Good day! Today we're getting right into the dev diary by continuing on from last week, where we announced large changes to the Government System in Europa Universalis IV. Last week we talked about Monarchies, today, by popular request, let's look at Republics.
I'll start by re-iterating that these changes will not result in the removal of special government mechanics with or without the expansion. The Militarization of the Prussian Monarchy, Mamluk Government Interactions, Dutch republic mechanics etc will all still be in the game, and tied to Government Reforms rather than being a specific government type in itself.
Also the new government reforms are part of the upcoming yet unannounced Expansion Pack. For those who get the 1.26 update but not the expansion, you will still have access to the different government mechanics, but not the new reform choices seen below.
Our Government Reforms interface is coming along, with significantly fewer placeholders than before. Now, outside of Hordes, Republics are my favourite government types. No regencies ever, control over which monarch points you get, ruler generals aplenty. That said it's clear to see that since Absolutism arrived on the scene, they have been left feeling a little lackluster, not to mention they have always been that bit too inflexible.
With that in mind, the Republican Reform path contains up to ten different reforms, putting them ahead as the most diverse set we're adding. Let's see what's on offer (all values and effects very subject to balance and change)
I'll start by re-iterating that these changes will not result in the removal of special government mechanics with or without the expansion. The Militarization of the Prussian Monarchy, Mamluk Government Interactions, Dutch republic mechanics etc will all still be in the game, and tied to Government Reforms rather than being a specific government type in itself.
Also the new government reforms are part of the upcoming yet unannounced Expansion Pack. For those who get the 1.26 update but not the expansion, you will still have access to the different government mechanics, but not the new reform choices seen below.

Our Government Reforms interface is coming along, with significantly fewer placeholders than before. Now, outside of Hordes, Republics are my favourite government types. No regencies ever, control over which monarch points you get, ruler generals aplenty. That said it's clear to see that since Absolutism arrived on the scene, they have been left feeling a little lackluster, not to mention they have always been that bit too inflexible.
With that in mind, the Republican Reform path contains up to ten different reforms, putting them ahead as the most diverse set we're adding. Let's see what's on offer (all values and effects very subject to balance and change)
- Oligarchy vs Merchant Class vs Noble Elite
- Oligarchy: +5% Tax, elections every 4 Years
- Merchants: Enables Merchant Republic mechanics, -10 max Absolutism
- Noble Elite: +0.25 Army Tradition, + Nobility Estate influence, elections every 8 years
- Presidential Despot:
- Revolutionary Republic - (Special for Revolutionary Target)
- [Other Special Republics]
- Republican Virtues
- Autocratic: -1 Unrest
- Nepotism: Each candidate get +1 random stat
- Republicanism: +0.2 republican tradition
- Frequent Elections vs consolidation of power
- -1 years between elections, -10 max absolutism
- +1 year between elections, +10 max absolutism
- Federalism vs Unitarism vs Confederacy
- Provincial Governments: -25% State Maintenance
- Administrative Divisions: +5 States
- Union of States: +10% Global Trade Power
- Seizure of Power: [HIDDEN]
- Parliamentary vs Presidential
- Parliamentary: Enables Parliaments if Common Sense DLC, else -1 Unrest
- Presidential Rule: -10% Institution Embracement Cost
- Consolidation of Power
- Broaden Executive powers: -15% Stability cost
- Devolution of powers: +1 Diplomat
- Guiding Principle of Administration
- Political Principle - +1 [HIDDEN]
- Moral Principle - +1 [HIDDEN]
- Electorate
- Landholders: +10% Manpower Recovery Speed
- Citizenry: +10% Land Morale
- Office Selection
- Sortition: -0.05 Yearly Corruption
- Universal Suffrage: +1 Accepted Culture
- Question of Dictatorship
- Seize Executive Power: Become Monarchy, lose 4 reforms
- Proclaim Divine Guidance: Become a Theocracy, lose 6 reforms
- Strengthen executive powers: +25 Max Absolutism
- Reinforce Republican Values: +1 [HIDDEN] -25% Republican Tradition Cost of re-elections
- Revolutionary Empire (For Revolutionary Target): Makes ruler into a Dictator