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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; has control over some amount of territory and the population that lives there (except for Country rank 1.png Migrant Hordes); a government form and laws that define many aspects of how the country is run; a primary Policy cultural assimilation.png culture and state Religious power.png religion that will affect the happiness and civic rights 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.

Government[edit | edit source]

Main article: Government

One of the main defining features of a country is its Menu government.png 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 Menu decision.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 Country capital.png capital territory, a specific Menu technology.png technology level, and more, and will almost always cost Stability.png stability. Certain Menu mission.png mission trees, such as the Flag of Carthage Carthaginian mission tree Aftermath of the Revolution, 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 Enact law cost modifier.png laws, and the makeup of the Office.png offices, which give political influence and various bonuses according to the character's attributes and Loyalty.png 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 Leader pretender.png 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.png political influence depending upon the holder's Loyalty.png 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 tyranny and the declaration of a Dictatorship through one of the Invention.png Line of Succession inventions, 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 | edit source]

Main article: Ruler

Leader.png Each state is headed by a ruler, prominently visible on the main tab of the Government government panel, and their traits, attributes, and relationships have a significant effect on Loyalty.png character loyalty and many important country 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 if disloyal and contribute to modifiers 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; the length of office may vary widely as well, from the shortest possible 2-year term to lifetime rule typical of more autocratic systems.

Culture[edit | edit source]

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 Menu diplomacy.png Diplomacy screen. Outside of a few specific events, decisions, and mission tasks, such as the startup events for Flag of Heraclea Pontica Heraclea Pontica, the 20px Parthia formation decision, the final tasks of the Hellenistic Empire mission tree, 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 Pop assimilation.png 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. Pop assimilation.png 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 generally of countries in the Iranian, Caucasian, Anatolian, Scythian, Bactrian, and Aramaic culture groups.

A country's starting Military tradition.png military tradition trees is also determined based on its primary culture/culture group, which affects what military and economic bonuses can be accrued by spending Military experience.png military experience, at least initially. However, it is possible to unlock other tradition trees by integrating their cultures and adopting the appropriate traditions.

Religion[edit | edit source]

Main article: Religion#State religion

Every country starts with a predefined state religion, which can be viewed just above the pantheon deities in the Menu 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 determines the nation's Religious power.png Religious Unity value, which is the main component of Omen.png omen power.

State Conversion[edit | edit source]

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 and at least one Change pantheon cost modifier.png pantheon deity, follow the new religion the country intends to convert 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.

Heritage[edit | edit source]

Main article: Heritage

Each nation also has a set heritage, usually with two bonuses and one malus reflecting its culture, history, or ambitions. Some countries have their own unique heritages, while others have a more generic group heritage depending on its culture or starting position. A country's heritage cannot be changed, even when forming a new nation, outside of a few rare events, and its modifiers are applied to the country for the whole game.

Accumulated points[edit | edit source]

Wealth[edit | edit source]

Main article: Economy

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

Monthly expenses include Maintenance.png army and fleet maintenance, Tribute income.png tributes to an overlord, Fort maintenance cost.png fort maintenance and Monthly wage modifier.png character wages. Wealth is also spent on building costs, founding cities/metropolises, recruiting Legion.png legions and Mercenary maintenance.png mercenaries, certain character interactions, Slave move cost slave resettlement between territories, and much more, particularly events and missions. It is sometimes possible for a state to spend more money than it currently has in its treasury, which will put it into Bankruptcy.png deficit with impacts on Stability.png stability and Political influence.png political influence generation. If a state runs into deficit, events will trigger that grant Wealth gold in exchange for a temporary malus, which generally ensure that countries never stay in deficit for too long.

Manpower[edit | edit source]

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 Legion.png legion cohorts and replenishing Attrition.png attrition or combat losses; if manpower becomes low, a nation can become 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 (note that this does not include raising Levy.png levies, but does include reinforcing them).

The base yearly manpower production of each country is determined by its Manpower.png national manpower, which is a base of +125 for most countries with an additional +500 for Country rank 1.png migrant hordes. This base manpower production 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, each Freemen freemen a base of Manpower.png +4, and each Tribesmen tribesmen a base of Manpower.png +3 manpower per pop per year, which is then scaled to the pop's Pop happy.png happiness. After applying Population output all population output modifiers, the amount of manpower that a pop produces is further increased country-wide by the Global manpower modifier.png national manpower and locally by the Global manpower modifier.png local manpower modifiers, which are given by several trade good bonuses (e.g. Wood wood) and from the Barracks Barracks and Training Camp Training Camp buildings. Note that Global manpower modifier.png global manpower modifiers are only applied to manpower production from pops, not from the base manpower from the Manpower.png national manpower modifier, which is a significant difference for less populous countries. Like all other pop outputs, citizen, freeman, and tribesman happiness and output modifiers will also increase the manpower that they produce.

This gives a final yearly manpower formula of:

A country's maximum manpower is then 11 times the country's total yearly manpower production (including the base Manpower.png national manpower, which gives a base manpower pool of 1375 for each nation). If the current manpower pool is below the cap, it will recover by a base of 1/132nd each month, so that refilling the pool takes 11 years. For each territory, the part of the manpower gain that comes from pops (i.e. 1/12th of the local yearly manpower production) is modified by the national Manpower recovery speed.png manpower recovery speed modifier before being listed on the territory interface as the monthly manpower gain, and this part of the country's manpower production is summed up across all territories as well as with the monthly manpower production from the base Manpower.png national manpower to give the final manpower gained from pops. Manpower recovery is also given as the tribute of certain subject types, such as feudatories and tribal vassals (note that while the tribute will appear in the total monthly manpower gain for the overlord, it is not explicitly shown in the manpower tooltip for the subject, though the manpower will still be deducted at the beginning of each month regardless).

This can be expressed as the following formula:

Political Influence[edit | edit source]

Main article: Political influence

Political influence.png Political Influence represents the state's accumulated political capital and is used to perform many actions directly relating to the government or administration, such as selecting national ideas, implementing Enact law cost modifier.png laws, increasing Stability.png stability, fabricating Fabricate claim cost modifier.png claims, founding Territory city.png cities, making Province investment province investments, building Gw map icon.png wonders, and more.

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.png government office provides up to Political influence.png +0.25 per month, scaling by the holder's Loyalty.png loyalty up to 100. Many Invention.png inventions increase political influence gain on top of that, while Corruption.png ruler corruption and Loyalty.png consort or co-ruler disloyalty can significantly reduce it.

Military Experience[edit | edit source]

Military experience.png Military Experience is a countrywide value that measures the degree of practical military knowledge and expertise the state has built up. This currency is primarily used to embrace Military tradition.png military traditions, at a cost of 80 military experience for each tradition.

Military Experience increases by a base of Military experience.png +0.30 per month, plus an additional Military experience.png +0.006 for every point of average Experience cohort experience across all armies (for a base maximum of Military experience.png +0.90). Various other modifiers such as War exhaustion.png 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 legion ability during peacetime to build up cohort experience in exchange for increased Army maintenance cost.png legion maintenance cost and Loyalty gain chance.png loyalty gain chance.

While levies cannot be drilled and so cannot reach particularly high military experience levels, disbanding a levy that has been raised for at least 8 months will grant Military experience.png 0.015 military experience for each point of Experience cohort experience, which can be very substantial for larger countries that have a significant Starting experience starting experience modifier. 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 Land morale recovery.png +0.05% army morale bonus to the country's cohorts, with a maximum bonus of Land morale recovery.png +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 | edit source]

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 Library library 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 Menu technology.png 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 grants an Invention.png innovation, which can then be used to purchase Invention.png inventions that give a wide variety of other useful modifiers.

Stability[edit | edit source]

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, swapping Change pantheon cost modifier.png pantheon deities, or granting many Policy cultural assimilation.png cultural privileges. It is also spent by migratory tribes to start Migration cost migrations. The primary method of increasing stability more quickly is to spend Political influence.png political influence 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, as does ruler Religious power.png zeal, 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 gold and Political influence.png political influence). 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.

A nation is considered disorganized if stability is below 20, which will prevent the country from reassigning Office.png government 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 unrest, and eventually Unrest.png rebellions.

Every point of stability above 50 has the following effects:

  • Global population growth.png +0.002% 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 | edit source]

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:

  • Integrated culture happiness -0.30% Integrated Culture Happiness
  • Aggressive expansion.png -2% Aggressive Expansion Impact
  • Political influence.png -0.10% Monthly Political Influence
  • Stability cost modifier.png +1.5% Divine Sacrifice Cost

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
  • Cede state.png per Territory occupied and annexed in a normal 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
  • Slave raid Slave Raid Unit Ability (per port raided)
  • War.png per Territory annexed in a Great Conquest War, adjusted by Agressive expansion impact.png Aggressive Expansion Impact
  • 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
  • Release subject.png Release Subject with the Invention.png Tributary Concessions invention
  • Invention.png on adopting the Defending Liberty invention

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.png government offices, and various deities. All static sources of monthly Aggressive Expansion Change are listed below:

Agressive expansion monthly change.png Type
  • Tyranny per point of tyranny
  • State religion.png Above deities if Holy Site.png holy site is owned
  • 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
  • Maurya.png Heritage of Chandragupta (Maurya)
-2.00% Aggressive expansion.png per point of Aggressive Expansion above 50
  • Gw map icon.png per tier of a Great wonder with the Gw effect conquerer doctrine.png Conquering Traditions effect
  • State religion.png Ba'al (Canaanite deity)
  • State religion.png Laran (Etruscan Hellenic deity)
  • State religion.png Amun (Kemetic deity)
  • State religion.png Nane (Armenian Khaldic deity)
  • State religion.png Above deities if Holy Site.png holy site is owned
  • 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 influence 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 (assuming the country is stable enough to survive at low stability).

Tyranny[edit | edit source]

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 -0.12% Threshold for Civil War
  • Character loyalty -0.12 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 Invoke devotio.png invoking devotio to reduce War exhaustion.png war exhaustion and when 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
  • Bribe character cost.png Proscribe Character Interaction (reduced by -15 for Civil war.png civil war traitors, and -5 if the target has less than Family prestige 500 prestige)
  • Bribe character cost.png Appoint Dictator Character Interaction
  • Downgrade to settlement.png Revoke City Status Territory Interaction (on a Metropolis)
  • Invention.png Demand a Line of Succession (Republic Oratory power.png Oratory Invention
  • Invention.png Request Line of Succession (Republic Oratory power.png Oratory Invention
  • Faction approval per Senate Approval below 51 when Forcing an Action through the Senate

Tyranny is primarily lost through Monthly tyranny.png Monthly Tyranny change, which has a base reduction of -0.02 Tyranny per month. This can be increased and changed by different modifiers, such as certain Invention.png oratory inventions, various deity and omen bonuses, ruler attributes and traits, and more; sources of monthly tyranny change are listed below:

Type Modifier Monthly tyranny.png Monthly Tyranny
Base Base -0.02
Government Menu government.png Aristocratic Monarchy Government Bonus -0.05
Legitimacy.png Strengthening Legitimacy +0.025 per instance
Faction approval Senate Approval -0.003 per point above 50
National ideas Idea divine mandate.png Divine Mandate -0.04
Inventions Invention.png Official Orators (Oratory power.png Oratory Invention) -0.01
Invention.png Symbolic Victory (Oratory power.png Oratory Invention) -0.02
Invention.png Hierarchy of Responsibility (Oratory power.png Oratory Invention) -0.02
Invention.png Seeded Acclamation (Oratory power.png Oratory Invention) -0.01
Invention.png Adventus (Oratory power.png Oratory Invention) -0.01
Invention.png Chironomia (Oratory power.png Oratory Invention) -0.01
Invention.png Cursus Publicus (Italic Civic power.png Civic Invention) -0.01
Invention.png Rewrite the Constitution (Republic Oratory power.png Oratory Invention) +0.02
Trade Marble Marble Capital Surplus Bonus -0.015
Laws Enact law cost modifier.png Assembly of Citizens (Republic) -0.02
Enact law cost modifier.png Curiate Assembly (Roman Republic) -0.02
Enact law cost modifier.png Council Legal Authority (Tribal) -0.05
Deities State religion.png Men (Cybelene deity)
State religion.png Vishwanath (Hindu deity)
State religion.png Betatun (Iberic deity)
Omens Omen.png Kopala Omen (Armazic deity)
Omen.png Ba'al Qarnaim Omen (Flag of Carthage Carthaginian Canaanite deity)
Omen.png Lenus Omen (Treverian Druidic deity)
Omen.png Leto Omen (Hellenic deity)
Omen.png Diktean Zeus Omen (Cretan Hellenic deity)
Omen.png Nortia Omen (Etruscan Hellenic deity)
Omen.png Wisdom of Bhadrabahu Omen (Jain deity)
Omen.png Caleb and Joshua Omen (Jewish deity)
Omen.png Banebdjed Omen (Kemetic deity)
Omen.png Tir Omen (Armenian Khaldic deity)
Omen.png Deivas Omen (Matrist deity)
Omen.png Derzelas Omen (Zalmoxian deity)
Ruler Oratory power.png Charisma -0.01 per point
Popularity.png Popularity -0.001 per point above 50
Merciful Merciful (Ruler Trait)
  • -0.05
Forgiving Forgiving (Ruler Trait)
Trusting Trusting (Ruler Trait)
Cruel Cruel (Ruler Trait) +0.02
Deify ruler cost modifier.png Apotheosis +0.01 per Deified Ruler in Pantheon
Heritage Flag of Athens Athenian Heritage (Athens) -0.02

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. The Invoke devotio.png invoke devotio action in particular can be used to essentially gain Tyranny in return for reducing War exhaustion.png war exhaustion, effectively converting Pop happy.png population unhappiness (and corresponding Unrest.png unrest) into Loyalty.png character loyalty, which is generally easier to deal with, especially if the country does not have much other tyranny to begin with.

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. Menu government.png Republics in particular need to pay close attention to tyranny levels, as tyranny reduces Party democratic.png Democrat support which can be highly problematic if they make up a significant portion of the Senate - especially if that in turn lowers overall Senate approval senate support to the point where taking any actions accrues even more tyranny. On the flip side, tyranny pleases the Party oligarchic.png Oligarchs, making high tyranny an option to consider if they make up a significant portion of the Senate.

In the later game, if and 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 | edit source]

War exhaustion.png War exhaustion represents anger and discontent in the general population from the human and economic cost of war. Raising a region's Levy.png levies costs War exhaustion.png 0.5 war exhaustion, and keeping levies raised for more than 6 months will give an additional monthly war exhaustion penalty that increases the longer the levy is raised. Casualties, blockades, and enemy occupation can also contribute significantly to increasing a country's war exhaustion.

The effects of war exhaustion can be significant, decreasing Pop happy.png happiness of all pops and impacting Popularity.png ruler popularity, but also increasing Military experience.png military experience gain and so can some amount of war exhaustion can be useful if the country is sufficiently stable. 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 while at peace and 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 -0.5% Population Happiness
  • Popularity.png -0.01 Monthly Ruler Popularity Gain
  • Military experience.png +2.5% Monthly Military Experience

State rank[edit | edit source]

A country's rank is a measure of how large and influential a particular state is, based largely 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 Build cost.png Integrate speed.png Diplomatic relations.png Political influence.png Integrated culture happiness Diplomatic range.png Warscore cost.png Recruit mercenary cost modifier.png Mercenary maintenance.png No. of families Clan chiefs.png Civil war threshold General loyalty Admiral loyalty Governor loyalty Monthly wage modifier.png 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 - -15% +0.05 +2 - - - - +1 -15% 3 3 - - +2.5% -
  • Fort defense.png +20% Fort Defense
  • Commerce value.png +20% National Commerce Income
  • Levy.png +12% Levy Size Multiplier
Local Power Local Power 2-24 - -10% +0.10 +1 - +4% +10% - +1 -10% 3 3 - - +5% -
  • None
Regional Power Regional Power 25-99 +1 -5% +0.15 +1 +5% +8% +50% -5% +2 - 4 4 -3% - +7.5% -
  • Province loyalty -0.01 Provincial Loyalty
Major Power Major Power 100-499 +2 - +0.20 +2 +10% +12% +125% -10% +3 - 4 5 -5% -2.5 +10% -10%
  • None
Great Power Great Power 500+ +2 - +0.25 +2 +15% +16% +225% -15% +3 - 5 5 -8% -5 +15% -30%
  • None

* Vassalized.png Subject nations are additionally capped at Country rank 3.png local power status, regardless of how big they get.

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 | edit source]

Main article: Civilization value

Every country has a base Civilization.png country civilization level, visible on the Overview Nation 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 (+0.5% 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 more specific modifiers.

Note that the country civilization level is only the baseline maximum civilization; individual province and territory modifiers such as buildings, treasures, terrain type, special modifiers, and capital bonuses awarded when creating a formable nation can push the maximum civilization value of any individual territory higher than the country civilization value, often much higher for large, built up cities.