Summary at a glance
Goal: Balance estate influence and crown power for stability, reforms, and efficient governance.
Do this first:
- Grant 2-3 privileges per estate early game (need stability)
- Keep estate influence at 40-60% (balanced)
- Never let influence exceed 70% (dangerous)
Pitfall to avoid: Granting too many privileges early makes it hard to revoke later. Be selective and plan for late-game centralization.
Estates are powerful political factions within your nation. Balancing estate influence and crown power is critical for stability, reforms, and efficient governance.
Understanding the System
Crown Power vs. Estate Influence
Crown Power: Your direct control over government
- High Crown Power: Easier reforms, centralization, administrative efficiency
- Low Crown Power: Difficult reforms, slower governance, estate dominance
Estate Influence: Estate control over portions of government
- High Influence: Estates demand privileges, can cause instability
- Low Influence: Estates unhappy, may rebel
The Three Main Estates
Nobility (Aristocracy)
Represents: Landed aristocrats, military officers, feudal lords
Power Base: Land ownership, military leadership
Primary Benefit: Military bonuses (morale, discipline, recruitment)
Key Privileges:
- Military Leadership: +10% Morale, -10% Army Maintenance, -15% Crown Power
- Land Rights: +15% Tax Income, +10% Estate Influence, -10% Crown Power
- Noble Levies: Access to noble-recruited troops, -5% Crown Power
When to Favor:
- Early wars (need military bonuses)
- Expansion phase (cheaper armies)
- Weak economy (need stability)
When to Suppress:
- Centralizing government
- Late-game reforms
- Too much influence (70%+ = dangerous)
Clergy (Religious Estate)
Represents: Religious leaders, church officials, monastic orders
Power Base: Religious authority, education, cultural influence
Primary Benefit: Religious and cultural bonuses
Key Privileges:
- Church Authority: +2% Religious Conversion Speed, +1 Tolerance, -10% Crown Power
- Tax Exemption: +15% Estate Satisfaction, -15% Tax Income, -5% Crown Power
- Education Control: +1% Literacy Growth, +0.1 Advance Points, -10% Crown Power
When to Favor:
- Religious conversion campaigns
- Cultural/educational focus
- High clergy loyalty needed
When to Suppress:
- Secular governance focus
- Need tax income
- Late-game centralization
Burghers (Merchant Estate)
Represents: Merchants, artisans, urban middle class
Power Base: Trade, production, urban wealth
Primary Benefit: Economic bonuses (trade income, production efficiency)
Key Privileges:
- Free Trade Charter: +20% Trade Income, -15% Crown Power
- Monopoly Rights: +15% Production Efficiency, +10% Estate Influence, -10% Crown Power
- Banking Rights: +1 Loan Capacity, -0.5% Interest Rate, -10% Crown Power
When to Favor:
- Trade-focused economy
- High production focus
- Need loans for wars
When to Suppress:
- Transitioning to centralized economy
- Late-game reforms
- Over-leveraged (too many privileges)
Additional Estates (Region-Specific)
Cossacks (Eastern Europe)
Represents: Frontier warriors, semi-autonomous military communities
Power Base: Border regions, cavalry units
Primary Benefit: Cavalry bonuses, border defense
Key Privileges:
- Frontier Autonomy: +20% Cavalry Combat Ability, -10% Control in border regions
- Raiding Rights: Can raid neighbors for gold, diplomatic penalties
Where: Russia, Poland-Lithuania, Ukraine region
Strategy: Use for cavalry-focused armies, border defense
Dhimmi (Islamic Nations)
Represents: Non-Muslim subjects (Christians, Jews)
Power Base: Urban trade, skilled professions
Primary Benefit: Tax income from non-Muslim populations, tolerance
Key Privileges:
- Religious Tolerance: +2 Tolerance of Heathens, -5% Crown Power
- Tax Farming: +10% Tax Income from non-Muslim provinces
Where: Ottoman Empire, Mamluks, Persia, Mughals
Strategy: Use in multi-religious empires for stability
Rajputs (India)
Represents: Warrior caste, Hindu nobility
Power Base: Military tradition, land ownership
Primary Benefit: Elite military units, defensive bonuses
Key Privileges:
- Warrior Caste: +15% Land Combat Ability, -10% Crown Power
- Fortress Rights: +20% Fort Defense
Where: Hindu Indian nations
Strategy: Use for military dominance in India
Estate Mechanics
Influence Level
- 0-30% Influence: Estate weak, may refuse to help, low benefits
- 30-50% Influence: Balanced, stable, moderate benefits
- 50-70% Influence: Strong, demanding, high benefits
- 70-100% Influence: Dominant, dangerous, risk of estate coup/rebellion
Loyalty Level
- 0-30% Loyalty: Hostile, may rebel or refuse demands
- 30-50% Loyalty: Unhappy, reduced benefits, instability risk
- 50-70% Loyalty: Content, normal benefits
- 70-100% Loyalty: Happy, maximum benefits, stability bonus
Target: Keep estates at 60-80% loyalty
Estate Satisfaction
Satisfaction = Influence + Loyalty combined metric
- Low Satisfaction (<50): Estate rebellions possible, reduced benefits
- Medium Satisfaction (50-80): Stable relations
- High Satisfaction (80+): Maximum benefits, stability bonus
Managing Estates
Granting Privileges
How: Government Panel → Estates → Select Estate → Grant Privilege
Cost: Reduces Crown Power (-5% to -15% per privilege)
Benefit: Increases estate satisfaction, grants specific bonuses
Strategic Privilege Granting:
- Early Game (Years 1-50): Grant 2-3 privileges per estate (need stability)
- Mid Game (Years 50-150): Maintain current privileges, revoke if needed for reforms
- Late Game (Years 150+): Revoke most privileges, centralize power
Revoking Privileges
How: Government Panel → Estates → Select Estate → Revoke Privilege
Cost: Decreases estate satisfaction (-20 to -30), risk of rebellion
Benefit: Increases Crown Power (+5% to +15% per privilege revoked)
When to Revoke:
- Need Crown Power for reforms (60%+ required)
- Estate influence too high (70%+)
- Preparing for centralization
- Estate loyalty is very high (can absorb the hit)
Estate Agendas
Estates periodically offer agendas (missions/quests):
Types:
- Military: Win wars, maintain armies
- Economic: Build buildings, improve trade
- Diplomatic: Secure alliances, improve relations
- Religious: Convert provinces, build churches
Rewards:
- +10 to +20 loyalty if completed
- +5% to +10% influence
- Specific bonuses (gold, prestige, power)
Strategy: Accept agendas that align with your plans, ignore others
Estate Disasters
If estate satisfaction drops too low (<30) or influence gets too high (>80):
Possible Disasters:
- Estate Coup: Estate attempts to seize control (civil war)
- Estate Rebellion: Armed rebellion in estate-dominated provinces
- Estate Demands: Forced to grant privileges or lose stability
Prevention:
- Monitor satisfaction regularly
- Never let influence exceed 70%
- Keep loyalty at 50+
- Grant privileges if satisfaction drops below 40
Crown Power Management
Increasing Crown Power
Method 1: Revoke Estate Privileges
- Effect: +5% to +15% per privilege
- Risk: Estate rebellion
- Timing: When loyalty is high (70+)
Method 2: Government Reforms
- Effect: +10% to +20% per reform
- Cost: Gold + stability
- Best: Autocracy, Absolutism reforms
Method 3: Laws
- Effect: +5% to +15% per law
- Cost: 75-150 stability
- Examples: Centralized Taxation, Favor the Ruler
Method 4: Societal Value Shifts
- Effect: +5% to +20% from Centralization value
- Method: Shift Centralization value to maximum
- Time: Long-term (20-50 years)
Method 5: Events and Decisions
- Random: Certain events grant Crown Power
- Active: Some decisions increase Crown Power
Using Crown Power
- Government Reforms: Require 60-80% Crown Power
- Cabinet Actions: Some require 50%+ Crown Power
- Laws: Centralizing laws require 60%+ Crown Power
- Integration: Higher Crown Power speeds integration
Estate Strategies by Nation Type
Large Monarchies (France, Ottomans, Russia)
Goal: Centralize power, suppress estates
Strategy:
- Early: Grant moderate privileges for stability (2-3 per estate)
- Mid: Maintain balance, focus on military expansion
- Late: Revoke all privileges, achieve 80%+ Crown Power, enact absolutism
Timeline:
- Years 1-50: 50-60% Crown Power, estates at 50% influence
- Years 50-150: 60-70% Crown Power, estates at 40% influence
- Years 150+: 80%+ Crown Power, estates at 20% influence
Small/Medium Monarchies (Poland, Sweden, Castile)
Goal: Balance estates for stability and growth
Strategy:
- Early: Grant privileges for specific bonuses (military, trade)
- Mid: Maintain balance, avoid extremes
- Late: Gradual centralization
Timeline:
- Years 1-100: 55-65% Crown Power, estates at 45% influence
- Years 100+: 70-80% Crown Power, estates at 30% influence
Republics (Venice, Genoa, Holland)
Goal: Burgher dominance, trade focus
Strategy:
- Early: Grant Burgher privileges heavily (trade bonuses)
- Mid: Maintain Burgher dominance, suppress Nobility/Clergy
- Late: Balance or slight centralization
Estate Balance:
- Burghers: 60% influence (dominant)
- Nobility: 25% influence
- Clergy: 15% influence
Theocracies (Papal States, Teutonic Order)
Goal: Clergy dominance, religious focus
Strategy:
- Early: Grant Clergy privileges heavily
- Mid: Maintain Clergy dominance for religious conversion
- Late: Depends on secularization vs. religious focus
Estate Balance:
- Clergy: 60% influence (dominant)
- Nobility: 30% influence
- Burghers: 10% influence
Estate Balance Examples
Opening Balance (Years 1-20)
Balanced Approach (Most Nations):
- Nobility: 45% influence, 60% loyalty
- Clergy: 40% influence, 55% loyalty
- Burghers: 40% influence, 55% loyalty
- Crown Power: 55-60%
Privileges Granted: 2 per estate (total 6 privileges)
Mid-Game Balance (Years 50-100)
Expansion Focus:
- Nobility: 50% influence, 65% loyalty (military bonuses)
- Clergy: 35% influence, 55% loyalty
- Burghers: 35% influence, 60% loyalty
- Crown Power: 60-65%
Privileges Granted: 3 Nobility, 2 Clergy, 2 Burghers
Late-Game Balance (Years 150+)
Centralization Focus:
- Nobility: 30% influence, 50% loyalty (suppressed)
- Clergy: 25% influence, 50% loyalty (suppressed)
- Burghers: 25% influence, 55% loyalty (suppressed)
- Crown Power: 80-85%
Privileges Granted: 1-2 per estate (minimal)
Common Mistakes
- Granting Too Many Privileges Early: Hard to revoke later. Be selective.
- Ignoring Estate Loyalty: Low loyalty causes rebellions. Monitor actively.
- Letting Influence Exceed 70%: Estate coups are devastating. Never allow this.
- Revoking Multiple Privileges at Once: Causes immediate rebellion. Revoke gradually.
- Not Using Estate Agendas: Free loyalty and bonuses. Accept agendas that fit your plans.
- Wrong Estate Balance for Nation Type: Republicans should favor Burghers, not Nobility.
- Forgetting to Check Before Reforms: Can't enact reforms without sufficient Crown Power.
Quick Reference
- Target Crown Power: 60-70% (most situations)
- Target Estate Influence: 40-60% (balanced)
- Target Estate Loyalty: 60-80% (satisfied)
- Danger Zone: Estate influence 70%+ OR loyalty 30- (rebellion risk)
Privileges Per Estate:
- Early Game: 2-3 privileges
- Mid Game: 2-3 privileges
- Late Game: 0-2 privileges
Revocation Strategy:
- Wait for 70+ loyalty
- Revoke 1 privilege per estate per 10 years maximum
- Grant temporary privileges if loyalty drops dangerously low
Estate Priorities:
- Military Nations: Favor Nobility
- Trade Nations: Favor Burghers
- Religious Nations: Favor Clergy
- Balanced Nations: Equal distribution