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Statesman are idle characters, meaning they are currently not doing anything. You can appoint them to a position (candidate, still can do nothing), you can appoint them to an army or to govern a province. They usually have the least influence.
Candidates ( i believe) are appointed a honory position or office, they get an influence bonus and over time they are able to be promoted further for more influence and bonuses.
Governors are characters appointed govern a province. I recommend doing this for family members, since they get alot of influence along with allowing you to select edics for provinces, bonuses.
As to explain the system, at the top of the politics page you have a bar called "Faction Power" or something.
This bar is determined by 2 stats, Control and Dominion. Control is how the government views you (as in, you fight and win battles along with possibly bribing officials and gathering support).
Dominion is another bar that is based purely upon your families accumulated influence vs other parties influence. This makes for semi interesting gameplay on paper, because in order to gather Control you need to spend Dominion, but you need both in order to Dominate.
And then another twist is thrown in, Dominating is punished. If you're too strong, the minority will resent you and revolt along with massive unrest and massive tax corruption. If you're too weak, other parties will try and seize power for themselves and more penalties.
So you should aim to stay around 50-60% power, which is incredibly weird in my opinion. You aren't really playing as the Emporer of the WRE (if you're playing them), instead you're playing as the guy in the backround pulling the strings. So along with insuring your dominance you must penalize yourself.
If the balance of power is too far in your favor, one of the best things you can do is steal funds. This has a high chance of failure, reducing control, and it spends dominion. You could also simply waste dominion on doing things like gaining characters loyalty (oh yeah loyalty is a characters loyalty to your parties rule, meaning if it becomes too low they may revolt or turn against you) even if they have 4/5 loyalty.
The problem with this system however is that it has little depth and few events to spice things up. Oddly enough you have "Too much" control, and there aren't enough interesting problems.
Something ideas to flesh it out;
Make alliances harder to achieve by forcing faction marriages, which was very common. Not only does this cost a character, I would have a system that now shows the other factions family.
I'd also bring back confederations, which could be temporary (new) or permanent (like R2). Temporary shows the other factions family tree, a permanent incorporates into your own with the previous factions symbol above characters. These characters in either cases works for there own benefit, meaning they seek to gain dominace.
If they out box you, hooray you get to fight them in a civil war (a real civil war). If you outbox them, they are outraged and declare war on you (regaining territory they previously controlled pre confederation) while other factions within your faction decide who to ally with depending on loyalty (which should be more trait and fluff based like CKS2) and which side is more powerful. If you have an unloyal bastard son general, he will likely join the war against you if the balance of power is against you.
..... And that's all for now. Not even Huns or Mongolians could get through this wall of text.
Tl;DR go watch a video or read a guide already on steam you lazy prick.