Difference between revisions of "State"

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A '''state''' is any political structure comprising a community of people organized under some form of [[government]]; it is also called a ''country''.
 
A '''state''' is any political structure comprising a community of people organized under some form of [[government]]; it is also called a ''country''.
  
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{{Main|Government}}
 
{{Main|Government}}
  
[[File:Top_bar_government.png|32px|Government|link=]] The other main defining feature of a state is its [[government|'''government type''']], which can be classified into one of three more general '''government forms''' - [[Republic]], [[Monarchy]] or [[Tribal]].
+
[[File:Top_bar_government.png|28px|Government|link=]] The other main defining feature of a state is its [[government|'''government type''']], which can be classified into one of three more general '''government forms''' - [[Republic]], [[Monarchy]] or [[Tribal]].
  
Different government types have different modifiers, bonuses, and [[National ideas|National Idea]] slots, and it can be useful to switch to one that better synergizes with the current strategy and playstyle. Changing between ''government types'' is generally done by [[File:Top_bar_decisions.png|32px]] decision and the requirements can generally be seen at any time. These requirements may include a minimum {{icon|stability|21px}} stability level, certain {{icon|political influence|21px}} [[laws]] (or not having certain laws), a minimum [[File:Civilization.png|21px]] [[City#Civilization_value|civilization value]] in the capital [[territories|territory]], a specific [[File:Top_bar_technology.png|32px]] [[technology]] level, and more, and will almost always cost stability. Certain [[File:Top_bar_missions.png|32px]] mission trees, such as the {{flag|Carthage|0}} Carthaginian mission tree [[Punic_missions#Aegis_of_Africa|Aegis of Africa]], may also allow for changing government type even when if the country does not meet the normal requirements.
+
Different government types have different modifiers, bonuses, and [[National ideas|National Idea]] slots, and it can be useful to switch to one that better synergizes with the current strategy and playstyle. Changing between ''government types'' is generally done by [[File:Top_bar_decisions.png|28px]] decision and the requirements can generally be seen at any time. These requirements may include a minimum {{icon|stability}} stability level, certain {{icon|political influence|28px}} [[laws]] (or not having certain laws), a minimum {{icon|civilization}} [[City#Civilization_value|civilization value]] in the capital [[territories|territory]], a specific [[File:Top_bar_technology.png|28px]] [[technology]] level, and more, and will almost always cost stability. Certain [[File:Top_bar_missions.png|28px]] mission trees, such as the {{flag|Carthage|0}} Carthaginian mission tree [[Punic_missions#Aegis_of_Africa|Aegis of Africa]], may also allow for changing government type even when if the country does not meet the normal requirements.
  
 
The ''government form'' defines the method of succession, the available [[laws]], and the makeup of the offices, which give political power and various bonuses according to the [[character]]'s attributes and [[Rebellion#Loyalty|Loyalty]]. Each government form also has different mechanics that a player must deal with - Republics must seek the approval of the [[Government#The_Senate|Senate]] for nearly every major action, Monarchies must watch their [[Government#Legitimacy|Legitimacy]] and deal with angry [[Government#Succession_crisis|Pretenders]], and Tribes must appease their [[Government#Clan_leaders_and_retinues|Clan Chiefs]] and decide on the direction of [[Government#Centralization|Centralization]]. [[Government]] offices also provide [[political influence]] depending upon the holder's [[Rebellion#Loyalty|Loyalty]]. Changing the government form is usually harder than changing government type; reforming from a Tribal government to a Republic or Monarchy involves going through the [[Missions#Tribal_Reform|Tribal Reform]] mission tree, changing from a Republic to a Monarchy requires high Tyranny and the declaration of a [[Government#Republican_governments|Dictatorship]], and changing from a Monarchy to a Republic is not generally possible outside of a few special events or missions (such as the {{flag|Syracusae|0}} Syracusan mission tree [[Syracuse_Missions#Death_to_Tyrants|Death to Tyrants]]).
 
The ''government form'' defines the method of succession, the available [[laws]], and the makeup of the offices, which give political power and various bonuses according to the [[character]]'s attributes and [[Rebellion#Loyalty|Loyalty]]. Each government form also has different mechanics that a player must deal with - Republics must seek the approval of the [[Government#The_Senate|Senate]] for nearly every major action, Monarchies must watch their [[Government#Legitimacy|Legitimacy]] and deal with angry [[Government#Succession_crisis|Pretenders]], and Tribes must appease their [[Government#Clan_leaders_and_retinues|Clan Chiefs]] and decide on the direction of [[Government#Centralization|Centralization]]. [[Government]] offices also provide [[political influence]] depending upon the holder's [[Rebellion#Loyalty|Loyalty]]. Changing the government form is usually harder than changing government type; reforming from a Tribal government to a Republic or Monarchy involves going through the [[Missions#Tribal_Reform|Tribal Reform]] mission tree, changing from a Republic to a Monarchy requires high Tyranny and the declaration of a [[Government#Republican_governments|Dictatorship]], and changing from a Monarchy to a Republic is not generally possible outside of a few special events or missions (such as the {{flag|Syracusae|0}} Syracusan mission tree [[Syracuse_Missions#Death_to_Tyrants|Death to Tyrants]]).
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{{Main|Ruler}}
 
{{Main|Ruler}}
  
Each state is headed by a [[File:Leader.png|28px]] '''ruler''', prominently visible on the '''Show Government''' tab of the [[File:Top_bar_government.png|28px|Government|link=]] [[government]] panel, and their [[traits]], [[attributes]], and [[Characters#Relationships|relationships]] have a significant effect on {{icon|loyalty}} character loyalty, [[File:Senate influence.png|28px]] Senate support, and state modifiers from [[File:Commerce modifier.png|28px]] national commerce income to [[File:Land morale recovery.png|28px]] army morale recovery to [[File:Stability monthly change.png|28px]] monthly stability change. Rulers with high attributes can be a considerable boon to their country, significantly strengthening the state and allowing the nation to punch well above its weight, while corrupt, low attribute rulers can inflict major penalties that a state must struggle through. A ruler may be supported by a '''co-ruler''' or '''consort''', who contribute any of their four main attributes if they are higher than those of the ruler, but may also have effects on {{icon|political influence}} political influence generation and modifier for ruler {{icon|popularity}} popularity and {{icon|corruption}} corruption. Succession varies widely depending on the country's [[government]] form, ranging between dynastic inheritance in a [[monarchy]], Senatorial election in [[republic]]s, and rotation between Clan Chiefs in [[tribal|tribes]], and the length of office may vary widely as well.
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{{icon|ruler}} Each state is headed by a '''ruler''', prominently visible on the '''Show Government''' tab of the [[File:Top_bar_government.png|28px|Government|link=]] [[government]] panel, and their [[traits]], [[attributes]], and [[Characters#Relationships|relationships]] have a significant effect on {{icon|loyalty}} character loyalty, [[File:Senate influence.png|28px]] Senate support, and state modifiers from [[File:Commerce modifier.png|28px]] national commerce income to {{icon|army morale recovery}} army morale recovery to [[File:Stability monthly change.png|28px]] monthly stability change. Rulers with high attributes can be a considerable boon to their country, significantly strengthening the state and allowing the nation to punch well above its weight, while corrupt, low attribute rulers can inflict major penalties that a state must struggle through. A ruler may be supported by a '''co-ruler''' or '''consort''', who contribute any of their four main attributes if they are higher than those of the ruler, but may also have effects on {{icon|political influence}} political influence generation and modifier for ruler {{icon|popularity}} popularity and {{icon|corruption}} corruption. Succession varies widely depending on the country's [[government]] form, ranging between dynastic inheritance in a [[monarchy]], Senatorial election in [[republic]]s, and rotation between Clan Chiefs in [[tribal|tribes]], and the length of office may vary widely as well.
  
 
== Accumulated points==
 
== Accumulated points==
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=== Manpower ===
 
=== Manpower ===
  
{{icon|manpower}} '''Manpower''' represents a pool of ready-to-fight people who are drawn from [[File:Pop_freemen.png|30px|Freeman|link=]] [[Population|freeman]] and [[File:Pop_tribesmen.png|30px|Tribesman|link=]] [[Population|tribesman]] pops inhabiting a state. Manpower is used when [[Land_units|recruiting]] new army cohorts and replenishing [[Army#Attrition|attrition]] or combat losses; if manpower becomes low, a nation can become very vulnerable to attack.
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{{icon|manpower}} '''Manpower''' represents a pool of ready-to-fight people who are drawn from {{icon|freemen}} freeman and {{icon|tribesmen}} tribesman pops inhabiting a state. Manpower is used when [[Land_units|recruiting]] new army cohorts and replenishing [[Army#Attrition|attrition]] or combat losses; if manpower becomes low, a nation can become very vulnerable to attack. Each point of manpower provides one soldier for a newly recruited or reinforcing cohort; if a country runs out of manpower, they will no longer be able to recruit any more cohorts or reinforce their armies until it replenishes.
  
''Manpower'' is directly increased by several [[trade goods]] bonuses (e.g., horses and iron) and Barracks/Training Camp [[buildings]], as well as it is modified by [[File:Pop_freemen.png|30px|Freeman|link=]] [[Population|freeman]] / [[File:Pop_tribesmen.png|30px|Tribesman|link=]] [[Population|tribesman]] happiness and output.
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Every country has a base manpower pool of '''5000''', which is then increased by the output of the {{icon|freemen}} freeman and {{icon|tribesmen}} tribesman pops in the country. The amount of manpower that pops produce is increased country-wide by the [[File:Global manpower modifier.png|28px]] '''global manpower''' and locally by the [[File:Global manpower modifier.png|28px]] '''local manpower''' modifiers, which is given by several [[trade goods]] bonuses (e.g., horses and iron) and Barracks/Training Camp [[buildings]]. Like all other pop outputs, {{icon|freemen}} freeman and {{icon|tribesmen}} tribesman happiness and output will also increase the manpower that they produce. Note that all these modifiers will only be applied to the part of a country's manpower which is produced from its pop, not the 5000 manpower base for each country, which is a significant difference for less populous countries.
 +
 
 +
If the current manpower pool is below the cap, it will recover by a base of '''1/240''' each month, so that refilling the pool takes '''20''' years. The part of the manpower recovery that comes from pops is modified by the {{icon|manpower recovery speed}} '''manpower recovery speed''' modifier. Manpower recovery is also increased as the tribute of certain [[subject nations|subject]] types, such as [[feudatory|feudatories]] and [[tribal vassal]]s.
  
 
=== Political Influence ===
 
=== Political Influence ===
 
{{Main|Political influence}}
 
{{Main|Political influence}}
  
[[File:Political influence.png|32px]] '''Political Influence''' represents the state's political capital and is used to perform actions directly relating to the [[government]], such as selecting [[national ideas]] or implementing [[laws]].
+
[[File:Political influence.png|28px]] '''Political Influence''' represents the state's political capital and is used to perform actions directly relating to the [[government]], such as selecting [[national ideas]] or implementing [[laws]].
  
 
It is an abstract currency generated by loyal members of your [[government]] over time, who are chosen as office holders. The total value accrued each month is determined by each [[character]]'s [[Rebellion#Loyalty|Loyalty]], therefore, it may fluctuate consistently over the year. Each [[government]] office provides up to {{green|+0.25}} per month, if the holder's [[Rebellion#Loyalty|Loyalty]] is at 100.
 
It is an abstract currency generated by loyal members of your [[government]] over time, who are chosen as office holders. The total value accrued each month is determined by each [[character]]'s [[Rebellion#Loyalty|Loyalty]], therefore, it may fluctuate consistently over the year. Each [[government]] office provides up to {{green|+0.25}} per month, if the holder's [[Rebellion#Loyalty|Loyalty]] is at 100.
  
 
=== Military Experience ===
 
=== Military Experience ===
[[File:Military experience.png|32px]] '''Military Experience''' is a countrywide value that measures the degree of ''Military Experience'' the state has built up. This currency is used to acquire [[Military Traditions]].
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{{icon|military exp}} '''Military Experience''' is a countrywide value that measures the degree of ''Military Experience'' the state has built up. This currency is used to acquire [[military traditions]].
 +
 
 +
''Military Experience'' increases by {{green|+0.30}} per month, modified by current average [[Land_units|cohort]] experience and [[war exhaustion]], where reliance on [[Army#Mercenaries|mercenaries]] reduces the speed it accumulates by. The player can activate the ''"Drill ability"'' on an [[army]], which will build up cohort experience in exchange for increased maintenance cost and {{icon|cohort loyalty}} loyalty gain chance.
  
''Military Experience'' increases by {{green|+0.30}} per month, modified by current average [[Land_units|cohort]] experience and [[war exhaustion]], where reliance on [[Army#Mercenaries|mercenaries]] reduces the speed it accumulates by. The player can activate the ''"Drill ability"'' on an [[army]], which will build up cohort experience in exchange for increased maintenance cost and [[Rebellion#Loyalty|Loyalty]] gain chance.
+
Every 10 points of {{icon|military exp}} ''Military Experience'' stored applies a {{green|+1%}} [[File:Land morale.png|28px]] morale bonus to the country's cohorts, with a maximum bonus of {{green|+20%}} when the stored ''Military Experience'' reaches its maximum cap at 200 points. The bonus is reduced once the ''Military Experience'' is used on military traditions, mission requirements or in events.
  
 
=== Research ===
 
=== Research ===
 
{{Main|Technology#Research_Points}}
 
{{Main|Technology#Research_Points}}
  
{{icon|research points}} '''Research Points''' represent the progression of techniques and discoveries during the time period. They are produced by [[File:Pop_citizen.png|30px|Citizen|link=]] [[Population|citizen]] pops inhabiting a state, and it is recommended that at least 1/3 of a state's population is made up of [[File:Pop_citizen.png|30px|Citizen|link=]] [[Population|citizens]] in order to achieve 100% research efficiency. The player can track research production on the [[File:Top_bar_technology.png|48px|Technology|link=]] [[technology]] panel.
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{{icon|research points}} '''Research Points''' represent the progression of techniques and discoveries during the time period. They are produced by {{icon|citizens}} citizens inhabiting a state, and it is recommended that at least 1/3 of a state's population is made up of {{icon|citizens}} [[citizen]]s in order to achieve 100% research efficiency. The player can track research production on the [[File:Top_bar_technology.png|28px|Technology|link=]] [[technology]] panel.
  
They are automatically spent towards advancing the four fields of [[Technology#Research_Points|technology]]: martial, civil, oratory and religious. Each new advance in a field grants several bonuses and unlock three new random [[Technology#Inventions|inventions]] which are acquired with [[Economy|gold]].
+
They are automatically spent towards advancing the four fields of [[Technology#Research_Points|technology]]: martial, civil, oratory and religious. Each new advance in a field grants several bonuses and unlock three new random [[inventions]] which are acquired with [[Economy|gold]].
  
''Research points'' are increased by the Academy city [[building]], and [[trade goods]] bonuses (cloth, earthenware, glass and papyrus). They are modified by [[characters]] employed as researchers, and [[File:Pop_citizen.png|30px|Citizen|link=]] [[Population|citizen]] happiness and output.
+
''Research points'' are increased by the Academy city [[building]], and [[trade goods]] bonuses (cloth, earthenware, glass and papyrus). They are modified by [[characters]] employed as researchers, and {{icon|citizens}} [[citizen]] happiness and output.
  
 
=== Stability ===
 
=== Stability ===
{{icon|stability|32px}} '''Stability''' represents the trust that the characters and population of your country has in your government, and its general ability to withstand threats and discontent from within. Stability runs from 0 to 100, with a base value of 50 that the stability value will naturally decay to. Positive (above 50) has many economic benefits, increasing population growth, commerce income, research points, and legitimacy. Negative stability (below 50) will increase unrest, decrease primary culture happiness and legitimacy (in monarchies), and lower the thresholds for triggering civil wars and rebellions, making it more likely that a revolt will break out if stability is not quickly raised.
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{{icon|stability}} '''Stability''' represents the trust that the characters and population of your country has in your government, and its general ability to withstand threats and discontent from within. Stability runs from 0 to 100, with a base value of 50 that the stability value will naturally decay to. Positive (above 50) has many economic benefits, increasing population growth, commerce income, research points, and legitimacy. Negative stability (below 50) will increase unrest, decrease primary culture happiness and legitimacy (in monarchies), and lower the thresholds for triggering civil wars and rebellions, making it more likely that a revolt will break out if stability is not quickly raised.
  
Stability is decreased by certain diplomatic or political actions, such as breaking truces, changing laws, or swapping pantheon deities. It is also spent by migratory tribes to start migrations. The primary method of increasing stability is to spending {{icon|political influence|21px}} on the [[Sacrifice to the Gods]] action in the Religion view, which will increase the monthly stability change. Certain omens, traits and laws also increase monthly stability change. Many Queued Events also offer immediate stability boosts, usually at the cost of spending or forgoing a bonus in some other currency (especially wealth and political power).
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Stability is decreased by certain diplomatic or political actions, such as breaking truces, changing laws, or swapping pantheon deities. It is also spent by migratory tribes to start migrations. The primary method of increasing stability is to spending {{icon|political influence|28px}} on the [[Sacrifice to the Gods]] action in the Religion view, which will increase the monthly stability change. Certain omens, traits and laws also increase monthly stability change. Many Queued Events also offer immediate stability boosts, usually at the cost of spending or forgoing a bonus in some other currency (especially wealth and political power).
  
 
Your nation is considered '''disorganized''' if stability is below 30, which will prevent you from assigning characters to offices or declaring wars.
 
Your nation is considered '''disorganized''' if stability is below 30, which will prevent you from assigning characters to offices or declaring wars.
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Each point of Aggressive Expansion has the following modifiers:
 
Each point of Aggressive Expansion has the following modifiers:
* {{icon|wrong culture happiness|32px}} {{red|-0.40%}} Wrong Culture Happiness
+
* {{icon|wrong culture happiness|28px}} {{red|-0.40%}} Wrong Culture Happiness
* [[File:Happiness_for_wrong_culture_group_modifier.png|32px]] {{red|-0.80%}} Wrong Culture Group Happiness
+
* {{icon|wrong culture group happiness}} {{red|-0.80%}} Wrong Culture Group Happiness
* [[File:Fabricate_claim_cost_modifier.png|32px]] {{red|-0.02}} [[Diplomacy#Fabricate_Claims|Claim Fabrication]] Speed
+
* {{icon|claim fabrication speed}} {{red|-0.02}} [[Diplomacy#Fabricate_Claims|Claim Fabrication]] Speed
* [[File:Vassalizing.png|32px]] {{red|-0.5}} [[Rebellion#Loyalty|Loyalty]] of [[Subject_nations|Subject]] States
+
* {{icon|subject loyalty}} {{red|-0.5}} [[Rebellion#Loyalty|Loyalty]] of [[Subject_nations|Subject]] States
  
 
Each point of Aggressive Expansion beyond '''50''' also has the following effects, in addition to the ones above:
 
Each point of Aggressive Expansion beyond '''50''' also has the following effects, in addition to the ones above:
* {{icon|pol|32px}} {{red|-0.10%}} Monthly Political Influence
+
* {{icon|pol}} {{red|-0.10%}} Monthly Political Influence
* [[File:Happiness_for_same_culture_modifier.png|32px]] {{red|-0.50%}} Primary Culture Happiness
+
* {{icon|primary culture happiness}} {{red|-0.50%}} Primary Culture Happiness
* [[File:Agressive_expansion_impact.png|32px]] {{green|-2.00%}} Aggressive Expansion Impact
+
* [[File:Agressive_expansion_impact.png|28px]] {{green|-2.00%}} Aggressive Expansion Impact
  
 
Aggressive Expansion is primarily accrued through conquering new [[territories]] or forcing [[Subject_nations|vassalization]] during a war. Several [[Diplomacy#Diplomatic_actions|diplomatic actions]], [[Characters#Interactions|character interactions]], and unit abilities also increase Aggressive Expansion.
 
Aggressive Expansion is primarily accrued through conquering new [[territories]] or forcing [[Subject_nations|vassalization]] during a war. Several [[Diplomacy#Diplomatic_actions|diplomatic actions]], [[Characters#Interactions|character interactions]], and unit abilities also increase Aggressive Expansion.
  
 
{| class="mildtable plainlist mw-collapsible"
 
{| class="mildtable plainlist mw-collapsible"
! {{icon|aggressive expansion|21px}} gain
+
! {{icon|aggressive expansion|28px}} gain
 
! Type
 
! Type
 
!
 
!
 
|-
 
|-
 
| {{red|+25}} ||  
 
| {{red|+25}} ||  
* [[File:War.png|21px]] Breaking a [[Warfare#Truces|Truce]]
+
* {{icon|truce}} Breaking a [[Warfare#Truces|Truce]]
 
|-
 
|-
 
| {{red|+20}} ||  
 
| {{red|+20}} ||  
* [[File:Population.png|21px]] Plan Assassination! [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Plan Assassination! [[Characters#Interactions|Character Interaction]]
* [[File:Population.png|21px]] Entice Governor [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Entice Governor [[Characters#Interactions|Character Interaction]]
 
|-
 
|-
 
| {{red|+10}} ||  
 
| {{red|+10}} ||  
* [[File:Population.png|21px]] Recruit General [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Recruit General [[Characters#Interactions|Character Interaction]]
 
|-
 
|-
 
| {{red|+5}} ||  
 
| {{red|+5}} ||  
* [[File:War.png|21px]] Declaring a War with [[Warfare#No_Casus_Belli|No Casus Belli]]
+
* {{icon|war}} Declaring a War with [[Warfare#No_Casus_Belli|No Casus Belli]]
* [[File:Population.png|21px]] Inspire Disloyalty [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Inspire Disloyalty [[Characters#Interactions|Character Interaction]]
 
|-
 
|-
 
| {{red|+2}} ||  
 
| {{red|+2}} ||  
* [[File:Casus belli.png|21px]] [[Diplomacy#Support_Rebels|Support Rebels]] Diplomatic Action
+
* [[File:Casus belli.png|28px]] [[Diplomacy#Support_Rebels|Support Rebels]] Diplomatic Action
* [[File:Ability_desecrate_holysite.png|21px]] Desecrate [[Holy site|Holy Site]] Unit Ability
+
* [[File:Ability_desecrate_holysite.png|28px]] Desecrate [[Holy site|Holy Site]] Unit Ability
* [[File:Ability_raze_city.png|21px]] [[Land_units#Migratory_units|Raze City]] Unit Ability
+
* [[File:Ability_raze_city.png|28px]] [[Land_units#Migratory_units|Raze City]] Unit Ability
* [[File:Population.png|21px]] Recruit [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Recruit [[Characters#Interactions|Character Interaction]]
 
|-
 
|-
 
| {{red|+1}} ||  
 
| {{red|+1}} ||  
* [[File:War.png|21px]] per Territory annexed in War, adjusted by [[File:Agressive_expansion_impact.png|21px]] Aggressive Expansion Impact
+
* [[File:Cede state.png|28px]] per Territory annexed in War, adjusted by [[File:Agressive_expansion_impact.png|28px]] Aggressive Expansion Impact
* [[File:Holy_Site.png|21px]] Removing a treasure from an owned [[Holy site|Holy Site]]
+
* [[File:Holy_Site.png|28px]] Removing a treasure from an owned [[Holy site|Holy Site]]
* [[File:Casus belli.png|21px]] [[Diplomacy#Insult|Insult]] Diplomatic Action
+
* [[File:Casus belli.png|28px]] [[Diplomacy#Insult|Insult]] Diplomatic Action
 
|-
 
|-
 
| {{red|+0.5}} ||  
 
| {{red|+0.5}} ||  
* [[File:War.png|21px]] per Territory vassalized in War, adjusted by [[File:Agressive_expansion_impact.png|21px]] Aggressive Expansion Impact
+
* [[File:Become subject.png|28px]] per Territory vassalized in War, adjusted by [[File:Agressive_expansion_impact.png|28px]] Aggressive Expansion Impact
* [[File:War.png|21px]] per Territory annexed by subject in War, adjusted by [[File:Agressive_expansion_impact.png|21px]] Aggressive Expansion Impact of the overlord
+
* [[File:Cede state.png|28px]] per Territory annexed by subject in War, adjusted by [[File:Agressive_expansion_impact.png|28px]] Aggressive Expansion Impact of the overlord
 
|}
 
|}
  
  
The base [[File:Agressive expansion monthly decay.png|21px]] '''Aggressive Expansion Decay''' is {{green|-0.20%}} of current ''Aggressive Expansion'' per month, which can be increased by another {{green|-0.20%}} with the [[File:Stance_appeasement.png|21px]] [[Diplomacy#Diplomatic_Stance|Appeasing Diplomatic Stance]] and another {{green|-0.20%}} if your ruler has the {{icon|righteous|21px}} [[Characters#Personality_traits|Righteous trait]]; however, this decay is active only if your country is not currently on the side of the aggressor in a war. There are also several sources of flat monthly[[File:Agressive expansion monthly change.png|21px]] '''Aggressive Expansion Change'''  that is active at all times, including [[Technology#Inventions|Oratory inventions]], [[government]] offices, and various deities. All static sources of monthly Aggressive Expansion Change are listed below:
+
The base [[File:Agressive expansion monthly decay.png|28px]] '''Aggressive Expansion Decay''' is {{green|-0.20%}} of current ''Aggressive Expansion'' per month, which can be increased by another {{green|-0.20%}} with the [[File:Stance_appeasement.png|28px]] [[Diplomacy#Diplomatic_Stance|Appeasing Diplomatic Stance]] and another {{green|-0.20%}} if your ruler has the {{icon|righteous}} [[Characters#Personality_traits|Righteous trait]]; however, this decay is active only if your country is not currently on the side of the aggressor in a war. There are also several sources of flat monthly[[File:Agressive expansion monthly change.png|28px]] '''Aggressive Expansion Change'''  that is active at all times, including [[Technology#Inventions|Oratory inventions]], [[government]] offices, and various deities. All static sources of monthly Aggressive Expansion Change are listed below:
  
 
{| class="mildtable plainlist mw-collapsible"
 
{| class="mildtable plainlist mw-collapsible"
! [[File:Agressive expansion monthly change.png|21px]]
+
! [[File:Agressive expansion monthly change.png|28px]]
 
! Type
 
! Type
 
!
 
!
 
|-
 
|-
 
| {{red|+0.020}} ||  
 
| {{red|+0.020}} ||  
* [[File:Casus belli.png|21px]] [[Diplomacy#Support_Rebels|Supporting Rebellions Abroad]] (Diplomatic Action)
+
* [[File:Casus belli.png|28px]] [[Diplomacy#Support_Rebels|Supporting Rebellions Abroad]] (Diplomatic Action)
 
|-
 
|-
 
| {{green|-0.010}} ||  
 
| {{green|-0.010}} ||  
* {{icon|antigonids|21px}} [[Characters#Status_traits|Blood of Antigonos]] (Ruler Trait)
+
* {{icon|antigonids}} [[Characters#Status_traits|Blood of Antigonos]] (Ruler Trait)
* [[File:Office.png|21px]] per [[File:Statesmanship.png|21px]] Statesmanship-adjusted {{icon|charisma|21px}} [[Attributes#Charisma|Charisma]] of [[Government#Offices_3|Arbitrator]] (Tribal Office)
+
* {{icon|office}} per {{icon|statesmanship}} Statesmanship-adjusted {{icon|charisma}} [[Attributes#Charisma|Charisma]] of [[Government#Offices_3|Arbitrator]] (Tribal Office)
 
|-
 
|-
 
| {{green|-0.015}} ||  
 
| {{green|-0.015}} ||  
* [[File:Office.png|21px]] per [[File:Statesmanship.png|21px]] Statesmanship-adjusted {{icon|charisma|21px}} [[Attributes#Charisma|Charisma]] of [[Government#Offices|Chancellor]] (Monarchy Office)
+
* {{icon|office}} per {{icon|statesmanship}} Statesmanship-adjusted {{icon|charisma}} [[Attributes#Charisma|Charisma]] of [[Government#Offices|Chancellor]] (Monarchy Office)
* [[File:Office.png|21px]] per [[File:Statesmanship.png|21px]] Statesmanship-adjusted {{icon|charisma|21px}} [[Attributes#Charisma|Charisma]] of [[Government#Offices_2|Magistrate]] (Republic Office)
+
* {{icon|office}} per {{icon|statesmanship}} Statesmanship-adjusted {{icon|charisma}} [[Attributes#Charisma|Charisma]] of [[Government#Offices_2|Magistrate]] (Republic Office)
 
|-
 
|-
 
| {{green|-0.020}} ||  
 
| {{green|-0.020}} ||  
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Equal Integration]] (Oratory Tech 1)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Equal Integration]] (Oratory Tech 1)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Mandate Local Governance]] (Oratory Tech 7)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Mandate Local Governance]] (Oratory Tech 7)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Gradual Economic Integration]] (Oratory Tech 10)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Gradual Economic Integration]] (Oratory Tech 10)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Oaths of Fealty]] (Oratory Tech 15)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Oaths of Fealty]] (Oratory Tech 15)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Diplomatic Apologetics]] (Oratory Tech 19)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Diplomatic Apologetics]] (Oratory Tech 19)
 
|-
 
|-
 
| {{green|-0.025}} ||  
 
| {{green|-0.025}} ||  
* [[File:State_religion.png|21px]] Ailiah ([[Arabic]] deity)
+
* [[File:State_religion.png|28px]] Ailiah ([[Arabic]] deity)
* [[File:State_religion.png|21px]] Spirits of Inspiration ([[Bon]] deity)
+
* [[File:State_religion.png|28px]] Spirits of Inspiration ([[Bon]] deity)
* [[File:State_religion.png|21px]] Ba'al Qarnaim ([[Canaanite]] deity)
+
* [[File:State_religion.png|28px]] Ba'al Qarnaim ([[Canaanite]] deity)
* [[File:State_religion.png|21px]] Ogmios ([[Druidic]] deity)
+
* [[File:State_religion.png|28px]] Ogmios ([[Druidic]] deity)
* [[File:State_religion.png|21px]] Thagimasadas ([[Heptadic]] deity)
+
* [[File:State_religion.png|28px]] Thagimasadas ([[Heptadic]] deity)
* [[File:State_religion.png|21px]] Brahma ([[Hindu]] deity)
+
* [[File:State_religion.png|28px]] Brahma ([[Hindu]] deity)
* [[File:State_religion.png|21px]] Samuel ([[Jewish]] deity)
+
* [[File:State_religion.png|28px]] Samuel ([[Jewish]] deity)
* [[File:State_religion.png|21px]] Khaldi ([[Khaldic]] deity)
+
* [[File:State_religion.png|28px]] Khaldi ([[Khaldic]] deity)
* [[File:State_religion.png|21px]] Zibelthiurdos ([[Zalmoxian]] deity)
+
* [[File:State_religion.png|28px]] Zibelthiurdos ([[Zalmoxian]] deity)
* {{icon|omen power|21px}} per 100% [[omen power]] for Ghmerti Omen ([[Khaldic]] deity)
+
* {{icon|omen power|28px}} per 100% [[omen power]] for Ghmerti Omen ([[Khaldic]] deity)
* {{icon|omen power|21px}} per 100% [[omen power]] for Metta Parami Omen ([[Buddhist]] deity)
+
* {{icon|omen power|28px}} per 100% [[omen power]] for Metta Parami Omen ([[Buddhist]] deity)
* {{icon|omen power|21px}} per 100% [[omen power]] for Enlil Omen ([[Chaldean]] deity)
+
* {{icon|omen power|28px}} per 100% [[omen power]] for Enlil Omen ([[Chaldean]] deity)
* {{icon|omen power|21px}} per 100% [[omen power]] for Cichol Omen ([[Druidic]] deity)
+
* {{icon|omen power|28px}} per 100% [[omen power]] for Cichol Omen ([[Druidic]] deity)
* {{icon|omen power|21px}} per 100% [[omen power]] for Zeus Omen ([[Hellenic]] deity)
+
* {{icon|omen power|28px}} per 100% [[omen power]] for Zeus Omen ([[Hellenic]] deity)
* {{icon|omen power|21px}} per 100% [[omen power]] for Jupiter Omen ([[Hellenic]] deity)
+
* {{icon|omen power|28px}} per 100% [[omen power]] for Jupiter Omen ([[Hellenic]] deity)
* {{icon|omen power|21px}} per 100% [[omen power]] for Ahimsa Omen ([[Jain]] deity)
+
* {{icon|omen power|28px}} per 100% [[omen power]] for Ahimsa Omen ([[Jain]] deity)
* {{icon|omen power|21px}} per 100% [[omen power]] for Jupiter Omen ([[Hellenic]] deity)
+
* {{icon|omen power|28px}} per 100% [[omen power]] for Perkunas Omen ([[Matrist]] deity)
* {{icon|omen power|21px}} per 100% [[omen power]] for Perkunas Omen ([[Matrist]] deity)
 
 
|-
 
|-
 
| {{green|-0.03125}} ||  
 
| {{green|-0.03125}} ||  
* [[File:State_religion.png|21px]] Above deities if [[File:Holy_Site.png|21px]] holy site is owned
+
* [[File:State_religion.png|28px]] Above deities if [[File:Holy_Site.png|28px]] holy site is owned
* {{icon|omen power|21px}} per 100% [[omen power]] for above omens if [[File:Holy Site.png|21px]] holy site is owned
+
* {{icon|omen power|28px}} per 100% [[omen power]] for above omens if {{icon|holy site|28px}} holy site is owned
 
|-
 
|-
 
| {{green|-0.050}} ||  
 
| {{green|-0.050}} ||  
* [[File:Idea_casus_belli.png|21px]] [[National_ideas#Oratory|Casus Belli]] National Idea
+
* [[File:Idea_casus_belli.png|28px]] [[National_ideas#Oratory|Casus Belli]] National Idea
 
|}
 
|}
  
  
[[File:Agressive_expansion_impact.png|32px]] '''Aggressive Expansion Impact''' modifies how much aggressive expansion is accrued from conquering land and vassalizing other states after a war, primarily decreasing the AE cost of conquest. Sources of Aggressive Expansion Impact include [[Technology#Inventions|Oratory inventions]], [[Laws]], ruler traits, heritages, mission/event modifiers, and high aggressive expansion; the last in particular means that at some point above 50 you will accrue very little additional Aggressive Expansion for any further conquests, effectively providing a soft cap to the modifier. The effects of Aggressive Expansion Impact are capped at {{green|-95.00%}}, corresponding to an absolute minimum of {{red|0.05}} aggressive expansion per territory annexed or vassalized. Static sources of Aggressive Expansion Impact are listed below:
+
[[File:Agressive_expansion_impact.png|28px]] '''Aggressive Expansion Impact''' modifies how much aggressive expansion is accrued from conquering land and vassalizing other states after a war, primarily decreasing the AE cost of conquest. Sources of Aggressive Expansion Impact include [[Technology#Inventions|Oratory inventions]], [[Laws]], ruler traits, heritages, mission/event modifiers, and high aggressive expansion; the last in particular means that at some point above 50 you will accrue very little additional Aggressive Expansion for any further conquests, effectively providing a soft cap to the modifier. The effects of Aggressive Expansion Impact are capped at {{green|-95.00%}}, corresponding to an absolute minimum of {{red|0.05}} aggressive expansion per territory annexed or vassalized. Static sources of Aggressive Expansion Impact are listed below:
  
 
{| class="mildtable plainlist mw-collapsible"
 
{| class="mildtable plainlist mw-collapsible"
! [[File:Agressive_expansion_impact.png|21px]]
+
! [[File:Agressive_expansion_impact.png|28px]]
 
! Type
 
! Type
 
!
 
!
 
|-
 
|-
 
| {{red|+15.00%}} ||  
 
| {{red|+15.00%}} ||  
* [[File:Maurya.png|21px]] Heritage of Chandragupta ([[Maurya]])
+
* [[File:Maurya.png|28px]] Heritage of Chandragupta ([[Maurya]])
 
|-
 
|-
 
| {{red|+10.00%}} ||  
 
| {{red|+10.00%}} ||  
* {{icon|reckless|21px}} [[Characters#Personality_traits|Reckless]] (Ruler Trait)
+
* {{icon|reckless}} [[Characters#Personality_traits|Reckless]] (Ruler Trait)
 
|-  
 
|-  
| {{green|-2.00%}} || {{icon|aggressive expansion|21px}} per point of Aggressive Expansion above '''50'''
+
| {{green|-2.00%}} || {{icon|aggressive expansion|28px}} per point of Aggressive Expansion above '''50'''
 
|-
 
|-
 
| {{green|-5.00%}} ||  
 
| {{green|-5.00%}} ||  
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Fetiales]] (Oratory Tech 1)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Fetiales]] (Oratory Tech 1)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Rerum Repetitio]] (Oratory Tech 4)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Rerum Repetitio]] (Oratory Tech 4)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Defending Liberty]] (Oratory Tech 7)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Defending Liberty]] (Oratory Tech 7)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Military Ambassadors]] (Oratory Tech 10)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Military Ambassadors]] (Oratory Tech 10)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Divine Mandate]] (Oratory Tech 13)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Divine Mandate]] (Oratory Tech 13)
* [[File:State_religion.png|21px]] Ba'al ([[Canaanite]] deity)
+
* [[File:State_religion.png|28px]] Ba'al ([[Canaanite]] deity)
* [[File:State_religion.png|21px]] Laran ([[Hellenic]] deity)
+
* [[File:State_religion.png|28px]] Laran ([[Hellenic]] deity)
* [[File:State_religion.png|21px]] Amun ([[Kemetic]] deity)
+
* [[File:State_religion.png|28px]] Amun ([[Kemetic]] deity)
* [[File:State_religion.png|21px]] Nane ([[Khaldic]] deity)
+
* [[File:State_religion.png|28px]] Nane ([[Khaldic]] deity)
 
|-
 
|-
 
| {{green|-6.25%}} ||  
 
| {{green|-6.25%}} ||  
* [[File:State_religion.png|21px]] Above deities if [[File:Holy_Site.png|21px]] holy site is owned
+
* [[File:State_religion.png|28px]] Above deities if [[File:Holy_Site.png|28px]] holy site is owned
 
|-
 
|-
 
| {{green|-10.00%}} ||  
 
| {{green|-10.00%}} ||  
* [[File:Political_influence.png|21px]] [[Laws#Land_Reforms|Interference Policy]] (Republic Law)
+
* [[File:Political_influence.png|28px]] [[Laws#Land_Reforms|Interference Policy]] (Republic Law)
* [[File:Political_influence.png|21px]] [[Laws#Land_Reforms_2|Cassian Reform]] (Roman Republic Law)
+
* [[File:Political_influence.png|28px]] [[Laws#Land_Reforms_2|Cassian Reform]] (Roman Republic Law)
* {{icon|argeads|21px}} [[Characters#Status_traits|Blood of the Argeads]] (Ruler Trait)
+
* {{icon|argeads}} [[Characters#Status_traits|Blood of the Argeads]] (Ruler Trait)
 
|-
 
|-
 
| {{green|-20.00%}} ||  
 
| {{green|-20.00%}} ||  
* [[File:Political_influence.png|21px]] [[Laws#Royal_Status_Laws|Divinity Statute]] (Monarchy Law)
+
* [[File:Political_influence.png|28px]] [[Laws#Royal_Status_Laws|Divinity Statute]] (Monarchy Law)
 
|-
 
|-
 
| {{green|-50.00%}} ||  
 
| {{green|-50.00%}} ||  
* [[File:Casus belli.png|21px]] Has claim on territory (note: applies when vassalizing as well)
+
* [[File:Casus belli.png|28px]] Has claim on territory (note: applies when vassalizing as well)
 
|}
 
|}
  
  
The impact of Aggressive Expansion is felt most in the early game, when diplomacy is most important and the lack of Aggression Expansion Impact means that taking even a few provinces can rack up a large amount of Aggressive Expansion. [[Rebellion#Governor_local_troops|Governor armies]] may be necessary to suppress unrest in wrong culture group provinces in order to handle province loyalty and allow for conversion and assimilation to happen, while judicious use of [[Diplomacy#Improve_Relation|Improving Relations]] can help prevent the diplomatic situation from getting out of hand. An expansionist empire should focus on sources of Aggressive Expansion Change and Impact, as well as [[File:Happiness for wrong culture group modifier.png|21px]] Wrong Culture Group Happiness bonuses as this is where the bulk of the effects are felt. In the later game, when the player has built up a large empire that can easily stand against its neighbours, developed a large enough base of primary culture provinces that will be largely unaffected by Aggressive Expansion-driven unhappiness, accumulated many of the AE Change and Impact modifiers, and either accrued enough wrong culture group happiness modifiers or have sufficient garrison army capacity to handle different culture group provinces even at relatively high AE values, an empire can take advantage of the Aggressive Expansion Impact for having higher than 50 AE to be able to conquer large amounts of territory at little to no additional aggressive expansion penalty.
+
The impact of Aggressive Expansion is felt most in the early game, when diplomacy is most important and the lack of Aggression Expansion Impact means that taking even a few provinces can rack up a large amount of Aggressive Expansion. [[Rebellion#Governor_local_troops|Governor armies]] may be necessary to suppress unrest in wrong culture group provinces in order to handle province loyalty and allow for conversion and assimilation to happen, while judicious use of [[Diplomacy#Improve_Relation|Improving Relations]] can help prevent the diplomatic situation from getting out of hand. An expansionist empire should focus on sources of Aggressive Expansion Change and Impact, as well as {{icon|wrong culture group happiness}} Wrong Culture Group Happiness bonuses as this is where the bulk of the effects are felt. In the later game, when the player has built up a large empire that can easily stand against its neighbours, developed a large enough base of primary culture provinces that will be largely unaffected by Aggressive Expansion-driven unhappiness, accumulated many of the AE Change and Impact modifiers, and either accrued enough wrong culture group happiness modifiers or have sufficient garrison army capacity to handle different culture group provinces even at relatively high AE values, an empire can take advantage of the Aggressive Expansion Impact for having higher than 50 AE to be able to conquer large amounts of territory at little to no additional aggressive expansion penalty.
  
 
=== Tyranny ===
 
=== Tyranny ===
Line 246: Line 249:
  
 
Each point of Tyranny gives the following modifiers:
 
Each point of Tyranny gives the following modifiers:
* [[File:Happiness for same culture modifier.png|32px]] {{red|-0.50%}} Primary Culture Happiness
+
* {{icon|primary culture happiness}} {{red|-0.50%}} Primary Culture Happiness
* [[File:Warscore cost.png|32px]] {{green|-0.50%}} War score Cost
+
* {{icon|warscore cost}} {{green|-0.50%}} War score Cost
* [[File:Pop assimilation.png|32px]] {{green|+0.50%}} Pop Assimilation Speed
+
* {{icon|assimilation}} {{green|+0.50%}} Pop Assimilation Speed
* [[File:Monthly office loyalty.png|32px]] {{red|-0.25}} Loyalty of Generals
+
* {{icon|general loyalty}} {{red|-0.25}} Loyalty of Generals
* [[File:Monthly office loyalty.png|32px]] {{red|-0.25}} Loyalty of Admirals
+
* {{icon|admiral loyalty}} {{red|-0.25}} Loyalty of Admirals
* [[File:Monthly office loyalty.png|32px]] {{red|-0.25}} Loyalty of Governors
+
* {{icon|governor loyalty}} {{red|-0.25}} Loyalty of Governors
* [[File:Pop slaves output.png|32px]] {{green|+0.50%}} National Slave Output
+
* {{icon|slave output}} {{green|+0.50%}} National Slave Output
* [[File:Bribe character cost.png|32px]] {{green|-1.00%}} Imprison Cost
+
* [[File:Bribe character cost.png|28px]] {{green|-1.00%}} Imprison Cost
* [[File:Bribe character cost.png|32px]] {{green|-1.00%}} Execute Cost
+
* [[File:Bribe character cost.png|28px]] {{green|-1.00%}} Execute Cost
  
 
In Republics, each point of Tyranny also increases [[Government#The_Senate|Senatorial Faction]] support for actions according to the following table:
 
In Republics, each point of Tyranny also increases [[Government#The_Senate|Senatorial Faction]] support for actions according to the following table:
 
{| class="mildtable plainlist"
 
{| class="mildtable plainlist"
! Action Type !! [[File:Party civic.png|21px]] Civic / [[File:Party military.png|21px]] Military / [[File:Party mercantile.png|21px]] Mercantile / [[File:Party religious.png|21px]] Religious Faction Support !!  [[File:Party populist.png|21px]] Populist Faction Support
+
! Action Type !! {{icon|civic}} Civic / {{icon|military}} Military / {{icon|mercantile}} Mercantile / {{icon|religious}} Religious Faction Support !!  {{icon|populist}} Populist Faction Support
 
|-
 
|-
| [[File:Population.png|21px]] Character Interactions || {{green|+1.00%}} || {{green|+1.00%}}
+
| [[File:Bribe character cost.png|28px]] Character Interactions || {{green|+1.00%}} || {{green|+1.00%}}
 
|-
 
|-
| [[File:Political_influence.png|21px]] Law Changes || {{green|+0.50%}} || {{green|+1.00%}}
+
| [[File:Political_influence.png|28px]] Law Changes || {{green|+0.50%}} || {{green|+1.00%}}
 
|-
 
|-
| [[File:Stance neutral.png|21px]] Diplomatic Actions || {{green|+1.00%}} || {{green|+2.00%}}
+
| [[File:Stance neutral.png|28px]] Diplomatic Actions || {{green|+1.00%}} || {{green|+2.00%}}
 
|-
 
|-
 
|}
 
|}
Line 272: Line 275:
  
 
{| class="mildtable plainlist mw-collapsible"
 
{| class="mildtable plainlist mw-collapsible"
! {{icon|tyranny|21px}} gain
+
! {{icon|tyranny}} gain
 
! Type
 
! Type
 
!
 
!
 
|-
 
|-
 
| {{red|+30}} ||  
 
| {{red|+30}} ||  
* [[File:Population.png|21px]] Proscribe [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Proscribe [[Characters#Interactions|Character Interaction]]
 
|-
 
|-
 
| {{red|+10}} ||  
 
| {{red|+10}} ||  
* [[File:Population.png|21px]] Appoint Dictator [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Appoint Dictator [[Characters#Interactions|Character Interaction]]
* [[File:Downgrade to settlement.png|21px]] Revoke [[Territories#City|City]] Status Territory Interaction (on a [[Territories#Metropolis|Metropolis]])
+
* [[File:Downgrade to settlement.png|28px]] Revoke [[Territories#City|City]] Status Territory Interaction (on a [[Territories#Metropolis|Metropolis]])
 
|-
 
|-
 
| {{red|+5}} ||  
 
| {{red|+5}} ||  
* [[File:Population.png|21px]] Force Conversion [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Force Conversion [[Characters#Interactions|Character Interaction]]
* [[File:Population.png|21px]] Bring to Trial [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Bring to Trial [[Characters#Interactions|Character Interaction]]
* [[File:Downgrade to settlement.png|21px]] Revoke [[Territories#City|City]] Status Territory Interaction (on a City)
+
* [[File:Downgrade to settlement.png|28px]] Revoke [[Territories#City|City]] Status Territory Interaction (on a City)
* [[File:Senate influence.png|21px]] Forcing an Action through the Senate
+
* [[File:Senate influence.png|28px]] Forcing an Action through the Senate
 
|-
 
|-
 
| {{red|+4}} ||  
 
| {{red|+4}} ||  
* [[File:Population.png|21px]] Arrange Gladiatorial Debut [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Arrange Gladiatorial Debut [[Characters#Interactions|Character Interaction]]
 
|-
 
|-
 
| {{red|+3}} ||  
 
| {{red|+3}} ||  
* [[File:Population.png|21px]] Imprison [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Imprison [[Characters#Interactions|Character Interaction]]
* [[File:Population.png|21px]] Execute [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Execute [[Characters#Interactions|Character Interaction]]
* [[File:Population.png|21px]] Flog [[Characters#Interactions|Character Interaction]] if target has less than 10 Health
+
* [[File:Bribe character cost.png|28px]] Flog [[Characters#Interactions|Character Interaction]] if target has less than 10 Health
* [[File:Invoke devotio.png|21px]] Invoke Devotio
+
* [[File:Invoke devotio.png|28px]] Invoke Devotio
 
|-
 
|-
 
| {{red|+2}} ||  
 
| {{red|+2}} ||  
* [[File:Population.png|21px]] Smear Reputation [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Smear Reputation [[Characters#Interactions|Character Interaction]]
* [[File:Population.png|21px]] Demand Support for Heir [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Demand Support for Heir [[Characters#Interactions|Character Interaction]]
* [[File:Ability levies.png|21px]] Raise Levies [[Army#Actions|Unit Ability]]
+
* [[File:Ability levies.png|28px]] Raise Levies [[Army#Actions|Unit Ability]]
* [[File:Button endorse.png|21px]] Endorse Faction
+
* [[File:Button endorse.png|28px]] Endorse Faction
* [[File:Election term.png|21px]] Re-election of Faction
+
* [[File:Election term.png|28px]] Re-election of Faction
 
|-
 
|-
 
| {{red|+1}} ||  
 
| {{red|+1}} ||  
* [[File:Population.png|21px]] Banish [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Banish [[Characters#Interactions|Character Interaction]]
* [[File:Population.png|21px]] per 10 {{icon|corruption|21px}} Corruption with Impose Corruption Sanctions [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] per 10 {{icon|corruption}} Corruption with Impose Corruption Sanctions [[Characters#Interactions|Character Interaction]]
* [[File:Population.png|21px]] per 2 [[File:Power base.png|21px]] Power Base with Ostracize [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] per 2 {{icon|power base|28px}} Power Base with Ostracize [[Characters#Interactions|Character Interaction]]
* [[File:Ability border forts.png|21px]] Construct Border Fort [[Army#Actions|Unit Ability]] if commander is non-republican Ruler
+
* [[File:Ability border forts.png|28px]] Construct Border Fort [[Army#Actions|Unit Ability]] if commander is non-republican Ruler
* [[File:Ability military colonies.png|21px]] Military Colonies [[Army#Actions|Unit Ability]] if commander is non-republican Ruler
+
* [[File:Ability military colonies.png|28px]] Military Colonies [[Army#Actions|Unit Ability]] if commander is non-republican Ruler
 
|-
 
|-
 
| {{red|+0.5}} ||  
 
| {{red|+0.5}} ||  
* [[File:Population.png|21px]] Sell into Slavery [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Sell into Slavery [[Characters#Interactions|Character Interaction]]
 
|-
 
|-
 
| {{red|+0.01}} ||  
 
| {{red|+0.01}} ||  
* [[File:Change governor policy cost.png|21px]] per (125 - {{icon|popularity|21px}} ruler popularity) when changing [[Governor policy|Governor Policy]]
+
* [[File:Change governor policy cost.png|28px]] per (125 - {{icon|popularity}} ruler popularity) when changing [[Governor policy|Governor Policy]]
 
|-
 
|-
 
| {{green|-1}} ||  
 
| {{green|-1}} ||  
* [[File:Population.png|21px]] Release Prisoner [[Characters#Interactions|Character Interaction]] if prisoner was imprisoned through the Imprison [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Release Prisoner [[Characters#Interactions|Character Interaction]] if prisoner was imprisoned through the Imprison [[Characters#Interactions|Character Interaction]]
 
|-
 
|-
 
| {{green|-5}} ||  
 
| {{green|-5}} ||  
* [[File:Population.png|21px]] Return Dictatorship [[Characters#Interactions|Character Interaction]]
+
* [[File:Bribe character cost.png|28px]] Return Dictatorship [[Characters#Interactions|Character Interaction]]
 
|-
 
|-
 
|}
 
|}
  
Tyranny is primarily lost through [[File:Monthly tyranny.png|32px]] '''Monthly Tyranny''' change, which has a base reduction of {{green|-0.2}} Tyranny per month. This can be increased and changed by many different modifiers, such as certain [[Technology#Inventions|Oratory inventions]], various deity and omen bonuses, ruler attributes and traits, and more, static sources of which are listed below:
+
Tyranny is primarily lost through [[File:Monthly tyranny.png|28px]] '''Monthly Tyranny''' change, which has a base reduction of {{green|-0.2}} Tyranny per month. This can be increased and changed by many different modifiers, such as certain [[Technology#Inventions|Oratory inventions]], various deity and omen bonuses, ruler attributes and traits, and more, static sources of which are listed below:
  
 
{| class="mildtable plainlist mw-collapsible"
 
{| class="mildtable plainlist mw-collapsible"
! [[File:Monthly tyranny.png|21px]]
+
! [[File:Monthly tyranny.png|28px]]
 
! Type
 
! Type
 
!
 
!
 
|-
 
|-
 
| {{red|+0.04}} ||  
 
| {{red|+0.04}} ||  
* [[File:Government minimap.png|21px]] [[Republic|Dictatorship]] Government Form
+
* [[File:Government minimap.png|28px]] [[Republic|Dictatorship]] Government Form
 
|-
 
|-
 
| {{red|+0.025}} ||  
 
| {{red|+0.025}} ||  
* [[File:Legitimacy.png|21px]] per instance of [[Government#Legitimacy|Strengthening Legitimacy]]
+
* [[File:Legitimacy.png|28px]] per instance of [[Government#Legitimacy|Strengthening Legitimacy]]
 
|-
 
|-
 
| {{red|+0.02}} ||  
 
| {{red|+0.02}} ||  
* {{icon|cruel|21px}} [[Characters#Personality_traits|Cruel]] (Ruler Trait)
+
* {{icon|cruel}} [[Characters#Personality_traits|Cruel]] (Ruler Trait)
 
|-
 
|-
 
| {{red|+0.01}} ||  
 
| {{red|+0.01}} ||  
* [[File:State religion.png|21px]] per [[Religion#Apotheosis|Deified Ruler]] in Pantheon
+
* [[File:State religion.png|28px]] per [[Religion#Apotheosis|Deified Ruler]] in Pantheon
 
|-
 
|-
 
| {{green|-0.01}} ||  
 
| {{green|-0.01}} ||  
* [[File:Ruler popularity gain.png|21px]] per 10 Ruler Popularity above 50
+
* [[File:Ruler popularity gain.png|28px]] per 10 Ruler Popularity above 50
* {{icon|charisma|21px}} per Ruler [[Attributes#Charisma|Charisma]]
+
* {{icon|charisma}} per Ruler [[Attributes#Charisma|Charisma]]
* {{icon|marble|21px}} [[Trade_goods#Economy_.26_Technology|Marble]] Export Bonus
+
* {{icon|marble}} [[Trade_goods#Economy_.26_Technology|Marble]] Export Bonus
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Official Orators]] (Oratory Tech 1)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Official Orators]] (Oratory Tech 1)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Hierarchy of Responsibility]] (Oratory Tech 5)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Hierarchy of Responsibility]] (Oratory Tech 5)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Seeded Acclamation]] (Oratory Tech 9)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Seeded Acclamation]] (Oratory Tech 9)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Adventus]] (Oratory Tech 14)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Adventus]] (Oratory Tech 14)
* [[File:Invention.png|21px]] [[Technology#Oratory_Inventions|Chironomia]] (Oratory Tech 19)
+
* {{icon|invention}} [[Technology#Oratory_Inventions|Chironomia]] (Oratory Tech 19)
 
|-
 
|-
 
| {{green|-0.015}} ||  
 
| {{green|-0.015}} ||  
* {{icon|marble|21px}} [[Trade_goods#Economy_.26_Technology|Marble]] Capital Surplus Bonus
+
* {{icon|marble}} [[Trade_goods#Economy_.26_Technology|Marble]] Capital Surplus Bonus
 
|-
 
|-
 
| {{green|-0.02}} ||  
 
| {{green|-0.02}} ||  
 
* Base value
 
* Base value
* {{flag|Athens|0|21px}} [[Athens|Athenian]] Heritage
+
* {{flag|Athens|0|28px}} [[Athens|Athenian]] Heritage
* [[File:Political_influence.png|21px]] [[Laws#Endorse_Legislative_Body|Assembly of Citizens]] (Republic Law)
+
* [[File:Political_influence.png|28px]] [[Laws#Endorse_Legislative_Body|Assembly of Citizens]] (Republic Law)
* [[File:Political_influence.png|21px]] [[Laws#Assembly_Endorsement|Curiate Assembly]] (Roman Republic Law)
+
* [[File:Political_influence.png|28px]] [[Laws#Assembly_Endorsement|Curiate Assembly]] (Roman Republic Law)
 
|-
 
|-
 
| {{green|-0.025}} ||  
 
| {{green|-0.025}} ||  
* [[File:State religion.png|21px]] Men ([[Cybelene]] deity)
+
* [[File:State religion.png|28px]] Men ([[Cybelene]] deity)
* [[File:State religion.png|21px]] Vishwanath ([[Hindu]] deity)
+
* [[File:State religion.png|28px]] Vishwanath ([[Hindu]] deity)
 
|-
 
|-
 
| {{green|-0.03125}} ||  
 
| {{green|-0.03125}} ||  
* [[File:State religion.png|21px]] Above deities if [[File:Holy Site.png|21px]] holy site is owned
+
* [[File:State religion.png|28px]] Above deities if {{icon|holy site|28px}} holy site is owned
 
|-
 
|-
 
| {{green|-0.04}} ||  
 
| {{green|-0.04}} ||  
* [[File:Idea divine mandate.png|21px]] [[National_ideas#Religious|Divine Mandate]] National Idea
+
* [[File:Idea divine mandate.png|28px]] [[National_ideas#Religious|Divine Mandate]] National Idea
* {{icon|omen power|21px}} per 100% omen power for Kopala Omen ([[Armazic]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Kopala Omen ([[Armazic]] deity)
* {{icon|omen power|21px}} per 100% omen power for Spirits of Inspiration Omen ([[Bon]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Spirits of Inspiration Omen ([[Bon]] deity)
* {{icon|omen power|21px}} per 100% omen power for Ba'al Qarnaim Omen ([[Canaanite]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Ba'al Qarnaim Omen ([[Canaanite]] deity)
* {{icon|omen power|21px}} per 100% omen power for Lenus Omen ([[Druidic]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Lenus Omen ([[Druidic]] deity)
* {{icon|omen power|21px}} per 100% omen power for Diktean Zeus Omen ([[Hellenic]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Diktean Zeus Omen ([[Hellenic]] deity)
* {{icon|omen power|21px}} per 100% omen power for Nortia Omen ([[Hellenic]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Nortia Omen ([[Hellenic]] deity)
* {{icon|omen power|21px}} per 100% omen power for Wisdom of Bhadrabahu Omen ([[Jain]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Wisdom of Bhadrabahu Omen ([[Jain]] deity)
* {{icon|omen power|21px}} per 100% omen power for Caleb and Joshua Omen ([[Jewish]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Caleb and Joshua Omen ([[Jewish]] deity)
* {{icon|omen power|21px}} per 100% omen power for Tir Omen ([[Khaldic]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Tir Omen ([[Khaldic]] deity)
* {{icon|omen power|21px}} per 100% omen power for Deivas Omen ([[Matrist]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Deivas Omen ([[Matrist]] deity)
* {{icon|omen power|21px}} per 100% omen power for Derzelas Omen ([[Zalmoxian]] deity)
+
* {{icon|omen power|28px}} per 100% omen power for Derzelas Omen ([[Zalmoxian]] deity)
 
|-
 
|-
 
| {{green|-0.05}} ||  
 
| {{green|-0.05}} ||  
* {{icon|merciful|21px}} [[Characters#Personality_traits|Merciful]] (Ruler Trait)
+
* {{icon|merciful}} [[Characters#Personality_traits|Merciful]] (Ruler Trait)
* {{icon|forgiving|21px}} [[Characters#Personality_traits|Forgiving]] (Ruler Trait)
+
* {{icon|forgiving}} [[Characters#Personality_traits|Forgiving]] (Ruler Trait)
* {{icon|trusting|21px}} [[Characters#Personality_traits|Trusting]] (Ruler Trait)
+
* {{icon|trusting}} [[Characters#Personality_traits|Trusting]] (Ruler Trait)
* [[File:Political_influence.png|21px]] [[Laws#Code_of_Rule|Council Legal Authority]] (Tribal Law)
+
* [[File:Political_influence.png|28px]] [[Laws#Code_of_Rule|Council Legal Authority]] (Tribal Law)
* {{icon|omen power|21px}} per 100% omen power for above deities if [[File:Holy Site.png|21px]] holy site is owned
+
* {{icon|omen power|28px}} per 100% omen power for above deities if {{icon|holy site|28px}} holy site is owned
 
|-
 
|-
 
| {{green|-0.10}} ||  
 
| {{green|-0.10}} ||  
* [[File:Government bonus cost modifier.png|21px]] [[Monarchy|Aristocratic Monarchy]] Government Form Bonus
+
* [[File:Government bonus cost modifier.png|28px]] [[Monarchy|Aristocratic Monarchy]] Government Form Bonus
 
|}
 
|}
  
In [[Government#Republics|Republics]], the Senatorial faction support from even relatively low amounts of Tyranny can be quite useful, making it worthwhile to have some level of Tyranny even in the early game when its effects are hardest to counteract. While monarchies have somewhat less use of Tyranny in the early game where expansion is more likely to be limited by Aggressive Expansion, Tyranny is generally not particularly problematic at lower levels and it is not very important to keep it low unless the nation is already experiencing issues with loyalty. It is worth noting that since Tyranny decay does not scale according to its current value and there are no easy ways to quickly lower it, high Tyranny can be problematic if the state is not prepared, especially if the ruler has low {{icon|charisma|21px}} Charisma.
+
In [[Government#Republics|Republics]], the Senatorial faction support from even relatively low amounts of Tyranny can be quite useful, making it worthwhile to have some level of Tyranny even in the early game when its effects are hardest to counteract. While monarchies have somewhat less use of Tyranny in the early game where expansion is more likely to be limited by Aggressive Expansion, Tyranny is generally not particularly problematic at lower levels and it is not very important to keep it low unless the nation is already experiencing issues with loyalty. It is worth noting that since Tyranny decay does not scale according to its current value and there are no easy ways to quickly lower it, high Tyranny can be problematic if the state is not prepared, especially if the ruler has low {{icon|charisma}} Charisma.
  
The main economic impact of Tyranny tends to be in research, since research is produced exclusively by citizens who will get the [[File:Happiness for same culture modifier.png|21px]] Primary Culture Happiness malus with higher tyranny without the compensating factor that the [[File:Pop slaves output.png|21px]] National Slave Output bonus gives for tax income. Therefore in games where research is a particular focus should be wary of high tyranny or otherwise ensure that there are enough other sources of primary culture citizen happiness to counteract the malus. However, generally the most important impact of Tyranny is in character Loyalty, and so prudent character management and/or aiming for character loyalty bonuses are important for dealing with high Tyranny.
+
The main economic impact of Tyranny tends to be in research, since research is produced exclusively by citizens who will get the {{icon|primary culture happiness}} Primary Culture Happiness malus with higher tyranny without the compensating factor that the {{icon|slave output}} National Slave Output bonus gives for tax income. Therefore in games where research is a particular focus should be wary of high tyranny or otherwise ensure that there are enough other sources of primary culture citizen happiness to counteract the malus. However, generally the most important impact of Tyranny is in character Loyalty, and so prudent character management and/or aiming for character loyalty bonuses are important for dealing with high Tyranny.
  
In the later game, when the player has accumulated enough loyalty and happiness bonuses to handle the penalties, high Tyranny is much more useful and players can take full advantage of its bonuses, particularly the {{icon|warscore cost|21px}} warscore cost reduction. In conjunction with reductions from other sources and growing Aggressive Expansion Impact bonuses, a player with high Tyranny can conquer a vast amount of territory in the lategame as opposed to what is feasible early on. The [[File:Pop assimilation.png|21px]] Pop Assimilation Speed and [[File:Pop slaves output.png|21px]] National Slave Output can also be very useful once the happiness and unrest problems can be properly dealt with, making for a powerful tyrannical empire.
+
In the later game, when the player has accumulated enough loyalty and happiness bonuses to handle the penalties, high Tyranny is much more useful and players can take full advantage of its bonuses, particularly the {{icon|warscore cost|28px}} warscore cost reduction. In conjunction with reductions from other sources and growing Aggressive Expansion Impact bonuses, a player with high Tyranny can conquer a vast amount of territory in the lategame as opposed to what is feasible early on. The {{icon|assimilation}} Pop Assimilation Speed and {{icon|slave output}} National Slave Output can also be very useful once the happiness and unrest problems can be properly dealt with, making for a powerful tyrannical empire.
  
 
=== War Exhaustion ===
 
=== War Exhaustion ===
[[File:War exhaustion.png|32px]] '''War exhaustion''' represents anger and discontent in the general population from casualties, blockades, and enemy occupation during a war. The effects of war exhaustion can be quite severe, significantly decreasing happiness of all pops and impacting ruler popularity, but also increasing Military Experience gain. High War Exhaustion will increase the AI's willingness to sign a more favourable peace, and conversely may force a player to sign a less favourable peace treaty rather than let their nation be consumed by unrest. War Exhaustion ticks down slowly based on the ruler's current {{icon|zeal|21px}} zeal, which can be increased through various omens, laws, and ideas. If War Exhaustion becomes too high, the [[File:Invoke devotio.png|21px]] Invoke Devotio action in the religion panel can be taken to increase War Exhaustion decay at the cost of {{icon|tyranny|21px}} Tyranny.
+
[[File:War exhaustion.png|28px]] '''War exhaustion''' represents anger and discontent in the general population from casualties, blockades, and enemy occupation during a war. The effects of war exhaustion can be quite severe, significantly decreasing happiness of all pops and impacting ruler popularity, but also increasing Military Experience gain. High War Exhaustion will increase the AI's willingness to sign a more favourable peace, and conversely may force a player to sign a less favourable peace treaty rather than let their nation be consumed by unrest. War Exhaustion ticks down slowly based on the ruler's current {{icon|zeal}} zeal, which can be increased through various omens, laws, and ideas. If War Exhaustion becomes too high, the [[File:Invoke devotio.png|28px]] Invoke Devotio action in the religion panel can be taken to increase War Exhaustion decay at the cost of {{icon|tyranny}} Tyranny.
  
 
== State rank ==
 
== State rank ==
[[File:Top_bar_government.png|48px|Diplomacy|link=]] This a measure of how large a state is, according to land expansion. ''Ranks'' are based on the number of currently incorporated [[territories]], each state is qualified under one of the six following tiers.
+
A country's '''rank''' is a measure of how large and influential a particular state is, based on the number of [[territories]] that it owns. Country rank is one of the primary determinants of the number of major families/clan chiefs, {{icon|diplomatic range}} diplomatic range, and {{icon|integration speed}} integration speed as well as significantly impacting {{icon|pol}} political influence generation, but higher ranked nations are also more vulnerable to civil war as they have lower {{icon|general loyalty}} {{icon|admiral loyalty}} {{icon|governor loyalty}} office loyalty as well as {{icon|civil war threshold}} civil war and {{icon|rebellion threshold}} rebellion thresholds.
  
All states can join [[alliances]] with other countries of same level, except for '''Great Powers.'''
+
{| class="mildtable"
 +
! Rank
 +
! [[File:Global.png|28px]] Number of [[Territories]]
 +
! {{icon|capital trade routes}}
 +
! {{icon|integration speed}}
 +
! {{icon|diplomatic relations}}
 +
! {{icon|pol}}
 +
! {{icon|diplomatic range}}
 +
! No. of families
 +
! {{icon|clan chiefs}}
 +
! {{icon|civil war threshold}}
 +
! {{icon|rebellion threshold}}
 +
! {{icon|general loyalty}} {{icon|admiral loyalty}} {{icon|governor loyalty}}
 +
! {{icon|change governor policy cost}}
 +
! Other modifiers
 +
|-
 +
| [[File:Country_rank_1.png|Migrant Horde|link=]] Migrant Horde
 +
| 0
 +
| -
 +
| -
 +
| -
 +
| -
 +
| -
 +
| '''3'''
 +
| '''3'''
 +
| -
 +
| -
 +
| -
 +
| -
 +
|
 +
* {{icon|manpower}} {{green|+1000}} Manpower
 +
* [[File:Army weight modifier.png|28px]] {{green|-25%}} Army Weight Modifier
 +
|-
 +
| [[File:Country_rank_2.png|City State|link=]] City State
 +
| 1
 +
| -
 +
| {{green|+0.05}}
 +
| {{green|+1}}
 +
| -
 +
| -
 +
| '''3'''
 +
| '''3'''
 +
| -
 +
| -
 +
| -
 +
| -
 +
|
 +
* {{icon|fort defense}} {{green|+20%}} Fort Defense
 +
* {{icon|commerce value}} {{green|+20%}} National Commerce Income
 +
|-
 +
| [[File:Country_rank_3.png|Local Power|link=]] Local Power
 +
| 2-24
 +
| -
 +
| {{green|+0.10}}
 +
| {{green|+2}}
 +
| -
 +
| {{green|+10%}}
 +
| '''3'''
 +
| '''3'''
 +
| -
 +
| -
 +
| -
 +
| -
 +
|
 +
* None
 +
|-
 +
| [[File:Country_rank_4.png|Regional Power|link=]] Regional Power
 +
| 25-99
 +
| {{green|+1}}
 +
| {{green|+0.15}}
 +
| {{green|+3}}
 +
| {{green|+25%}}
 +
| {{green|+50%}}
 +
| '''4'''
 +
| '''4'''
 +
| {{red|-3%}}
 +
| {{red|-1%}}
 +
| -
 +
| -
 +
|
 +
* None
 +
|-
 +
| [[File:Country_rank_5.png|Major Power|link=]] Major Power
 +
| 100-499
 +
| {{green|+2}}
 +
| {{green|+0.20}}
 +
| {{green|+4}}
 +
| {{green|+50%}}
 +
| {{green|+125%}}
 +
| '''4'''
 +
| '''5'''
 +
| {{red|-5%}}
 +
| {{red|-3%}}
 +
| {{red|-5}}
 +
| {{green|-10%}}
 +
|
 +
* None
 +
|-
 +
| [[File:Country_rank_6.png|Great Power|link=]] Great Power
 +
| 500+
 +
| {{green|+2}}
 +
| {{green|+0.25}}
 +
| {{green|+5}}
 +
| {{green|+75%}}
 +
| {{green|+225%}}
 +
| '''5'''
 +
| '''5'''
 +
| {{red|-8%}}
 +
| {{red|-5%}}
 +
| {{red|-10}}
 +
| {{green|-30%}}
 +
|
 +
* None
 +
|-
 +
|}
  
=== [[File:Country_rank_1.png|Migrant Horde|link=]] Migrant Horde ===
+
Country rank is also particularly important for diplomacy, as certain diplomatic actions are available only to countries of a certain rank.
  
* [[Territories|Territory]] range: 0
+
{| class="mildtable"
* National manpower: {{green|+1000}}
+
! Rank
* Army weight modifier: {{green|-25%}}
+
! {{icon|defensive league}} Defensive League
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
+
! {{icon|alliance}} Alliance
 
+
! {{icon|guarantee}} Guarantee
=== [[File:Country_rank_2.png|City State|link=]] City State ===
+
! [[File:Threaten war.png|28px]] Threaten War
 
+
! [[File:Casus belli.png|28px]] Support Rebels
* [[Territories|Territory]] range: 1
+
! [[File:Enforce peace.png|28px]] Enforce Peace
* Diplomatic relation(s): {{green|+1}}
+
! {{icon|war}} Intervene in War
* National commerce income: {{green|+20%}}
+
|-
* Fort defense: {{green|+20%}}
+
| [[File:Country_rank_1.png|Migrant Horde|link=]] Migrant Horde
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.05}}
+
| {{icon|no}}
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
+
| {{icon|yes}}
* May be part of [[Treaties#defensive leagues|defensive leagues]]
+
| {{icon|no}}
 
+
| {{icon|no}}
=== [[File:Country_rank_3.png|Local Power|link=]] Local Power ===
+
| {{icon|no}}
 
+
| {{icon|no}}
* [[Territories|Territory]] range: 2 to 24
+
| {{icon|no}}
* Diplomatic relation(s): {{green|+2}}
+
|-
* [[Diplomatic range]]: {{green|+10%}}
+
| [[File:Country_rank_2.png|City State|link=]] City State
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.10}}
+
| {{icon|yes}}
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
+
| {{icon|yes}}
* May be part of [[Treaties#defensive leagues|defensive leagues]]
+
| {{icon|no}}
 
+
| {{icon|no}}
=== [[File:Country_rank_4.png|Regional Power|link=]] Regional Power ===
+
| {{icon|no}}
 
+
| {{icon|no}}
* [[Territories|Territory]] range: 25 to 99
+
| {{icon|no}}
* Diplomatic relation(s): {{green|+3}}
+
|-
* Capital import route(s): {{green|+1}}
+
| [[File:Country_rank_3.png|Local Power|link=]] Local Power
* [[Diplomatic range]]: {{green|+50%}}
+
| {{icon|yes}}
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.15}}
+
| {{icon|yes}}
* Monthly [[Political Influence]] gain: {{green|+25%}}
+
| {{icon|no}}
* Threshold for [[Rebellion|civil war]]: {{red|-3%}}
+
| {{icon|no}}
* Threshold for [[rebellion]]: {{red|-1%}}
+
| {{icon|no}}
* Number of Clan Chiefs: {{green|+2}} ''(if [[Government#Tribal|Tribal]])''
+
| {{icon|no}}
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'' and ''"Guarantee"''
+
| {{icon|no}}
* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
+
|-
 
+
| [[File:Country_rank_4.png|Regional Power|link=]] Regional Power
=== [[File:Country_rank_5.png|Major Power|link=]] Major Power ===
+
| {{icon|no}}
 
+
| {{icon|yes}}
* [[Territories|Territory]] range: 100 to 499
+
| {{icon|yes}}
* Diplomatic relation(s): {{green|+4}}
+
| {{icon|yes}}
* Capital import route(s): {{green|+2}}
+
| {{icon|no}}
* [[Diplomatic range]]: {{green|+125%}}
+
| {{icon|no}}
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.20}}
+
| {{icon|no}}
* Monthly [[Political Influence]] gain: {{green|+50%}}
+
|-
* Threshold for [[Rebellion|civil war]]: {{red|-5%}}
+
| [[File:Country_rank_5.png|Major Power|link=]] Major Power
* Threshold for [[rebellion]]: {{red|-3%}}
+
| {{icon|no}}
* Monthly [[General]]/[[Admiral]]/[[Governor]] [[Rebellion#Loyalty|Loyalty]] loss: {{red|-0.01}}
+
| {{icon|yes}}
* Change [[Provinces#Governor_Policy|governor policy]] cost: {{green|-10%}}
+
| {{icon|yes}}
* Number of Clan Chiefs: {{green|+3}} ''(if [[Government#Tribal|Tribal]])''
+
| {{icon|yes}}
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'', ''"Guarantee"'' and ''"Support Rebels"''
+
| {{icon|yes}}
* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
+
| {{icon|no}}
 
+
| {{icon|no}}
=== [[File:Country_rank_6.png|Great Power|link=]] Great Power ===
+
|-
 
+
| [[File:Country_rank_6.png|Great Power|link=]] Great Power
Must '''not''' be a subject of another state.<br>
+
| {{icon|no}}
 
+
| {{icon|no}}
* [[Territories|Territory]] range: 500 or more
+
| {{icon|yes}}
* Diplomatic relation(s): {{green|+5}}
+
| {{icon|yes}}
* Capital import route(s): {{green|+2}}
+
| {{icon|yes}}
* [[Diplomatic range]]: {{green|+225%}}
+
| {{icon|yes}}
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.25}}
+
| {{icon|yes}}
* Monthly [[Political Influence]] gain: {{green|+75%}}
+
|-
* Threshold for [[Rebellion|civil war]]: {{red|-8%}}
+
|}
* Threshold for [[rebellion]]: {{red|-5%}}
 
* Monthly [[General]]/[[Admiral]]/[[Governor]] [[Rebellion#Loyalty|Loyalty]] loss: {{red|-0.02}}
 
* Change [[Provinces#Governor_Policy|governor policy]] cost: {{green|-30%}}
 
* Number of Clan Chiefs: {{green|+3}} ''(if [[Government#Tribal|Tribal]])''
 
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'', ''"Guarantee"'', ''"Support Rebels"'', ''"Intervene in War"'' and ''"Enforce Peace"''
 
* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
 
* May '''no longer''' have any [[alliances]]
 
  
 
== Maximum civilization value ==
 
== Maximum civilization value ==
The maximum civilization level of any [[Territories|territory]] being part of a state; it '''cannot''' be higher than the country civilization level, which is visible on the [[File:Top_bar_overview.png|48px|Overview|link=]] [[Beginner's_guide#Interacting_with_Your_Empire|Overview]] panel.
+
{{main|Civilization value}}
 
+
Every country has a base {{icon|civilization}} '''country civilization level''', visible on the [[File:Top_bar_overview.png|28px|Overview|link=]] [[Beginner's_guide#Interacting_with_Your_Empire|Overview]] panel, that determines the baseline maximum possible civilization level of every territory that the country owns. This value can be increased by a number of different modifiers, such as country's [[government]] type, positive {{icon|centralization}} centralization for [[Tribal|tribes]] (up to {{green|+10%}} at {{icon|centralization}} 100), {{icon|research points}} [[Technology|Oratory Advances]] ({{green|+2%}} per level), the national idea [[File:Idea state religion.png|28px]] [[National_ideas#Religious|State Religion]] ({{green|+10%}}), the {{icon|gemstones}} gemstones capital surplus ({{green|+5%}}) and export {{green|+2.5%}} bonuses, and various other modifiers. Note that the country civilization level is only the baseline maximum civilization; individual province and territory modifiers such as [[urban development]], {{icon|marble}} marble surpluses, and capital bonuses awarded when creating a [[formable nations|formable nation]] can push the maximum civilization value of any individual territory even higher.
The value is based on the state's [[government]] type, modified by up to {{green|+10%}} at 100% centralization level of [[Government#Tribal|Tribes]], {{green|+2%}} per [[Technology|advance level in Oratory]], the national idea [[National_ideas#Religious|State Religion]] ({{green|+10%}}), [[Trade_goods#Economy_.26_Technology|gemstones]] trade good ({{green|+5%}} for capital surplus or {{green|+2.5%}} for exportation bonus), and {{green|+5%}}/{{green|+10%}} capital [[Territories|territory]] bonuses by forming regional tags (such as [[Saxonia]], [[Gaul]], [[Albion]] etc.).
 

Revision as of 15:11, 5 August 2020

A state is any political structure comprising a community of people organized under some form of government; it is also called a country.

In Imperator: Rome, a state owns at least one territory, one pop and some characters, except for Migrant Hordes; it can be sovereign (i.e, independent) or a subject (tributary, feudatory, tribal vassal, satrapy or client state). The player plays as a state, and controls the characters who compose the elite class. Please consult list of all countries in Imperator: Rome for an overview to choose from.

Culture

Main article: Culture#State culture

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

Religion

Main article: Religion#State_religion

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

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

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

State Conversion

Main article: Decisions#Religious Conversion decisions

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

Government

Main article: Government

Government The other main defining feature of a state is its government type, which can be classified into one of three more general government forms - Republic, Monarchy or Tribal.

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

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

Ruler

Main article: Ruler

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

Accumulated points

Wealth

Main article: Economy

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

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

Manpower

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

Every country has a base manpower pool of 5000, which is then increased by the output of the Freemen freeman and Tribesmen tribesman pops in the country. The amount of manpower that pops produce is increased country-wide by the Global manpower modifier.png global manpower and locally by the Global manpower modifier.png local manpower modifiers, which is given by several trade goods bonuses (e.g., horses and iron) and Barracks/Training Camp buildings. Like all other pop outputs, Freemen freeman and Tribesmen tribesman happiness and output will also increase the manpower that they produce. Note that all these modifiers will only be applied to the part of a country's manpower which is produced from its pop, not the 5000 manpower base for each country, which is a significant difference for less populous countries.

If the current manpower pool is below the cap, it will recover by a base of 1/240 each month, so that refilling the pool takes 20 years. The part of the manpower recovery that comes from pops is modified by the Manpower recovery speed.png manpower recovery speed modifier. Manpower recovery is also increased as the tribute of certain subject types, such as feudatories and tribal vassals.

Political Influence

Main article: Political influence

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

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

Military Experience

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

Military Experience increases by +0.30 per month, modified by current average cohort experience and war exhaustion, where reliance on mercenaries reduces the speed it accumulates by. The player can activate the "Drill ability" on an army, which will build up cohort experience in exchange for increased maintenance cost and Loyalty gain chance.png loyalty gain chance.

Every 10 points of Military experience.png Military Experience stored applies a +1% Land morale.png morale bonus to the country's cohorts, with a maximum bonus of +20% when the stored Military Experience reaches its maximum cap at 200 points. The bonus is reduced once the Military Experience is used on military traditions, mission requirements or in events.

Research

Main article: Technology#Research_Points

Research points.png Research Points represent the progression of techniques and discoveries during the time period. They are produced by Citizens citizens inhabiting a state, and it is recommended that at least 1/3 of a state's population is made up of Citizens citizens in order to achieve 100% research efficiency. The player can track research production on the Technology technology panel.

They are automatically spent towards advancing the four fields of technology: martial, civil, oratory and religious. Each new advance in a field grants several bonuses and unlock three new random inventions which are acquired with gold.

Research points are increased by the Academy city building, and trade goods bonuses (cloth, earthenware, glass and papyrus). They are modified by characters employed as researchers, and Citizens citizen happiness and output.

Stability

Stability.png Stability represents the trust that the characters and population of your country has in your government, and its general ability to withstand threats and discontent from within. Stability runs from 0 to 100, with a base value of 50 that the stability value will naturally decay to. Positive (above 50) has many economic benefits, increasing population growth, commerce income, research points, and legitimacy. Negative stability (below 50) will increase unrest, decrease primary culture happiness and legitimacy (in monarchies), and lower the thresholds for triggering civil wars and rebellions, making it more likely that a revolt will break out if stability is not quickly raised.

Stability is decreased by certain diplomatic or political actions, such as breaking truces, changing laws, or swapping pantheon deities. It is also spent by migratory tribes to start migrations. The primary method of increasing stability is to spending Political influence.png on the Sacrifice to the Gods action in the Religion view, which will increase the monthly stability change. Certain omens, traits and laws also increase monthly stability change. Many Queued Events also offer immediate stability boosts, usually at the cost of spending or forgoing a bonus in some other currency (especially wealth and political power).

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

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

  • Effects of stability
    • positive stability >50. Values multiplied with stability-50
      • research points +0.5%
      • global commerce +0.5%
      • monthly legitimacy +0.3%
      • civil war threshold +0.3%
      • rebellion threshold +0.1%
      • global population growth +0.01%
    • negative stability <50. Values multiplied with 50-stability
      • global unrest +0.04 (-1% EXTRA revolt risk each step)
      • monthly legitimacy -0.01%
      • primary culture happiness -0.8%
      • loyalty gain chance +0.3%
      • populist faction influence = +0.06
      • threshold for civil war -0.02%
      • rebellion threshold -0.1%
      • monthly stability decay -0.01% (reduced stability decay)

Aggressive Expansion

Aggressive expansion.png Aggressive Expansion (AE) represents the resentment that other states and pops in your empire have against conquests and other aggressive actions you take. The primary effect of Aggressive Expansion is to decrease the happiness of non-state culture population and lower the loyalty of all subject States, significantly increasing unrest at higher levels and raising the risk of a rebellion. Higher Aggressive Expansion also significantly decreases the opinion of nearby states (though allies have a much reduced opinion malus) and makes it more likely that the nation is viewed as a threat, making it more difficult to conduct diplomacy and encouraging other states to form alliances or defensive leagues against the expanding country. Very high Aggressive Expansion will have an impact on even primary culture pops and reduces political influence generation. Aggressive Expansion has a base value of 0, where it has no effects, and can become arbitrarily high, but cannot become negative.

Each point of Aggressive Expansion has the following modifiers:

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

  • Political influence.png -0.10% Monthly Political Influence
  • Integrated culture happiness -0.50% Primary Culture Happiness
  • Agressive expansion impact.png -2.00% Aggressive Expansion Impact

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

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


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

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


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

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


The impact of Aggressive Expansion is felt most in the early game, when diplomacy is most important and the lack of Aggression Expansion Impact means that taking even a few provinces can rack up a large amount of Aggressive Expansion. Governor armies may be necessary to suppress unrest in wrong culture group provinces in order to handle province loyalty and allow for conversion and assimilation to happen, while judicious use of Improving Relations can help prevent the diplomatic situation from getting out of hand. An expansionist empire should focus on sources of Aggressive Expansion Change and Impact, as well as Unintegrated culture group happiness Wrong Culture Group Happiness bonuses as this is where the bulk of the effects are felt. In the later game, when the player has built up a large empire that can easily stand against its neighbours, developed a large enough base of primary culture provinces that will be largely unaffected by Aggressive Expansion-driven unhappiness, accumulated many of the AE Change and Impact modifiers, and either accrued enough wrong culture group happiness modifiers or have sufficient garrison army capacity to handle different culture group provinces even at relatively high AE values, an empire can take advantage of the Aggressive Expansion Impact for having higher than 50 AE to be able to conquer large amounts of territory at little to no additional aggressive expansion penalty.

Tyranny

Tyranny Tyranny represents the level of oppression in your country and produces resentment against the government by characters and primary culture pops, but also increases the willingness of pops and factions to accede to your demands and the centralization of power. The level of Tyranny must be carefully managed, particularly in the early game, in order to avoid large reductions in character loyalty that can ensue in civil war as well as ensuring the productivity of your primary culture population, but in the later game when inventions and growth in power make characters and pops easier to deal with the increased Senate support for actions and war score cost bonus can become quite useful. The base Tyranny values range from the base value of 0, where it has no effects, to 100, and cannot be negative.

Each point of Tyranny gives the following modifiers:

  • Integrated culture happiness -0.50% Primary Culture Happiness
  • Warscore cost -0.50% War score Cost
  • Pop assimilation.png +0.50% Pop Assimilation Speed
  • General loyalty -0.25 Loyalty of Generals
  • Admiral loyalty -0.25 Loyalty of Admirals
  • Governor loyalty -0.25 Loyalty of Governors
  • Slave output +0.50% National Slave Output
  • Bribe character cost.png -1.00% Imprison Cost
  • Bribe character cost.png -1.00% Execute Cost

In Republics, each point of Tyranny also increases Senatorial Faction support for actions according to the following table:

Action Type Civic faction Civic / Military faction Military / Mercantile faction Mercantile / Religious faction Religious Faction Support Populist faction Populist Faction Support
Bribe character cost.png Character Interactions +1.00% +1.00%
Political influence.png Law Changes +0.50% +1.00%
Stance neutral.png Diplomatic Actions +1.00% +2.00%


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

Tyranny gain Type
+30
+10
+5
+4
+3
+2
+1
+0.5
+0.01
-1
-5

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

Monthly tyranny.png Type
+0.04
+0.025
+0.02
+0.01
-0.01
-0.015
-0.02
-0.025
-0.03125
  • State religion.png Above deities if Holy Site.png holy site is owned
-0.04
  • Idea divine mandate.png Divine Mandate National Idea
  • Omen.png per 100% omen power for Kopala Omen (Armazic deity)
  • Omen.png per 100% omen power for Spirits of Inspiration Omen (Bon deity)
  • Omen.png per 100% omen power for Ba'al Qarnaim Omen (Canaanite deity)
  • Omen.png per 100% omen power for Lenus Omen (Druidic deity)
  • Omen.png per 100% omen power for Diktean Zeus Omen (Hellenic deity)
  • Omen.png per 100% omen power for Nortia Omen (Hellenic deity)
  • Omen.png per 100% omen power for Wisdom of Bhadrabahu Omen (Jain deity)
  • Omen.png per 100% omen power for Caleb and Joshua Omen (Jewish deity)
  • Omen.png per 100% omen power for Tir Omen (Khaldic deity)
  • Omen.png per 100% omen power for Deivas Omen (Matrist deity)
  • Omen.png per 100% omen power for Derzelas Omen (Zalmoxian deity)
-0.05
-0.10

In Republics, the Senatorial faction support from even relatively low amounts of Tyranny can be quite useful, making it worthwhile to have some level of Tyranny even in the early game when its effects are hardest to counteract. While monarchies have somewhat less use of Tyranny in the early game where expansion is more likely to be limited by Aggressive Expansion, Tyranny is generally not particularly problematic at lower levels and it is not very important to keep it low unless the nation is already experiencing issues with loyalty. It is worth noting that since Tyranny decay does not scale according to its current value and there are no easy ways to quickly lower it, high Tyranny can be problematic if the state is not prepared, especially if the ruler has low Oratory power.png Charisma.

The main economic impact of Tyranny tends to be in research, since research is produced exclusively by citizens who will get the Integrated culture happiness Primary Culture Happiness malus with higher tyranny without the compensating factor that the Slave output National Slave Output bonus gives for tax income. Therefore in games where research is a particular focus should be wary of high tyranny or otherwise ensure that there are enough other sources of primary culture citizen happiness to counteract the malus. However, generally the most important impact of Tyranny is in character Loyalty, and so prudent character management and/or aiming for character loyalty bonuses are important for dealing with high Tyranny.

In the later game, when the player has accumulated enough loyalty and happiness bonuses to handle the penalties, high Tyranny is much more useful and players can take full advantage of its bonuses, particularly the Warscore cost warscore cost reduction. In conjunction with reductions from other sources and growing Aggressive Expansion Impact bonuses, a player with high Tyranny can conquer a vast amount of territory in the lategame as opposed to what is feasible early on. The Pop assimilation.png Pop Assimilation Speed and Slave output National Slave Output can also be very useful once the happiness and unrest problems can be properly dealt with, making for a powerful tyrannical empire.

War Exhaustion

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

State rank

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

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

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

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

Maximum civilization value

Main article: Civilization value

Every country has a base Civilization.png country civilization level, visible on the Overview Overview panel, that determines the baseline maximum possible civilization level of every territory that the country owns. This value can be increased by a number of different modifiers, such as country's government type, positive Centralization.png centralization for tribes (up to +10% at Centralization.png 100), Research points.png Oratory Advances (+2% per level), the national idea Idea state religion.png State Religion (+10%), the Gemstones gemstones capital surplus (+5%) and export +2.5% bonuses, and various other modifiers. Note that the country civilization level is only the baseline maximum civilization; individual province and territory modifiers such as urban development, Marble marble surpluses, and capital bonuses awarded when creating a formable nation can push the maximum civilization value of any individual territory even higher.