Difference between revisions of "State"

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In '''Imperator: Rome,''' a ''state'' owns at least one [[territories|territory]], one [[population|pop]] and some [[characters]], except for ''Migrant Hordes;'' it can be sovereign (i.e, independent) or a [[Subject_nations|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 [[Countries|list of all states in Imperator: Rome]] for an overview to choose from.
 
In '''Imperator: Rome,''' a ''state'' owns at least one [[territories|territory]], one [[population|pop]] and some [[characters]], except for ''Migrant Hordes;'' it can be sovereign (i.e, independent) or a [[Subject_nations|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 [[Countries|list of all states in Imperator: Rome]] for an overview to choose from.
  
== State culture/religion ==
+
== State culture and religion ==
Each state begins the game with a predefined [[culture]] and [[religion]]. This '''can''' be changed afterwards through a [[Beginner's_guide#Decisions|decision]], under the [[File:Top_bar_decisions.png|48px|Decisions]] [[Beginner's_guide#Decisions|decisions]] button at the top bar.  
+
Each state begins the game with a predefined [[culture]] and [[religion]]. This '''can''' be changed afterwards through a [[Beginner's_guide#Decisions|decision]], under the [[File:Top_bar_decisions.png|48px|Decisions|link=]] [[Beginner's_guide#Decisions|decisions]] button at the top bar.  
  
 
Most often the [[Population#Population_culture_and_population_religion|culture and religion of populace]] living in the state is diverse, but they can be altered to match the state's during the playthrough.
 
Most often the [[Population#Population_culture_and_population_religion|culture and religion of populace]] living in the state is diverse, but they can be altered to match the state's during the playthrough.
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{{Main|Government}}
 
{{Main|Government}}
  
[[File:Top_bar_overview.png|48px|Government]] Each state also begins with a predefined [[government|bureaucratic structure]]. The '''government type''' (Aristocratic, Theocratic etc.) and even the '''government form''' (Democracy, Monarchy or Tribe) can be changed by fulfilling special requirements! It is also available under the [[Beginner's_guide#Decisions|decisions]] button at the top of the screen.
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[[File:Top_bar_government.png|48px|Government|link=]] Each state also begins with a predefined [[government|bureaucratic structure]]. The ''government type'' (Aristocratic, Theocratic etc.) and even the ''government form'' (Democracy, Monarchy or Tribe) can be changed by fulfilling special requirements! It is also available under the [[Beginner's_guide#Decisions|decisions]] button at the top of the screen.
  
In order to change the current '''government,''' the player is required to pass certain [[laws]], the capital [[territories|territory]] may need a minimum [[City#Civilization_value|civilization value]], a specific [[technology]] level should be researched first and so forth.
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In order to change the current ''government,'' the player is required to pass certain [[laws]], the capital [[territories|territory]] may need a minimum [[City#Civilization_value|civilization value]], a specific [[technology]] level should be researched first and so forth.
  
The '''government form''' defines the available [[laws]] and provides special modifiers by each office, according to the [[character]]'s attributes and [[Loyalty]].
+
The ''government form'' defines the available [[laws]] and provides special modifiers by each office, according to the [[character]]'s attributes and [[Rebellion#Loyalty|Loyalty]].
  
 
== Ruler ==
 
== Ruler ==
Each state is managed by a ''ruler,'' who is one of the [[character]]s living within its borders. A '''ruler''' may be supported by a '''co-ruler''' who contributes their highest attributes, if the '''ruler's''' abilities are lower. It is required the '''ruler''' (and co-ruler) has full citizenship and belongs to a national [[family]].
+
{{Main|Character}}
  
The type of [[government]] establishes how the succession of power occurs, either by dynastic inheritance, Senate decision or Clan Chief voting.
+
Each state is managed by a ''ruler,'' who is one of the [[character]]s living within its borders. They are visible on the [[File:Top_bar_government.png|48px|Government|link=]] [[government]] panel.
 +
 
 +
A ''ruler'' may be supported by a '''co-ruler''' who contributes their highest attributes, if the ''ruler's'' abilities are lower. It is required the ''ruler'' (and ''co-ruler)'' has full citizenship and belongs to a national [[family]].
 +
 
 +
The type of [[government]] establishes how the succession of power occurs, either by dynastic inheritance, Senate appointment or Clan Chief election.
  
 
{| class="wikitable"
 
{| class="wikitable"
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''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]].
 
''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.
+
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.
  
 
=== Military Experience ===
 
=== Military Experience ===
 
It is a countrywide value that measures the degree of ''Military Experience'' the state has built up. This currency is used to acquire [[Military Traditions]].
 
It 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 from the current average 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 Loyalty gain chance.
+
''Military Experience'' increases by {{green|+0.30}} per month, modified by current average 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.
  
 
=== Wealth, Manpower, Research ===
 
=== Wealth, Manpower, Research ===
 
{{expand}}
 
{{expand}}
  
{{icon|cost}} Wealth - Spend gold currency on whatever the state needs.
+
{{icon|cost}} Wealth - Basic gold currency. Income is provided by tax collection, domestic trade, [[Subject_nations|subject]] tributes, and export/import routes. Expenses are comprised of army and fleet maintenance, fort maintenance, [[character]]s' wages, [[building]] costs, founding of [[cities]]/metropolises, [[Technology|invention]] acquisition, some [[character]] interactions, and slave resettlement between [[territories]].
  
 
{{icon|manpower}} Manpower - Spent toward [[Land_units|recruiting]] new troops and replenishing [[City#Supply_Limit|attrition]] losses.
 
{{icon|manpower}} Manpower - Spent toward [[Land_units|recruiting]] new troops and replenishing [[City#Supply_Limit|attrition]] losses.
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=== Aggressive Expansion ===
 
=== Aggressive Expansion ===
{{icon|aggressive expansion}} ''Aggressive Expansion'' value is raised by conquering new territories or forcing vassalization. Aggressive expansion value acts as a strong modifier in diplomatic relations between states. The higher it is, the worse foreign nations view the expansionist state, becoming unlikely any immediate acceptance of [[alliances]] or [[Treaties#Defensive_Leagues|defensive leagues]]. It also negatively affects the happiness of non-state [[culture]] population, as well as reduces claim fabrication speed and [[Subject_nations|subject]] Loyalty.
+
{{icon|aggressive expansion}} ''Aggressive Expansion'' value is raised by conquering new territories or forcing vassalization. Aggressive expansion value acts as a strong modifier in diplomatic relations between states. The higher it is, the worse foreign nations view the expansionist state, becoming unlikely any immediate acceptance of [[alliances]] or [[Treaties#Defensive_Leagues|defensive leagues]]. It also negatively affects the happiness of non-state [[culture]] population, as well as reduces claim fabrication speed and [[Subject_nations|subject]] [[Rebellion#Loyalty|Loyalty]].
  
The base value is '''0''', and it cannot go negative. The base monthly reduction rate is {{green|-0.20%}} of current ''Aggressive Expansion,'' which is affected by several modifiers, such as [[Technology#Inventions|Oratory inventions]], [[government]] offices, and the [[character]] interation ''Inspire Disloyalty.''
+
The base value is '''0''', and it cannot go negative. The base monthly reduction rate is {{green|-0.20%}} of current ''Aggressive Expansion,'' which is affected by several modifiers, such as [[Technology#Inventions|Oratory inventions]], [[government]] offices, and the [[character]] interation ''"Inspire Disloyalty".''
  
 
=== Tyranny ===
 
=== Tyranny ===
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== State rank ==
 
== State rank ==
Solely based on the number of currently incorporated [[territories]], a state has one of the six rankings. All state sizes can be in [[alliances]] with other states of the same rank, except Great Powers.
+
[[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.
 +
 
 +
All states can join [[alliances]] with other countries of same level, except for '''Great Powers.'''
  
=== [[File:Country_rank_1.png]] Migrant Horde ===
+
=== [[File:Country_rank_1.png|Migrant Horde|link=]] Migrant Horde ===
  
* [[Territories|Territory]] Range: 0
+
* [[Territories|Territory]] range: 0
* National Manpower: {{green|+1000}}
+
* National manpower: {{green|+1000}}
* Army Weight Modifier: {{green|-25%}}
+
* Army weight modifier: {{green|-25%}}
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
  
=== [[File:Country_rank_2.png]] City State ===
+
=== [[File:Country_rank_2.png|City State|link=]] City State ===
  
* [[Territories|Territory]] Range: 1
+
* [[Territories|Territory]] range: 1
* Diplomatic Relation(s): {{green|+1}}
+
* Diplomatic relation(s): {{green|+1}}
* National Commerce Income: {{green|+20%}}
+
* National commerce income: {{green|+20%}}
* Fort Defense: {{green|+20%}}
+
* Fort defense: {{green|+20%}}
* Subject [[Integration Speed]]: {{green|+0.05}}
+
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.05}}
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
 
* May be part of [[Treaties#defensive leagues|defensive leagues]]
 
* May be part of [[Treaties#defensive leagues|defensive leagues]]
  
=== [[File:Country_rank_3.png]] Local Power ===
+
=== [[File:Country_rank_3.png|Local Power|link=]] Local Power ===
  
* [[Territories|Territory]] Range: 2 to 24
+
* [[Territories|Territory]] range: 2 to 24
* Diplomatic Relation(s): {{green|+2}}
+
* Diplomatic relation(s): {{green|+2}}
 
* [[Diplomatic range]]: {{green|+10%}}
 
* [[Diplomatic range]]: {{green|+10%}}
* Subject [[Integration Speed]]: {{green|+0.10}}
+
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.10}}
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+1}} ''(if [[Government#Tribal|Tribal]])''
 
* May be part of [[Treaties#defensive leagues|defensive leagues]]
 
* May be part of [[Treaties#defensive leagues|defensive leagues]]
  
=== [[File:Country_rank_4.png]] Regional Power ===
+
=== [[File:Country_rank_4.png|Regional Power|link=]] Regional Power ===
  
* [[Territories|Territory]] Range: 25 to 99
+
* [[Territories|Territory]] range: 25 to 99
* Diplomatic Relation(s): {{green|+3}}
+
* Diplomatic relation(s): {{green|+3}}
* Capital Import Route(s): {{green|+1}}
+
* Capital import route(s): {{green|+1}}
 
* [[Diplomatic range]]: {{green|+50%}}
 
* [[Diplomatic range]]: {{green|+50%}}
* [[Subject Integration]] Speed: {{green|+0.15}}
+
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.15}}
 
* Monthly [[Political Influence]] gain: {{green|+25%}}
 
* Monthly [[Political Influence]] gain: {{green|+25%}}
* Threshold for Civil War: {{red|-3%}}
+
* Threshold for [[Rebellion|civil war]]: {{red|-3%}}
* Threshold for Rebellion: {{red|-1%}}
+
* Threshold for [[rebellion]]: {{red|-1%}}
 
* Number of Clan Chiefs: {{green|+2}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+2}} ''(if [[Government#Tribal|Tribal]])''
 
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'' and ''"Guarantee"''
 
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'' and ''"Guarantee"''
 
* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
 
* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
  
=== [[File:Country_rank_5.png]] Major Power ===
+
=== [[File:Country_rank_5.png|Major Power|link=]] Major Power ===
  
* [[Territories|Territory]] Range: 100 to 499
+
* [[Territories|Territory]] range: 100 to 499
* Diplomatic Relation(s): {{green|+4}}
+
* Diplomatic relation(s): {{green|+4}}
* Capital Import Route(s): {{green|+2}}
+
* Capital import route(s): {{green|+2}}
 
* [[Diplomatic range]]: {{green|+125%}}
 
* [[Diplomatic range]]: {{green|+125%}}
* Subject [[Integration Speed]]: {{green|+0.20}}
+
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.20}}
 
* Monthly [[Political Influence]] gain: {{green|+50%}}
 
* Monthly [[Political Influence]] gain: {{green|+50%}}
* Threshold for Civil War: {{red|-5%}}
+
* Threshold for [[Rebellion|civil war]]: {{red|-5%}}
* Threshold for Rebellion: {{red|-3%}}
+
* Threshold for [[rebellion]]: {{red|-3%}}
* Monthly [[General]]/[[Admiral]]/[[Governor]] [[Loyalty]] loss: {{red|-0.01}}
+
* Monthly [[General]]/[[Admiral]]/[[Governor]] [[Rebellion#Loyalty|Loyalty]] loss: {{red|-0.01}}
* Change [[Provinces#Governor_Policy|Governor Policy]] Cost: {{green|-10%}}
+
* Change [[Provinces#Governor_Policy|governor policy]] cost: {{green|-10%}}
 
* Number of Clan Chiefs: {{green|+3}} ''(if [[Government#Tribal|Tribal]])''
 
* Number of Clan Chiefs: {{green|+3}} ''(if [[Government#Tribal|Tribal]])''
 
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'', ''"Guarantee"'' and ''"Support Rebels"''
 
* May use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'', ''"Guarantee"'' and ''"Support Rebels"''
 
* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
 
* May '''no longer''' be a member of [[Treaties#defensive leagues|defensive leagues]]
  
=== [[File:Country_rank_6.png]] Great Power ===
+
=== [[File:Country_rank_6.png|Great Power|link=]] Great Power ===
  
 
Must '''not''' be a subject of another state.<br>
 
Must '''not''' be a subject of another state.<br>
  
* [[Territories|Territory]] Range: 500 or more
+
* [[Territories|Territory]] range: 500 or more
* Diplomatic Relation(s): {{green|+5}}
+
* Diplomatic relation(s): {{green|+5}}
* Capital Import Route(s): {{green|+2}}
+
* Capital import route(s): {{green|+2}}
 
* [[Diplomatic range]]: {{green|+225%}}
 
* [[Diplomatic range]]: {{green|+225%}}
* Subject [[Integration Speed]]: {{green|+0.25}}
+
* [[Subject_nations|Subject]] [[integration speed]]: {{green|+0.25}}
 
* Monthly [[Political Influence]] gain: {{green|+75%}}
 
* Monthly [[Political Influence]] gain: {{green|+75%}}
* Threshold for Civil War: {{red|-8%}}
+
* Threshold for [[Rebellion|civil war]]: {{red|-8%}}
* Threshold for Rebellion: {{red|-5%}}
+
* Threshold for [[rebellion]]: {{red|-5%}}
* Monthly [[General]]/[[Admiral]]/[[Governor]] [[Loyalty]] loss: {{red|-0.02}}
+
* Monthly [[General]]/[[Admiral]]/[[Governor]] [[Rebellion#Loyalty|Loyalty]] loss: {{red|-0.02}}
* Change [[Provinces#Governor_Policy|Governor Policy]] Cost: {{green|-30%}}
+
* Change [[Provinces#Governor_Policy|governor policy]] cost: {{green|-30%}}
 
* Number of Clan Chiefs: {{green|+3}} ''(if [[Government#Tribal|Tribal]])''
 
* 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 use the [[Diplomacy#Diplomatic_actions|diplomatic actions]] ''"Threaten War"'', ''"Guarantee"'', ''"Support Rebels"'', ''"Intervene in War"'' and ''"Enforce Peace"''
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== Maximum civilization value ==
 
== Maximum civilization value ==
The maximum value the civilization level of any [[Territories|territory]] being part of a state; it '''cannot''' be higher than the country civilization level.
+
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.
  
 
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.).
 
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 21:03, 26 September 2019

A state is any political structure comprising a community of people organized under some form of government; it is also called 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 states in Imperator: Rome for an overview to choose from.

State culture and religion

Each state begins the game with a predefined culture and religion. This can be changed afterwards through a decision, under the Decisions decisions button at the top bar.

Most often the culture and religion of populace living in the state is diverse, but they can be altered to match the state's during the playthrough.

Government

Main article: Government

Government Each state also begins with a predefined bureaucratic structure. The government type (Aristocratic, Theocratic etc.) and even the government form (Democracy, Monarchy or Tribe) can be changed by fulfilling special requirements! It is also available under the decisions button at the top of the screen.

In order to change the current government, the player is required to pass certain laws, the capital territory may need a minimum civilization value, a specific technology level should be researched first and so forth.

The government form defines the available laws and provides special modifiers by each office, according to the character's attributes and Loyalty.

Ruler

Main article: Character

Each state is managed by a ruler, who is one of the characters living within its borders. They are visible on the Government government panel.

A ruler may be supported by a co-ruler who contributes their highest attributes, if the ruler's abilities are lower. It is required the ruler (and co-ruler) has full citizenship and belongs to a national family.

The type of government establishes how the succession of power occurs, either by dynastic inheritance, Senate appointment or Clan Chief election.

Ruler / Co-Ruler's Attribute Bonuses
Martial Martial Increases national commerce income & reduces build cost
Oratory power.png Charisma Increases monthly Stability growth & reduces war exhaustion
Civic power.png Finesse Increases Manpower recovery speed & increases army morale recovery
Religious power.png Zeal Reduces Tyranny & increases claim fabrication speed

Accumulated points

Political Influence

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.

Military Experience

It 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.

Wealth, Manpower, Research


Cost Wealth - Basic gold currency. Income is provided by tax collection, domestic trade, subject tributes, and export/import routes. Expenses are comprised of army and fleet maintenance, fort maintenance, characters' wages, building costs, founding of cities/metropolises, invention acquisition, some character interactions, and slave resettlement between territories.

Manpower.png Manpower - Spent toward recruiting new troops and replenishing attrition losses.

Research points.png Research - Automatically spent toward advancing fields of research.

Aggressive Expansion

Aggressive expansion.png Aggressive Expansion value is raised by conquering new territories or forcing vassalization. Aggressive expansion value acts as a strong modifier in diplomatic relations between states. The higher it is, the worse foreign nations view the expansionist state, becoming unlikely any immediate acceptance of alliances or defensive leagues. It also negatively affects the happiness of non-state culture population, as well as reduces claim fabrication speed and subject Loyalty.

The base value is 0, and it cannot go negative. The base monthly reduction rate is -0.20% of current Aggressive Expansion, which is affected by several modifiers, such as Oratory inventions, government offices, and the character interation "Inspire Disloyalty".

Tyranny

Tyranny Tyranny is a value accumulated by abusive acts, such as imprisoning characters on false charges, crucifying people, sacrificing infants, declaring war without Senate approval, and other decisions generally considered malevolent to the populace. Tyranny is tracked by a value at the top of screen, incurring negative consequences to the happines of society, as its value increases.

The base value is 0, and it cannot go negative. The base monthly reduction rate is -?.?% of current Tyranny, which is affected by several modifiers, such as Oratory inventions, Republican Dictatorship and Aristocratic Monarchy government types.

State rank

Diplomacy 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.

All states can join alliances with other countries of same level, except for Great Powers.

Migrant Horde Migrant Horde

  • Territory range: 0
  • National manpower: +1000
  • Army weight modifier: -25%
  • Number of Clan Chiefs: +1 (if Tribal)

City State City State

Local Power Local Power

Regional Power Regional Power

Major Power Major Power

Great Power Great Power

Must not be a subject of another state.

Maximum civilization value

The maximum civilization level of any territory being part of a state; it cannot be higher than the country civilization level, which is visible on the Overview Overview panel.

The value is based on the state's government type, modified by up to +10% at 100% centralization level of Tribes, +2% per advance level in Oratory, the national idea State Religion (+10%), gemstones trade good (+5% for capital surplus or +2.5% for exportation bonus), and +5%/+10% capital territory bonuses by forming regional tags (such as Saxonia, Gaul, Albion etc.).