Tribalism is an early form of government.
Tribal rulers can only hold tribes without penalty, but can easily build new tribes in conquered territory; they can also build temples. Tribals can raid and have concubines regardless of religion.
Tribal realms can be strong even if they are small, due to their prestige-based upgrades and their ability to call vassals into war. However, these abilities weaken relative to feudalism as realms grow to kingdom size and beyond. As a result, rulers of large tribal realms often look to reform their government to feudalism.
Tribal rulers have a number of special council missions which can spawn event troops. Without LoR they can purchase event troops; with LoR they can instead hire tribal-exclusive retinues which cost Prestige instead of Gold. Event troops are disbanded as soon as all wars end. Declaring another war before concluding the first will allow these armies to be kept up indefinitely.
Tribal realms which seek to remain with the old ways may also pillage holdings they personally hold (like nomads), eventually freeing up the holding slot and making the tribe holding in the county more useful.
Nomadic realms will become tribal if Horse Lords is not activated. Nomads who wish to change government types and still keep their nomadic counties and vassals have to convert to tribalism first.
Succession laws
Most unreformed pagan tribal rulers are limited to Elective gavelkind, with several exceptions:
- Tanistry is available for Celtic cultures and for scions of some bloodlines
- Eldership is available for Romuva and African religions
- Ultimogeniture is available for certain Mongol Empire titles
Most organized religions allow tribal rulers to switch to Gavelkind succession. In fact, even unreformed pagans can continue to use Gavelkind; players can take advantage of this by converting to an organized religion just to switch to Gavelkind and then converting back.
Tribal Muslims always use Open succession.
Government characteristics
Tribals have a special Tribal Organization law in place of Crown Authority. With Conclave, higher levels of Tribal Organization gradually enable various Council laws, whereas Absolute Tribal Organization is required to reform government. Absolute Tribal Organization also allows a tribal ruler to propose passing council laws in the ruler's favour.
Tribals call their vassals to war like allies instead of getting regular levies or taxes from them (except baronies).
Tribal leaders get a -20 "wrong government type" opinion modifier from non-tribal vassals (of count-tier or above), as do non-tribes with tribal vassals of a different culture. On the plus side, tribal vassals don't count towards their non-tribal liege's vassal limit.
Council missions and laws
If you're a tribe, some of your councillor missions are different.
- Marshal:
- Organize a Raid replaces Research Military Tech. If this succeeds (must be at peace for it to succeed), an army appears in your capital. This army must be used to raid, or it will disband after a while.
- Steward:
- Settle Tribe replaces Raise Taxes. If this succeeds, the county's culture changes to yours.
- Build Legend replaces Research Economy Tech. While this mission is active, you get an extra 0.1 prestige per Stewardship point of the councilor, per month. If it succeeds, an army appears in your capital. They will disband if they don't fight anyone within a year.
- Court Chaplain:
- Build Zeal replaces Study Cultural Tech. While this mission is active, you get an extra 0.1 piety per Learning point of the councilor, per month. If it succeeds, an army appears in your capital. This army must be used to fight in a religious war, or it will disband after a while. (Religious enemies aren't enough - the CB has to be religious.)
In addition, as Tribal Organization is increased, council laws are automatically passed in the council's favor; only at Absolute Tribal Organization can the ruler propose to reclaim powers.
Changing government type
An independent tribe can become a feudal realm or merchant republic by decision. Both decisions require Absolute Tribal Organization and significant investment in the capital. They also require an organized religion, so Pagans must first convert to another religion or reform their Pagan religion. Your realm must also be at peace for the decision to be unlocked.
Adopting feudalism
Independent tribal rulers who wishes to adopt feudalism must build a Stone Hillfort in their capital, or gain a castle and make it their capital.
When you first convert to feudalism, all demesne tribes are immediately converted to castles, even in provinces of the wrong religion. Converting tribal settlements later (by right-clicking) requires that the province shares your religion.
Your tribal vassals will be able to join you in feudalism as long as they follow an organized religion. Vassals are now required to construct a stone hillfort to take the decision. AlI tribal vassals are more likely to adopt feudalism if they share your religion and culture.
Whenever a tribe is converted to a castle, a city and temple can be created in the province as well. The tribe must be owned by the county owner and the province must have two empty slots (even if only creating one due to the other already existing).
Founding a merchant republic
The decision to found a merchant republic requires a Large Market City and the technology Trade Practices 1. Building the Large Market City requires Town Infrastructure 1. For players, it has the additional requirements of a coastal capital and The Republic DLC, in order to ensure the resulting realm is playable.
In addition to upgrading your capital to a city, it creates a duchy-level title (if needed) and creates family palaces for you and four vassals of different dynasties.
Being a republic unlocks the convert to city decision for you, which creates a holding of each type in the chosen province (if a temple already exists it will not be created).
Considerations
Although reforming a tribe will make its ruler stronger in the long term, in the short term it can catastrophically weaken him. A newly upgraded holding will generally have fewer levies than the tribal holding it replaced, since it no longer gets a bonus to levies from empty holding slots. Your income will increase a lot after converting to feudal, and even more after converting to merchant republic thanks to the automatic creation of a holding of each type upon conversion in every province in your demesne. Tribal vassals will be unhappy (-30 Wrong Government Type) until they convert, and if you convert into republic this penalty will never go away because vassals can only convert to feudal. Event troops from council missions and decision will no longer be available. If you are a king, you will switch from Absolute Tribal Organization to Autonomous Vassals (minimum crown authority), losing the ability to revoke titles. With Conclave, Absolute Tribal Organization empowers the council, so it could be useful to become feudal while being a vassal of feudal king in order to keep absolute rule. For these reasons, it is advisable to obtain some combination of powerful allies, trustworthy vassals, and money to hire mercenaries before taking the decision.
Economics of upgrading
(This section is outdated a bit, see current building prices in Tribes, Castles, Cities)
The cost to upgrade a tribal holding in a county with a low level of construction technology is about 500 gold. Raiding goes a long way towards paying for the upgrades. Non-tribal lieges should consider building another holding instead of directly upgrading, as the cost is about the same and the vassal holding's income will allow the tribe to be upgraded more quickly.
Every two levels of tribal building will convert into one level of the equivalent city or castle building, except for ship builders, which convert one-to-one.
Building forts in a tribe that will be upgraded to a city is a poor investment: 225 gold worth of buildings (for the first two levels) or 300 (for the last two) will turn into a mere 75-gold wall. Building towns in a tribe that will be upgraded to a castle is still not efficient, but not as bad: 225/300 gold turns into 150 gold structures. If the tribe will be held for a significant period of time before upgrading, the extra income may be worthwhile. On the other hand, the level 1 shipbuilder is an excellent investment: this 75-gold structure turns into the 150-gold city or castle shipbuilder.
Alternative paths
By swearing fealty to a feudal liege, or being a vassal to a tribal ruler who converted its government type into feudal or merchant republic. This enables a more accessible variant of the adopt feudalism decision, requiring only a Stone Hillfort (or castle). However, if your aim is to become a merchant republic, you must remain independent.
If you die with a feudal heir, your heir will remain feudal as long as his feudal title is of equal rank or higher. Conversely, inheriting a feudal realm of higher rank may allow you to become feudal.
Tribal starts
Tribalism is most common among pagans and in early start dates.
In 769, vast regions in Scandinavia and eastern Europe are tribal pagans. Catholics also have tribal starts in Ireland and Pictland (Scotland), and Muslims have tribal starts in Mauretania and Socotra. West Africa is also largely tribal and pagan.
In 867, Ireland is still tribal, as is the tribes around the Arabian deserts...
By 1066, Hungary, Poland, and much of Scandinavia have become Catholic and feudal. However, the remaining pagans to the east are mostly tribal (except for Steppe nomads if Horse Lords is enabled). The only Christian tribal rulers in 1066, and thus the only tribes playable without any DLC, are some of the Russian princes and a few Ethiopian tribes. In later starts, the Golden Horde is briefly ruled by a Nestorian Christian in 1255, while the Ilkhanate has a Nestorian ruler in 1279.
Map of regions colored by the last date they start as tribal
Nomenclature
Tribal holdings may occasionally be baronies, if the temple holding (which some tribal provinces have) becomes the county capital, or if a non-tribal liege who owns the province builds a different type of holding in that county.
Rank | Title | Ruler | ||
---|---|---|---|---|
Barony | Barony | Baron | ||
County | Chiefdom | Chief | ||
Duchy | High Chiefdom | High Chief | ||
Kingdom | Kingdom | King | ||
Empire | Empire | Emperor |