Difference between revisions of "Government"

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(Added transclusion for government reform/conversion decisions, added Athenian Republic, added some missing icons, broke out base modifiers for republics and monarchies, some updating for 1.4)
(Clan chiefs and retinues: Added a few more details about clan chiefs and clan retinues)
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===Clan chiefs and retinues===
 
===Clan chiefs and retinues===
[[File:Clan chiefs.png|28px]] A tribal government shares its power between '''clan chiefs'''. The government head is always one of the clan chiefs, with the one with the highest attributes elected on succession.  The military might of the tribe is divested in clan chiefs in the form of the clan chiefs personal retinues.  
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[[File:Clan chiefs.png|28px]] A tribal government shares its power between '''clan chiefs''', which are the heads of the major families, or '''clans''', of the tribe. The government head is always one of the clan chiefs, with the one with the highest attributes elected on succession; as family heirs are not considered in tribal elections, the cheiftainship will always rotate between the clans to at least some degree.  The military might of the tribe is divested in clan chiefs in the form of the clan chiefs' personal retinues.  
  
[[File:Clan retinue.png|28px]] '''Clan retinues''' are recruited and reinforced by the clan chiefs themselves, without using the manpower pool of the country, and are also cheaper to upkeep. Since retinue troops are always loyal to their clan chief, these armies will also make it harder to rely on the loyalty of your clan chiefs the bigger they are. Their presence also means that there are always armies ready to provoke a civil war, should you not be able to maintain the loyalty of your clan chiefs . When a clan chief dies his retinues are transferred to the player, who can decide to disband it or not. The player can decide in the Government tab which unit types clan retinues will use; because of that a valid strategy is to force clan chiefs to build expensive and strong units in retinues, such as {{icon|heavy cavalry}} heavy cavalry or {{icon|war elephants}} elephants, that will cost no money to maintain nor manpower to reinforce.
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[[File:Clan retinue.png|28px]] '''Clan retinues''' are special units that are recruited and reinforced by the clan chiefs themselves. They do not use the manpower pool of the country and their upkeep (which is halved) is paid by the clan chief that owns that rather than the state, but cannot be directly controlled by the player. Since retinue troops are always loyal to their clan chief, these armies also contribute to their clan chief's [[File:Power base.png|21px]] power base, which can have a significant impact on the {{icon|loyalty|21px}} loyalty of your clan chiefs if they are large compared to the size of the country's total military. Their presence also means that there are always armies ready to provoke a civil war, should you not be able to maintain the loyalty of your clan chiefs. When a clan chief dies his retinues are transferred to the player, who can decide to disband it or not. The player can decide in the Government tab which unit types clan retinues will use; because of that a valid strategy is to force clan chiefs to build expensive and strong units in retinues, such as {{icon|heavy cavalry}} heavy cavalry or {{icon|war elephants}} elephants, that will cost no money to maintain nor manpower to reinforce.
  
Every tribal country will has a base of 3 clan chiefs, which is increased for each country rank the country attains.
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Every tribal country will has a base of '''3''' clan chiefs, which is increased for each country rank the country attains.
  
 
===Migrating and settling===
 
===Migrating and settling===

Revision as of 04:26, 15 May 2020

Imperator: Rome tutorial #6 - Governments.

The government of a state defines many of its possibilities and regulates how its internal politics work. The player plays as the state, and can therefore change the government of it. Please consult List of all states in Imperator: Rome for an overview in tabular form.

Republics

Republican governments

Unless specified otherwise, all Republics have the following base characteristics:

  • Civilization.png National civilization value: +35%
  • Each ruler must be at least 35 to be elected.
  • Election term.png Each ruler reigns for 5 years.
  • Each ruler can be re-elected every 10 years.
  • Loyalty.png Character loyalty: +5%
  • Change governor policy cost.png Changing governor policy cost: −10%
  • Citizens Desired citizen ratio in cities: +5%
  • Freemen Desired freemen ratio in cities: +10%
Republic type Idea slots Base modifiers Government bonus Description
Aristocratic Republic Military power.png 2 Military, Oratory power.png 1 Oratory Has co-ruler Loyalty.png Character loyalty: +5, Freemen National freeman happiness: +10% Whilst outwardly democratic, an Aristocratic Republic limits leadership to those who enjoy high status.
Democratic Republic Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory Civilization.png National civilization value: +30%, Minimum election age 25 Freemen National freeman happiness: +10% This system of government gives all eligible citizens a voice, through the election of representatives to a senate, or council.
Oligarchic Republic Civic power.png 1 Civic, Oratory power.png 2 Oratory Minimum election age 40 Monthly wage modifier.png Monthly wages: −10%, Citizens National citizen happiness: +15% An Oligarchic Republic restricts positions of power to a wealthy or powerful minority.
Plutocratic Republic Civic power.png 2 Civic, Religious power.png 1 Religious (default) Global capital trade routes.png Capital import routes: +1, Commerce value.png National commerce income: +10% Primarily concerned with the acquisition of wealth, Plutocratic Republics can be found ruling many of the coastal City States throughout the world.
Theocratic Republic Oratory power.png 1 Oratory, Religious power.png 2 Religious (default) Omen.png Omen power: +15%, Pop happy.png State religion happiness: +10% The priesthood will enshrine democracy into the very tenets of our faith!
Athenian Republic Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory, Religious power.png 1 Religious Civilization.png National civilization value: +40%, Minimum election age 25 Enact law cost modifier.png Enact law cost: -25%, Citizens National citizen happiness: +15% The Athenian republic is known far and wide for its integrity and strength.

The Senate

Main article: Politics

The Senate consists of 100 seats with each seat belonging to one of five factions. Each faction has a leader, generally the most prominent character that supports that faction, which influences the support gained for a faction. The amount of support generated by the faction leader is based on the attribute applicable to the faction (the leader's martial rating of the military faction will influence the support generated). The amount of seats each faction has changes over time based on the support each faction leader is generating.

Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. The number of seats each faction controls in the Senate changes over time, depending on different factors, with the charisma of the faction leader always impacting the attraction of the seats. If a nation wishes to instantly strengthen a faction's position in the Senate, it can spend Stability.png 5 stability to convince 10 seats to join that faction. Doing so, however, results in an increase of Tyranny tyranny.

Senatorial factions

Faction Modifiers
Party civic.png Civic
  • National tax +20% Tax income
Party mercantile.png Mercantile
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Commerce value.png +10% National commerce income
Party military.png Military
  • Morale of armies +10% Morale of armies
  • Naval morale modifier.png +10% Morale of navies
Party populist.png Populist Political influence.png −33% Monthly Political Influence
Party religious.png Religious
  • Omen.png+10% Omen power

Actions

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 nations.

The senate can block an action if fewer than 40 senators support it. If fewer than 60 senators back the action, it can be forced through, but it will increase the amount of tyranny. If the Senate approves an action or not depends on its composition, and what the nation's course is. When an action is passed, it impacts the characters of the nation. Loyalty is lost or gained depending on faction membership, and factions gain and lose senators.

Offices

Main article: Politics#Offices

Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.

Office Attribute Modifiers Description
Censor Oratory power.png Senate influence.png Senate influence: +0.1 This office is the republic's chief magistrate with responsibility over the state census, public morality, and clearing blockages in the senate and courts.
Magistrate Oratory power.png Aggressive expansion.png Aggressive expansion change: −0.01 This office manages the republic's economy and the conduct of foreign and domestic trade, ensuring the smooth flow of currency and goods.
Tribune of the Soldiers Military power.png Discipline.png Discipline: +0.5% This office oversees the quality of the republic's military by managing their training, logistics, and discipline.
Tribune of the Treasury Military power.png National tax Tax Income: +1% This office is in charge of administering the republic's treasury by ensuring the collection of taxes and the payment of military pensions.
Augur Religious power.png Omen.png Omen power: +2% This office is a senior priest and the republic's chief interpreter of the will of the gods through haruspicy and augury.
High Priest Religious power.png Stability cost modifier.png Sacrifice to the gods cost: −2% This office is the chief high priest of the republic, responsible for overseeing the priesthood, conducting state sacrifices, and religious festivals.
Tribune of the People Civic power.png Freemen Freemen happiness: +0.5% This office represents the republic's freemen with the authority to check the power of the senate and intervene on behalf of freemen in the courts.
Physician Civic power.png Health.png Health: +0.5% This office is the most senior doctor of the republic and is responsible for the care of senior politicians and their families.

Monarchies

In a monarchy authority lies with the ruler, or Monarch. The monarch has as close to absolute authority as any ruler can get in Imperator: Rome. Unlike in a Republic, a Monarch ruler sits for life and is able to change laws, interact with foreign countries and use whatever character interactions they wish without approval of a senate.

Monarchy governments

Unless specified otherwise, all monarchies have the following characteristics:

  • Civilization.png National Civilization Value: +35%
  • Ruler rules for life
  • The consort of the ruler is the co-ruler
Monarchy type Idea slots Base modifiers Government bonus Description
Autocratic Monarchy Military power.png 1 Military, Civic power.png 1 Civic, Religious power.png 1 Religious Civilization.png National civilization value: +30% Slaves National slave output: +10% Conferring absolute power, the title of an Autocratic Monarchy is hereditary.
Aristocratic Monarchy Military power.png 1 Military, Oratory power.png 2 Oratory (default) Tyranny Monthly tyranny: −0.1, Citizens National citizen happiness: +10%, Freemen Desired freemen ratio in cities: +10% Although ruled by a hereditary monarch, power in an Aristocratic Monarchy is often conferred upon members of the nobility.
Stratocratic Monarchy Military power.png 2 Military, Oratory power.png 1 Oratory Freemen Desired freemen ratio in cities: +10% Freemen National freemen output: +10%, Loyalty.png Character loyalty: +5, The military is integral to a functioning stratocratic monarchy. Advised by generals and warriors, the Monarch rules by might.
Theocratic Monarchy Oratory power.png 1 Oratory, Religious power.png 2 Religious (default) Omen.png Omen power: +0.15, Pop happy.png State religion happiness: +10% A king cannot have true power unless backed by the priesthood, and invested with the power of the Divine.
Plutocratic Monarchy Civic power.png 2 Civic, Religious power.png 1 Religious (default) Commerce value.png National commerce income: +10%, Global capital trade routes.png Capital import routes: +1 Largely focused on the acquisition of wealth, a plutocratic monarchy represents such nations as desire to avoid sustained conflict
Dictatorship Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory, Religious power.png 1 Religious Tyranny Monthly tyranny: +0.04 Freemen National freeman happiness: +10%, Citizens National citizen output: +15% A form of totalitarian government, a dictatorship places political power in the hands of a single individual.
Empire Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory, Religious power.png 1 Religious Civilization.png National civilization value: +40% Freemen National freemen output: +15%, Slaves National slaves output: +15% An Emperor wields absolute power over the state, and usually holds sovereignty over lesser kings and nobles.
Imperial Cult Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory, Religious power.png 1 Religious Civilization.png National civilization value: +40% Freemen National freemen output: +15%, Slaves National slaves output: +15%, Omen.png Omen power: +15% In some cultures, an Emperor or Empress holds such authority that they are considered to be a messenger of the divine, or even a deity themselves.

Legitimacy

While a monarch typically has the authority to act without asking for approval their subject characters will still react to their actions if they do not approve of them. Legitimacy is a value between −100 and +100 and models the perceived right for the monarch to rule their country.

For the monarchies that exist in Imperator: Rome at the start of the game this was highly relevant as they were almost all established in this generation. None of them have a firm number of supporters, and many of them (like Egypt or the Seleucid Empire) have a population that considers them to be foreigners.

Legitimacy directly impacts the Loyalty.png loyalty of all characters in the country as well as the happiness of all Freemen freemen.

At Legitimacy.png 0 legitimacy all characters in a monarchy are capped at 50 loyalty (out of the normal 100), and at negative legitimacy they will suffer a ticking loyalty reduction. Legitimacy also directly impacts the cost of enacting laws.

Legitimacy is gained from acting as a good monarch, most importantly:

  • Popularity.png Ruler popularity
  • Stability.png High stability
  • Office.png The skill of your currently employed Court Philosopher

Legitimacy is reduced by anything that threatens popular support for the monarchy, most importantly:

  • Popularity.png Low ruler popularity
  • Monthly war exhaustion War exhaustion
  • Corruption.png Ruler corruption
  • The number of employed characters that prefer another successor than the current heir to succeed (we will talk more about this below).

To help increase legitimacy you can also at any time use a government action to Strengthen Legitimacy by 10 for a cost of Civic power.png 25 Civic Power and Tyranny 5 Tyranny. There are also various indirect ways, like Holding Games, that increase popularity and therefore indirectly legitimacy.

Succession laws

In a monarchy, a new ruler is not elected but will instead inherit power upon the death of the old monarch. The method for this inheritance depends on which of these succession laws the country follows. The family of the current ruler is always preferred over non-family members.

  • Agnatic: Inheritance is in age order, with preference to male children of ruler.
  • Agnatic-Cognatic: Inheritance in age order, children of ruler are preferred without preference in regards to gender.
  • Agnatic Seniority: The male siblings of the monarch will inherit before any children.
  • Egyptian Succession: Children of the ruler are preferred in order of age regardless of gender. Members of the royal family will marry their own family members (including sibling to sibling).

Successors

Successions are not always as easy as the described laws would imply. There are many 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.

Any 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 Tyranny 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. It is further reduced by 2 for each employed character that supported another heir.

Succession crisis

At the time of succession, if any of the possible successors that did not gain the throne are at less than Loyalty.png 33% loyalty, they will make their displeasure known by assembling an army of as many loyal troops as they can afford. As this is a loyal army, and they are disloyal, you will be unable to give orders to this army and unable to detach the pretenders from it. The presence of these armies is likely to drive the country towards a civil war, either immediately or in the long run.

To the end of disarming this threat you have special character interactions on pretenders:

  • Encourage Deserters: Allows you to reduce the pretender army size.
  • Make Mercenary: For a very large sum of gold you can send a pretender off to be a mercenary, along with their loyal troops. This will eliminate the threat to you internal stability, for now.

Meanwhile foreign countries will have also have a new character interaction available, to spend money and political influence on increasing the size of the Pretender army.

Offices

Main article: Politics#Offices

Unless specified otherwise, all the modifiers value are multiplied by the Attribute of the office's holder.

Office Attribute Modifiers Description
Chancellor Oratory power.png Aggressive expansion.png Monthly agressive expansion: −0.01 This office is the monarch's chief diplomat responsible for the reputation of the ruler and state in foreign courts.
Royal Tutor Oratory power.png Stability cost modifier.png Sacrifice to the gods cost: −2% This office is the monarch's royal tutor and oversees the education of the children of the ruler and important nobles at court.
Marshal Military power.png Mercenary maintenance.png Mercenary maintenance: −1% This office is the marshal in charge of the organization and performance of the monarch's armies including training, logistics and recruitment.
Master of the Guard Military power.png Morale of armies Morale of armies: +1% This office is in charge of the monarch's royal bodyguard and oversees their personal protection and maintains domestic order.
High Priest Religious power.png Omen.png Omen power: +2% This office is the monarch's high priest and directs religious sacrifices, festivals and the interpretation of the god's will.
Court Philosopher Religious power.png Legitimacy.png Monthly legitimacy: +0.01 This office is the monarch's court philosopher who supervises libraries and the gathering and protection of knowledge.
Steward Civic power.png National tax National tax: +1% This office is the royal steward responsible for administering the collection of taxes and government spending for the monarch.
Physician Civic power.png Health.png Health: +0.5% This office is the court physician responsible for the medical treatment and health of the monarch and their subjects.

Tribal

Migratory Tribes (also known as Tribal Chiefdoms), Settled Tribes (Tribal Kingdoms) and Federated Tribes (Tribal Federations) make up the grand majority of the countries in Imperator. Tribal countries exist in all locations from western Europe, to Arabia and the Caucasus to the interior of India all the way to the Burmese border.

The base premise for tribal governments is that authority is shared between the clans. When a ruler dies the new ruler will be elected from among a number of clan chiefs, all whom command their own Retinues of loyal troops. Changing any laws at all in a tribe requires that your clan chiefs are loyal, and doing so will reduce the loyalty of all clan chiefs but the chief.

Tribal governments

Unless specified otherwise, all Tribes have the following mechanics and modifiers:

  • Centralization.png Centralization
  • Clan chiefs.png Clan chiefs and Clan retinue.png Clan retinues
  • Army maintenance cost.png +50% Army maintenance cost
  • Price found city cost modifier.png +25% Found city cost modifier
  • Change governor policy cost.png +10% Change governor policy cost
  • Tribesmen +5% National tribesmen desired ratio
  • Enslavement efficiency.png +2.5% Enslavement efficiency
  • Ability raze city.png Enables the 'Raze City' unit ability
Tribe type Idea slots Base modifiers Government bonus Description
Migratory Tribe Military power.png 2 Military Start migration cost modifier.png Allows migration, Tribesmen National tribesmen happiness: +10% Tribesmen National tribesmen output: +15% Elected by a council of tribesmen, a tribal chief rules for life, and is entrusted with the safety and security of his or her tribe. The most important authority vested in the Chief is the decision of when to settle and when to migrate to another, more favorable location.
Settled Tribe Military power.png 1 Military, Oratory power.png 1 Oratory Civilization.png Country civilization level: +10% Tribesmen National tribesmen happiness: +15% Tribal leaders are elected for life, by a council of the clan leaders. This is a society that has come to settle permanently in its region, embracing a sedentary lifestyle.
Federated Tribe Military power.png 1 Military, Civic power.png 1 Civic, Oratory power.png 1 Oratory Civilization.png Country civilization level: +15% Tribesmen National tribesmen output: +20%, Pop promotion speed: +25% Representing the wisdom of a great number of united clans, the council of a Federated Tribe resembles the beginnings of a democratic state.

Centralization

All tribes make use of a Centralization.png centralization scale that goes from −100 to +100. Centralization has a monthly based change that is largely determined the country's laws, and can also be changed through various events about dealing with the other clan chiefs. There is however no direct way to change the centralization value, using political influence or money for instance; it is only adjusted as a result of your actions and over time. The vast majority of countries are Settled Tribes at start, and some are part of larger tribal identities that can form into larger Federated Tribes.

The modifiers from centralization scale linearly. Below table shows examples.

Centralization level Migration cost Tribesmen National tribesman output Clan retinue.png Size of clan retinue Local pop promotion speed.png Pop Promotion Speed Civilization.png Country civilization level
−100% −50% +25% +50%
−50% −25% +12.50% +25%
0
+50% −25% +1.25% +5%
+100% −50% 2.50% +10%
  • At Centralization.png −25% Centralization, a Settled or Federated Tribe can enact the Abandon Sedentary Lifestyle decision to adopt the Migratory Tribe government form.
  • At Centralization.png +40% Centralization, a Migratory Tribe can enact the Form Tribal Kingdom decision to adopt the Settled Tribe government form.
  • Many Migratory or Settled Tribes have special decisions available to unite their region after conquering it, which gives the Federated Tribe government form.
  • A Settled or Federated Tribe may enact the Investigate Tribal Reform decision to unlock the Tribal Reform mission, which will allow the country to adopt either the Autocratic Monarchy or Democratic Republic government forms. Among the requirements is that the capital territory's Civilization.png civilization level must be at least 50. This has synergy with positive centralization.

A higher civilization value in your cities will make Tribesmen tribesmen unhappy to live in them (while Citizens citizens and Freemen freemen will feel more and more at home), meaning that the tribesmen will start being less productive and be more prone to generate unrest. At the start of the game the centralization levels of tribal countries all around the map will differ; they start well into the negatives for the Germanic tribes for instance, while others, like Turdetania in Hispania, start with significant positive centralization.

Clan chiefs and retinues

Clan chiefs.png A tribal government shares its power between clan chiefs, which are the heads of the major families, or clans, of the tribe. The government head is always one of the clan chiefs, with the one with the highest attributes elected on succession; as family heirs are not considered in tribal elections, the cheiftainship will always rotate between the clans to at least some degree. The military might of the tribe is divested in clan chiefs in the form of the clan chiefs' personal retinues.

Clan retinue.png Clan retinues are special units that are recruited and reinforced by the clan chiefs themselves. They do not use the manpower pool of the country and their upkeep (which is halved) is paid by the clan chief that owns that rather than the state, but cannot be directly controlled by the player. Since retinue troops are always loyal to their clan chief, these armies also contribute to their clan chief's Power base.png power base, which can have a significant impact on the Loyalty.png loyalty of your clan chiefs if they are large compared to the size of the country's total military. Their presence also means that there are always armies ready to provoke a civil war, should you not be able to maintain the loyalty of your clan chiefs. When a clan chief dies his retinues are transferred to the player, who can decide to disband it or not. The player can decide in the Government tab which unit types clan retinues will use; because of that a valid strategy is to force clan chiefs to build expensive and strong units in retinues, such as Unit heavy cavalry.png heavy cavalry or Unit war elephants.png elephants, that will cost no money to maintain nor manpower to reinforce.

Every tribal country will has a base of 3 clan chiefs, which is increased for each country rank the country attains.

Migrating and settling

Migratory Tribes have the ability to Start migration cost modifier.png migrate, and all tribal governments can become a Migratory Tribe if they reach a sufficient degree of decentralization. Migration can be initiated in any city that has at least 3 pops and where the primary culture and religion are dominant, by clicking on the Migrate button in the city section of the province interface. It has a base cost of Stability.png 8 stability (reduced by negative centralization).

Migrating will turn up to 20 of the pops in the city into Unit light infantry.png light infantry. This creates an army that can move around like any army, except it does not require military access to cross foreign lands. All types of pops can be used to create a migration cohort but once settled (see below) always turn into Tribesmen tribesmen. To migrate is to let go of any old specialized roles they may have had in their original location.

Any army that has more migration cohorts than there are pops in its current location can settle in that location. This will turn all migration units into Tribesmen tribesmen of your culture and religion and settle them in this city, taking ownership of it. In order to be able to settle the location must also either be uncolonized or under your control in a war. Like colonization and annexation, all pre-existing pops are kept.

Even if a country loses its last city it still remains playable as long as the migration units remain, meaning you can quite literally uproot your entire society and resettle somewhere else.

Offices

Main article: Politics#Offices

Unless specified otherwise, all the modifiers value are multiplied by the relevant attribute of the office's holder.

Office Attribute Modifiers Description
Arbitrator Oratory power.png Aggressive expansion.png Monthly agressive expansion: −0.01 This office is in charge of managing domestic tribal relations and settling disputes in the name of the chief.
Elder Oratory power.png Tribesmen National tribesmen happiness: +1.5% This office is a senior member of the tribe selected for their experience, who advises the chief on tribal matters.
Warchief Military power.png Local cohort recruit speed.png Cohort recruit speed: +2% This office is the most senior military advisor to the chief responsible, for raising and managing their armies.
Bodyguard Military power.png Manpower.png Manpower recovery speed: +1.5% This office is in charge of managing the chief's personal bodyguards, retinues, and their morale.
High Priest Religious power.png Omen.png Omen power: +3% This office is the chief's most senior priest, and directs religious sacrifices, festivals, and divination.
Wise One Religious power.png Citizens National citizen happiness: +1% This office is selected for their learning and advises the chief on a wide variety of matters, from astronomy to technology.
Magistrate Civic power.png National tax National tax: +2% This office is in charge of the tribe's treasury and the collection of tribute in the name of the chief.
Apothecary Civic power.png Health.png Health: +0.005% This office supervises the medical treatment and health of the chief and tribal nobility.

Government reform and conversion

Main article: Decisions#Government_conversion_decisions

Apart from the Tribal Reform missions and various country-specific events and mission tasks, all government changes are done through specific decisions. Swapping between government types of the same group can generally be done freely given the country meets the requirements, but switching between different groups is significantly more difficult (if possible at all). The possible government conversions are as follows:

  • Settled Tribes and Migratory Tribes can always convert between each other. Federated Tribes can also become Migratory Tribes, but the only way to form a Federated Tribe is through certain formable nation decisions.
  • Settled and Federated Tribes can reform into either an Autocratic Monarchy or a Democratic Republic.
  • An Autocratic Monarchy can reform into one of the more advanced monarchy types (Aristocratic, Stratocratic, Plutocratic, or Theocratic Monarchy). These four can interconvert between each other, but cannot go back to becoming an Autocratic Monarchy.
  • Similarly, a Democratic Republic can reform into one of the more advanced republic types (Aristocratic, Oligarchic, Plutocratic, or Theocratic Republic). These four can also interconvert between each other, but cannot go back to becoming an Democratic Republic.
  • Any of the four advanced republic types can become a Dictatorship to adopt a monarchical government form.
  • Any of the five base monarchy types (Autocratic, Aristocratic, Stratocratic, Plutocratic, or Theocratic Monarchy), as well as Dictatorships, can become an Empire.
  • All Monarchical governments except for Autocratic monarchies and Dictatorships can become an Imperial Cult.

Other conversions are possible through special country-specific events or missions. These decisions can be found in /ImperatorRome/game/decisions/conversions.txt.

id

Abandon Sedentary Lifestyle

Times are changing and this land can no longer support our great tribe. It is time to once more embrace the traditions of our ancestors, and prepare for migrations to more peaceful and fertile lands.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Settled Tribe or Federated Tribe government type
Allow
  • Has less than Centralization.png -25 centralization
  • The capital scope has more Tribesmen tribesmen than Citizens citizens or Freemen freemen
  • All clan chiefs have at least Loyalty.png 33 loyalty

Effects
  • Gain Political influence.png 50 political influence
  • If the government type is Settled Tribe, lose Stability.png 10 stability
  • Otherwise, lose Stability.png 30 stability
  • Set the government type to Migratory Tribe
id

Form Tribal Kingdom

We have found a good home, it is time we settle down and adopt a more sedentary lifestyle. Let us proclaim ourselves a kingdom, separating ourselves from the migratory tribes to which we once belonged.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Migratory Tribe government type
Allow
  • Does not have any armies with migrant cohorts
  • Has greater than Centralization.png 25 centralization
  • All clan chiefs have at least Loyalty.png 33 loyalty

Effects
  • Gain Political influence.png 50 political influence
  • Lose Stability.png 5 stability
  • Set the government type to Settled Tribe
id

Embrace Autocracy

[COUNTRY.GetRuler.GetName], inspired by the Kings and Tyrants of foreign lands, might exert greater authority by discarding the tribal trappings of our ancestors.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Settled Tribe or Federated Tribe government type
  • Is AI-controlled
  • Has not started reforming the Tribe in the last 20 years
Allow
  • Does not have any armies with migrant cohorts
  • Has at least Stability.png 40 stability
  • Has at least Centralization.png 0 centralization
  • At least one of the following is true:
    • Capital has at least Civilization.png 40 civilization level
    • Capital has at least Civilization.png 25 civilization level and any neighbouring country is a monarchy that did not start reforming from a Tribal government type in the last 20 years
  • All clan chiefs have at least Loyalty.png 33 loyalty

Effects

Note: This is the AI path for reforming from a Tribal government form to a Monarchy. Human-controlled countries must take the Investigate Tribal Reform decision and proceed along the Tribal Reform mission tree instead.
id

Embrace Democracy

The Chiefs, Elders, and Magistrates of [COUNTRY.GetName] believe that adopting a more constitutional form of democracy will allow us to prosper fully.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Settled Tribe or Federated Tribe government type
  • Is AI-controlled
  • Has not started reforming the Tribe in the last 20 years
Allow
  • Does not have any armies with migrant cohorts
  • Has at least Stability.png 40 stability
  • Has at least Centralization.png] 0 centralization
  • At least one of the following is true:
    • Capital has at least Civilization.png 40 civilization level
    • Capital has at least Civilization.png 25 civilization level and any neighbouring country is a republic that did not start reforming from a Tribal government type in the last 20 years
  • All clan chiefs have at least Loyalty.png 33 loyalty

Effects

Note: This is the AI path for reforming from a Tribal government form to a Republic. Human-controlled countries must take the Investigate Tribal Reform decision and proceed along the Tribal Reform mission tree instead.
id

Investigate Tribal Reform

It is time for our people to consider new methods of rule. Foreign ideals flood our country - can we truly remain a nomadic people?


 
Potential requirements
  • Owns at least 1 territory
  • Has the Settled Tribe or Federated Tribe government type
  • Is not AI-controlled
  • Has not yet taken this decision
Allow
  • Has at least Stability.png 40 stability
  • Has at least Centralization.png 60 centralization
  • All clan chiefs have at least Loyalty.png 33 loyalty

Effects

Note: This is the player path for reforming from a Tribal government form to a Monarchy or Republic. AI-controlled countries will take the Embrace Autocracy or Embrace Democracy decisions instead.
id

Adopt Plutocratic Monarchy

The lure of profit and prosperity is something we must enshrine into our very constitution; abandoning the trappings of lesser kingdoms.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Autocratic Monarchy, Stratocratic Monarchy, Aristocratic Monarchy, or Theocratic Monarchy government type
Allow
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • Has the Infrastructure Policy law

Effects
  • If the country has the Stratocratic Monarchy, Aristocratic Monarchy, or Theocratic Monarchy government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Plutocratic Monarchy
id

Embrace an Aristocratic Society

Those of noble blood should not be required to mingle with commoners...


 
Potential requirements
  • Owns at least 1 territory
  • Has the Autocratic Monarchy, Stratocratic Monarchy, Theocratic Monarchy, or Plutocratic Monarchy government type
Allow
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • Has the Exemption for Nobility law

Effects
  • If the country has the Stratocratic Monarchy, Theocratic Monarchy, or Plutocratic Monarchy government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Aristocratic Monarchy
id

Adopt Stratocratic Monarchy

The [COUNTRY.GetAdjective] people yearn to show the world their might. By stratifying our very society in a militarized hierarchy, we shall show the glory of [COUNTRY.GetName] to all!


 
Potential requirements
  • Owns at least 1 territory
  • Has the Autocratic Monarchy, Aristocratic Monarchy, Theocratic Monarchy, or Plutocratic Monarchy government type
Allow
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • Has the Martial Education law

Effects
  • If the country has the Aristocratic Monarchy, Stratocratic Monarchy, or Plutocratic Monarchy government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Stratocratic Monarchy
id

Proclaim Theocratic Monarchy

The glory of the divine shall shine upon [COUNTRY.GetRuler.GetName] - the [COUNTRY.GetAdjective] people are truly blessed.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Autocratic Monarchy, Aristocratic Monarchy, Stratocratic Monarchy, or Plutocratic Monarchy government type
Allow
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • Level of Religious power.png Religious Advances is at least 6

Effects
  • If the country has the Aristocratic Monarchy, Stratocratic Monarchy, or Plutocratic Monarchy government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Theocratic Monarchy
id

Enact Plutocratic Republic

The lure of profit and prosperity is something we must enshrine into our very constitution; abandoning the trappings of lesser nations.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Democratic Republic, Aristocratic Republic, Theocratic Republic, or Oligarchic Republic government type
Allow
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • If the country is Flag of Rome Rome, has the Lex Gabinia law
  • Otherwise, has the Lowered Import Tariffs law

Effects
  • If the country is an Oligarchic Republic and has the Party oligarchic.png Oligarchs faction, lose Party oligarchic.png 10 Oligarchs approval
  • If the country is a Theocratic Republic and has the Party traditionalist.png Traditionalists faction, lose Party traditionalist.png 10 Traditionalists approval
  • Otherwise, lose Party traditionalist.png 5 Traditionalists approval
  • If the country has the Aristocratic Republic, Theocratic Republic, or Oligarchic Republic government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Plutocratic Republic
id

Promote Oligarchy

Constitutionalizing the inherent superiority of those who have, versus those who do not have; will ensure that [COUNTRY.GetName] maintains a prosperous government.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Democratic Republic, Aristocratic Republic, Theocratic Republic, or Plutocratic Republic government type
Allow
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • If the country is Flag of Rome Rome, does not have the Lex Caec. de Vectigalibus law
  • Otherwise, does not have the Institute Wealth Levy law

Effects
  • If the country is a Democratic Republic and has the Party democratic.png Democrats faction, lose Party democratic.png 10 Oligarchs approval
  • If the country is a Theocratic Republic and has the Party traditionalist.png Traditionalists faction, lose Party traditionalist.png 10 Traditionalists approval
  • Otherwise, lose Party traditionalist.png 5 Traditionalists approval
  • If the country has the Aristocratic Republic, Theocratic Republic, or Plutocratic Republic government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Oligarchic Republic
id

Enshrine Aristocracy

The ability to rule clearly runs in the family. Whilst democracy serves us well, perhaps we might ensure that the plebeian masses are prevented from interfering in government.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Democratic Republic, Oligarchic Republic, Theocratic Republic, or Plutocratic Republic government type
Allow
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • If the country is Flag of Rome Rome, has the Lex Licinia Mucia law
  • Otherwise, has the Rights of Nobility law

Effects
  • If the country is a Democratic Republic and has the Party democratic.png Democrats faction, lose Party democratic.png 10 Oligarchs approval
  • If the country is a Theocratic Republic and has the Party traditionalist.png Traditionalists faction, lose Party traditionalist.png 10 Traditionalists approval
  • Otherwise, lose Party traditionalist.png 5 Traditionalists approval
  • If the country has the Oligarchic Republic, Theocratic Republic, or Plutocratic Republic government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Aristocratic Republic
id

Proclaim Theocratic Republic

By the help of the divine, and with the zeal of her people, [COUNTRY.GetName] shall endure for all eternity!


 
Potential requirements
  • Owns at least 1 territory
  • Has the Democratic Republic, Oligarchic Republic, Aristocratic Republic, or Plutocratic Republic government type
Allow
  • Has at least Stability.png 40 stability
  • Capital has at least Civilization.png 60 civilization level
  • If the country is Flag of Rome Rome, has the Avoid Religious Mandates or Lex Ogulnia laws
  • Otherwise, has the Traditional Observance or Priestly Status laws
  • Level of Religious power.png Religious Advances is at least 6

Effects
  • If the country is an Oligarchic Republic and has the Party oligarchic.png Oligarchs faction, lose Party oligarchic.png 10 Oligarchs approval
  • If the country is a Democratic Republic and has the Party democratic.png Democrats faction, lose Party democratic.png 10 Oligarchs approval
  • If the country has the Oligarchic Republic, Aristocratic Republic, or Plutocratic Republic government type, lose Stability.png 30 stability
  • Otherwise, lose Stability.png 10 stability
  • Set the government type to Theocratic Republic
id

Proclaim Dictatorship

It is becoming increasingly apparent that power cannot be trusted in the hands of the many. Absolute security demands absolute authority.


 
Potential requirements
  • Owns at least 1 territory
  • Has the Oligarchic Republic, Aristocratic Republic, Plutocratic Republic, or Theocratic Republic government type
Allow
  • Has at least Stability.png 40 stability
  • Current ruler has at least Popularity.png 90 popularity and is at least 16 years old
  • Has at least Tyranny 20 tyranny
  • If the country has the Party populares.png Populares faction, has at least Party populares.png 70 Populares support
  • Otherwise, if the country has the Party democratic.png Democrats faction, has at least Party democratic.png 70 Democrats support
  • Capital has at least Civilization.png 60 civilization level
  • If the country is Flag of Rome Rome, has the Princeps Civitatis law
  • Otherwise, has the Lifetime Elections law

Effects
  • Lose Stability.png 30 stability
  • Set the government type to Dictatorship
  • Gain Tyranny 30 tyranny
  • Get Province investment 2 free province investments
id

Imperial Ambition

[COUNTRY.GetRuler.GetName], resplendent in the glory of conquest, has eclipsed all other petty Kingdoms; a new title is needed for the ruler of the [COUNTRY.GetAdjective] Empire.


 
Potential requirements
  • Owns at least 1 territory
  • Has one of the following government types:
    • Aristocratic Monarchy
    • Stratocratic Monarchy
    • Theocratic Monarchy
    • Plutocratic Monarchy
    • Dictatorship
    • Autocratic Monarchy
  • If the country is a Autocratic Monarchy, has at least 80 territories and the ruler has one of the following traits:
    • Crafty Crafty
    • Original thinker Original Thinker
    • Victorious Victorious
    • Conqueror Conqueror
    • Tactician Tactician
    • Aggressive Aggressive traits
Allow
  • Owns at least 800 territories
  • Current ruler has at least Popularity.png 90 popularity

Effects
  • Lose Stability.png 10 stability
  • Set the government type to Empire
  • Get Province investment 3 free province investments
  • If the country is Flag of Rome Rome, set the country's name to Roman Empire
id

Divine Sanction

Few are in denial that [COUNTRY.GetRuler.GetName] is blessed. It follows, therefore, that such divine heritage can only be the property of a divine being.


 
Potential requirements
  • Owns at least 1 territory
  • Has one of the following government types:
    • Empire
    • Aristocratic Monarchy
    • Stratocratic Monarchy
    • Theocratic Monarchy
    • Plutocratic Monarchy
    • Plutocratic Republic
    • Aristocratic Republic
    • Theocratic Republic
    • Oligarchic Republic
Allow
  • Does not follow a monotheist religion
  • Owns at least 200 territories
  • If the Magna Graecia (DLC).png Magna Graecia DLC is enabled, has Deify ruler cost modifier.png 4 deified rulers in the state pantheon
  • Otherwise, the current ruler has at least Oratory power.png 8 charisma, Civic power.png 8 finesse, Military power.png 8 martial, and Religious power.png 10 zeal
  • Has the law Divinity Statute

Effects
  • Lose Stability.png 30 stability
  • Set the government type to Imperial Cult
  • Get Province investment 4 free province investments