Domestic policy sliders
From EU3 Wiki
At the bottom of the Government page is a list of sliders that can be set to represent the Domestic Policy you wish to have in your country. Each end of a slider represents the most extreme belief of the policy shown on that end. You receive bonuses or penalties to your realm based upon how you set each slider. You may review the effects of your current Domestic Policy by hovering your cursor over each of the sliders.
You may change a slider in one direction only one step about every ten to twenty years as determined by your government form. This is a disruptive process for your realm and will cause a loss of stability. If your stability is at -3 you will be unable to make any policy changes.
Certain government forms may limit the maximum or minimum setting for one or more sliders. It is very unadvisable to pass this limit as it will increase the revolt risk in every province by +1 for every step past the limit.
The sliders are:
Contents |
[edit] Aristocracy vs. Plutocracy
This slider reflects the level of influence from your aristocracy compared to the bourgeoisie. Each step towards plutocracy gives the following bonuses and penalties:
- Increased cavalry recruiting cost: 5%
- Reduced big ship building cost: 5%
- Reduced light ship building cost: 5%
- Reduced annual diplomats: -0.4
- Increased trade efficiency: 1%
- Reduced production efficiency: 1%
In addition, any steps towards plutocracy past the middle position gives:
- Increased annyal spies: 0.2
[edit] Centralisation vs. Decentralisation
This slider reflects the level of centralisation in the country. Each step towards decentralisation gives the following bonuses and penalties:
- Increased max war exhaustion: 0.4
- Reduced land technology cost: 1%
- Reduced trade technology cost: 1%
- Reduced naval technology cost: 1%
- Reduced government technology cost: 1%
- Reduced production technology cost: 1%
- Reduced tax income: 1%
- Reduced production efficiency: 1%
- Reduced spy efficiency: 1%
[edit] Innovative vs. Narrowminded
This slider reflects to what level the country is open to new ideas. Each step towards narrowminded gives the following bonuses and penalties:
- Reduced stability cost: 5%
- Reduced max war exhaustion: 0.4
- Increased land technology cost: 2%
- Increased trade technology cost: 2%
- Increased naval technology cost: 2%
- Increased government technology cost: 2%
- Increased production technology cost: 2%
- Increased annual missionaries: 0.4
- Increased annual colonists: 0.4
[edit] Mercantilism vs. Free Trade
This slider defines the country's approach to protectionism or free trade. Each step towards free trade gives the following bonuses and penalties:
- Increased annual colonists: 0.2
- Increased annual merchants: 0.4
- Increased merchant cost: 10%
- Reduced annual spies: 0.2
[edit] Offensive vs. Defensive
This slider defines the country's approach to offensive vs. defensive military doctrine. Each step towards defensive gives the following bonuses and penalties:
- Reduced artillery cost: 5%
- Reduced land morale: -0.02
In addition, any steps towards offensive past the middle position gives:
- Increased leader shock: 0.25
In addition, any steps towards defensive past the middle position gives:
- Increased leader siege: 0.25
[edit] Land vs. Naval
Each step towards naval gives the following bonuses and penalties:
- Increased infantry cost: 5%
- Increased cavalry cost: 5%
- Reduced big ship cost: 5%
- Reduced galley_cost: 5%
- Reduced light ship cost: 5%
- Increased trade efficiency: 1%
- Increased overseas income: 2%
- Increased production efficiency: 1%
- Reduced global manpower: 5%
In addition, any steps towards land past the middle position gives:
- Increased land morale: 0.02
- Increased land forcelimit: 5%
In addition, any steps towards land past the middle position gives:
- Increased naval morale: 0.02
- Increased annual colonists: 0.2
- Increased naval forcelimit: 5%
[edit] Quality vs. Quantity
Each step towards quantity gives the following bonuses and penalties:
- Reduced infantry_cost: 2.5%
- Reduced cavalry_cost: 2%
- Reduced land_morale: 0.02
- Increased global_manpower: 2.5%
In addition, any steps towards quality past the middle position gives:
- Increased leader fire: 0.25
[edit] Serfdom vs. Free Subjects
Each step towards free subjects gives the following bonuses and penalties:
- Increased infantry cost: 2.5%
- Increased production efficiency: 1%
- Increased stability cost: 1%
- Increased land morale: 0.01
- Increased global spy defence: 0.01
[edit] In Nomine Policy Sliders
In IN, there is no stability penalty for moving a slider; and all policy bonuses has been redrawn.
| Centralisation | Decentralisation |
|---|---|
| Production Efficency: +15.0% | Production Efficency: -15.0% |
| National Tax Modifier: +20.0% | National Tax Modifier: -20.0% |
| Inflation Reduction: +0.05 | |
| Maximum War Exhaustion: +2.00 | Maximum War Exhaustion: -2.00 |
| National Spy Defence: +5.0% | National Spy Defence: -5.0% |
| Spy Efficency: +5.0% | Spy Efficency: -5.0% |
| Aristocracy | Plutocracy |
|---|---|
| Yearly Diplomats: +3.00 | Yearly Merchants: +1.00 |
| Cavalry Cost: -25.0% | Cavalry Cost: +25.0% |
| Leader Shock: +1.00 | Trade Efficency: +5.0% |
| Regiment Costs: -5.0% | Merchant Chance: +20.0% |
| Serfdom | Free Subjects |
|---|---|
| Stability Cost Modifier: -25.0% | Stability Cost Modifier: +25.0% |
| Morale of Armies: -0.20 | Morale of Armies: +0.20 |
| Infantry Cost: -30.0% | Infantry Cost: +30.0% |
| National Spy Defence: -25.0% | National Spy Defence: +25.0% |
| Land Tech Cost Modifier: +20.0% | Land Tech Cost Modifier: -20.0% |
| Naval Tech Cost Modifier: +20.0% | Naval Tech Cost Modifier: -20.0% |
| Trade Cost Modifier: +20.0% | Trade Cost Modifier: -20.0% |
| Production Cost Modifier: +20.0% | Production Cost Modifier: -20.0% |
| Government Cost Modifier: +20.0% | Government Cost Modifier: -20.0% |
| Innovative | Narrowminded |
|---|---|
| Stability Cost Modifier: +25.0% | Stability Cost Modifier: -25.0% |
| Yearly Missionaries: -1.00 | Yearly Missionaries: +1.00 |
| Maximum War Exhaustion: +2.00 | Maximum War Exhaustion: -1.20 |
| Technology Cost: -15.0% | Technology Cost: +15.0% |
| National Spy Defence: +10.0% | |
| Global Colonial Growth: +25.0% |
| Merchantilism | Free Trade |
|---|---|
| Yearly Spies: +1 | Yearly Merchants: +10.0% |
| Merchant Cost: +25.0% | Merchant Cost: -25.0% |
| Domestic Merchant Compete Chance: +40.0% | Compete Chance Abroad: +25.0% |
| Domestic Merchant Placement Chance: +50.0% | Trade Efficency: +10.0% |
| National Spy Defence: +20.0% | National Spy Defence: -20.0% |
| Offensive | Defensive |
|---|---|
| Morale of Armies: +10.0% | Morale of Armies: -10.0% |
| Artillery Cost: +25.0% | Artillery Cost: -25.0% |
| Leader Shock: +1.25 | Leader Siege: +1.25 |
| Fort Defense: +25.0% | Fort Defense: +25.0% |
| Land | Naval |
|---|---|
| Colonist Cost: +25.0% | Colonist Cost: -25.0% |
| Morale of Armies: +0.10 | Morale of Navies: +0.10 |
| National Manpower Modifier: +25.0% | National Manpower Modifier: -25.0% |
| Land Forcelimits Modifier: +25.0% | Naval Forcelimits Modifier: +25.0% |
| Infantry Cost: -25.0% | Infantry Cost: +25.0% |
| Cavalry Cost: -25.0% | Cavalry Cost: +25.0% |
| Big Ship Cost: +25.0% | Big Ship Cost: -25.0% |
| Light Ship Cost: +25.0% | Light Ship Cost: -25.0% |
| Galley Cost: +25.0% | Galley Cost: -25.0% |
| Global Tariffs: -25.0% | Global Tariffs: +25.0% |
| Quality | Quantity |
|---|---|
| National Manpower Modifier: -12.5% | National Manpower Modifier: +12.5% |
| Infantry Cost: +12.5% | Infantry Cost: -12.5% |
| Dicipline: +10.0% | Dicipline: -10.0% |
| Leader Fire: +1.25 | Reinforce speed: +25.0% |

