Acceptance
A Pop’s Acceptance is a value from … to …, which determines which Acceptance Status the Pop has. Acceptance is primarily determined by the Pop’s Culture and Religion, and the corresponding … and … Law Groups in the Country the Pop lives in. Acceptance changes are not always instant; Pops of a certain Cultural Community may have a different Acceptance, due to recent Law changes or Immigration.
See also: Pop, Law Group, Migration, Acceptance Status, Culture, Religion, Country, Cultural Community, Law
Acceptance Status
A Pop’s Acceptance Status determines how accepted or discriminated it is in a Country. The Status a Pop gets is determined by its Acceptance value. The exact effects of a certain Acceptance Status are determined by the Country’s Laws. Possible Acceptance Statuses are, from lowest to highest: • … • … • … • … • …
See also: Pop, Country, Law, Acceptance
Accepted Culture
A Country’s Accepted Cultures consist of its Primary Cultures, plus any other Cultures considered Accepted due to the Country's current … Law. Usually, the two highest statuses of Acceptance are considered to be Accepted.
See also: Country, Culture, Primary Cultures, Law, Acceptance
Accepted Religion
A Country’s Accepted Religions consist of its State Religion, plus any other Religions considered Accepted due to the Country's current … Law.
See also: Country, Religion, State Religion, Law
Accuracy
An increase or decrease to the probability that the Ship will hit when attacking
Additional Expenses
Expenses that don't fit into another category, often incurred due to the outcome of special events.
Additional Income
Income that doesn't fit into another category, often gained from the outcome of special events.
Admiral
A naval Commander Character who leads a Country’s Ships. Effects from an Admiral's Character Traits are conferred onto Ships under their command.
See also: Country, Ship, Character Trait, Commander, Character
Advance Factor
Advance Factor is a static factor used to determine Enactment Advance by scaling the Base Success chance.
See also: Enactment Advance, Base Success chance
Advancement Progress
Generals Ordered to advance a Front accumulate Advancement Progress daily depending on their Advancement Speed. Once the Advancement Progress of the Front has reached … a Battle will start. While a Battle is ongoing on the Front, Advancement Progress on that Front will be paused.
See also: General, Order, Front, Advancement Speed, Battle
Advancement Speed
How rapidly a General can advance their Front by accumulating Advancement Progress. A General with no Mobilized Battalions has an effective Advancement Speed of zero.
See also: Mobilize Battalion, Battalion, General, Front, Advancement Progress
Agitator
A Role for Characters who support a Political Movement, making it more attractive to Individuals belonging to their Interest Group. Agitators may be invited with the Invite Exile character action or will appear randomly in your country, with their chance of appearance dependent upon your Country's Literacy. Agitators can only be invited if their Acceptance Status is one of the following in your Country: … or …. The Political Movement they support is determined by their Ideology. Their impact on their Political Movement is determined by the Agitator's Popularity and Character Traits.
See also: Character, Individual, Character Trait, Role, Political Movement, Interest Group, Exile, Literacy, Acceptance Status, Country, Ideology, Popularity
AI Strategic Region Stance
A Stance is an indication of a Countries foreign policy views within a specific Strategic Region. This can affect how a Country reacts to a Diplomatic Play or whether it wants to launch one itself, as well as the Attitude that it develops towards Countries in that Region.
See also: Country, Strategic Region, Diplomatic Play, Attitude
Alert
Alerts that appear as their own individual element with an icon to the right of the Capacities and Current Situation at the top center of the screen.
See also: Capacity
Alliance
A Treaty Article between two Countries. Countries engaged in an Alliance may always side with each other in Diplomatic Plays regardless of if the other side maintains an Interest in the affected Strategic Region. This applies no matter if the other Country is the initiator or target of the Play.
See also: Country, Diplomatic Play, Treaty, Article, Interest, Strategic Region
Allowed Countries
Determines which Countries are affected by the Strait Access restrictions if it is set to No Military or Closed The Allowed Countries can be set to: No enemies Access restrictions only affects Ships from enemies of the Strait Controller Only allies Only Ships of allies to the Strait Controller are exempt from the restrictions Only Controller Only Ships from the Strait Controller & its Subjects are exempt from the restrictions
See also: Country, Strait Control, Subject, Strait Access
Ally
An Ally is a Country which maintains an Alliance or Defensive Pact with another country and can be called to support them in Diplomatic Plays. For the Initiator, only Countries with a full Alliance are considered to be Allies in that Diplomatic Play.
See also: Diplomatic Play, Country, Alliance, Defensive Pact, Initiator
Amenability
How willing an Interest Group is to Negotiate during the Enactment of Laws, higher value means more willing. 0 - …: Will refuse to Negotiate … - …: Tense … - …: Pragmatic … - 100: Collaborative
See also: Negotiation, Interest Group, Enactment of Laws
Amendment
An Amendment is an addition to a Law that alters its effects, sponsored by a specific Interest Group. If an Interest will Endorse or Oppose an Amendment is determined by the Parent Law of the Amendment. An Amendment may be Repealed if the Amendment is not on cooldown, and any Interest Group in Government Opposes the Amendment's Parent Law.
See also: Endorsement and Opposition to Laws, Interest Group, Government, Parent Law, Law
Amendment Repeal
An Amendment may be Repealed if the Amendment is not on cooldown, and any Interest Group in Government Opposes the Amendment's Parent Law.
See also: Endorsement and Opposition to Laws, Amendment, Interest Group, Government, Parent Law
Angry Important Action
Red Alerts that appear in the list when you click the Current Situations button.
Appeasement
The Appeasement of a Political Lobby affects the Approval of the Interest Groups of the Lobby. Appeasement changes based on your Diplomatic Actions against the Lobby's Country. Pro-Lobbies are appeased by friendly Actions, while Anti-Lobbies are appeased by hostile Actions.
See also: Interest Group, Diplomatic Action, Political Lobby, Approval
Approval
An Interest Group’s Approval depends on two main factors: how much of their Political Strength comes from Radicals compared to Loyalists, and how well the Country’s current Laws match with the Interest Group's Ideologies. In addition, if a new Law is currently being Enacted, Approval will be affected by a larger temporary adjustment which will linger while Decaying for up to … months after it has passed. An Interest Group's Approval impacts which Interest Group Traits they activate. … Interest Groups contribute to the Activism of Political Movements, while Interest Groups that are at least … will refrain from joining Movements in the first place. An Interest Group with Approval at or below … may launch a Coup against the sitting Government.
See also: Coup, Government, Interest Group, Radical, Loyalist, Country, Law, Ideology, Enactment of Laws, Decay, Interest Group Trait, Movement Activism, Political Movement, Political Strength
Arable Land
The amount of land in a State that can be used for cultivating crops or raising cattle. Unlike Buildings that require certain Resource Potentials to be constructed, Arable Land must be shared between the Building types that require it. The amount of Arable Land that stands unused by other Buildings may be used for Subsistence Buildings, letting Pops eke out a meager living even if not gainfully employed.
See also: Building, Resource Potential, Subsistence Building, Pop, State
Army
An Army is a land Formation composed of Infantry, Artillery and Cavalry Battalions, led by a General who lends bonuses from his Character Traits and Orders to the whole Army. When deployed to a Front, an Army executes its Order such as Advance Front or Defend Front, fighting Battles against any enemy Armies present on that Front. How well it fights depends on the Offense and Defense of its Battalions and their Morale. An Army must be ordered to Mobilize before its Battalions are ready to fight, and stands down again automatically once the War ends. Before Mobilizing, the Army can be configured with Mobilization Options that apply effects to its Battalions at a cost of Goods while Mobilized.
See also: Formation, Battalion, Character Trait, Order, Front, Battle, Offense, Defense, Mobilize Army, Mobilization Option, Good, General, Morale, War
Army Power Projection
The Power Projection derived from a Country’s army.
See also: Country, Power Projection
Article
Articles are the components that make up a Treaty and can take many shapes. An Article can apply several effects upon one or both Countries involved and will usually incur an Influence cost for as long as the Treaty is upheld, alternatively an Article may also apply specific one-time effects or impart certain duties upon the responsible Country that may negatively affect the Treaty if Contravened where the Treaty may eventually become Non-Fulfilled. Each Article falls under one of two categories: • Mutual: Mutual Articles extend all of their effects and duties to both Countries equally. • Directional: Directional Articles have different effects and duties towards one or the other Country depending one whether they are the offering or receiving side respectively.
See also: Country, Contravention, Non-Fulfillment, Treaty, Influence
Assimilation
Foreign Pops whose Culture has high enough Acceptance in the Country they live in, and who do not live in one of their Homelands, may Assimilate into a more Accepted Culture. Pops that contain Radicals will assimilate at a reduced rate, and Assimilation is much slower in Unincorporated States.
See also: Pop, Homeland, Radical, Unincorporated State, Culture, Acceptance, Country
Attack Damage
An increase or decrease to the amount of damage a Ship can deal to another Ship’s hull
Attitude
An indication of how another Country feels about you. Attitude affects what sorts of actions a Country is likely to take towards you, and what role you play in their plans. Attitude may change whenever a Diplomatic Catalyst occurs, and is based on: • Relations • Infamy • Strategic Desire • Size of your military • Which Countries you have Diplomatic Pacts with
See also: Diplomatic Pact, Country, Diplomatic Catalyst, Relations, Infamy, Strategic Desire
Attrition
Casualties inflicted on Manpower outside of Battle is referred to as Attrition. It is frequently experienced when Battalions are Mobilized and can be the result of disease, accidents, exposure, or even desertion. Attrition can be counteracted by using Medical Support Mobilization Options.
See also: Battalion, Mobilize Battalion, Mobilization Option, Casualties, Manpower, Battle
Authority
Authority is a Capacity used to effect internal change to your Country, like issuing Decrees or managing Interest Groups. You gain from Laws.
See also: Decree, Interest Group, Law, Capacity, Country
Autonomy
Each Subject Country has its own Autonomy level. This level will determine what kind of interaction they will have with their Overlord. A Subject with high Autonomy will be more independent in regards to diplomacy. They will also have lower tribute payments to their Overlord. There is a risk that a Country that is too Autonomous will attempt to Declare an Independence Diplomatic Play. Subjects with low Autonomy will be more reliant on their Overlords and pay larger tributes to their Overlord. Subjects with the lowest level of Autonomy can be integrated with a Annex Subject Diplomatic Play into their Overlord.
See also: Subject, Country, Overlord, Diplomatic Play
Available Battalions
A Country’s available Battalions include all Battalions currently raised by … and/or Conscription Centers.
See also: Country, Battalion, Conscription Center
Average Annual Wage
The average Wages a single Individual in the Workforce would earn annually while working at this Building.
See also: Wage, Individual, Workforce, Building
Balance
A Building’s Balance is the amount of Money that remains of its Revenue after paying Wages and purchasing required Input Goods. The Balance is divided between Building Owners and the Building's Cash Reserves. A Building's Balance can be improved either by making its Input Goods cheaper, or by making its Output Goods more expensive. This can be done by increasing or decreasing Supply and Demand on the Market it belongs to.
See also: Building, Wage, Good, Sell Orders, Buy Orders, Money, Revenue, Building Owners, Cash Reserves, Market
Balkan Culture
Secessionist Political Movements driven by the following Cultures impact Rumelian Integrity: • … • … • … • … • … • … • …
See also: Secession, Political Movement, Culture, Rumelian Integrity
Bankroll
One Country pays part of its income to another, based on the weekly tax revenue of the recipient. This action has a chance each month to generate an Obligation towards the bankrolling Country so long as it was not given as part of a Sway offer.
See also: Country, Obligation, Sway
Bankruptcy
If a Country is in Default and unable to pay back its Loans, it may opt to declare Bankruptcy. This will clear the debt but wipe out all Cash Reserves the Country had borrowed from, and will greatly anger any Pops who Privately Owns Buildings.…
See also: Pop, Privately Owned, Building, Country, Default, Loans, Cash Reserves
Base Price
The price of a Good when its Supply exactly equal its Demand.
See also: Sell Orders, Buy Orders, Good
Base Success chance
Base Success chance is equal to the total Clout of supporting Interest Groups in Government plus or minus Support gained from any relevant Political Movements.
See also: Interest Group, Political Movement Support, Political Movement, Clout, Government
Base Template
The original design of a Ship Type. The Base Template unlocks with the Ship Type and will always be available.
See also: Ship Type
Battalion
An army Military Unit in a Country’s military. They are created and maintained by … and are commanded by Generals.
See also: Country, General, Military Unit
Battle
When two Commanders encounter each other and come into conflict during a War, they and their Military Units will clash in an attempt to inflict Casualties and damage each others' Morale. The side whose Manpower has run out or become Demoralized first will withdraw, leaving the other side victorious. On land, Battles take place in Provinces adjacent to Fronts when one General is advancing to take or regain Land. The winner will either conquer more Provinces or prevent the enemy from doing so.
See also: Commander, Military Unit, Province, Front, War, Casualties, Morale, Manpower, General
Battle Condition
During Battles each side will be affected by a Battle Condition that influences the outcome. Which Condition applies depends on a number of factors, which often includes the Character Traits of the Commanders in charge of that side.
See also: Battle, Character Trait, Commander
Bavarocratic Ire
Ire represents the Greek population's opposition to the rule of the Bavarian clique in Greece. High Ire may result in the ousting of King Otto and his Bavarian supporters. The following conditions will advance Ire: • … Commanders or Characters in In Government • Not having an … Ruler • The Ruler Not having an Heir • The Ruler being unmarried • Not having Voting Rights • Fielding less than 10 Battalions • Radicals in owned … Homeland States • Having recently lost a War • Event or button choices The following conditions will deplete Ire: • Owning … Homeland States • Loyalists in owned … Homeland States • Having recently won a War • Having at least one … in a … Homeland State • Fielding more than 20 Battalions • Event or button choices
See also: Commander, Character, Votes, Battalion, Radical, State, Loyalist, In Government, Ruler, Heir, Homeland, War
Binding Period
A Treaty usually has a Binding Period where any withdrawal from the Treaty by either Country will result in penalties for the withdrawing Country. When the Binding Period has passed, withdrawal does not apply penalties anymore.
Bloc Leader Action
A type of Diplomatic Action that Bloc Leaders can issue against Bloc Members.
See also: Power Bloc Leader, Power Bloc Member, Diplomatic Action
Bloc Member Action
A type of Diplomatic Action that Bloc Members can issue against other Bloc Members, including the Bloc Leader.
See also: Power Bloc Member, Power Bloc Leader, Diplomatic Action
Blockade
Blockades are a set up in a Sea Node via an Admiral Order. They damage Supply Networks and reduce access to the World Market in ports adjacent to the Sea Node. The Blockade Level is determined by the respective attribute on ship Military Unit. Capital Ships are best suited for Blockades.
See also: Supply Network, Military Unit, Sea Node, Admiral, Order, World Market
Blockade Efficiency
Blockade Efficiency is the average Blockade level a Fleet achieves across all hostile ports in its Naval Mission area. It is based on Blockade Strength vs the Blockade Resistance of each target port, distributed evenly across all targeted ports.
See also: Blockade, Fleet, Naval Mission, Blockade Strength, Blockade Resistance
Blockade Resistance
Blockade Resistance is the amount of Blockade Strength required to fully Blockade a State. It is based on factors such as Coastal Building output and local Trade volumes.
See also: Coastal Building, Blockade Strength, Blockade, State, Trade
Blockade Strength
Determines the degree to which a Fleet is able to successfully Blockade enemy States.
Boddhisattva
In Buddhism, an enlightened being and teacher who helps other attain nirvana.
Bolster
A Bolstered Political Movement is more attractive for Pops to support. Your base Bolstering ability is determined by your … Law. Bolstering Interest Groups costs Authority.
See also: Pop, Political Movement, Law, Authority
Building
Buildings drive your Country’s economy via the Production (and Consumption) of Goods. They can also produce a number of other useful effects, such as Bureaucracy, Infrastructure, and …. To perform their functions they require a Workforce made up by Pops of different Professions, who receive a Wage in return for their labor. What functions a particular Building serves is determined by its active Production Methods, and the magnitude of its impact is determined by its Level.…
See also: Country, Good, Pop, Profession, Production Method, Building Level, Production, Consumption, Bureaucracy, Infrastructure, Workforce, Wage
Building Group
A Building Group is a group of Buildings most often used to describe similar Buildings needed to fulfill certain conditions in, for example, Journal Entries. Common Building Groups are: • … • … • …
See also: Building, Journal Entry
Building Level
A Building’s Level scales its current Consumption, Production, Workforce requirements, and may apply an Economy of Scale bonus. Expanding a Building's Level usually requires Construction, though some Building's Level is automatically adjusted based on other factors such as Infrastructure, Conscription rate, or unused Arable Land. Each Level is either Privately Owned or Nationally Owned. The maximum Level a Building can be expanded to may depend on the Resource Potential or Arable Land in the State.
See also: Building, Conscription Center, Consumption, Production, Workforce, Economy of Scale, Construction, Infrastructure, Privately Owned, Nationally Owned, Resource Potential, Arable Land, State
Building Owners
A Building’s size is divided into Levels. These Levels can either be Privately Owned by Pops, or Nationally Owned by a Country. The Profit from a Building is shared among its owners as Dividends.
See also: Building, Building Level, Pop, Country, Balance, Privately Owned, Nationally Owned, Dividends
Bureaucracy
Bureaucracy is a Capacity used to maintain your Country’s administrative cohesion and day-to-day operations. The cost increases with the population across your Incorporated States and with every Institution investment level, and is also used to administer Commanders. You gain from operating … Buildings.
See also: Country, Incorporated State, Commander, Building, Capacity, Institution
Busy
A Character can be considered Busy when occupied with a certain assignment, such as being on an expedition. When Busy, the Character is unavailable for their regular duties. For example, a Commander would be unable to participate in Battles.
Buy Orders
The number of orders to buy a Good on the central Market is used in combination with Sell Orders to determine its Market Price. Buy Orders are generated by the consumption of the Good in each of the Market's States. The higher the Market Access a State has, the closer the number of Buy Orders generated will be to the total consumption.
See also: State, Good, Market, Sell Orders, Market Price, Market Access
Canal
A Canal is a Building that also includes the construction of an artificial connection between two sea nodes across a landmass. Canals can only be constructed in particular places and typically require the completion of some sort of survey or other expedition first. Canals can drastically shorten the distance … need to travel when establishing Shipping Lanes, making trade with distant lands more affordable.
See also: Shipping Lane, Building
Capacity
A measure of your Country’s capabilities in one of three areas: Bureaucracy, Authority, and Influence. Capacities are not stored and used, but continuously generated from different sources and continually expended by the various projects you have going on. Your remaining balance in each area is displayed in the top bar. Having an excess of a Capacity will yield a minor bonus for your Country, while having a lack of a Capacity will inflict large penalties.
See also: Country, Bureaucracy, Authority, Influence
Capital State
The site of a Country’s central Government. Controlling the Capital is of great importance during wartime, and Pops who live there have a greater degree of Political Strength by which to influence politics.…
See also: Country, Pop, Government, Political Strength
Capitulation Desire
An AI-controlled Country will try to capitulate if this value reaches 0 or higher.
See also: Country
Carrying Capacity
How many Battalions a single Ship can transport to support a Naval Invasion
See also: Battalion, Naval Invasion
Cash Reserves
The assets of a Building are stored in its Cash Reserves. If the Building runs a positive weekly Balance, some of the Money is deposited into the Cash Reserves while the rest is paid out to the Building Owners as Dividends. Cash Reserves are considered to be owned by the Building Owners, and Pops will get angry if their Cash Reserves are lost due to Bankruptcy. The sum of all Cash Reserves in your Country determines your Credit.
See also: Pop, Building, Balance, Money, Building Owners, Dividends, Bankruptcy, Country, Credit
Casualties
Manpower who fall in battle or through Attrition are considered Casualties. A proportion of Casualties are killed outright while the remainder are Wounded. This ratio is dependent on the Military Unit’s Recovery Rate compared to their enemy's Kill Rate.
See also: Military Unit, Manpower, Attrition, Wounded, Recovery Rate, Kill Rate
Central Identity Pillar
The Central Identity Pillar defines the core values a Power Bloc revolves around. They determine the Power Bloc's Cohesion and grant special powers to the Power Bloc Leader. They can unlock certain Principle Groups.
See also: Principle Group, Power Bloc, Cohesion, Power Bloc Leader
Change Rate Scaling
As Liberty Desire nears either 0 or 100, its progress is slowed by Change Rate Scaling, reflecting a natural hesitance in the Population to depart from the status quo and accept increased or decreased Autonomy.
See also: Pop, Liberty Desire, Autonomy
Character
Characters fulfill different Roles in your Country. Their ability to perform these duties depends on their Character Traits. They always support an Interest Group, and may have an Ideology that shapes their aspirations and outlook.
See also: Role, Character Trait, Country, Interest Group, Ideology
Character Trait
Personality Traits, Skill Traits, or Conditions that impact a Character’s ability to carry out their current Role. More or different Character Traits may develop as the Character gains Life Experience.
See also: Character, Role, Life Experience
Chartered Company
In special circumstances, Recognized Powers may establish a Chartered Company (Subject). A Chartered Company is a highly autonomous Subject Type that are able to start their own Diplomatic Plays and are forced to join their Overlord’s Wars. There are also special restrictions on reducing the Autonomy, and their base Liberty Desire gain is greatly reduced. They must pay 40% of their Treasury income to their Overlord each week.
See also: Recognized Power, Diplomatic Play, Overlord, War, Subject, Subject Type, Autonomy, Liberty Desire, Treasury
Civil War
A War where a Country has split into two opposing sides. It can either be a Revolution or a Secession stemming from a Political Movement.
See also: War, Country, Revolution, Secession, Political Movement
Claim
A territorial Claim that a Country has on a State Region, usually because it once belonged to them. Having a Claim permits use of the Return State War Goal which does not generate as much Infamy as the Conquer State War Goal does. Conquering an Incorporated State will give the previous owner a Claim on the State Region.
See also: Country, State Region, War Goal, Infamy, Incorporated State
Clout
An Interest Group’s share of the total Political Strength that Pops across their Country generate. Clout is the final word on how influential an Interest Group is, and affects everything from Legitimacy and Enactment of Laws if the Interest Group is In Government, to Political Movement Support and Activism if it is In Opposition. It also affects whether the Interest Group is considered Powerful, Influential, or Marginalized.
See also: Interest Group, Pop, Movement Activism, Political Strength, Country, Legitimacy, Enactment of Laws, In Government, Political Movement Support, In Opposition, Powerful, Influential, Marginalized
Coastal Building
A Coastal Building is a Building located in the port area of a coastal State. During a Blockade, non-military Coastal Buildings suffer reduced Throughput. … can destroy levels of any Coastal Building, including military ones. There are a total of … Coastal Buildings: …
See also: Building, Blockade, State, Throughput
Cohesion
Cohesion is the indicator for how well a Power Bloc is running. It is mostly affected by the Central Identity Pillar which informs what impacts the value. The larger the Power Bloc, the lower the Cohesion will generally be.
See also: Power Bloc, Central Identity Pillar
Colonial Growth
A measure of how rapidly a Country can push the Colonial frontier forward. Colonial Growth is generated by the … Institution in combination with the total Population across Incorporated States. The total amount of Colonial Growth generated is split up across all Colonies a Country is actively growing, up to a maximum.…
See also: Colony, Pop, Incorporated State, Country, Institution
Colonization Rights
A Diplomatic Pact that is created when a Decentralized Nation is defeated in a Native Uprising. It increases the speed at which the country granted Colonization Rights colonizes their territory, and lasts for the duration of the truce.
See also: Diplomatic Pact, Decentralized Nation, Native Uprising
Colony
Settlement efforts initiated by a colonizing Country in the lands of a Decentralized Nation. A would-be colonizer must have the … Institution and an Interest in the Strategic Region. At first, a single Province will be taken. Adjacent Provinces will be Colonized at a rate depending on the Country's Colonial Growth, generating Tension as they do.
See also: Country, Decentralized Nation, Institution, Interest, Strategic Region, Province, Colonial Growth, Tension
Colony
Recognized Powers may turn a weaker Country into their Colony (Subject). A Colony is a Subject Type that cannot start their own Diplomatic Plays yet are forced to join their Overlord’s Wars, and must also pay 30% of their Treasury income to their Overlord each week. A Colony's Rank cannot increase to match or exceed their Overlord's, and their Overlord may target them with the Annexation Diplomatic Play.
See also: Recognized Power, Diplomatic Play, Overlord, War, Country, Subject, Subject Type, Treasury, Rank
Combat Width
The Combat Width of a particular Terrain type influences the potential numeric advantage the larger side can have over the smaller side in Battle. A smaller force can hold out for longer against a larger force if Combat Width is relatively low, and vice versa.
Command Limit
Command Limit determines how many Battalions or Ships can be effectively Organized under a Formation. You can increase Command Limit by promoting your Commander to a higher Commander Rank. For an Army, whichever is higher of your regular Battalions or raised Conscript Battalions is compared against the Command Limit. This means raising Conscript Battalions will only strain the Command Limit if there are more of them than your regular Battalions. Having more Military Units in a Formation than its Command Limit reduces the maximum Organization a Formation can reach, and additionally confers the following effects: …
See also: Battalion, Ship, Organization, Conscript Battalion, Military Unit, Formation, Commander, Commander Rank, Army
Commander
A Character in command of a Country’s Formation. A Commander can be either a General or an Admiral depending on the type of Formation they are leading. Their Commander Rank contributes to the Command Limit of the Formation they are in, and also impacts the amount of troops that they are able to bring with them into battle. Popular Commanders belonging to an Interest Group with low Approval may initiate a Coup.
See also: Popularity, Interest Group, Approval, Coup, Country, Character, Formation, General, Admiral, Commander Rank, Command Limit
Commander Rank
A Commander’s Rank determines their Command Limit, as well as how much Clout they confer to their Interest Group. Retiring a Commander will cause their Interest Group's Approval to fall by a factor depending on their Rank.
See also: Commander, Command Limit, Clout, Interest Group, Approval
Company
Companies are associated with one or several types of Buildings in a Country. When established in said Country they increase the Throughput and …Construction efficiency of their associated Buildings. The degree to which a Company provides benefits depends on the relative Prestige ranking of the Country, with Countries in the Top-… receiving even stronger bonuses. Companies have a Prosperity score which increases from high Productivity and can provide additional bonuses for its Country.
See also: Building, Country, Throughput, Construction, Prestige, Prosperity, Productivity
Company Category
A Company Category describes which kinds of Pops partake in the ownership of a Company. It determines which Production Methods are available in the Company HQ, shaping which Professions are employed there. It also determines who receive a share of the Dividends, and whether the Company pays Government Dividends or not. The Categories are: Full Capitalist Ownership Fully owned by …, who receive the full share of the Dividends. Partial Aristocratic Ownership Co-owned by … and …, who share the Dividends. Partial Shopkeeper Ownership Co-owned by … and …, with an extra share paid out as worker Dividends. Partial Bureaucrat Ownership Co-owned by … and …, with an extra share paid out as Government Dividends to the Treasury. Partial Academic Ownership Co-owned by … and …, with an extra share paid out as worker Dividends.
See also: Dividends, Government Dividends, Treasury, Pop, Production Method, Profession, Company, Company HQ
Company Charter
Countries can give their Companies a Company Charter which grants the Company a particular right. These rights can range from establishing a Monopoly to the rights to build a different Industry or to construct a Regional Company HQ in another country. Countries have a number of free Company Charters they can hand out at no cost. Technologies and Laws can increase this limit. Additional Charters past the limit can be given to Companies, but will incur an Authority cost.
See also: Country, Company, Building, Technology, Law, Monopoly, Regional Company HQ, Authority
Company HQ
Company HQs are Buildings that represent the administration of Company assets. They own Building Levels from which they receive their Dividends.
See also: Building, Building Level, Company, Dividends
Company Monopoly
A Company Monopoly gives a Company a Monopoly on a Building with exclusive Building rights of that Industry
Confidence
An AI-controlled Country that is one of the main participants in a Diplomatic Play has a level of Confidence based on their internal conditions and how likely they believe it is that they will be able to win any ensuing war. The chance that the AI Country will decide to back down is directly determined by their confidence, though this is not guaranteed even at low Confidence levels, especially if backing down would lead to their annexation.
See also: Country, Diplomatic Play
Conscript Battalion
Conscript Battalions are temporary Battalions recruited and maintained from the civilian Population by Conscription Centers and activated during Diplomatic Plays or Wars. Note that Conscript Battalions do not count towards the Command Limit of an Army until actually being raised and employed. When raised, only the higher of your regular Battalions or Conscript Battalions is compared against the Command Limit, so raising Conscript Battalions will only strain the limit if you have more of them than regular Battalions.
See also: Battalion, Pop, Conscription Center, Diplomatic Play, War, Command Limit, Army
Conscription Center
When a State is Conscripted during a Diplomatic Play or War, a … appears with a Building Level depending on its Conscription Rate and State Population size. This Military Building will recruit civilian Workforce into Conscript Battalions that will be automatically assigned to Generals in their HQ as they are raised. After the War, all Conscription Centers will deactivate and the Conscript Battalions will disband. Pops who return to civilian life are not guaranteed to return to their old Profession but must seek new employment opportunities.
See also: Pop, Conscript Battalion, General, State, Diplomatic Play, War, Building Level, Military Building, Workforce, HQ, Profession
Conscription Limit
The max number of Conscript Battalions a State can recruit. The Conscription Limit is calculated from the Workforce of a State multiplied by its Conscription Rate. It cannot exceed the Maximum Conscription Limit set in place by your … Law.
See also: Conscript Battalion, State, Workforce, Law
Constitutional Pressure
Constitutional Pressure represents the strength and influence of the opposition to the neo-absolutist regime, and is tied to the preceived authority of the regime. Should Constitutional Pressure reach 100, the neo-absolutist government will fall, and a constitution will be have to be granted. The following conditions increase Pressure: • Having a War Goal enforced on you • Declaring Bankruptcy • Taking Loans • States with Radicals • Interest Groups opposing … • Activism of #tooltippable;tooltip:…,liberal_movements_list_tt Liberal, #tooltippable;tooltip:…,socialist_movements_list_tt Socialist, and National Political Movements • Having a Bureaucracy deficit • Events and other conditions The following conditions decrease Pressure: • Having a positive budget balance • Enforcing a War Goal on a Great Power • States with Loyalists • Interest Groups supporting … • Support of Absolutist, Religious Traditionalist, and Cultural Supremacist Political Movements • Having a Bureaucracy surplus • Events and other conditions
See also: State, Radical, Interest Group, Movement Activism, Political Movement, Loyalist, Political Movement Support, War Goal, Bankruptcy, Loans, Bureaucracy, Great Power
Construction
Construction is produced by the … and is used to construct Buildings.
See also: Building
Construction Goods
Goods Consumed by … Buildings in order to Construct new Buildings.
See also: Good, Consumption, Building, Construction
Construction Queue
Any Buildings that have been set to be expanded, but are currently not using any Construction, are placed in the Construction Queue. Whenever any Construction becomes available, the first Building in the Construction Queue will start using that Construction and then switch to being Under Construction.
See also: Building, Construction, Under Construction
Consumption
The amount of a Good consumed by a Building or Pop in the process of maintaining its Throughput or Wealth.
See also: Good, Building, Pop, Throughput, Wealth
Consumption Tax
A Tax collected on specific Goods purchased by Pop to meet their Pop Needs. Each Good subject to Consumption Taxes costs a certain amount of Authority. When applied to a Good, its Market Price increases by the Consumption Tax rate at point of sale to Pops only, with all Buy Orders generated in this manner resulting in the surcharge being collected by the Treasury. Since the surcharge is applied on the Market level, the Tax is ineffective in States with low Market Access.
See also: Taxes, Good, Pop, State, Pop Needs, Authority, Market Price, Buy Orders, Treasury, Market, Market Access
Consumption Taxes
A Tax collected on the Consumption of Goods. Goods subject to Consumption Taxes will have its Market Price increased by the Consumption Tax Rate, and whenever Pops buy it this increase will be collected by the Treasury. Buildings are exempt from paying Consumption Taxes.
See also: Taxes, Consumption, Good, Pop, Building, Market Price, Treasury
Contravention
Articles in Treaties that have Non-Fulfillment conditions can be Contravened. For an Article to be considered Contravened, the responsible Country must have failed to meet the requirements of that Article. Whether the responsible Country is Contravening to an Article is checked weekly, monthly, yearly, or any combination thereof, depending on the Article. For example, in the … Article, if the specified Law has not been Enacted or is not actively Enacting for 3 consecutive weeks, the Article is considered to be Non-Fulfilled until the Law is being Enacted again. The number of consecutive Contraventions before Non-Fulfillment may differ between Articles.
See also: Article, Treaty, Enactment of Laws, Non-Fulfillment, Country, Law
Control over the Lands of Anarchy
Control represents the Makhzen's authority over the remote tribes of Morocco. There is a bar for each surrounding State to the Capital State. A higher value indicates that the tribesfolk respect and fear the Government's decisions more, thus enabling officials to carry out their tasks effectively. Each state's starting negative Modifier scales monthly based on its current value. Greater Control results in less effective penalties, and vice versa. By developing the chaotic state centers, creating more job opportunities, and fostering connections between urban and rural life, the tribes will gradually be influenced, reducing their isolation. Ultimately, their influence over the tribesmen will fade away. Failing to maintain Control can prepare our downfall, leaving behind long-lasting effects on these states.
See also: State, Capital State, Government, Modifier
Controlled War Goal
If the holder of a War Goal, or their Allies, Occupy at least … of the required State or States, they are considered to have Control of this War Goal. War Support can only drop below 0 if the opposing side Controls all their War Goals.
See also: Ally, Occupation, State, War Goal, War Support
Conversion
Pops whose Religion has low Acceptance in the Country they live in may instead Convert to one with higher Acceptance. Pops that contain Radicals will convert at a reduced rate, and conversion is much slower in Unincorporated States.
See also: Pop, Radical, Unincorporated State, Religion, Acceptance, Country
Core Movement Ideology
This Ideology is what the Supporting Pops and Agitators care about and what the Political Movement as a whole will be pushing for. Passing Laws Endorsed by this Ideology will create Loyalists from Supporting Pops. If any Interest Groups are Pressured, this is guranteed to be one of the Character Ideologies to become possible for new Leaders of those Interest Groups.
See also: Political Movement Support, Pop, Agitator, Law, Endorsement and Opposition to Laws, Loyalist, Interest Group, Movement Pressure, Leader, Ideology, Political Movement, Character
Countdown to War
The Countdown to War phase is the third and last phase of a Diplomatic Play. War might now be inevitable, with both sides frantically making preparations or considering any last-minute options to back down. Typical preparations for War includes: Mobilization of Armies, giving their Generals Orders to advance or defend the Fronts, Drafting Conscript Battalions, and promoting your Generals to increase their Command Limit where necessary.
See also: Mobilize Army, Army, General, Order, Front, Conscript Battalion, Diplomatic Play, War, Command Limit
Country
A Country consists of one or several parcels of Land organized into States, in which a Population resides under the rule of a Government and its Head of State. In Victoria 3, both human and AI players each control a Country. Aside from the nature of their Pops, which States they own, and how they been developed, a Country is defined also by their Country Tier, Primary Cultures, and State Religion, and whether they are Recognized or Unrecognized. Countries also have different Laws and access to different Technologies.
See also: Province, State, Pop, Recognized Power, Unrecognized Power, Law, Technology, Government, Head of State, Country Tier, Primary Cultures, State Religion
Country Monopoly
A Country Monopoly gives a Country a Monopoly on a Building with exclusive Building rights of that Industry. The Goods produced by a Monopoly will increase in price up to 20% proportionate to this … Sell Orders share at the World Market.
See also: Building, Good, Country, Monopoly, Sell Orders, World Market
Country Tier
A Country’s Tier is the inherent status and Prestige it is granted based on its history and significance. Forming a new Country is only possible if its Tier is higher than the Country's current one.
Country Unification
The act of unifying and forming a new Country out of several Countries is called Unification. A Country can be formed by controlling a specific number of States in the new Country's region. A Major Unification allows Countries to become Unification Candidates which gives them access to the Unification Diplomatic Play. This Diplomatic Play sets the War Goals to annex all the required States and Countries. While a Minor Unification do not allow any Unification Candidates and can only form a Country if the number of required States are controlled.
See also: State, Unification Candidate, War Goal, Country, Diplomatic Play
Coup
A Coup is an attempt by a Commander with low Loyalty to overthrow the sitting Government. The risk of a Coup increases when a Country is ruled by a Government with low Legitimacy, or if a disloyal Commander has a high concept_commander_rank_short and Popularity. Once a Coup begins, if its progress reaches 100%, the commander executing the Coup will issue a Pronunciamento. A successful Pronunciamento will cause the overthrow of the Government. The progress of a Coup is determined by the Coup Strength of the commander executing the Coup, evaluated against the Coup Resistance of the sitting government.
See also: Commander Rank, Commander, Loyalty, Government, Country, Legitimacy, Popularity, Pronunciamento, Coup Strength, Coup Resistance
Coup Resistance
Coup Resistance represents the ability for a Government to fend off a Coup by a Commander. A Coup will retreat when the Coup Resistance of the sitting Government is higher than the Coup Strength of the Commander orchestrating the Coup. Factors contributing to Coup Resistance include: • High Government Legitimacy • Level of … investment under … or … Laws
See also: Law, Government, Coup, Commander, Coup Strength, Legitimacy
Coup Strength
Coup Strength represents the ability for a Commander to successfully orchestrate a Coup against the sitting Government. A Coup will progress when the Commander's Interest Group's Approval is negative, and the Coup Strength of the Commander orchestrating the Coup is higher than the Coup Resistance of the sitting government. Factors contributing to Coup Strength include: • High Popularity • High Commander Rank • Clout of Commander Interest Group • Proximity of the Commander's Formation to the Capital State
See also: Commander, Coup, Government, Interest Group, Approval, Coup Resistance, Popularity, Commander Rank, Clout, Formation, Capital State
Court Intrigue
Court Intrigue represents the progress of various plots to overthrow the Maharaja (Ruler). Intrigue is tracked in the Sikh Sovereignty Journal Entry. If Intrigue reaches 100%, the Maharaja (Ruler) will be assassinated, Empire Stability will be reset to 0, Intrigue will decrease, and a new candidate will be enthroned. The following conditions decrease Court Intrigue: • Maharaja (Ruler) is Ranjit Singh • … Leaders In Government with Approval above 5 • … Leaders In Government • Ruler Interest Group is Powerful • High Legitimacy • Events and other effects The following conditions increase Court Intrigue: • … Ruler • Low Ruler Popularity • … Leaders In Government or In Opposition with Approval below 0 • … Leaders In Government or In Opposition with Approval below 0 • Ruler Interest Group is Marginalized • Low Legitimacy • Events and other effects
See also: Leader, Ruler, Journal Entry, Empire Stability, In Government, Approval, Interest Group, Powerful, Legitimacy, Popularity, In Opposition, Marginalized
Credit
The national Credit is the amount of Money the Treasury can borrow from its economy, equal to the sum of all domestic Cash Reserves plus a base value determined by Gross Domestic Product. If the Principal exceeds the Credit Limit the Country goes into Default.
See also: Money, Treasury, Cash Reserves, Gross Domestic Product, Principal, Country, Default
Crew Attack Damage
An increase or decrease to the amount of damage a Ship can deal to another Ship’s crew
Critical Chance
An increase or decrease to the probability that the Ship will get a critical hit when attacking. Critical hits ignore … of the targets Ship Armor.
See also: Ship Armor
Critical Damage
A bonus or penalty to the amount of damage dealt when a Ship gets a critical hit when attacking
Crown Land
A Crown Land is a Subject Type that cannot start their own Diplomatic Plays yet are forced to join their Overlord’s Wars, and must also pay 40% of their Treasury income to their Overlord each week. A Crown Land's Rank cannot increase to match or exceed their Overlord's, and their Overlord may target them with the Annexation Diplomatic Play.
See also: Diplomatic Play, Overlord, War, Subject Type, Treasury, Rank
Crown Land
A Crown Land is an administrative region of a dynastic empire, retaining varying levels of regional autonomy.
Cultural Community
A Cultural Community indicates a certain Culture is present in a State and allows Pops in your Market to migrate to this State. A newly formed Community will have lower Acceptance, but this will go away over time. A new Law that changes Acceptance may also take time to implement, so Pops of that Community will temporarily have a different Acceptance from the norm.
Cultural Movement
Cultural Movements are Political Movements pursuing a better life for people of a specific Culture. If this culture is the Primary Culture of a Country, the movement will push a nationalistic agenda. Otherwise, the movement will push for Laws which give their people greater Acceptance, or even attempt a Secession. If a Cultural Movement's Movement Activism exceeds Protesting (…), it will begin to generate Obstinance in States with Supporting Pops.
See also: Political Movement, Primary Cultures, Law, Culture, Country, Acceptance, Secession, Movement Activism, Obstinance
Cultural Turmoil
The Turmoil generated by Pops of a specific Culture, generally from its proportion of Radicals. If its value in a Country is at least …, it might trigger a Mass Migration of that Culture to another Country. Alternatively, at high enough values, those Pops may instead attempt to separate their Homelands in a Secession.
See also: Pop, Radical, Homeland, Turmoil, Culture, Country, Mass Migration, Secession
Culture
All Pops have a Culture, which can only change through Assimilation. Their Culture determines which State Regions they consider their Homelands and affects their Acceptance Status in their Country.
See also: Pop, State Region, Homeland, Assimilation, Acceptance Status, Country
Customs Union
An enforced pact between a Senior Partner and one or several Junior Partners to share a single Market, under the leadership of the Senior Partner. Usually enforced via a Power Bloc Principle. Additionally, all Subject Pacts also act as a Customs Union.
See also: Junior Partner, Senior Partner, Market, Power Bloc, Principle, Subject
Dead
Casualties that end up Dead due to Battle or Attrition.
See also: Casualties, Battle, Attrition
Decay
A Decaying effect will gradually decrease in intensity, starting from its initial value and decreasing linearly down to 0 over the stated decay duration.
Decentralized Nation
A Nation that share most properties of Countries - Pops, a Ruler, Buildings, Laws and so on - but with a lack of centralized power (and/or will) to enforce borders. This makes them prone to Colonization by Countries who do not see them as equals to be properly Negotiated with for land rights. Decentralized Nations are AI controlled and are not playable by humans.
See also: Country, Pop, Building, Law, Colony, Diplomatic Play, Ruler
Decision
Large projects that can be undertaken by a nation will appear as Decisions, including expeditions across the globe and the construction of man-made canals. Decisions can be found underneath Journal Entries in the Journal.
See also: Journal Entry
Decree
Decrees are demands made by a Country’s Ruler to effect changes in a State under their control. Decrees cost Authority for as long as they are active. Once issued, the Decree will provide a certain bonus to the State until it is removed.
Default
Once the Treasury accumulates Loans large enough that they exceed the Country’s total Credit, the Country is considered to be in Default. This will pause all ongoing Construction and will have a negative impact on the Throughput of Buildings, growing more severe as time passes. Penalties are removed as soon as the Country's weekly balance becomes positive again, or if Bankruptcy is declared.
See also: Country, Building, Treasury, Loans, Credit, Construction, Throughput, Bankruptcy
Defeated
An Admiral is Defeated when he loses a Battle at sea. A Fleet is Defeated when all its Admirals are Defeated. Admirals and Fleets will only repair and regroup once they are back at their home HQ and their Ships have regained at least … of their total Manpower.
Defense
A Military Unit’s fighting ability in Battle while defending from enemy incursions.
See also: Military Unit, Battle
Defensive Pact
A Treaty Article that is a limited Alliance between two Countries, which only comes into effect in Diplomatic Plays where one of the two is the Target of the Play.
See also: Country, Diplomatic Play, Treaty, Article, Alliance, Target
Demoralized
A Military Unit’s Morale measures how much of its remaining Manpower is ready for Battle. In each round of combat, some of the remaining Manpower will become Demoralized for the remainder of the Battle and unable to take offensive action. As all Military Units reach a critical threshold of low Morale the Commander will retreat, leaving the other side victorious. After a Battle, Military Units will regain their Morale at a steady rate depending on the Supply of their Formation.
See also: Military Unit, Manpower, Battle, Commander, Supply, Formation
Dependent Income
At the end of each week, Pops receive a Dependent Income based on their number of Dependents and the amount of income they qualify for. Most Dependents receive a base amount from odd jobs depending on the Pop's Profession, which can be supplemented by the … Institution.
See also: Pop, Dependents, Profession, Institution
Dependents
The part of a Pop not considered part of the Workforce. They represent the families of the Working Adults and normally constitute the majority of the population. Dependents usually generate Dependent Income that is typically smaller than the Wages collected by Working Adults, but they also have lower Pop Needs. While they are able to support Interest Groups their Political Strength typically count for less. They are only granted Voting Rights under very specific Laws. Enacting different Laws or maintaining certain Institutions may convert Dependents into Working Adults over time, increase their Political Strength, or supplement their Dependent Income.
See also: Wage, Interest Group, Votes, Law, Institution, Pop, Workforce, Working Adults, Dependent Income, Pop Needs, Political Strength
Detection
An increase or decrease to how easily the Ship will detect other Ships A Fleet’s Detection and the enemies Visibility are used in conjunction to determine the chance to spawn a Naval Battle and how many Ships will be involved.
See also: Visibility, Naval Battle
Devastation
Devastation is the damage done to a State Region as a result of war or natural disasters. It increases from Battles and when under hostile Occupation. It will decrease over time if no part of the State Region is at war. Devastation has a negative impact on Infrastructure, Mortality, Throughput, and Migration Attraction.
See also: Battle, Pop Growth, State Region, Occupation, Infrastructure, Throughput, Migration Attraction
Diplomatic Action
A broad term for interactions between two Countries that includes Instant Diplomatic Actions, Ongoing Diplomatic Actions, and Diplomatic Pacts. They differ from Diplomatic Plays in that no third party is allowed to have a say in its outcome, and there is no risk the action on its own might escalate into War.
See also: Country, Instant Diplomatic Action, Ongoing Diplomatic Action, Diplomatic Pact, Diplomatic Play, War
Diplomatic Catalyst
A Diplomatic Catalyst is essentially any diplomatic occurence, which may create Political Lobbies or change a Country’s Attitude towards you. Catalysts can be any change on the world stage, for example: • Diplomatic Actions • Actions taken in Diplomatic Plays • Change in Relations levels
See also: Political Lobby, Country, Diplomatic Action, Diplomatic Play, Attitude, Relations
Diplomatic Demand
A Diplomatic Demand is a single War Goal which one Country demands from another. If the Diplomatic Demand is rejected, a Diplomatic Play will start with the demanded War Goal as the Primary Demand of the Initiator.
See also: War Goal, Country, Diplomatic Play, Primary Demand, Initiator
Diplomatic Incident
A Diplomatic Incident is typically the result of a Country starting a Diplomatic Play. Diplomatic Incidents generate Infamy for the Country who started it, and will cause Relations to fall with all Countries with an Interest in the Strategic Region, particularly the target of the Play. Diplomatic Incidents can also be the result of other actions, for example decisions made during special events.
See also: Country, Diplomatic Play, Infamy, Relations, Interest, Strategic Region
Diplomatic Lens
View the Attitude of other Countries and monitor your Interests and their Strategic Regions, establish Diplomatic Pacts and take Actions, and start Diplomatic Plays.
See also: Country, Interest, Strategic Region, Diplomatic Pact, Diplomatic Action, Diplomatic Play, Attitude
Diplomatic Maneuvers
The Diplomatic Maneuvers phase is the second phase of a Diplomatic Play. In this phase, the Initiator and Target can attempt to Sway other Countries to their side or claim additional War Goals for themselves, at the cost of Maneuvers.
See also: Country, War Goal, Maneuver, Diplomatic Play, Initiator, Target, Sway
Diplomatic Pact
Unilateral or bilateral understandings between two Countries. They may have a maintenance cost in Influence for one or both parties, and can have a wide range of effects including Subject relationships. Pacts can break for a number of different reasons, including Relations deviating too far in either direction, one side or another explicitly breaking it, or a time limit running out.
Diplomatic Pacts
Money collected from or remitted to the other Country in a Diplomatic Pact.
See also: Money, Country, Diplomatic Pact
Diplomatic Play
A Diplomatic Play is a period of hostile diplomatic negotiations between two or more Countries that follows after one Country makes a demand for a concession by another. To start a Diplomatic Play you must have a high enough Interest Tier in the relevant Strategic Region, which also entitles you to participate in Plays as a third party in that Strategic Region. The Diplomatic Play will Escalate through three phases: Opening Moves, Diplomatic Maneuvers, and Countdown to War. These phases set the terms for a possible Peace Deal should the Diplomatic Play Escalate into a War. A War can be averted if either the Initiator or Target of the Play backs down and grants the other their Primary Demands.
See also: Country, Escalation, Primary Demand, Interest Tier, Strategic Region, Opening Moves, Diplomatic Maneuvers, Countdown to War, Peace Deal, War, Initiator, Target
Diplomatic Relevancy
Having Diplomatic Relevancy is required for a Country to engage in certain interactions like signing Treaties. A Country is considered Diplomatically Relevant for another if one of the following conditions is fulfilled: • They share a direct border • They share a direct border with only one Sea Node between them • One Country is bordering a Subject of the other • One Country’s Subject is bordering the other Country’s Subject • An existing Treaty between the two Countries • Both Countries being Great Powers • One of the Countries declaring a Rivalry towards the other • One of the Countries conducting Piracy targetting the other • Both Countries having overlapping Interests
See also: Treaty, Great Power, Interest, Country, Sea Node, Subject, Rivalry, Piracy
Discrimination
Pops can be Discriminated Against if their Culture and/or Religion have a low Acceptance value in their Country. Typically, Pops in the lower three Acceptance statuses are considered to be Discriminated. Discriminated Pops: - get paid less than their peers - have less Political Strength - are less likely to develop Qualifications for certain Profession - naturally become Radical over time - and are more likely to Emigrate. In addition, certain Laws limit or expand national acceptance of Culture and Religions.
See also: Pop, Migration, Law, Culture, Religion, Acceptance, Country, Political Strength, Qualifications, Profession, Radical
Discrimination Trait
Aspects of a Culture or Religion that determine how Accepted Pops of that Culture or Religion are depending on how similar they are to the Country's Primary Culture and State Religion and what … Law the Country currently has. For a Culture, these aspects are its Heritage, Language and any Traditions it might have. A Religion only has a Heritage Trait. Heritage and Language Traits also belong to broader Groups of similar Traits.
See also: Acceptance Status, Pop, Primary Cultures, Heritage Trait, Language Trait, Tradition Trait, Discrimination Trait Group, Culture, Religion, State Religion, Law
Discrimination Trait Group
A Discrimination Trait Group is a broader collection of Discrimination Traits that share a common origin somehow, making them more recognizable to and accepted by Pops of the same Trait Group.
See also: Discrimination Trait, Pop
Disenfranchised
A Disenfranchised Pop is prohibited from participating in the Country’s politics. As a result they cannot support any Interest Groups. The most common reason for a Pop to be Disenfranchised is low Acceptance.
See also: Country, Interest Group, Pop, Acceptance
Disqualified Culture
A Culture is Disqualified for the purposes of organizing the United States of Greater Austria if its demands are refused. Typically, this occurs as a result of Integrating a different Culture with which the culture to be Disqualified shares Homeland States. Disqualified Cultures may not be negotiated with further, or Integrated under any circumstances.
See also: Integrated Culture, State, Culture, Homeland
Dividends
While Privately Owned Buildings have a positive Balance, some of this profit is paid out to the owning Pops as Dividends, which are subject to Dividends Taxes. Depending on the Country’s current …, a portion of Pop Dividends may be invested back into the economy through Reinvestment, while the remainder goes towards Pop Needs and Wealth. If a Building is fully or partially Nationally Owned, profits can be payed out as Government Dividends instead.
See also: Building, Pop, Country, Privately Owned, Balance, Dividends Taxes, Reinvestment, Pop Needs, Wealth, Nationally Owned, Government Dividends
Dividends Taxes
A Tax applied to the Dividends earned by Pops with Privately Owned Buildings.
See also: Taxes, Pop, Building, Dividends, Privately Owned
Dominion
Recognized Powers may turn a weaker Country into their Dominion (Subject). A Dominion is a more autonomous Subject Type that are able to start their own Diplomatic Plays and are forced to join their Overlord’s Wars. They must pay 25% of their Treasury income to their Overlord each week.
See also: Recognized Power, Diplomatic Play, Overlord, War, Country, Subject, Subject Type, Treasury
Dynastic Loyalty
Dynastic Loyalty represents the Serbian population's support for keeping the ruling dynasty on the throne, as opposed to their rivals. The ruling dynasty must gain enough support to prevent the opposition from voicing a claim. Failing to do so will cause them to lose the throne, and stagnate national growth. The following conditions will advance Dynastic Loyalty: • High Ruler Popularity • Low Popularity of rival claimants • High Legitimacy • High Standard of Living • Fraction of Loyalists • Non-Marginalized Interest Groups In Opposition above 4 Approval by Clout • Has … or … enacted • Not being a Subject • Each Major Power or Great Power supporting our independence • Events or other choices The following conditions will deplete Dynastic Loyalty: • Low Ruler Popularity • High Popularity of rival claimants • Low Legitimacy • Low Standard of Living • Fraction of Radicals • Non-Marginalized Interest Groups In Opposition below -4 Approval by Clout • Negative Authority • Negative Bureaucracy • Positive Relations with Overlord • Events or other choices
See also: Loyalist, Interest Group, Radical, Ruler, Popularity, Legitimacy, Standard of Living, Marginalized, In Opposition, Approval, Clout, Subject, Major Power, Great Power, Authority, Bureaucracy, Relations, Overlord
Economic Dependence
Economic Dependence is the amount of economic reliance two Countries have between one another. The main influence of which is the amount of Buildings that are owned by the other Country. This can either be through direct ownership from a Country or by Pop investors. Being in a shared market will additionally take into consideration the difference in Gross Domestic Product and the impact of each Countries’ produced Goods and owned Buildings on Pops. If the two Countries are not in a shared market, the Economic Dependence is impacted by Trade. The impact of this is dependent on the amount of Trade between the two Countries and the impact on Good Market Balance.
See also: Country, Building, Good, Pop, Gross Domestic Product, Trade
Economy Health
A Country’s economy is considered Healthy if either: • its fixed incomes exceed its fixed expenses • its Principal is less than half their total Credit
Economy of Scale
Many Buildings become more efficient the larger they get. Such Buildings gain the following effects for every Building Level beyond the first: ……
See also: Building, Building Level
Education Access
The degree by which a Pop is able to access education for their children. As new generations are born and raised, the Pop's Literacy will move towards its level of Education Access.
Election
Countries with a Voting Franchise will hold Elections every … years. An Election campaign period will commence … months prior to the date, during which Parties will vie for Momentum and Votes. On Election day the final Votes will be tallied, which will affect the Political Strength of the member Interest Groups of each Party. Under certain Government Types a new Head of State may also be selected as a result of the Election's outcome. Finally, a single Government Reform may be performed where any Interest Groups may be removed from Government without generating any new Radicals.
See also: Country, Party, Interest Group, Government Type, Radical, Momentum, Votes, Political Strength, Head of State, Government Reform, Government
Electoral Confidence
Electoral Confidence is a measure in how much the electorate of a Country trusts that any elections held will be free and fair. Tampering with elections by rigging them in favor of a specific Party will lower Electoral Confidence, while allowing elections to proceed without interference will increase it. A low Electoral Confidence will impact Legitimacy and the amount of Political Strength gained from votes, with the degree of effect varying based on your enacted Laws and Amendments.
See also: Law, Amendment, Country, Party, Legitimacy, Political Strength
Embargo
An Ongoing Diplomatic Action established by one Country targeting another, which reduces the Trade Advantage of the target Country for exporting Goods to the country enforcing the embargo via the World Market. Countries that are at War will automatically Embargo each other.
See also: Good, Ongoing Diplomatic Action, Country, Trade Advantage, World Market, War
Emperor
The Emperor, or Tennō, is the traditional ruler of Japan, as well as the head of the Shinto Religion. Throughout the Tokugawa period, the Emperor has remained secluded within the Imperial Palace in Kyōto, with their affairs tightly regulated by the Shogunate.
See also: Religion
Empire Stability
Empire Stability represents the strength of the Maharaja (Ruler). Stability is tracked in the Sikh Sovereignty Journal Entry. Legitimacy must be above 50 for Stability to increase. If Court Intrigue reaches 100%, the Maharaja (Ruler) will be assassinated, Stability will be reset to 0, Intrigue will decrease, and a new candidate will be enthroned. The following conditions increase Empire Stability: • … Interest Group is In Government • … Interest Group is Powerful • … is the State Religion • … Law is Enacted • Events and other conditions The following conditions decrease Empire Stability: • … Interest Group is not In Government • Court Intrigue reaches 100% • Events and other conditions
See also: Enactment of Laws, Ruler, Journal Entry, Court Intrigue, Interest Group, In Government, Powerful, State Religion, Law
Employment
A Pop working in a Building is said to be Employed. Employment provides the Pop with a Wage. An Employed Pop can switch jobs if a job with a better Wage appears as long as they have the Qualifications for it.
See also: Pop, Building, Wage, Qualifications
Enactment Advance
Enactment Advance indicates the percentage chance that the enactment process of a Law will advance somehow at the next checkpoint, even if it won't complete or progress to the next Phase yet. It is derived from the enactment's Base Success chance.
See also: Enactment Phase, Law, Base Success chance
Enactment Debate
Enactment Debate indicates the percentage chance that the enactment process of a Law will meet with some kind of complication at the next checkpoint. The lower the total chances of Success, Advance, and Stall the greater the chance of Debate.
See also: Enactment Success, Enactment Advance, Stalled Enactment, Law
Enactment of Laws
The act of attempting to push a new Law through several Phases in the Country’s legislature. At regular intervals the Law's Enactment Success chance will be tested. The time between tests can vary by law, and is also dependent on the Government’s Legitimacy. If the Law does not progress to the next Enactment Phase, it will either Advance, be Debated, or Stall which affects its chances to pass the next test or introduce other consequences to your Country.n For a Law to be able to be Enacted it must be Endorsed by at least one Interest Group In Government, supported by a current Political Movement, or have a positive Enactment Success chance for some other reason.
See also: Endorsement and Opposition to Laws, In Government, Political Movement, Enactment Success, Enactment Phase, Country, Government, Enactment Advance, Enactment Debate, Stalled Enactment, Law, Legitimacy
Enactment Phase
To Enact a Law you must successfully guide it through … Phases …by achieving Successes. During this process there is a risk of getting Enactment Setbacks that may cause the Enactment to fail.
See also: Enactment of Laws, Enactment Success, Enactment Setback, Law
Enactment Setback
While Enacting a Law you may suffer Setbacks. This could be due to a Stall result at the Enactment checkpoint, a consequence of a Debate, or that Enactment Success chance fell below 0. If you accumulate too many Setbacks, the Enactment fails. If the enactment fails, you will not be able to attempt to enact that Law again for … days.
See also: Enactment of Laws, Stalled Enactment, Enactment Debate, Law, Enactment Success
Enactment Success
Enactment Success indicates the percentage chance that a Law will progress to the next Phase at the next checkpoint. It is equal to the Base Success chance plus any effects accumulated during the enactment process. The Base Success chance is increased by support from an Interest Group In Government, a Political Movement with at least Agitating 25% Movement Activism, or Endorsement from the Ruler’s Ideology.
See also: Enactment Phase, Endorsement and Opposition to Laws, Ruler, Law, Base Success chance, Interest Group, In Government, Political Movement, Movement Activism, Ideology
End-of-Discussion Factor
The presence of a End-of-Discussion Factor represents that Interest Groups in Government consider further discussion of the merits of the Law currently being enacted no longer useful. The lower this factor gets, the more negative pressure it puts on the possibility that the enactment may Advance or Stall.
See also: Interest Group, Government, Law
Endorsement and Opposition to Laws
An Interest Group’s Endorsement or Opposition of a Law is determined by their Ideologies. For a Law to be able to be Enacted it must be Endorsed by at least one Interest Group In Government, supported by a current Political Movement, or have a positive Enactment Success chance for some other reason.
See also: Enactment of Laws, In Government, Political Movement, Enactment Success, Interest Group, Ideology, Law
Enforced Treaty
An Enforced Treaty is a Treaty forced upon a Country from backing down in a Diplomatic Play or capitulating in a War. Some Diplomatic Demands can also turn into an Enforced Treaty. It is made up of War Reparations or Diplomatic Demands containing individual Articles that define the rights, duties and Influence cost for the capitulating Country. Enforced Treaties remain in effect until the demanding side breaks the agreement or either side withdraws from it after the initial Binding Period has passed.
See also: Diplomatic Demand, Article, Treaty, Country, Diplomatic Play, War, War Reparations, Influence, Binding Period
Escalation
Once a Diplomatic Play has been initiated, it steadily Escalates through three distinct phases: Opening Moves, Diplomatic Maneuvers, and Countdown to War. The phase limits which actions are available to participants. If the Play does not resolve prior to Escalation progressing all the way through the Countdown to War, War will break out.
See also: Diplomatic Play, Opening Moves, Diplomatic Maneuvers, Countdown to War, War
Executive
Executives are the Characters that lead a Company. Like other Characters they can have Character Traits which influence how good they are at their job. They provide Clout to their Interest Group based on how well their Company is doing. Executives can also become Leader of an Interest Group.
See also: Character, Character Trait, Company, Clout, Interest Group, Leader
Executives
Executives are the Characters that lead a Company. Like other Characters they can have Character Traits which influence how good they are at their job. They provide Clout to their Interest Group based on how well their Company is doing. Executives can also become Leader of an Interest Group.
See also: Character, Character Trait, Company, Clout, Interest Group, Leader
Exile
A Character may be Exiled using the Exile Dissident character action. The Character becomes an Agitator and is expelled from your country. An Exiled Character may be invited to any Country through the Invite Exile character action, where they will immediately start or join a Political Movement for that Country in accordance with their Ideology. If all their Endorsed Laws are already active when they arrive, the invited Agitator will remain dormant. An Exiled Character can only be invited if their Acceptance Status is one of the following in your Country: … or ….
See also: Endorsement and Opposition to Laws, Law, Character, Agitator, Country, Political Movement, Ideology, Acceptance Status
Exiled Army
Armies can become Exiled when their Front cannot be reached any longer and they cannot find a valid alternative. This can happen for example when they are fully surrounded. An Exiled Army will move to the nearest HQ before it can be sent to another Front or be given other Orders again. While doing so, the Army will suffer from Attrition.
Experience
Experience determines the Veterancy Rank of Military Units and of the Crew in Ships. Once they have enough Experience, they are promoted to a higher Rank. For Military Units, Experience is gained over time, more when mobilized and during battles. For Ships, not being on a Naval Mission will cause its Crew to lose Experience over time.
See also: Military Unit, Ship, Veterancy Rank, Naval Mission
Export Price
The price at which a Good is exported to the World Market in a specific State. This is based on both the World Market Price and the State’s relative Trade Advantage.
See also: Good, World Market, State, World Market Price, Trade Advantage
Famine
A Famine is the result of a large part of the Population in a State suffering from Starvation. It is primarily a political classification meant to bring attention to the plight of the ones in need in your society. A Famine is declared in a State if all of these conditions are fulfilled: • at least … of the Population is Starving • at least … is suffering from Severe Starvation. • the state does not belong to a Decentralized Nation
See also: Pop, State, Starvation, Decentralized Nation
Feed
Notifications that appear in chronological order in the feed in the bottom-right corner of the screen.
Fervor
Fervor is a measure of the national spirit of a Culture. Pops of a Culture with high Fervor will Assimilate more slowly, form more Radicals when conquered, increase Liberty Desire and be more likely to join Cultural Movements. The following conditions increase Fervor: • Being a Primary Culture of an independent Country with an #tooltippable;tooltip:…,fervor_effects_from_citizenship_laws_tt applicable … Law • Number of Casualties of this Culture in War • Having high average Literacy • Number of … Pops of this Culture • Pops of this culture resident in Countries with … or … Technologies • Being a Primary Culture of a Country with an applicable … Institution • Other Culture released as independent Countries • Experiencing a National Awakening The following conditions decrease Fervor: • Being a Primary Culture of a Country with the … Law • Having high average Acceptance
See also: Pop, Assimilation, Radical, Cultural Movement, Primary Cultures, Technology, Culture, Liberty Desire, Country, Law, Casualties, War, Literacy, Institution, National Awakening, Acceptance
Flagship
A Flagship is the lead Ship of the Country's Navy. Only one Flagship can exist at a time. Winning battles involving the Flagship will provide additional Prestige to the Country that owns it, whereas losing them will harm the Prestige.
Fleet
A Fleet is a naval Formation composed of Ships, led by an Admiral who lends bonuses from his Character Traits and Orders to the whole Formation. It can be sent on Naval Missions like …, …, and … covering several Sea Regions, clashing in Naval Battles with any enemy Fleets that they find (or that find them). Fleets tend to take a long time to build up, and many Ships become obsolete over time as they cannot always be upgraded. Think carefully before investing too heavily into large Fleets.
See also: Formation, Ship, Character Trait, Order, Naval Mission, Sea Node, Naval Battle, Admiral
Fleet Hit Points
The average Hit Points of all Ships in a Fleet represent the Fleet’s average durability and ability to withstand damage in naval combat.
Food Security
Food Security measures how easy or difficult it is for a Pop to acquire all the food it requires to survive. If a Pop's Food Security gets too low, it will start suffering from Starvation. The lower Food Security goes, the harsher the effects of Starvation will be. There are two main factors that affect Food Security. The first of them is the Shortage level for the … Need. The second factor is based on how much Money the Pop is spending on … compared to the Pop's expected expenses at base cost.
See also: Pop Needs, Pop, Starvation, Shortage, Money
Foreign Investment
A Country constructing and owning Building Levels in another Country. Foreign Investments can be made by an Overlord in its Subjects, or between two sovereign Countries by signing a Foreign Investment Rights Treaty. Both Government Construction and Private Construction are allowed via Foreign Investment. While the foreign owner constructs the Building Levels and gains Dividends, the Workforce comes from the local State, and Taxes are paid to the Country controlling that State. Any Goods used by the Building remains in the local Market.
See also: Building Level, Subject, Good, Country, Overlord, Foreign Investment Rights, Treaty, Government Construction, Private Construction, Dividends, Workforce, State, Taxes, Building, Market
Foreign Investment Rights
Permits one Country to do Foreign Investment in another for the duration of the Treaty. Additionally the Treaty allows Companies to construct a Regional Company HQ if they are given the Investment Rights Company Charter.
See also: Company, Country, Foreign Investment, Treaty, Regional Company HQ, Company Charter
Formation
A Formation is an Army or Fleet that is used in Wars to achieve military objectives. They may have assigned Military Units and a Commander and can be ordered to Fronts to fight the enemy forces there.
Front
A collection of Provinces on the border of Theaters between two Countries at War with each other. Generals can be Ordered to advance or defend Fronts, which can result in Battles that change the size of the Theaters and the location of the Front.
See also: Province, Theater, Country, General, Order, Battle, War
Fully Mobilized Battalions
A Country’s fully mobilized Battalions include all Battalions in Mobilized Armies that have already undergone Mobilization and are fully prepared to follow any of their Army's Generals into Battle.
See also: Country, Battalion, Mobilize Army, Army, Mobilize Battalion, General, Battle
Fund Lobbies
One Country pays part of its income to the Pops of another, based on the weekly tax revenue of the recipient. This action has a chance each week to create or strengthen friendly Lobbies in the target Country.
See also: Pop, Political Lobby, Country
GDP Ownership
A Country’s Gross Domestic Product can be both domestically owned by the Country itself and foreignly owned by other Countries. If another Country has Investment Rights, they may foreignly own Building Levels in the initial Country. The GDP generated from those Building Levels then contribute to the foreign Country’s GDP. Only domestically owned GDP contributes to the domestic Country’s Prestige and Minting.
See also: Country, Foreign Investment Rights, Building Level, Gross Domestic Product, Prestige, Minting
General
An Army’s Commander is called a General who leads the Army's Battalions into Battle. You can change any General's Order on the Army Formation panel or by right-clicking the General at any time. What Orders you may give a General depends on his Character Traits, but there will always be the basic Advance and Defend Orders. Any other military effects from a General's Character Traits may affect his Army as a whole or are applied onto Battalions under his direct command when in a Battle.
See also: Army, Battalion, Character Trait, Commander, Battle, Order, Formation
Generated Pollution
Generated Pollution is how much total pollution the buildings in a State Region produce. How much Pollution Impact a State Region has is also dependent on the amount of Arable Land in that State Region. A State Region with a lot of Arable Land will see Generated Pollution increase Pollution Impact by a smaller amount than a State Region with little Arable Land.
See also: State Region, Pollution Impact, Arable Land
Geographic Region
A Geographic Region is an area that corresponds to a collection of Strategic Regions and State Regions. Geographic Regions are unchanging but may overlap and in some cases can be a part of a larger Geographic Region altogether.
See also: Strategic Region, State Region
Gold Reserves
A Country’s weekly budget surplus is accumulated in its Gold Reserves. If the budget balance becomes negative, any Money in the Gold Reserves will be depleted first before the Country starts taking Loans. The Gold Reserves can only accumulate up to a fraction of your Gross Domestic Product before diminishing returns set in. Stockpiling gold will eventually lead to depleting your economic engine.
See also: Country, Money, Loans, Gross Domestic Product
Gongen
A Buddha manifesting as a kami, pairing an indigenous deity with a bringer of Buddhist enlightenment.
Good
Goods are Produced in Buildings and are Consumed by Buildings and Pops. Goods have both a Local Price and a Market Price.
See also: Production, Building, Consumption, Pop, Local Price, Market Price
Goods for Government Buildings
Goods Consumed by a Country’s Government Buildings.
See also: Good, Consumption, Country, Government Building
Goods for Military Upkeep
Goods Consumed by Military Buildings and Ship upkeep.
See also: Good, Consumption, Military Building, Ship
Goods Input
An adjustment to the amount of Goods Consumed by a Building.
See also: Good, Consumption, Building
Goods Substitution
A Pop Need can be fulfilled by any of the Goods it consists of, and the availability of each Good determines how much it is consumed. For example, the … Pop Need contains both … and …. Pops will typically consume more … and less …. However, if … becomes more available than …, they will shift towards consuming more … and less … instead. In some cases, Pops may even stop consuming a Good entirely if there is no availability for that Good. Additionally, Cultural Obsessions and Religious Taboos can significantly affect the consumption of certain Goods. Goods with a higher Base Price will contribute more to fulfilling a Pop Need than those with a lower Base Price. For instance, a single unit of … is equivalent to several units of ….
See also: Pop Needs, Good, Pop, Culture, Obsession, Religion, Taboo
Government
A Country’s Government consists of one or several Interest Groups. If the Country has Voting Rights these Interest Groups may be organized into Parties. Depending on the Country's Laws, this mix of Interest Groups will result in higher or lower Government Legitimacy. Any new Law you wish to Enact must have some support among Interest Groups that make up the Government, unless it is supported by an active Political Movement. The ability to quickly and painlessly push the Law through the legislature depends on how unified the Government's support of it is.
See also: Country, Interest Group, Votes, Party, Law, Enactment of Laws, Legitimacy, Political Movement
Government Building
A Building owned and operated by the Government using funds from the Treasury. Government Buildings have no Goods Production and therefore no Revenue, but produce a number of other resources crucial to running a Country such as Bureaucracy, Infrastructure, …, and Military Units. The Workforce of non-military Government Buildings get paid according to the Government Wage, while Military Buildings get paid according to the Military Wage. Government Buildings are always fully Nationally Owned
See also: Good, Military Unit, Military Building, Building, Government, Treasury, Production, Revenue, Country, Bureaucracy, Infrastructure, Workforce, Government Wage, Military Wage, Nationally Owned
Government Construction
A Government Construction is a Building that is being expanded on the direct orders of a Country’s Government. It can draw funds directly from the state treasury and can be reprioritized or removed from the Construction Queue. The resulting Building Levels become Nationally Owned
See also: Country, Building Level, Building, Government, Construction Queue, Nationally Owned
Government Dividends
While Nationally Owned Buildings have a positive Balance, some of these profits are paid directly to the Treasury as Government Dividends. The amount paid depends on the proportion of Privately Owned to Nationally Owned Building Levels. In large economies with a high Gross Domestic Product, inefficiencies will also result in some of the profits being wasted. Additionally, Loans against Cash Reserves held by Nationally Owned Buildings will reduce the amount of Government Dividends that Buildings pay out.
See also: Building, Building Level, Nationally Owned, Balance, Treasury, Privately Owned, Gross Domestic Product, Loans, Cash Reserves
Government Expenses
The total weekly Expenses accrued by the Government, balanced against all its weekly revenues such as Taxes, with the balance added to or removed from the Treasury.
See also: Government, Taxes, Treasury
Government Good
Goods Consumed by Government Buildings using funds from the Treasury.
See also: Good, Consumption, Government Building, Treasury
Government Reform
During a Government Reform you may alter the composition of your Government freely by granting or removing Interest Groups and/or Parties from power. Interest Groups removed from power during such a Reform will gain Radicals, unless the Reform is performed shortly after a concluded Election.
See also: Interest Group, Party, Radical, Government
Government Slaves
The upkeep of Slaves laboring directly for a Country’s government.
Government Type
A Country’s Government Type is determined by its Laws and determines its Transfer of Power, meaning who serves as its Head of State.…
See also: Country, Law, Head of State
Government Wage
All Government Buildings except Military Buildings pay their Workforce according to the same standardized Government Wage rate. This rate is based on the Normal Wage in the Country, with any adjustments set in the Budget panel.
See also: Government Building, Military Building, Workforce, Normal Wage, Country
Government Wages
Wages paid to Pops by Government Buildings. The rate is based on the Country’s Normal Wage. You can adjust it up and down in the Budget panel.
See also: Wage, Pop, Government Building, Country, Normal Wage
Great Power
Those few Countries that run the world through global empires or absolute local dominance are considered to be Great Power Rank. They are in a constant standoff with other Great Powers for an edge, and always wary of plucky Major Powers trying to ascend to greatness at their expense.…
See also: Country, Major Power, Rank
Gross Domestic Product
Each unit of Goods … in your Country contributes to your Gross Domestic Product. The Market Price value of your national production is reduced by the value of Goods used as inputs into the process. GDP affects Prestige and Minting.
See also: Good, Country, Market Price, Prestige, Minting
Gross Domestic Product per Capita
Your country's Gross Domestic Product divided by its total Population.
See also: Pop, Gross Domestic Product
Guarantee Independence
A Treaty Article established by one Country targeting another, where the second Country is able to call the first to aid it in any Diplomatic Play where they are the defender.
See also: Treaty, Article, Country, Diplomatic Play
Guerilla War
A Guerilla War is a special kind of War subject to a set of rules distinct from regular warfare, the details of which can differ from one Guerilla War to another. The following general rules are applied during a Guerilla War: • Battles are much smaller in size and created at a lower pace • The …, … and … Battle Conditions can occur • Victories do not grant Occupation Score • A Guerilla War may escalate into a regular War if conflict specific conditions are met
See also: Battle, Battle Condition, War, Occupation
Harvest Condition
A Harvest Condition is an occurrence that primarily affects a Country’s rural sector with a variable Intensity, duration, and range. It is generally a natural phenomenon and can have either positive or negative effects on the States it affects. Harvest Conditions will mostly affect the Throughput of agricultural Buildings, but they can also have an effect on your Population and States in other ways, such as reducing available Infrastructure. Harvest Conditions will often affect States surrounding their epicenter. In such cases, the Harvest Condition Intensity will generally decrease as the distance to the epicenter increases. Potential Harvest Conditions: …
See also: Country, Harvest Condition Intensity, State, Building, Pop, Throughput, Infrastructure
Harvest Condition Intensity
The Intensity of Harvest Condition multiplies its effects on a State. The closer a State is to the epicenter State Region, the higher the Intensity will most likely be.
See also: Harvest Condition, State, State Region
Head of State
A Country’s Ruler or highest representative. The Government Type determines who serves as the Head of State and when they are replaced.…
See also: Country, Ruler, Government Type
Heathen Taxes
A type of Poll Tax collected from all Pops whose Religion have low Acceptance ín their Country.
See also: Poll Taxes, Pop, Religion, Acceptance, Country
Heir
The Heir of a Country is a Character. They will take over the Role of Ruler upon the current Ruler's death.
Heritage Trait
Heritage Traits represent the ancestry or foundation of a Culture or Religion. They also belong to a Trait Group, a broader family of similar Heritages.
See also: Discrimination Trait, Discrimination Trait Group, Culture, Religion
Holding
A Holding is a Building (usually … or …) in the Home State of a Character, which the Character is presumed to own a considerable stake in. The type of Building that a Character will receive as their Holding is mainly dependent on their Interest Group.
See also: Building, Home State, Character, Interest Group
Home State
A Character’s Home State is the State that they originate from. This is usually, but not always, a part of the Country the Character lives in. Magnates possess a Holding in their Home State, and gain Prominence based on its Revenue.
See also: Holding, Prominence, Revenue, Character, Magnate, State, Country
Homeland
A Culture’s Homelands consist of those State Regions that Pops of that Culture feel are historically or naturally their territory. Pops are more prone to Migrate to their Homelands than other States, and Pops who reside there will never consider Assimilating. Launching a Diplomatic Play to conquer a State considered a Homeland of one of your Primary Cultures is considered relatively legitimate, and will generate substantially less Infamy than usual.
See also: Culture, State Region, Pop, Migration, State, Assimilation, Diplomatic Play, Primary Cultures, Infamy
House of Karađorđević
The House of Karađorđević is one of the two contending Serb royal houses. They are descended from Karađorđe, leader of the ill-fated First Serbian Uprising against the Ottoman Empire. Supporters of the Karađorđević typically favor improved Relations with Russia.
See also: Relations
House of Obrenović
The House of Obrenović is one of the two contending Serb royal houses. They are descended from Miloš Obrenović, leader of the Second Serbian Uprising and founder of the autonomous Principality of Serbia. Supporters of the Obrenović typically favor improved Relations with Austria.
See also: Relations
HQ
An HQ (Headquarter) is the territory owned by a Country in a particular Strategic Region. All Formations have a home HQ and can be stationed in HQs.
See also: Formation, Country, Strategic Region
Hull Attack Damage
An increase or decrease to the amount of damage a Ship can deal to another Ship’s hull
Humiliation
A War Goal that can be claimed in a Diplomatic Play or as part of a Peace Deal. A Humiliated Country is unable to launch any Diplomatic Plays of their own against the Country they were Humiliated by for a duration of … months.…
See also: War Goal, Diplomatic Play, Peace Deal, Country
Ideological Incompatibility
A Government’s Legitimacy is reduced if the Interest Groups In Government have Ideologies that do not match the current Laws of the Country.
See also: Government, Interest Group, Ideology, Law, Legitimacy, In Government, Country
Ideology
An Interest Group’s Ideology influences which Laws it Endorses and Opposes. Their stance on the Laws which are currently in effect in the Country have small, permanent effects on the Interest Group's Approval. While a Country is trying to Enact a new Law, a larger but temporary effect applies relative to which Law is being removed and which is coming into effect. This temporary effect will eventually Decay, leaving only the permanent, objective effect on Approval.
See also: Interest Group, Law, Endorsement and Opposition to Laws, Enactment of Laws, Country, Approval, Decay
Import Price
The price at which a Good is imported from the World Market in a specific State. This is based on both the World Market Price and the State’s relative Trade Advantage.
See also: Good, World Market, State, World Market Price, Trade Advantage
Important Action
Alerts that appear in the list when you click the Current Situations button.
In Government
Interest Groups included in the Government affect which Laws can be Enacted and set the Country Legitimacy. They will never support Political Movements unless their Approval drops low enough that they leave to join the Opposition.
See also: Interest Group, Law, Enactment of Laws, Political Movement, In Opposition, Government, Country, Legitimacy, Approval
In Opposition
Interest Groups not part of the Government are considered In Opposition. Their only way to affect Enactment of Laws is through Political Movements, but their Interest Group Traits apply in full as usual.
See also: Interest Group, Political Movement, Interest Group Trait, Government, Enactment of Laws
Incorporated State
States that are fully integrated into a Country. Pops in Incorporated States pay taxes, gain access to benefits from Institutions, and participate fully in the Country's political system. Unincorporated States can be Incorporated through a sometimes lengthy process.
See also: State, Pop, Institution, Unincorporated State, Country
Individual
An individual is a single person within a Pop, who can be either a Working Adult or a Dependent. All Pops are made up of Individuals with the same Culture, Religion, Profession, and Workplace.
See also: Working Adults, Dependents, Pop, Building, Culture, Religion, Profession
Infamy
Infamy reflects the degree by which the international community, particularly the reigning Great Powers, see you as a threat to be contained in light of your past actions. It is accrued primarily from causing Diplomatic Incidents and claiming War Goals in a Peace Deal. Your Infamy affects Countries' Attitude towards you and increases the Influence cost of Diplomatic Pacts. If it reaches the level of Pariah, Great Powers will be able to start the … Diplomatic Play against you.
See also: Great Power, Diplomatic Incident, War Goal, Diplomatic Pact, Peace Deal, Attitude, Influence, Diplomatic Play
Influence
Influence is a Capacity used for Diplomatic Actions, Pacts and Treaties targeting another Country. You gain based on your Rank.
See also: Diplomatic Action, Diplomatic Pact, Treaty, Capacity, Country, Rank
Influential
The amount of Clout an Interest Group has decides whether it is Powerful, Influential, or Marginalized. An Influential Interest Group's Interest Group Traits will have a lesser effect than if they were Powerful. Interest Groups are considered Influential while their Clout is below ….
See also: Clout, Interest Group, Powerful, Marginalized, Interest Group Trait
Infrastructure
Infrastructure is provided by Buildings like … and …. It influences how well connected a State is to its Market, and how rapidly Battalions Mobilize.
See also: Building, Battalion, Mobilize Battalion, State, Market
Infrastructure Usage
Buildings use a certain amount of Infrastructure depending on how technologically advanced or demanding they are. The total Infrastructure Usage in the State is compared to the Infrastructure to determine the State's Market Access. Infrastructure Usage also increases the cost of Port Connections.
See also: Building, Port Connection, Infrastructure, State, Market Access
Innovation
Innovation is produced by … Buildings and contributes to active research progress for Technologies. Unspent Innovation will increase the Technology Spread you're currently benefiting from, if any.
See also: Technology, Technology Spread
Insignificant Power
Countries with such low Prestige they don't even qualify to be considered Minor Powers are of Insignificant Rank. They struggle for their right to self-determination while trying not to appear too inconvenient to nearby Major and Great Powers.…
See also: Country, Minor Power, Major Power, Great Power, Prestige, Rank
Instant Diplomatic Action
An action with an instant effect on the Countries involved. They typically require a certain condition to be true in order to be taken but do not cost any Influence.
Institution
Institutions provide benefits to Incorporated States across your Country. They cost Bureaucracy to maintain in proportion to the number of Pops living in your Incorporated States and the Institution's investment level. Higher levels increase both the cost and the effect. Adjusting investment levels take a set amount of time.
See also: Incorporated State, Pop, Country, Bureaucracy
Insurrection
An Insurrection is either a Secessionist or a Revolutionary Political Movement. This means the Movement is on the brink of turning into a Civil War. Any Pops or Interest Groups that are part of a Insurrectionary Movement are also labeled Insurrectionary.
See also: Secession, Revolution, Pop, Interest Group, Political Movement, Civil War
Integrated Culture
An Integrated Culture is a Culture whose demands have been satisfactorily addressed during the process of organizing the United States of Greater Austria. When a Culture is Integrated, it becomes a Primary Culture, and contributes to the progress of the The Federal Solution Journal Entry. Integrated Cultures may become Disqualified if their demands are contradicted following their Integration. Disqualifying a Culture that has already been Integrated will lead to heavy penalties.
See also: Primary Cultures, Disqualified Culture, Culture, Journal Entry
Interest
A Country maintaining an Interest in a Strategic Region signals to the rest of the world that they might get involved in Diplomatic Plays taking place there. Having a high enough Interest Tier in a Strategic Region is a requirement the ability to start or join Diplomatic Plays, and you cannot Colonize State Regions where you do not maintain a high enough Interest Tier.
See also: Diplomatic Play, Colony, State Region, Country, Strategic Region, Interest Tier
Interest
The Interest paid by a Country on its Loans. It is calculated by multiplying the Principal with the annual Interest Rate. Interest is payed out to the Pops whose Privately Owned Cash Reserves are the basis for the Loans. Nationally Owned Buildings instead provide less Government Dividends. The Interest Rate paid is affected primarily by Technology.
See also: Pop, Building, Country, Loans, Principal, Privately Owned, Cash Reserves, Nationally Owned, Government Dividends, Technology
Interest Group
A political faction within your Country that share a common interest. They are supported by Pops in relation to their Attraction to them, and the Clout they enjoy is based directly on the supporting Pops' Political Strength. Interest Groups have a number of Ideologies, causing them to Endorse or Oppose different Laws. They also have three Interest Group Traits that are activated on different Approval levels. Their Leader’s personal Ideology also rubs off on the Interest Group.
See also: Pop, Interest Group Attraction, Ideology, Endorsement and Opposition to Laws, Law, Interest Group Trait, Leader, Country, Clout, Political Strength, Approval
Interest Group Attraction
How likely Pops are to support a particular Interest Group. Influenced by the Pop's properties, such as Profession, Wealth, and Education Access, a high Attraction means the Pop feels it's likely this Interest Group represents their political interests.
See also: Pop, Interest Group, Profession, Wealth, Education Access
Interest Group Trait
All Interest Groups have three Traits that take effect on different levels of Approval and have a considerable impact on the whole Country. A negative Trait will activate if Approval drops below Unhappy (…) A positive Trait will activate if Approval exceeds Happy (…) An additional positive Trait will activate if Approval exceeds Loyal (…). Once active, the Trait will not deactivate until Approval is at least … points away from the threshold. The Traits of Marginalized Interest Groups never activate, while the Traits of Powerful Interest Groups have increased effect.
See also: Interest Group, Approval, Country, Marginalized, Powerful
Interest Tier
An Interest Tier signifies the level of presence that a Country has in a Strategic Region and can be upgraded by increasing Involvement in a given Region. Higher tiers unlock new interactions and benefits.
See also: Country, Strategic Region, Involvement
Invasion
An Army attacking a State via land or sea, the latter also being referred to as Naval Invasion.
See also: Army, State, Naval Invasion
Investment Level
The current level of an Institution. Each level costs an amount of Bureaucracy depending on the Population size of your Incorporated States, and its effects scale with the level.…
See also: Pop, Incorporated State, Institution, Bureaucracy
Investment Pool
Reinvestment from Pops with Privately Owned Buildings is deposited into the Investment Pool, where Pops use it for Private Construction and purchasing Building Levels marked for Privatization. Usually, … and … in … and … use the Investment Pool, but depending on your …, the Workforce can use it to expand their own Building. A Country’s … restricts which Buildings can be built using the Investment Pool. As Construction of such Buildings take place, the funds required to build them are deducted from the Investment Pool and deposited in the Treasury as an Investment Pool Transfer.
See also: Pop, Building, Building Level, Privatize, Country, Reinvestment, Privately Owned, Private Construction, Workforce, Treasury, Investment Pool Transfer
Investment Pool Transfer
When Money from the Treasury is used in the Construction of Buildings that may be funded by the Investment Pool under the Country’s current …, the Treasury is compensated by an equal transfer of funds from the Investment Pool.
See also: Building, Country, Money, Treasury, Construction, Investment Pool
Involvement
A Country’s Involvement in a Strategic Region measures how strong their Interest is in the region. You can increase Involvement in a Strategic Region by: • Stationing Fleets in the naval HQ • Stationing Armies in the land HQ • Having Fleets carrying out Orders in an adjacent Sea Node • Having Armies fight on a Front in that Region • Owning States in that Region • Having Claims on States in that Region • Moving your Capital State there • Signing Treaties with Countries that are Local • Engaging in Diplomatic Actions with Local Countries
See also: Fleet, Army, Order, State, Claim, Treaty, Local Country, Diplomatic Action, HQ, Sea Node, Front, Capital State, Country, Strategic Region, Interest
Isolated State Region
A State Region is considered Isolated from its Market if it is not connected by land to its Market Capital, and is not connected by land to a … that can make a Port Connection to its Market Capital. Isolated State Regions do not generate any Buy Orders and Sell Orders, nor is the Local Price of Goods affected by their Market Price.
See also: Good, State Region, Market, Market Capital, Port Connection, Buy Orders, Sell Orders, Local Price, Market Price
Job Satisfaction
Pops can be satisfied or dissatisfied with their jobs based on a number of factors such as their Standard of Living or Wage. This determines whether they are looking for new Employment or not.
See also: Standard of Living, Wage, Employment
Jobseeker
A Jobseeker is a Working Adult with negative Job Satisfaction who is not working in a Government Building or in a Building being Subsidized.
See also: Working Adults, Subsidies, Job Satisfaction, Government Building, Building
Journal Entry
Journal Entries track ongoing events in your country. They can present opportunities or challenges, remind you of promises you have made, or warn of potential crises that may occur. Journal Entries usually resolve and are removed from your Journal when they are considered Complete. Not all Journal Entries can be Completed - some can only Fail, Time Out, or will be removed under some condition.
Junior Partner
A Junior Partner in a Customs Union yields control of their Market to the Senior Partner. While the Junior Partner may continue to Trade with other Markets, they may not issue Embargoes or control Tariff levels. In exchange they collect a minor portion of the Market's Tariff income and their Industries benefit from participating in a more powerful and mature Market.
See also: Embargo, Tariffs, Building, Customs Union, Market, Senior Partner, Trade
Kill Rate
How effective a Military Unit is at ensuring their opponent's Casualties end up unable to come back to fight another day. Increases the ratio of Casualties that end up killed (instead of Wounded). Kill Rate is countered by the enemy Military Unit's Recovery Rate.
See also: Military Unit, Casualties, Wounded, Recovery Rate
Land Taxes
A type of Poll Tax collected from … and … employed in agricultural Buildings. Pops that pay Land Taxes do not pay Per Capita Taxes.
See also: Poll Taxes, Building, Per Capita Taxes
Landing Progress
The Landing Progress is equivalent to how much Occupation the invader has gained of the invaded State. If the Landing Progress reaches 100%, the Naval Invasion is successful and a Front will be established.
See also: Occupation, State, Front
Language Trait
Language Traits represent Languages deeply associated with a Culture. They also belong to a Trait Group, a broader family of similar Languages.
See also: Discrimination Trait, Discrimination Trait Group, Culture
Law
Laws sets the ground rules for how your Country operates and is governed. The effects of a Law are determined both by the base effects of the Law and those of any Amendments attached to it. Certain Laws enable Institutions that provide further control. For a Law to be able to be Enacted it must be Endorsed by at least one Interest Group In Government, supported by a current Political Movement, or have a positive Enactment Success chance for some other reason.
See also: Enactment of Laws, Endorsement and Opposition to Laws, In Government, Political Movement, Enactment Success, Amendment, Institution, Country
Law Group
A Law Group contains several Laws that affect aspects of the Country in different ways. Each Law Group can only have one Law active at a time.
Leader
The Character who leads an Interest Group has a set of Character Traits that affect it, and a personal Ideology that is added to the Interest Group's Ideologies for as long as that Leader is in charge.
See also: Character Trait, Character, Interest Group, Ideology
Legitimacy
A Government’s Legitimacy measures how well the composition of the Interest Groups In Government fits with the Country’s Laws. The lower the Legitimacy, the longer the time between attempts to Enact new Laws. A Government with high Legitimacy is more Resistant to Coups. Raising or lowering Taxes also has an impact on Legitimacy.
See also: Coup Resistance, Coup, Government, Interest Group, Country, Law, Enactment of Laws, In Government, Taxes
Leverage
Power Blocs build up Leverage in Countries over time, by comparing their influence in the Country to that of other Power Blocs. Leverage share can be gained through different interactions, for example an active Diplomatic Pact or Treaty, and current Leverage will drift towards this share each week. Once enough Leverage Advantage has been accumulated over a Country, they can be invited to the Power Bloc.
See also: Power Bloc, Country, Diplomatic Pact, Treaty, Leverage Advantage
Leverage Advantage
The amount of Leverage a Power Bloc has over a Country compared to the other Power Blocs. If the value is +positive this Power Bloc has a Leverage Advantage meaning the most Leverage of all Power Blocs; if it is -negative this Power Bloc has a Leverage Disadvantage which means that some other Power Blocs currently has more than them, or the Country’s Unclaimed Leverage is higher. In order for a Power Bloc Leader to invite a Country into their Power Bloc, Leverage Advantage must be positive and have reached a necessary threshold.
See also: Leverage, Power Bloc, Country, Unclaimed Leverage, Power Bloc Leader
Liberty Desire
The demand for Autonomy in a Subject Country is measured by its Liberty Desire. The Subject will be loyal and stable while at low levels, while high levels of Liberty Desire could result in calls for greater self-governance, reduced obligations, or even armed revolt for independence.
Life Experience
Characters gain Life Experience over time and through special events. Life Experience influences the possibility of acquiring new Character Traits.
See also: Character, Character Trait
Literacy
The percentage or absolute number of individuals in a Pop who can read and write. Certain Professions demand higher Literacy than others, limiting the Qualifications for Pops in other Professions unless their Literacy is high enough. You can invest in your … in order to develop higher Literacy in your Population over time. Pops will face an increasing penalty to Birth Rate proportional to their Literacy, up to the following: …
See also: Profession, Pop, Qualifications
Loans
Funds that the Treasury owes to the Country’s Building Owners. Whenever the Treasury is running a negative balance, it will automatically increase its Loans unless it has sufficient Gold Reserves to cover it. Interest is accrued on the Principal weekly. If the Principal ever exceeds the Country’s Credit, it goes into Default.
See also: Country, Treasury, Building Owners, Gold Reserves, Interest, Principal, Credit, Default
Lobby Demand
A Journal Entry presented by a Political Lobby. Fulfilling a Demand will increase Appeasement of the Lobby.
See also: Journal Entry, Political Lobby, Appeasement
Lobby Opportunity
A special Journal Entry offered by a Political Lobby supported by Interest Groups In Government. These allow a special chance to achieve something normally not possible.
See also: Interest Group, Journal Entry, Political Lobby, In Government
Local Country
A Country is Local to a Strategic Region if it satisfies any of the following conditions: • Has its Capital State in the Region • Has … or more Locality in the Region • Has … or more of its Incorporated States in the Region
See also: Incorporated State, Country, Strategic Region, Capital State, Locality
Local Good
Local Goods are certain Goods that are not available in the wider Market outside the State where they are produced. Their price is fully determined by local Production and Consumption, with Market Price not factored in at all.
See also: Good, Market, State, Production, Consumption, Market Price
Local Price
The price of a Good in a State. It is determined by the local Consumption and Production, moderated by the Market Price depending on the State’s Market Access and Market Access Price Impact modifier. All transactions occur in the Local Price, with purchases and sales creating Buy and Sell Orders on the Market.
See also: State, Buy Orders, Good, Consumption, Production, Market Price, Market Access, Sell Orders, Market
Locality
A measure of how local a country is in a Strategic Region, which builds on a combination of the share of owned States, Population, and Gross Domestic Product in a Region
See also: State, Pop, Strategic Region, Gross Domestic Product
Lower Strata
The Lower Strata consist of Pops in Professions that work with their hands or do repetitive labor which require little to no Qualifications and result in low Wages. Which Pops belong to this Strata depends on the Country’s Social Hierarchy.
See also: Country, Social Hierarchy, Pop, Profession, Wage, Qualifications
Loyalist
Loyalist Individuals within a Pop are pleased with the state of their Country and are willing to defend it from dissident elements, both verbally and with violence if necessary. The Approval of Interest Groups supported by Loyalist Pops is improved. Loyalists are created whenever a Pop's Standard of Living increases and due to decisions made during special events. The opposite of a Loyalist is a Radical. Whenever a Radical would be created in a Pop that already has Loyalists, one Loyalist becomes Neutral instead.
See also: Individual, Interest Group, Pop, Country, Approval, Standard of Living, Radical, Neutral
Loyalty
The Loyalty of a Character measures how faithful they are to the sitting Government, and is affected by the Approval of their Interest Group as well as their personal Ideology. Disloyal Commanders may attempt to launch a Coup.
See also: Commander, Character, Government, Approval, Interest Group, Ideology, Coup
Magnate
Magnates are wealthy Characters that own numerous estates or businesses and use their fortune to wield political power. Magnates possess a Holding in their Home State, and gain Prominence based on its Revenue.
See also: Holding, Home State, Prominence, Revenue, Character
Major Power
Countries of Major Powers Rank have established themselves as notable through their regional presence. While they are not yet strong enough to establish a truly global empire they can be a major local force to be reckoned with, and the most powerful among them may aspire to ascend to Great Power status.…
See also: Country, Rank, Great Power
Mandate
Mandates are used to upgrade, switch or enact new Principles. Power Blocs gain Mandate Progress by having powerful Power Bloc Members and a high Cohesion value. Up to three Mandates can be stored.
See also: Principle, Power Bloc, Power Bloc Member, Mandate Progress, Cohesion
Mandate Progress
The progress towards the next Mandate. Power Blocs gain progress by having powerful Power Bloc Members and a high Cohesion value.
See also: Power Bloc, Power Bloc Member, Mandate, Cohesion
Maneuver
Maneuvers can be spent on taking actions in a Diplomatic Play, including claiming additional War Goals or Swaying other Countries to your side. The amount of Maneuvers you have is limited by your Rank.
See also: War Goal, Sway, Country, Diplomatic Play, Rank
Manpower
The amount of … and … in a Military Unit. The greater the Manpower the more Casualties the Military Unit will be able to deal and take.
See also: Military Unit, Casualties
Marginalized
Marginalized Interest Groups have too little Clout to be politically noteworthy and cannot be included in the Government. A Marginalized Interest Group that is supported by at least … will be able to join a Party, and will cease being Marginalized once they do so. Their Interest Group Traits are deactivated for as long as they remain Marginalized. Already Marginalized Interest Groups remain Marginalized for as long as their Clout is below …. Non-Marginalized Interest Groups that are not in a Party will become Marginalized once their Clout drops below …, unless they are already In Government in which case they do not become Marginalized until removed. The Interest Group Traits of Interest Groups whose Clout is below … but are not Marginalized will have a … less effect than if they were merely Influential
See also: Interest Group, Interest Group Trait, Clout, Government, Party, In Government
Marine Capacity
An increase or decrease to the amount of marines a Ship can carry, affecting its ability to support Naval Invasions and other amphibious operations
See also: Naval Invasion
Market
All States in the same Market will trade Goods with each other, unless they are Isolated. How well connected these States are with each other is measured by their Market Access. Markets may also trade with each other through the World Market. Each Country either controls its own Market or participates in a different one via a Customs Union or Subject relationship.
See also: State, Good, Isolated State Region, Market Access, World Market, Country, Customs Union, Subject
Market Access
A measure of how well-connected a State is to the rest of its Market. It starts at 100% and is reduced proportionally whenever the State's Infrastructure Usage exceeds its Infrastructure. It impacts both how many Sell Orders and Buy Orders are generated due to the State's Production and Consumption, and also how much the Market Price affects the Local Price of Goods.
See also: Good, State, Market, Infrastructure Usage, Infrastructure, Sell Orders, Buy Orders, Production, Consumption, Market Price, Local Price
Market Area
Market Areas are parts of a Market that are connected via land or straits. There is always one World Market Hub per Market Area through which it conducts Trade with the World Market.
See also: Market, World Market Hub, Trade, World Market
Market Capital
The State that serves as the nexus of a Market, to which all other States in the Market must connect lest they become Isolated. Trade with the World Market is often, but not always, managed from the Market Capital. The Market Capital is often the same State as the Market Owner’s Capital State, but it is possible to keep these separate.…
See also: Isolated State Region, Market Owner, State, Market, Trade, World Market, Capital State
Market Impact
Market Impact is how much of an effect the current balance of a Good (Buy Orders - Sell Orders) has on a Market. It is not determined solely by Market Price of a Good (being either cheap or expensive), but also takes into consideration the volume of that Good which circulates through the Market, affecting Pops and Industries.
See also: Pop, Good, Buy Orders, Sell Orders, Market, Market Price
Market Opening
A War Goal that can be claimed in a Diplomatic Play or as part of a Peace Deal. A Country forced to Open its Market immediately changes its … to … and may not change it again for … months. …
See also: War Goal, Diplomatic Play, Peace Deal, Country, Market
Market Owner
The Country that owns the market, either because it is the only participant or the Senior Partner in a Customs Union. Only the Market Owner may sign Trade Privileges and issue Embargoes.
See also: Trade Privilege, Embargo, Country, Senior Partner, Customs Union
Market Price
The price of a Good in the Market. It is based on Buy Orders and Sell Orders, and affect the Local Price of Goods in all participating States depending on their Market Access. The degree to which the Market Price influences the Local Price is calculated by multiplying the Market Access with the State’s Market Access Price Impact modifier.
See also: Good, State, Market, Buy Orders, Sell Orders, Local Price, Market Access
Mass Migration
A Mass Migration is the movement of Pops of a specific Culture in large numbers between two Countries. A Mass Migration Target may appear if there is a Trade connection between two Markets and the Cultural Turmoil of a specific Culture in the origin Country is at least …. A Country is more likely to have one of its States be selected as a Migration Target if it has a high Mass Migration Attraction.
See also: Pop, Country, Migration Target, Market, Culture, Trade, Cultural Turmoil, Mass Migration Attraction
Mass Migration Attraction
A Country's Mass Migration Attraction indicates how likely it is to receive a Mass Migration compared to other Countries. It is largely based on the average Migration Attraction of Eligible States in the Country. If a Country has fewer than … Eligible States it will receive an increasing penalty to its Mass Migration Attraction depending on how many Eligible States it has.
See also: Migration Target, State, Country, Migration Attraction
Middle Strata
The Middle Strata consist of Pops with specialized Professions that are harder to gain Qualifications for. This provides them with more leverage on the labor market and thereby higher Wages. Which Pops belong to this Strata depends on the Country’s Social Hierarchy.
See also: Country, Social Hierarchy, Pop, Profession, Wage, Qualifications
Migration
The movement of Pops between States. Generally, Migration happens between States in the same Market, but it can also happen between Countries in different Markets in the case of Mass Migrations. Migration flows from States with lower to higher Migration Attraction, with more people moving the higher the difference is. The Migration rate is also affected by factors like the available Infrastructure in a State. Migration can only happen if there are Pops able and willing to Emigrate. Pops will only consider Emigrating if they are sufficiently Dissatisfied. For instance if their Standard of Living is lower than the average in their Market or if they are Unemployed. Pops who arrive to a State with no other Pops of the same Culture, will form a Cultural Community and get a temporary penalty to their Acceptance.
See also: Pop, State, Country, Mass Migration, Job Satisfaction, Market, Migration Attraction, Infrastructure, Standard of Living, Unemployed, Culture, Cultural Community, Acceptance
Migration Attraction
Migration Attraction is a State's ability to attract migrants. It is based primarily on the average Standard of Living among Pops in the State but can be modified by a number of other factors. Any Unemployment in the State will depress Migration Attraction. The value is compared against other States between which Migration may occur to determine in which direction migrants tend to flow. Migration Attraction is also the primary factor used to determine a Country's Mass Migration Attraction.
See also: Pop, Unemployed, State, Standard of Living, Mass Migration Attraction
Migration Target
A State selected as a suitable target for a Mass Migration. Surrounding States may also see some degree of Immigration from a Mass Migration. To be Eligible for Mass Migrations a state needs to be Incorporated, have at least … Arable Land and … Market Access. Additionally, the State cannot already be the target of a different Mass Migration and the Country's … and … Laws need to allow Migration to happen.
See also: Incorporated State, Law, State, Mass Migration, Arable Land, Market Access
Military Access
Military Access can be used to attack an enemy through the lands of other neutral Countries. It is secured by establishing an Ongoing Diplomatic Action with the neutral Country.
See also: Country, Ongoing Diplomatic Action
Military Assistance
An Ongoing Diplomatic Action established by one Country targeting another, where the first Country improves the fighting ability of the second's Formations
See also: Formation, Ongoing Diplomatic Action, Country
Military Building
Government Buildings used to train, maintain, and supply Battalions and Ships for the Country’s army and navy respectively. The Workforce of Military Buildings get paid according to the Military Wage.
See also: Government Building, Battalion, Ship, Country, Workforce, Military Wage
Military Good
Goods Consumed by Military Buildings using funds from the Treasury.
See also: Good, Consumption, Military Building, Treasury
Military Lens
View the progress of ongoing Wars, construct Military Buildings, and recruit Commanders.
See also: War, Military Building, Commander
Military Slaves
The upkeep of Slaves in the service of a Country’s military.
Military Unit
Military Units are Battalions assigned to a Formation and perform military operations under the guidance of a General. Battalions are sub-divided into distinct groups: …. Units in the Default group are unlimited, while having more Special units than Default ones may incur an Organization penalty.
See also: Battalion, Formation, General, Organization
Military Unit Group
Military Units are categorized into Default Units and Special Units which possess different strengths and weaknesses. … is better suited for defending territory, while … is better at Occupation for example.
See also: Default Unit, Special Unit, Occupation
Military Unit Type
Within a Military Unit Group there are different types of Units. Most of the time, they are unlocked by technological advances and are better at fighting than the type they replace.
See also: Military Unit Group
Military Wage
All Military Buildings pay their Workforce according to the same standardized Military Wage rate. This rate is based on the Normal Wage in the Country, with any adjustments set in the Budget panel.
See also: Military Building, Workforce, Normal Wage, Country
Military Wages
Wages paid to Pops by Military Buildings. The rate is based on the Country’s Normal Wage. You can adjust it up and down in the Budget panel.
See also: Wage, Pop, Military Building, Country, Normal Wage
Minimum Expected Standard of Living
Minimum Expected Standard of Living is the lowest Standard of Living that a Pop is willing to tolerate. This number is based on whether the Pop is Lower Strata, Middle Strata, or Upper Strata and adjusted by Literacy, and can be modified by certain Technologies. If a Pop has a lower Standard of Living than the Minimum Expected they will gradually become more Radical. Pops with a Standard of Living above the Minimum Expected will still become more Radical each time their Standard of Living is reduced.
See also: Technology, Standard of Living, Pop, Lower Strata, Middle Strata, Upper Strata, Literacy, Radical
Minor Power
Countries of Minor Power Rank are pawns in the imperialist games of Major and Great Powers, who often use them as buffer Countries, Puppets, or captive Markets.…
See also: Country, Major Power, Great Power, Puppet, Market, Rank
Minting
A form of income that all Countries generate through the printing or casting of new Money. The greater a Country’s Gross Domestic Product, the more Money can be Minted without compromising the economy.
See also: Country, Money, Gross Domestic Product
Mission Efficiency
Mission Efficiency determines how efficiently a Fleet carries out its Naval Mission. It is based on the number of Regions assigned to the mission area and the fleet's current Presence.
See also: Sea Node, Fleet, Naval Mission, Presence
Mobilization Option
An Army can be configured with any number of Mobilization Options while in peacetime. Each Option applies a cost in Goods and an effect for all Battalions in the Army while it is Mobilized.
See also: Good, Battalion, Mobilize Army, Army
Mobilize Army
Mobilizing an Army will immediately begin the process of Mobilization for all Battalions assigned to it. A Mobilized Army will automatically stand down once the Country is no longer at War. Early Demobilization while in active warfare is possible, but takes time and a substantial cost.
Mobilize Battalion
Battalions in a Mobilized Army immediately start Mobilizing at a rate based on the Infrastructure of their State, better Infrastructure means more Battalions may Mobilize at once. Mobilized and Mobilizing Battalions consume more Military Goods based on their Army's Mobilization Options, but are fully prepared to follow any of their Army's Generals into Battle.
See also: Battalion, Mobilize Army, Military Good, Mobilization Option, General, Army, Infrastructure, State, Battle
Modifier
Any adjustment of a value away from its norm is considered a Modifier. These can be indefinite or Timed, and their origin can always be sourced back to something like a Law, Technology, Institution, Building, Character Trait, or even an option selected during a special event. Values adjusted by Modifiers all have tooltips that explain the full list of sources and their values.
See also: Timed Modifier, Law, Technology, Institution, Building, Character Trait
Momentum
The success of a Party’s Election campaign. Momentum increases the number of Votes a Party gains on Election day, and is nullified thereafter. Momentum can be affected by random chance, special events, and the Popularity of its Party Leader.
See also: Party, Election, Votes, Popularity, Party Leader
Money
Money makes the world go 'round. It is used to pay for Government Wages and Bureaucracy production, Construction materials, industry Subsidies, … for your Shipping Lanes, and last but probably not least, your military. You gain Money by Taxing your Pops and enforcing Tariffs. Excess Money in your Treasury balance is used to pay off your Loans or stockpile gold in your Gold Reserves. Insufficient Money increases your Loans towards your Credit Limit, which is determined by how much Money is in your Buildings' Cash Reserves.
See also: Government Wage, Shipping Lane, Taxes, Pop, Credit, Bureaucracy, Construction, Subsidies, Tariffs, Treasury, Loans, Gold Reserves, Cash Reserves
Monopoly
A Monopoly on a Building gives its owner exclusive Building rights of that Industry. It can either be a Company Monopoly or a Country Monopoly.
See also: Building, Company Monopoly, Country Monopoly
Monument
Buildings unique to a certain State that can perform a variety of functions, often conferring Prestige.
Morale
A Military Unit’s Morale measures how much of its remaining Manpower is ready for Battle. In each round of combat, some of the remaining Manpower will become Demoralized for the remainder of the Battle and unable to take offensive action. As all Military Units reach a critical threshold of low Morale the Commander will retreat, leaving the other side victorious. After a Battle, Military Units will regain their Morale at a steady rate depending on the Supply of their Formation.
See also: Military Unit, Manpower, Battle, Commander, Supply, Formation
Morale Damage
The amount of damage a Military Unit inflicts on its enemy's Morale
See also: Military Unit, Morale
Movement Activism
Movement Activism is the percentage of Supporting Pops willing to actively push for a Political Movement’s agenda. It determines how many Radicals are generated by the Movement each week and how close the Movement is to becoming Insurrectionary. If it is already Insurrectionary, it determines the max progress the Revolution can reach. Luckily, we are able to predict how a Political Movement’s Activism will shift. If the prediction is Protesting (…) or above, the Movement has a high risk of becoming Insurrectionary. If the prediction is Militant (100%) and the Support is enough, a Civil War is imminent since the progress of the Revolution or Secession can now reach 100%. If the Activism is at least … (…), the Movement will increase the Enactment Success and Stall chances of the Endorsed and Opposed Laws in the Core Movement Ideology based on the Support. If the Activism is at least … (…), a number of Supporting Pops will become Radicalized each month, and certain Movements will begin to generate Obstinance in States with Supporting Pops. Activism thresholds: …
See also: Political Movement Support, Pop, Political Movement, Radical, Insurrection, Stalled Enactment, Endorsement and Opposition to Laws, Civil War, Revolution, Secession, Enactment Success, Core Movement Ideology, Obstinance
Movement Pressure
Political Movements will Pressure Interest Groups based on the percentage of Political Strength from Supporting Pops. The Interest Group is considered Pressured if the Pressure is above …. Then the Political Movement’s Character Ideologies will become possible for new Leaders of that Interest Group. All Pops in an Interest Group have varying Political Strength which sums up to the Interest Group’s total Political Strength. The percentage of this total Political Strength, represented by Pops who are Supporting a Political Movement, is what defines the Movement Pressure. Pops with high Political Strength will have higher leverage to influence their Interest Groups with their Political Movement’s Ideologies and beliefs.
See also: Political Movement, Interest Group, Political Movement Support, Pop, Ideology, Leader, Political Strength, Character
Nation Formation
If a Country meets certain requirements, such as owning land in specific State Regions and/or having discovered a certain Society Technology, they may be able to form a new Country of a higher Country Tier. The possible Countries are listed in the Nation Formation tab in the Journal panel.
See also: State Region, Country, Technology, Country Tier
National Awakening
A Culture which reaches … Fervor has a chance to start a National Awakening. Cultures with an active National Awakening will gain additional Fervor whilst it is active, and Political Movements with this Culture will have greater Pop Attraction.
See also: Political Movement, Culture, Fervor, Pop
National Hero
A National Hero is a general who has won a battle against a state that is not Brazilian, and been hailed as a hero in the event 'A New National Hero'.
Nationalize
A Building that is not fully Nationally Owned can be Nationalized by the owner of the State the Building is in. Nationalizing Privately Owned Levels may Radicalize the Pops that own the Building, especially if you do not offer Money as compensation. A Foreign Investment can also be Nationalized, if the owning Country is no longer allowed to make Foreign Investments. The availability and cost of Nationalization depends on your ….
See also: Radical, Pop, Building, Nationally Owned, State, Privately Owned, Money, Foreign Investment
Nationally Owned
A Building Level that is owned by the Government of a Country. Nationally Owned Levels pay out Government Dividends to the Country that owns them. While Nationally Owned Levels provide Money directly to the Government, they cost Bureaucracy and have reduced benefits from Economy of Scale. Building Levels built by Government Construction become Nationally Owned, and all Government Buildings are fully Nationally Owned. A Building can be Nationalized to turn their Building Levels to Nationally Owned, or become Privately Owned via Privatization.
See also: Government Building, Nationalize, Privatize, Building Level, Government, Country, Government Dividends, Money, Bureaucracy, Economy of Scale, Government Construction, Building, Privately Owned
Native Uprising
A type of Diplomatic Play that can occur if the Tension between a colonizer and a Decentralized Nation rises to Volatile level. In this Play, the Decentralized Nation will mobilize its warriors and attempt to seize the Colony from the colonizer.
See also: Diplomatic Play, Tension, Decentralized Nation, Colony
Negotiation
Negotiate with an Interest Group during Enactment to convince them to change their stance on the currently Enacting Law. An Interest Group’s willingness to Negotiate is determined by their Amenability. The higher Amenability they have the friendlier and more willing they will be to Negotiate. Indifferent Interest Groups must be In Government to be Negotiated with while Opposing Interest Groups can be Negotiated with when In Opposition. Convincing an Interest Group to move from Opposing to Indifferent can be just as effective has convincing them to move from Indifferent to Endorsing.
See also: Enactment of Laws, Endorsement and Opposition to Laws, Interest Group, Law, Amenability, In Government, In Opposition
Neighbors
Two Countries are considered to be Neighbors if they share a land border or if they both own coastal States that connect to the same Sea Node.
Neutral
Neutral Individuals within a Pop are neither Radical or Loyal towards their Country. However, they are only one negative or positive step away from becoming Radical or Loyal. Whenever a Radical would be created in a Pop that already has Loyalists, one Loyalist becomes Neutral instead. All Individuals in a Pop needs to be either Neutral or already Radical for a Radical to be created. Vice versa when a Loyalist would be created.
See also: Individual, Loyalist, Pop, Radical, Country
Neutrality
All AI-controlled Countries involved in a Diplomatic Play have a level of Neutrality based on their internal conditions and their general level of interest in the participants of the play. The higher their Neutrality, the more difficult it will be to convince that Country to get involved in the play.
See also: Country, Diplomatic Play
Non-Fulfillment
Some Articles may come with specific duties attached that will adversely affect the Treaty if Contravened. An Article is considered Non-Fulfilled if consecutively Contravened up to the maximum number of allowed Contraventions for that Article. Consequences of Non-Fulfillment may include subjecting the Contravening Country to compensation payments, as well as freezing or outright breaking the Treaty. If a Treaty is frozen, the Contravening Country still pays and fulfills whatever they can from their Articles, but receives nothing in return.
See also: Article, Contravention, Treaty, Country
None
Notifications that does not appear anywhere in the user interface.
None
Alerts/important actions that does not appear anywhere in the user interface.
Normal Wage
The baseline Wage in a Country which many Buildings take into account. Government Wages and Military Wages are based on the Normal Wage. It is determined from the average Wages paid by Industries across Incorporated States.
See also: Building, Government Wage, Military Wage, Incorporated State, Wage, Country
Obligation
One Country can become Obligated to another as a result of agreements made during Diplomatic Plays or when one Country buys out another's Loans. While Obligated to a Country you are unable to start Diplomatic Plays against them or even join a Play on the other side as them. The other Country may use an Obligation they hold over you to force you into a Diplomatic Pact or Treaty, or may absolve it to Sway you into supporting them in a Diplomatic Play or increase Relations with you.
See also: Diplomatic Play, Country, Loans, Diplomatic Pact, Treaty, Sway, Relations
Observer Mode
An Observing player has full access to the user interface and insight into what is happening in the game, but cannot make any gameplay changes.
Obsession
A Culture can be Obsessed with specific Goods. Pops of that Culture will spend significantly more on Goods they are Obsessed with compared to other Goods in the same Pop Needs category.
Obstinance
Obstinance represents Pops supporting a Cultural Movement or Religious Movement within a State passively refusing to comply with a Country's Institutions. Obstinance is caused by the Movement Activism of an applicable Movement exceeding Protesting (…). The amount of Obstinance is equal to the fraction of the State's Workforce that are members of an Obstinate Political Movement. The presence of Obstinance in a state inflicts a number of negative local status effects on a State, such as reduced Assimilation, Tax Collection, Conscription, and Institution impact.
See also: Pop, Institution, Political Movement, Taxes, Conscription Center, Cultural Movement, Religious Movement, State, Country, Movement Activism, Workforce, Assimilation
Occupancy
How fully employed a Building is, which also determines how much of its maximum Productive capacity is utilized. If the Building has room to hire a larger Workforce, it will always try to do so. If its hiring is limited by the Wage it can offer, it will increase Wages for as long as its Balance remains positive.
See also: Production, Building, Workforce, Wage, Balance
Occupation
Any Provinces the Country owns that are currently part of an enemy Theater are considered Occupied. Occupation contributes to War Exhaustion. Occupying a War Goal you hold on an enemy is usually required to bring their War Support into the negatives.
See also: Province, Country, Theater, War Exhaustion, War Goal, War Support
Offense
A Military Unit’s fighting ability in Battle while advancing into enemy territory.
See also: Military Unit, Battle
Offer Support
A participant in a Diplomatic Play can Offer Support to the Initiator or Target in a Diplomatic Play. This works exactly like a Sway, with the exception that it is the potential supporter that sets the terms of what they are willing to be Swayed with, but does not cost any Maneuvers for either side.
See also: Sway, Maneuver, Diplomatic Play, Initiator, Target
Ongoing Diplomatic Action
A type of Diplomatic Pact that can be both initiated and ended at will, with no approval required nor costs incurred by the target Country.
See also: Diplomatic Pact, Country
Opening Moves
The Opening Moves phase is the first phase of a Diplomatic Play. In this phase the Target gets to set their primary War Goal, and both Initiator and Target can claim additional War Goals using Maneuvers.
See also: War Goal, Maneuver, Diplomatic Play, Target, Initiator
Order
Commanders can be given Orders that cause them to pursue different military objectives depending on their current location. All Commanders have a few basic Orders, but their Character Traits may add special Orders for that Commander to use. Basic General orders are: …
See also: Commander, Character Trait, General
Organization
A Formation with low Organization will be less effective in Battle in a variety of ways. Organization starts out low when a Formation is first created, but will increase over time while the Formation is not traveling. Organization is limited if you have too low Command Limit for all your Military Units or if your Formation has more Special Units than Default Units. Organization can also be impacted temporarily when switching Mobilization Options on or off, and when transferring Military Units between Mobilized Armies with different sets of Mobilization Options. A Formation with low Organization will suffer increasing penalties the lower the value is. For an Army, these penalties go up to the following effects: … For a Fleet, the penalties are at most the following: …
See also: Military Unit, Special Unit, Default Unit, Mobilization Option, Mobilize Army, Formation, Battle, Command Limit, Army, Fleet
Overlord
The dominant Country in a Subject relationship, who derive a number of benefits from the Diplomatic Pact while (usually) having to pay Influence for it.
See also: Country, Subject, Diplomatic Pact, Influence
Overlord Action
A type of Diplomatic Action that Overlords can issue against their Subjects.
See also: Overlord, Subject, Diplomatic Action
Parent Law
The Parent Law of an Amendment determines the Stance of an Ideology towards the Amendment. Each Interest Group will then Endorse or Oppose an Amendment depending on their Ideologies.
See also: Endorsement and Opposition to Laws, Amendment, Ideology, Interest Group
Party
A Party is a political entity that participates in Election. They consist of one or more Interest Groups whose Ideologies are at least somewhat compatible. These Interest Groups are empowered by the Votes the Party has won proportional to their Clout. Individual Interest Groups cannot be included in Government without the rest of their Party members.
See also: Election, Interest Group, Ideology, Votes, Clout, Government
Party Leader
The Leader of the Interest Group in the Party with the most Clout is considered the Party Leader. The Leader acts as a Party Whip.
See also: Leader, Interest Group, Party, Clout, Party Whip
Party Leaders
The Leader of the Interest Group in the Party with the most Clout is considered the Party Leader. The Leader acts as a Party Whip.
See also: Leader, Interest Group, Party, Clout, Party Whip
Party Whip
The Party Whip keeps the rest of their Party member's Ideologies in check. When In Government, the Party Whip partially overrides the ideological Law stances on the other Interest Groups in the Party for the purposes of calculating Ideological Incompatibility. The Party Leader acts as the Whip.
See also: Ideology, Interest Group, Party, In Government, Law, Ideological Incompatibility, Party Leader
Peace Deal
When a War Leader wish to end a War they may offer a Peace Deal. The deal must be agreed to by all negotiating Countries remaining in the War to take effect. To increase the chance the Peace Deal will be agreed to, the War Leader is allowed to include or exclude proposed War Goals from both sides.
See also: War Goal, War Leader, War
Personal Union
Two Countries with the … Law may be joined together in a Personal Union (Subject), a Subject Type where the Overlord’s Ruler is the Head of State in both Countries. The subject cannot start their own Diplomatic Plays, yet are forced to join their Overlord's Wars. The Diplomatic Pact will break if the Overlord abolishes the Monarchy.
See also: Country, Overlord, Diplomatic Play, War, Law, Subject, Subject Type, Ruler, Head of State, Diplomatic Pact
Piracy
Money collected from the proactive redistribution of Goods on the high seas by Piracy or Privateer Naval Missions.
See also: Good, Naval Mission, Money
Political Lens
View Interest Groups and Incorporated States, construct Government Buildings, issue Decrees, and manage matters of domestic political importance to your Country.
See also: Interest Group, Incorporated State, Government Building, Decree, Country
Political Lobby
A Political Lobby is a collection of Interest Groups either opposing or endorsing a certain Country. The Interest Groups in the Lobby gain Approval based on the Appeasement of the Political Lobby. Lobbies make it easier or harder to perform Diplomatic Actions against their target Country, by affecting Influence cost, and if the Country will accept. Lobbies in Subjects which target their Overlord affect Liberty Desire. These effects are scaled by the Clout of the Lobby. …Lobbies may form randomly when a Diplomatic Catalyst happens, or when a Country is Funding Lobbies in another.
See also: Interest Group, Diplomatic Action, Subject, Fund Lobbies, Country, Approval, Appeasement, Influence, Overlord, Liberty Desire, Clout, Diplomatic Catalyst
Political Movement
A Political Movement is driven by Pops Supporting it based on its Core Movement Ideology. Their Support comes in varying degrees of Movement Activism dependent on how many Pops are engaged or angry enough on the matter. Agitators can also join and Support a Movement, increasing the Activism based on their Popularity. If enough Pops are Supporting and the Activism is high enough, the Movement may become Insurrectionary, depending on the Laws in the Core Movement Ideology and the type of Movement. An Insurrectionary Movement may in turn lead to a Civil War breaking out. Political Movements will exert Movement Pressure on Interest Groups based on the percentage of Political Strength from Supporting Pops. Movements both affect Laws and vice versa. If the Movement Activism is at least … (…), the Movement will increase the Enactment Success and Stall chances of the Endorsed and Opposed Laws in the Core Ideology based on the Support. Similarly, if a Movement is at least … (…) and a Law, either Endorsed or Opposed by the Core Ideology, is being Enacted, the Activism cannot drop below … (…).
See also: Pop, Political Movement Support, Agitator, Insurrection, Law, Interest Group, Stalled Enactment, Endorsement and Opposition to Laws, Enactment of Laws, Core Movement Ideology, Movement Activism, Popularity, Civil War, Movement Pressure, Political Strength, Enactment Success
Political Movement Support
The Support of a Political Movement is based on the Political Strength of its supporting Pops as well as the Popularity and Character Traits of any supporting Agitators. A Political Movement with at least … (…) Activism increases the Enactment Success chance if you pursue a Law they desire, or increases the Stall chance if they oppose it. This increased chance is directly based on the Support. Should the Political Movement lead to a Insurrection, Political Movement Support will determine how many States it will start with. Support thresholds: …
See also: Pop, Character Trait, Agitator, Movement Activism, Stalled Enactment, State, Political Movement, Political Strength, Popularity, Enactment Success, Law, Insurrection
Political Strength
The degree of power a Pop, and consequently the Interest Groups it supports, have over the Country’s politics. It is derived from its supporting Pops' Wealth. Pops who live in Unincorporated States have much less Political Strength, while Pops in the Capital State have more. Pops distribute their Political Strength to the Interest Groups it supports proportionate to how many of its members support it. If an Interest Group is a member of a Party, they also gain Political Strength from the Votes that Party received in the last Election. An Interest Group's Clout is equal to their share of the Country's total Political Strength.
See also: Interest Group, Country, Unincorporated State, Pop, Wealth, Capital State, Party, Votes, Election, Clout
Politically Unaligned/Aligned
The part of a Pop that does not support an Interest Group is called Politically Unaligned. This is often due to low Literacy or Standard of Living. Politically Unaligned parts of Pops do not participate in the political process and any Political Strength they possess is wasted. The opposite of this is Politically Aligned. Which means the Pop is part of one of your Country’s Interest Groups and the Pop's Political Strength is attributed to that Interest Group. Characters below the age of … are usually Politically Unaligned.
See also: Country, Interest Group, Character, Pop, Literacy, Standard of Living, Political Strength
Politician
A Character that is actively engaged in the day-to-day politics of their Interest Group. Politicians are eligible to become its next Leader even if their Prominence is below ….
See also: Character, Interest Group, Leader, Prominence
Poll Taxes
A flat Tax collected on every Working Adult it applies to. Since Poll Taxes do not scale with the Pop's income it tends to impact the Lower Strata the most.
See also: Taxes, Working Adults, Lower Strata
Pollution Impact
The Pollution Impact on a State Region indicates how severe the effects of the total Generated Pollution by buildings in that State Region are. The more Arable Land a State Region has, the lower the impact of the Generated Pollution. A highly polluted State Region will also affect its neighboring states, although at a reduced rate. If a neighboring state already has a higher Pollution Impact due to its own buildings or other neighboring states, only the highest Pollution Impact has an effect. The effects of Pollution Impact can increase up to: … …
See also: State Region, Generated Pollution, Arable Land
Pop
The world's population are organized into Pops, groups of individuals who work in the same Building as a certain Profession, and share the same Culture and Religion. They use the Income they earn to buy Goods to satisfy their Needs, which decides their Wealth and Standard of Living. They can support Interest Groups and Political Movements, or be Politically Unaligned. A Pop has a number of Working Adults and a number of Dependents. Some number of them are Literate, and they might have a number of either Loyalists or Radicals.
See also: Pop Income, Good, Pop Needs, Interest Group, Political Movement, Politically Unaligned/Aligned, Literacy, Loyalist, Radical, Building, Profession, Culture, Religion, Wealth, Standard of Living, Working Adults, Dependents
Pop Growth
The net number of Individuals a Pop gains or loses over time is governed by its Birth Rate and Mortality. Both metrics are governed by Standard of Living and modified by factors such as disease, dangerous working conditions, beneficial Institutions, and available living space. External changes to a Pop's size due to e.g. Migration or Casualties of War are not considered Pop Growth.
See also: Individual, Institution, Pop, Standard of Living, Migration, Casualties, War
Pop Income
At the end of each week, Pops receive an Income based on the size of their Workforce and the current Wage offered to them, plus the size of their Dependents and the amount of Dependent Income they collect. This Income is spent on Pop Needs which impact the Pop's Wealth.
See also: Pop, Workforce, Wage, Dependents, Dependent Income, Pop Needs, Wealth
Pop Needs
Pops spend their income on Goods to fulfill their Needs. The higher their Wealth the more Goods it will purchase. Pops gain more diverse and luxurious Needs as their Wealth increases. A given Need can often be satisfied by a variety of Goods via Goods Substitution. If the Pop has money left over after its Needs have been fulfilled their Wealth will increase. The inverse is also true: if the Pop cannot afford their Needs they will still purchase them, and the shortfall reduces their Wealth.
See also: Pop, Good, Wealth, Goods Substitution
Popularity
The Popularity of a Character measures the willingness of Pops to follow them. Popularity affects Prominence and can have different effects depending on the Character's Role: • Agitators: affects chance of Pops joining their Political Movement • Rulers: adds or takes away Authority • Admirals/Generals: affects chance of launching a successful Coup • Interest Group Leaders: affects Interest Group Attraction • Party Leaders: affects Party Momentum during Elections • Executives: affects Prosperity
See also: Pop, Agitator, Ruler, Admiral, General, Leader, Party Leader, Election, Executive, Character, Prominence, Role, Political Movement, Authority, Coup, Interest Group, Interest Group Attraction, Party, Momentum, Prosperity
Popup
Customized Notifications that pop up in the middle of the screen and have to be manually closed. This option is only available if the Notification Type has a customized popup panel specified.
Port Connection
A Shipping Lane connecting one or several States otherwise unreachable overland to the Market Capital, ensuring Market Access to remote regions. Port Connections require a … in both ends. The shipping cost of a Port Connection is dependent on the total Infrastructure Usage of the States it's connecting.
See also: State, Shipping Lane, Market Capital, Market Access, Infrastructure Usage
Potential Battalions
A Country’s maximum potential Battalions is the sum of the its Potential Regular Battalions and Potential Conscript Battalions. Potential Regular Battalions: the number of Battalions the Country's currently constructed … are able to support Potential Conscript Battalions: the number of Conscript Battalions the Country's …s would create if Conscription had been activated across all States
See also: Country, Battalion, Conscript Battalion, Conscription Center, State
Power Bloc
Power Blocs are multinational associations, led by a Great Power, Major Power, or Unrecognized Major Power, that grant powerful effects to Power Bloc Leaders and Power Bloc Members. They serve the Bloc Leader in building their sphere of influence by building up Leverage Advantage in Countries to make them join the Power Bloc.
See also: Unrecognized Power, Power Bloc Leader, Power Bloc Member, Country, Great Power, Major Power, Leverage Advantage
Power Bloc Budget
Money collected from a Power Bloc Member or remitted to the Power Bloc Leader
See also: Money, Power Bloc Member, Power Bloc Leader
Power Bloc Leader
A Great Power, Major Power, or Unrecognized Major Power that leads a Power Bloc. They tend to benefit more from Power Blocs than regular Power Bloc Members.
See also: Unrecognized Power, Power Bloc, Power Bloc Member, Great Power, Major Power
Power Bloc Member
A member of a Power Bloc, this includes the Bloc Leader except when calculating Mandate Progress. Although, Non-leader Bloc Members tend to benefit less from Power Blocs than their Power Bloc Leaders.
See also: Power Bloc Leader, Power Bloc, Mandate Progress
Power Bloc Rank
A Power Bloc’s Rank is solely based on its Bloc Members total Prestige compared to all other Power Blocs.
See also: Power Bloc, Power Bloc Member, Prestige
Power Projection
The total capability of a Country’s military forces, based on an average of the Offense and Defense of all their Military Units. It forms the basis for the amount of Prestige that a Country gains from its army and navy, and also affects how powerful other Countries perceive them to be when deciding to start or take sides in a Diplomatic Play.
See also: Country, Military Unit, Offense, Defense, Prestige, Diplomatic Play
Power Struggle
A Power Struggle is the attempt of a Power Bloc Member to take leadership from the current Power Bloc Leader. It automatically triggers if a Non-leader Power Bloc Member has … more Prestige than the Power Bloc Leader. If they uphold at least … more Prestige for … months, they become the new Power Bloc Leader.
See also: Power Bloc Member, Power Bloc Leader, Prestige
Powerful
The amount of Clout an Interest Group has decides whether it is Powerful, Influential, or Marginalized. A Powerful Interest Group's Interest Group Traits will have a … greater effect than if they were merely Influential. Interest Groups are considered Powerful while their Clout is above ….
See also: Clout, Interest Group, Marginalized, Interest Group Trait
Presence
The Presence of a Fleet affects how effectively its Admirals carry out their Orders. Presence builds up over time while a Fleet is stationary in a Sea Node.
Presidency
The Presidencies are the highest level administrative units of colonial India. There are three Presidencies, with borders delineated by Geographic Regions. Bengal Presidency Geographic Regions: …, …, and …. Bombay Presidency Geographic Regions: …. Madras Presidency Geographic Regions: ….
See also: Geographic Region
Presidency Stability
Presidency Stability is a metric for the level of unrest within one of the three Presidencies of colonial India. The stability of a Presidency falls within one of four brackets: Critical: …-… Low: …-… Medium: …-… High: …-… The following conditions in a Presidency decrease its stability: • States in Turmoil in the Presidency • Subjects with high Liberty Desire in the Presidency The following conditions in the East India Company decrease stability: • Low Approval of … • High Taxes in the East India Company • Low Military Wages in the East India Company • … leaders in Government • Not having the … Law • Not having the … Law • Events and other effects The following conditions increase the stability of a Presidency: • States with Loyalists in the Presidency • Subjects with low Liberty Desire in the Presidency The following conditions in the East India Company increase stability: • Native Indian Interest Groups In Government • High Approval of … • Low Taxes in the East India Company • High Military Wages in the East India Company • Events and other effects
See also: Presidency, State, Subject, Military Wage, Loyalist, Interest Group, Turmoil, Liberty Desire, Approval, Taxes, Government, Law, In Government
Prestige
Your Rank is determined by comparing your Prestige to all other Countries in the world. Prestige originates primarily from how impressive your economy is as measured by your Gross Domestic Product, how much Power Projection your military forces generate, and your Country Tier. It can also be affected by other factors such as your … and Monuments, and if you are a world leader in the production of a certain Good.
See also: Country, Monument, Rank, Gross Domestic Product, Power Projection, Country Tier, Good
Prestige Good
A Good that is considered prestigious and to be of superior quality. Prestige Goods are produced by some Companies that have a high enough Prosperity. Being a top producer of Prestige Goods grants significant Prestige. Additionally, Prestige Goods grant the following benefits: • Increased Consumption by Pops relative to other Goods • Increased Trade Advantage for Exports • Increased Throughput for Industries which use them as Input Goods • Increased Offense and Defense for Military Units that consume them as supplies
See also: Company, Pop, Trade, Building, Military Unit, Good, Prosperity, Prestige, Consumption, Trade Advantage, Throughput, Offense, Defense
Primary Cultures
The Culture or Cultures a Nation-State is primarily associated with. If a Country forms a different Country its Primary Cultures may change, but will otherwise remain the same.…
See also: Country, Nation Formation, Culture
Primary Demand
Primary Demands are War Goals that will be enforced on the opposing side of a Diplomatic Play if they decide to back down. The first War Goal added on each side is always a Primary Demand, as are any War Goals added against the leader of the opposing side through Swaying.
See also: War Goal, Sway, Diplomatic Play
Primary Principle Group
A Primary Principle Group is dependent on a Power Bloc’s selected Central Identity Pillar. A Power Bloc must always have at least one Principle from a Primary Group to have a stable Cohesion. Mandating higher-tier Principles from Primary Groups (tier II and III) strengthens the Cohesion further.
See also: Power Bloc, Mandate, Central Identity Pillar, Principle, Cohesion
Princely State
A Princely State is a state under the rule of a native Indian monarch subordinate to a European colonial power. They possess greatly different degrees of prominence within the Indian imperial system, but all are generally subject to a similar diplomatic arrangement.
Principal
The total size of Loans the Treasury has accrued, not including the Interest it owes. If the Principal exceeds your Credit you will go into Default.
Principle
Principles belong to a Principle Group and are bestowing different kinds of effects on Power Blocs and Power Bloc Member. They cost Mandates to enact and can be upgraded.
See also: Power Bloc, Mandate, Principle Group, Power Bloc Member
Principle Group
Groups of three tiers of Principles that support the same theme.
See also: Principle
Private Construction
A Private Construction is a Building that is being expanded on the orders of private actors. It is always funded by the Investment Pool and cannot be can be reprioritized or removed from the Construction Queue. The resulting Building Levels become Privately Owned
See also: Building Level, Building, Investment Pool, Construction Queue, Privately Owned
Privately Owned
A Building Level that is owned by Pops. These Pops are either the Workforce of the Building itself, or the Workforce of … and … (mainly … and …). Privately Owned Levels pay out Dividends to the Pops that own them. Building Levels built by Private Construction become Privately Owned. A Building can be Nationalized to turn their Building Levels to Nationally Owned, or become Privately Owned via Privatization.
See also: Pop, Nationalize, Privatize, Building Level, Workforce, Building, Dividends, Private Construction, Nationally Owned
Privatize
A Building that is Nationally Owned can be put up for sale, allowing Pops to purchase it and make it Privately Owned through the Investment Pool. Whether Privatization is available depends on your ….
See also: Pop, Building, Nationally Owned, Privately Owned, Investment Pool
Privy Purse
A Privy Purse is the personal income of a Monarch. In the context of …, it represents the pension paid to the former ruler of a Princely State annexed by another Country using a The Federation of India Journal Entry. The Privy Purse Payments modifier will be added upon annexing any Princely State with this Journal Entry, and will be updated upon each subsequent annexation. The Privy Purse payments will add National Expenses equivalent to 0.01% Gross Domestic Product times the number of Princely States annexed using this Journal Entry
See also: Ruler, Princely State, Country, Journal Entry, Gross Domestic Product
Production
The amount of a Good produced by a Building to be sold for Revenue.
Production Lens
View States and construct Production Buildings.
See also: State, Building, Production
Production Method
Production Methods determine how Buildings operate. They impact - The Input Goods the Building must purchase to operate - The Output Goods the Building produces and sells - The distribution of Professions among its Workforce Production Methods can also have other effects, such as the generation of Modifiers. Production Methods are organized in groups, in which only one can be active at a time. You can switch which Production Method is active in each group as long as you meet the Technology and Law requirement for it.
See also: Building, Consumption, Production, Profession, Modifier, Workforce, Technology, Law
Productivity
Productivity is a relative measure of how much economic value a Building generates per employee per year. It is calculated by taking the current weekly Revenue generated from Production, subtracting the expenses incurred from Consumption, dividing by the total Workforce, and multiplying by 52 (weeks / year). ( Revenue - Material Expenses ) / Total Employees The difference between Productivity and Average Annual Wage is the Building's weekly Balance, also known as Profit. Companies also have a Productivity rating, which is equal to the average Productivity of all their associated Building levels.
See also: Company, Building, Revenue, Production, Consumption, Workforce, Average Annual Wage, Balance
Profession
A Pop’s Profession determines which role they perform in their Building, how large of a Wage they collect from it, and whether or not they get Pop Ownership Shares in it. It also impacts which Interest Group they're likely to support, how likely they are to remain Politically Unaligned, and whether they are considered Lower Strata, Middle Strata, or Upper Strata. To switch Professions, a Pop must have the appropriate Qualifications.
See also: Pop, Pop Ownership Share, Interest Group, Politically Unaligned/Aligned, Building, Wage, Lower Strata, Middle Strata, Upper Strata, Qualifications
Prominence
The Prominence of a Character measures their level of influence in the Country’s political machine and affects the chance that a Character will be selected as the next leader of their Interest Group. Characters whose Prominence is at least … also contribute to the Political Strength of their Interest Group and may be selected as its next Leader.
See also: Country, Character, Interest Group, Political Strength, Leader
Pronunciamento
A Pronunciamento is the final stage of a Coup, in which a Commander declares opposition to the sitting Government and rallies their forces to support them. When a Pronunciamento occurs, the Coup Resistance of the sitting Government is compared to the Coup Strength of Commander executing the Coup. If the Coup Strength of the Commander is less than the Coup Resistance of the Government, or if the Coup is triggered by a Character Interaction, the Government will have a chance to defend itself against the Coup. The …'s chance of successfully defending itself is determined by the ratio of Coup Resistance to the aforementioned factors. A successful Pronunciamento will cause the overthrow of the Government. A failed Pronunciamento will result in increased Radicalism, and negative repercussions for the coupist Commander.
See also: Radical, Coup, Commander, Government, Coup Resistance, Coup Strength
Prosperity
Companies have a Prosperity score which depends on their Productivity and number of employed Building levels, among other factors. When a Company reaches … Prosperity, it will be considered Prosperous and activate a bonus Modifier for its Country. If the Prosperity of a Prosperous company falls below … it will no longer be considered Prosperous and its bonus Modifier will be deactivated.
See also: Productivity, Building, Modifier, Country
Protectorate
A Protectorate (Subject) is an autonomous Subject Type able to start their own Diplomatic Plays.
See also: Diplomatic Play, Subject, Subject Type
Province
Subdivisions of States, each with its own Terrain. Provinces are transferred between States during Colonization, and can be temporarily transferred between Theaters during War as the outcome of Battles.
Puppet
Recognized Powers may turn a weaker Country into their Puppet (Subject). A Puppet is a Subject Type that cannot start their own Diplomatic Plays yet are forced to join their Overlord’s Wars, and must also pay 30% of their Treasury income to their Overlord each week. A Puppet's Rank cannot increase to match or exceed their Overlord's, and their Overlord may target them with the Annexation Diplomatic Play.
See also: Recognized Power, Diplomatic Play, Overlord, War, Country, Subject, Subject Type, Treasury, Rank
Qualifications
Pops develop the Qualifications necessary to change into another Profession over time. If their current attributes match those of the Profession, or if they currently work in a related field, they will develop Qualifications for it sooner. Literacy, Wealth, and Acceptance Status are common deciding factors.
See also: Pop, Profession, Literacy, Wealth, Acceptance Status
Radical
Radical Individuals within a Pop are disillusioned with the state of their Country. The presence of Radicals in a State contributes to Turmoil, and the Radicalism of Pops contributes to Movement Activism. The Approval of Interest Groups supported by Radical Pops will also be impacted. Radicals are created when a Pop’s Standard of Living falls below their Minimum Expected Standard of Living, whenever a Pop’s Standard of Living decreases, and due to decisions made during special events. Pops suffering from a low Acceptance Status increase these negative effects further. Radicals are also created in Pops that support Political Movements whose demands go unfulfilled, and when Pops are fired from a Building’s Workforce (particularly if they had a large Pop Ownership Share). The opposite of a Radical is a Loyalist. Whenever a Loyalist would be created in a Pop that already has Radicals, one Radical becomes Neutral instead.
See also: Individual, Interest Group, Building, Pop, Country, State, Turmoil, Movement Activism, Approval, Standard of Living, Minimum Expected Standard of Living, Acceptance Status, Workforce, Pop Ownership Share, Loyalist, Neutral
Radicalized Interest Group
When an Interest Group's Approval is below …, it is said to be Radicalized. A Radicalized Interest Group is likely to become Insurrectionary, or stage a Coup against the sitting Government.
See also: Insurrection, Interest Group, Approval, Coup, Government
Raiding
Raiding is income derived from the theft, pillage and plunder of neighboring lands over time. With little arable land, Montenegro must rely on Raiding and Russian Aid to survive. Our income from raiding is dependent on our Raiding Fervor multiplied by our army's Power Projection. +… is the most we can possibly earn from raiding.
See also: Russian Aid, Raiding Fervor, Power Projection
Raiding Fervor
Raiding Fervor represents how often the tribes are permitted to raid. In addition to increasing our income from Raiding, each 1% of Raiding Fervor will also have the following effects: …
See also: Raiding
Rank
A Country’s Rank is determined by measuring its Prestige relative to other Countries worldwide. It determines what sorts of international activities you are permitted to engage in, what your people and the world expects of you, and where you stand in the global pecking order.…
Readiness
An increase or decrease to how fast the Ship is able to act while in battle
Recognized Power
A Recognized Power is considered a valid nation-state capable of self-determination by consensus of the Great Powers, which sets them apart from Unrecognized Powers. An Unrecognized Power may become a Recognized Power by completing the Earning Recognition Journal Entry.
See also: Great Power, Unrecognized Power, Journal Entry
Recovery Rate
The percentage of Casualties a Military Unit takes that survive, in some cases by becoming Dependents. Can be increased with Mobilization Options. Recovery Rate is countered by the enemy Military Unit's Kill Rate.
See also: Mobilization Option, Casualties, Military Unit, Dependents, Kill Rate
Regime Change
Forces the target to change their Government to one similar to the enforcer, and to immediately enact up to … Laws favored by the new regime.
See also: Law, Government
Regional Company HQ
A Company can establish a Regional Company HQ in a foreign Country if they have been granted an Investment Company Charter by their own Country. Additionally they need access to the foreign Country via Foreign Investment Rights and an established presence with a small number of Building Levels. The Regional Company HQ acts mostly like a Company HQ, but will use the foreign Country’s Investment Pool to construct additional Building Levels and will reinvest parts of their Dividends directly into their own Country’s Investment Pool.
See also: Building Level, Company, Country, Company Charter, Foreign Investment Rights, Company HQ, Investment Pool, Dividends
Reinvestment
A portion of the Dividends collected by certain Professions is reinvested into the economy, adding Money to the Investment Pool. The amount added depends on factors such as the Country’s current … as well as its Gross Domestic Product, with inefficiencies in large economies resulting in some of the investment being wasted.
See also: Profession, Country, Dividends, Money, Investment Pool, Gross Domestic Product
Relations
A mutual rating of the diplomatic stance between two Countries, ranging from … to …. Both sides can influence Relations by spending Influence on the …, …, and … Diplomatic Actions Relations impact which Diplomatic Actions and Pacts are valid for the two Countries, and also impact the likelihood they will accept diplomatic overtures or take your side in a Diplomatic Play
See also: Country, Diplomatic Action, Diplomatic Pact, Influence, Diplomatic Play
Religion
All Pops have a Religion, which can only change through Conversion. Their Religion affects their Acceptance Status in their Country.
See also: Pop, Conversion, Acceptance Status, Country
Religious Movement
Religious Movements are Political Movements pursuing a better life for people of a specific Religion. If this … is the State Religion of a Country, the movement will push a traditionalist agenda. Otherwise, the movement will push for Laws which give their people greater Acceptance, or even attempt a Secession. If a Religious Movement's Movement Activism exceeds Protesting (…), it will begin to generate Obstinance in States with Supporting Pops.
See also: Political Movement, Law, Religion, State Religion, Country, Acceptance, Secession, Movement Activism, Obstinance
Resource Potential
A Resource Potential grants the ability to construct and expand a specific Building type in the state, usually a resource industry such as fisheries, mines, or plantations. The maximum Building Level you can expand the Building to is limited either to a fixed amount per resources, or by the State's amount of Arable Land.
See also: Building, Building Level, Arable Land
Revenue
After a Building has Produced Goods, they are sold at the Local Price. The amount of Money made in the sale is the Building's Revenue, the positive factor of its Balance.
See also: Production, Good, Building, Local Price, Money, Balance
Revolution
Contrary to Secessions, a Revolution will try to annex the entire Country, reshaping it according to their Core Movement Ideology. A Revolution is the result of a Political Movement that has grown too Radical with high Support and Activism. If the Movement starts an uprising, States in which its Supporting Pops are relatively strong will separate from the rest of the Country and start a Diplomatic Play to annex the Loyalists. You can lower the Movement’s Activism by reducing the number of Radicals in the Supporting Pops and increasing the Approval of their Interest Groups. You can also weaken and slow a Revolution down using the … Institution.
See also: Secession, Political Movement Support, Movement Activism, State, Pop, Loyalist, Radical, Interest Group, Country, Core Movement Ideology, Political Movement, Diplomatic Play, Approval, Institution
Risk
The Risk of a particular Terrain type influences the amount of Casualties and Wounded a Battle would result in.
See also: Terrain, Casualties, Wounded, Battle
Rivalry
A Diplomatic Pact established by one Country targeting another of similar Rank, and which generates Influence for the Country declaring the rivalry. The two Countries must have overlapping Interests to be valid rivals. The Pact will also limit the range of Relations that can be established between the two Countries for as long as the Pact is active.
See also: Interest, Diplomatic Pact, Country, Rank, Influence, Relations
Role
Roles determine what areas of your Country a particular Character has influence over. A Character can have one or several Roles. The list of Roles are: • Ruler (usually also a Politician) • Heir • Politician • Executive • Agitator • General • Admiral
See also: Country, Character, Ruler, Politician, Heir, Executive, Agitator, General, Admiral
Ruler
A Ruler is usually the Head of State who represents the Country’s in domestic and world affairs. A Ruler's Character Traits affects the Country directly. When a Ruler dies a new one will take their place, either an Heir if one exists or another Character depending on Government Type.
See also: Country, Character Trait, Head of State, Heir, Government Type
Rumelian Integrity
Rumelian Integrity represents the stability of Ottoman in the … Strategic Region under threat of Secessionist Political Movements. Integrity is tracked in the Great Eastern Crisis Journal Entry. Movement Activism for all Secessionist Political Movements in Ottoman Empire must be below 75 for Integrity to increase. The following conditions increase Rumelian Integrity: • Legitimacy in Ottoman Empire is 50 or above • Ottoman Empire is not at War • Ottoman Empire does not have any growing Secessionist Political Movements • Ottoman Empire has recently crushed a Secession
See also: Secession, Political Movement, Strategic Region, Journal Entry, Movement Activism, Legitimacy, War
Russian Aid
Russian Aid is support from Russia to our tribes, as fellow brethren of the Orthodox Church. The base amount we receive depends on our Relations with Russia: • Neutral Relations (or worse): 200 • Cordial Relations : 400 • Amicable Relations : 700 • Friendly Relations : 1000
See also: Relations
Screening
Screening is used to counteract the effects of Vulnerability, a higher Screening value ensures that Ships with higher Vulnerability are less likely to be chosen as a target.
See also: Vulnerability
Sea Node
An intersection or point along a naval Shipping Lane representing a part of the ocean. Shipping Lanes always take the shortest travel distance route between two coastal States. For each multiple of the expected travel distance (…), … is added to the shipping cost.
See also: State, Shipping Lane
Secession
Contrary to Revolutions, a Secession will split the Country in two where the Secessionists will fight to break loose and form a new nation. A Secession is the result of a Political Movement that has grown too Radical with high Support and Activism. If the Movement starts an uprising, States in which its Supporting Pops are relatively strong will separate from the rest of the Country and start a Diplomatic Play to break loose. You can lower the Movement’s Activism by reducing the number of Radicals in the Supporting Pops and increasing the Approval of their Interest Groups. You can also weaken and slow a Secession down using the … Institution.
See also: Revolution, Political Movement Support, Movement Activism, State, Pop, Radical, Country, Political Movement, Diplomatic Play, Approval, Institution
Secondary Demand
Secondary Demands are War Goals that will NOT be enforced in a Diplomatic Play if they decide to back down, but can be taken in a Peace Deal or through capitulation if the play escalates into a War. A Secondary Demand that is targeting the leader of the opposing side can be turned into a Primary Demand by spending Diplomatic Maneuvers, though doing so might result in a Diplomatic Incident.
See also: War Goal, Diplomatic Play, Peace Deal, War, Diplomatic Maneuvers, Diplomatic Incident
Sell Orders
The number of orders to sell a Good on the central Market is used in combination with Buy Orders to determine its Market Price. Sell Orders are generated by the production of the Good in each of the Market's States. The higher the Market Access a State has, the closer the number of Sell Orders generated will be to the total production.
See also: State, Good, Market, Buy Orders, Market Price, Market Access
Senior Partner
A Senior Partner in a Customs Union gains control of their Junior Partners’ Markets. While the Junior Partners may continue to Trade with other Markets, only the Senior Partner may issue Embargoes and control Tariff levels. In exchange the Senior Partner shares a minor portion of the Market's Tariff income, while both Countries’ Industries benefit from participating in a more powerful and mature Market.
See also: Junior Partner, Market, Embargo, Tariffs, Country, Building, Customs Union, Trade
Ship
A Ship is constructed in a shipyard using Ship Construction. They are organized by their Ship Type in Ship Groups. Ships are used to build Interests across the globe and conduct various Naval Missions in a Fleet.
See also: Ship Group, Interest, Naval Mission, Ship Construction, Ship Type, Fleet
Ship Armor
Reduces any damage that a Ship would receive from an opponent by this value.
See also: Ship
Ship Complexity
The Ship Complexity of a Ship is determined by the amount of different Ship Modifications it has. The more Ship Modifications a Ship has, the higher its Ship Complexity and the more Ship Construction it will require to be built or repaired.
See also: Ship Modification, Ship, Ship Construction
Ship Construction
Ship Construction is produced by … and is used to build and repair ships.
Ship Construction Capacity
The maximum amount of Ship Construction that can be applied to a single ship per week.
See also: Ship Construction
Ship Construction Queue
Any Ships that have been set to be built, but are currently not using any Ship Construction, are placed in the Queue. Whenever any Ship Construction becomes available, the first Ship in the Queue will start using that Construction and then switch to being Ship Under Construction.
See also: Ship, Ship Construction, Ship Under Construction
Ship Crew
The amount of Sailors and … on a Ship. The greater the Crew the more Casualties the Ship will be able to deal and take.
See also: Sailor, Ship, Casualties
Ship Group
There are three Ship Groups that consist of Ship Types that fill a similar role. The groups are: Capital Ships, Cruisers and Torpedo Craft.
See also: Ship Type
Ship Hit Points
The total Hit Points of a Ship represent its durability and ability to withstand damage in naval combat.
See also: Ship
Ship Modification
A Ship Modification is an upgrade that can be applied to a Ship to enhance its capabilities. However, adding more Ship Modifications also increases the Ship Complexity of the Ship, which in turn requires more Ship Construction to build or repair the Ship.
See also: Ship, Ship Complexity, Ship Construction
Ship Retrofit
Upgrades the Ship Modifications of a Ship to match the latest version of it's Ship Template.
See also: Ship Modification, Ship, Ship Template
Ship Speed
An increase or decrease to the movement speed of ships. The slowest ship in a Fleet determines the speed of the entire fleet
See also: Fleet
Ship Template
A Ship Template determines the strategic setup for Ships of a certain Ship Type. Ship Modifications modify and govern what values a … ends up having.
See also: Ship, Ship Modification, Ship Type
Ship Type
Every Ship has a Ship Type that has certain attributes and functions, which make it better or worse for certain Naval Missions.
See also: Naval Mission, Ship
Ship Under Construction
When a Ship is using Ship Construction it is considered being Under Construction.
See also: Ship, Ship Construction
Ship Upkeep
The weekly Ship Upkeep represents the cost of Goods required for maintaining a Ship. Upkeep is changed by … if the Ship is docked at an HQ.
Shipping Lane
A Shipping Lane is a naval connection of … between two coastal States that is established to either move Goods from place to place as part of a Treaty or to Supply Formations overseas. A Shipping Lane can be either a Supply Route, a Port Connection or a … Treaty and is reliant on its Shipping Lane Effectiveness to work, provided that its shipping cost is sufficiently covered.
See also: State, Good, Formation, Treaty, Supply, Supply Route, Port Connection, Shipping Lane Effectiveness
Shipping Lane Effectiveness
The Effectiveness of a Shipping Lane is determined by the strength of a Country’s Supply Network. When Effectiveness is below 100%, the function of the Shipping Lane is reduced to match.
See also: Country, Shipping Lane, Supply Network
Shortage
If the supply for a Good is less than … of its demand, that Good is considered to be in Shortage. While in Shortage, different penalties might apply depending on how the Good is used. Goods used as Input Goods in Buildings will result in an increasing output penalty depending on the severity of the Input Goods Shortage. In the case of the … Need, a Shortage will affect the Food Security in that State, potentially leading to Starvation and even Famine. … Shortages are based on the Shortage level for each of the individual Goods that fulfill it. Shortages are usually caused by insufficient availability of the Good in the Market in question, but may also be a result of low Market Access in the relevant State.
See also: Consumption, Building, Pop Needs, Good, Food Security, State, Starvation, Famine, Market, Market Access
Slavery
A practice where one person is permitted legal ownership over another. … will be substituted for other Pops in different Building types based on the Country’s Laws. Laws also determine how existing Pops become Enslaved and how Slaves are uprooted and transported to the Country.
Social Class
Each Pop belongs to a Social Class, and each Social Class belongs to the Lower Strata, Middle Strata, or Upper Strata. A Pop’s Social Class is determined by the Country’s Social Hierarchy.
See also: Pop, Country, Lower Strata, Middle Strata, Upper Strata, Social Hierarchy
Social Hierarchy
A Social Hierarchy is comprised of two or more Social Classes. All Pops belong to a Social Hierarchy. Any Pops not targeted by a country-specific Social Hierarchy are organized into the Base Hierarchy's Lower Class, Middle Class, and Upper Class based on Profession and which correspond to the Lower Strata, Middle Strata, and Upper Strata respectively. Social Classes for country-specific Social Hierarchies may be determined by factors such as Profession, Culture, and Religion.
See also: Social Class, Pop, Profession, Lower Strata, Middle Strata, Upper Strata, Culture, Religion
Sovereignty
A Country’s right to self-govern. When one Country violates the Sovereignty of another they openly disrespect this right. Should the other not respond in turn with an immediate military response enforcing the integrity of their borders, they submit to the violator and permit them military access through their territory.
See also: Country
Special Unit
These are Military Units that are not … which are considered Default Units. Special Units for Armies: … …
See also: Military Unit, Default Unit, Army
Split State
A State Region split into multiple smaller States belonging to different Countries. When split, a portion of the Resource Potentials, Buildings, and Pops are redistributed between the States. Should one Country take control of more than one part of the Split State, these will be combined into a single State.
See also: State, Country, Resource Potential, Building, Pop, State Region
Stalled Enactment
Stalled Enactment indicates the percentage chance that the enactment process of a Law will be substantially hindered at the next checkpoint. Its base chance is equal to the total Clout of opposing Interest Groups whose Approval is Unhappy or Angry.
See also: Interest Group, Law, Clout, Approval
Standard of Living
Standard of Living measures a Pop’s living conditions, with their material Wealth as the baseline. It governs Birth Rate and Mortality, and every time it changes it can cause Pops to become more Radical or Loyal. The average Standard of Living in a State affects its Migration Attraction.
See also: Pop, Pop Growth, Loyalist, Wealth, Radical, State, Migration Attraction
Starvation
A Pop is considered to be Starving if their Food Security is too low. This can be due to the Pop's Wealth being too low or simply because there is not enough … the Pop can access. Mild Starvation begins at … Food Security and has reduced effects. … Severe Starvation happens at … Food Security and has harsher effects. If not addressed this will result in the Pop dying. … Additionally, Pops suffering from Starvation will also Radicalize over time. How many people Radicalize and at what rate depends on how low their Food Security is.
See also: Radical, Pop, Food Security, Wealth
State
A geographic region controlled by a Country. Pops live and work in the Buildings in the State. Unless it is a Split State its territory is equivalent to a State Region. Unless it is Isolated, it will trade any Goods locally Consumed and Produced with other States in the same Market in to a degree based on its Market Access.
See also: Pop, Building, Isolated State Region, Good, Consumption, Production, Country, Split State, State Region, Market, Market Access
State Region
A part of the world corresponding with a certain fixed set of Provinces. A State Region is usually equivalent to a State. In certain cases a State Region can become a Split State, where two or more Countries each hold a State in the same State Region.
See also: Province, Country, State, Split State
State Religion
The Religion most associated with a Country. It is typically the dominant Religion adhered to by most of its Pops, but can sometimes be legally declared or simply the Religion preferred by its Ruler. It does not typically change.…
Strait
A narrow water passage with two connecting Provinces, one on either side of the Strait. A Country only needs control over one of the Provinces in order to be able to manage whose ships have Strait Access through the Strait. The Strait of Gibraltar requires a Country to control both Provinces to manage the Strait Access rights.
See also: Province, Country, Strait Access
Strait Access
Strait Access determines what Ships can pass through a Strait. It can be changed by the Strait Controller of either side of the Strait by setting restrictions. Countries can also secure a Treaty to be guaranteed Strait Access when they would normally be forbidden to pass. A Strait can be: Open - All Ships may pass No Military - Only … Ships & Supply Ships may pass Closed - No Ships may pass, potentially restricting access to the World Market Which Countries are affected by this restriction is determined by the Allowed Countries. In the case where the two States have set different Strait Accesses, the most severe Access restriction will take precedence.
See also: Ship, Strait Control, Country, Supply Ship, Strait, Treaty, World Market, Allowed Countries
Strait Control
Strait Control is determined by control of the two States on each side of a Strait. In all cases each Country with control over one of the States becomes a Strait Controller that can change the Strait Access through the Strait, with the exception of Strait of Gibraltar which requires control of both States to be able to set the Strait Access to Closed. In the case where the two States have set different Strait Accesses, the most severe Access restriction will take precedence.
See also: State, Strait, Country, Strait Access
Strategic Adjacency
Strategic Adjacency is an adjacency check for two Countries that is used to allow certain interactions between them if they fulfill the conditions. Two Countries count as Strategically Adjacent if one of these conditions is fulfilled: • They share a direct border • They share a direct border with only one Sea Node between them • One Country is bordering a Subject of the other • One Country’s Subject is bordering the other Country’s Subject • One Country is bordering an unpressed War Goal
Strategic Desire
AI-controlled Countries will have a Strategic Desire towards Countries they deem geopolitically relevant. Their Strategic Desire represents their overarching diplomatic ambitions towards a Country and is the most important factor in determining their Attitude.
Strategic Objective
A Strategic Objective can be assigned to an Army. If an enemy or friendly State is assigned as an Army’s Strategic Objective, any of the Army’s advancing Generals will try to advance the Front towards that State. If the State is under friendly control, they will prioritize expanding the defensive perimiter around the State. While defending Generals will focus on the defence of the State and surrounding areas, prioritizing defensive Battles closest to the Strategic Objective. An Army can have one Strategic Objective, but several Armies can have the same State as their Objective.
Strategic Region
A collection of State Regions considered a region of strategic importance. Countries have an Interest in all Regions where they have generated sufficient Involvement. Maintaining a high enough Interest Tier in a Strategic Region is a prerequisite to participate in Diplomatic Plays taking place there.
See also: State Region, Country, Diplomatic Play, Interest, Involvement, Interest Tier
Strategy
AI-controlled Countries have a set of three Strategies in areas corresponding with the Capacities which govern their long- and short-term goals, and how they will proceed when making decisions in regards to other Countries. Which Strategies are selected is influenced by a number of factors such as the Country's size and Rank, as well as its current Government.
See also: Country, Capacity, Rank, Government
Subject
A Country whose Autonomy and right to self-determination is limited to varying degree by an Overlord. Subject relationships are a type of Diplomatic Pact that Countries can be asked to join or forced into with a Diplomatic Play. The precise effects depends on the Subject Type, but tend to include being forced into their Overlord's Market, having to give up a part of their Treasury’s income, decreased Prestige, the inability to start your own Diplomatic Plays or freely decide which side to support in them, and inheriting the Overlord's Ruler as your Head of State. Subjects can be liberated with a Diplomatic Play started by themselves or a third party. Some Subject types can also be targeted by a Play by their Overlord to reduce their Autonomy further, or even become fully Annexed by them.
See also: Treasury, Diplomatic Play, Country, Autonomy, Overlord, Diplomatic Pact, Subject Type, Market, Prestige, Ruler, Head of State
Subject Action
A type of Diplomatic Action that Subjects can issue against their Overlord.
See also: Subject, Diplomatic Action, Overlord
Subject Type
There are a total of … different Subject Types: … See the Subject Types Table on the Diplomacy panel for more in-depth details on the effects of each type.
Subsidies
A Subsidized Building is guaranteed by the Country’s Government to be funded enough to always by able to pay at least the Subsidized Wage. If the building cannot pay its employees according to this rate or higher, and/or if its cost of buying Input Goods exceeds its Revenue from selling Output Goods, the Treasury will cover the difference. This guarantees the Building can hire as many employees as it wants in order to maximize Throughput without concern for how financially viable that is.
See also: Country, Consumption, Production, Building, Government, Subsidized Wage, Revenue, Treasury, Throughput
Subsidized Wage
When a Subsidized Building cannot pay their Workforce at least the Normal Wage, the remainder is covered by government Subsidies through the Treasury. In return the Building will never fire its Workforce and aim to keep Throughput maximized at all times.
See also: Subsidies, Building, Workforce, Normal Wage, Treasury, Throughput
Subsistence Building
A set of Buildings that perform low-intensity, decentralized production of food and basic resource Goods suitable for mere survival. Their production is split between a small quantity of Goods to be sold on the Market and Subsistence Output used to sustain the meager Standard of Living of the … who work there. They are considerably less effective than most Buildings, but will operate on any unclaimed Arable Land and does not require manual Construction.
See also: Building, Good, Market, Subsistence Output, Standard of Living, Arable Land, Construction
Subsistence Output
A form of in-kind income that … generate from Subsistence Farming, which represents the work they perform producing Goods to cover their own Needs. Unlike Wages, Subsistence Output is not paid out from the Building's Revenue and is not subject to Income Taxes.
See also: Subsistence Building, Good, Pop Needs, Wage, Revenue, Income Taxes
Subventions
Subventions are a sum of money a Country can pay out to a … for each Imported or Exported Good. Therefore, they will make it more attractive to conduct Trade of a particular good, for example to weaken the competition. A Country’s Laws determines their maximum level of Subventions. The level of Subventions for all members of a Market are determined by the Market Owner.
Supply
The Supply of a Formation determines how quickly Military Units regain Organization. Supply is usually 100%, but can be lower if an Army is: - Overseas and supplied by a compromised Shipping Lane - Will be zero if the Army is completely cut off from its HQ Modifiers can also apply in some cases.
See also: Military Unit, Modifier, Formation, Organization, Shipping Lane
Supply Capacity
An increase or decrease to the maximum amount of supplies a Ship can carry
See also: Ship
Supply Efficiency
How efficiently a ship uses its supplies. Higher efficiency means lower supply consumption.
Supply Network
Every seafaring Country requires … on the Market to maintain the transportation needs of their Shipping Lanes. The total strength of your Supply Network is determined by comparing the … supply to the total demand across all your Shipping Lanes. This strength is the baseline Effectiveness of all your Shipping Lanes.
See also: Shipping Lane, Shipping Lane Effectiveness, Country, Market
Supply Priority
A Formation’s Supply Priority determines the order in which it receives Supply Ships. Supply Ships will be distributed until all highest level Priority Fleets and Armies have their demand met, after which the distribution will continue on to lower Priority Fleets and Armies.
See also: Formation, Supply Ship, Fleet, Army
Supply Route
A Shipping Lane that supplies a General Ordered to advance or defend a Front only accessible by sea. The General's Supply level is equal to the Supply Route's Effectiveness.
See also: Order, Shipping Lane Effectiveness, Shipping Lane, General, Front, Supply
Supply Ship
Supply Ships are used to deliver supplies, rations and ammo to Fleets that are at sea and Armies that are overseas. They are constructed in a Shipyards much like regular Ships and are retained in a pool unless currently needed.
Suppress
A Suppressed Political Movement is less attractive for Pops to support. Your base Suppression ability is determined by your … Law. Suppressing Interest Groups cost Authority.
See also: Pop, Political Movement, Law, Authority
Sway
The Initiator or Target in a Diplomatic Play can attempt to Sway any other Country with a high enough Interest Tier in the Strategic Region to their side, by offering a War Goal or other promise such as an Obligation. Attempting to Sway a Country costs Maneuvers, and the chance an AI Country will accept the offer depends on your Relations and their Attitude to you as well as your opponent.
See also: Maneuver, Initiator, Target, Diplomatic Play, Country, Interest Tier, Strategic Region, War Goal, Obligation, Relations, Attitude
Sympathy
All AI-controlled Countries involved in a Diplomatic Play begin the play with a level of Sympathy for each side, which influences how likely they are to support that side in the conflict. AI Countries tend to have higher Sympathy for the Target, for countries they have Diplomatic Pacts with, and for those are opposing a Country with high Infamy. Sympathy can also increase over the course of the Diplomatic Play, as a side that gains powerful backers or accrues Infamy through adding War Goals tends to generate Sympathy for the opposing side.
See also: Country, Diplomatic Pact, War Goal, Diplomatic Play, Target, Infamy
Taboo
A Religion can be have a Taboo against specific Goods. Pops of that Religion will spend significantly less on Goods they consider Taboo compared to other Goods in the same Pop Needs category.
Tariffs
Tariffs are a fee that Countries can collect from a … for each Imported or Exported Good. Therefore, they will make it less attractive to conduct Trade of a particular Good, for example to ensure critical military Goods remain in the Country. A Country’s Laws determines their maximum level of Tariffs. The level of Tariffs for all members of a Market are determined by the Market Owner.
Tax Waste
The amount of Taxes collected that are wasted, due to inefficiencies or corruption, prior to entering the government coffers. This is often caused by a Bureaucracy deficit.
See also: Taxes, Bureaucracy
Taxation Capacity
Each point of Taxation Capacity in a State allows for the efficient taxation of … Pops. If the population of a State outgrows its Taxation Capacity, the efficiency of all forms of taxation will be reduced. Taxation Capacity can be increased through researching certain Society Technologies or constructing … Buildings in the State.
Taxes
Countries can tap into their market economies in various ways. The most common is to tax its populace's private sector incomes, or charge duties on the sales, purchase, or trade of Goods.
Technology
Technology covers all innovation in the fields of Production, Military, and Society. Technologies have nation-wide effects, which can range from changing the Country’s operating parameters via Modifiers to unlocking new Production Methods, Buildings, Laws, Decrees, and Diplomatic Pacts. Progress is made towards new Technologies through Innovation, which is primarily produced by … Buildings. In addition to progress from Innovation, Technologies may propagate from Countries who already have them to those who do not via Technology Spread. The amount of progress required in a Technology to acquire it depends on its Era. If you have not yet acquired all Technologies from previous Eras, the amount required will increase further.
See also: Country, Modifier, Production Method, Building, Law, Decree, Diplomatic Pact, Technology Era, Innovation, Technology Spread
Technology Era
Technology Eras are a rough classification of which time period a certain idea was first discovered or developed. Era I inventions were well-known in many parts of the world prior to 1836. Era II inventions are associated with the First Industrial Revolution (1836 to mid-19th century). Era III is a period of evolution, stabilization, and standardization that runs until late 19th century. Era IV corresponds with the Second Industrial Revolution around the turn of the century. Era V inventions are transformative, modern ideas. Technologies require more Innovation to discover the later Era it appears in. If you have not yet acquired all Technologies from previous Eras, the amount required will increase further.
See also: Technology, Innovation
Technology Spread
One Technology that you have not yet acquired from each category (Production, Military, and Society) is always spreading to you from Countries that have acquired them. The progress you get in spreading Technologies is randomized each week around a base value depending on your Country's Literacy. If no Country has invented a certain Technology yet it cannot spread to you, so you are more likely to acquire early Era Technologies from Technology Spread than later ones.
See also: Country, Technology Era, Technology, Literacy
Tension
How strained the relationship is between a Colonizing Country and nearby Decentralized Nations. Tensions rise with all nearby Decentralized Nations whenever a Province is taken over, and decreases over time as long as no new land is taken. If the tension level rises to Volatile, continued colonization may trigger a Native Uprising.
See also: Colony, Decentralized Nation, Country, Province, Native Uprising
Terrain
A Province’s Terrain determines its Combat Width and how volatile and unpredictable Battles in that Province is. Generals can also be more or less versed in fighting in different types of Terrain. The Terrain of a given Province can change as a result of the Buildings constructed in the State.
See also: Province, Battle, General, Building, Combat Width, State
Terrain Labels
A Terrain Label is a grouping of several Terrain Types. Character Traits can have Modifiers affecting all Terrain Types with a specific Terrain Label.
See also: Character Trait, Modifier, Terrain
Theater
A region of adjacent Provinces under the control of a single Country. Fronts are created on the border between two Theaters controlled by Countries hostile to each other in a War or Diplomatic Play.
See also: Province, Front, Country, War, Diplomatic Play
Throughput
The effectiveness of the Workforce of a Building. Throughput increases both the Input Goods and the Output Goods or other effects. It can increase as a result of Economy of Scale, and might be adjusted up or down due to Modifiers.
See also: Consumption, Production, Modifier, Workforce, Building, Economy of Scale
Timed Modifier
A Modifier with an expiry date, after which it will disappear. Timed Modifiers can either maintain its full effect up until its expiry date, or Decay gradually until the date has been reached.
Toast
Notifications that appear one at a time in the middle of the screen.
Tolls
Tolls can be raised by Countries that Control a Strait. They add a cost that is a share of the Trade going through them. This cost is covered by the affected … and reduces their profitability, while the Country controlling the Strait gains additional income from this. Tolls can be raised individually by both controllers of a Strait and are summed up.
See also: Country, Strait Control, Strait, Trade
Tomás de Zumalacárregui
Tomas Zumalakarregi Imatz Born on December 29th 1788 in Ormaiztegi, Gipuzkoa Died on June 24th 1835 in Zegama, Gipuzkoa Tomás de Zumalacárregui e Imaz, also referred to as \"Uncle Tomas\" by his soldiers, was a Basque military officer and as Captain General of the Carlist forces in Navarra and the Basque Country responsible for the organization of the army as well as decisive early victories for the Carlist cause. His sudden death on account of a gunshot wound in the field in the early summer of 1835 resulted in a considerable setback for Don Carlos' ambitions.
Trade
Trade is the process of Importing and Exporting Goods. Most Trade is conducted autonomously by a … via the World Market, but Countries can also set up Treaties to trade Goods between them directly. Trade can be an effective way for Countries to improve their economic situation.
See also: Good, Country, Treaty, World Market
Trade Advantage
Trade Advantage is the value that determines the Import Price and Export Price for a particular … and therefore also directly affects the amount of Goods traded. It is influenced by factors such as the … level, the Market Area’s share of global production of a Good, Interests in relevant Strategic Regions and Trade Privileges. Trade Advantage is calculated per Good, per direction, so the Trade Advantage differs for Importing Coal and Exporting Fabric for example.
See also: Good, Market Area, Interest, Strategic Region, Trade Privilege, Import Price, Export Price
Trade Capacity
Trade Capacity is generated by … levels and used to conduct Trade with the World Market. The quantity of Goods traded per Trade Capacity varies per Good.
See also: Good, Trade, World Market
Trade Potential
Trade Potential is a rough approximation for the potential to Import or Export a Good in a particular State. It considers numerous factors such as the the Local Price, the World Market Price, Trade Advantage, the difference between Production and Consumption, as well as Tariffs and Subventions. Trade Potential should not be considered an accurate predictor of trade volumes, but is useful to determine which Goods a State is likely to Trade more of if it has free Trade Capacity.
See also: Trade, Good, State, Local Price, World Market Price, Trade Advantage, Production, Consumption, Tariffs, Subventions
Trade Privilege
A type of Treaty Article granted by one Market Owner to another. It affects every Country in the receiver's Market, increasing their Trade Advantage relative to how much of the Trade is conducted with the giver's Market.
See also: Treaty, Article, Market Owner, Country, Market, Trade Advantage, Trade
Trade Revenue
Trade generates revenue for the … managing it, depending on the Market Price difference and the volume traded. Tariffs reduce the Trade Revenue generated.
See also: Trade, Market Price, Tariffs
Traded Quantity
The amount of a Good that is Imported or Exported with each Trade Capacity used.
See also: Trade, Good, Trade Capacity
Tradition Trait
Tradition Traits are rites, ideas and customs that Cultures might hold or pick up on over time that can be recognizable despite very distinct Heritages or Languages. Contrary to Heritage and Language Traits, Traditions do not belong to any Trait Group.
See also: Discrimination Trait, Culture, Heritage Trait, Language Trait, Discrimination Trait Group
Training Rate
The Training Rate is the amount of Manpower that can be trained per week at a Military Building.
See also: Manpower, Military Building
Transfer of Power
The Transfer of Power determines how a Ruler’s power is given to the next Ruler and when this transfer will take place.
See also: Ruler
Treasury
The Treasury keeps track of your Country’s assets. Each week your budget balance will result in the Treasury taking out more Loans to cover a Money deficit, or depositing Money into the Gold Reserves.
See also: Country, Loans, Money, Gold Reserves
Treaties
Money collected from or remitted to the other Country in a Treaty.
Treaty
A Treaty is a type of bilateral agreement between two Countries and is made up of individual Articles that define the rights, duties and Influence cost of each Country. Treaties remain in effect until either side breaks the agreement or withdraws from it after the initial Binding Period has passed. Treaties may also be Forced upon a Country in the form of War Reparations as a result of a Diplomatic Play.
See also: Country, Article, Enforced Treaty, Influence, Binding Period, War Reparations, Diplomatic Play
Treaty Port
A coastal Split State held under a Treaty for the purpose of opening Trade with another Country. A Treaty Port is part of the Market of the Country that ceded the Province, and can freely Trade with the World Market. Tariffs, Subventions and Embargoes do not affect Treaty Ports, and the owner gets Trade Advantage when importing Goods exported by the Treaty Port (and vice versa). If the Treaty ceding the Treaty Port, is broken, it ceases to be a Treaty Port and becomes a regular State.
See also: Embargo, Good, Split State, Treaty, Trade, Country, Market, World Market, Tariffs, Subventions, Trade Advantage, State
Tributary
Unrecognized Powers may turn a weaker Country into their Tributary (Subject). A Tributary is a more autonomous Subject Type that are able to start their own Diplomatic Plays and are not forced to join their Overlord’s Wars. They must pay 20% of their Treasury income to their Overlord each week.
See also: Unrecognized Power, Diplomatic Play, Overlord, War, Country, Subject, Subject Type, Treasury
Truce
A Truce is a diplomatic status where one Country is prevented from making a Diplomatic Demand or joining in an offensive Diplomatic Play against another Country. Truces may be unilateral or bilateral, and are created in a variety of ways, such as when a Peace Deal is signed or an Alliance is broken.
See also: Country, Diplomatic Demand, Diplomatic Play, Peace Deal, Alliance
Turmoil
States and Cultures with Turmoil contain Radicals that are unhappy with their current circumstances. The amount of Turmoil is equal to the fraction of the State's or Culture's Workforce that are Radical. Turmoil can inflict a number of negative local status effects on a State if it gets high enough. Cultural Turmoil can impact a whole Country in very disruptive ways.
See also: State, Culture, Radical, Workforce, Cultural Turmoil, Country
Unclaimed Leverage
A Country’s Unclaimed Leverage is the Leverage that no Power Bloc has claimed on that Country. It is based on the Country’s Leverage Resistance which in turn is based on a number of factors like their Laws and Population, more people means more people to convince.
See also: Country, Law, Pop, Leverage, Power Bloc
Under Construction
When a Building is using Construction it is considered being Under Construction.
See also: Building, Construction
Unemployed
An Unemployed Pop does not work in any of its State’s Buildings and therefore does not collect a Wage. They are likely to take the next best job that comes along, and will likely Emigrate if nothing comes along. Pops living in a state will face an increasing penalty to Birth Rate proportional to the unemployement rate in that state, up to the following: …
Unification Candidate
A Unification Candidate is a Country considered a viable candidate for unification. The conditions for who qualifies as a Unification Candidate varies depending on which unified nation it is.
See also: Country
Unification Supporter
A Unification Supporter is a Country that favors a particular Unification Candidate. Should the unification be successful, the Unification Supporter will become a part of the union.
See also: Country, Unification Candidate
Unincorporated State
A State that is within a Country’s domain, but considered a territorial holding or frontier beyond the reach of Institutions and Government. Pops who live in Unincorporated States are disenfranchised and do not contribute much Political Strength to their Interest Groups, nor can they Vote in Elections. On the upside (for them) they are exempt from Taxation. Unincorporated States do not cost Bureaucracy to maintain, as Taxes are not collected and Institutions do not provide any benefits there. Unincorporated States can be Incorporated, which will put it under the direct management of the Country’s central authority.…
See also: Country, Institution, Pop, Interest Group, Votes, Election, Taxes, Incorporated State, State, Government, Political Strength, Bureaucracy
Units under Recruitment
Each Unit under recruitment either has a level of a Military Building in the Construction Queue or have a Military Building that are trying to hire Pops in order to be able to create the Military Unit.
See also: Pop, Military Building, Construction Queue, Military Unit
Unrealized Taxes
Unrealized Taxes is the amount of Taxes that the Country is failing to collect due to various reasons, including but not limited to insufficient Taxation Capacity and Tax Waste.
See also: Taxes, Country, Taxation Capacity, Tax Waste
Unrecognized Power
Unrecognized Powers are Polities perceived as inferior and uncivilized by the reigning Great Powers, who regard them as little more than potential future conquests. As a result their Prestige is penalized and they can be targeted with more severe Diplomatic Plays. They are also restricted in what Ranks they may reach, no matter how much Prestige they acquire.…
See also: Country, Great Power, Diplomatic Play, Rank, Prestige
Upper Strata
The Upper Strata consist of Pops with Professions they Qualify for mostly on the basis of Wealth. These Professions are typically not available to Pops that have low Acceptance either. They tend to hold Pop Ownership Shares in their Buildings and draw Dividends and collect Interest in addition to Wages. Which Pops belong to this Strata depends on the Country’s Social Hierarchy.
See also: Country, Social Hierarchy, Pop, Profession, Qualifications, Pop Ownership Share, Building, Wage, Wealth, Acceptance, Dividends, Interest
Urbanization
Urbanization is generated by most Buildings constructed in a State to varying degrees. When sufficient Urbanization has accumulated in a State, an … will be automatically expanded.
Vassal
Unrecognized Powers may turn a weaker Country into their Vassal (Subject). A Vassal is a Subject Type that cannot start their own Diplomatic Plays yet are forced to join their Overlord’s Wars, and must also pay 30% of their Treasury income to their Overlord each week.
See also: Unrecognized Power, Diplomatic Play, Overlord, War, Country, Subject, Subject Type, Treasury
Veterancy Rank
Military Units and the Crew in Ships gain Veterancy Ranks by earning Experience. Higher Ranks grant increasing bonuses to the offensive and defensive capabilities of the Military Unit or Ship in question.
See also: Military Unit, Ship, Experience
Visibility
An increase or decrease to how hard to detect the Ship is A Fleet’s Detection and the enemies Visibility are used in conjunction to determine the chance to spawn a Naval Battle and how many Ships will be involved.
See also: Naval Battle
Votes
Your Laws determine whether any given Pop gets to cast a Vote, and if so, how much Political Strength that … will count for. Votes are cast for Parties during Election periods. Pops will tend to vote for the Party their Interest Group belongs to, but may be won over by another Party with greater Momentum. After the Election date, the number of total Votes each Party received will be fixed until the next Election, and will increase the Clout of any Interest Groups that are members of the Party.
See also: Law, Party, Pop, Political Strength, Election, Interest Group, Momentum, Clout
Vulnerability
Higher Vulnerability Ships are more likely to be chosen as a target by enemy Ships unless the Fleet has sufficient Screening to protect all of its Ships.
Wage
Wages paid to Pops by the Building they work in depends on several factors, the most prominent being the Pop's Profession and the Building's financial situation. If a Building's Balance allows for raising Wages at all, the Building will only do so if it needs to in order to attract more Pops to its Workforce. If a Building's Balance is negative, it will consider lowering Wages to return to profitability. You can guarantee that the Workforce is paid a competitive Wage by Subsidizing the building. This will keep it afloat with funds from the Treasury if necessary.
See also: Pop, Subsidies, Building, Profession, Balance, Workforce, Treasury
Wages
Pops in the employ of a Country’s Government Buildings and Military Buildings get paid Wages from the Treasury each week, according to the Government Wage and Military Wage respectively.
See also: Pop, Country, Government Building, Military Building, Treasury, Government Wage, Military Wage
War
An active armed conflict between two sides of co-belligerent Countries as a result of the failure to peacefully resolve a Diplomatic Play. During Wars, Commanders on land and at sea will follow Orders to complete certain objectives, often resulting in Battles between the two sides.
See also: Country, Commander, Order, Battle, Diplomatic Play
War Exhaustion
A Population tends to suffer while their Country is at War. The following factors contribute to War Exhaustion: * how much Land has been Occupied * how many War Goals the enemy controls * how many Casualties have been taken * how much the Country is suffering from Turmoil War Exhaustion reduces War Support each week, bringing the Country closer to agreeing to a Peace Deal.
See also: Pop, Province, Occupation, War Goal, Country, War, Casualties, Turmoil, War Support, Peace Deal
War Goal
War Goals are the objectives a Country is fighting a War over. They are determined during the Diplomatic Play and are fixed after the War has begun. Each War Goal claimed in a Peace Deal decreases the chance the opponent will accept it, and increases the degree by which their War Support must be Exhausted before they will agree. War Support can only drop below 0 if the opposing side Controls all their War Goals. The first War Goal claimed as part of the Diplomatic Play is considered your Primary Demand, and some Diplomatic Plays require it to be included in all Peace Deals.
See also: War Exhaustion, Controlled War Goal, Country, War, Diplomatic Play, Peace Deal, War Support
War Leader
One Country on each side of a War is considered the War Leader for that side, usually (but not always) corresponding to the Initiator and Target of the Diplomatic Play that spawned it. They are the only ones who may propose Peace Deals, though every Peace Deal must be ratified by all negotiating members of the War to be accepted.
See also: Peace Deal, Country, War, Initiator, Target, Diplomatic Play
War Reparations
A secondary War Goal that can be added onto a Diplomatic Play by choosing a specific Article to accompany it and claimed as part of a Peace Deal. If enforced, a new Treaty will be created containing all Articles that were selected as war reparations by the other Country with a minimum binding period that lasts for the duration of the Truce.
See also: Article, War Goal, Diplomatic Play, Peace Deal, Treaty, Country, Truce
War Support
A measure of how eager your Country’s population is to remain in a War. Positive values indicate a desire to stay in the War while negative values indicate a general opposition to it. Once War Support reaches … the Country will immediately capitulate, allowing all War Goals to be pressed on them. War Support can only drop below 0 if the opposing side Controls all their War Goals.
See also: Country, War Goal, Controlled War Goal, War
Wealth
A measure of a Pop’s material assets. To sustain a certain level of Wealth the Pop has a set of Needs it must satisfy each week. If their Income does not cover the cost of these Needs, their Wealth will eventually decrease. If they have Money left over after purchasing the necessary Goods, Wealth will soon increase. Wealth is the main factor contributing to a Pop's Standard of Living, and under certain Laws it may affect other aspects of their life such as Literacy and Voting Rights.
See also: Pop, Pop Needs, Pop Income, Law, Votes, Money, Standard of Living, Literacy
Welfare Payments
Welfare Payments are a form of direct subsidy paid by by a Country to all Pops in the Workforce that receive wages lower than the defined fraction of the Normal Wage.
See also: Country, Workforce, Normal Wage
Withdrawn Ships
How many Ships have Withdrawn from the battle.
Workforce
The Workforce of a Building consists of Pops of different Professions depending on the currently active Production Methods.
See also: Pop, Profession, Production Method, Building
Working Adults
The part of a Pop that make up the Workforce that work in Buildings for Wages. They are the main source of a Pop's Income and Political Strength.
See also: Building, Wage, Pop Income, Pop, Workforce, Political Strength
World Market
The World Market serves as the place to conduct autonomous Trade. The price of Goods is determined by the number of Imports and Exports. States need Market Access in order to conduct Trade via their …. Landlocked Countries can get Transit Rights from other Countries to secure access to the World Market.
See also: Good, State, Country, Trade, Market Access
World Market Access
World Market Access exists if a State is connected to the World Market via a World Market Hub. Its value is impacted by the State’s Market Access.
See also: State, World Market, World Market Hub, Market Access
World Market Hub
A World Market Hub is the place from which Trade via the World Market is conducted. It is created if a Market Area has at least one …. The location of a World Market Hub can change depending on … levels and State’s Gross Domestic Product.
See also: State, Trade, World Market, Market Area, Gross Domestic Product
World Market Price
The average price at which a Good is traded on the World Market. This is dependent on the number of Exports versus Imports of that Good.
See also: Trade, Good, World Market
Wounded
Casualties that are merely Wounded in Battle or due to Attrition. Some Wounded Casualties recover and return to active service after some time, while others end up as Dependents of other Pops in your Country.
See also: Pop, Casualties, Battle, Attrition, Dependents, Country
Zaibatsu
A Zaibatsu is a family-owned and vertically-integrated industrial and financial conglomerate. A typical Zaibatsu is organized around a holding company and a bank, which hold ownership shares in several, typically industrial, subsidiary companies. The Zaibatsu emerged from family merchant congolomerates of the late Edo period, which made use of their pre-existing wealth and ties to the state to consolidate control of much of Japan's industrial base. Companies regarded as Zaibatsu include Mitsui, Mitsubishi, Yasuda, and Sumitomo.
See also: Company
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