Vickypedia

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Vickypedia is the ingame help. Like a glossary it gives a short overview about each game concept.

Game concepts
Acceptance
Acceptance Status
Accepted Culture
Accepted Religion
Active Interest
Additional Expenses
Additional Income
Admiral
Advance Factor
Advancement Progress
Advancement Speed
Agitator
Alert
Alliance
Ally
Angry Important Action
Appeasement
Approval
Arable Land
Army
Assimilation
Attitude
Attrition
Authority
Autonomy
Available Battalions
Average Annual Wage
Balance
Bankroll
Bankruptcy
Base Price
Base Success chance
Battalion
Battle
Battle Condition
Bloc Leader Action
Bloc Member Action
Bolster
Building
Building Level
Building Owners
Bureaucracy
Busy
Buy Orders
Canal
Capacity
Capital State
Capitulation Desire
Cash Reserves
Casualties
Central Identity Pillar
Character
Character Trait
Chartered Company
Civil War
Claim
Clout
Cohesion
Colonial Growth
Colonization Rights
Colony
Colony
Combat Width
Command Limit
Commander
Commander Rank
Company
Confidence
Conscript Battalion
Conscription Center
Conscription Limit
Construction
Construction Goods
Construction Queue
Consumption
Consumption Tax
Consumption Taxes
Conversion
Convoy Cost
Convoys
Core Movement Ideology
Countdown to War
Country
Country Tier
Country Unification
Court Intrigue
Credit
Cultural Community
Cultural Trait
Cultural Turmoil
Culture
Customs Union
Dead
Decay
Decentralized Nation
Declared Interest
Decree
Default
Default Unit
Defeated
Defense
Defensive Pact
Demoralized
Dependent Income
Dependents
Devastation
Diplomatic Action
Diplomatic Catalyst
Diplomatic Demand
Diplomatic Incident
Diplomatic Lens
Diplomatic Maneuvers
Diplomatic Pact
Diplomatic Pacts
Diplomatic Play
Discrimination
Disenfranchised
Dividends
Dividends Taxes
Dominion
Economic Dependence
Economy Health
Economy of Scale
Education Access
Election
Embargo
Empire Stability
Employment
Enactment Advance
Enactment Debate
Enactment Phase
Enactment Setback
Enactment Success
Enactment of Laws
End-of-Discussion Factor
Endorsement and Opposition to Laws
Escalation
Escort Convoys
Exile
Famine
Feed
Fleet
Flotilla
Food Security
Foreign Investment
Foreign Investment Rights
Formation
Front
Fully Mobilized Battalions
Fund Lobbies
General
Generated Pollution
Gold Reserves
Good
Goods Input
Goods Substitution
Goods for Government Buildings
Goods for Military Buildings
Government
Government Building
Government Construction
Government Dividends
Government Expenses
Government Good
Government Reform
Government Slaves
Government Type
Government Wage
Government Wages
Great Power
Gross Domestic Product
Gross Domestic Product per Capita
Guarantee Independence
HQ
Harvest Condition
Harvest Condition Intensity
Head of State
Heathen Taxes
Heir
Heritage Cultural Trait
Homeland
Humiliation
Ideological Incompatibility
Ideology
Important Action
In Government
In Opposition
Inactive Interest
Income Taxes
Incorporated State
Individual
Infamy
Influence
Influential
Infrastructure
Infrastructure Usage
Initiator
Innovation
Insignificant Power
Instant Diplomatic Action
Institution
Insurrection
Interest
Interest
Interest Group
Interest Group Attraction
Interest Group Trait
Investment Level
Investment Pool
Investment Pool Transfer
Isolated State Region
Job Satisfaction
Jobseeker
Journal Entry
Junior Partner
Kill Rate
Land Taxes
Land Trade Capacity
Landing Progress
Law
Law Group
Leader
Legitimacy
Leverage
Leverage Advantage
Leverage Share
Liberty Desire
Life Experience
Literacy
Loans
Lobby Demand
Lobby Opportunity
Local Good
Local Price
Lower Strata
Loyalist
Major Power
Mandate
Mandate Progress
Maneuver
Manpower
Marginalized
Market
Market Access
Market Capital
Market Good Policy
Market Impact
Market Opening
Market Owner
Market Price
Market Share
Mass Migration
Mass Migration Attraction
Middle Strata
Migration
Migration Attraction
Migration Target
Military Assistance
Military Building
Military Good
Military Lens
Military Slaves
Military Unit
Military Unit Group
Military Unit Type
Military Wage
Military Wages
Minimum Expected Standard of Living
Minor Power
Minting
Mobilization Option
Mobilize Army
Mobilize Battalion
Modifier
Momentum
Money
Monument
Morale
Movement Activism
Movement Pressure
Nation Formation
National Hero
Nationalize
Nationally Owned
Native Uprising
Naval Invasion
Naval Invasion Support
Neighbors
Neutral
Neutrality
None
None
Normal Wage
Obligation
Observer Mode
Obsession
Occupancy
Occupation
Offense
Offer Support
Ongoing Diplomatic Action
Opening Moves
Order
Organization
Overlord
Overlord Action
Party
Party Leader
Party Whip
Peace Deal
Per Capita Taxes
Personal Union
Political Lens
Political Lobby
Political Movement
Political Movement Support
Political Strength
Politically Unaligned/Aligned
Politician
Poll Taxes
Pollution Impact
Pop
Pop Growth
Pop Income
Pop Needs
Pop Ownership Share
Popularity
Popup
Port Connection
Potential Battalions
Power Bloc
Power Bloc Budget
Power Bloc Leader
Power Bloc Member
Power Bloc Rank
Power Projection
Power Struggle
Powerful
Presence
Presidency
Presidency Stability
Prestige
Primary Cultures
Primary Demand
Primary Principle Group
Princely State
Principal
Principle
Principle Group
Private Construction
Privately Owned
Privatize
Production
Production Lens
Production Method
Productivity
Profession
Prosperity
Protectorate
Province
Puppet
Qualifications
Radical
Raid Convoys
Rank
Recognized Power
Recovery Rate
Regime Change
Reinvestment
Relations
Religion
Religious Trait
Resource Potential
Revenue
Revolution
Rivalry
Role
Ruler
Sea Node
Secession
Secondary Demand
Sell Orders
Senior Partner
Shipping Lane
Shipping Lane Effectiveness
Shortage
Slavery
Social Class
Social Hierarchy
Sovereignty
Special Unit
Split State
Stalled Enactment
Standard of Living
Starvation
State
State Region
State Religion
Strategic Desire
Strategic Objective
Strategic Region
Strategy
Subject
Subject Action
Subject Type
Subsidies
Subsidized Wage
Subsistence Building
Subsistence Output
Supply
Supply Network
Supply Route
Suppress
Sway
Sympathy
Taboo
Target
Tariffs
Tax Waste
Taxation Capacity
Taxes
Technology
Technology Era
Technology Spread
Tension
Terrain
Theater
Throughput
Timed Modifier
Toast
Trade Agreement
Trade Lens
Trade Revenue
Trade Route
Trade Route Competitiveness
Training Rate
Transfer of Power
Treasury
Treaty Port
Tributary
Truce
Turmoil
Unclaimed Leverage
Under Construction
Unemployed
Unification Candidate
Unification Supporter
Unincorporated State
Unit Experience
Unit Veterancy Level
Units under Recruitment
Unrealized Taxes
Unrecognized Power
Upper Strata
Urbanization
Vassal
Votes
Wage
Wages
War
War Exhaustion
War Goal
War Leader
War Reparations
War Support
Wealth
Welfare Payments
Workforce
Working Adults
Wounded

List of Vickypedia entries[edit | edit source]

Acceptance[edit | edit source]

A Pop’s Acceptance is a value from 0 to 100, which determines which Acceptance Status the Pop has.

Acceptance is primarily determined by the Pop’s Culture and Religion, and the corresponding Citizenship and Church and State 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.

Acceptance Status[edit | edit source]

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:

  • Violent Hostility Violent Hostility
  • Cultural Erasure Cultural Erasure
  • Open Prejudice Open Prejudice
  • Second-class Citizen Second-class Citizen
  • Full Acceptance Full Acceptance

Accepted Culture[edit | edit source]

A Country’s Accepted Cultures consist of its Primary Cultures, plus any other Cultures considered Accepted due to the Country's current Citizenship Law. Usually, the two highest statuses of Acceptance are considered to be Accepted.

Accepted Religion[edit | edit source]

A Country’s Accepted Religions consist of its State Religion, plus any other Religions considered Accepted due to the Country's current Church and State Law.

Active Interest[edit | edit source]

A fully functional Interest. Interests you gain from owning at least one non-colonial State in the State Region are always considered Active, while Declared Interests are Inactive when first Declared.

Additional Expenses[edit | edit source]

Expenses that don't fit into another category, often incurred due to the outcome of special events.

Additional Income[edit | edit source]

Income that don't fit into another category, often gained from the outcome of special events.

Admiral[edit | edit source]

A naval Commander Character who leads a Country’s Flotillas. Effects from an Admiral's Character Traits are conferred onto Flotillas under their command.

Advance Factor[edit | edit source]

Advance Factor is a static factor used to determine Enactment Advance by scaling the Base Success chance.

Advancement Progress[edit | edit source]

Generals Ordered to advance a Front accumulates Advancement Progress daily depending on their Advancement Speed. Once the Advancement Progress of the Front has reached 100 a Battle will start. While a Battle is ongoing on the Front, Advancement Progress on that Front will be paused.

Advancement Speed[edit | edit source]

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.

Agitator[edit | edit source]

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: Second-class Citizen Second-class Citizen or Full Acceptance Full Acceptance.

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.

Alert[edit | edit source]

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.

Alliance[edit | edit source]

A Diplomatic Pact 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 Active Interest in the affected Strategic Region. This applies no matter if the other Country is the initiator or target of the Play.

Ally[edit | edit source]

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.

Angry Important Action[edit | edit source]

Red Alerts that appear in the list when you click the Current Situations button.

Appeasement[edit | edit source]

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.

Approval[edit | edit source]

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 60 months after it has passed.

An Interest Group's Approval impacts which Interest Group Traits they activate. Angry Interest Groups contribute to the Activism of Political Movements, while Interest Groups that are at least Happy will refrain from joining Movements in the first place.

Arable Land[edit | edit source]

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 Building, letting Pops eke out a meager living even if not gainfully employed.

Army[edit | edit source]

An Army is a part of your land forces which is composed of Infantry, Artillery and Cavalry. A Army can be given orders like Advance Front or Defend Front.

Assimilation[edit | edit source]

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.

Attitude[edit | edit source]

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:

Attrition[edit | edit source]

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.

Authority[edit | edit source]

Hud authority.png Authority is a Capacity used to effect internal change to your Country, like issuing Decrees or managing Interest Groups. You gain Hud authority.png from Laws.

Autonomy[edit | edit source]

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.

Available Battalions[edit | edit source]

A Country’s available Battalions include all Battalions currently raised by Barracks and/or Conscription Centers.

Average Annual Wage[edit | edit source]

The average Wages a single Individual in the Workforce would earn annually while working at this Building.

Balance[edit | edit source]

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.

Bankroll[edit | edit source]

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.

Bankruptcy[edit | edit source]

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.

In addition, the following effects are applied for 10 years:

  • −75% Prestige
  • +50% Loan interest rate
  • −95% Institution size change speed
  • −10% Market access price impact
  • −100% Welfare payments
  • −75% Migration attraction
  • −75% Offense
  • −75% Defense
  • Yes Forces privatization of all nationalized buildings
  • −75% Leverage

Base Price[edit | edit source]

The price of a Good when its Supply exactly equal its Demand.

Base Success chance[edit | edit source]

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.

Battalion[edit | edit source]

An army Military Unit in a Country’s military. They are created and maintained by Barracks and are commanded by Generals.

Battle[edit | edit source]

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.

At sea, Battles take place in Sea Nodes when one Admiral intercepts another due to conflicting Orders. The winner leaves their opponent damaged and forces them to return to port for repairs, leaving them unable to execute their Order for a time.

Battle Condition[edit | edit source]

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.

Bloc Leader Action[edit | edit source]

A type of Diplomatic Action that Bloc Leaders can issue against Bloc Members.

Bloc Member Action[edit | edit source]

A type of Diplomatic Action that Bloc Members can issue against other Bloc Members, including the Bloc Leader.

Bolster[edit | edit source]

A Bolstered Political Movement is more attractive for Pops to support. Your base Bolstering ability is determined by your Free Speech Law. Bolstering Interest Groups costs Authority.

Building[edit | edit source]

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 Convoys.

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.

You can Construct new, or expand existing, Buildings in each of your States using your Construction Sector.

Building Level[edit | edit source]

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, Trade Routes, 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.

Building Owners[edit | edit source]

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.

Bureaucracy[edit | edit source]

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 and Trade Routes. You gain Bureaucracy from operating Government Administration Buildings.

Busy[edit | edit source]

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[edit | edit source]

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.

Canal[edit | edit source]

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 Convoys need to travel when establishing Shipping Lanes, making trade with distant lands more affordable.

Capacity[edit | edit source]

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.

Capital State[edit | edit source]

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.
The following effects apply:

  • +25% Taxation capacity
  • +25% political strength

Capitulation Desire[edit | edit source]

An AI-controlled Country will try to capitulate if this value reaches 0 or higher.

Cash Reserves[edit | edit source]

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.

Casualties[edit | edit source]

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.

Central Identity Pillar[edit | edit source]

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.

Character[edit | edit source]

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.

Character Trait[edit | edit source]

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.

Chartered Company[edit | edit source]

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.

Civil War[edit | edit source]

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.

Claim[edit | edit source]

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.

Clout[edit | edit source]

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.

Cohesion[edit | edit source]

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.

Colonial Growth[edit | edit source]

A measure of how rapidly a Country can push the Colonial frontier forward. Colonial Growth is generated by the Colonial Affairs 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.

Colonization Rights[edit | edit source]

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.

Colony[edit | edit source]

Settlement efforts initiated by a colonizing Country in the lands of a Decentralized Nation. A would-be colonizer must have the Colonial Affairs 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.

Colony[edit | edit source]

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.

Combat Width[edit | edit source]

The Combat Width of a particular Terrain type determines 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[edit | edit source]

Command Limit determines how many Battalions or Flotillas can be effectively Organized under a Formation. You can increase Command Limit by hiring more Commanders or by giving them promotions to higher Commander Ranks.

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:

  • −50% Daily organization gain

Commander[edit | edit source]

A Character in command of a part of a Country’s military forces. 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.

Commander Rank[edit | edit source]

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.

Company[edit | edit source]

Companies are associated with one or several types of Buildings in a Country. When established in said Country they increase the Throughput and State status construction.png 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-10 receiving even stronger bonuses.

Companies have a Prosperity score which increases from high Productivity and can provide additional bonuses for its Country.

Confidence[edit | edit source]

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.

Conscript Battalion[edit | edit source]

Conscript Battalions are temporary Battalions recruited and maintained from the civilian Population by Conscription Centers and activated during Diplomatic Plays or Wars.

Information Note that Conscript Battalions does not count towards the Command Limit of an Army until actually being raised and employed.

Conscription Center[edit | edit source]

When a State is Conscripted during a Diplomatic Play or War, a Conscription Center 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.

Conscription Limit[edit | edit source]

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 Army Model Law.

Construction[edit | edit source]

State status construction.png Construction is produced by the Construction Sector and is used to construct Buildings.

Construction Goods[edit | edit source]

Goods Consumed by Construction Sector Buildings in order to Construct new Buildings.

Construction Queue[edit | edit source]

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.

Consumption[edit | edit source]

The amount of a Good consumed by a Building or Pop in the process of maintaining its Throughput or Wealth.

Consumption Tax[edit | edit source]

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.

Consumption Taxes[edit | edit source]

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.

Conversion[edit | edit source]

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.

Convoy Cost[edit | edit source]

The Convoy Cost of a Shipping Lane is determined by how many Goods a Trade Route moves, how many Battalions a Supply Route provides for, or how much Infrastructure Usage a Port Connection facilitates Market Access for. This more Sea Nodes Shipping Lane must pass through on its way to the destination, the higher the total Convoy Cost. The total Convoy Cost of all Shipping Lanes is compared to the total number of Convoys provided by Port Buildings to determine the strength of your Supply Network.

Convoys[edit | edit source]

Convoys are produced by Port Buildings and are required to operate Shipping Lanes.

Core Movement Ideology[edit | edit source]

This Ideology is what the Supporting Pops and Agitators cares 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.

Countdown to War[edit | edit source]

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.

Information 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.

Country[edit | edit source]

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.

Country Tier[edit | edit source]

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[edit | edit source]

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.

Court Intrigue[edit | edit source]

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:

The following conditions increase Court Intrigue:

Credit[edit | edit source]

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.

Cultural Community[edit | edit source]

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 Trait[edit | edit source]

Aspects of a Culture such as its dominant language and from which part of the world it originates. The similarity to the Cultural Traits of a Country’s Primary Culture, combined with the Country's current Citizenship Law, determines the Acceptance of Pops of that Culture.

Cultural Turmoil[edit | edit source]

The Turmoil generated by Pops of a specific Culture. If its value in a Country is at least 15%, 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.

Culture[edit | edit source]

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.

Customs Union[edit | edit source]

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.

Dead[edit | edit source]

Casualties that end up Dead due to Battle or Attrition.

Decay[edit | edit source]

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[edit | edit source]

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.

Declared Interest[edit | edit source]

If you do not own at least one non-colonial State in a State Region, but wish to maintain an Interest there anyway, you may choose to Declare an Interest there. The number of Interests you can Declare in such State Regions depends on your Rank.

Decree[edit | edit source]

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[edit | edit source]

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.

Default Unit[edit | edit source]

These are Military Units that are either Infantry for Armies or Light Ships for Fleets.

Defeated[edit | edit source]

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 Flotillas have regained at least 75.0% of their total Manpower.

Defense[edit | edit source]

A Military Unit’s fighting ability in Battle while defending from enemy incursions.

Defensive Pact[edit | edit source]

A Diplomatic Pact 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.

Demoralized[edit | edit source]

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.

Dependent Income[edit | edit source]

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 Social Security Institution.

Dependents[edit | edit source]

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.

Devastation[edit | edit source]

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.

Diplomatic Action[edit | edit source]

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.

Diplomatic Catalyst[edit | edit source]

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 Demand[edit | edit source]

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.

Diplomatic Incident[edit | edit source]

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.

Diplomatic Lens[edit | edit source]

View the Attitude of other Countries and monitor your Interests and their Strategic Regions, establish Diplomatic Pacts and take Actions, and start Diplomatic Plays.

Diplomatic Maneuvers[edit | edit source]

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.

Diplomatic Pact[edit | edit source]

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[edit | edit source]

Money collected from or remitted to the other party in a Diplomatic Pact.

Diplomatic Play[edit | edit source]

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 an Active Interest 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.

Discrimination[edit | edit source]

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.

Disenfranchised[edit | edit source]

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.

Dividends[edit | edit source]

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 Economic System, 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.

Dividends Taxes[edit | edit source]

A Tax applied to the Dividends earned by Pops with Privately Owned Buildings.

Dominion[edit | edit source]

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.

Economic Dependence[edit | edit source]

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.

Economy Health[edit | edit source]

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[edit | edit source]

Many Buildings become more efficient the larger they get. Such Buildings gain the following effects for every Building Level beyond the first:
+1% Throughput

Education Access[edit | edit source]

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[edit | edit source]

Countries with a Voting Franchise will hold Elections every 4 years. An Election campaign period will commence 6 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.

Embargo[edit | edit source]

An Ongoing Diplomatic Action established by one Country targeting another, which completely blocks the target Country from importing or exporting Goods in the Market belonging to the country enforcing the embargo. Countries that are at War will automatically Embargo each other.

Empire Stability[edit | edit source]

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:

The following conditions decrease Empire Stability:

Employment[edit | edit source]

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.

Enactment Advance[edit | edit source]

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.

Enactment Debate[edit | edit source]

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.

Enactment Phase[edit | edit source]

To Enact a Law you must successfully guide it through 3 Phases by achieving Successes. During this process there is a risk of getting Enactment Setbacks that may cause the Enactment to fail.

Enactment Setback[edit | edit source]

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.

Warning If the enactment fails, you will not be able to attempt to enact that Law again for 730 days.

Enactment Success[edit | edit source]

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.

Enactment of Laws[edit | edit source]

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.

End-of-Discussion Factor[edit | edit source]

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.

Endorsement and Opposition to Laws[edit | edit source]

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.

Escalation[edit | edit source]

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.

Escort Convoys[edit | edit source]

Escort Convoys through their Shipping Lanes safely, engaging enemy vessels as needed.

Exile[edit | edit source]

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: Second-class Citizen Second-class Citizen or Full Acceptance Full Acceptance.

Famine[edit | edit source]

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 35% of the Population is Starving
  • at least 15% is suffering from Severe Starvation.
  • the state does not belong to a Decentralized Nation

Feed[edit | edit source]

Notifications that appear in chronological order in the feed in the bottom-right corner of the screen.

Fleet[edit | edit source]

A Fleet is a part of your naval forces which is composed of Light Ships, Capital Ships and Support Vessels. A Fleet can be given orders like Interception, Raid Convoys or Escort Convoys. Fleets tend to take a long time to build up, and many ship types become obsolete over time as they cannot always be upgraded. Think carefully before investing too heavily into large fleets.

Flotilla[edit | edit source]

A naval Military Unit in a Country’s military. They are created and maintained by Naval Base and are commanded by Admirals.

Food Security[edit | edit source]

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 Basic Food Need. The second factor is based on how much Money the Pop is spending on Basic Food compared to the Pop's expected expenses at base cost.

Foreign Investment[edit | edit source]

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 Pact.

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.

Foreign Investment Rights[edit | edit source]

Permits one Country to do Foreign Investment in another for the duration of the pact.

Formation[edit | edit source]

A Formation is an Army or Fleet that is used in Wars to achieve military objectives. They may have assigned Military Units and Commanders and can be ordered to Fronts to fight the enemy forces there.

Front[edit | edit source]

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.

Fully Mobilized Battalions[edit | edit source]

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.

Fund Lobbies[edit | edit source]

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.

General[edit | edit source]

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.

Generated Pollution[edit | edit source]

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.

Gold Reserves[edit | edit source]

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.

Good[edit | edit source]

Goods are Produced in Buildings and are Consumed by Buildings and Pops. Goods have both a Local Price and a Market Price.

Goods Input[edit | edit source]

An adjustment to the amount of Goods Consumed by a Building.

Goods Substitution[edit | edit source]

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 Basic Food Pop Need contains both Grain and Meat. Pops will typically consume more Grain and less Meat. However, if Meat becomes more available than Grain, they will shift towards consuming more Meat and less Grain 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 Groceries is equivalent to several units of Grain.

Goods for Government Buildings[edit | edit source]

Goods Consumed by a Country’s Government Buildings.

Goods for Military Buildings[edit | edit source]

Goods Consumed by a Country’s Military Buildings.

Government[edit | edit source]

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.

Government Building[edit | edit source]

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, Convoys, 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

Government Construction[edit | edit source]

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

Government Dividends[edit | edit source]

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.

Government Expenses[edit | edit source]

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.

Government Good[edit | edit source]

Goods Consumed by Government Buildings using funds from the Treasury.

Government Reform[edit | edit source]

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.

Government Slaves[edit | edit source]

The upkeep of Slaves laboring directly for a Country’s government.

Government Type[edit | edit source]

A Country’s Government Type is determined by its Laws and determines its Transfer of Power, meaning who serves as its Head of State.

Government Wage[edit | edit source]

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.

Government Wages[edit | edit source]

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.

Great Power[edit | edit source]

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.

Great Powers gain the following benefits:

Gross Domestic Product[edit | edit source]

Each unit of Goods produced 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.

Gross Domestic Product per Capita[edit | edit source]

Your country's Gross Domestic Product divided by its total Population.

Guarantee Independence[edit | edit source]

An Ongoing Diplomatic Action 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.

HQ[edit | edit source]

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.

Harvest Condition[edit | edit source]

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:

  • Harvest drought.png Drought
  • Harvest flood.png Flood
  • Harvest frost.png Frost
  • Harvest wildfire.png Wildfire
  • Harvest hailstorm.png Hailstorm
  • Harvest locust swarm.png Locust Swarm
  • Harvest heatwave.png Heatwave
  • Harvest disease outbreak.png Disease Outbreak
  • Harvest extreme winds.png Extreme Winds
  • Harvest torrential rains.png Torrential Rains
  • Harvest pollinator surge.png Pollinator Surge
  • Harvest optimal sunlight.png Optimal Sunlight
  • Harvest moderate rainfall.png Moderate Rainfall

Harvest Condition Intensity[edit | edit source]

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.

Head of State[edit | edit source]

A Country’s Ruler or highest representative. The Government Type determines who serves as the Head of State and when they are replaced.

Heathen Taxes[edit | edit source]

A type of Poll Tax collected from all Pops whose Religion have low Acceptance ín their Country.

Heir[edit | edit source]

The Heir of a Country is a Character. They will take over the Role of Ruler upon the current Ruler's death.

Heritage Cultural Trait[edit | edit source]

A type of Cultural Trait that specifies the general region of the world where the Culture originated. Certain Citizenship Laws consider Heritage Cultural Traits to be more important than other Cultural Traits when determining Acceptance of Pop

Homeland[edit | edit source]

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.

Humiliation[edit | edit source]

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 60 months.

During this duration they are also subjected to the following effects:

  • −25% Prestige
  • −50% Leverage Generation

Ideological Incompatibility[edit | edit source]

A Government’s Legitimacy is reduced if the Interest Groups In Government have Ideologies that do not match the current Laws of the Country.

Ideology[edit | edit source]

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.

Important Action[edit | edit source]

Alerts that appear in the list when you click the Current Situations button.

In Government[edit | edit source]

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.

In Opposition[edit | edit source]

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.

Inactive Interest[edit | edit source]

When a new Interest is first Declared, it remains Inactive for a period of 30 days before it becomes Active.

Income Taxes[edit | edit source]

A Tax collected on the Wages paid to the Workforce.

Incorporated State[edit | edit source]

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.

Individual[edit | edit source]

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.

Infamy[edit | edit source]

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 Cut Down to Size Diplomatic Play against you.

Influence[edit | edit source]

Hud influence.png Influence is a Capacity used for Diplomatic Actions and Pacts targeting another Country. You gain Hud influence.png based on your Rank.

Influential[edit | edit source]

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 20%.

Infrastructure[edit | edit source]

Infrastructure is provided by Buildings like Railway and Port. It influences how well connected a State is to its Market, and how rapidly Battalions Mobilize.

Infrastructure Usage[edit | edit source]

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.

Initiator[edit | edit source]

The Country that initiated a Diplomatic Play.

Innovation[edit | edit source]

Innovation.png Innovation is produced by University Buildings and contributes to active research progress for Technologies. Unspent Innovation.pngInnovation will increase the Technology Spread you're currently benefiting from, if any.

Insignificant Power[edit | edit source]

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.

Insignificant Countries gain the following benefits:

Instant Diplomatic Action[edit | edit source]

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[edit | edit source]

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.

Insurrection[edit | edit source]

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.

Interest[edit | edit source]

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 an Active Interest in a Strategic Region is a requirement for many Diplomatic Actions, and you cannot Colonize State Regions where you do not maintain an Active Interest.

You automatically gain Interests in all Strategic Regions where you own at least one non-colonial State. Your ability to Declare more depends on your Rank.

Interest[edit | edit source]

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.

Interest Group[edit | edit source]

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.

Interest Group Attraction[edit | edit source]

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.

Interest Group Trait[edit | edit source]

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 (−5)
A positive Trait will activate if Approval exceeds Happy (+5)
An additional positive Trait will activate if Approval exceeds Loyal (+10).
Once active, the Trait will not deactivate until Approval is at least 2 points away from the threshold.

The Traits of Marginalized Interest Groups never activate, while the Traits of Powerful Interest Groups have increased effect.

Investment Level[edit | edit source]

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.

Investment Pool[edit | edit source]

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, Pop aristocrats.png Aristocrats and Pop capitalists.png Capitalists in Manor Houses and Financial Districts use the Investment Pool, but depending on your Economic System, the Workforce can use it to expand their own Building.

A Country’s Economic System 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.

Investment Pool Transfer[edit | edit source]

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 Economic System, the Treasury is compensated by an equal transfer of funds from the Investment Pool.

Isolated State Region[edit | edit source]

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 Port 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.

Job Satisfaction[edit | edit source]

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.

Jobseeker[edit | edit source]

A Jobseeker is a Working Adult with negative Job Satisfaction who is not working in a Government Building or in a Building being Subsidized.

Journal Entry[edit | edit source]

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[edit | edit source]

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.

Kill Rate[edit | edit source]

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.

Land Taxes[edit | edit source]

A type of Poll Tax collected from Pop peasants.png Peasants only.

Land Trade Capacity[edit | edit source]

Land Trade Capacity allows a Trade Route to land-adjacent market to trade a certain number of Goods without using Convoys. If the Trade Route grows to trade more Goods than what can be covered by your Land Trade Capacity, it will start to require Convoys for all Goods in excess of this value.

Landing Progress[edit | edit source]

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.

Law[edit | edit source]

Laws sets the ground rules for how your Country operates and is governed. 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.

Law Group[edit | edit source]

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[edit | edit source]

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.

Legitimacy[edit | edit source]

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. Raising or lowering Taxes also has an impact on Legitimacy.

Leverage[edit | edit source]

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 Trade Route, 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.

Leverage Advantage[edit | edit source]

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.

Leverage Share[edit | edit source]

A Power Bloc’s Leverage Share of a Country is the total Leverage the Power Bloc can have at any moment over that Country. Countries have a finite amount of Leverage that Power Blocs can project on them. This Leverage is divided up between all Power Blocs with any Leverage over this Country resulting in each Power Bloc’s Leverage Share. However, a certain amount of the Leverage may become Unclaimed based on the Country’s own Leverage Resistance.

Liberty Desire[edit | edit source]

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[edit | edit source]

Characters gain Life Experience over time and through special events. Life Experience influences the possibility of acquiring new Character Traits.

Literacy[edit | edit source]

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 Education 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:
−10% Birth Rate

Loans[edit | edit source]

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.

Lobby Demand[edit | edit source]

A Journal Entry presented by a Political Lobby.

Fulfilling a Demand will increase Appeasement of the Lobby.

Lobby Opportunity[edit | edit source]

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.

Local Good[edit | edit source]

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.

Local Price[edit | edit source]

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 except Trade occur in the Local Price, with purchases and sales creating Buy and Sell Orders on the Market.

Lower Strata[edit | edit source]

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.

Loyalist[edit | edit source]

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.

Major Power[edit | edit source]

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.

Major Powers gain the following benefits:

Mandate[edit | edit source]

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.

Mandate Progress[edit | edit source]

The progress towards the next Mandate. Power Blocs gain progress by having powerful Power Bloc Members and a high Cohesion value.

Maneuver[edit | edit source]

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.

Manpower[edit | edit source]

The amount of Pop soldiers.png Servicemen and Pop officers.png Officers in a Military Unit. The greater the Manpower the more Casualties the Military Unit will be able to deal and take.

Marginalized[edit | edit source]

Marginalized Interest Groups have too little Clout to be politically noteworthy. They cannot be included in the Government, nor do they join Parties. Their Interest Group Traits are permanently deactivated for as long as they remain Marginalized.

Already Marginalized Interest Groups remain Marginalized for as long as their Clout is below 5%. Non-Marginalized Interest Groups will become Marginalized once their Clout drops below 4%, unless they are already In Government in which case they do not become Marginalized until removed.

Market[edit | edit source]

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 Trade Routes.

Each Country either controls its own Market or participates in a different one via a Customs Union or Subject relationship.

Market Access[edit | edit source]

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.

Market Capital[edit | edit source]

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 Routes are 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.
The following effects apply:
+25% Infrastructure

Market Good Policy[edit | edit source]

The Market Owner may set a Market Good Policy for each Good in their Market. The default Policy is No Priority, which collects Tariffs on both Imports and Exports at a Tariff Rate according to the Country’s current Trade Policy Law.

Protect Domestic Supply eliminates Import Tariffs to encourage others to sell to you, and to let your own Import Trade Routes flourish at the expense of your Treasury, while Export Tariffs remain in effect to discourage those who might otherwise buy up your supply.

Encourage Exports does the opposite: eliminates Export Tariffs to encourage others to buy from you, and to let your own Export Trade Routes grow, while Import Tariffs remain in effect to discourage other Countries to sell their Goods in your Market.

Market Impact[edit | edit source]

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.

Market Opening[edit | edit source]

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 Trade Policy to Free Trade and may not change it again for 60 months.

They are also subjected to the following effects for the duration:
−25% Prestige

Market Owner[edit | edit source]

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 set Tariffs, Market Good Policies, and issue Embargoes.

Market Price[edit | edit source]

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.

Market Share[edit | edit source]

The Market Share of each Country in a Market is determined by its Gross Domestic Product, with a bonus if they are the Market Owner. The higher a Country's Market Share the more Consumption Taxes they collect in the Market.

Mass Migration[edit | edit source]

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 Route connection between two Markets and the Cultural Turmoil of a specific Culture in the origin Country is at least 15.0%. 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.

Mass Migration Attraction[edit | edit source]

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 4 Eligible States it will receive an increasing penalty to its Mass Migration Attraction depending on how many Eligible States it has.

Middle Strata[edit | edit source]

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.

Migration[edit | edit source]

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.

Migration Attraction[edit | edit source]

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.

Migration Target[edit | edit source]

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 20 Arable Land and 70.0% Market Access. Additionally, the State cannot already be the target of a different Mass Migration and the Country's Migration and Citizenship Laws need to allow Migration to happen.

Military Assistance[edit | edit source]

An Ongoing Diplomatic Action established by one Country targeting another, where the first Country improves the fighting ability of the second's Formations

Military Building[edit | edit source]

Government Buildings used to train, maintain, and supply Battalions and Flotillas for the Country’s army and navy respectively. The Workforce of Military Buildings get paid according to the Military Wage.

Military Good[edit | edit source]

Goods Consumed by Military Buildings using funds from the Treasury.

Military Lens[edit | edit source]

View the progress of ongoing Wars, construct Military Buildings, and recruit Commanders.

Military Slaves[edit | edit source]

The upkeep of Slaves in the service of a Country’s military.

Military Unit[edit | edit source]

Military Units are assigned to a Formation and perform military operations under the guidance of Generals and Admirals. They can be either land-based Battalions or naval Flotillas. Battalions are further sub-divided into distinct groups: Infantry (default), Artillery, and Cavalry, while Flotillas are sub-divided into Light Ships (default), Capital Ships, and Support Vessels. Units in the Default group are unlimited, while having more Special units than Default ones may incur an Organization penalty.

Military Unit Group[edit | edit source]

Military Units are categorized into Default Units and Special Units which possess different strengths and weaknesses. Infantry is better suited for defending territory, while Cavalry is better at Occupation for example.

Military Unit Type[edit | edit source]

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.

Military Wage[edit | edit source]

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.

Military Wages[edit | edit source]

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.

Minimum Expected Standard of Living[edit | edit source]

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.

Minor Power[edit | edit source]

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.

Minor Powers gain the following benefits:

Minting[edit | edit source]

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.

Mobilization Option[edit | edit source]

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

Mobilize Army[edit | edit source]

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[edit | edit source]

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.

Modifier[edit | edit source]

Any adjustment of a value away from its norm is considered a Modifier. These can be permanent 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.

Momentum[edit | edit source]

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.

Money[edit | edit source]

Money makes the world go 'round. It is used to pay for Government Wages and Bureaucracy production, Construction materials, industry Subsidies, Convoys for your Trade Routes, 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.

Monument[edit | edit source]

Buildings unique to a certain State that can perform a variety of functions, often conferring Prestige.

Morale[edit | edit source]

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.

Movement Activism[edit | edit source]

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 Political activism red.png Protesting (50%) or above, the Movement has a high risk of becoming Insurrectionary. If the prediction is Political activism red.png 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 Agitating (25%), 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 Protesting (50%), a number of Supporting Pops will become Radicalized each month.

Activism thresholds:

Passive (0-25%)
Agitating (25-50%)
Protesting (50-75%)
Militant (75-100%)

Movement Pressure[edit | edit source]

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 10%. 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.

Nation Formation[edit | edit source]

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 Culture panel.

National Hero[edit | edit source]

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[edit | edit source]

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 Economic System.

Nationally Owned[edit | edit source]

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.

Native Uprising[edit | edit source]

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.

Naval Invasion[edit | edit source]

A maritime invasion of a coastal State, coordinated between a Fleet and an Army. The Fleet keeps the waters off the coast clear to ensure the Army can land safely, while the Army executes a series of land Battles to win Occupation in the targeted State.

The controller of the targeted State can defend against the Naval Invasion by positioning their own Fleets in the affected Sea Node or stationing a Mobilized Army in the land HQ encompassing the invaded State.

Naval Invasion Support[edit | edit source]

Naval Invasion Support is a comparison of the amount of the Flotillas you have assigned to naval invasion to the amount of Battalions taking part in that invasion. Each invading Battalion requires a Flotilla to avoid any negative penalties upon landing.

Neighbors[edit | edit source]

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[edit | edit source]

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.

Neutrality[edit | edit source]

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.

None[edit | edit source]

Notifications that does not appear anywhere in the user interface.

None[edit | edit source]

Alerts/important actions that does not appear anywhere in the user interface.

Normal Wage[edit | edit source]

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.

Obligation[edit | edit source]

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 may absolve it to Sway you into supporting them in a Diplomatic Play or increase Relations with you.

Observer Mode[edit | edit source]

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[edit | edit source]

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.

Occupancy[edit | edit source]

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.

Occupation[edit | edit source]

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.

Offense[edit | edit source]

A Military Unit’s fighting ability in Battle while advancing into enemy territory.

Offer Support[edit | edit source]

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.

Ongoing Diplomatic Action[edit | edit source]

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.

Opening Moves[edit | edit source]

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.

Order[edit | edit source]

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:
Advance Front
Defend Front

Basic Admiral Orders are:
Interception
Raid Convoys
Escort Convoys

Organization[edit | edit source]

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 penalties the lower the value is, up to the following effects:

Overlord[edit | edit source]

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.

Overlord Action[edit | edit source]

A type of Diplomatic Action that Overlords can issue against their Subjects.

Party[edit | edit source]

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.

Party Leader[edit | edit source]

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.

Party Whip[edit | edit source]

The Party Whip keeps the rest of their Party member's Ideologies in check. The impact on Legitimacy that Interest Groups In Government have when their Ideologies conflict with others is reduced by 50% if they are not aligned with the Party Whip. The Party Leader acts as the Whip.

Peace Deal[edit | edit source]

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.

Per Capita Taxes[edit | edit source]

A type of Poll Tax collected from all Pops except Pop peasants.png Peasants.

Personal Union[edit | edit source]

Two Countries with the Monarchy 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.

Political Lens[edit | edit source]

View Interest Groups and Incorporated States, construct Government Buildings, issue Decrees, and manage matters of domestic political importance to your Country.

Political Lobby[edit | edit source]

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.

Round frame dec.pngDLC Sphere of Influence.png Lobbies may form randomly when a Diplomatic Catalyst happens, or when a Country is Funding Lobbies in another.

Political Movement[edit | edit source]

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 Agitating (25%), 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 Agitating (25%) and a Law, either Endorsed or Opposed by the Core Ideology, is being Enacted, the Activism cannot drop below Agitating (25%).

Political Movement Support[edit | edit source]

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 Agitating (25%) 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:

Marginal (0-5%)
Relevant (5-25%)
Significant (25-50%)
Dominant (50-75%)
Universal (75-100%)

Political Strength[edit | edit source]

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.

Politically Unaligned/Aligned[edit | edit source]

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.

Politician[edit | edit source]

A Role for those Characters whose influence is political rather than military. They can act as Ruler, Heir, or Interest Group Leader.

Poll Taxes[edit | edit source]

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.

Pollution Impact[edit | edit source]

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:

Pop[edit | edit source]

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.

Pop Growth[edit | edit source]

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.

Information External changes to a Pop's size due to e.g. Migration or Casualties of War are not considered Pop Growth.

Pop Income[edit | edit source]

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.

Pop Needs[edit | edit source]

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.

Pop Ownership Share[edit | edit source]

Determines how the Profit of Building Levels that are Privately Owned by its Workforce is distributed.

The Dividends are given to each Pops as Pop Income, depending on the size of their share compared to the rest of the Workforce.

The Pop is also considered to own that proportion of the Building's current Cash Reserves.

This is the main source of income for Pop aristocrats.png Aristocrats and Pop capitalists.png Capitalists, as they are considered part of the Workforce of Manor Houses and Financial Districts, respectively.

Popularity[edit | edit source]

The Popularity of a Character measures the willingness of Pops to follow them. Popularity can have different effects depending on the Character's Role.

Popup[edit | edit source]

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[edit | edit source]

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 Port in both ends. The Convoy Cost of a Port Connection is dependent on the total Infrastructure Usage of the States it's connecting.

Potential Battalions[edit | edit source]

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 Barracks are able to support

Potential Conscript Battalions: the number of Conscript Battalions the Country's Conscription Centers would create if Conscription had been activated across all States

Power Bloc[edit | edit source]

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.

Power Bloc Budget[edit | edit source]

Money collected from a Power Bloc Member or remitted to the Power Bloc Leader

Power Bloc Leader[edit | edit source]

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.

Power Bloc Member[edit | edit source]

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.

Power Bloc Rank[edit | edit source]

A Power Bloc’s Rank is solely based on its Bloc Members total Prestige compared to all other Power Blocs.

Power Projection[edit | edit source]

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.

Power Struggle[edit | edit source]

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 20% more Prestige than the Power Bloc Leader. If they uphold at least 15% more Prestige for 12 months, they become the new Power Bloc Leader.

Powerful[edit | edit source]

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 +100% greater effect than if they were merely Influential.

Interest Groups are considered Powerful while their Clout is above 20%.

Presence[edit | edit source]

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[edit | edit source]

The Presidencies are the highest level administrative units of colonial India. There are three Presidencies, with borders delineated by Strategic Regions.

Bengal Presidency
Regions: Bengal, Central India, and Delhi.

Bombay Presidency
Regions: Bombay.

Madras Presidency
Regions: Madras.

Presidency Stability[edit | edit source]

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: 0-75
Low: 75-150
Medium: 150-225
High: 225-300

The following conditions in a Presidency decrease its stability:

The following conditions in the East India Company decrease stability:

  • Low Approval of Landowners
  • High Taxes in the East India Company
  • Low Military Wages in the East India Company
  • Utilitarian leaders in Government
  • Not having the Total Separation Law
  • Not having the Professional Army Law
  • Events and other effects

The following conditions increase the stability of a Presidency:

The following conditions in the East India Company increase stability:

Prestige[edit | edit source]

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 Arts Academy and Monuments, and if you are a world leader in the production of a certain Good.

Primary Cultures[edit | edit source]

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.

Primary Demand[edit | edit source]

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.

Primary Principle Group[edit | edit source]

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.

Princely State[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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.

Principle Group[edit | edit source]

Groups of three tiers of Principles that support the same theme.

Private Construction[edit | edit source]

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

Privately Owned[edit | edit source]

A Building Level that is owned by Pops. These Pops are either the Workforce of the Building itself, or the Workforce of Manor Houses and Financial Districts (mainly Pop aristocrats.png Aristocrats and Pop capitalists.png Capitalists).

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.

Privatize[edit | edit source]

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 Economic System.

Production[edit | edit source]

The amount of a Good produced by a Building to be sold for Revenue.

Production Lens[edit | edit source]

View States and construct Production Buildings.

Production Method[edit | edit source]

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.

Productivity[edit | edit source]

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.

Profession[edit | edit source]

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.

Prosperity[edit | edit source]

Companies have a Prosperity score which depends on their Productivity. When a Company has at least 100 Prosperity, it will activate a bonus Modifier for its Country.

Prosperity will increase while Productivity is at least Hud money.png25 or x1.25 the global average (whichever is lower) and decrease while it is below Hud money.png5 or x0.75 the global average (whichever is higher).

Protectorate[edit | edit source]

A Protectorate (Subject) is an autonomous Subject Type able to start their own Diplomatic Plays.

Province[edit | edit source]

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[edit | edit source]

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.

Qualifications[edit | edit source]

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.

Radical[edit | edit source]

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.

Raid Convoys[edit | edit source]

An Order given to an Admiral to sink enemy Convoys passing through a sea region. Patrolling fleets passing through the same sea region will attempt to intercept and neutralize the raiders.

Rank[edit | edit source]

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.

Recognized Power[edit | edit source]

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.

Recovery Rate[edit | edit source]

The percentage of Casualties a Military Unit takes that survive, in some cases by becoming Dependents. Can be increased with #b Mobilization Options. Recovery Rate is countered by the enemy Military Unit's Kill Rate.

Regime Change[edit | edit source]

Forces the target to change their Government to one similar to the enforcer, and to immediately enact up to 0 Laws favored by the new regime.

Reinvestment[edit | edit source]

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 Economic System as well as its Gross Domestic Product, with inefficiencies in large economies resulting in some of the investment being wasted.

Relations[edit | edit source]

A mutual rating of the diplomatic stance between two Countries, ranging from -100 to +100.

Both sides can influence Relations by spending Influence on the Improve Relations, Damage Relations, and Expel Diplomats 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

Religion[edit | edit source]

All Pops have a Religion, which can only change through Conversion. Their Religion affects their Acceptance Status in their Country.

Religious Trait[edit | edit source]

Aspects of a Religion, such as its major religion group. The similarity to the Religious Traits of a Country’s State Religion, combined with the Country's current Church and State Law, determines the Acceptance of Pops of that Religion.

Resource Potential[edit | edit source]

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.

Revenue[edit | edit source]

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.

Revolution[edit | edit source]

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 Home Affairs Institution.

Rivalry[edit | edit source]

A Diplomatic Pact established by one Country targeting another of similar Rank, and which generates Hud influence.png 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.

Role[edit | edit source]

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
Agitator
General
Admiral

Ruler[edit | edit source]

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.

Sea Node[edit | edit source]

An intersection or point along a naval Shipping Lane representing a part of the ocean. Shipping Lanes always take the route between two coastal States that pass through the fewest number of Sea Nodes. Each additional Sea Node beyond the first adds +10% to the Convoy Cost.

Secession[edit | edit source]

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 Home Affairs Institution.

Secondary Demand[edit | edit source]

Secondary Demand 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.

Sell Orders[edit | edit source]

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.

Senior Partner[edit | edit source]

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.

Shipping Lane[edit | edit source]

A Shipping Lane is a naval connection of Convoys between two coastal States to move Goods and Pops from place to place. A Shipping Lane can be either a Trade Route, Supply Route, or a Port Connection.

Shipping Lane Effectiveness[edit | edit source]

The Effectiveness of a Shipping Lane is determined by the strength of a Country’s Supply Network, reduced by any damage it has sustained from Raid Convoys. When Effectiveness is below 100%, the function of the Shipping Lane is reduced to match.

Shortage[edit | edit source]

If the supply for a Good is less than 50% 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 Basic Food Need, a Shortage will affect the Food Security in that State, potentially leading to Starvation and even Famine. Basic Food 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.

Slavery[edit | edit source]

A practice where one person is permitted legal ownership over another. Pop slaves.png Slaves 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[edit | edit source]

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.

Social Hierarchy[edit | edit source]

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.

Sovereignty[edit | edit source]

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.

Special Unit[edit | edit source]

These are Military Units that are not Infantry or Light Ships which are considered Default Units.

Special Units for Armies:

Artillery
Cavalry

Special Units for Fleets:

Capital Ships
Support Vessels

Split State[edit | edit source]

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.

Stalled Enactment[edit | edit source]

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.

Standard of Living[edit | edit source]

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.

Starvation[edit | edit source]

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 Basic Food the Pop can access.

Mild Starvation begins at 40% Food Security and has reduced effects.

  • −70% Birth Rate
  • +60% Mortality

Severe Starvation happens at 20% Food Security and has harsher effects. If not addressed this will result in the Pop dying.

  • −90% Birth Rate
  • +100% Mortality

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.

State[edit | edit source]

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.

State Region[edit | edit source]

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.

State Religion[edit | edit source]

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.

Strategic Desire[edit | edit source]

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[edit | edit source]

One of your own States or a State in an enemy Theater. When a General is advancing into a Front in which the enemy Theater contains a Strategic Objective, he will be more likely to advance towards that objective.

Strategic Region[edit | edit source]

A collection of State Regions considered a region of strategic importance. Countries have an Interest in all Regions where they own Land, and may project additional Interests in other Strategic Regions if their Rank is high enough to do so.

Maintaining an Active Interest in a Strategic Region is a prerequisite to participate in Diplomatic Plays taking place there.

Strategy[edit | edit source]

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.

Subject[edit | edit source]

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.

Subject Action[edit | edit source]

A type of Diplomatic Action that Subjects can issue against their Overlord.

Subject Type[edit | edit source]

There are a total of 8 different Subject Types:

Subject puppet.png Puppet
Subject vassal.png Vassal
Colony Colony
Subject protectorate.png Protectorate
Subject tributary.png Tributary
Chartered Company Chartered Company
Subject dominion.png Dominion
Subject personal union.png Personal Union

See the Subject Types Table on the Diplomacy panel for more in-depth details on the effects of each type.

Subsidies[edit | edit source]

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.

Subsidized Wage[edit | edit source]

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.

Subsistence Building[edit | edit source]

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 Pop peasants.png Peasants 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.

Subsistence Output[edit | edit source]

A form of in-kind income that Pop peasants.png Peasants 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.

Supply[edit | edit source]

The Supply of a Formation determines how quickly Military Units regain Morale.

Supply is usually 100%, but can be lower if an Army is:
- Overseas and supplied by a compromised Shipping Lane
- Contain Military Units whose Building is subject to Input Goods Shortages
- Will be zero if the Army is completely cut off from its HQ

Modifiers can also apply in some cases.

Supply Network[edit | edit source]

Every seafaring Country maintains a Supply Network of Convoys to maintain the transportation needs of their Shipping Lanes. The total strength of your Supply Network is determined by comparing the amount of Convoys produced to the total Convoy Cost across all your Shipping Lanes. This strength is the baseline Effectiveness of all your Shipping Lanes.

Supply Route[edit | edit source]

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.

Suppress[edit | edit source]

A Suppressed Political Movement is less attractive for Pops to support. Your base Suppression ability is determined by your Free Speech Law. Suppressing Interest Groups cost Authority.

Sway[edit | edit source]

The Initiator or Target in a Diplomatic Play can attempt to Sway any other Country with an Active Interest 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.

Sympathy[edit | edit source]

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.

Taboo[edit | edit source]

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.

Target[edit | edit source]

The Country targeted by a Diplomatic Play.

Tariffs[edit | edit source]

Tariffs are a type of Tax on Trade. The Tariff Rate applied to a Trade Route depends on your Country’s current Trade Policy Law and your Market Good Policy for the Good being traded, while the actual income collected by your Treasury on the Trade Route depends on its volume and the Good's Base Price. Any Tariffs charged on the Trade Route is subtracted from the Revenue of the Trade Center managing it, which discourages increasing the volume traded.

Tax Waste[edit | edit source]

The amount of Taxes collected that are wasted, due to inefficiencies or corruption, prior to entering the government coffers.

Taxation Capacity[edit | edit source]

Each point of Taxation Capacity in a State allows for the efficient taxation of 10.0K 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 Government Administration Buildings in the State.

Taxes[edit | edit source]

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[edit | edit source]

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 University 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.

Technology Era[edit | edit source]

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.

Technology Spread[edit | edit source]

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.

Tension[edit | edit source]

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.

Terrain[edit | edit source]

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.

Theater[edit | edit source]

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.

Throughput[edit | edit source]

How effectively the Workforce of a Building can turn Input Goods into Output Goods or other effects. Throughput can increase as a result of Economy of Scale, and might be adjusted up or down due to Modifiers.

Timed Modifier[edit | edit source]

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[edit | edit source]

Notifications that appear one at a time in the middle of the screen.

Trade Agreement[edit | edit source]

A type of Diplomatic Pact between two Countries that eliminates Tariffs and Bureaucracy cost of Trade Routes between them.

Trade Lens[edit | edit source]

View Markets and Trade Routes, construct Infrastructure Buildings, and manage Trade-related aspects of your Country.

Trade Revenue[edit | edit source]

A Trade Route generates revenue for the Trade Center managing it, depending on the Market Price difference and the volume traded. Tariffs reduce the Trade Revenue generated, effectively decreasing the maximum volume a Trade Route can move before it becomes unprofitable and stagnates.

Trade Route[edit | edit source]

Trade Routes Buy Goods on one Market, transport it to another using Convoys (or overland, if the Markets are adjacent), and Sell the Goods there in order to make Revenue (from which Tariffs are subtracted) for the Trade Center managing it. In the process it creates Buy and Sell Orders on the two Markets, making it more expensive in one and less in the other. The volume of Goods moved will independently scale up and down to meet the Market conditions in both, employing more or less Workforce to match. Each Country can support a certain number of free Trade Routes, after which additional routes cost Bureaucracy to maintain.

Trade Route Competitiveness[edit | edit source]

If a Market’s pool of Goods available for Trade is depleted due to too many Trade partners, the Competitiveness of each competing Trade Route determines how large a share they get access to. A Trade Route's Competitiveness increases over time.

Training Rate[edit | edit source]

The Training Rate is the amount of Manpower that can be trained per week at a Military Building.

Transfer of Power[edit | edit source]

The Transfer of Power determines how a Ruler’s power is given to the next Ruler and when this transfer will take place.

Treasury[edit | edit source]

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.

Treaty Port[edit | edit source]

A coastal State that consists of a single Province taken as a War Goal for purpose of opening Trade with that Country. A Treaty Port permits its owner to bypass Tariffs and Embargoes when trading with any Market in the same State Region. Treaty Ports that come under hostile occupation will not confer any of their benefits while the occupation lasts.

For a Treaty Port to confer its effect, the holder's Rank must be higher than that of the Market Owner, or the holder must be a Recognized Power while the Market Owner is not.

Tributary[edit | edit source]

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.

Truce[edit | edit source]

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.

Turmoil[edit | edit source]

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.

Unclaimed Leverage[edit | edit source]

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.

Under Construction[edit | edit source]

When a Building is using Construction it is considered being Under Construction.

Unemployed[edit | edit source]

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:
−40 Birth Rate

Unification Candidate[edit | edit source]

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.

Unification Supporter[edit | edit source]

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.

Unincorporated State[edit | edit source]

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.

Unincorporated States are subject to the following effects:

  • −10% Market Access Price Impact
  • −50% Universal Pop Political Strength
  • −33% Minimum Expected Standard of Living
  • −25% Infrastructure
  • −50% Conscriptable Battalions
  • −10% Manufacturing Industries Throughput
  • −10% Government Structures Throughput
  • −10% Military Buildings Throughput

Unit Experience[edit | edit source]

A Unit gains experience over time, more when mobilized and during battles, once it gains enough it increases in Unit Veterancy Level giving it various bonuses

Unit Veterancy Level[edit | edit source]

Units gain Veterancy levels by gaining Unit Experience, the levels gives them various bonuses

Units under Recruitment[edit | edit source]

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.

Unrealized Taxes[edit | edit source]

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.

Unrecognized Power[edit | edit source]

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.

An Unrecognized Power that wishes to remove these penalties must claim recognition from completing the Earning Recognition Journal Entry.

Upper Strata[edit | edit source]

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.

Urbanization[edit | edit source]

Urbanization is generated by most Buildings constructed in a State to varying degrees. When sufficient Urbanization has accumulated in a State, an Urban Center will be automatically expanded.

Vassal[edit | edit source]

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.

Votes[edit | edit source]

Your Laws determine whether any given Pop gets to cast a Vote, and if so, how much Political Strength that vote 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.

Wage[edit | edit source]

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.

Wages[edit | edit source]

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.

War[edit | edit source]

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.

War Exhaustion[edit | edit source]

A Population tends to suffer while their Country is at War. The following factors contribute to War Exhaustion:

War Exhaustion reduces War Support each week, bringing the Country closer to agreeing to a Peace Deal.

War Goal[edit | edit source]

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.

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.

War Leader[edit | edit source]

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.

War Reparations[edit | edit source]

A secondary War Goal that can be added onto a Diplomatic Play and claimed as part of a Peace Deal. If enforced, the targeted Country is forced to transfer 10% of their Treasury income to the other for a duration of 60 months.

War Support[edit | edit source]

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 -100 the Country will immediately capitulate, allowing all War Goals to be pressed on them.

Wealth[edit | edit source]

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.

Welfare Payments[edit | edit source]

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.

Workforce[edit | edit source]

The Workforce of a Building consists of Pops of different Professions depending on the currently active Production Methods.

Working Adults[edit | edit source]

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.

Wounded[edit | edit source]

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.

References[edit | edit source]

  • See /Victoria 3/game/localization/english/concepts_l_english.yml for the Vickypedia entries' localization.