Eu4 How To Change Government
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Each country is ruled by a government of a specific type providing benefits and sometimes penalties. The different kinds of government forms ranges from constitutional republics, where the state is governed by elected officials, to despotic monarchies, where the monarch exercises undefined and often unrestricted power over its government.
The interface by itself displays many types of information, for instance: the current ruler and heir, the type of advisors a player has, the country's main and accepted cultures and the monthly production of monarch power. Some government also have access to unique mechanics and abilities.
Monarchy is a form of government where power is held by a single individual, i.e. the monarch. The ruler reigns until death. Several mechanics, such as royal marriages and personal unions, are mostly limited to monarchical forms of governments. Monarchies use legitimacy.
Republic is a form of government where power is, in contrast to a monarchy, held by a group of people. Republics have republican tradition instead of legitimacy. In some republics the ruler rules for life, but in others there is an election cycle.
Theocracy is a form of government where power is held by the religious elite. Theocracies get to designate an heir from a list of candidates. Although the choice does not affect the future heir's monarch skills (set at random), they give the player different effects and events once the heir comes into power. Theocracies use devotion with the Common Sense DLC.
A tribe is regarded as a society that hasn't developed a concrete definition of what a Westphalian nation-state is. Nomadic by nature, the power is held by either a chief or by a group of fellow tribesmen. As monarchies, tribal governments use legitimacy, royal marriages, etc. Steppe hordes will use horde unity instead of legitimacy if The Cossacks is enabled, and Native councils don't use any type of government strength value.
The government rank system divides countries one of three ranks: Duchy, Kingdom, or Empire. A country's starting rank is based on historical considerations, though players can improve their rank by reaching certain total development values or via decisions. Ming, Byzantium, Ethiopia, and the Timurids are the only empire-rank nations in 1444, while there are many kingdoms and duchies. Austria also starts with the rank of empire at the start date due to its status as Holy Roman Emperor, as any nation with the title automatically gains the rank.Once the required development (and prestige), as listed in the table below, is reached, it is possible to upgrade the government rank in the government tab. The rank cannot be downgraded, even if one's development shrinks later in the game. However:
Some special tier 1 government reforms have fixed government rank, regardless of prestige or development, and cannot change it manually or otherwise, exept for monastic orders, which can change government type if they have the government reform which enables it.
There are various reforms available to each of the government types with each tier having (usually) 2-3 reforms. The first tier usually determines the chosen power structure of the nation and consequently defines what abilities/mechanics are enabled to that nation. The last tier usually allows changing to a different government type though it comes at the cost of losing several reform tiers. Lists of all reforms can be found on the pages for the government types.
The game starts with first step already passed. The second tier costs 100 reform progress points and each following step has its cost increased by an additional 40 reform progress points. It is possible to change picked reforms by spending 50 reform progress points.
Many events and some missions give a one-time increase in reform progress. Native Councils in the Americas and Australia gain monthly reform progress instead of yearly reform progress see Native council - Reforming the government for more details. Reform Progress growth Modifiers:
On the government tab is a button to "Strengthen Government" by spending 100 military power. By doing this, the country gets one of the following, as appropriate for the government type and active expansions:
The button is only available if the appropriate government value is not already at maximum; it cannot be used solely to boost absolutism. It is also disabled if a republic turns into a dictatorship to prevent a reliably easy restoration of republican government.
The heir is, for monarchies and similar government types, the successor of the ruler. The heir is vested with the future sovereignty of the state, and they are crucial in determining the future legitimacy of the monarchy. An heir can have either a strong, medium, or weak claim on the throne. When the heir takes the throne, the country's legitimacy will reset to either 80 (strong), 50 (medium), or 30 (weak).
The consort is, for monarchies and similar government types the spouse of the current reigning ruler. The consort is tasked with the opportunity to take the place of the throne if the ruler dies and the current heir is not of age.
Monarch power is one of the most important mechanics in EU4. In a way, monarchical power represents the ability of a ruler in governing a country and influences the rate at which technological innovation and infrastructural investment takes place. Despite its name, republics and other similar government types also use this mechanic.
As you can see in the screenshot below, despite the above I still cannot change my government type. Does anyone know why or what the complete list of requirements is to change government types as a North American nation?
Ack, finally found it by thrashing. Maybe some of you guys already knew this, but I did not... As it turns out, EU IV provides a different, entirely separate way of changing your government type to Western for the first time. It's on the new Native Ideas page all the way at the bottom after completing all of the native ideas, a new button stating, "Reform Government" - Once you press that your government reforms.
Requirements - All native ideas filled. - A core province next to a Western nation's core province. Effects - All native ideas lost. - All native buildings are lost (also the already built ones are lost), the standard building interface replaces it. - Tech level advances to 90% of the Western nation's, rounded down.(?) - Government changes to the form of government that borders the nation, if you border a kingdom then you will reform into a kingdom, same for republics and theocracies. - Allows westernizing the country, if the regular conditions are met (at least 8 technologies behind the western neighbour)
The government of a country defines its basic political framework and power structure, including how the ruler of the country is selected, the possible laws that can be enacted, the amount and category of national ideas that can be adopted, the available offices that characters can be appointed to, and more. Each government form has its own set of modifiers and characteristics and falls into one of three basic types - republic, monarchy, or tribe, each with its own set of distinctive mechanics. Over the course of the game, it is possible to change the government of the country from one form to another by decision or mission task.
Republics are defined first and foremost by the sharing of power between its citizens or upper class, depending on the type. Rulers are chosen by election based on a character's popularity and prominence and serve only for a fixed, usually relatively short term, meaning that republics will tend to cycle through different characters quite quickly and are not quite as involved in playing dynastic games. Republics are also marked by the presence of a Senate whose approval is required for most government actions, made up of a number of factions who may give various bonuses but also seek to advance their goals and interests.
Republican governments are most common among the Greek city-states as well as the Italic and Punic realms of the Western Mediterranean, but can also be found in the emporiums of the Horn of Africa and the Persian Gulf as well as the warrior confederations of Punjab.
The Senate (which may go by a number of other names, such as the Adirim, Ekklesia, Gerousia, Sangha, or Assembly) consists of 100 seats with each seat belonging to one of three factions. Every adult character in a republic is part of one of the republic's factions based on which faction they have the highest conviction for, and each faction has a leader, generally the most prominent character that supports that faction. Each character in a faction contributes a certain amount of senatorial influence, calculated as each character's power base adjusted by their senate influence modifier. The amount of seats each faction has, their senate control, which determines how strong and influential the faction, will then gradually drift over time to the proportion of the total senate influence in the country that the faction members hold, meaning that the strength of factions will swing significantly based on the power of its membership. Notably, senate influence is significantly decreased for commanders and governors, which means that assigning those offices to powerful members of a faction can be a good way to significantly decrease the power of a disapproving faction and swing the Senate in the government's favour.
When the ruler (and co-ruler) of a republic dies or finishes their term, his or her successor is elected by the Senate, with the eligible character with the highest succession support becoming the new ruler (and the eligible character with the second highest succession support elected co-ruler, for government types that have that position). 2b1af7f3a8