Difference between revisions of "Government"

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* Lose {{icon|political influence}} {{red|100}} political influence
 
* Lose {{icon|political influence}} {{red|100}} political influence
 
* Get the modifier '''Cultural Patron''' for '''5''' years, giving:
 
* Get the modifier '''Cultural Patron''' for '''5''' years, giving:
** [[File:Happiness for same culture modifier.png|28px]] {{green|+5%}} Primary Culture Happiness
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** {{icon|primary culture happiness}} {{green|+5%}} Primary Culture Happiness
 
** [[File:Global monthly civilization.png|28px]] {{green|+0.01%}} Monthly Civilization Change
 
** [[File:Global monthly civilization.png|28px]] {{green|+0.01%}} Monthly Civilization Change
 
* Tooltip: [SCOPE.GetRootScope.GetCountry.GetPrimaryCulture.GetName] ways have safeguarded the development of our nation for aeons. Let us bring these ideals to all within our realm.
 
* Tooltip: [SCOPE.GetRootScope.GetCountry.GetPrimaryCulture.GetName] ways have safeguarded the development of our nation for aeons. Let us bring these ideals to all within our realm.

Revision as of 16:39, 12 July 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

The government interface for republics

Republics are defined first and foremost by the sharing of power between its citizens or upper class, depending on the type. Rulers are chosen by election based on a character's popularity and prominence and serve only for a fixed, usually relatively short term, meaning that republics will tend to cycle through different characters quite quickly and are not quite as involved in playing dynastic games. Republics are also marked by the presence of a Senate whose approval is required for most government actions, made up of a number of factions who may give various bonuses but also seek to advance their goals and interests.

Republican governments are most common among the Greek city-states as well as the Italic and Punic realms of the Western Mediterranean, but can also be found in the emporiums of the Horn of Africa and the Persian Gulf as well as the warrior confederations of Punjab.

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, who generates +0.10 monthly faction support for each point of Oratory power.png charisma (doubled to +0.20 for the leader of the Populist faction populist party), typically being the main source of the monthly support gained for a faction. The amount of support generated by the faction leader is +0.10 for each in point in the attribute applicable to the faction. The holder of the Censor office will also generate +0.10 support for the faction he/she is a part of for each Statesmanship statesmanship-adjusted point of Oratory power.png charisma, and various laws and event modifiers may also affect faction support. The amount of seats each faction has changes over time based on the sum of all its support modifiers, and will slowly drift towards an equilibrium where each faction's seat share is proportional to its relative monthly support.

Depending on which faction the ruler of the republic belongs to, the republic gets various bonuses or maluses. If a nation wishes to instantly strengthen a faction's position in the Senate, a faction can be Button endorse.png endorsed by spending Stability.png 5 stability and gaining Tyranny 2 tyranny to convince 10 seats to join that faction, as long as the faction being endorsed currently has less than 50 seats.

Senatorial factions

Faction Modifiers
Civic faction Civic
  • National tax +20% Tax income
Mercantile faction Mercantile
  • Diplomatic reputation.png +2 Diplomatic reputation
  • Commerce value.png +10% National commerce income
Military faction Military
  • Morale of armies +10% Morale of armies
  • Naval morale modifier.png +10% Morale of navies
Populist faction Populist Political influence.png −33% Monthly Political Influence
Religious faction 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
  • Many character interactions, such as banishing, imprisoning, etc.
  • All diplomatic interactions with other nations.

The senate will block an action if fewer than 40 senators support it. If between 40 than 60 senators back the action, it can be forced through at the cost of Tyranny 5 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 can impact the characters of the nation. Loyalty may be lost or gained depending on whether or not the faction approves of the action, and factions may also gain or lose senators.

Offices

Main article: Position#Republic_offices

In addition to the usual four offices, republics have offices for Party approval party approval, a military bonus in Discipline.png discipline, Stability cost modifier.png divine sacrifice cost, and happiness for Freemen freemen.

Office Attribute State Modifier (per effective attribute) Character Modifiers Description
Censor Oratory power.png Party approval Party approval: +0.02
  • Note: The Party approval is applied to the faction that the Censor is part of
  • Monthly wage modifier.png +2% Monthly Wage
  • Prominence.png +0.25 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Senate influence +15% Senate influence
  • Statesmanship +0.80% Monthly Statesmanship
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: −0.025
  • Monthly wage modifier.png +1% Monthly Wage
  • Popularity.png +0.01 Monthly Popularity
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.70% Monthly Statesmanship
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%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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: +1.5%
  • Monthly wage modifier.png +1% Monthly Wage
  • Popularity.png +0.01 Monthly Popularity
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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: +3%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.60% Monthly Statesmanship
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 Divine sacrifice cost: −2%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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 Freeman happiness National freemen happiness: +0.6%
  • Monthly wage modifier.png +1% Monthly Wage
  • Popularity.png +0.01 Monthly Popularity
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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: +0.005%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.50% Monthly Statesmanship
This office is the most senior doctor of the republic and is responsible for the care of senior politicians and their families.

Interactions

Republics can empower any of the five factions for a certain bonus at the cost of Political influence.png political influence, but this will also increase Populist faction populist faction support (except for empowering the populist faction itself). Depending on the law enacted in the Legislative Body/Assembly Endorsement category, there are may also be available interactions to get improve governor attributes or get claims on neighbouring states.

Interaction Requirements Effects
Civic faction Empower Civic Faction
  • If the current ruler is in the Civic faction civic faction, has at least Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Civic Faction Empowered
  • If the current ruler is in the Civic faction civic faction, lose Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Civic Faction Empowered for 5 years, giving:
    • Build cost.png -15% Build Cost
    • Party populist influence.png +0.25 Populist Faction Influence
Military faction Empower Military Faction
  • If the current ruler is in the Military faction military faction, has at least Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Military Faction Empowered
  • If the current ruler is in the Military faction civic faction, lose Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Military Faction Empowered for 5 years, giving:
    • Discipline.png +2.5% Discipline
    • Party populist influence.png +0.25 Populist Faction Influence
Mercantile faction Empower Mercantile Faction
  • If the current ruler is in the Mercantile faction mercantile faction, has at least Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Mercantile Faction Empowered
  • If the current ruler is in the Mercantile faction mercantile faction, lose Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Mercantile Faction Empowered for 5 years, giving:
    • Create trade route cost modifier.png -25% Create Trade Route Cost
    • Party populist influence.png +0.25 Populist Faction Influence
Religious faction Empower Religious Faction
  • If the current ruler is in the Religious faction religious faction, has at least Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Religious Faction Empowered
  • If the current ruler is in the Religious faction religious faction, lose Political influence.png 30 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Otherwise, lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Religious Faction Empowered for 5 years, giving:
    • Pop assimilation.png +25% Pop Conversion Speed
    • Party populist influence.png +0.25 Populist Faction Influence
Populist faction Empower Populist Faction
  • The current ruler is in the Populist faction populist faction
  • Has at least Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Does not have the modifier Populist Faction Empowered
  • Lose Political influence.png 60 political influence, modified by the Endorse party cost modifier.png Endorse Party Cost modifier
  • Get the modifier Populist Faction Empowered for 5 years, giving:
    • Corruption.png -0.05 Monthly Corruption
    • Party populist influence.png -0.50 Populist Faction Influence
Curiate assembly.png Summon Curiate Assembly
  • If the country is Flag of Rome Rome, has the law Curiate Assembly
  • Otherwise, has the law Assembly of Citizens
  • There are at least 3 adult characters, excepting the ruler, in the current country
  • The current country has at least one governor (not including the ruler)
  • Has not used this interaction in the last 10 years
  • Tooltip: Summons some of our most prestigious patricians to legitimize the appointments of the senate. This interaction can boost the capabilities of our appointed Governors, and can be only be used once every 10 years.
  • Get the event Curiate Assembly
War council.png Summon Senatorial War Council
  • If the country is Flag of Rome Rome, has the law Senatorial Endorsement
  • Otherwise, has the law Abolish Assemblies
  • There are at least 3 adult characters, excepting the ruler, in the current country
  • Has not used this interaction in the last 10 years
  • There is a neighbouring country that is not an ally or subject of the current country
  • Tooltip: Summons a selection of our most prestigious senators to consider a focus for our next conquest. This can be used to provide a claim on a province, and may be used once every 10 years.
  • Get the event The Senate Assembles

Monarchies

The government interface for monarchies

In a monarchy, authority lies entirely in the hands of the ruler who controls the government and can generally do as he or she wishes, so long as the rest of the realm remains loyal. Monarchs sit for life with a consort to assist them and succession runs entirely along familial lines, with the throne inherited from parent to child or from one sibling to the next depending on the exact succession law. This concentration of power in a single person, however, means that much more attention must be paid to the legitimacy of the current ruler as the country sees it as well as fending off the threats of pretenders and claimants who would drive the realm into civil war in order to claim the throne for themselves.

Monarchies are common throughout the east, from the many realms of the Diadochi to the Indian dynasties spanning its north and south, as well as the smaller states of Sogdiana and the Tarim Basin and the ancient kingdoms of Nubia and Ethiopia. Some, such as Flag of Sparta Sparta or Flag of Syracusae Syracusae, can also be found further to the west among the more predominant republics of the region.

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 slave 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 slave 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.

For each point of positive legitimacy, the country will get:

  • Law agnatic.png +0.05 Primary Heir Attraction
  • Pop freemen happiness.png +0.15% National Freeman Happiness

For each point of negative legitimacy, the country will get:

  • Law agnatic.png -0.05 Primary Heir Attraction
  • Loyalty.png -0.2 Loyalty of Characters
  • Enact law cost modifier.png +0.5% Enact Law Cost

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 (discussed in further detail below)

To help increase legitimacy you can also at any time use a government action to Button endorse.png Strengthen Legitimacy, which gives a monthly legitimacy increase of +0.05 for 5 years at a cost of Political influence.png 10 political influence and a monthly increase of Tyranny +0.02 while the modifier is running. Legitimacy can be strengthened multiple times with the modifiers stacking on each other, but each use of the action increases the cost of further strengthening legitimacy by +50% while it is running. There are also various indirect ways, such as 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. It is possible to influence the choice of preferred heir towards the primary heir using the Law agnatic.png Primary Heir Attraction modifier.

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.png legitimacy of 60, plus 20 times the country's religious unity, then 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 have 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 army will be loyal to the disloyal pretender, the army cannot be given orders and the pretender cannot be removed from command, giving a significant increase the pretender's Power base power base and a further malus to loyalty. The presence of these armies is likely to drive the country towards a civil war, either immediately or in the long run.

In addition to the normal interactions, there are also some other special character interactions that can be used on pretenders to try to alleviate the threat:

  • 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 gold and political influence on increasing the size of the pretender army to drive the country further into civil war.

Offices

Main article: Position#Monarchy_offices

The unique monarchy offices give modifiers for Legitimacy.png legitimacy, two military bonuses in Morale of armies morale of armies and Mercenary maintenance.png mercenary army maintenance, as well as to Stability cost modifier.png divine sacrifice cost.

Office Attribute State Modifier (per effective attribute) Character Modifiers Description
Chancellor Oratory power.png Aggressive expansion.png Monthly aggressive expansion: −0.025
  • Monthly wage modifier.png +2% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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 Divine sacrifice cost: −2%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.08 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +15 Prominence
  • Statesmanship +0.50% Monthly Statesmanship
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 army maintenance: −1%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.60% Monthly Statesmanship
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: +3%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +30 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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: +0.015
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.60% Monthly Statesmanship
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: +1.5%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +40 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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: +0.005%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.50% Monthly Statesmanship
This office is the court physician responsible for the medical treatment and health of the monarch and their subjects.

Interactions

As well as the general war council interaction for granting claims, monarchies have three government-specific interactions for demanding general support for the primary heir, holding games to boost ruler popularity, and patronizing the arts for primary culture happiness and civilization level.

Interaction Requirements Effects
War council.png Summon War Council
  • There are at least 3 adult characters, excepting the ruler, in the current country
  • Has not used this interaction in the last 10 years
  • There is a neighbouring country that is not an ally or subject of the current country
  • Tooltip: Summons a selection of our most prestigious senators to consider a focus for our next conquest. This can be used to provide a claim on a province, and may be used once every 10 years.
  • Get the event War Council
Demand oaths of allegience.png Demand Oaths of Allegiance
  • Has at least Political influence.png 100 political influence, modified by the Price oaths of allegiance button cost modifier.png Oaths of Allegiance Cost modifier
  • Does not have the modifier Oaths of Allegiance
  • Has a primary heir of the ruling family
  • Lose Political influence.png 100 political influence, modified by the Price oaths of allegiance button cost modifier.png Oaths of Allegiance Cost modifier
  • Get the modifier Oaths of Allegiance for 5 years, giving:
    • Law agnatic.png +25 Primary Heir Attraction
  • Tooltip: The continuation of a dynasty brings strength and security to a realm. [SCOPE.GetRootScope.GetCountry.GetRuler.GetName], whilst a fearsome and honorable [SCOPE.GetRootScope.GetCountry.GetRulerTitle], cannot rule forever - we must rouse support for the future of the [SCOPE.GetRootScope.GetCountry.GetRuler.GetFamilyDisplayAdjective] line!
Hold games.png Hold Games
  • The current ruler does not have the modifier Ongoing Games
  • The current ruler has at least Wealth 4.2 times the monthly income of the current country
  • The current ruler is an adult
  • Has at least Wealth 4.2 times the monthly income
  • Lose Wealth 4.2 times the monthly income
  • The current ruler loses Wealth 4.2 times the monthly income of the current country
  • The current ruler gets the modifier Ongoing Games for 5 years, giving:
    • Popularity.png +0.10 Monthly Popularity
  • Tooltip: Your ruler can gain extra popularity from competing in the games.
  • If the current ruler does not have a nickname, 5% chance of getting the cognomen Catilina if the ruler is in the Italic culture group or the nickname 'The Beneficent' otherwise
  • Get the event The Upcoming Games in 10-30 days
  • Tooltip: The common folk love gladiators, chariot races and athletics, even more than they love [SCOPE.GetRootScope.GetCountry.GetRuler.GetPraenomen] - luckily [SCOPE.GetRootScope.GetCountry.GetRuler.GetPraenomen] knows this all too well.
Patronize arts.png Patronize the Arts
  • Has at least Political influence.png 100 political influence
  • Does not have the modifier Cultural Patron
  • Lose Political influence.png 100 political influence
  • Get the modifier Cultural Patron for 5 years, giving:
    • Integrated culture happiness +5% Primary Culture Happiness
    • Global monthly civilization.png +0.01% Monthly Civilization Change
  • Tooltip: [SCOPE.GetRootScope.GetCountry.GetPrimaryCulture.GetName] ways have safeguarded the development of our nation for aeons. Let us bring these ideals to all within our realm.

Tribal

The government interface for tribes

Migratory Tribes, Settled Tribes, and Federated Tribes make up the grand majority of the countries in Imperator. Tribal countries exist in all locations, from Europe to Arabia and the Caucasus to the interior of India and Tibet all the way to the Burmese border.

The base premise behind tribal governments is that authority is shared between the clans, represented by clan chiefs who command and maintain their own retinues of personally loyal troops. They have a significant say in the government and when a ruler dies the new ruler will be elected from among the other clan chiefs, ensuring a rotation of power between the clans. Tribes are also distinguished by their lower level of development and civilization, choosing between increasing centralization and adopting a more sedentary lifestyle that increasingly approaches that of a republic or monarchy or decentralizing the country to put a greater emphasis on a migratory lifestyle and the traditional clan structure, whose hordes will be the terror of all civilized peoples.

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
  • Price revoke city status cost modifier.png -50% Revoke city status cost modifier
  • Price revoke metropolis status cost modifier.png -50% Revoke metropolis status 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%, Promotion 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 Promotion 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

Main article: Clan chief

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 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: Position#Tribal_offices

Tribes offices give two military bonuses in Local cohort recruit speed.png cohort recruit speed and Manpower.png manpower recovery speed and have happiness modifiers for Tribesmen tribesmen and Citizens citizens. Notably, their Aggressive expansion.png aggressive expansion office is weaker than in republics or monarchies, which is compensated for by a stronger National tax national tax modifer.

Office Attribute State Modifier (per effective attribute) Character Modifiers Description
Arbitrator Oratory power.png Aggressive expansion.png Monthly aggressive expansion: −0.015
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.20 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is in charge of managing domestic tribal relations and settling disputes in the name of the chief.
Elder Oratory power.png Tribesman happiness National tribesmen happiness: +1.2%
  • Monthly wage modifier.png +2% Monthly Wage
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.70% Monthly Statesmanship
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%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.30 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +20 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.70% Monthly Statesmanship
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%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
This office is the chief's most senior priest, and directs religious sacrifices, festivals, and divination.
Wise One Religious power.png Citizen happiness National citizen happiness: +1.2%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.60% Monthly Statesmanship
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%
  • Monthly wage modifier.png +2% Monthly Wage
  • Prominence.png +0.10 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +10 Prominence
  • Statesmanship +0.80% Monthly Statesmanship
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%
  • Monthly wage modifier.png +1% Monthly Wage
  • Prominence.png +0.05 Monthly Character Prominence
  • Family prestige +0.10 Monthly Family Prestige
  • Prominence.png +5 Prominence
  • Statesmanship +0.50% Monthly Statesmanship
This office supervises the medical treatment and health of the chief and tribal nobility.

Interactions

As well as the general war council interaction for granting claims, tribal nations have three government-specific interactions for increasing enslavement efficiency, holding games to boost ruler popularity, and encouraging migration in order to reduce tribal centralization.

Interaction Requirements Effects
War council.png Summon War Council
  • There are at least 3 adult characters, excepting the ruler, in the current country
  • Has not used this interaction in the last 10 years
  • There is a neighbouring country that is not an ally or subject of the current country
  • Tooltip: Summons a selection of our most prestigious senators to consider a focus for our next conquest. This can be used to provide a claim on a province, and may be used once every 10 years.
  • Get the event War Council
Raiding parties.png Assemble Raiding Parties
  • Has at least Political influence.png 100 political influence, modified by the Price assemble raiding party button cost modifier.png Assemble Raiding Party Cost modifier
  • Does not have the modifier Raiding Parties Assembled
  • Lose Political influence.png 100 political influence, modified by the Price assemble raiding party button cost modifier.png Assemble Raiding Party Cost modifier
  • Get the modifier Raiding Parties Assemblede for 5 years, giving:
    • Enslavement efficiency.png +10% Enslavement Efficiency
  • Tooltip: The lure of plunder and wealth is enough to steel the resolve of even the most faint-hearted.
Hold games.png Hold Games
  • The current ruler does not have the modifier Ongoing Games
  • The current ruler has at least Wealth 4.2 times the monthly income of the current country
  • The current ruler is an adult
  • Has at least Wealth 4.2 times the monthly income
  • Lose Wealth 4.2 times the monthly income
  • The current ruler loses Wealth 4.2 times the monthly income of the current country
  • The current ruler gets the modifier Ongoing Games for 5 years, giving:
    • Popularity.png +0.10 Monthly Popularity
  • Tooltip: Your ruler can gain extra popularity from competing in the games.
  • If the current ruler does not have a nickname, 5% chance of getting the cognomen Catilina if the ruler is in the Italic culture group or the nickname 'The Beneficent' otherwise
  • Get the event The Upcoming Games in 10-30 days
  • Tooltip: The common folk love gladiators, chariot races and athletics, even more than they love [SCOPE.GetRootScope.GetCountry.GetRuler.GetPraenomen] - luckily [SCOPE.GetRootScope.GetCountry.GetRuler.GetPraenomen] knows this all too well.
Tribal migration.png Encourage Tribal Migration
  • Does not have the modifier Migration Encouraged
  • Has a territory with at least Tribesmen 5 tribesmen of the state culture and religion
  • There is an unowned territory in the capital region or any region neighbouring the capital region
  • If the current country has a territory with at least Tribesmen 5 tribesmen of the state culture and religion:
    • Move Tribesmen 5 tribesmen of the state culture and religion from a random owned territory that has at least 5 to a random unowned territory in the capital region or any region neighbouring the capital region
    • Get the modifier Migration Encouraged for 5 years, giving:
      • Centralization.png -0.03 Monthly Centralization
      • Pop citizen happiness.png -10% National Citizen Happiness
  • Tooltip: Our people are becoming too sedentary for their own good. While we may lose some of our brethren in the short term, it is right that we should encourage all [SCOPE.GetRootScope.GetCountry.GetPrimaryCulture.GetName] peoples to wander freely, that we might embrace the old ways some day.

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
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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