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State

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This article is about the ingame concept of countries and their associated mechanics. For a list of all countries in the game, see Countries.
The main country/nation interface. Most national values are listed above the top bar.

A state, or a country, is an autonomous political structure comprising a community of people organized under some form of government, and is the main playable focus of Imperator: Rome. A state has a court of characters, including a Leader.png ruler; typically has control over at least one territory and pop, except for Country rank 1.png Migrant Hordes; a government form and laws that define many of the most important aspects of the country; a primary Policy cultural assimilation.png culture and state Religious power.png religion that will affect the happiness of its pops; and various accumulated values such as Wealth gold, Manpower.png manpower, Political influence.png political influence, and Stability.png stability that represent the resources available to the country and the current state of its well-being. Countries can interact with each other through diplomacy, trade, and War.png war, and a state may be independent or be a Vassalized.png subject of a stronger suzerain. The world is populated by hundreds of countries at the start of the game, from minor tribes and city states to the great empires of the east, many of which will likely soon disappear but some who may rise to form one of the great empires that the era was known for - including, perhaps, the player.

Government[edit]

Main article: Government

Government One of the main defining features of a country is its government type, which can be classified into one of three more general government forms - Republic, Monarchy or Tribal.

Different government types have different modifiers, bonuses, and National Idea slots, and it can be useful to switch to one that better synergizes with the current strategy and playstyle. Changing between government types is generally done by Top bar decisions.png decision and the requirements can generally be seen at any time. These requirements may include a minimum Stability.png stability level, certain Political influence.png laws (or not having certain laws), a minimum Civilization.png civilization value in the capital territory, a specific Top bar technology.png technology level, and more, and will almost always cost stability. Certain Top bar missions.png mission trees, such as the Flag of Carthage Carthaginian mission tree Aegis of Africa, may also allow for changing government type even when if the country does not meet the normal requirements.

The government form defines the method of succession, the available laws, and the makeup of the offices, which give political power and various bonuses according to the character's attributes and Loyalty. Each government form also has different mechanics that a player must deal with - republics must seek the Faction approval approval of the Senate for nearly every major action, monarchies must watch their Legitimacy.png legitimacy and deal with angry pretenders, and tribes must appease their powerful Clan chiefs.png clan chiefs and decide on the direction of Centralization.png centralization. Government offices also provide political influence depending upon the holder's Loyalty. Changing the government form is usually harder than changing government type; reforming from a Tribal government to a Republic or Monarchy involves going through the Tribal Reform mission tree, changing from a Republic to a Monarchy requires high Tyranny and the declaration of a Dictatorship, and changing from a Monarchy to a Republic is not generally possible outside of a few special events or missions (such as the Flag of Syracusae Syracusan mission tree Death to Tyrants).

Ruler[edit]

Main article: Ruler

Leader.png Each state is headed by a ruler, prominently visible on the Show Government tab of the Government government panel, and their traits, attributes, and relationships have a significant effect on Loyalty.png character loyalty, Senate influence.png Senate support, and state modifiers from Commerce modifier.png national commerce income to Land morale recovery.png army morale recovery to Stability monthly change.png monthly stability change. Rulers with high attributes can be a considerable boon to their country, significantly strengthening the state and allowing the nation to punch well above its weight, while corrupt, low attribute rulers can inflict major penalties that a state must struggle through. A ruler may be supported by a co-ruler or consort, who contribute any of their four main attributes if they are higher than those of the ruler, but may also have effects on Political influence.png political influence generation and modifier for ruler Popularity.png popularity and Corruption.png corruption. Succession varies widely depending on the country's government form, ranging between dynastic inheritance in a monarchy, Senatorial election in republics, and rotation between Clan Chiefs in tribes, and the length of office may vary widely as well.

Culture[edit]

Main article: Culture#Primary culture

Every country begins the game with a predefined primary culture, which can be seen at the top right corner of the Top bar overview.png National Overview screen. Outside of a few special events and decisions, such as startup events for Flag of Heraclea Pontica Heraclea Pontica and Flag of Egypt Egypt, the 20px Parthia formation decision, and events during the Yuezhi migrations, the primary culture generally cannot be changed except for during a barbarian takeover.

Pops of the primary culture are typically the happiest and most satisfied pops in the realm, and are fixed to the Pop noble.png noble civic right. Most often the culture of the state population is more diverse, but pop culture can be gradually changed to match that of the state during the playthrough via assimilation, as pops of a different culture and especially culture group have a significant happiness malus that can become very difficult to manage if Stability.png stability begins to drop. Assimilation is also slowed if the dominant province culture and/or religion is not the same as that of the state, all of which makes the conquest of wrong culture (especially wrong culture group) and wrong religion areas significantly more difficult, especially in the early game. Outside of events pops will always assimilate and convert to the primary culture. As an alternative to assimilation, cultures can be Integrated.png integrated to be given the same rights as the primary culture, at the expense of the happiness of already integrated cultures.

The primary culture also has an effect on diplomacy. States of a different culture (in the same culture group) get a Opinion improvement active.png -10 opinion malus, while those in a different culture group get a Opinion improvement active.png -20 opinion malus. The Vassalized.png subject types available also depend on primary culture; another state can only be made a feudatory if it is in the same culture group as its new overlord, and satrapies can only be made of states with Persian military traditions, which consist mostly of countries in the Iranian, Caucasian, Anatolian, Scythian, Bactrian, and Aramaic culture groups.

The state's Military tradition.png Military Tradition tree, which determines the unit abilities and bonuses that can be accrued over the game by spending Military experience.png military experience, is fixed at the start of the game based on the primary culture/culture group (with a few exceptions) and cannot be changed except for through a few special events (such as the Flag of Heraclea Pontica Heraclea Pontica startup event).

Each nation also has a set heritage, offering two bonuses and one malus. This cannot be changed, even when forming a new nation, and its modifiers stay with you for the whole game.

Religion[edit]

Main article: Religion#State religion

Every country starts with a predefined state religion, which can be viewed just above the pantheon deities in the Top bar religion.png Religion tab. Every religion has bonuses that are applied to the entire country, and also determines the base deities that are always available regardless of the population or holy sites of the country. State religion also has a small effect on diplomacy—countries of the same religion get a Opinion improvement active.png +10 opinion bonus with each other. There is no malus for having a different state religion.

There is no default happiness bonus or penalty for pop religion, but pops will receive a Pop happy.png +4% happiness bonus for each deity in the state pantheon that matches their religion, making it useful for polytheistic states to take on pantheon gods of religions that are widespread inside their country - though spreading out the deity happiness bonus between deities of different religions means a smaller happiness modifier for each individual religion. The happiness of state religion pops specifically is also be increased with the State religion happiness state religion happiness modifier, which is given by various omens and deities, inventions, laws, heritages, and more.

Additionally, the percentage of pops following the state religion is the nation's Religious power.png Religious Unity value, which is a major component of Omen.png Omen Power.

State Conversion[edit]

Main article: Decisions#Religious Conversion decisions

The state religion can be changed by decision if there is at least 1 character of the new religion in the country, and either 50% of the non-slave pops in the Country capital.png capital or at least 20% of all the pops of the country, as well as at least one Change pantheon cost modifier.png pantheon deity, follow the new religion the country is converting to. Switching religions can only be done once every 10 years and costs Political influence.png 200 political influence and Stability.png 30 stability, also giving a temporary drop of Loyalty.png −15 Loyalty for all characters that are followers of the old faith.

Accumulated points[edit]

Wealth[edit]

Main article: Economy

Cost The nation's Treasury stores all of its currently accumulated wealth. The nation's income is calculated monthly and comes from tax collection, domestic commerce, trade route income, and subject tributes. Many events can also give gold into the treasury, often scaled by the nation's current income.

Monthly expenses include army and fleet maintenance, tributes to an overlord, fort maintenance and character wages. Wealth is also spent on building costs, founding of cities/metropolises, invention acquisition, some character interactions, slave resettlement between territories, and many more. If a state runs into deficit, a random event may grant some gold in exchange for a temporary drawback.

Manpower[edit]

Manpower.png Manpower represents a pool of ready-to-fight people who are drawn from Citizens citizen, Freemen freeman, and Tribesmen tribesman pops inhabiting a state. Manpower is used when recruiting new army cohorts and replenishing attrition or combat losses; if manpower becomes low, a nation can become very vulnerable to attack. Each point of manpower provides one soldier for a newly recruited or reinforcing cohort; if a country runs out of manpower, they will no longer be able to recruit any more cohorts or reinforce their armies until it replenishes.

Every country has a base manpower pool of 5000, which is then increased by the output of the Citizens citizen, Freemen freeman, and Tribesmen tribesman pops in the country. Each Citizens citizen produces a base of Manpower.png +2 manpower and Freemen freemen and Tribesmen tribesmen a base of Manpower.png +3 manpower per pop per year at 100% happiness. The amount of manpower that pops produce is increased country-wide by the Global manpower modifier.png global manpower and locally by the Global manpower modifier.png local manpower modifiers, which is given by several trade goods bonuses (e.g. Wood wood) and Barracks Barracks/Training Camp Training Camp buildings. Like all other pop outputs, Citizens citizen, Freemen freeman, and Tribesmen tribesman happiness and output modifiers will also increase the manpower that they produce. The increase to the total manpower pool is then 20 times the sum of local manpower production across all territories. Note that all these modifiers, including Global manpower modifier.png global manpower, are only be applied to the part of a country's manpower which is produced from its pops, not the 5000 manpower base for each country, which is a significant difference for less populous countries.

If the current manpower pool is below the cap, it will recover by a base of 1/240th each month, so that refilling the pool takes 20 years. The part of the manpower recovery that comes from pops is modified by the Manpower recovery speed.png manpower recovery speed modifier, and the amount produced per month (i.e. 1/12th of the local manpower generation, adjusted by Manpower recovery speed.png manpower recovery speed) is the amount listed on the territory interface. Manpower recovery is also increased as the tribute of certain subject types, such as feudatories and tribal vassals.

Political Influence[edit]

Main article: Political influence

Political influence.png Political Influence represents the state's political capital and is used to perform actions directly relating to the government, such as selecting national ideas or implementing laws.

It is an abstract currency generated by loyal members of your government over time, who are chosen as office holders. The total value accrued each month is determined by each character's Loyalty, therefore, it may fluctuate consistently over the year. Each Office government office provides up to Political influence.png +0.25 per month, scaling by the holder's Loyalty.png loyalty up to 100.

Military Experience[edit]

Military experience.png Military Experience is a countrywide value that measures the degree of Military Experience the state has built up. This currency is primarily used to embrace Military tradition.png military traditions.

Military Experience increases by a base of Military experience.png +0.30 per month, plus an additional Military experience.png +0.007 for every point of average Experience cohort experience across all armies (for a maximum of Military experience.png +0.70). Various other modifiers such as (unrecognized string “monthly war exhuastion” for Template:Icon) war exhaustion, being in a War.png defensive war, and certain deities, Religious power.png religions, and Enact law cost modifier.png laws give an additional positive modifier to military experience gain, while Mercenary maintenance.png mercenary reliance reduces the rate at which military experience is generated. Other than training up cohorts by fighting battles in war, a country can also use the Drill army Drill Army unit ability during peacetime to build up cohort experience in exchange for increased Army maintenance cost.png maintenance cost and Loyalty gain chance.png loyalty gain chance. There are also a number of events and mission tasks that give military experience, as well as the Deify ruler cost modifier.png apotheosis effect of certain deities when replaced with a deified ruler.

Every point of Military experience.png military experience stored gives a +0.05% Land morale.png army morale bonus to the country's cohorts, with a maximum bonus of +10% when the stored military experience reaches its cap at 200 points. The bonus is reduced once the military experience is used on military traditions, mission requirements or in events.

Research[edit]

Main article: Technology#Research_Points

Research points.png Research Points represent the progression of techniques, discoveries, and general technology over the course of time. They are produced by Pop noble.png nobles and Citizens citizens inhabiting a state, and the yearly research output as a proportion of the number of Integrated.png integrated culture pops in the country determines the rate of progress in technological advances. It is generally recommended that at least 1/3 of a state's Integrated.png integrated culture population is made up of Pop noble.png nobles and Citizens citizens in order to achieve at least 100% research efficiency, but how much is actually needed will vary widely depend on the proportion of Pop noble.png nobles to Citizens citizens, as nobles produce much more research per pop, as well as the amount of research produced by unintegrated cultures (who do not count against the denominator of research efficiency). Research point production can be increased directly many modifiers, such as the Academy academy city building and trade goods bonuses (cloth, earthenware, glass and papyrus), and is also sensitive to Pop noble.png noble and Citizens citizen happiness and output modifiers. Research point production can be tracked on the Technology technology panel.

Research points are automatically spent towards advancing the four fields of technology: martial, civil, oratory and religious, modified by Position researcher skill. Each new advance in a field grants a small bonus for each level and unlocks at least three new Invention.png inventions that give a wide variety of other useful modifiers, which can then be adopted using Wealth gold.

Stability[edit]

Stability.png Stability represents the trust that the characters and population of your country has in your government, and its general ability to withstand threats and discontent from within. Stability runs from 0 to 100, with a base value of 50 that the stability value will naturally decay to. Positive (above 50) has many economic benefits, increasing Global population growth.png population growth, Pop happy.png population happiness, Research points.png research points, and Legitimacy.png legitimacy. Negative stability (below 50) will instead decrease population happiness and legitimacy (in monarchies), making it more likely that a revolt will break out if stability is not quickly raised.

Stability is decreased by certain diplomatic or political actions, such as breaking Truce.png truces, changing Enact law cost modifier.png laws or government form, or swapping Change pantheon cost modifier.png pantheon deities. It is also spent by migratory tribes to start Migration cost migrations. The primary method of increasing stability is to spending Political influence.png to make Sacrifice pig.png Divine Sacrifices in the Religion view, which will increase the monthly stability change. Certain omens, traits, and laws also increase monthly stability change, and many Queued Events also offer semi-reliable immediate stability boosts, usually at the cost of spending or forgoing a bonus in some other currency (especially wealth and political power). High Aggressive expansion.png aggressive expansion, low Faction approval senate approval (in republics), being in Bankruptcy.png deficit, and Global cultural integration speed modifier.png integrating cultures are some of the main factors that will decrease stability over time, and should be watched carefully.

Your nation is considered disorganized if stability is below 30, which will prevent you from assigning characters to offices or declaring wars.

Generally speaking higher stability is always better, though because decay increases as stability gets further away from 50, it is usually not worth it to intentionally try to keep stability very high. Low stability should always be a cause for concern unless your nation is very well managed, as prolonged instability will lead to widespread unhappiness and Unrest.png, and possibly eventually Unrest.png rebellions.

Every point of stability above 50 has the following effects:

  • Global population growth.png +0.01% National Population Growth
  • Pop happy.png +0.2% Population Happiness
  • Legitimacy.png +0.003 Monthly Legitimacy
  • Research points.png +0.5% Research Points

Every point of stability below 50 has the following effects:

  • Pop happy.png -1% Population Happiness
  • Legitimacy.png -0.01 Monthly Legitimacy
  • Stability.png -0.01% Monthly Stability Decay

Note that since stability decays towards 50, the stability decay reduction from low stability means that the base change of stability up towards 50 is more slow than the decay down towards 50 from high stability.

Aggressive Expansion[edit]

Aggressive expansion.png Aggressive Expansion (AE) represents the resentment that other states and pops in your empire have against conquests and other aggressive actions you take. The primary effect of Aggressive Expansion is to decrease realm Stability.png stability and lower the loyalty of all subject states, which can have a significant impact on Pop happy.png population happiness and Unrest.png unrest at higher levels and raise the risk of rebellions if not handled properly. Higher Aggressive Expansion also significantly decreases the Opinion improvement active.png opinion of nearby states (though allies have a much reduced opinion malus) and makes it more likely that the nation is viewed as a threat, making it more difficult to conduct diplomacy and encouraging other states to form Alliance.png alliances or Defensive league.png defensive leagues against the expanding country. Very high Aggressive Expansion will have additional effects on Integrated.png integrated culture pops as well as reducing political influence generation. Aggressive Expansion has a base value of 0, where it has no effects, and can become arbitrarily high, but cannot become negative.

Each point of Aggressive Expansion has the following modifiers:

  • Claim fabrication speed -0.02 Claim Fabrication Speed
  • Subject loyalty.png -0.25 Loyalty of Subject States
  • Stability.png -0.0075 Monthly Stability Change

Each point of Aggressive Expansion beyond 50 also has the following effects, in addition to the ones above:

  • Political influence.png -0.10% Monthly Political Influence
  • Integrated culture happiness -0.30% Integrated Culture Happiness
  • Aggressive expansion.png -2% Aggressive Expansion Impact

Aggressive Expansion is primarily accrued through conquering new territories or forcing vassalization during a war. Several diplomatic actions, character interactions, and unit abilities also increase Aggressive Expansion.

Aggressive expansion.png gain Type
+25
+20
+15
+10
+7
+5
+2
+1
  • Cede state.png per Territory annexed in War, adjusted by Agressive expansion impact.png Aggressive Expansion Impact
  • Holy Site.png Removing a treasure from an owned Holy Site
  • Casus belli.png Insult Diplomatic Action
+0.5
  • Become subject.png per Territory vassalized in War, adjusted by Agressive expansion impact.png Aggressive Expansion Impact
  • Cede state.png per Territory annexed by subject in War, adjusted by Agressive expansion impact.png Aggressive Expansion Impact of the subject

The base Agressive expansion monthly decay.png Aggressive Expansion Decay is -0.20% of current Aggressive Expansion per month, which is be increased by another -0.20% with the Appeasing stance Appeasing Diplomatic Stance, +0.03% from every point of positive Diplomatic reputation.png diplomatic reputation, and another -0.20% if the ruler has the Righteous Righteous trait; however, this decay is active only if your country is not currently on the side of the aggressor in a war. There are also several sources of flat monthly Agressive expansion monthly change.png Aggressive Expansion Change that is active at all times, including Invention.png Oratory inventions, Office government offices, and various deities. All static sources of monthly Aggressive Expansion Change are listed below:

Agressive expansion monthly change.png Type
+0.020
-0.004
  • Tyranny per point of tyranny
-0.010
-0.015
-0.020
-0.025
-0.03125
  • State religion.png Above deities if Holy Site.png holy site is owned
-0.050
-0.0625
  • Omen.png per 100% omen power for above omens if Holy Site.png holy site is owned

Agressive expansion impact.png Aggressive Expansion Impact modifies how much aggressive expansion is accrued from conquering land and vassalizing other states after a war, primarily decreasing the AE cost of conquest. Sources of Aggressive Expansion Impact include Oratory inventions, Laws, ruler traits, heritages, mission/event modifiers, and high aggressive expansion; the last in particular means that at some point above 50 you will accrue very little additional Aggressive Expansion for any further conquests, effectively providing a soft cap to the modifier. The effects of Aggressive Expansion Impact are capped at -95.00%, corresponding to an absolute minimum of +0.05 aggressive expansion per territory annexed or vassalized. Static sources of Aggressive Expansion Impact are listed below:

Agressive expansion impact.png Type
+33.00%
+15.00%
  • Maurya.png Heritage of Chandragupta (Maurya)
+10.00%
-2.00% Aggressive expansion.png per point of Aggressive Expansion above 50
-5.00%
-6.25%
  • State religion.png Above deities if Holy Site.png holy site is owned
-10.00%
-20.00%
-50.00%
  • Fabricate claim cost modifier.png Has claim on territory (note: applies when vassalizing as well)

The impact of Aggressive expansion.png Aggressive Expansion is felt most in the early game, when diplomacy is most important and the lack of Aggressive expansion.png Aggression Expansion Impact means that taking even a few provinces can rack up a significant amount of Aggressive Expansion. Spending Political influence.png political power on Sacrifice pig.png Divine Sacrifices as well as assigning governor armies to suppress Unrest.png unrest and handle Province loyalty province loyalty, particularly in already less happy unintegrated culture group provinces, may be necessary to deal with and counteract the loss of Stability.png stability, while judicious use of Improving Relations can help prevent the diplomatic situation from getting out of hand. An expansionist empire should focus on sources of Aggressive Expansion Change and Impact, while general Pop happy.png happiness and Stability.png stability modifiers - as well as focusing on stability when taking events from the Event queue - will help deal with the Stability.png stability loss from aggressive expansion. In the later game, when the player has built up a large empire that can easily stand against its neighbours, accumulated many of the AE Change and Impact modifiers, and either accrued enough Pop happy.png happiness modifiers or have sufficient garrison army capacity to handle the loss of Stability.png stability even at relatively high AE values, an empire can take advantage of the Aggressive expansion.png Aggressive Expansion Impact for having higher than 50 AE to be able to conquer large amounts of territory at little to no additional aggressive expansion penalty, at which point the main hindrance will be keeping Stability.png stability above 30 in order to be able to declare wars.

Tyranny[edit]

Tyranny Tyranny represents the level of oppression in your country and produces resentment against the government by characters and primary culture pops, but also increases the willingness of pops and factions to accede to the government's demands and centralization of power. The level of Tyranny must be carefully managed, particularly in the early game, in order to avoid large reductions in Loyalty.png character loyalty that can ensue in Civil war.png civil war, but in the later game when Invention.png inventions and growth in power make characters and pops easier to deal with the Agressive expansion monthly change.png aggressive expansion change and Slave output national slave output can become quite useful. The base Tyranny values range from the base value of 0, where it has no effects, to 100, and cannot be negative.

Each point of Tyranny gives the following modifiers:

  • Agressive expansion monthly change.png -0.004 Aggressive Expansion Change
  • Loyalty gain chance.png +0.20% Cohort Loyalty Gain Chance
  • Civil war threshold -0.10% Threshold for Civil War
  • Character loyalty -0.15 Loyalty of Characters
  • Slave output +0.50% National Slave Output
  • Bribe character cost.png -1.00% Imprison Cost
  • Bribe character cost.png -1.00% Execute Cost

Tyranny is primarily increased by various character actions, such as imprisoning, executing, and imposing sanctions on various characters, as well as overriding the will of the Senate in Republics when doing character interactions, changing laws, or conducting diplomacy. There are also many events, particularly those relating to characters and their interactions, that can raise or lower the country's tyranny level. The actions and interactions that cost or change the national Tyranny value are listed below by their base cost, which can be changed by various interaction-specific modifiers:

Tyranny Tyranny gain Type
+30
+10
+7
+5
+4
+3
+2
+1
+0.66
  • Faction approval per Senate approval below 60 when Forcing an Action through the Senate
+0.5
+0.01
-1
-5

Tyranny is primarily lost through Monthly tyranny.png Monthly Tyranny change, which has a base reduction of -0.2 Tyranny per month. This can be increased and changed by many different modifiers, such as certain Oratory inventions, various deity and omen bonuses, ruler attributes and traits, and more, static sources of which are listed below:

Monthly tyranny.png Type
+0.04
+0.025
+0.02
+0.01
-0.003
  • Faction approval per Senate approval above 50
-0.01
-0.015
-0.02
-0.025
-0.03125
  • State religion.png Above deities if Holy Site.png holy site is owned
-0.04
  • Idea divine mandate.png Divine Mandate National Idea
  • Omen.png per 100% omen power for Kopala Omen (Armazic deity)
  • Omen.png per 100% omen power for Spirits of Inspiration Omen (Bon deity)
  • Omen.png per 100% omen power for Ba'al Qarnaim Omen (Flag of Carthage Carthaginian Canaanite deity)
  • Omen.png per 100% omen power for Lenus Omen (Treverian Druidic deity)
  • Omen.png per 100% omen power for Diktean Zeus Omen (Cretan Hellenic deity)
  • Omen.png per 100% omen power for Nortia Omen (Etruscan Hellenic deity)
  • Omen.png per 100% omen power for Wisdom of Bhadrabahu Omen (Jain deity)
  • Omen.png per 100% omen power for Caleb and Joshua Omen (Jewish deity)
  • Omen.png per 100% omen power for Tir Omen (Armenian Khaldic deity)
  • Omen.png per 100% omen power for Deivas Omen (Matrist deity)
  • Omen.png per 100% omen power for Derzelas Omen (Zalmoxian deity)
-0.05

While nominally a negative modifier, Tyranny tyranny is generally not particularly problematic at lower levels and it is not very important to keep it low unless the nation is already experiencing issues with Loyalty.png character loyalty. It is worth noting that since Tyranny decay does not scale according to its current value and there are no easy ways to quickly lower it, high Tyranny can be problematic if the state is not prepared, especially if the ruler has low Oratory power.png Charisma and so the state has low base tyranny decay - if this becomes the case, the loyalty of powerful characters needs to be assured at all costs, or the country could easily spiral into Civil war.png civil war. The significant Loyalty.png character loyalty and Civil war threshold civil war threshold maluses together can be dangerous if not kept under control by other means, as even a single disloyal family head might be enough to trigger a civil war.

In the later game, when the player has accumulated enough Loyalty.png loyalty bonuses to handle the penalties, high Tyranny is much more useful and players can take full advantage of its bonuses, particularly its effects on Aggressive expansion.png aggressive expansion change. In conjunction with further reductions from other sources and growing Aggressive Expansion Impact bonuses, a country with high Tyranny can handle much larger conquests and Aggressive expansion.png aggressive expansion values in the lategame as opposed to what is feasible early on. The Slave output National Slave Output can also be quite useful once all the loyalty problems can be properly dealt with, making for a powerful tyrannical empire.

War Exhaustion[edit]

War exhaustion.png War exhaustion represents anger and discontent in the general population from casualties, blockades, and enemy occupation during a war. The effects of war exhaustion can be quite severe, significantly decreasing Pop happy.png happiness of all pops and impacting Popularity.png ruler popularity, but also increasing Military experience.png Military Experience gain. High War Exhaustion will increase the AI's willingness to sign a more favourable peace, and conversely may force a player to sign a less favourable peace treaty rather than let their nation be consumed by unrest. War Exhaustion ticks down slowly based on the ruler's current Religious power.png zeal, which can be increased through various omens, laws, and ideas. If War Exhaustion becomes too high, the Invoke devotio.png Invoke Devotio action in the religion panel can be taken to increase War Exhaustion decay at the cost of Tyranny Tyranny. War exhaustion generally has a value between 0 and 20, but can rise to 30 for the attacker in an offensive war.

Each point of war exhaustion has the following effects:

  • Pop happy.png -1.5% Population Happiness
  • Popularity.png -0.01 Monthly Ruler Popularity Gain
  • Military experience.png +5% Monthly Military Experience

State rank[edit]

A country's rank is a measure of how large and influential a particular state is, based on the number of territories that it owns. Country rank is one of the primary determinants of the number of major families/clan chiefs, Diplomatic range.png diplomatic range, and Integrate speed.png integration speed as well as significantly impacting Political influence.png political influence generation, Integrated culture happiness integrated culture happiness, and Warscore cost.png warscore cost but higher ranked nations are also more vulnerable to civil war and rebellions as they have lower General loyalty Admiral loyalty Governor loyalty office loyalty as well as a Province loyalty province loyalty malus and a lower Civil war threshold civil war threshold.

Rank Global.png Number of Territories Global capital trade routes.png Integrate speed.png Diplomatic relations.png Political influence.png Integrated culture happiness Diplomatic range.png Warscore cost.png No. of families Clan chiefs.png Civil war threshold Province loyalty General loyalty Admiral loyalty Governor loyalty Change governor policy cost Other modifiers
Migrant Horde Migrant Horde 0 - - - - - - - 3 3 - - - -
  • Manpower.png +1000 Manpower
  • Army weight modifier.png -25% Army Weight Modifier
City State City State 1 - +0.05 +1 - - - - 3 3 - - - -
  • Fort defense +20% Fort Defense
  • Commerce value.png +20% National Commerce Income
Local Power Local Power 2-24 - +0.10 +2 - +4% +10% - 3 3 - - - -
  • None
Regional Power Regional Power 25-99 +1 +0.15 +3 +25% +8% +50% -5% 4 4 -3% -0.01 - -
  • None
Major Power Major Power 100-499 +2 +0.20 +4 +50% +12% +125% -10% 4 5 -5% -0.02 -2.5 -10%
  • None
Great Power Great Power 500+ +2 +0.25 +5 +75% +16% +225% -15% 5 5 -8% -0.03 -5 -30%
  • None

Country rank is also particularly important for diplomacy, as certain diplomatic actions are available only to countries of a certain rank.

Rank Defensive league.png Defensive League Alliance.png Alliance Guaranteeing.png Guarantee Threaten war.png Threaten War Casus belli.png Support Rebels Enforce peace.png Enforce Peace War.png Intervene in War
Migrant Horde Migrant Horde No Yes No No No No No
City State City State Yes Yes No No No No No
Local Power Local Power Yes Yes No No No No No
Regional Power Regional Power No Yes Yes Yes No No No
Major Power Major Power No Yes Yes Yes Yes No No
Great Power Great Power No No Yes Yes Yes Yes Yes

Maximum civilization value[edit]

Main article: Civilization value

Every country has a base Civilization.png country civilization level, visible on the Overview Overview panel, that determines the baseline maximum possible civilization level of every territory that the country owns. This value can be increased by a number of different modifiers, such as country's government type, positive Centralization.png centralization for tribes (up to +10% at Centralization.png 100), Research points.png Oratory Advances (+2% per level), the national idea Idea state religion.png State Religion (+5%), the Gemstones gemstones and Glass glass capital surplus bonuses (+5% each), and various other modifiers. Note that the country civilization level is only the baseline maximum civilization; individual province and territory modifiers such as urban development, special modifiers, and capital bonuses awarded when creating a formable nation can push the maximum civilization value of any individual territory even higher.