Estate

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Revision as of 18:52, 8 December 2025 by 2a09:5e41:afa:990:b923:fd8:1379:fbb9 (talk) (→‎Crown estate: crown power seems to give 0.5% parliament base support now, can't find it in patchnotes however, found through testing, although admittedly there is no in-game shown calculation)
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Estates are special interest groups within a country. They may provide tax, army levies, and naval levies. Each character belongs to one of the estates; some succession laws limit their heirs to specific estates.

The name of an estate depends on the country's government, culture, and religion.

Estate stats

Every estate has 3 stats to track, except for the Crown Estate, which only tracks the Estate Power.

  • Power.png Estate Power is a percentage divided among all estates that represents their political strength within government and how much influence the estate has when debating parliament issues. It depends on how many pops the estate has and what privileges the estate has been given. Every pop has a Political Power, which is decided by the social class it belongs to and determines how much they contribute to Estate Power. When an estate's power is below 25%, it provides scaling bonuses the lower is it, mainly increased maximum tax. When an estate's power is above 25%, it provides different scaling bonuses but also reduces the estate's maximum tax and increases monthly progress towards a certain societal value.
  • Satisfaction.png Estate Satisfaction represents how happy an estate is with how the country is currently being ruled. If it is above 50%, the country gains bonuses depending on the estate, but if it is below 50%, it gives similar penalties. If it drops below 25%, the country is not able to recruit levies from that estate and if below 1% will not be taxed either. Estate satisfaction also has a direct impact on the satisfaction of its pops. The game displays both the current estate satisfaction and the satisfaction equilibrium, which is the value the estate satisfaction slowly drifts towards. Estates can be bribed with gold at any point to increase their estate satisfaction by 10%, but this does not increase the satisfaction equilibrium. Each country has a base satisfaction equilibrium of 30%. If their satisfaction is >50% then a die roll check against their satisfaction if they should build a good building for the country or just for them.
  • Opinion.png Estate Opinion is the opinion each estate has towards every other country. Estates want their country to befriend countries the estate has positive opinion of and to be hostile towards countries the estate has negative opinion of. Hovering over an estate displays its 5 most liked and least liked countries, and hovering over that tooltip as well displays its 20 more liked or least liked countries. Estate opinion is affected by country opinion, as well as how much estate power the same estate has in each country.

Estate privileges

Each estate except the Estate crown.png Crown Estate can be granted estate privileges, which provide various bonuses and increase the estate's Satisfaction.png Satisfaction but also increase the estate's power. Granting an estate privilege costs 5 Government Power, and revoking an estate privilege costs 4 Stability for every 1% estate Power.png Power. Granting an estate privilege gives its estate Satisfaction.png Satisfaction equal to 3 times the Satisfaction Equilibrium provided by it, and reduces the Satisfaction.png Satisfaction of the other estates by half that amount. Revoking an estate privilege reduces the Satisfaction.png Satisfaction by 3 times the Satisfaction Equilibrium provided by it and by an additional −25%. The Stability.png stability is reduced by 400 multiplied by estate relative power then affected by various modifiers. If the primary religion is Religion sanjiao.png Sānjiào it will also cost 10 Righteousness.png Righteousness.

Crown estate

The Crown Estate represents the power of the government that other estates do not have. This estate does not have population, and its estate power scales with the country population and the ruler's administrative ability. Instead of estate privileges, the crown estate has reforms.

Each percent of crown power also grants +0.5% Parliament base support. Unlike other estates, low estate power for the crown estate gives penalties and the estate should have as much power as possible.

Crown power below 25% Crown power above 25%
  • Country cabinet efficiency.png Up to −25% Efficiency of our cabinet
  • Get claim from imperial court cost modifier.png Up to +25% Expected cost of court
  • Set policy cost modifier.png Up to +12.5% Change policy cost
  • Tax income efficiency.png Up to −25% Tax efficiency
  • Estate building destruction satisfaction impact.png Up to −16.5% Estate satisfaction for destroying estate buildings
  • Country cabinet efficiency.png Up to +37.5% Efficiency of our cabinet
  • Get claim from imperial court cost modifier.png Up to −3.75% Expected cost of court
  • Set policy cost modifier.png Up to −37.5% Change policy cost
  • Power projection.png Up to +3.75 Power projection
  • Grant privilege cost modifier.png Up to −75% Revoke privilege cost
  • Global estate target satisfaction.png Up to +22.5% Estates satisfaction equilibrium

Estate power calculations

An estate’s total Power.png Power is determined by summing the political power generated by the pops of each location in the country, applying any local estate power modifiers (only for the Crown Estate[1]), and finally applying the national modifiers affecting the country as a whole (such as Legitimacy.png Legitimacy, Estate privilege.png Estate Privilege, Reforms.png Reforms).

For each location, the game calculates political power by looking at every population type present there, multiplying the number of individuals of that pop type by the political power provided per pop of that type, and then applying the location’s total local modifiers. The national modifiers are then applied once to the final sum.

The full formula is:

References

Mechanics
Realm CountryGovernmentParliamentEstateReformsLawsCharactersMissions
Economy & Research EconomyGoodsR.G.O.MarketBuildingPopulationAge
Diplomacy & Warfare DiplomacySubjectsInternational organizationWarfareCombatMilitary
The world LocationCultureReligionLanguageExplorationSituationsDisastersDiseases