Government

From Veritas et Fortitudo
Jump to: navigation, search

Governments

The modifiers named below, which affect most non-elective, non-constitutional monarchies, are only calculated on the five-year pulse and are thus not instantly changed/applied.


Governments are based on a number of different attributes:

  • The Liberty Buildings determine the level of freedom for the peasants in each province.
  • A nation's core provinces are used for determining the overall freedom in a nation.
  • Rule of Law representing the extent to which the ruler of the nation is bound by something other than his own will

This variable is the least manipulable within the game; it represents cultural and historical legal traditions of a nation that only change slowly over long periods or in times of great upheaval (such as the French Revolution).

    • Variable of (Absolutism) 0 to 100 (Constitutionalism)
      • 0 - 20 Tyranny (Stability Cost +10%; Global Unrest +3)
      • 20 - 40 Weak Legal Tradition (Stability Cost +7.5%; Global Unrest +2)
      • 60 - 80 Strong Legal Tradition (Separatism Years -3 ; Global Unrest -1)
      • 80 - 100 Binding Laws (Separatism Years -5 ; Global Unrest -2)
  • Privilege representing the extent to which the certain classes enjoy legal privileges above the common people
    • Variable of (Equality to People) 0 to 100 (Equality to Monarch)
      • 0-20 Inconsequential Aristocracy (Cavalry Power -10%; Development Cost +10%)
      • 20-40 Weak Aristocracy (Cavalry Power -5%; Development Cost +5%)
      • 60-80 Strong Aristocracy (Leader Upkeep +1; Cavalry Power +10%)
      • 80-100 Ruling Aristocracy (Leader Upkeep +1; Cavalry Power +10%; Legitimacy -1)
  • Merit representing the quality of the people recruited to staff government offices; higher levels of merit also provide a multiplier to current governance.
    • Variable of (Patrimonialism) 0 to 100 (Meritocracy)
      • 0-20 Patrimonialism (Cost to Fabricate Claims +20%; Discipline -10%)
      • 20-40 Nominal Merit System (Cost to Fabricate Claims +10%; Discipline -5%)
      • 80-100 Meritocracy (Spy Offense +10%; Advisor Cost +10%)
  • Free Subjects representing the average freedom of your "core territory"; this is a quick reference for the player to get an idea without checking individual buildings in the territories. This average is also used to determine your options when conquering territory.
    • Variable of (Heavy Serfdom) 1 to 4 (Freedom)
  • Required Governance representing the number of provinces which require administration by the central government. Each province contributes fractions to this based on the liberty and the ownership of each province (see below for detailed breakdown)
    • Variable from 0 upwards.
  • Current Governance a factor of Base governance and Meritocracy determining how many provinces can be effectively governed
    • Variable counting upwards from 5 based on the following:
    • Base governance is 5 + (ADM TECH/4 )^2 ; this value is not displayed
      • Example: Admin Tech 10 would yield a base governance of 11.25 = 5 + (10/4)^2
      • Example: Admin Tech 25 would yield a base governance of 39.06 ~ 5 + (25/4)^2
    • Merit Factor = 1 + (Merit X 0.01).
      • Example: A Merit score of 30 would yield a merit factor of 1.3 = 1 + (30 X 0.01 )
      • Example: A Merit score of 60 would yield a merit factor of 1.7 = 1 + (50 X 0.01 ) + (10 X 0.02 )

Provinces Requiring Bureaucratic Management (Governance)

  • Any crown/state lands (portion not accounted for by ownership buildings) always require their entire portion managed by the central government regardless of autonomy.
  • In any province with at least some level of serfdom, the nobility will manage 100% of their land holdings. Provinces without serfdom will require management of a percentage of noble lands relative to autonomy (E.G. at 70% autonomy only 30% of the lands require management)
  • The church will always manage 100% of it's holdings
  • All citizen land will require management relative to autonomy (E.G. at 70% autonomy only 30% of the lands require management)