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Republic Factions Edit

Any country that is a Republic is influenced by three factions: the Traders, the Artisans, and the Aristocrats.

Faction Powerbase Edit

Each faction has a value tracking its "powerbase", or which represents its strength in the republic. Both Traders and Artisans get their power from the Capital and from Centers of Trade/Production, while Aristocrats gain power from Upper Class Pops.

Traders Edit

The traders gain their power from Trade Wealth in the capital and from Centers of Trade. Their power can be increased by increasing the trade that flows through the capital, or by acquiring, creating or upgrading Centers of Trade. The formula for the Traders' powerbase is:

UrbanPops_{Capital}*PercentTradeWealth_{Capital}+3*TradeWealth_{Capital}+10*CoT_{Total}

Where: UrbanPops_{Capital} is how many Urban pops are in the Capital province

PercentTradeWealth_{Capital} is the percentage of Urban Wealth in the capital that comes from trade

TradeWealth_{Capital} is how much Urban Wealth the capital gains from trade

CoT_{Total} is the sum of the levels of centers of trade in your nation. A minor center of trade is valued at 1, an important center of trade is valued at 2, a major center of trade is valued at 3, a dominant center of trade is valued at 4.

Artisans Edit

Artisans gain their power from Production Wealth in the capital and from Centers of production. Their power can be increased by increasing production wealth in the capital (through the Urban Production building line) or by acquiring, creating or upgrading Centers of Production. The formula for the Artisans' powerbase is:

UrbanPops_{Capital}*PercentProdWealth_{Capital}+3*ProdWealth_{Capital}+15*CoP_{Total}

Where: UrbanPops_{Capital} is how many Urban pops are in the Capital province

PercentProdWealth_{Capital} is the percentage of Urban Wealth in the capital that comes from production

ProdWealth_{Capital} is how much Urban Wealth the capital gains from production

CoP_{Total} is the sum of the levels of centers of production in your nation. A minor center of production is valued at 1, an important center of production is valued at 2, a major center of production is valued at 3, a dominant center of production is valued at 4.

Aristocrats Edit

Aristocrats gain their power from the countryside: they ignore the wealth of your capital and gain influence based on the number of Upper Class population in your country. Their power can be increased by growig your Upper Class population, or by conquering new Upper Class Pops. Their powerbase formula is:

3*UpperClassPops

Where UpperClassPops is the number of Upper Class pops in your entire nation.

Faction Power Edit

Based on a faction's power, it provides appropriate bonuses and penalties to your country.

A faction's power is determined by comparing its powerbase to the powerbase of all three factions. If a faction controls 0% of the national powerbase its power is Feeble, 20% its power is Weak, 40% its power is Capable, 60% its power is Strong, 80% its power is Powerful, 90% its power is Dominant.

Faction Feeble Weak Capable Strong Powerful Dominant
Traders Global Trade Power +5%

National Tax Modifier -5%

Traders Influence +0.20

Possible Mercenaries +20%

Provincial Trade Power Modifier +5%

Global Trade Power +2.5%

Naval Maintenance Modifier -2.5%

Naval Force Limit Modifier +2.5%

National Tax Modifier -5%

Traders Influence +0.40

Merchants +1

Possible Mercenaries +40%

Provincial Trade Power Modifier +10%

Global Trade Power +5%

Naval Maintenance Modifier -5%

Naval Force Limit Modifier +5%

National Tax Modifier -7.5%

Yearly Republican Tradition +0.25

Traders Influence +0.60

Merchants +1

Possible Mercenaries +60%

Provincial Trade Power Modifier +15%

Global Trade Power +10%

Naval Maintenance Modifier -7.5%

Naval Force Limit Modifier +7.5%

National Tax Modifier -10%

Yearly Republican Tradition +0.50

Traders Influence +0.80

Merchants +1

Possible Mercenaries +80%

Provincial Trade Power Modifier +20%

Global Trade Power +10%

Naval Maintenance Modifier -10%

Naval Force Limit Modifier +10%

National Tax Modifier -15%

Yearly Republican Tradition +0.75

Traders Influence +0.90

Merchants +2

Possible Mercenaries +100%

Provincial Trade Power Modifier +25%

Global Trade Power +15%

Naval Maintenance Modifier -15%

Naval Force Limit Modifier +15%

National Tax Modifier -20%

Yearly Republican Tradition +1.00

Artisans Production Efficiency +5% Guilds Influence +0.20

Possible Mercenaries +40%

Production Efficiency +10%

Yearly Republican Tradition +0.25

Global Urban Production Modifier +5%

Guilds Influence +0.40

Possible Mercenaries +40%

Production Efficiency +15%

Yearly Republican Tradition +0.25

Global Urban Production Modifier +10%

Guilds Influence +0.60

Possible Mercenaries +60%

Production Efficiency +20%

Yearly Republican Tradition +0.50

Global Urban Production Modifier +15%

Guilds Influence +0.80

Possible Mercenaries +80%

Production Efficiency +25%

Yearly Republican Tradition +0.75

Global Urban Production Modifier +20%

Guilds Influence +0.90

Possible Mercenaries +100%

Production Efficiency +30%

Yearly Republican Tradition +1.00

Global Urban Production Modifier +25%

Aristocrats National Manpower Modifier +2.5%

Land Force Limit Modifier +2.5%

Aristocrats Influence +0.20

Number of States +1

National Manpower Modifier +2.5%

Land Force Limit Modifier +2.5%

Regiment Cost -2.5%

Monthly Autonomy Change +0.025

Fort Maintenance Modifier -10%

Yearly Republican Tradition -0.5

Trade Power Abroad -2.5%

Aristocrats Influence +0.40

Number of States +2

National Manpower Modifier +5%

Land Force Limit Modifier +5%

Regiment Cost -2.5%

Monthly Autonomy Change +0.025

Fort Maintenance Modifier -10%

Yearly Republican Tradition -0.75

Trade Power Abroad -5%

Vassal Income +2.5%

Aristocrats Influence +0.60

Number of States +3

National Manpower Modifier +5%

Land Force Limit Modifier +5%

Regiment Cost -5%

Monthly Autonomy Change +0.05

Fort Maintenance Modifier -15%

Yearly Republican Tradition -1

Trade Power Abroad -7.5%

Vassal Income +2.5%

Aristocrats Influence +0.80

Number of States +4

National Manpower Modifier +5%

Land Force Limit Modifier +5%

Regiment Cost -5%

Monthly Autonomy Change +0.05

Fort Maintenance Modifier -20%

Yearly Republican Tradition -1.25

Trade Power Abroad -7.5%

Vassal Income +5%

Aristocrats Influence +0.90

Number of States +5

National Manpower Modifier +5%

Land Force Limit Modifier +5%

Regiment Cost -5%

Monthly Autonomy Change +0.05

Fort Maintenance Modifier -20%

Yearly Republican Tradition -2.00

Trade Power Abroad -10%

Vassal Income +7.5%

Faction Influence Edit

Like in Vanilla EU4, the Factions menu shows the factions and their varying influence, with each faction giving various modifiers for being in power.

Faction In Power Benefit Description
The Aristocrats Vassal Income +5%

Monthly Autonomy Change +0.05

Yearly Republican Tradition -0.1

National Manpower Modifier +5%

Regiment Cost -5%

Land Maintenance Modifier -5%

Land Force Limit Modifier +5%

Trade Power Abroad -5%

Fort Maintenance Modifier -20%

The Traders Merchants +1

Trade Efficiency +25%

Naval Maintenance Modifier -10%

Naval Force Limit Modifier +10%

National Tax Modifier -20%

Yearly Republican Tradition +0.1

The Guilds Production Efficiency +15%

Provincial Trade Power Modifier +20%

Yearly Republican Tradition +0.2

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