From Imperator Wiki
Jump to navigation Jump to search

Politics is the interaction between characters in a state's government.


Offices are political positions that, depending on who is serving in them, give different bonuses to the country. Each type of government has different offices and different modifiers for each one of them. There are eight offices in the government, and characters occupy them until they die or are replaced. There are two offices for each attribute, and the skill in their attribute determines how big their impact is on the country. Each of them give the character prominence and some give other benefits to the character. Appointing a character to an office increases their loyalty, but removing someone deeply hurts their loyalties.

Republics (Senate)[edit]

The Senate, in a republic, has 100 seats, and each seat belongs to one of of five factions. Every adult character (not every pop!) in a republic has a predilection of each faction, and is supportive of one. The predilection for each of the 5 factions is dynamic (i.e. it is an accumulated value, it can grow and shrink over time). It depends on a character's attributes and in case of the mercantile faction on his personal wealth.

Each faction also have a leader, generally the most prominent character that supports that faction. Prominence is another accumulated character value.

Senatorial Factions[edit]

Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses.

Faction Modifiers Description
Civic faction Civic
  • Build cost.png −10% Build cost
  • −10% Build time
  • National tax +20% Tax income
The Civic Faction will give support for wars against enemies with foreign culture. Characters with high Finesse will be attracted to the Civic Faction
Mercantile faction Mercantile
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Commerce value.png +10% National commerce income
The Mercantile Faction will rarely approve wars, specially against trade partners. Characters with high Charisma, Wealth and many holdings will be attracted to the Mercantile Faction
Military faction Military
  • Morale of armies +10% Morale of armies
  • +10% Morale of navies
The Military Faction is very likely to back new wars, but even some of their seats will be against wars if you have war exhaustion, low at manpower or currently in a war. Characters with high Martial will be attracted to the Military Faction.
Populist faction Populist Political influence.png -33% Monthly Political Influence Contrary to all the other factions, the Populist direct modifiers are negative. They are also the only faction the AI will actively avoid, backing other parties if the Populist were to win the election.
Religious faction Religious
  • Omen.png+10% Omen power
The Religious Faction will approve wars against enemies of different religions. Characters with high Zeal will be attracted to the Religious Faction, twice as much as their other attributes attract them to the other factions.


The Senate, in a republic, has 100 seats to begin with. However the amount of seats in the senate change over time, depending on different factors, with the charisma of the faction leader always impacting the attraction of the seats.

If you wish to strengthen a parties position in the senate instantly, you can always spend stability to convince 10 seats to join that faction instead. Doing so however, increases your tyranny.


There are three types of activities where the senate will impact your ability to do exactly what you want at any given time, like a ruler in an absolute monarchy.

The senate can outright block you if the support for the action you desire to do is less than 40 seats. If less than 60 seats back the action, you can force it through,at the cost of some Tyranny. Senate votes are swayed mostly by Popularity above 80, friendship with Faction Leaders and Tyranny.


There are three different categories of actions which require senate approval.

  • All changing of laws require approval by the senate
  • A lot of character interactions, like banishing, imprisoning, etc.
  • All diplomatic interactions with other states.

Whether the senate approves an action or not depends very much on its composition, and what you want to do. E.g.: the Military Faction is very likely to back new wars, but even some of their seats will be against wars if you have war exhaustion, low in manpower or currently in a war.

When you execute an action, it often affects the characters in your republic. Loyalty is lost or gained depending on faction membership, and seats are gained and lost for different factions.


Manage your successors, as successions are not always as easy as the described laws would imply. There are many historical examples of conflicts over who would inherit, sometimes tearing even great and otherwise stable kingdoms apart. In the government view, the four most likely characters in the country to inherit will be displayed at all times (including the current heir) together with their loyalty and the strength of their claim (according to the succession law). Every character in a monarchy also has a preferred heir out of these four. Most of the time this will be the current heir, but depending on things like friendships, skills or lack of loyalty, they can prefer one of the other heirs. It is possible to influence the choice of preferred heir towards the primary heir using the "Primary Heir Attraction" modifier.

Any pretender (possible successor apart from the current heir) will have a ticking negative modifier to their loyalty and will normally do what they can to assemble money and supporters for the day the current monarch dies. Apart from increasing loyalty and attacking the causes for someone preferring another heir, you can ask them to support your preferred heir. As long as their loyalty is at least 50, this drastically increases their support for your current heir for a cost of 2 Tyranny.

Upon succession, the current heir will become the new monarch with a starting legitimacy of 60, plus 20 times the country's religious unity, then reduced by 2 for each employed character that supported another heir.


Keep clan leaders happy, as they will always lead their clan retinues as a general and cannot be displaced from that position. These retinues are always personally loyal to the chief and make up the bulk of their power base, as clan chiefs do not get power base from their clan's share of the total family prestige within the country - they instead get +1 prominence for each percentage of the country's total family prestige that belongs to their clan. This means that like normal heads of families, clan chiefs are typically among the most powerful characters in a tribal nation, and their loyalty is particularly important as since they are the representatives of the main clans of the tribe, clan chiefs have a significant say in the internal affairs of the country and all clan chiefs must be loyal in order to change laws and enact certain decisions, particularly those relating to government form. In addition to the usual loyalty modifiers, the "loyalty of clan chiefs" modifier will apply loyalty modifiers specifically to clan chiefs only, which is affected by some laws, event modifiers, and ruler popularity.