Difference between revisions of "Subject nations"

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{{Version|1.4}}
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{{Version|1.5}}
[[Subject nations]], or '''vassals''', are countries in a subservient relationship to another state, paying tribute or fulfilling commercial or military obligations to their overlord in return for protection from other states. They are restricted in their diplomatic actions, especially with countries other than their overlord, and certain subject types can be integrated directly into their overlord.
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{{icon|subject}} [[Subject nations]], or '''vassals''', are countries in a subservient relationship to another state, paying tribute or fulfilling commercial or military obligations to their overlord in return for protection from other states. They are restricted in their diplomatic actions, especially with countries other than their overlord, and certain subject types can be integrated directly into their overlord.
 
 
__TOC__
 
  
 
== General rules ==
 
== General rules ==
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Each kind of subject state is different but there are general guidelines all subject states must follow.  
 
Each kind of subject state is different but there are general guidelines all subject states must follow.  
* All subject types pay some sort of resource to their overlord, with the exact type and amount depending on the subject type.
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* All subject types {{icon|tribute income}} pay some sort of resource to their overlord, with the exact type and amount depending on the subject type.
* Other than for trade, a subject can never enter into diplomatic agreements with other countries.
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* Other than for trade, a subject can never enter into diplomatic agreements with other countries. except for allowing {{icon|military access}} military access.
* When a country becomes a subject, all their agreements with other countries are broken.
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* When a country becomes a subject, all their [[treaties]] with other countries are broken.
* The overlord and subject will always have military access to each other's territory.
+
** Use this property to your advantage by diplomatically forcing your target's allies to become your subjects before declaring war.
* Subjects have military access to the territory of other subjects of the same overlord.
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* The overlord and subject will always have {{icon|military access}} military access to each other's territory.
* A subject can always leave a subject relationship by declaring war on their overlord. They cannot declare war on any other country.
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* Subjects always have {{icon|military access}} military access to the territory of other subjects of the same overlord.
* Overlords will always be called to war and become the war leader if one of their subjects are attacked.
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* A subject can always leave a subject relationship by declaring {{icon|war}} war on their overlord. They cannot declare war on any other country.
* If the overlord and its subject state are both involved in the same war, the overlord can always transfer occupation to and from any of their subject states and can annex territory on their behalf for half of the [[File:Aggressive expansion.png|21px]] [[aggressive expansion]] (compared to if the overlord was annexing the territory directly).
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* Overlords will always be called to {{icon|war}} war and become the war leader if one of their subjects are attacked.
 
+
* If the overlord and its subject state are both involved in the same war, the overlord can always transfer occupation to and from any of their subject states and can annex territory on their behalf for half of the {{icon|aggressive expansion}} [[aggressive expansion]] (compared to if the overlord was annexing the territory directly).
== Acquiring subjects ==
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* For subjects which can be called into war, if their loyalty is too low, they can refuse to join their overlord's war.
There are many ways to acquire new subjects over the course of the game:
 
* The [[File:Release subject.png|28px]] '''Release Subject''' action in the Nation overview screen will allow you to release a new client state out of any non-capital province. This country will be dynamically created and take on the name, culture, and religion of its capital territory.
 
** {{flag|Syracusae}} has a special [[File:Create mercenary state.png|28px]] '''Create Mercenary State''' action that instead allows releasing a mercenary state out of any non-capital city. This is the only way to create new mercenary state subjects.
 
* Waging war and defeating a country will allow for [[File:Become subject.png|28px]] '''forcing vassalization''' of existing states in a peace deal. A country can be vassalized if its capital is occupied in a war, with a smaller {{icon|warscore cost|21px}} warscore cost and halved [[File:Aggressive expansion.png|21px]] [[aggressive expansion]] compared to directly annexing the country. Defeated countries can be forced into any subject type that they and their future overlord fulfill the potential for, with all subject types being equivalent in terms of warscore cost and aggressive expansion gain. Like all other peace deal demands forcing vassalization is not possible if the warscore cost exceeds 100, e.g. if the realm is currently too large.
 
* A more diplomatically inclined nation can '''offer vassalization''' through various [[Diplomacy#Influence|diplomatic influence actions]]. This requires that the potential conditions are met and that the target country have at least {{icon|opinion}} '''100''' opinion of the potential overlord, but is generally unlikely to be accepted unless the target is much weaker than, and has a very high opinion of the potential overlord. Targets are more likely to accept becoming certain subject types (such as tribal vassal or tributary status) over others (including feudatory and client status).
 
* Countries can use the '''Demand Subject Transfer''' diplomatic action to peacefully take existing subject states of other nations if they are disloyal, and the target has at least '''80''' opinion of their potential new overlord. As with offering vassalization, military strength and the target's opinion of their potential new overlord are important.
 
* Many events and missions also offer opportunities to get new subjects, both from releasing new countries out of currently owned territory (such as the many colony and feudatories available in the {{flag|Carthage|0}} [[Carthage|Carthaginian]] mission tree) or from vassalizing existing countries (such as in the Italic League mission/event chain of the {{flag|Rome|0}} [[Rome|Roman]] mission tree). This is the only way to create new colonies.
 
  
 
==Subject nation types==
 
==Subject nation types==
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Legend:
 
Legend:
 
* '''Requirements''': These conditions must be true for this relationship to be possible.
 
* '''Requirements''': These conditions must be true for this relationship to be possible.
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* '''Break''': Whether the subject can break the relationship through a diplomatic action (i.e. without a war).
 
* '''Break''': Whether the subject can break the relationship through a diplomatic action (i.e. without a war).
 
* '''Limit dip.''': Whether the overlord limits the subject's diplomatic interactions.
 
* '''Limit dip.''': Whether the overlord limits the subject's diplomatic interactions.
 +
* '''Effects''': Modifiers given to the subject and overlord, if any. If an overlord has multiple subjects of the same (or different) type, the modifiers will stack.
  
  
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! Subject type
 
! Subject type
 
! Requirements
 
! Requirements
! {{icon|tribute income}} Payment
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! {{icon|tribute income}} Tribute
 
! {{icon|diplomatic relations}} Dip. slot
 
! {{icon|diplomatic relations}} Dip. slot
! Join wars
+
! {{icon|war}} Join wars
! [[File:Integrate.png|28px]] Integrate
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! {{icon|integrating}} Integrate
 
! Break
 
! Break
 
! Limit dip.
 
! Limit dip.
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|-
 
|-
 
| Tributary
 
| Tributary
| None
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|  
 +
* None
 
| {{icon|cost}} {{red|15%}} of income
 
| {{icon|cost}} {{red|15%}} of income
 
| {{icon|no}}
 
| {{icon|no}}
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|
 
|
 
* Overlord is NOT a Tribe
 
* Overlord is NOT a Tribe
* Overlord has at least 20 territories
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* Overlord has at least {{icon|territories}} '''20''' territories
* Subject has no more than 10 territories
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* Subject has no more than {{icon|territories}} '''10''' territories
* Subject and overlord are in the same culture group
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* Subject and overlord are in the same {{icon|culture}} culture group
 
| {{icon|manpower}} {{red|15%}} of monthly manpower gain
 
| {{icon|manpower}} {{red|15%}} of monthly manpower gain
 
| {{icon|no}}
 
| {{icon|no}}
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| {{icon|yes}}
 
| {{icon|yes}}
 
| Subject:
 
| Subject:
* [[File:Army maintenance cost.png|21px]] {{green|−10%}} Army Maintenance Cost
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* {{icon|army maintenance}} {{green|−10%}} Army Maintenance Cost
* {{icon|citizen happiness|21px}} {{red|−5%}} National Citizen Happiness
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* {{icon|citizen happiness}} {{red|−4%}} National Citizen Happiness
 
|-
 
|-
 
| Tribal vassal
 
| Tribal vassal
 
|
 
|
 
* Subject is a tribe and overlord is not
 
* Subject is a tribe and overlord is not
* Overlord's capital civilization value is higher than in the subject's capital
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* Overlord's {{icon|civilization}} capital civilization value is higher than in the subject's capital
* Overlord has fewer than 10 tribal vassals
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* Overlord has fewer than '''10''' tribal vassals
 
| {{icon|manpower}} {{red|15%}} of monthly manpower gain
 
| {{icon|manpower}} {{red|15%}} of monthly manpower gain
 
| {{icon|no}}
 
| {{icon|no}}
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| {{icon|yes}}
 
| {{icon|yes}}
 
| Overlord:
 
| Overlord:
* {{icon|tribesman happiness|21px}} {{green|+3}} National tribesmen happiness
+
* {{icon|tribesman happiness}} {{green|+4}} National tribesmen happiness
 
Subject:
 
Subject:
* {{icon|civilization|21px}} {{green|+10}} Max civilization
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* {{icon|civilization}} {{green|+10}} Max civilization
* [[File:Global monthly civilization.png|21px]] {{green|+0.01}} Monthly civilization change
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* [[File:Global monthly civilization.png|28px]] {{green|+0.01}} Monthly civilization change
 
|-
 
|-
 
| Satrapy
 
| Satrapy
 
|
 
|
* Subject has [[Persian traditions|Persian Military Traditions]] and more than 40 territories
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* Subject has {{icon|military tradition}} [[Persian traditions|Persian Military Traditions]] and more than 40 territories
* Overlord is a monarchy with at least 150 territories
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* Overlord is a monarchy with at least {{icon|territories}} '''150''' territories
 
| {{icon|cost}} {{red|25%}} of income
 
| {{icon|cost}} {{red|25%}} of income
 
| {{icon|yes}}
 
| {{icon|yes}}
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|
 
|
 
* Neither subject nor overlord is tribal
 
* Neither subject nor overlord is tribal
* Subject has fewer than 150 territories
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* Subject has fewer than {{icon|territories}} '''150''' territories
 
| {{icon|cost}} {{red|25%}} of income
 
| {{icon|cost}} {{red|25%}} of income
 
| {{icon|yes}}
 
| {{icon|yes}}
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| {{icon|yes}}
 
| {{icon|yes}}
 
| Overlord:
 
| Overlord:
* [[File:Mercenary maintenance.png|21px]] {{green|-3%}} Mercenary Army Maintenance
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* [[File:Mercenary maintenance.png|28px]] {{green|-3%}} Mercenary Army Maintenance
 
Subject:
 
Subject:
* [[File:Global manpower modifier.png|21px]] {{green|+12.5%}} National Manpower
+
* [[File:Global manpower modifier.png|28px]] {{green|+12.5%}} National Manpower
* [[File:Army maintenance cost.png|21px]] {{green|-20%}} Army Maintenance Cost
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* {{icon|army maintenance}} {{green|-20%}} Army Maintenance Cost
 
|}
 
|}
  
 
=== Tributary ===
 
=== Tributary ===
Perhaps the most basic subject type in the game is the '''tributary'''. This is a loose relationship where the subject is simply looking for protection in exchange for tribute. Unlike most other subject types the subject can at any time cancel a tributary relationship, the only risk being that the former overlord will get a casus belli for the slight on their honor.
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Perhaps the most basic subject type in the game is the '''tributary'''. This is a loose relationship where the subject is simply looking for protection in exchange for tribute. Unlike most other subject types, the subject can at any time cancel a tributary relationship if there is no {{icon|truce}} truce, the only risk being that the former overlord will get a {{icon|casus belli}} casus belli for the slight on their honor. This will happen for AI-controlled countries if there any of the following conditions are met:
 +
* Has less than {{icon|subject loyalty}} '''35''' loyalty
 +
* Has {{icon|army size}} more army cohorts than the overlord
 +
* Has less than {{icon|subject loyalty}} '''50''' loyalty, owns more than {{icon|territories}} '''3''' territories, and borders the overlord
 +
 
 +
Tributaries with very high {{icon|subject loyalty}} loyalty may instead approach their overlord to pursue a closer relationship and become a client state. This event can only trigger once per country.
  
 
===Feudatory===
 
===Feudatory===
 
A '''feudatory''' is a state that has obligated itself to follow the lead of a larger and more influential country in the same culture group. Historically these are countries that would often have been part of some sort of league with their overlord’s other subjects, in many ways this is a privileged subject type, if one with large obligations.
 
A '''feudatory''' is a state that has obligated itself to follow the lead of a larger and more influential country in the same culture group. Historically these are countries that would often have been part of some sort of league with their overlord’s other subjects, in many ways this is a privileged subject type, if one with large obligations.
  
Feudatories provide manpower to their overlord and are expected to take part in their wars. Historical examples are the Roman Socii, the Punic cities of North Africa under Carthage, or the city leagues in Aegean under the Antigonids in Phrygia.
+
Feudatories provide {{icon|manpower}} manpower to their overlord and are expected to take part in their wars. Historical examples are the {{flag|Rome|0}} [[Rome|Roman]] Socii, the Punic cities of North Africa under {{flag|Carthage}}, or the city leagues in Aegean under the {{flag|Antigonid Kingdom|0}} [[Antigonids]].
  
 
===Tribal vassal===
 
===Tribal vassal===
A '''tribal vassal''' is a tribal kingdom, chiefdom or federation that has a close relationship to a nearby stronger civilized state. For the tribal state this means a significantly easier route towards civilizing, as it will increase both the countrywide level of civilization and the growth of it in all their territories.The tribal state in turn pays with its manpower to the overlord who will also promise to protect them. Historical subjects of this type would be the Numidian kingdoms to Carthage and various states on the border with Rome. When a vassal tribe adopts a civilised form of government it will instead become a tributary.
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A '''tribal vassal''' is a tribal kingdom, chiefdom or federation that has a close relationship to a nearby stronger civilized state. For the tribal state this means a significantly easier route towards civilizing, as it will increase both the countrywide level of {{icon|civilization}} civilization and the growth of it in all their territories. The tribal state in turn pays with its {{icon|manpower}} manpower to the overlord who, will also promise to protect them. Historical subjects of this type would be the Numidian kingdoms subject to {{flag|Carthage}} and various {{flag|Rome|0}} [[Rome|Roman]] clients on the later imperial border. When a vassal tribe adopts a civilized form of government, it will become a tributary.
  
 
===Client state===
 
===Client state===
'''Client states''' are in some ways more tightly integrated with their overlord, but unlike the feudatories they are not necessarily of the same culture and they don’t enjoy a privileged status in the same way. Client states may be created from the player's provinces in the Nation Overview. A client king is separated from a governor mostly by his level of autonomy and having local ties to the ruled country.
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'''Client states''' are in some ways more tightly integrated with their overlord, but unlike the feudatories they are not necessarily of the same culture and they do not enjoy a privileged status in the same way, paying a large part of their {{icon|wealth}} income instead of providing {{icon|manpower}} manpower. A client king is separated from a governor mostly by his level of autonomy and having local ties to the ruled country. Client states can be created by subjugating existing countries like most other subject types, or released from the country's currently owned [[province]]s in the [[File:Top bar overview.png|28px]] Nation Overview.
  
 
===Satrapy===
 
===Satrapy===
'''Satrapies''' are a special type of subject that is only available if the junior party belongs has Persian military traditions. A satrap is in some ways similar to a governor but is expected to have greater authority, bigger obligations, and a more imposing realm. As having powerful satraps is an expectation in the east a few of them will also help with maintaining the legitimacy for their overlord kingdoms. {{flag|Bactria}}, {{flag|Parthia}}, and {{flag|Arachosia}} start off as satrapies of the {{flag|Seleukid Empire}}, while {{flag|Cappadocia}} starts as a satrapy of {{flag|Phrygia}}.
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'''Satrapies''' are a special type of subject that is only available if the junior party has {{icon|military tradition}} [[Persian military traditions]]. The fundamental unit of organization in Persia since the time of the {{flag|Media|0}} [[Media|Median]] and {{flag|Achaemenid Empire|0}} [[Achaemenid Empire|Achaemenid]] empires, a satrap is in some ways similar to a governor but is expected to have greater authority, bigger obligations, and a more imposing realm. As having powerful satraps is an expectation in the east a few of them will also help with maintaining the {{icon|legitimacy}} legitimacy for their overlord kingdoms. {{flag|Bactria}}, {{flag|Parthia}}, and {{flag|Arachosia}} start off as satrapies of the {{flag|Seleukid Empire}}, while {{flag|Cappadocia}} starts as a satrapy of the {{flag|Antigonid Kingdom}}. Satrapies are notoriously independent minded and troublesome, however, and events will periodically require interactions to keep satraps happy.
 
 
Satrapies are notoriously independent minded and troublesome. Events will periodically require interacting with to keep satraps happy.
 
  
 
=== Colony ===
 
=== Colony ===
'''Colonies''' represent subjects descended from the a mother nation that have a largely mercantile relationship with their overlord. Like tributaries, they neither provide manpower nor can be called into wars, but importantly each colony also provides a boost to the {{icon|commerce value}} commerce income of the overlord that usually far outstrips their direct tribute, and so can be highly advantageous to establish. Colonies can only be created through certain options on the {{flag|Carthage|0}} [[Punic_missions|Carthaginian mission trees]].
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'''Colonies''' represent subjects descended from the a mother nation that have a largely mercantile relationship with their overlord. Like tributaries, they neither provide manpower nor can be called into wars, but importantly each colony also provides a boost to the {{icon|commerce value}} commerce income of the overlord that usually far outstrips their direct tribute, and so can be highly advantageous to establish. Colonies can only be created through certain tasks in the {{flag|Carthage|0}} [[Punic_missions|Carthaginian mission trees]].
  
 
=== Mercenary state ===
 
=== Mercenary state ===
A '''mercenary state''' is a particular type of client state that has been created by granting control of a city to a mercenary company, much like the historical {{flag|Mamertine Republic}}. As well as fighting alongside their overlord, each mercenary state will also reduce the overlord's costs when hiring other mercenary companies. As well, if the overlord is a [[Monarchy]] with the [[Laws#Military_Reforms|Mercenary Contract Law]] enacted, the overlord can use Elect New Leader [[Characters#Interactions|Character Interaction]] to replace their current leader with that of the mercenary state at the cost of some stability, much like Agathokles himself once did. Mercenary states can only be created through the unique {{flag|Syracusae}} '''Create Mercenary State''' action, which represents the rich mercenary-using traditions of the Siceliotes.
+
A '''mercenary state''' is a particular type of client state that has been created by granting control of a city to a mercenary company, much like the historical {{flag|Mamertine Republic}}. As well as fighting alongside their overlord, each mercenary state will also {{icon|mercenary maintenance}} reduce the overlord's costs when hiring other mercenary companies. As well, if the overlord is a [[monarchy]] with the {{icon|law}} [[Laws#Military_Reforms|Mercenary Contract Law]] enacted, the overlord can use '''Elect New Leader''' [[Characters#Interactions|Character Interaction]] to replace their current leader with that of the mercenary state at the cost of some {{icon|stability}} stability, much like Agathokles himself once did. Mercenary states can only be created through the unique {{flag|Syracusae}} '''Create Mercenary State''' action, which represents the rich mercenary-using traditions of the Siceliotes.
 +
 
 +
== Acquiring subjects ==
 +
There are many ways to acquire new subjects over the course of the game:
 +
* Waging war and defeating a country will allow for [[File:Become subject.png|28px]] '''forcing vassalization''' of existing states in a peace deal. A country can be vassalized if its {{icon|capital}} capital is occupied in a war, with a smaller {{icon|warscore cost}} warscore cost and halved {{icon|aggressive expansion}} [[aggressive expansion]] compared to directly annexing the country. Defeated countries can be forced into any subject type that they and their future overlord fulfill the potential for, with all subject types being equivalent in terms of warscore cost and aggressive expansion gain. Like all other peace deal demands forcing vassalization is not possible if the warscore cost exceeds 100, e.g. if the realm is currently too large. Both independent nations and countries that are already subjects of another country can be subjugated this way.
 +
* A more diplomatically inclined nation can '''offer vassalization''' through various [[Diplomacy#Influence|diplomatic influence actions]]. This requires that the potential conditions are met and that the target country have at least {{icon|opinion}} '''100''' opinion of the potential overlord, but is generally unlikely to be accepted unless the target is much weaker than, and has a very high opinion of the potential overlord. Targets are more likely to accept becoming certain subject types (such as tribal vassal or tributary status) over others (including feudatory and client status).
 +
* Countries can use the '''Demand Subject Transfer''' diplomatic action to peacefully take existing subject states of other nations if they are disloyal, and the target has at least '''80''' opinion of their potential new overlord. As with offering vassalization, military strength and the target's opinion of their potential new overlord are important.
 +
* The [[File:Release subject.png|28px]] '''Release Subject''' action in the Nation overview screen will allow you to release a new client state out of any non-capital province. This country will be dynamically created and take on the name, culture, and religion of its capital territory.
 +
** {{flag|Syracusae}} has a special [[File:Create mercenary state.png|28px]] '''Create Mercenary State''' action that instead allows releasing a mercenary state out of any non-capital city. This is the only way to create new mercenary state subjects.
 +
* Many '''events''' and especially '''missions''' also offer opportunities to get new subjects, both from releasing new countries out of currently owned territory (such as the many colonies and feudatories available in the {{flag|Carthage|0}} [[Carthage|Carthaginian]] mission trees) or from vassalizing existing countries (such as in the Italic League mission/event chain of the {{flag|Rome|0}} [[Rome|Roman]] mission tree). This is the only way to create new colonies.
  
 
==Subject loyalty==
 
==Subject loyalty==
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Each subject has a [[File:Subject loyalty.png|32px]] loyalty value towards its overlord, visible in the diplomacy screen. This value modifies how much tribute is actually sent to the overlord and whether or not they will support and join rebellions and civil wars against the overlord.
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Each subject has a {{icon|subject loyalty}} '''subject loyalty''' value towards its overlord, visible in the diplomacy screen. This value modifies how much tribute is actually sent to the overlord and whether or not they will support and join rebellions and civil wars against the overlord.
 +
 
 +
Subject loyalty is a value between '''0''' and '''100''', where 100 signifies total loyalty.
 +
 
 +
If a subject's loyalty drops below '''33''', it will become '''disloyal''', with the following effects:
 +
* The tribute paid to the overlord is reduced, scaling to '''50%''' at {{icon|subject loyalty}} '''0''' loyalty
 +
* If a {{icon|civil war}} civil war happens and a subject is disloyal, it will join the revolting side.
 +
* A disloyal subject will never accept an offensive call to arms, and will not act in a defensive war except to defend its own territories.
 +
 
 +
Subject loyalty has a base of {{green|+10}} and is determined by the total of the {{icon|subject loyalty}} '''loyalty of subject states''' modifier of the overlord and the {{icon|loyalty to overlord}} '''loyalty to overlord''' modifier of the subject. These are affected by many factors, with the most important being the subject's {{icon|opinion}} opinion of the overlord, the {{icon|army size}} relative size of its army, and the current {{icon|aggressive expansion}} aggressive expansion of the overlord. {{icon|law}} [[Laws]], [[Diplomacy#Diplomatic_Stance|diplomatic stances]], [[national ideas]], {{icon|invention}} [[inventions]], {{icon|military tradition}} [[military traditions]], and many event/mission modifiers can also affect subject loyalty.
 +
 
 +
== Converting subject types ==
 +
{{SVersion|1.5}}
 +
The subject type of a particular vassal is typically fixed, but can be changed under certain circumstances.
  
Subject loyalty is a value between 0 and 100, where 100 signifies total loyalty.
+
Tribal vassals will be automatically converted into tributaries upon reforming from a [[tribe]] to a [[republic]] or [[monarchy]] through the [[Country diplomacy events#country_diplomacy.38|'''[ROOT.GetCountry.GetName] and the [SCOPE.sCountry('overlord_country').GetAdjective] Treaty''']] event. As tribal vassals have a bonus to {{icon|civilization}} maximum civilization value and growth, this will typically not take as long as tribes would normally reform.
  
Below a loyalty of 33 a subject state is considered disloyal, with the following effects:
+
Tributaries can request closer relations with their overlord and offer to become a client state through the [[Country diplomacy events#country_diplomacy.39|'''[SCOPE.sCountry('tributary_more').GetAdjective] Gratitude''']] event, which requires that the tributary to not have a {{icon|truce}} truce with the overlord, not be at {{icon|war}} war, and to have at least {{icon|subject loyalty}} '''85''' loyalty, and can only trigger once per country. As client states can be called to war and integrated this can be highly beneficial to the overlord if it is seeking to expand in the area and has enough {{icon|diplomatic relations}} relationship slots, and means that it is possible to eventually integrate tributaries (and tribal vassals) as long as they can be made loyal enough to make the client state request.
# This reduces the tribute pays to overlord, sclaing up to 50% (at 0 loyalty)
 
# If a rebellion happens of this culture the subject will join that revolt. If the subject has a different culture group than its overlord then it will also count towards the percentage of pops in disloyal provinces that determines whether or not the country is at risk of rebellion.
 
# If a civil war happens and a subject is disloyal, it will join the revolting side.
 
# A disloyal subject will never accept an offensive call to arms.
 
  
Loyalty is affected by many factors, with the most important being the subject's {{icon|opinion}} opinion of the overlord, the relative size of its army, and the current [[File:Aggressive expansion.png|28px]] aggressive expansion of the overlord. [[Laws]], [[Diplomacy#Diplomatic_Stance|diplomatic stances]], [[national ideas]], [[inventions]], [[military traditions]], and many event/mission modifiers can also affect subject loyalty.
+
The type of a subject can also be changed indirectly by first releasing it and then diplomatically re-vassalizing or forcibly subjugating in a {{icon|war}} war, but this is still subject to the requirements of each subject type (i.e. cannot be used to get new colonies or mercenary states) and can take a few years given the need to wait for the {{icon|truce}} to expire. It is mostly useful for converting a tributary into a client state, if it is too difficult to increase its loyalty.  
  
 
==Integrating vassals==
 
==Integrating vassals==
Only the more closely associated subject types - as a rule, those that can be called to war - can be integrated, including feudatories, satrapies and client states. Other subject types, including tributaries and tribal vassals, cannot be integrated or annexed without first breaking or changing the existing subject relationship.
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{{SVersion|1.5}}
 +
Only the more closely associated subject types - as a rule, those that can be called to war - can be {{icon|integrating}} '''integrated''', including feudatories, satrapies and client states. Other subject types, including tributaries and tribal vassals, cannot be integrated or annexed without first breaking or changing the existing subject relationship.
  
Starting integration requires that the vassal has at least {{icon|opinion}} {{green|190}} opinion with its overlord. The cost of integration is equal to its {{icon|population}} population and is always at least 10. Integration progresses by a base of {{green|0.25}} each month and is affected by the {{icon|integration speed}} '''integration speed''' modifier, which can be increased by {{green|0.05}} per point of {{icon|diplomatic reputation}} diplomatic reputation, {{green|0.25}} with the [[File:Stance vassaling.png|28px]] [[Diplomacy#Diplomatic_Stance|Domineering diplomatic stance]], {{green|0.30}} with the monarchy {{icon|pol}} [[Laws#Subject_Laws|King of Kings Law]], {{green|0.05}} per country rank, {{green|0.10}} for the {{icon|silk}} silk capital bonus and {{green|0.05}} for the export bonus, {{green|0.10}} with {{flag|Rome|0}} [[Rome|Roman]] heritage, and by varying amounts with different event/mission modifiers.
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Starting integration requires that the vassal has at least {{icon|opinion}} {{green|190}} opinion with its overlord. The cost of integration is equal to its {{icon|population}} population and is always at least 10. Integration progresses by a base of {{green|+0.25}} each month and is affected by the {{icon|integration speed}} '''integration speed''' modifier, some of the more important sources of which are listed below:
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* {{green|+0.05}} per point of {{icon|diplomatic reputation}} diplomatic reputation
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* {{green|+0.25}} with the {{icon|domineering stance}} [[Diplomacy#Diplomatic_Stance|Domineering diplomatic stance]]
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* {{green|+0.30}} with the monarchy {{icon|law}} [[Laws#Subject_Laws|King of Kings Law]]
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* {{green|+0.05}} per country rank, up to {{green|+0.25}} for {{icon|great power}} great powers
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* {{green|+0.10}} with {{flag|Rome|0}} [[Rome|Roman]] heritage
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Integration can take anywhere from a few months for a small city state to many decades (or more) for a large, populous client state. In some situations, it may even be faster to release the subject, allow the {{icon|truce}} truce to expire while fabricating {{icon|claim}} claims, and then annex the former subject through {{icon|war}} war.
  
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[[Category:Realm]]
 
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[[Category:Diplomacy]]
 
[[Category:Diplomacy]]

Latest revision as of 14:47, 23 September 2020

Vassalized.png Subject nations, or vassals, are countries in a subservient relationship to another state, paying tribute or fulfilling commercial or military obligations to their overlord in return for protection from other states. They are restricted in their diplomatic actions, especially with countries other than their overlord, and certain subject types can be integrated directly into their overlord.

General rules[edit]

Each kind of subject state is different but there are general guidelines all subject states must follow.

  • All subject types Tribute income.png pay some sort of resource to their overlord, with the exact type and amount depending on the subject type.
  • Other than for trade, a subject can never enter into diplomatic agreements with other countries. except for allowing Has military access.png military access.
  • When a country becomes a subject, all their treaties with other countries are broken.
    • Use this property to your advantage by diplomatically forcing your target's allies to become your subjects before declaring war.
  • The overlord and subject will always have Has military access.png military access to each other's territory.
  • Subjects always have Has military access.png military access to the territory of other subjects of the same overlord.
  • A subject can always leave a subject relationship by declaring War.png war on their overlord. They cannot declare war on any other country.
  • Overlords will always be called to War.png war and become the war leader if one of their subjects are attacked.
  • If the overlord and its subject state are both involved in the same war, the overlord can always transfer occupation to and from any of their subject states and can annex territory on their behalf for half of the Aggressive expansion.png aggressive expansion (compared to if the overlord was annexing the territory directly).
  • For subjects which can be called into war, if their loyalty is too low, they can refuse to join their overlord's war.

Subject nation types[edit]

Legend:

  • Requirements: These conditions must be true for this relationship to be possible.
  • Payment: The subject makes this payment to the overlord on a monthly basis.
  • Dip. slot: Whether a subject of this type contributes to the overlord's diplomatic relations limit.
  • Join wars: Whether a subject of this type is automatically called into the overlord's wars, if it is loyal.
  • Integrate: Whether the overlord can integrate the subject.
  • Break: Whether the subject can break the relationship through a diplomatic action (i.e. without a war).
  • Limit dip.: Whether the overlord limits the subject's diplomatic interactions.
  • Effects: Modifiers given to the subject and overlord, if any. If an overlord has multiple subjects of the same (or different) type, the modifiers will stack.


Subject type Requirements Tribute income.png Tribute Diplomatic relations.png Dip. slot War.png Join wars Integrating Integrate Break Limit dip. Effects
Tributary
  • None
Cost 15% of income No No No Yes Yes None
Feudatory
  • Overlord is NOT a Tribe
  • Overlord has at least Local.png 20 territories
  • Subject has no more than Local.png 10 territories
  • Subject and overlord are in the same Policy cultural assimilation.png culture group
Manpower.png 15% of monthly manpower gain No Yes Yes No Yes Subject:
  • Army maintenance cost.png −10% Army Maintenance Cost
  • Citizen happiness −4% National Citizen Happiness
Tribal vassal
  • Subject is a tribe and overlord is not
  • Overlord's Civilization.png capital civilization value is higher than in the subject's capital
  • Overlord has fewer than 10 tribal vassals
Manpower.png 15% of monthly manpower gain No No No Yes Yes Overlord:
  • Tribesman happiness +4 National tribesmen happiness

Subject:

  • Civilization.png +10 Max civilization
  • Global monthly civilization.png +0.01 Monthly civilization change
Satrapy Cost 25% of income Yes Yes Yes No Yes Overlord:
  • Legitimacy.png +2% Monthly legitimacy
Client state
  • Neither subject nor overlord is tribal
  • Subject has fewer than Local.png 150 territories
Cost 25% of income Yes Yes Yes No Yes Subject:
  • Popularity.png −5% Ruler popularity gain
  • Commerce value.png +10% National commerce income
  • Can only export to overlord.
Colony
  • Only by event/mission
Cost 15% of income No No No No Yes Overlord:
  • Commerce value.png +5% National commerce income

Subject:

  • Commerce value.png +10% National commerce income
  • Loyalty.png +25 Loyalty to overlord
Mercenary State
  • Only through the unique Flag of Syracusae Syracusae Create mercenary state.png Create Mercenary State action
Cost 10% of income Yes Yes Yes No Yes Overlord:
  • Mercenary maintenance.png -3% Mercenary Army Maintenance

Subject:

  • Global manpower modifier.png +12.5% National Manpower
  • Army maintenance cost.png -20% Army Maintenance Cost

Tributary[edit]

Perhaps the most basic subject type in the game is the tributary. This is a loose relationship where the subject is simply looking for protection in exchange for tribute. Unlike most other subject types, the subject can at any time cancel a tributary relationship if there is no Truce.png truce, the only risk being that the former overlord will get a Casus belli.png casus belli for the slight on their honor. This will happen for AI-controlled countries if there any of the following conditions are met:

  • Has less than Subject loyalty.png 35 loyalty
  • Has Land combat.png more army cohorts than the overlord
  • Has less than Subject loyalty.png 50 loyalty, owns more than Local.png 3 territories, and borders the overlord

Tributaries with very high Subject loyalty.png loyalty may instead approach their overlord to pursue a closer relationship and become a client state. This event can only trigger once per country.

Feudatory[edit]

A feudatory is a state that has obligated itself to follow the lead of a larger and more influential country in the same culture group. Historically these are countries that would often have been part of some sort of league with their overlord’s other subjects, in many ways this is a privileged subject type, if one with large obligations.

Feudatories provide Manpower.png manpower to their overlord and are expected to take part in their wars. Historical examples are the Flag of Rome Roman Socii, the Punic cities of North Africa under Flag of Carthage Carthage, or the city leagues in Aegean under the Flag of Antigonid Kingdom Antigonids.

Tribal vassal[edit]

A tribal vassal is a tribal kingdom, chiefdom or federation that has a close relationship to a nearby stronger civilized state. For the tribal state this means a significantly easier route towards civilizing, as it will increase both the countrywide level of Civilization.png civilization and the growth of it in all their territories. The tribal state in turn pays with its Manpower.png manpower to the overlord who, will also promise to protect them. Historical subjects of this type would be the Numidian kingdoms subject to Flag of Carthage Carthage and various Flag of Rome Roman clients on the later imperial border. When a vassal tribe adopts a civilized form of government, it will become a tributary.

Client state[edit]

Client states are in some ways more tightly integrated with their overlord, but unlike the feudatories they are not necessarily of the same culture and they do not enjoy a privileged status in the same way, paying a large part of their Wealth income instead of providing Manpower.png manpower. A client king is separated from a governor mostly by his level of autonomy and having local ties to the ruled country. Client states can be created by subjugating existing countries like most other subject types, or released from the country's currently owned provinces in the Top bar overview.png Nation Overview.

Satrapy[edit]

Satrapies are a special type of subject that is only available if the junior party has Military tradition.png Persian military traditions. The fundamental unit of organization in Persia since the time of the 20px Median and Flag of Achaemenid Empire Achaemenid empires, a satrap is in some ways similar to a governor but is expected to have greater authority, bigger obligations, and a more imposing realm. As having powerful satraps is an expectation in the east a few of them will also help with maintaining the Legitimacy.png legitimacy for their overlord kingdoms. Flag of Bactria Bactria, Flag of Parthia Parthia, and Flag of Arachosia Arachosia start off as satrapies of the Flag of Seleukid Empire Seleukid Empire, while Flag of Cappadocia Cappadocia starts as a satrapy of the Flag of Antigonid Kingdom Antigonid Kingdom. Satrapies are notoriously independent minded and troublesome, however, and events will periodically require interactions to keep satraps happy.

Colony[edit]

Colonies represent subjects descended from the a mother nation that have a largely mercantile relationship with their overlord. Like tributaries, they neither provide manpower nor can be called into wars, but importantly each colony also provides a boost to the Commerce value.png commerce income of the overlord that usually far outstrips their direct tribute, and so can be highly advantageous to establish. Colonies can only be created through certain tasks in the Flag of Carthage Carthaginian mission trees.

Mercenary state[edit]

A mercenary state is a particular type of client state that has been created by granting control of a city to a mercenary company, much like the historical 20px Mamertine Republic. As well as fighting alongside their overlord, each mercenary state will also Mercenary maintenance.png reduce the overlord's costs when hiring other mercenary companies. As well, if the overlord is a monarchy with the Enact law cost modifier.png Mercenary Contract Law enacted, the overlord can use Elect New Leader Character Interaction to replace their current leader with that of the mercenary state at the cost of some Stability.png stability, much like Agathokles himself once did. Mercenary states can only be created through the unique Flag of Syracusae Syracusae Create Mercenary State action, which represents the rich mercenary-using traditions of the Siceliotes.

Acquiring subjects[edit]

There are many ways to acquire new subjects over the course of the game:

  • Waging war and defeating a country will allow for Become subject.png forcing vassalization of existing states in a peace deal. A country can be vassalized if its Country capital.png capital is occupied in a war, with a smaller Warscore cost warscore cost and halved Aggressive expansion.png aggressive expansion compared to directly annexing the country. Defeated countries can be forced into any subject type that they and their future overlord fulfill the potential for, with all subject types being equivalent in terms of warscore cost and aggressive expansion gain. Like all other peace deal demands forcing vassalization is not possible if the warscore cost exceeds 100, e.g. if the realm is currently too large. Both independent nations and countries that are already subjects of another country can be subjugated this way.
  • A more diplomatically inclined nation can offer vassalization through various diplomatic influence actions. This requires that the potential conditions are met and that the target country have at least Opinion 100 opinion of the potential overlord, but is generally unlikely to be accepted unless the target is much weaker than, and has a very high opinion of the potential overlord. Targets are more likely to accept becoming certain subject types (such as tribal vassal or tributary status) over others (including feudatory and client status).
  • Countries can use the Demand Subject Transfer diplomatic action to peacefully take existing subject states of other nations if they are disloyal, and the target has at least 80 opinion of their potential new overlord. As with offering vassalization, military strength and the target's opinion of their potential new overlord are important.
  • The Release subject.png Release Subject action in the Nation overview screen will allow you to release a new client state out of any non-capital province. This country will be dynamically created and take on the name, culture, and religion of its capital territory.
    • Flag of Syracusae Syracusae has a special Create mercenary state.png Create Mercenary State action that instead allows releasing a mercenary state out of any non-capital city. This is the only way to create new mercenary state subjects.
  • Many events and especially missions also offer opportunities to get new subjects, both from releasing new countries out of currently owned territory (such as the many colonies and feudatories available in the Flag of Carthage Carthaginian mission trees) or from vassalizing existing countries (such as in the Italic League mission/event chain of the Flag of Rome Roman mission tree). This is the only way to create new colonies.

Subject loyalty[edit]

Each subject has a Subject loyalty.png subject loyalty value towards its overlord, visible in the diplomacy screen. This value modifies how much tribute is actually sent to the overlord and whether or not they will support and join rebellions and civil wars against the overlord.

Subject loyalty is a value between 0 and 100, where 100 signifies total loyalty.

If a subject's loyalty drops below 33, it will become disloyal, with the following effects:

  • The tribute paid to the overlord is reduced, scaling to 50% at Subject loyalty.png 0 loyalty
  • If a Civil war.png civil war happens and a subject is disloyal, it will join the revolting side.
  • A disloyal subject will never accept an offensive call to arms, and will not act in a defensive war except to defend its own territories.

Subject loyalty has a base of +10 and is determined by the total of the Subject loyalty.png loyalty of subject states modifier of the overlord and the Loyalty to overlord.png loyalty to overlord modifier of the subject. These are affected by many factors, with the most important being the subject's Opinion opinion of the overlord, the Land combat.png relative size of its army, and the current Aggressive expansion.png aggressive expansion of the overlord. Enact law cost modifier.png Laws, diplomatic stances, national ideas, Invention.png inventions, Military tradition.png military traditions, and many event/mission modifiers can also affect subject loyalty.

Converting subject types[edit]

The subject type of a particular vassal is typically fixed, but can be changed under certain circumstances.

Tribal vassals will be automatically converted into tributaries upon reforming from a tribe to a republic or monarchy through the [ROOT.GetCountry.GetName] and the [SCOPE.sCountry('overlord_country').GetAdjective] Treaty event. As tribal vassals have a bonus to Civilization.png maximum civilization value and growth, this will typically not take as long as tribes would normally reform.

Tributaries can request closer relations with their overlord and offer to become a client state through the [SCOPE.sCountry('tributary_more').GetAdjective] Gratitude event, which requires that the tributary to not have a Truce.png truce with the overlord, not be at War.png war, and to have at least Subject loyalty.png 85 loyalty, and can only trigger once per country. As client states can be called to war and integrated this can be highly beneficial to the overlord if it is seeking to expand in the area and has enough Diplomatic relations.png relationship slots, and means that it is possible to eventually integrate tributaries (and tribal vassals) as long as they can be made loyal enough to make the client state request.

The type of a subject can also be changed indirectly by first releasing it and then diplomatically re-vassalizing or forcibly subjugating in a War.png war, but this is still subject to the requirements of each subject type (i.e. cannot be used to get new colonies or mercenary states) and can take a few years given the need to wait for the Truce.png to expire. It is mostly useful for converting a tributary into a client state, if it is too difficult to increase its loyalty.

Integrating vassals[edit]

Only the more closely associated subject types - as a rule, those that can be called to war - can be Integrating integrated, including feudatories, satrapies and client states. Other subject types, including tributaries and tribal vassals, cannot be integrated or annexed without first breaking or changing the existing subject relationship.

Starting integration requires that the vassal has at least Opinion 190 opinion with its overlord. The cost of integration is equal to its Population.png population and is always at least 10. Integration progresses by a base of +0.25 each month and is affected by the Integrate speed.png integration speed modifier, some of the more important sources of which are listed below:

Integration can take anywhere from a few months for a small city state to many decades (or more) for a large, populous client state. In some situations, it may even be faster to release the subject, allow the Truce.png truce to expire while fabricating Fabricate claim cost modifier.png claims, and then annex the former subject through War.png war.