A comprehensive guide to Europa Universalis IV's government policies, detailing the effects of Centralization, Innovation, Mercantilism, and more.
This section of the guide details various government policies in Europa Universalis IV. Each policy is a slider with two opposing extremes, and moving the slider to the right or left grants specific bonuses or penalties. The effects are cumulative, meaning the further you move the slider, the stronger the effect.
Part 93: Government Policies
12.01: Centralisation - Decentralisation
For every point to the right:
- Cavalry Cost 5% More
- Big Ships Cost 5% Less
- Light Ships Cost 5% Less
- 0.4 Less Diplomats per Year
- +1% to Trade Efficiency
- -1% to Production Efficiency
Right Specific:
- +0.2 More Spies per Year
12.02: Centralisation - Decentralisation
For Every Point to the Right:
- Max War Exhaustion increased by 0.4
- Land Tech Cost 1% Less
- Trade Tech Cost 1% Less
- Government Tech Cost 1% Less
- Naval Tech Cost 1% Less
- Production Tech Cost 1% Less
- +1% More Tax Income
- -1% to Production Efficiency
- -1% to Spy Efficiency
- -1% to Global Spy Defence
12.03: Innovative - Narrowminded
For Every Point to the Right:
- Stability Investment Cost 5% Less
- Max War Exhaustion decreased by 0.4
- Land Tech Cost 2% More
- Trade Tech Cost 2% More
- Government Tech Cost 2% More
- Naval Tech Cost 2% More
- Production Tech Cost 2% More
- +0.4 Missionaries Per Year
- +0.4 Colonists Per Year
Right Specific:
- +2% To Global Spy Defence
12.04: Mercantilism - Free Trade
For Every Point to the Right:
- +0.2 Colonists Per Year
- +0.4 Merchants Per Year
- +10% Merchant Travel Cost
Left Specific:
- +0.2 Spies per Year
- +1% Merchant Compete Chance
Right Specific:
- +1% Merchant Compete Chance
12.05: Offensive - Defensive
For Every Point to the Right:
- -5% to Artillery Cost
- Land Morale -2%
Left Specific:
- Leader Shock +0.25
Right Specific:
- Leader Siege +0.25
12.06: Land - Naval
For Every Point to the Right:
- Infantry Cost 5% More
- Cavalry Cost 5% More
- Big Ships Cost 5% Less
- Light Ships Cost 5% Less
- Galleys Costs 5% Less
- +1% to Trade Efficiency
- +2% To Overseas Income
- +1% To Production Efficiency
- -5% To Global Manpower
Left Specific:
- Land Morale +2%
- Land Supply Limit +5
Right Specific:
- Naval Morale +2%
- +0.2 Colonists Per Year
- Sea Supply Limit +5
12.07: Quality - Quantity
For Every Point to the Right:
- Infantry Cost 2.5% Less
- Cavalry Cost 2% Less
- Land Morale -2%
- Global Manpower +2.5%
Left Specific:
- Leader Fire +0.25
12.08: Serfdom - Free Subjects
For Every Point to the Right:
- Infantry Cost 2.5% More
- +1% To Production Efficiency
- +1% To Stability Costs
- Land Morale +1%
- +1% To Global Spy Defence
Government Types
13.01: Feudal Monarchy
- Administrative Efficiency = 16
- Allowed Conversion from = Despotic Monarchy, Absolute Monarchy, Administrative Monarchy, Merchant Republic
- Maximum Policy = Aristocracy <---> Plutocracy [-1]
- Global Manpower is increased by 15%
- Attrition Limit increased by 15%
13.02: Merchant Republic
- Administrative Efficiency = 15
- Allowed Conversion from = Administrative Republic, Bureaucratic Despotism, Feudal Monarchy
- Maximum Policy = Aristocracy <---> Plutocracy [1]
- Merchants cost 25% less
- Nation is given a republican name
- You are no longer allowed to have Royal Marriages
13.03: Despotic Monarchy
- Administrative Efficiency = 20
- Allowed Conversion from = Administrative Monarchy, Absolute Monarchy, Enlightened Despotism, Constitutional Monarchy, Noble Republic, Theocracy, Feudal Monarchy
- Maximum Policy = Serfdom <---> Free Subjects [1]
- Badboy Limit is 10
13.04: Noble Republic
- Administrative Efficiency = 15
- Allowed Conversion from = Administrative Republic, Republican Dictatorship, Despotic Monarchy
- Nation is given a republican name
- Tolerance is increased by 1
13.05: Administrative Monarchy
Administrative Efficiency = 15
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