
CK3 Government IDs
17 Government IDs
A complete and up-to-date searchable list of all CK3 government type IDs.
A government determines how a ruler holds and administers their realm — how vassals, taxes, levies, succession, and laws work. Each faith, culture, and ruler tier influences which governments are available.
| Description | Government ID | |
|---|---|---|
| An Adventurer is an unlanded character who leads a camp. They do not have vassals, nor do they earn income passively in the usual fashion — instead, they must take task contracts to earn their coin, or call in favors from their contact list. Adventurers may freely roam the map. Their main concern is making sure they have enough provisions to survive on the move. Instead of crown authority, most Adventurers will set a camp purpose. This indicates what type of group they have and why they stick together. Driven seventh sons with no inheritance, ambitious nomads, petulant run-aways, curious scholars, vicious sell-swords, and deposed nobles alike all flesh out the ranks of these tireless wanderers. Their sole uniting factor is a hunger for something more than a quiet life of obscurity, and the will to do something about it. | ||
| Celestial is a government bureaucratic type government form in which the liege appoints characters as governors, of which there are two types, civilian governor short and military governor short. Characters have access to influence, noble families, family estates, and treasury. Independent rulers have legitimacy, while vassals focus on obtaining merit. The Celestial system refers to the centralized Administrative government of China, overseen by the Son of Heaven. | ||
| Clans are a government form in which the amount of levies and taxes given to a liege by their vassals is determined by the aptitude of said Liege's tax collector. Clans also make use of house unity. The clan is united by kinship — either by blood or a shared relation with a symbolic ancestor. A clan leader relies heavily on the support of the clan. United, they are a strength to be reckoned with, but a discontent clan withers from within. | ||
| Under the Feudal government form, a liege gives their vassals land to govern in exchange for levies and taxes, regulated by individual vassal contract between Vassal and Liege. Feudalism was the dominant government form in Europe between the 9th and the 15th century. The feudal system is based on the relationship between the landholder and those who provide services and labor in order to live there. The rulers who hold the land appoint vassals which are given fiefs to govern. In return, the vassals provide their liege with soldiers and taxes. | ||
| Herder realms are removed from all aspects of rulership. They do not command armies, own buildings, create alliances, or declare wars. When nomads migrate a holding, herders will slowly replenish the local county fertility by virtue of their smaller flock. They are intimidated by proper nomad rulers and will immediately surrender their land when challenged. Herders do not concern themselves with any aspects of rulership. They tend to their flock, and just their flock. | ||
| The holy warriors of the orders have dedicated their life to fighting infidels and serving their faith. They may hold castles given to them by pious landholders. The order leader is chosen within the order ranks. | ||
| Under the Mandala government form, the domain limit and amount of direct vassals are limited. Instead the liege and suzerain are reliant on tributaries for expanding their realm. A Mandala ruler can aspire to be seen as a God King, or Devaraja, and then relies on mandala radiance to acquire and keep Tributaries. A Ruler must maintain opinion and grow relations with their Tributaries to keep them long-term. On succession Tributaries may scatter unless the Ruler is a worthy mandala succesor. The petals of the Mandala government may wither and die, but at the core stands the divine right, manifested in the Devaraja. An ambitious enough ruler can make the Mandala last, eternally. | ||
| Mercenary companies roam the lands in search of employment, and take up arms for the highest bidder. Loyalty is essential to a good reputation, but it only lasts until the end of their contract. The mercenary leader is chosen from within the company's ranks. | ||
| Meritocratic is a government bureaucratic type government form similar to celestial, in which the liege appoints characters as governors, of which there are two types, Civil and Military. Characters have access to influence, noble families, and family estates. Independent rulers have legitimacy, while vassals focus on obtaining merit. The Meritocratic system refers to the centralized Administrative government of China's neighbors, inspired by the Confucian bureaucracy. | ||
| Meritocratic Khanate is a government bureaucratic type government form similar to the celestial and meritocratic, but originating from a nomadic Government Form. The liege appoints characters as governors, of which there are two types, Civil and Military. They still maintain tributaries, enforce obedience, and have a higher maximum dread. Characters have access to influence, noble families, and family estates. Independent rulers have legitimacy, while vassals focus on obtaining merit. The Meritocratic Khanate system refers to a fusion of the nomadic way of life with the Confucian bureaucracy of the centralized Chinese Administrative government. | ||
| Nomadic rulers graze county fertility to grow their herd. They can use Herd as horde, which can be upgraded to men at arms. They have a yurt. Nomads can migrate to find more fertile lands, though large nomadic realms can grow their herd through tributaries or by reaching a high fertility equilibrium. Nomads have a higher maximum dread. For nomads, moving is their way of life. Ensuring that the herd can grow is their primary concern. Every ruler is only as strong as the strength of their people. | ||
| Republican Government is an unplayable government form where an elected citizen rules for life — the Government Form of burghers and merchants. Republican vassals have static obligations that cannot be changed, and thus always provide a dependable and predictable amount of levies and taxes. Towns are ruled by the privileged citizens of the burgher class, among whom one is chosen as mayor. While the mayor has significant influence, they depend on popularity to be re-elected. | ||
| Ritsuryō is a type of administrative government unique to Japan. It is a centralized government bureaucratic type government form where characters are appointed as governors on behalf of their liege, have access to influence, and noble family house head heads have a family manor and house aspiration. A kampaku governs the realm on behalf of the japanese emperor, and may be elected from among noble family house head heads, or imposed by faction demand. Ritsuryō vassals generally govern only a single county, but may reject the centralized system and become local soryo lords to build their own power, though this is usually considered a criminal act. Ritsuryō House Heads may create and join house blocs within the realm, which will support the leading house in becoming Kampaku. Japanese Governments have a lower domain limit than others, which may be increased by upgrading the Family Manor. The Ritsuryō system refers to the centralized administrative government of Japan, inspired by the Chinese Confucian bureaucracy. | ||
| Theocracy is an unplayable government form available for some faiths depending on doctrines. They are usually lead by a head of faith or a landed realm priest. A Bishop might also become an independent Theocratic ruler in their own right. In a theocratic government, all authority belongs to a religious institution. It is ruled by a priest or priestess who carries out the will of the divine on Earth. | ||
| Tribal realms have stunted county development, cannot advance past Tribal Era innovations, cannot construct new holdings, and are usually unable to change their succession law. However, they can make use of prestige rather than gold to build their realms and hire men at arms, and have access to more casus belli compared to feudal Realms. Non-Tribal armies suffer a supply limit penalty in hostile Tribal territory. In the tribe, strength means everything. A tribal leader depends on respect and renown rather than coin to develop their realm and bolster their armies. | ||
administrative_government
landless_adventurer_government
celestial_government
clan_government
feudal_government
herder_government
holy_order_government
mandala_government
mercenary_government
meritocratic_government
steppe_admin_government
nomad_government
republic_government
japan_administrative_government
theocracy_government
tribal_government
wanua_government