JFD's Rise to Power

Rise to Power, formally Piety & Prestige/Sovereignty, or RtP, is a
mod aimed at deepening the experience of managing your state-level and
external affairs. It is composed of, at present, 4 distinct
components, each focusing on a particular aspect of state management. For a general overview, please see **here.** For installation, see **here.**

This page collages this mod's changes.

*Some of these changes may not be present with the Community Balance Patch*.

## Claims

With  **Claims**, you may expend  **Dignitaries** to peacefully annex a City-State.  Claims require 'causes;' a reason for pushing your claim. These determine how much  Gold and how many  Dignitaries a claim will cost.

* 3  Dignitaries
* 250  Gold
  Medium
* 4  Dignitaries
* 500  Gold
  Weak
* 750  Gold
* 100% of the city  Population in  Resistance turns

Causes come from the following sources:

* Having a long-term alliance (25 turns) with the City-State.
* Having a Spy at the City-State.
* Having a Pledge of Protection with the City-State.
* Having completed the Patronage Finisher.
* Being Austria (from their new UA).
* Being the same Culture Type (with Cultural Diversity).
* Being in a Golden Age (with Cultural City-States).
* Sharing a Sea Trade Route (with Maritime City-States).
* Sharing a Land Trade Route (with Mercantile City-States).
* Having an intimidating Military (with Militaristic City-States).
* Sharing a State Religion (with Religious City-States).

#### Decisions

In addition to the above,  Dignitaries may also be spent on several new and (modified) existing Decisions, if using Sukritact's Events & Decisions.

#### Civilizations

Receive a free  Dignitary when a  Cultural Great Person is born.  Claims are stronger with befriended City-States.

+25% Combat Bonus vs. Barbarian Units and receive Great General Points when defeating them. May expend Great Generals for  Magistrates.

#### National Wonders

* +2  Dignitary.
* +2  Magistrate.
* High Court in all cities.
* Requires a High Court in all Cities.

#### Policies

 **Opener** | Patronage
 **Finisher** | Patronage

#### Specialists

* 3  Great Dignitary Points.
* 3  Great Magistrate Points.
* High Court.

#### Technologies

* Forum Magnum.
* Supreme Court
* Constabulary
* Forbidden Palace.
* Chancery
* Allows Open Borders
* Westminster.

#### Units

* May be expended in City-State territory for  Influence.
* May assimilate Cities.
* May upgrade Provinces.

#### Wonders

* +2  Great Magistrate Points.
* +2  Great Dignitary Points

## Epithets

Epithets are random titles that can be awarded to players upon completing certain conditions, with the chances of acquiring an Epithet increasing as those conditions are met more commonly. When you are recognized with an Epithet, you may choose to accept it for a unique bonus or to decline it for a lump sum of  Golden Age Points.

This system replaces the titles awarded via Social Policies, and is intended to synthesize with Sovereignty's titles. It is intended to add more diversity and flavour to your in-game world.

### Epithets

The following Epithets are acquired through Events and do not have any inherent effect, but are intended mostly to be cosmetic: *The Bad**, The Catholic**, The Chaste, The Drunkard**, The Fat**, The Fair*, *The Fortunate, The Good**, The Homosexual.*

## Mercenaries

Mercenaries is a mod that introduces a system of recruitment for
high-leveled and sometimes unique Mercenary units. Mercenaries are recruited by spending Gold (or Piety) on 'Contracts,' time-sensitive periods during which you gain control of a particular unit, for a particular maintenance cost. Mercenaries do not gain levels nor can they upgrade, but they are often more powerful than standard units (though expensive), and sometimes come en masse.

For more information, see here.

## Piety

### State Religion

The core of the mod revolves around the introduction of a State Religion mechanic. You may establish a State Religion once you have researched the Priesthood technology. If you have founded a Religion, this automatically sets your State Religion to that religion.

You may change your State Religion at any time, so long as it is to a valid religion (it has been founded and you have met the founder). However, doing so will incur 0-2 turn(s) of Anarchy, depending on your Piety Level at the time.

Upon discovering Scientific Theory, you may 'Secularize' your state. This will effectively dismantle your State Religion and can be useful if you find it hard to keep your Piety level high. Secularizing also eliminates  Crime from  Heresy.

### Piety Levels

Your State Religion is maintained through a new yield called  Piety. Unlike most yields, piety depreciates over time, and it is your charge to ensure that it remains at a healthy rate. As your piety drops, so too will drop your 'Piety Level,' and with it will come new benefits or penalties. There are five levels of piety :

* Increases rewards from religious events and decisions.
* Increases the likelihood of positive religious events occurring.
* Bonus relations with (certain) civilizations that share your State Religion.
* Missionaries have +100% Conversion Strength and may spread their religion an additional time.
 **Virtuous** | * +10% natural  conversion rate for non-religious and pagan Citizens.
* Slightly increases rewards from religious events and decisions.
* Slightly increases the likelihood of positive religious events occurring.
* Missionaries have +50% Conversion Strength and may spread their religion an additional time.
 **Poor** | * -10% natural  conversion rate for non-religious and pagan Citizens.
* Slightly decreases rewards from religious events and decisions.
* Slightly increases the likelihood of negative religious events occurring.
* Missionaries have -50% Conversion Strength.
* Increases  Crime from  Heresy by 50% (*with CID*).
* 1 turn of Anarchy when changing State Religions.
 **Heretical** | * -25% natural  conversion rate for non-religious and pagan citizens.
* Decreases rewards from religious events and decisions.
* Increases the likelihood of negative religious events occurring.
* Penalty to relations with (certain)\* civilizations that share your State Religion.
* Missionaries have -75% Conversion Strength and may spread their religion one less time.
* Increases  Crime from Heresy by  100% (*with* CID'**).**
* 2 turns of Anarchy when changing State Religions.
* 100%  Sovereignty from  Faction Opposition in a Theocracy (*with Sovereignty*)

 Every turn, your piety will decrease by 1 whilst you are over a certain threshold. In addition, your  Piety:

* Decreases by 1 for each city not following your State Religion
* Decreases by 1 for each city not following your State Religion, of Civilizations that do (*founders only*)
* Decreases by 1 for each Civilization following your State Religion with whom you are at war
* Decreases by 2 once you have adopted an Ideology

For Religion Founders,  Piety may be spend to  Influence City-States following your State Religion. For all Civilizations,  Piety may be spend to purchase exclusive Mercenary Contracts (*with* *Mercenaries).*

### Civilizations

Earn  Faith and  Piety from each enemy unit killed. When  Piety is Devout, the  Capital undergoes a perpetual 'We Love the King Day.'

### National Wonders

* 2 free Inquisitors.
* Requires a Monastery in all Cities

### Policies

 **Organized Religion** | Piety
 **Monastic Education** | Piety
 **Infallability** | Piety
 **Syncretism** | Piety
 **Finisher** | Piety
* If a Reformation Belief is not possibe, free Great Prophet instead

### Technologies

* Stonehenge
* Temple
* Pantheon
* Solomon's Temple
* Inquisition
* Todai-Ji
* Religious Orders as Mercenary Contracts
* Economics

## Prosperity

Prosperity is a new yield used to represent the strength of your economy on the world stage. Unlike other yields (and akin to  Sovereignty below), it is not accumulated or spent.

### Prosperity Levels

Your Prosperity is measured as a 'Prosperity Score' - a range from 0.0 to 1.0. This is divided into three 'Properity Levels,' each with their own, empire-wide effects.

 **Balanced** | *
 **Weak** | *
 **Destitute** | *

## Sovereignty

 Sovereignty is a new yield used to pass  Reforms. Unlike other yields,  Sovereignty is not spent - instead, it is a representation of how capable you are as a ruler, and you need only reach a certain amount in order to push through a particular  Reform (specific amounts depend on your Legislature and the Reform, see below).

### Reforms

 Reforms are similar to Social Policies or Decisions, but often exchange a bonus for a penalty, and may be swapped around as you please and as the need arises (think Civ IV's Civics), provided you have the  Sovereignty required to do so. Reforms can be useful to push your civilization in a particular direction at the expense of something useless (such as Science), or to compensate for an area in which you are lacking.

Reforms are divided into eight Categories (Government, Legal, Culture, Economy, Industry, Religion, Military, and Foreign), and are further divided into 9 Branches each. Each Reform in a branch is exclusive to the others.

Each Reform has a Sovereignty cost, which is determined by two things: the Era in which the Reform becomes available, and the opinion of the Factions within your Legislature toward that Reform.

### Governments

Your Government, in addition to being the prerequisite to passing  Reforms, will influence what Reforms you can pass, as well as what type of Legislature you possess (see below).

 **Republic** | * +25%  Faction Support
 **Theocracy** | * -50%  Election Cooldown.
 **Holy Roman Empire** | * Max Sovereignty: 50%.
* Unlocks building the Reichstag wonder.
* *Only one Civilization may adopt this Government.*

### Legitimacies

 Legitimacies are the claims you make to your authority as sovereign and are the primary source of your  Sovereignty. There are three sets of Legitimacies; you may only choose one of each:

 **Might** | +10%  Sovereignty when all Cities have a Garrison.
 **Wisdom** | +20%  Sovereignty when all Cities have a Specialist.

 **Governance** | +10%  Sovereignty when all Cities have 8  Population.
 **Divine Right** | +20%  Sovereignty when all Cities have your State Religion.

 **Tradition** | +10%  Sovereignty to each of your previous Legitimacies.
 **Security** | +20%  Sovereignty when all Cities have Patriotic Loyalty.

### Legislature

The Legislature is the most important aspect of your government. It is where  Factions assemble to challenge or to support the Reforms you want to pass. Each Faction possesses its own  Sovereignty - how much power they have to push their agenda. This Sovereignty is directly added to or subtracted from the Sovereignty cost of Reforms, depending upon the Faction's opinion of said Reform. So, a particularly powerful Faction will make it difficult to pass Reforms that they oppose and easy to pass Reforms that they support.

The Legislature is re-shuffled every 25 turns (on Standard) and sometimes in-between. How the Legislature is composed depends upon both your Government and your Legislature Reforms.

#### Monarchy

**Aristocratic**

**Parliamentary**

#### Republic

**Democratic**

**Oligarchic**

#### The Parliament

The Parliament is the Monarchic Legislature, and can be divided into two forms: Aristocratic and Parliamentary, with each having their own distinct factions. *Aristocratic* sovereignty is proportionally based upon the combination of two specific yields viz. your empire's total yield output. *Parliamentary* sovereignty, on the other hand,is based upon the proportion of  Votes a  Faction receives from each city, determined by two factors: the combination of two specific Specialists and the lowest of a combination of two specific yields.

Finally, there are several Factions that are considered *extremist* (Revolutionaries, Reactionaries, Communists, Fascists, and Libertarians) - these Factions will generally impose harsher penalties for implementing Reforms that they dislike, and may even force you to change your Reforms or Government! How they emerge depends upon your Political Parties Reform, but each (except Revolutionaries and Reactionaries) correspond to a specific Ideology.

Although Communists, Fascists, and Libertarians work as more particular versions of their non-extremist selves, Revolutionaries and Reactionaries function differently. If either of these groups are in your Parliament, there will be a chance for  Anarchy each time you change Reforms. This chance is based upon their  Sovereignty.

**Aristocratic Monarchy**

* Right Industry.
 **Clergy** | * Proportion of  Faith and  Science
* Right Culture.
 **Nobility** | * Proportion of  Food and  Production
* Right Government.
 **Revolutionaries** | * Proportion of  Unhappiness

**Parliamentary Monarchy**

#### The Senate

The Senate is the Republican Legislature, and is generally the same across Legislative Reforms, which merely determine how many  Senators compose it. Unlike in the Parliament, however,  Factions are not proportional, and the number of Senators per Faction, each constituting 1%  Sovereignty, is conditioned independently of other Senatorial Factions. The total influence of your Senate can often exceed or fall short of 100%.

Extremist Factions (Communists, Fascists, and Libertarians) will dictate a chance for  Anarchy based upon their  Sovereignty, but only when you implement a reform that they oppose.

#### The Imperial Diet

The Imperial Diet is the Holy Roman Empire Legislature. Unlike in other Legislatures,  Factions are called  Prince-Electors, and Prince-Electors are derived from the top 7 of your befriended and Allied City-States. Prince-Electors will usually affect your  Reform costs unilaterally, based on whether you have more cities than Electors - if you have more cities than Electors, your Electors will oppose your Reforms, but otherwise they will support them. The exception to this is if you are at war with a particular Elector - that Elector will oppose your Reforms regardless until you strike peace.

#### Privy Councillors

Privy Councillors are a new option for Great People. Any Great Person may now be expended to a specific seat on the Privy Council, which awards a permanent, state-wide bonus.

* +10%  Production toward Buildings (Magistrates).
 **Chaplain** | * +20%  Plague Threshold (Doctors).
* -10%  Faith purchase costs (Prophets).
 **Herald** | * +20%  Tourism from Theming Bonuses (Artists/Musicians/Writers).
* +10  Resting Rate with City-States (Dignitary).
 **Marshal** | * +10 XP for Naval Units (Admirals).
* +10 XP for Land Units (Generals).
 **Steward** | * -10% cost to  Gold Purchases (Merchants).
* +5%  Science when  Happy (Scientists).
* Great Scientist.

## References

1. ↑ Cultural Diversity
2. ↑ With the Community Balance Patch, this effect is moved to Consulates.
3. ↑ With Events & Decisions.
4. ↑ With CID: Provinces.
5. ↑ W/o CID: Provinces.
6. ↑ With Enlightenment Era.
7. ↑ 7.0 7.1 Requires Sukritact's Events & Decisions
8. ↑ 8.0 8.1 8.2 8.3 8.4 Requires Events Compendium.
9. ↑ Each civilization has a 'Religious Intolerance' value that determines how much they might like you when you are Devout.
10. ↑ 10.0 10.1 With Health.