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Part 94
Europa Universalis IV

Part 94

Europa Universalis IV government types like Administrative Republic, Absolute Monarchy, and Theocracy, detailing their Administrative Efficiency and effects.

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Europa Universalis IV government types like Administrative Republic, Absolute Monarchy, and Theocracy, detailing their Administrative Efficiency and effects.

Administrative Efficiency is a key stat that increases with technology, affecting core province cost and other mechanics. Different government types offer varying base Administrative Efficiency and specific bonuses.

Government Types and Details:

  • Administrative Republic: Base Administrative Efficiency of 12. Allows conversion from Constitutional Republic, Republican Dictatorship, Bureaucratic Despotism, Merchant Republic, Noble Republic, and Administrative Monarchy. Grants 5% Trade Efficiency, a republican name, and prevents Royal Marriages.
  • Absolute Monarchy: Base Administrative Efficiency of 10. Allows conversion from Enlightened Despotism, Despotic Monarchy, and Republican Dictatorship. Maximum Policy is Centralisation <---> Decentralisation [1]. Decreases Maximum War Exhaustion by 1.
  • Republican Dictatorship: Base Administrative Efficiency of 10. Allows conversion from Bureaucratic Despotism, Administrative Republic, and Absolute Monarchy. Grants a republican name, 0.1 Land Morale increase, and 0.1 Naval Morale increase.
  • Constitutional Monarchy: Base Administrative Efficiency of 8. Allows conversion from Administrative Monarchy and Constitutional Republic. Merchants are 50% cheaper.
  • Enlightened Despotism: Base Administrative Efficiency of 8. Allows conversion from Absolute Monarchy and Bureaucratic Despotism. Maximum Policy is Serfdom <---> Free Subjects [-3]. Grants 20% Global Spy Defence.
  • Constitutional Republic: Base Administrative Efficiency of 8. Allows conversion from Constitutional Monarchy and Administrative Republic. Grants a republican name, 20% Production Efficiency, and prevents Royal Marriages.
  • Bureaucratic Despotism: Base Administrative Efficiency of 5. Allows conversion from Republican Dictatorship and Enlightened Despotism. Stability Cost is 20% cheaper.
  • Theocracy: Base Administrative Efficiency of 15. Allows conversion from Absolute Monarchy. Maximum Policy is Innovative <---> Narrowminded [0]. Requires a state religion, prevents Royal Marriages, and Missionaries are 20% more successful.
  • Papacy: Base Administrative Efficiency of 10. Cannot be converted from other types. Maximum Policy is Innovative <---> Narrowminded [0]. Requires a Christian religion, prevents Royal Marriages, and Missionaries are 25% more successful.
  • Tribal Despotism: Base Administrative Efficiency of 25. Allows conversion from Tribal Federation and Tribal Democracy. Maximum Policy is Innovative <---> Narrowminded [1]. Grants 20% Global Manpower, but Technology costs 50% more to research.
  • Tribal Federation: Base Administrative Efficiency of 25. Allows conversion from Tribal Despotism and Tribal Democracy. Maximum Policy is Centralisation <---> Decentralisation [-1]. Grants 10% Trade Efficiency and Technology costs 50% more to research.
  • Tribal Democracy: Base Administrative Efficiency of 25. Allows conversion from Tribal Despotism and Tribal Federation. Maximum Policy is Aristocracy <---> Plutocracy [-1]. Stability Costs 25% Less to Maintain and Technology costs 50% more to research.

Province Details (1-10):

  1. Uppland: Trade Good = Grain, Capital = Stockholm
  2. Ostergotland: Trade Good = Grain, Capital = Linkoping
  3. Smaland: Trade Good = Naval Supplies, Capital = Kalmar
  4. Bergslagen: Trade Good = Iron, Capital = Vasteras
  5. Varmland: Trade Good = Iron, Capital = Orebro
  6. Skane: Trade Good = Grain, Capital = Lund
  7. Vastergotland: Trade Good = Grain, Capital = Skara
  8. Dalaskogen: Trade Good = Grain, Capital = Mora Socken
  9. Halsingland: Trade Good = Fish, Capital = Gavle
  10. Jamtland: Trade Good = Fur, Capital = Froson

Province Details (11-20):

  1. Vasterbotten: Trade Good = Fur, Capital = Umea
  2. Sjaelland: Trade Good = Fish, Capital = Kobenhavn
  3. Slesvig: Trade Good = Grain, Capital = Ribe
  4. Fyn: Trade Good = Fish, Capital = Odense
  5. Jylland: Trade Good = Grain, Capital = Aarhus
  6. Bohusian: Trade Good = Fish, Capital = Marstrand
  7. Akershus: Trade Good = Fish, Capital = Oslo
  8. Lappland: Trade Good = Fur, Capital = Kien Kasjarkka
  9. Osterbotten: Trade Good = Fur, Capital = Korsholm
  10. Trondelag: Trade Good = Fish, Capital = Trondhelm

Province Details (21-23):

  1. Halogaland: Trade Good = Fish, Capital = Steig
  2. Eisdiva: Trade Good = Naval Supplies, Capital = Hamar
  3. Bergenshus: Trade Good = Naval Supplies, Capital = [Capital name missing in source]
Tips
  • Consider the Administrative Efficiency when choosing a government type, as it impacts core province costs.
  • Tribal governments offer high Administrative Efficiency but come with significant technology cost penalties.
  • Theocracy and Papacy have unique religious requirements and missionary bonuses.

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