Governmental decisions

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This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.

Governmental decisions country decisions for Government changes.

Adopt Imperial Administration

' Type:
  • Country

Visibility conditions:
  • Have the Latin, Eastern, Ottoman (in Divine Wind) or Muslim tech group
  • Have a Feudal Monarchy or Despotic Monarchy government
Acquisition conditions:

Effects: AI behavior:
  • None


Adopt Plutocratic Administration

' Type:
  • Country

Visibility conditions:

To enact this decision:

  • Available to Western, Eastern, Ottoman and Muslim tech groups
Acquisition conditions:

Effects: AI behavior:
  • None


Cult of Reason

The old gods and their false idols are falling all across the civilized world. The people of $COUNTRY$, so long kept bound by the shackles of ignorance, are waking up to a brave new world! God is dead, and everything is permitted. Type:
  • Country

Visibility conditions: Acquisition conditions:
  • government = revolutionary_republic
  • NOT = {
    • stability = -1

Effects:
  • add_country_modifier = {
    • name = "cult_of_reason"
    • duration = -1
    • giving:
      • global_revolt_risk = 4
      • prestige = -0.02
      • technology_cost = -0.15
      • stability_cost_modifier = 0.10
AI behavior:
  • None


Formalize Separation of Powers

By enacting a limited constitutional reform—defining and delimiting the offices and branches of government, and their internal relations—we can increase our administrative efficiency, as well as public approval of our, still obviously divinely ordained, rule. Type:
  • Country

Visibility conditions: Acquisition conditions:
  • government = constitutional_monarchy
  • NOT = {
    • has_country_modifier = separation_of_powers
  • stability = 2
  • advisor = statesman
  • war = no

Effects:
  • add_country_modifier = {
    • name = "separation_of_powers"
    • duration = -1
    • giving:
      • global_revolt_risk = -2
      • prestige = 0.01
      • officials = 0.5
AI behavior:
  • None