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DESCRIPTION
Families in a republic consist of vassal houses and courtier houses of the same culture group. Every family has respect, which is a dynamic value based on age of the house head, prestige, dynasty renown, and many other factors. Each house also has an electee, typically the patrician (house head), who is their candidate for ascending to the republic title.
[h3]Family Interactions[/h3]
There are three buttons to the family menu. Propaganda Campaigns give the target family 6 respect a month at the cost of 2 gold a month. They are a useful way to glorify your own house or help out a small house that you support. Smear campaigns lose the target family 6 respect a month as the same cost as the propoganda campaign. Finally, you can buy a weak hook from the head of the target house head at the cost of some of your family's respect. These are very useful for getting support on hooks. There is a session every year where votes are held, and you can see the votes of other families for a proposal and gain favor with them if you vote similarly, though who can vote and their vote power is determined by the unique form.
[h3]Elections[/h3]
Most elections aren't static, only picking the electee with the highest family respect (excepting those on death, which are static.) The top five houses’ electees each become options for the election, and every house gets to vote based on their respect. The top five houses will vote for their electees (unless of course they are player controlled at which point you get to decide,) while every other house will vote on the electees based on their opinion of the electees, their stats, and other factors.
[h3]Governorships[/h3]
If you have spare titles, you can appoint governors to hold those titles. They will revert to the republic holder upon the governor's death. Appointing a governor does not require a vote from the ruling body, and they are appointed via the realms window. If you hold a few counties and their dejure duchy, only the duchy will be eligible to appoint a governor for, at which point they will receive all the dejure counties as well. To grant a governor additional titles you must use the normal grant titles interaction. Emperors can only grant duchy and kingdom governorships. Each governor has an effectiveness percentage. This is mainly effect by their stewardship, as well as some of their traits. If it goes over 75% all held counties gain a competent governor modifier, increasing development gain and income. If it goes under 25% they gain a debuff to those. Every time they gain a title it goes down some.
The Senate is the first form of a republic. Every four years, there is an election to appoint new senators for a house, based on their respect. The senators of a house determine how much sway they have when there is a vote on law changes. There are generally a total of 100 votes at all times, though upon creation of a new senate republic it can be determined. There is also a unique family interaction where you can bribe one of their senators to your house. The Senate is the most restrictive form, with the rulers starting very restricted by what they can do without senate approval. The unique mechanic of the Senate is dictatorships. When a Senate is at war, the republic head can propose (via decision) that they be appointed dictator until the war ends. They gain absolute power and immunity to term ending until the crisis ends, at which point a new election is held. However, they don't need to hand over power, and can instead try to hold onto their power, at which point they will have to put down a rebellion of all of their vassals. If they succeed, it remains a republic, but they can ignore all the laws and elections will never be held. Dictators have access to a few unique decisions, such as conscription, levying taxes, and establishing martial law.
The second form of a republic is the council form. In the council form, only the five most powerful families hold sway in the republic, again using respect. The five most powerful patricians form the ruling council (distinct from the advisory council) of a republic. The most powerful one holds the republic title. The Council is far less restrictive than the Senate, while still giving you a fair bit to deal with. It also has the unique mechanic of dealing with the three classes: the nobility, the clergy, and the commoners. The approval and disapproval of them each give buffs and debuffs to give dynamic playthroughs. Someone building tall might want the popular approval for development, while a religious ruler might want the clergy's approval, and someone trying to keep control of an empire needs the nobility's approval.
The Elected Ruler form is the most similar to what you may have played in CK2. The elected ruler comes from the most powerful house and for their term, they have the power of a feudal ruler. The main new feature for them is the dynamic amount of houses and the new term limit laws, which may be passed by the houses to limit the power of the elected ruler. This does not have a unique mechanic yet and will be expanded eventually.
Parliamentary republics are the final form of Republic. None of them exist on start but they can be formed. There are two houses in the legislature: the Senate/House of Lords(If you are English) and the House of Commons. The Senate is made up of the patricians of each family. Each of them gets a single vote in the house, so that all houses are equal. The House of Commons is made up of all the counties in your realm that meet the citizenship requirements. Each house has votes directly related to their development(should I tie it into population mods, it will be based on population.) This means that some counties are more powerful than others. Each house may be entrusted with different abilities via laws. There is also the attitude of the people, which can change over time. It affects how much they’ll support certain proposals. Citizenship is the unique mechanic of Parliamentary Republics. It determines what counties can enter the House of Commons and what families can join the republic. Cultural citizenship can be either based on your culture, culture group, or all cultures. Religion citizenship can be same faith only, same religion, or all religions Either the de facto hierarchy or de-jure hierarchy can be citizenships. De-jure is better if you don’t want your conquests to count, while de-facto is better if you want all of your realm to qualify.
[h3]Things to Note[/h3]
If using the Catholic Trinity mod by Uber, place this first in the load order.
[h2]Links:[/h2]
CHANGELOG
v4 - Released 2023-06-22
Fixed for latest update
v3 - Released 2022-12-24
v2 - Released 2021-05-06
REQUIREMENTS
Crusader Kings III
Full game
FORUM LINKS