![]() This can be in- or decreased by various factors. Based on these factors, the monarch power gain of each type can range from 2 to 20 (up to +6 from ruler, +5 from advisor, +2 from national focus, +1 from power projection, +1 from estate, +1 from alcheringa cult “The Rainbow Serpent” or from some sikh gurus, +1 from a custom nation national idea and +3 base value) a month.īy default a country can only store an amount of monarch power of each type equal to 999, increased by unembraced Institutions and by Corruption.īy default a country will generate 3 of every monarch power every month. There are four sources of monarch power: ruler, country, advisors, and power projection. Monarch power is generated at the beginning of each month. ![]() Increases legitimacy, horde unity, meritocracy, or devotion by +10, and republican tradition by +3 depending on government type and if in Age of Absolutism or Age of Revolutions, increases absolutism by +2.Īll power costs modifier Government action grants a claim on all non-allied non-(own)subject bordering provinces which are owned by a nation who is not the Feudal Theocracy’s State Religion. Unique to Prussian monarchy.Īvailable only with the Rights of Man DLC enabled. Counts both land and naval leaders, but not a ruler and/or heir. Per leader over the "leaders without upkeep" limit. −20% land and naval maintenance for 2 years. If defeated, the remaining soldiers, if not shattered, will re-garrison if the garrison completely shatters, the siege will be automatically complete. When under siege, a province's garrison will attack the besieging party. Only possible in controlled fortified provinces. +25% defensiveness, −50% supply limit, −50% tax, −33% goods produced and +0.05 monthly autonomy change for 5 years. It causes a native uprising, but reduces the number of natives in the province as well as its development. Order a standing army on a colony to attack and reduce the natives' numbers, even to the point of killing them all. Only possible if walls are breached and not recommended unless the province has few defenders. Makes the army attack the remaining defenders. Only possible if number of full strength artillery regiments is equal to or greater than fort level. Minimum 50 cost, maximum 200 cost.Ĭreates a breach in the fort walls. −30% revolt progress for a rebel faction. Original culture and religion do not change (unless a colonist is sent).ĭestroy an occupied enemy colony entirely. Gain ownership of an occupied enemy colony during a war. Not all treaties require maintaining relations. This can be done from the trade tab.Īvailable only with the Mare Nostrum DLC enabled.Īvailable only with the Wealth of Nations DLC enabled.ĭiplomatic power is spent towards the total cost each month while annexing how much depends on various factors (see Vassal § Annexation for details), but will not cause the country's stored power to drop below 0 (if it would, no progress is made instead).įor each country one has treaties with above the relations limit, which is a base of 4 countries. If a rival becomes ineligible (due to being too big, too small, or not independent), it is removed automatically for free. Government action available to feudal theocracy.Ĭan only remove nations that have been rivals for 25 years or more. Removes culture from promoted cultures and reinstates non-accepted culture penalties. Removes non-accepted culture penalties for the promoted culture. ![]() Unjustified (non- wargoal) demand for a province in peace treatyĬost decreased for taking from rivals, for having a claim, and by some ideas. Government action available to feudal theocracy.Īvailable only with the Cradle of Civilization DLC enabled. Only available to merchant republics.Īvailable only with the Res Publica DLC enabled. Subject interaction decreases the tariff level of a subject colonial nation by −5%.Īllow for more buildings and several other bonuses within a province, while increasing governing cost.Īvailable only with the Leviathan DLC enabled.Ĭreates a trade post in the province. Subject interaction increases the tariff level of a subject colonial nation by +5%. Cost is increased by +50% for going from +1 to +2, and +100% for going from +2 to +3. The cost can vary up to 500 if moving capital to a low development province. Note that Celestial Empire does not have factions if Mandate of Heaven DLC is active.īase time of 36 months, reduced by modifiers that also reduce cost. See Merchant Republics, Celestial Empire, Revolutionary Republics. If the nation is not up to date on institutions, developing a province can jump-start the presence of the institution in the province.Īdds 10 influence to a faction. Note that many of these costs can be decreased by appropriate ideas and some will be temporarily changed by events or by a country's All Power Costs Modifier. The following actions cost monarch power. Please help with verifying or updating this section.
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