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https://steamcommunity.com/app/10500/discussions/0/3050611812307452334/
To change Government Type the appropriate citizen class must successfully rebel (in your Faction's Capitol Region):[list[
- Nobility installs an Absolute Monarchy with a Lower Class, eliminating Middle Class;
- Middle Class installs a Constitutional Monarchy with a Nobility, eliminating Lower Class;
- Lower Class installs a Republic with a Middle Class, eliminating Nobility.
Of the three possible citizen classes, only two exist in each Government Type. From any given starting Government Type, the desired Type hence may require two rebellions: one to create the class that can install it, followed by a second that does so. When fomenting a rebellion, be sure that the correct citizen Class is being provoked.When fomenting a rebellion in your Capitol Region, be sure to first move troops out of it. To be successful the rebellion must defeat any existing troops in the region capable of defending the Capitol.
The main ministerial Attributes and Followers to seek/shun are, for each Government Type:
- Absolute Monarchy
- Seek: Bon Vivant, Sybarite, Jughead, Mistress, Agrarian (except in Finance)
- Shun: Status Quo, Amusing Cad, "Mistress"
- Constitutional Monarchy
- Seek: Capitalist, Stallholder, Agrarian (except in Finance), Mistress, Status Quo
- Shun: Jughead, "Mistress"
- Republic
- Seek: Capitalist, Stallholder, Bon Vivant, Jughead, Sybarite
- Shun: Status Quo, Amusing Cad, "Mistress"
The lists above are not exhaustive, but cover all the most common Attributes and Followers. Note the difference between Mistress (good or neutral) and "Mistress" (always bad).Some units also change. Switching from monarchy to republic you may get access to superior line infantry, but lose access to guard cavalry. Changing will also disband any guard units since republican guard is different to guard units made in a monarchy, constitutional or absolute.
Research speed is increased for republics and you get less clamor for reform penalties. Different economic and happiness bonuses as well.
Being able to keep your ministers forever and freely switch is a pro for monarchies. Not being able to do that is a con for republics. Having better research, better economic growth and less clamor for reform is a pro for republics.
Conscripts have slightly better stats than militia. This is a pro for republics. Some nations lose their special guards for the generic republican guard, this is a con for a republic in those nations. Some nations however get superior line infantry as well as republican guards, this is a pro for those nations.
Additionally switching to a republic when most countries are still absolute monarchies will incur a heavy dislike penalty. This is a con for switching. Countries also like "same government type". This can be a pro depending on what country you like to ally yourself with.
Most noticeable are the unit changes, the ability to change and keep ministers, and happiness changes.
Disagreement here. My strong first preference is Absolute Monarchy, followed by Constitutional Monarchy as barely tolerable and Republic as abysmal. Playing as Absolute Monarchy requires a bid more proactive Cabinet Management, but pays healthy dividends in exchange.