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Government types in 1066 (without Horse Lords).

Government type is the form of government that a character lives under or rules by. It dictates the available succession laws and holdings of a character, and some government types have unique mechanics.

There are several ways to changing government type during the game. Special decisions allow tribes and nomads to become more "settled". Inheriting a title, or dying with a landed heir, can also result in the player experiencing a change in government type.

List of government types[edit]

Government Group Description Settlements held without penalties
Castles Cities Temples Tribes
Feudal government.png Feudal Feudal Feudal government is a government in which the realm is organised around the Feudal system, where power is delegated to nobles who are given grants of land in exchange for troops. If same culture
Iqta government.png Iqta Feudal Iqta government is similar to feudal; it rules according to the Arabic Iqta system rather than the feudal system. This government type is only available to rulers in the Muslim religious group. The only succession law available is the open succession law, where the son with the most land inherits. Realm laws are changed by expending piety. Requires Sword of Islam to be playable. If same culture
Nomadic government.png Nomadic Nomadic Nomadic government is found in the steppes of central Asia in which the realm is not focused on keeping and holding baronies, but instead moves around in search of new grazing land for horses and other livestock. The only succession law is the Nomad succession law, in which the son or brother with the most prestige inherits.

Whilst nomads can have ordinary vassals, like in the Feudal system, most internal politics is centered around management of the other powerful clans in the realm, who can often rival or outshine the liege in terms of power. Nomadic rulers can only hold the nomad holding (a special holding type that is only available to Nomads and exists only in their capital province) without penalty, and gain benefits from having empty land in their realm (increasing their manpower and population, which they use to build troops for their horde). Requires Horse Lords DLC to be playable. Non-Christian nomads do not require the relevant DLC in order to play as rulers of certain religions (e.g. The Old Gods for pagans and Zoroastrians). However, if they convert to other government types without converting to a playable religion first, it's game over.

Merchant republic government.png Merchant republic Republic Merchant republic is a government in which the realm centers around trade, and leaders are elected from the five patrician families rather than inheriting according to specific laws. Within each family, inheritance is by Seniority, where the oldest member of the family inherits. It is formed when a coastal province has a city as its capital, and the burgher holding the county title receives at least a ducal title. Requires The Republic DLC to be playable. If same culture
Republic government.png Republic Republic Republic is a government in which the ruler is elected from the citizenry. Because there is no dynastic persistence between rulers, Republic governments are not playable.
Theocracy government.png Theocracy Theocracy Theocracy is a government in which the realm is ruled by the clergy in the name of religion. Rulers are appointed or elected from the clergy. Since there is no dynastic persistence, theocracy governments are not playable.
Tribal government.png Tribal Tribal Tribal is a government which is settled but doesn't construct advanced holdings. The only succession law available for pagan tribes is the Elective gavelkind law, which splits the realm between all the sons of the ruler. Like nomads, tribes benefit from empty land in their realm.

Changing government[edit]

There are several ways to change government type of the player character or succession line.

From To Method Requirements Notes

Nomadic decisions[edit]

Main article: Nomadism#Changing_government_type
Nomadic government.png Tribal government.png Settle as a Tribe in <tribal holding or capital> To use a nomadic capital, it must have a lv2 council building
  • All (personally held) nomadic counties build tribal holdings
  • Only the capital is converted to your religion and culture
  • Vassal khans become independent (with one of them as the new khagan)
  • AI never uses this decision

To prevent losing land belonging to nomadic vassals, absorb their clans shortly before using this decision.

Nomadic government.png Feudal government.png Settle as Feudal in <castle or mosque> Muslims may use a mosque instead of a castle
  • All nomadic counties are lost
  • Additional provinces converted per 5000 pop+manpower
  • Horde troops are disbanded, but gain 200 event troops per fully nomadic province.
Nomadic government.png Merchant republic government.png Found a Merchant Republic in <city> Players are limited to coastal cities
  • All nomadic counties are lost
  • Additional provinces converted per 5000 pop+manpower
  • Horde troops are disbanded, but gain 200 event troops per fully nomadic province.

Tribal (or non-lowborn republic) vassals may become patricians.

Tribal decisions[edit]

Main article: Tribalism#Changing_government_type
Tribal government.png Feudal government.png Adopt Feudalism
  • Peace
  • Organized religion
  • Capital is tribe with Hillfort IV (or a castle)
  • If a vassal:
    • Liege is feudal, republic, or (organized) theocracy
  • If independent:
    • Absolute Tribal Organization
  • Tribes are upgraded to castles
  • Cities and temples may be built
Tribal government.png Merchant republic government.png Found Merchant Republic
  • Peace
  • Organized religion
  • Independent
  • Duke or higher
  • Male
  • Capital is coastal (even AI)
  • Capital is tribe with Market IV (or a city)
  • Tribes are upgraded to cities
  • Castles and temples may be built
  • Tribal (or non-lowborn republic) vassals may become patricians.
  • AI never uses this decision


Tribal government.png
Feudal government.png
Feudal government.png
Tribal government.png
Inheritance conflict Inherit a higher tier title, or die with your heir holding a same rank title.

Note that you cannot grant a kingdom to a ruler with a different government type, so you'll have to arrange for your heir to be independent and able to create the kingdom title themselves, or perhaps press a claim for them instead.

Nomadic government.png Any Settle a son Conquered settled land Strangely, inheriting a khaganate does not change your heir's government to nomadic. Vassal clans remain vassals but are not very useful.
Any Nomadic government.png Inherit clan form vassal Empire rank. Nomads exist.
  1. Press a claim on a khanate, such that you have a vassal clan
  2. Arrange to inherit your vassal's clan

Strangely, inheriting a clan changes your government type to nomadic.

(Does the khan have to be of your dynasty? Because of the claim war outcome, the succession rules, or both? Does this actually work in the same version as the method above for going in the opposite direction??)

Feudal government.png Merchant republic government.png Abdicate to mayor Duke, coastal capital This method is very fragile and requires taking advantage of several game bugs.

Special methods[edit]

Any Any Console commands Ironman disabled.png Not ironman The command set_government can be used to change any character's government type.
Any Any Select another character Ironman disabled.png Not ironman While loading a game, you may select another character before clicking "Play". The play console command does the same thing, more quickly. You lose your chronicle, score, and list of Important character.png characters of special interest.

The rule that you must play as your primary heir is rather arbitrary, and voluntarily switching play upon succession feels better than abusing the game over escape hatch (below).

Any Any Lose all titles without dying Another dynasty member is playable Rather than getting game over, you may be transferred to play as another character — even a ToG adventurer!

See also[edit]