Government
A government is the system that rules characters and their titles. It determines the laws available to a character as well as any obligations (taxes and levies) a vassal may have to their liege. Governments can only be changed via decisions or by inheriting a realm of higher title rank. Governments are divided into three types:
- Landed governments require the character to own landed titles. If a player character loses all their landed titles, they must choose to play as another dynasty member or receive a game over but if the
Roads to Power DLC is installed, they will have the option to choose between doing that or changing government to Adventurer. - Domicile governments give their house heads or potentially all rulers a domicile, which allows a player to play as them even if they do not own landed titles. If a ruler changes their government to a landed one, their domicile is sold for
Gold, all title men-at-arms are removed, and if their government used
Treasury or
Herd they are converted to
Gold as well.
Celestial Governments function based on the title Hegemony of China, and have access to Dynastic Cycle mechanics. See Celestial for more information.
Meritocratic Governments are similar to Celestial. See Meritocratic.
Meritocratic Khanate Governments are similar to Meritocratic. See Meritocratic Khanate.
Ritsuryō Governments are special administrative government type for Japanese rulers. See Ritsuryō .
Sōryō Governments are special feudal government type for Japanese rulers, but they have access to Domiciles. See Sōryō.
- Non-dynastic governments do not use dynastic succession and as a result are not playable. When a character with a non-dynastic government dies another random character will inherit all titles.
Landed governments[edit | edit source]
Tribal[edit | edit source]
Tribal governments have access to the Tribal Authority law, unlock Subjugate and Conquest casus belli, and can start a Co-Monarchy. All tribal rulers can raid unless their faith forbids it and gain 100 more
Prestige when they win a battle. However, they cannot construct holdings or use innovations beyond the Tribal Era. Tribal rulers can only use the Confederate Partition succession law but unlock the Challenge the Ruler decision. Tribal rulers have access to an inferior Royal Court.
Development only affects the Supply Limit and does not passively grow in counties ruled by a tribal ruler. Tribal baronies only provide half of their supply limit to armies belonging to other governments.
Tribal governments have the following unique effects:
- Tribal rulers pay for men-at-arms using
Prestige instead of
Gold. - Tribal rulers cannot imprison vassals or courtiers without passing level 2 Tribal Authority.
- Tribal vassals provide taxes and levies based on the Liege's Level of Fame.
- −50%
Title creation cost. - +0.2 monthly
Prestige. - −20
Opinion with vassals that do not have
Tribal,
Wanua or
Nomadic government
Feudal[edit | edit source]
Feudal governments can create new holdings and cadet branches, have access to the Crown Authority law, can apply Title Succession laws and can start a Co-Monarchy.
Clan[edit | edit source]
Clan governments can create new holdings and cadet branches and have access to the Crown Authority law. All powerful vassals will want to be in an Alliance with their liege and will gain -30
Opinion of their liege if they are not. When clan rulers are at peace, they can appoint a Vizier.
If a clan ruler is a Dynasty Head, their realm will be named after their dynasty rather than the primary title.
Tax Jurisdictions[edit | edit source]
Clan governments collect taxes and levies from vassals with the same government type by creating Tax Jurisdictions and assigning vassals to them. Tax Jurisdictions are accessible via a sidebar tab only available to Clan governments, or from the bottom of the Realm sidebar, on the Vassals tab. Every jurisdiction can handle up to 12 taxpayers, and each jurisdiction requires a
Tax Collector. Count and Duke rulers can appoint 1
Tax Collector while King and Emperor rulers can appoint 2. Cultures with the Enlightened Magnates or Legalistic tradition can each appoint an additional one, as can dynasties with the first
Brilliance legacy. A Vizier, depending on its Stewardship score, can grant from 1 additional
Tax Collector to 5. Two Innovations, Magistrates and Court Officials, also each grant an additional one. First perk from Avaricious stewardship lifestyle tree - Golden obligation also grants one 1
Tax Collector. Only unlanded courtiers can be appointed as
Tax Collector. How much taxes and levies a Tax Jurisdiction provides depends on the
Tax Collector's aptitude, which is the following:
- +1 per
Diplomacy (max 50) - +1 per
Martial (max 50) - +1 per
Stewardship (max 50) - +1 per
Intrigue (max 50) - +2 per
Learning (max 50) - +5 per 20
Opinion - +10 if
Just - +10 if
Administrator - +10 if
Avaricious - +10 if
Diplomat - +15 if culture has the Enlightened Magnates tradition
- +20 if culture has the Family Business tradition
- -10 if vassal
| Aptitude | Gold Contribution | Levies Contribution |
|---|---|---|
| Terrible (0-19) | 0% | 0% |
| Poor (20-44) | 2% | 4% |
| Average (45-74) | 6% | 12% |
| Good (75-109) | 12% | 24% |
| Excellent (110+) | 20% | 40% |
Each Tax Jurisdiction has a Tax Decree, which determines what all vassals assigned to the jurisdiction pay. Each Tax Decree can only be changed once every 5 years and the menu will show current taxes and levies and taxes and levies should the Tax Decree be changed. Existing vassals will be removed as taxpayers if the new Tax Decree does not allow them.
House unity[edit | edit source]
If a House Head has Clan government, then its house will have an additional mechanic called House Unity, representing how well members of a house tend to get along with each other. It will be displayed for all house members but only those who have Clan government will be affected by its effects. House Unity is increased by taking Unifying Actions towards them and decreased by taking Divisive Actions towards them. House Heads also gain access to the Extol Virtuousness and Accuse of Decadence interactions with other house members as well as the Steer House Unity decision.
| Unifying actions | Divisive actions |
|---|---|
|
|
House Unity ranges from 0 to 200 and is divided into 5 levels. All house members who use multiple heirs succession are forced to use the succession law with the same name.
Depending on House Unity, the House Head can use the following House Unity decisions. Each decision can only be used once every 20 years.
Most houses start at 100 House Unity and thus
Impassive. The following houses are exceptions in 867:
- House Abbasid starts at
Antagonistic - House Samanid starts at
Competitive - House Afrighid starts at
Friendly - House Tahirid starts at
Harmonious - House Umayyad starts at
Harmonious - Custom characters replacing any of these houses will inherit their House Unity
Mandala[edit | edit source]
|
|
Available only with the All Under Heaven DLC enabled. |
Mandala governments can create new holdings and cadet branches and ask rulers to become tributaries willingly, and unlock the Capital Temple Complex and Capital Temple Complex Upgrade great projects. They also have access to the Decree law but the only succession available is Mandala Succession. They cannot build or upgrade
Temple holdings but can build and upgrade
Temple Citadel holdings instead. Dynasty Heads with Mandala government also unlock the
Divine Aspirations legacy track.
Rulers with Mandala government have 8 levels of
Legitimacy and are affected the same way regardless of their primary title rank. They also inherit the Level of Devotion of their predecessor and can reach the final three Levels of Devotion if their predecessor had the highest Level of Devotion they could reach and died of natural causes or religion and they also unlock the Raze Capital Temple Complex casus belli against each other. However their
Domain is limited to 4.
Every ruler with Mandala government has a Mandala Radiance value, which depends on their Level of Devotion, level of aspect, perks, whether they are independent or not, and number of Capital Temple Complex buildings and decreases with distance from the capital. Mandala Radiance affects the acceptance of other rulers to become tributaries. If the Capital Temple Complex building in the realm capital is ruined, Mandala Radiance will be set to 0.
Creating titles with Mandala government requires a sufficient
Piety and Level of Devotion: 500 and Faithful for
Duchy, 2500 and Devoted Servant for
Kingdom, 5000 and Religious Icon for
Empire.
Only rulers with a faith that has the
Polytheist main doctrine can have Mandala government. If they convert to a faith with the
Monotheist main doctrine, their government is changed to Feudal. They must also belong to a culture with one of the following cultural heritages:
Austronesian, Tai, Mon Khmer, Viet, Indo Aryan or Burman.
Every house head with Mandala government can choose a Mandala Aspect, which can be upgraded every 5 years up to 4 times once the aspect's upgrade requirements are met. The aspect can be changed at the cost of 500
Piety but this will reset it back to level 1. If the aspect is upgraded to its maximum level, upon succession the heir will receive the option to automatically pass the Mandala Succession trial challenge from the current aspect.
- Level 2 aspects cost 250
Prestige and 1000
Piety and requires the
Pilgrim trait to have at least 25 experience - Level 3 aspects cost 500
Prestige and 2500
Piety and requires the
Pilgrim trait to have at least 50 experience - Level 4 aspects cost 1000
Prestige and 5000
Piety and requires the
Pilgrim trait to have at least 75 experience - Level 5 aspects cost 2000
Prestige and 10000
Piety and requires the
Pilgrim trait to have maximum experience
Wanua[edit | edit source]
|
|
Available only with the All Under Heaven DLC enabled. |
Wanua governments have access to the Tribal Authority law, unlock Subjugate and Conquest casus belli, and can start a Co-Monarchy. Wanua rulers can sail in major rivers, can raid unless their faith forbids it, and gain 100 more
Prestige when they win a battle. However they cannot construct holdings or use innovations beyond the Tribal Era, can only use the Confederate Partition succession law, and have a starting maximum domain limit of 2. Wanua rulers have access to an inferior Royal Court. Dynasty Heads with Wanua government also unlock the
Divine Aspirations legacy track.
Wanua rulers gain access to the
Barter Goods resource, which is used to pay for men-at-arms maintenance. They also unlock the ability to raise their armies as Barterers, which can travel to other rulers' countries to convert
Barter Goods into
Gold at a 2:1 ratio. Hovering over a county while a Barterer army is selected will display how much
Gold will be obtained and its cost in
Barter Goods and hovering over an army that is bartering will display how long will it take for the conversion to be finished. How much will be bartered depends on the size of the army. Barterer armies can be attacked by Raiding armies and if they are defeated the Raiding army will take their Loot. Bartering will give the county the
Recently Bartered modifier for 5 years, which prevents further bartering and gives the following bonuses:
+10% Holding Taxes
-10% Building Construction Time
+0.3 Monthly Development
Cannot be raided
Development only affects the Supply Limit and does not passively grow in counties ruled by a wanua ruler. Wanua baronies only provide half of their supply limit to armies belonging to other governments.
Wanua governments have the following unique effects:
- Wanua rulers cannot imprison vassals or courtiers without passing level 2 Tribal Authority.
- Wanua vassals provide taxes and levies based on the Liege's Level of Fame.
- −50%
Title creation cost. - +0.2 monthly
Prestige.
If the DLC is not installed, all Wanua rulers will use Tribal government.
Non-dynastic governments[edit | edit source]
If a player selects a
Herder character to play, government will automatically become
Nomadic when the game starts.
| Government | Requirements | Tithe as vassal |
|---|---|---|
| 20% Taxes and 10% Levies | ||
| ||
| Holy Order title | Can hire their armies for free | |
| Mercenary title | ||
| Other rulers cannot use the Demand Pastureland interaction |
Realm Priests receive vassal income at a rate of 25% from Realm Priests belonging to their liege's direct vassals. They also provide up to 50% of their income from directly-controlled churches and their vassal priests to their feudal liege, scaled based on opinion.
References[edit | edit source]
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| Culture & Faith | Culture • Traditions • Innovations • Form of Address • Faith • Doctrines • Tenets • Holy sites |
| Meta | Modding • Patches • Downloadable content • Developer diaries • Achievements • Jargon • Bookmarks • Interesting characters • Ruler Designer • Game rules |



