Government

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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 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]

Tax Jurisdictions

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 Khvarenah legacy track.png 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.

Tax Decree Taxes  Levies Liege effects per vassal Vassal effects Requirements
Basic Taxes icon
Basic Taxes
A standard tax. Taxpayers pay no more, and no less, than what they are expected to.
+20% +20%
Zakat icon
Zakat
Zakat is a luxury tax, usually enforced upon the wealthy as a means to provide additional income for the state and to help those in need.
+40% +20% +1% Domain Taxes
  • +10% Monthly Piety
  • -30 Opinion of Liege
Iqta Grant icon
Iqta Grant
Iqta is a tax farming system where local magnates are given wide authority to collect taxes on behalf of the state. In return they must provide significant amounts of soldiers for their liege.
Normal +10% +1% Men-at-Arms Damage
  • -10% Men-at-Arms Recruitment Cost
  • -10% Men-at-Arms Maintenance
  • +15 Opinion of Liege
Ghazi Status icon
Ghazi Status
Warriors of the faith and the frontier, the Ghazi collect income from plunder and brigandage, and wage a never-ending war against the religious enemies of the state.
+10% Normal
  • +2% Monthly Piety
  • +1 Zealot Vassal Opinion
  • Can raid
  • +10% Monthly Income while at War
  • +0.5 Monthly Piety
  • +15% Raid Speed
  • +15% Army Siege Weapon Effectiveness
  • +0.25 Monthly Control Growth
  • -50% Holy War casus belli cost
  • +25% Other casus belli cost
Only vassals of same faith can be taxpayers
Jizya Status icon
Jizya Status
Jizya is a special tax assigned to dhimmis, religious minorities, in return for the privilege to practice their errant faith in peace.
+100% -75%
  • Yes Liege cannot Demand Conversion
  • Yes Liege cannot Revoke Title
  • Yes Liege cannot convert the faith in the vassal's realm
  • Yes Different faith is not a title revocation reason
  • -0.2 Monthly Prestige
  • Yes Tax Nonbelievers tenet or Jizya special doctrine
  • Only vassals of different religion can be taxpayers
Muqata Status icon
Muqata Status
Muqata is a tax system where distant lands are given greater autonomy and taxed less, to promote stability and long-term development.
Normal Normal +0.1 Monthly Prestige
  • +10% Development Growth
  • +10 Plague Resistance
  • +15 Popular Opinion
  • +30 Opinion of Liege
  • -5 Danger
DLC Legacy of Persia.png Legacy of Persia DLC
Dehqan icon
Dehqan
Persian magnates within an ancient, decentralized tax collection system, the deqhans closely manage their lands to promote productivity - and their own prestige.
+35% +35% +1% Legitimacy Gain +20% Monthly Prestige DLC Legacy of Persia.png Enlightened Magnates tradition
Maguh Status icon
Maguh Status
An old Sassanian form of district administration, the maguh promote local development in exchange for reduced taxes to the state.
Normal Normal +1% Development Growth
  • -10% Holding and Building Construction Cost
  • +0.1 Monthly Development in Realm Capital
  • +30 Opinion of Liege
Khvarenah legacy track.png Brilliance dynasty legacy level 4

House unity[edit | edit source]

Impassive house unity

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
  • Extol Virtuousness
  • Abandon hook
  • Ask to join holy order
  • Gift artifact
  • Negotiate alliance
  • Offer guardianship
  • Offer to join war
  • Pay ransom
  • Stop vassal war
  • Restore inheritance
  • Swear oath of true friendship
  • Sponsor inspiration
  • Accuse of Decadence
  • Blackmail
  • Break betrothal
  • Claim liege title
  • Declare war
  • Expose a secret
  • Force to join faction
  • Imprison
  • Join independence faction
  • Move to dungeon
  • Revoke title
  • Denounce
  • Disinherit
  • Accuse of violating sumptuary law

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.

Level Unity Border wars policy Invasion CB CB cost Claimant faction acceptance Lifestyle experience Dread decay Other effects House unity decisions
House unity antagonistic.png Antagonistic 0-39 Conditional Join Unlimited -30% +40
  • Adults unlock the Challenge House Head interaction
  • Casus Belli requires one Level of Fame less
  • +15 House Vassal Opinion for 10 years from Enforce Demands
  • -10 House Vassal Opinion for 10 years from White Peace
  • -20 House Vassal Opinion for 10 years from Surrender
  • Reinforce Army with Loyal Officers
  • Organize House Members for War
  • Establish Futuwaa Lodges
  • DLC Legacy of Persia.png Demand Shared Army Logistics
House unity competitive.png Competitive 40-79 Guaranteed Protection Every 10 years -15% +20 +5%
  • Adults unlock the Challenge House Head interaction
  • House members can use the Fabricate Hook scheme on each other
  • Enforce Intrigue Network
  • Organize House Members for War
  • Establish Futuwaa Lodges
  • DLC Legacy of Persia.png Demand Shared Army Logistics
House unity impassive.png Impassive 80-119 Guaranteed Protection Once per lifetime +10%
  • Adults unlock the Challenge House Head interaction
  • Consult House Members
  • Improve Taxation
House unity friendly.png Friendly 120-159 Guaranteed Protection No +15% -20 +5% -20%
  • Unlocks the Rescue House Members casus belli for House Head
  • Unlocks the Unify the House casus belli for House Head
  • Send Bailiffs
  • Encourage House to Improve Economy
  • DLC Legacy of Persia.png Promote Development
  • DLC Legacy of Persia.png Educate Youth in Mosques
House unity harmonious.png Harmonious 160-200 Guaranteed Protection No +30% -40 -40%
  • Unlocks the Rescue House Members casus belli for House Head
  • Unlocks the Unify the House casus belli for House Head
  • Placate Vassals
  • Encourage House to Improve Economy
  • DLC Legacy of Persia.png Promote Development
  • DLC Legacy of Persia.png Educate Youth in Mosques

Depending on House Unity, the House Head can use the following House Unity decisions. Each decision can only be used once every 20 years.

Decision Cost Effects House unity Other requirements
Reinforce Army with Loyal Officers Scaled gold
200 piety + 20 per landed house member
Modifier martial positive.png House gains the Loyal Army Officers modifier for 10 years House unity antagonistic.png Antagonistic
Organize House Members for War 100 piety Modifier martial positive.png House gains the Organized for War modifier for 20 years House unity antagonistic.png Antagonistic
House unity competitive.png Competitive
Enforce Intrigue Network Scaled gold
200 piety + 20 per landed house member
Modifier intrigue positive.png House gains the Intrigue Network modifier for 10 years House unity competitive.png Competitive
Consult House Members 100 piety Yes +10% Base progress and skill impact on councilor tasks for house member councilors House unity impassive.png Impassive
Improve Taxation 200 piety + 20 per landed house member Modifier stewardship positive.png House gains the Improved Administration modifier for 10 years House unity impassive.png Impassive
Send Bailiffs Scaled gold
200 piety + 20 per landed house member
Modifier county control positive.png House gains the Enforced Bailiffs modifier for 10 years House unity friendly.png Friendly
Encourage House to Improve Economy 100 piety Modifier stewardship positive.png House gains the Encouraged Economy modifier for 20 years House unity friendly.png Friendly
House unity harmonious.png Harmonious
Placate Vassals Scaled gold
200 piety + 20 per landed house member
Modifier diplomacy positive.png House gains the Placated modifier for 10 years House unity harmonious.png Harmonious
Establish Futuwaa Lodges 100 piety Modifier martial positive.png House gains the Established Futuwaa Lodges modifier for 20 years House unity antagonistic.png Antagonistic
House unity competitive.png Competitive
Yes Culture has the Futuwaa tradition
Educate Youth in Mosques 100 piety Modifier martial positive.png House gains the Established Madrasas modifier for 20 years House unity friendly.png Friendly
House unity harmonious.png Harmonious
Yes Culture has the Beacon of Learning tradition
No At war
Demand Shared Army Logistics Scaled gold
200 piety + 20 per landed house member
Modifier goods positive.png House gains the Shared Army Logistics modifier for 10 years House unity antagonistic.png Antagonistic
House unity competitive.png Competitive
DLC Legacy of Persia.png Legacy of Persia DLC
Iranian heritage
Promote Development Scaled gold
200 piety + 20 per landed house member
Modifier county development positive.png House gains the Promoted Development modifier for 10 years House unity friendly.png Friendly
House unity harmonious.png Harmonious
DLC Legacy of Persia.png Legacy of Persia DLC
Iranian heritage

Most houses start at 100 House Unity and thus House unity impassive.png Impassive. The following houses are exceptions in 867:

  • House Abbasid starts at House unity antagonistic.png Antagonistic
  • House Samanid starts at House unity competitive.png Competitive
  • House Afrighid starts at House unity friendly.png Friendly
  • House Tahirid starts at House unity harmonious.png Harmonious
  • House Umayyad starts at House unity harmonious.png Harmonious
  • Custom characters replacing any of these houses will inherit their House Unity

Mandala[edit | edit source]

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 Holding church.png Temple holdings but can build and upgrade Holding temple citadel.png Temple Citadel holdings instead. Dynasty Heads with Mandala government also unlock the Southeast asia legacy track.png 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
Aspect Unlocks Level Effects Upgrade requirements
Creation
Aspect of creation small.png
  • Mandala decree expansion.png Expansion Decree law
  • Mandala decree prosperity.png Prosperity Decree law
  • Coerce Contribution scheme
  • Modifier mandala positive.png Aspect of Creation modifier
  • Yes Building construction in tributary baronies
Community
  • Modifier mandala positive.png Aspect of Creation modifier lasts 10 years
  • +1 Stewardship per Level of Devotion
  • +2% Stewardship Lifestyle Experience
  • +1% House Stewardship Lifestyle Experience
Nascence
  • Modifier mandala positive.png Aspect of Creation modifier lasts 10 years
  • +1 Stewardship per Level of Devotion
  • +5% Stewardship Lifestyle Experience
  • +2% House Stewardship Lifestyle Experience
  • +250 Piety per own child born in house
  • Yes Had 10 children
  • Yes Built 5 buildings
  • 250 Gold
Cultivation
  • Modifier mandala positive.png Aspect of Creation modifier lasts 20 years
  • +2 Stewardship per Level of Devotion
  • +7% Stewardship Lifestyle Experience
  • +3% House Stewardship Lifestyle Experience
  • +250 Piety per own child born in house
  • Yes Had 10 children
  • Yes Built 10 buildings
  • 500 Gold
  • Yes 5 House members
  • 1 Commissioned/sponsored artifact
Harvest
  • Modifier mandala positive.png Aspect of Creation modifier lasts 20 years
  • +2 Stewardship per Level of Devotion
  • +10% Stewardship Lifestyle Experience
  • +4% House Stewardship Lifestyle Experience
  • +250 Piety per own child born in house
  • Yes Had 10 children
  • Yes Built 15 buildings
  • 750 Gold
  • Yes 25 House members
  • 3 Commissioned/sponsored artifacts
Opulence
  • Modifier mandala positive.png Aspect of Creation modifier lasts 30 years
  • +3 Stewardship per Level of Devotion
  • +15% Stewardship Lifestyle Experience
  • +5% House Stewardship Lifestyle Experience
  • +250 Piety per own child born in house
  • Constructing any building gives Piety
  • Yes Had 10 children
  • Yes Built 20 buildings
  • 1000 Gold
  • Yes 40 House members
  • 5 Commissioned/sponsored artifacts
Serenity
Aspect of serenity small.png
  • Mandala decree prosperity.png Prosperity Decree law
  • Mandala decree reverence.png Reverence Decree law
  • Befriend scheme
  • Yes Request great project contribution from allies
  • Yes Request great project contribution from vassals
  • Modifier mandala positive.png Aspect of Serenity modifier
Peace
  • Modifier mandala positive.png Aspect of Serenity modifier upgrades every 5 years
  • +1 Diplomacy per Level of Devotion
  • +2% Diplomacy Lifestyle Experience
  • +1% House Diplomacy Lifestyle Experience
  • +25% Sway and Befriend Scheme Success Chance
Order
  • Modifier mandala positive.png Aspect of Serenity modifier upgrades every 5 years
  • +1 Diplomacy per Level of Devotion
  • +5% Diplomacy Lifestyle Experience
  • +2% House Diplomacy Lifestyle Experience
  • +25% Sway and Befriend Scheme Success Chance
  • 5 Friends
  • Yes 2 Alliances with rulers of equal or higher title rank
  • 3 Feasts with activity options at level 3
  • No Offensive wars in the last 5 years
Balance
  • Modifier mandala positive.png Aspect of Serenity modifier upgrades every 3 years
  • +2 Diplomacy per Level of Devotion
  • +7% Diplomacy Lifestyle Experience
  • +3% House Diplomacy Lifestyle Experience
  • +25% Sway and Befriend Scheme Success Chance
  • Yes Can force a great project contribution every 5 years
  • 10 Friends
  • Yes 2 Alliances with rulers of equal or higher title rank
  • 5 Feasts with activity options at level 3
  • No Offensive wars in the last 10 years
  • Holding temple citadel.png Walled Monastery capital holding level
Harmony
  • Modifier mandala positive.png Aspect of Serenity modifier upgrades every 3 years
  • +2 Diplomacy per Level of Devotion
  • +10% Diplomacy Lifestyle Experience
  • +4% House Diplomacy Lifestyle Experience
  • +25% Sway and Befriend Scheme Success Chance
  • Yes Can force a great project contribution every 5 years
  • 15 Friends
  • Yes 2 Alliances with rulers of equal or higher title rank
  • 7 Feasts with activity options at level 3
  • No Offensive wars in the last 15 years
  • Holding temple citadel.png Temple Compound capital holding level
Bliss
  • Modifier mandala positive.png Aspect of Serenity modifier upgrades every year
  • +3 Diplomacy per Level of Devotion
  • +15% Diplomacy Lifestyle Experience
  • +5% House Diplomacy Lifestyle Experience
  • +25% Sway and Befriend Scheme Success Chance
  • Yes Can force a great project contribution every 5 years
  • 20 Friends
  • Yes 2 Alliances with rulers of equal or higher title rank
  • 10 Feasts with activity options at level 3
  • No Offensive wars in the last 25 years
  • Holding temple citadel.png Fortress of Sanctuary capital holding level
  • Soulmate.png Soulmate
Destruction
Aspect of destruction small.png
  • Mandala decree expansion.png Expansion Decree law
  • Mandala decree reverence.png Reverence Decree law
  • Retaliation cb.png Plunder for Contribution casus belli
  • Death by combat unlocks next devotion level
Supremacy
  • +1 Martial per devotion level
  • -5% Men-at-Arms Maintenance
  • +5% Levy Reinforcement Rate
  • +5% Levy Size
  • +2% House Levy Size
  • +2% Martial Lifestyle Experience
  • +1% House Martial Lifestyle Experience
Ascendance
  • +1 Martial per devotion level
  • -10% Men-at-Arms Maintenance
  • +10% Levy Reinforcement Rate
  • +10% Levy Size
  • +7% House Levy Size
  • +5% Martial Lifestyle Experience
  • +2% House Martial Lifestyle Experience
  • -0.5% House Men-at-Arms Maintenance
  • +0.5% House Levy Reinforcement Rate
  • 15+ Martial
  • 10+ Prowess
  • 3 Knights with 12+ Prowess
  • Yes Won more wars than lost
  • Yes Won 6 wars
  • Yes Won 10 battles
Bloodlust
  • +2 Martial per devotion level
  • -15% Men-at-Arms Maintenance
  • +15% Levy Reinforcement Rate
  • +15% Levy Size
  • +10% House Levy Size
  • +7% Martial Lifestyle Experience
  • +3% House Martial Lifestyle Experience
  • -1.5% House Men-at-Arms Maintenance
  • +1.5% House Levy Reinforcement Rate
  • 20+ Martial
  • 15+ Prowess
  • 6 Knights with 12+ Prowess
  • Yes Won more wars than lost
  • Yes Won 9 wars
  • Yes Won 15 battles
Warmonger
  • +2 Martial per devotion level
  • -20% Men-at-Arms Maintenance
  • +20% Levy Reinforcement Rate
  • +20% Levy Size
  • +12% House Levy Size
  • +10% Martial Lifestyle Experience
  • +4% House Martial Lifestyle Experience
  • -2% House Men-at-Arms Maintenance
  • +2% House Levy Reinforcement Rate
  • 25+ Martial
  • 20+ Prowess
  • 9 Knights with 12+ Prowess
  • Yes Won more wars than lost
  • Yes Won 12 wars
  • Yes Won 20 battles
Dominance
  • +3 Martial per devotion level
  • -25% Men-at-Arms Maintenance
  • +25% Levy Reinforcement Rate
  • +25% Levy Size
  • +15% House Levy Size
  • +15% Martial Lifestyle Experience
  • +5% House Martial Lifestyle Experience
  • -2.5% House Men-at-Arms Maintenance
  • +2.5% House Levy Reinforcement Rate
  • Default cb.png Unlocks Conquest casus belli
  • 30+ Martial
  • 25+ Prowess
  • 12 Knights with 12+ Prowess
  • Yes Won more wars than lost
  • Yes Won 15 wars
  • Yes Won 30 battles
Trickery
Aspect of trickery small.png
  • Yes All Decree laws
  • Leverage Contribution scheme
  • Yes Use Weak Hooks to Reassert Tributary
  • Death by murder unlocks next devotion level
Cunning
  • +1 Intrigue per Level of Devotion
  • +2% Intrigue Lifestyle Experience
  • +1% House Intrigue Lifestyle Experience
Deception
  • +1 Intrigue per Level of Devotion
  • +5% Intrigue Lifestyle Experience
  • +2% House Intrigue Lifestyle Experience
  • Yes Can use Piety to bribe agents to schemes
  • Unlocks the Coerce Tributary scheme
  • 10 Successful schemes
  • 2 Strong Hooks
  • 200 Ransomed Gold
  • Yes 6 Secrets known
  • Yes 4 House members are married to dukes or above
Mischief
  • +2 Intrigue per Level of Devotion
  • +7% Intrigue Lifestyle Experience
  • +3% House Intrigue Lifestyle Experience
  • Unlocks the Coerce Tributary scheme
  • Yes Can use Piety to bribe agents into schemes
  • Unlocks the Disbelieve Mandala scheme
  • 20 Successful schemes
  • 5 Strong Hooks
  • 600 Ransomed Gold
  • Yes 9 Secrets known
  • Yes 6 House members are married to dukes or above
Persuasion
  • +2 Intrigue per Level of Devotion
  • +10% Intrigue Lifestyle Experience
  • +4% House Intrigue Lifestyle Experience
  • Unlocks the Coerce Tributary scheme
  • Yes Can use Piety to bribe agents into schemes
  • Unlocks the Disbelieve Mandala scheme
  • Yes Can use Piety to force agents into schemes
  • 35 Successful schemes
  • 10 Strong Hooks
  • 1200 Ransomed Gold
  • Yes 12 Secrets known
  • Yes 8 House members are married to dukes or above
  • Yes 3 House members are married to independent dukes or above
Control
  • +3 Intrigue per Level of Devotion
  • +15% Intrigue Lifestyle Experience
  • +5% House Intrigue Lifestyle Experience
  • Unlocks the Coerce Tributary scheme
  • Yes Can use Piety to bribe agents into schemes
  • Unlocks the Disbelieve Mandala scheme
  • Yes Can use Piety to force agents into schemes
  • Coerce Tributary scheme can be used on higher rank rulers
  • 50 Successful schemes
  • 15 Strong Hooks
  • 2000 Ransomed Gold
  • Yes 15 Secrets known
  • Yes 10 House members are married to dukes or above
  • Yes 6 House members are married to independent dukes or above
  • No Another ruler has max Radiance

Wanua[edit | edit source]

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 Southeast asia legacy track.png 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 Modifier goods positive.png 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
  • Yes 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 government.png Herder character to play, government will automatically become  Nomadic when the game starts.

Government Requirements Tithe as vassal
Republic icon
Republic
Towns are ruled by the privileged citizens of the burgher class, among whom one is chosen as mayor. While the mayor has significant influence, they depend on popularity to be re-elected.

Holding city.png City holding as realm capital

20% Taxes and 10% Levies
Theocracy icon
Theocracy
In a theocratic government, all authority belongs to a religious institution. It is ruled by a priest or priestess who carries out the will of the divine on Earth.
  •  Theocratic Clerical Tradition doctrine
  • Holding church.png Temple holding as realm capital
  • 10% Taxes and 10% Levies if different faith
  • Taxes and Levies based on the liege's level of devotion if same faith
Holy Order icon
Holy Order
The holy warriors of the orders have dedicated their life to fighting infidels and serving their faith. They may hold castles given to them by pious landholders. The order leader is chosen within the order ranks.
Holy Order title Can hire their armies for free
Mercenary Company icon
Mercenary Company
Mercenary companies roam the lands in search of employment, and take up arms for the highest bidder. Loyalty is essential to a good reputation, but it only lasts until the end of their contract. The mercenary leader is chosen from within the company's ranks.
Mercenary title No
Herder icon
Herder
Herders do not concern themselves with any aspects of rulership. They tend to their flock, and just their flock.
Khans of the Steppe Steppe herder 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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