Council laws are laws to determine which actions require a council vote. Requires Conclave DLC to be activated.
Table of lawsEdit
Voting power | Other effects |
---|---|
Laws |
|
War declaration | |
Title revocation |
|
Imprisonment |
|
Title grants |
|
Banishment | |
Execution | |
"Council authority" |
|
Absolutism gives +2 demesne limit, and is one of the requirements for Imperial Administration. Each level of council empowerment beyond the first gives +2 vassal limit, for a possible total of +14 vassal limit for feudal rulers (+12 for other government types). Other benefits to lieges from empowering the council are marked with 👑.
Note that tribal rulers will not suffer the -2 demesne limit when raising Tribal Organization to Low (and thus empowering the council); they may attempt to get the +2 demesne limit bonus from absolutism only after reaching Absolute Tribal Organization.
"Laws" is always the first level and "Wars" is always the second. Once these two are in place, all subsequent levels can be passed in any order.
StrategiesEdit
Passing laws which favor the council gives a temporary opinion boost (+5) with all vassals; consider passing a law if an opinion boost is enough to stave off a revolt which you cannot handle. Conversely, since passing laws which favor the ruler gives a temporary opinion penalty (-10) to all vassals, if your realm is on the brink of rebellion, consider postponing a law change which would favor the ruler, until things stabilize.
- Realms with advanced government (i.e. not tribal/nomadic) have little to lose by granting the first two laws; if the realm starts with absolutism, consider giving in to an ultimatum from the "increase council power" faction.
- Note that for tribal realms, council laws will be made available, and then automatically passed in favor of the council, as Tribal Organization is increased; only upon reaching Absolute Tribal Organization can the ruler propose for individual powers to be returned to the ruler.
- Â Nomads start with a fully empowered council (but has no "council authority" law, allowing the Khagan to fire powerful councilors; this absence also applies for tribal realms), and powers cannot be returned to the Khagan at all.
- Realms with viceroyalty laws or Imperial Administration can consider passing "title grants".
- Feudal realms which do not intend to use feudal elective or to change out of feudal elective can consider passing "council authority". This has the added effect of preventing you from accidentally firing powerful vassals, as fired councilors may not be reappointed for some time after dismissal. However, you can always fire councilors via events or imprisonment.
- Realms which are stuck with gavelkind succession can also consider passing "council authority"; locking in feudal elective is very often favorable compared to unforeseen realm divisions due to gavelkind. However, note the dual requirements: at least a kingdom title and being feudal.
Related factionsEdit
A faction to Increase council authority can be formed to force the passing of the first seven voting powers, in the order shown above. If the liege accepts the ultimatum of this faction, two laws will be passed in the council's favor. As more laws are passed in the council's favour, the chance of this faction forming will decrease.
Only a faction to Overthrow the ruler can force the implementation of the last council power, "Full Council Authority".