New Game Mechanics

### Political Authority

In this mod Theocracies and Devotion are replaced by Oligarchy and Political Authority.

At its lowest Political Authority gives -10% Production Efficiency and -10% National Tax Modifier

At its highest Political Authority gives +10% Production Efficiency and +10% National Tax Modifier

Political Authority decays every year by base of -0.50, is increased while being at peace by +0.25 and +0.50 per positive stability.

### Casus Belli

In Imperium Universalis there is no "fabricate claims", instead you have claims from missions or gain a special CB with a ruler who has more than 0 in military skill.

There are also special CB:

* Invasion, available to smaller rank nations against neighbouring high rank countries, allows to use special peace deal option to take over whole country. Invasion CB can not be used by native government, can not be used by countries with government rank above Large State (III) and more development than 800, Total Development of your target must be above 300 and government rank of at least Large State (III).
* Indian Subjugation, available to Indian government countries against neighbouring Indian government countries, can be used once in a lifetime of your ruler. Indian Subjugation ignores separatism allowing you to state the newly conquered provinces immediately, at the cost of +40% starting autonomy.
* Great Conqueror Invasion, available to countries with a ruler of at least 4/4/6 and 1 stability, this casus belli allows to invade any neighbouring country with less than 25 prestige.

### Government Organization

Replaces Absolutism, Government Organization represents how organized and efficient the government is. Higher government organization leads to greater benefits to various parts of administration at the cost of increasing state maintenance.

Government Organization just like Absolutism has a limit of 100, is increased by harsh treatment of rebels, increasing stability, decreasing autonomy in provinces, strengthening the government, while decreasing from increased autonomy, debasing currency, accepting rebel demands, assigning parliament seats, reducing war exhaustion.

### Inflation

Inflation in Imperium Universalis increases with inflation, it means the more inflation you have - more inflation growth you get. Pay attention to inflation because the costs to reduce it were tripled, in worst cases there is decision to Fight Inflation, in extreme cases bankruptcy will erase inflation. Main sources of inflation are gold in peace deals, gold and silver production, siege event sacking of high dev cities (worse your income is - more % of inflation you gain per gold gained).

### Ask Ally for Civilization Efforts

Ask Ally for Civilization Efforts is a feature available to tribal and horde nations that unlocked access to government reforms, located under Economy Actions this button allows you to ask a civilzed reformed country to boost your reform progress gain at the cost of stability, cash and some unrest. This however is not an easy task as you must build up trust and improve your relations high enough for them to accept. Alternatively a civilized vassal has same interaction with easier conditions.

When successful you lose 1 stability, 200 ducats and gain +1 unrest in exchange for 15 years of 100% reform progress growth.

### Vassals

Vassals are now divided in three tiers:

* Autonomous Vassals: will join wars, can declare wars, can have own alliances, can send and accept royal marriage, will pay a fraction of income to their overlord but not divert trade, can't seize provinces or place relative on throne. For 100 diplomatic power they can be made into a Half-Autonomous vassal in influence country interaction if their opinion is higher than +150.
* Half-Autonomous Vassals: will join wars, can't declare wars, can't make alliances, can't send or accept royal marriage, will a pay fraction of income to their overlord, can divert trade, can seize land, can place relative on throne. For 100 diplomatic power they can be made into a Non-Autonomous vassal in influence country interaction if their opinion is higher than +150.
* Non-Autonomous Vassals: will join wars, can't declare wars, can't make alliances, can't send or accept royal marriage, will a pay fraction of income to their overlord, can divert trade, support loyalists, enforce culture and religion, seize land, siphon income, place relative on throne. Can be annexed after 6 years since becoming a non-autonomous vassal.

#### Special Vassals:

* Socii: Special vassal type for Roman Republic, based on a March and Autonomous vassal type who still pays taxes, takes no diplomatic slot, joins Defensive wars for 5 favors, Offensive war for 10 favors and can be annexed. Can only be established on nations with capital within Italy. 3.1.2 - Uses "Socii Dissatisfaction" Mechanic which if Reaches 400 , May start "Social War" Disaster for Rome.(to avoid it's recommended to have up to 1-2 Socii so they can be easily annexed.)
* League: Special vassal type for Greeks, based on more independent league members who would revolt against being controlled, pays taxes, takes no diplomatic slot, joins wars but cannot be annexed. Can be established by most Greek states.
* Velir: Special vassal type for Tamil kings, based on a Merchant Republic member states, pays taxes, takes no diplomatic slot, does not join your wars but needs to be protected, can't be annexed directly. Can only be established by Tamil culture nations on any country within India.
* Satrapy: Special vassal type for Persia, can only be established on non-autonomous vassals in influence tab of diplomatic interactions.
* Tributary: Can only be established on nations below government rank of a Large State (III) with less than 35 development. You must have at least 100 development yourself and a free diplomatic relations slot.
* Client State: Special administrative vassal, good for governing big swaths of land, easier to control with liberty desire, does not cost a diplomatic relations slot, DOES NOT participate in wars.

### Development

Development in this mod is replaced with Pops system, population grows by itself organically, faster in states with prosperity, good climate and terrain (population of Tibetan Arctic mountains is going to be tiny and grow way slower than in Temperate Roman farmlands which will provide enough food for a large base population and grow quicker.)

#### Population Capacity

Each province has a physical size, bigger provinces house more population. Bad weather like winters, arid climate, tropical climate and monsoons affect the provinces temporarily providing fluctuations and occasional seasonal migrations. Terrain type heavily influences population capacity, with Health buildings able to reduce this decrease, bad terrain is affected by health buildings more than good terrain. Land Reclamations are cherry on top, providing almost nothing at low development but being a significant influence on already developed provinces. By default people are living off the land, coastal provinces gain some fishing bonus while coastal terrains gain even bigger fishing bonus, fishing can also be increased by Harbours.

More detailed information can be found about any province by clicking on province interaction button, located in province menu under terrain to the right of total population number. "Explain me the detailed capacities" will place a temporary province modifier where you can read what and how affects your province. Population Growth Menu in decisions also has a tab for Analysis and Statistics menu for those who want to go even deeper.

Players can improve their provinces development by investing into buildings that will increase the housing capacity of provinces, having positive stability also increases capacity and growth, while devastation and unrest will slowly downgrade upper class into commoners and commoners into tribals and tribal migrations depopulating affected provinces over time.

Starting with 3.0 update the game is balanced around using new population submod by mrkcosta, that improves upon the old system of just growing slowly forever, by introducing realistic population limits and make it feel alive by emigrations, depopulations on devastation and sieges, realistic economy simulation. if you did not enable it on game start, it's advised to go into decisions "POPULATION GROWTH menu, enable submod".

Population submod is not mandatory but we do not review any issues or suggestions that are caused by not using it. As we consider this integral part of post 3.0 Imperium Universalis experience.

Speed of population growth depends on current population capacity, current development, stability and prosperity, negative population growth will start migrations, demote population into lower classes and depopulate the affected provinces.

There are 3 kinds of population:

#### Upper Class

Representing aristocracy, clergy and other wealthy citizens. Grows over time depending on access to temples, palaces and academies. Occupies 10% of total province population and if population submod is active cannot grow by itself, only grows as Commoners promote to Upper Class. Does not grow naturally in tribal governments outside the capital.

Every Upper Class pop provides:

* -0.15 Local Trade Power but +10% Local Trade Power
* +1 Yearly Tax Income
* +2% Culture Conversion Cost
* +2% Institution Spread

#### Commoners

Representing merchants, craftsmen and other less wealthy citizens. When population submod is active grows as result of Rural population being promoted to Commoners, production buildings and Baths encourage rural population to move into towns and become Commoners, this is helped by developing provinces by most buildings, high production values, high trade values and surplus food. If disabled grows slowly over time and promotes from tribals. Does not grow naturally in tribal governments except high trade value provinces.

Every Commoner pop provides:

* +0.25 Local Trade Power
* +0.25 Local Goods Produced
* +0.50 Yearly Tax Income
* +100 Manpower
* +0.10 Land Force Limit
* +0.10 Supply Limit
* +1% Culture Conversion Cost

#### Tribal

Represents rural population that lives outside cities in their villages and clans. If population submod is active grows based on province size and terrain type, growing faster where there is more space available than current population, negative growth leads to emigration or starvation. If population submod is disabled will grow over time based on terrain and prosperity.

Every Tribal pop provides:

* +0.10 Local Trade Power
* +0.10 Local Goods Produced
* +0.25 Yearly Tax Income
* +700 Manpower
* +0.10 Land Force Limit
* +0.10 Supply Limit

### States

You can make states out of provinces that have separatism but they will start with high autonomy that does not decay in peace. By default you can expect 20-35 years of separatism in newly conquered states which reduces output of a province significantly, not being able to benefit from recently conquered provinces is encouraging historical gameplay of vassalization and using special Casus Belli when available.

### Elephants

Elephant units can be recruited by decision if near countries that have elephants or from provinces that have elephant trade good if you have Elephant Domestication institution. That will slowly deplete elephant population in the province you can see current elephant population in trade map mode or as modifier in the province itself. Elephant units are modded version of Cossacks, special unit with +20% shock modifier.

### Latinization

Government Organization must be 15 or higher. Stability must be atleast 0. Provincial Unrest must be lower than 3. Devastation must be 0. Provincial Population must be atleast 2. Writing Institution must be fully present in province. Province must be stated.

**Case specific requirements:**

*Costal province in Italy:* Primary culture must be Latin.

*Inland province in Italy:* Primary culture must be Latin.

Either: Province has a Centre of Trade. An adjacent province is of Latin/Latinized Culture.

*Costal province outside Italy:* Primary culture must be Latin or any Latinized Culture.

*Inland province outside Italy:* Primary culture must be Latin or any Latinized Culture.

Either: Province has a Centre of Trade. An adjacent province is of Latin/Latinized Culture.

Provincial Culture must be **Latinizeable**.

**Latinizable Cultures:** Ligurian Culture Group, Gaulish Culture Group, Iberian Culture Group, Iberian Celtic Culture Group, Aquitanian Culture Group, Mazices Culture Group, Brythonic Culture Group, Eastern Celtic Group, Illyrian Culture Group, Etruscan Culture Group, Italic Culture Group, Daco-Thracian Culture Group except Bithynian and Geto-Sycthian, Ibero Phoenician Culture and Punic Culture.

*There are hundreds of modifiers which speed up/slow down culture conversion, these are the base requirements that are absolutely required for conversion.*

### ZhanGuo

ZhanGuo (*Zhànguó Shídài, Warring States Period) -* Important event that allows Chinese countries to reform their government and starts chain of events that leads to unification of China. In the game event fires when a large Chinese state gathers an army and passes several government reforms, marking them as the first contender to unite the China by force, afterwards other large Chinese states will have a similar event and start Warring States Period.

### BaZhu

Bazhu (the hegemon of china) system, like the emperor of the HRE, will be pre-set in the historical files, giving a country the flag of Bazhu in the beginning of new game, when Bazhu country was annexed by another country and without transferring Bazhu status, the Chinese nation will have a decision if they have the most development among the LiYueJiaoHua faith. If it is a great power: prestige is greater than 33 points, and if not, the prestige is greater than 75 points. They protect Zhou the Mandate Holder, other chinese states from barbarians and often intervene in wars inside China as that is open defiance of the Hegemon and Zhou rule.

LiYueJiaoHua or LiYueBaDao country can get a CB to seize Bazhu when it has the same strength as Bazhu and the capital is in the same superregion.

The monarch title name of the country with Bazhu flag will be changed to Bazhu, triggerring a modifier such as +1 diplomat, etc.Bazhu can ask other countries of the same religion to hand in tributes, and if they refuse, they will get a one-year diplomatic insult to declare war.

Bazhu can also order two countries of the same religion that are at war to enforce peace.

Bazhu must protect the Zhou, and cannot refuse call to arms when Zhou calls for their help, when other countries of the same religion are invaded by other religious countries, they can request military support from BaZhu. When Bazhu declares war on a fellow country that has not been Excommunicated or has not refused to pay tribute, it will trigger increase of war exhaustion.

Bazhu cannot declare war on the Zhou nor claim mandate unless religion is not LiYueJiaoHua, same rule applies to others.