highest ranking office of the Roman Catholic Church.
Theocracy 0
  • Tolerance own.png +2 Tolerance of true faith
  • Tolerance heretic.png -2 Tolerance of heretics
  • Autonomy.png -0.05 Monthly autonomy change
A governmental form where the nation is governed by the clergy in the name of God.

The name differs depending on the culture and the country in question:

Catholicism Archbishopric: Independent catholic countries.
Catholicism Bishopric: Vassal catholic countries.
Catholicism Monastic State: Latvian, Prussian, or Maltese cultures.
Orthodoxy Metropolis: Independent and vassal orthodox countries. (More info.)

Government tribal.png Native Council[edit]

Main article: Tribal nation

A native council is the government form of all native tribes in the present-day regions of the United States of America and Canada. All tribes with this government have access to unique buildings and mechanics that were added in the Conquest of Paradise patch.
In the Art of War patch, a new government type has been added that shares some similarities with their New World counterparts.

Type Level Effects Description & notes
Native Council 0
  • Stability cost modifier.png -33% Stability cost modifier
  • Land maintenance modifier.png -50% Land maintenance modifier
  • Diplomatic upkeep.png -1 Diplomatic relations
Native Council is a government where there is a leader but all members of society have influence in decisions

Government uses unique Native American and migration mechanics.

Siberian Clan Council 0
  • Stability cost modifier.png -33% Stability cost modifier
  • Technology cost.png +15% Technology cost
One or more clans headed by an elder with a council of other leaders to help him make decisions related to their respective areas.

Government uses migration mechanics.


Government tribal.png Tribal governments[edit]

A tribe is regarded as a society that hasn't developed a concrete definition of what a state is. Nomadic by nature, the power is held by either a chief or by a group of fellow tribesmen.

Type Level Effects Description & notes
Democracy 0
  • Stability cost modifier.png -33% Stability cost modifier
  • Technology cost.png +10% Technology cost
  • Diplomatic upkeep.png -1 Diplomatic relations
A governmental form where all the members of the tribe are allowed to make their voice heard and influence how their tribe should be governed.
Despotism 0
  • Core-creation cost.png -10% Core creation cost
  • National unrest.png +1 National unrest
  • Diplomatic upkeep.png -1 Diplomatic relations
A political system where a tribe is controlled by an individual ruler with unlimited power and the ability to exercise any action without consequence or retribution, often ruling through fear.
Federation 0
  • Land forcelimit.png +20% Land force limit modifier
  • National manpower modifier.png +20% National manpower modifier
  • Diplomatic upkeep.png -1 Diplomatic relations
A governmental form where a confederation of tribes rule with a certain degree of internal autonomy but are nationally governed by a central authority.
Kingdom 0
  • Income from vassals.png +10% vassal income
  • Icon stability.png -15% Stability cost modifier
  • Technology cost.png +10% Technology cost
A political system where a large tribal society has formed a kingdom, with one strong ruler rules through law.

Colonial nations[edit]

A colonial nation is a special republican government that manages a New World colony.

Type Level Effects Description & notes
Colonial Government 0
  • Autonomy.png -0.10 Monthly autonomy change
  • Land morale recovery.png +2% Land morale recovery
A provincial government set to handle the affairs of the New World colonies, led by a Governor or Viceroy.
  • Election cycle: 8 years.
  • Cannot change government type if the colonial nation is not independent.
  • Only available for automatically formed colonial nations in the game.

Footnotes[edit]

  1. 1.0 1.1 1.2 Note: Only the first three modifiers are displayed on the government panel of the nation management window.
Realm