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{{version|1.5}} [[File:Decisions screen.png|right|500px|thumb|The decision interface]] In Imperator, each country has a set of '''decisions''' that can be taken after a certain set of requirements have been met, viewable by clicking the '''Show Decisions''' tab in under the [[File:Top bar overview.png|28px]] Nation Overview screen. All decisions whose potential requirements the country meets, even if the allow requirements are not met, can be found in the decision tab. The allow requirements of each decision can be seen by hovering over the box to the left and the effects can be seen be hovering the mouse over the button itself, even if the decision cannot currently be taken. Decisions whose requirements are fully met will be moved to the top and appear in green, and can be taken by clicking the button at any time as long as the requirements are still met. Some decisions are unique to one nation or culture, while others can be taken by any country as long as it meets the requirements. Decisions can have a wide variety of possible effects, from adding modifiers or moving the capital to changing [[government]] type, converting [[religion]], starting an [[events|event chain]] or even [[formable nations|forming a new nation]]. == Formable nations == {{main|Formable nations}} These decisions allow a country to embrace a new identity generally involving the unification of a tribal or cultural region or the restoration of a fallen kingdom, changing the name and often flag of the country as well as generally giving claims or other bonuses. Nation formation decisions have a large variety of conditions, but generally they require the country to have a particular culture or culture group and control the most important territories in the region. Formable nations exist in a series of ''tiers''; it is generally not possible to form a country of lower tier. == Cultural decisions == '''Cultural decisions''' are targeted at a particular culture inside a country and accessible from the [[File:Top bar culture.png|28px]] Culture screen rather than the Nation Overview interface. These decisions allow a country to grant various privileges to a culture to increase the happiness of its pops, usually at the cost of pop output and/or the happiness of other cultures. === Integrated culture decisions === These cultural decisions are targeted at {{icon|integrated}} integrated cultures and can be found in {{path|cultural_decisions/integrated_culture_decisions.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |header = h4 |decision_id = promote_administrators_in_subcultures |decision_name = <span style="font-size:120%">Promote Citizen Administrators</span> |decision_text = By earning our respect this people has been elevated to the the status of citizenship within our country. This separates them from other peoples from similar cultures, and makes them uniquely suited to act on our behalf as administrators and officers in their lands. |potential = * The target culture is not in the same culture group as the current country * The target culture has {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights * Has a territory whose dominant culture is the target culture | allow = * Has at least '''100''' pops of other cultures in the target culture's culture group * Has pops of at least '''2''' other cultures in the target culture's culture group * The target culture does not have the modifier '''Privileged Administrators''' * Owns at least {{icon|territories}} '''20''' territories * Has greater than {{icon|stability}} '''40''' stability | effect = * Lose {{icon|stability}} {{red|10}} stability * All owned provinces with less than {{icon|province loyalty}} '''98''' loyalty gain {{icon|province loyalty}} {{green|1.5}} loyalty for each territory with the target culture as its dominant culture * The target culture gets the modifier '''Privileged Administrators''' until the '''end of the game''', giving: ** {{icon|citizen output}} {{red|-12%}} Culture Citizen Output * All other cultures in the target culture's culture group get the modifier '''Administered by Cultural Kin''' until the '''end of the game''', giving: ** {{icon|happiness}} {{green|+6%}} Culture Happiness |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = patronize_literature_and_arts |decision_name = <span style="font-size:120%">Patronage</span> |decision_text = This culture has a rich and ancient heritage, a great treasure trove of literature and aesthetics that many in the capital find captivating. Let us patronize their scholars, writers, poets and artists, bringing our two peoples closer together. |potential = * The target culture is not the primary culture * The target culture has {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights | allow = * The target culture does not have the modifier '''Patronizing Culture''' * Does not have the modifier '''Patronizing Foreign Literature & Art''' | effect = * All owned provinces with less than {{icon|province loyalty}} '''98''' loyalty gain {{icon|province loyalty}} {{green|1.5}} loyalty for each territory with the target culture as its dominant culture * The target culture gets the modifier '''Patronizing Culture''' until the '''end of the game''', giving: ** {{icon|happiness}} {{green|+6%}} Culture Happiness ** {{icon|citizen output}} {{green|+9%}} Culture Citizen Output ** {{icon|freeman output}} {{red|-12%}} Culture Freeman Output ** {{icon|slave output}} {{red|-12%}} Culture Slave Output * Get the modifier '''Patronizing Foreign Literature & Art''' for '''5'' years, giving: ** {{icon|integrated culture happiness}} {{red|-3%}} Integrated Culture Happiness |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = city_self_rule |decision_name = <span style="font-size:120%">Municipal Self Rule</span> |decision_text = Trust and loyalty go hand in hand. By sanctioning the rights of one of the greater communities of this culture, giving them their own elected bodies, taxation rights, and even their own army, we can earn the loyalty of even those that remain outside of the municipal borders. |potential = * The target culture is not the primary culture * The target culture has {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights | allow = * Is not tribal * Is not a {{icon|subject}} subject * The target culture does not have the modifier '''Municipal Self Rule''' * Does not have a subject of the target culture whose capital has the modifier '''Municipal Self Rule''' * Owns a territory that: ** Has the target culture as its dominant culture ** Has {{icon|city}} city status ** Has at least {{icon|population}} '''25''' population ** Is not the {{icon|capital}} capital | effect = * Lose {{icon|stability}} {{red|5}} stability * All owned provinces with less than {{icon|province loyalty}} '''98''' loyalty gain {{icon|province loyalty}} {{green|1.5}} loyalty for each territory with the target culture as its dominant culture * Save as the ''municipium'' territory the owned territory with the highest {{icon|population}} population that: ** Has the target culture as its dominant culture ** Has {{icon|city}} city status ** Has at least {{icon|population}} '''25''' population ** Is not the {{icon|capital}} capital * Release a new country from the ''municipium'' territory of the target culture * If the ''municipium'' territory has at least {{icon|civilization}} '''40''' civilization value or is in the culture group of the current country, set the newly created country's government to '''Oligarchic Republic''' * Otherwise, set the newly created country's government to '''Settled Tribe''' * If the new country is in the same culture group as the current country, make it a {{icon|subject}} '''feudatory''' of the current country * Otherwise, if the ''municipium'' territory has less than {{icon|civilization}} '''40''' civilization value, make the new country a {{icon|subject}} '''tribal vassal''' of the current country * Otherwise, make the the new country a {{icon|subject}} '''client state''' of the current country * The ''municipium'' territory gets the modifier '''Municipal Self Rule''' for '''20''' years, giving: ** {{icon|happiness}} {{green|+10%}} Local Population Happiness * The target culture gets the modifier '''Municipal Self Rule''' until the '''end of the game''', giving: ** {{icon|happiness}} {{green|+10%}} Culture Happiness |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = create_honor_guard |decision_name = <span style="font-size:120%">Create Honor Guard</span> |decision_text = This is a people renowned for their fierce martial prowess. Let us create an honor guard for our ruler composed only of their finest warriors. This will give us the protection we need and will show the people itself how much we appreciate what they do for our country. |potential = * The target culture is not the primary culture * The target culture has {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights | allow = * Owns a territory whose dominant culture is the target culture * No characters in the current country's court have the modifier '''Honor Guard''' * If the current country does not have at least {{icon|integrated}} '''2''' integrated cultures, has at least {{icon|military exp}} '''5''' military experience | effect = * All owned provinces with less than {{icon|province loyalty}} '''98''' loyalty gain {{icon|province loyalty}} {{green|1.5}} loyalty for each territory with the target culture as its dominant culture * Remove the '''Honor Guard''' modifier from any cultures that currently have it * The target culture gets the modifier '''Honor Guard''' until the '''end of the game''', giving: ** {{icon|happiness}} {{green|+3%}} Culture Happiness ** {{icon|freeman output}} {{green|+6%}} Culture Freeman Output * If the country has at least {{icon|integrated}} '''2''' integrated cultures, every country culture with {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights that are not the target or primary culture get the modifier '''Not Honor Guard''' until the '''end of the game''', giving: ** {{icon|happiness}} {{red|-6%}} Culture Happiness * Otherwise, lose {{icon|military exp}} {{red|5}} military experience * Create a new character with: ** The culture and religion of the highest {{icon|population}} population territory of the target culture that the current country owns ** The {{icon|brave}} brave trait ** The {{icon|reckless}} reckless trait ** The '''Honor Guard''' modifier, giving: *** {{icon|martial}} {{green|+1}} Martial * Get the event [[Cultural integration events#cultural_integration.10|'''[honor_guard.GetName]''']] |comment = }} {{End box wrapper}} === Unintegrated culture decisions === These cultural decisions are targeted at unintegrated cultures and can be found in {{path|cultural_decisions/non_integrated_culture_decisions.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |header = h4 |decision_id = right_of_inheritance |decision_name = <span style="font-size:120%">Right of Inheritance</span> |decision_text = By guaranteeing the rights of inheritance for a culture we are ensuring that the family fortunes of its members are not squandered or usurped by the citizens of our country. |potential = * The target culture is not the primary culture * The target culture does not have {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights | allow = * The target culture does not have the modifier '''Right of Intermarriage''' * Does not have the modifier '''Extended Right of Intermarriage''' | effect = * Lose {{icon|stability}} {{red|5}} stability * All owned provinces with less than {{icon|province loyalty}} '''98''' loyalty gain {{icon|province loyalty}} {{green|1.5}} loyalty for each territory with the target culture as its dominant culture * The target culture gets the modifier '''Protected Inheritances''' until the '''end of the game''', giving: ** {{icon|cultural integration speed}} {{green|+10%}} Cultural Integration Speed ** {{icon|happiness}} {{green|+6%}} Culture Happiness * Get the modifier '''Extended Right of Inheritance''' for '''3''' years, giving: ** {{icon|citizen happiness}} {{red|-6%}} National Citizen Happiness * If the country is a republic and has the {{icon|optimates}} Optimates faction, lose {{icon|optimates}} {{red|10}} Optimates approval * If the country is a republic and has the {{icon|populares}} Populares faction, gain {{icon|populares}} {{green|10}} Populares approval * If the country is a republic and has the {{icon|democrats}} Democrats faction, gain {{icon|democrats}} {{green|10}} Democrats approval * If the country is a republic and has the {{icon|traditionalists}} Traditionalists faction, lose {{icon|traditionalists}} {{red|10}} Traditionalists approval |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = right_of_contract |decision_name = <span style="font-size:120%">Right to Enter Legal Contracts</span> |decision_text = Extending the right to enter into legally binding contracts with our citizens and nobles will tie this culture closer to ours and allow them to participate in the economic life of our country. |potential = * The target culture does not have {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights | allow = * The target culture does not have the modifier '''Right to Enter Contracts''' * Does not have the modifier '''Extended Contract Rights''' | effect = * Lose {{icon|stability}} {{red|5}} stability * All owned provinces with less than {{icon|province loyalty}} '''98''' loyalty gain {{icon|province loyalty}} {{green|1.5}} loyalty for each territory with the target culture as its dominant culture * The target culture gets the modifier '''Right to Enter Contracts''' until the '''end of the game''', giving: ** {{icon|cultural integration speed}} {{green|+10%}} Cultural Integration Speed ** {{icon|freeman output}} {{green|+12%}} Culture Freeman Output ** {{icon|slave happiness}} {{red|-8%}} Culture Slave Happiness * Get the modifier '''Extended Contract Rights''' for '''3''' years, giving: ** {{icon|citizen happiness}} {{red|-6%}} National Citizen Happiness * If the country is a republic and has the {{icon|optimates}} Optimates faction, lose {{icon|optimates}} {{red|5}} Optimates approval * If the country is a republic and has the {{icon|boni}} Boni faction, gain {{icon|boni}} {{green|5}} Boni approval * If the country is a republic and has the {{icon|oligarchs}} Oligarchs faction, lose {{icon|oligarchs}} {{red|5}} Oligarchs approval * If the country is a republic and has the {{icon|democrats}} Democrats faction, gain {{icon|democrats}} {{green|5}} Democrats approval |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = protection_against_torture |decision_name = <span style="font-size:120%">Protection against Torture</span> |decision_text = We will let it be decreed that torture cannot be used to exact a lawful confession from this people, except in cases of high treason. |potential = * The target culture does not have {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights | allow = * The target culture does not have the modifier '''Protection against undue coercion''' * Does not have the modifier '''Extended Protection against Coercion''' | effect = * Lose {{icon|stability}} {{red|5}} stability * All owned provinces with less than {{icon|province loyalty}} '''98''' loyalty gain {{icon|province loyalty}} {{green|1.5}} loyalty for each territory with the target culture as its dominant culture * The target culture gets the modifier '''Protection against undue coercion''' until the '''end of the game''', giving: ** {{icon|cultural integration speed}} {{green|+10%}} Cultural Integration Speed ** {{icon|happiness}} {{green|+6%}} Culture Happiness ** {{icon|slave output}} {{red|-12%}} Culture Slave Output * Get the modifier '''Extended Protection against Coercion''' for '''3''' years, giving: ** {{icon|citizen happiness}} {{red|-3%}} National Citizen Happiness * If the country is a republic and has the {{icon|optimates}} Optimates faction, lose {{icon|optimates}} {{red|5}} Optimates approval * If the country is a republic and has the {{icon|boni}} Boni faction, gain {{icon|boni}} {{green|5}} Boni approval * If the country is a republic and has the {{icon|democrats}} Democrats faction, gain {{icon|democrats}} {{green|5}} Democrats approval * If the country is a republic and has the {{icon|traditionalists}} Traditionalists faction, lose {{icon|traditionalists}} {{red|5}} Traditionalists approval |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = right_of_intermarriage |decision_name = <span style="font-size:120%">Right of Intermarriage</span> |decision_text = By granting the right to intermarry with our citizens we open up a way for the adherents of a culture to reach citizenship, if not for themselves at least for their children. |potential = * The target culture is not in the same culture group as the current country * The target culture does not have {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights * The target culture does not have the modifier '''Right of Intermarriage''' | allow = * The target culture does not have the modifier '''Right of Intermarriage''' * Does not have the modifier '''Extended Right of Intermarriage''' | effect = * Lose {{icon|stability}} {{red|10}} stability * All owned provinces with less than {{icon|province loyalty}} '''98''' loyalty gain {{icon|province loyalty}} {{green|1.5}} loyalty for each territory with the target culture as its dominant culture * The target culture gets the modifier '''Right of Intermarriage''' until the '''end of the game''', giving: ** {{icon|cultural integration speed}} {{green|+15%}} Cultural Integration Speed ** {{icon|happiness}} {{green|+6%}} Culture Happiness * Get the modifier '''Extended Right of Intermarriage''' for '''5''' years, giving: ** {{icon|citizen happiness}} {{red|-6%}} National Citizen Happiness * The highest {{icon|population}} population territory of the target culture that the current country owns gets the modifier '''Intermarriage Spree''' for '''10''' years, giving: ** {{icon|assimilation}} {{green|+10%}} Pop Assimilation Speed * If the country is a republic and has the {{icon|populares}} Populares faction, lose {{icon|populares}} {{red|5}} Populares approval * If the country is a republic and has the {{icon|boni}} Boni faction, gain {{icon|boni}} {{green|5}} Boni approval * If the country is a republic and has the {{icon|oligarchs}} Oligarchs faction, lose {{icon|oligarchs}} {{red|5}} Oligarchs approval * If the country is a republic and has the {{icon|democrats}} Democrats faction, gain {{icon|democrats}} {{green|5}} Democrats approval |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = right_to_commission |decision_name = <span style="font-size:120%">Right to Lead</span> |decision_text = By opening up lower officer positions in units composed of their own people we can bring new opportunities and a sense of hope to the masses of this culture. |potential = * The target culture is not the primary culture * The target culture is in the same culture group as the current country * The target culture does not have {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights | allow = * The target culture does not have the modifier '''Right to be Officer''' * Does not have the modifier '''Extended Officer Rights''' | effect = * Lose {{icon|stability}} {{red|10}} stability * All owned provinces with less than {{icon|province loyalty}} '''98''' loyalty gain {{icon|province loyalty}} {{green|1.5}} loyalty for each territory with the target culture as its dominant culture * The target culture gets the modifier '''Right to be Officer''' until the '''end of the game''', giving: ** {{icon|freeman happiness}} {{green|+10%}} Culture Freeman Happiness ** {{icon|freeman output}} {{green|+6%}} Culture Freeman Output * Get the modifier '''Extended Officer Rights''' for '''3''' years, giving: ** {{icon|citizen happiness}} {{red|-3%}} National Citizen Happiness * If the country is a republic and has the {{icon|optimates}} Optimates faction, lose {{icon|optimates}} {{red|5}} Optimates approval * If the country is a republic and has the {{icon|populares}} Populares faction, gain {{icon|populares}} {{green|5}} Populares approval * If the country is a republic and has the {{icon|oligarchs}} Oligarchs faction, lose {{icon|oligarchs}} {{red|5}} Oligarchs approval * If the country is a republic and has the {{icon|democrats}} Democrats faction, gain {{icon|democrats}} {{green|5}} Democrats approval |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = found_colonia_cultural_decision |decision_name = <span style="font-size:120%">Found Colony</span> |decision_text = The best way to ensure lasting loyalty in a region will always be to send those we trust to rule it for us.<br>Let us send a number of trusted [COUNTRY.GetAdjective] men and women to build a new life deep in foreign territory. |potential = * The target culture is not the primary culture * The target culture does not have {{icon|citizens}} citizen or {{icon|nobles}} noble civic rights | allow = * Does not have the modifier '''Colonial Ventures''' * The target culture does not have the modifier '''Colonial Occupation''' * Owns a territory that: ** Has the target culture as the dominant culture ** Neighbours more than one other territory that has the target culture as the dominant culture ** Is not in the same province as the {{icon|capital}} capital | effect = * Select the territory with the highest difference between its {{icon|pop cap}} population capacity and {{icon|population}} current population that: ** Has the target culture as the dominant culture ** Neighbours more than one other territory that has the target culture as the dominant culture ** Is not in the same province as the {{icon|capital}} capital * The selected territory gets the modifier '''Colony''' until the '''end of the game''', giving: ** {{icon|migration attraction}} {{green|+2}} Migration Attraction ** {{icon|assimilation}} {{green|+10%}} Pop Assimilation Speed * The selected territory's province loses {{icon|province loyalty}} {{red|20}} loyalty * The selected territory gets the event [[Cultural integration events#cultural_integration.11|'''[ROOT.GetProvince.GetName] - A [ROOT.GetProvince.GetOwner.GetPrimaryCulture.GetName] Colony''']] * The target culture gets the modifier '''Colonial Occupation''' until the '''end of the game''', giving: ** {{icon|cultural integration speed}} {{red|-15%}} Cultural Integration Speed ** {{icon|happiness}} {{red|-6%}} Culture Happiness * Get the modifier '''Colonial Ventures''' for '''3''' years, giving: ** {{icon|national tax}} {{red|-5%}} National Tax |comment = }} {{End box wrapper}} === Primary culture decisions === These cultural decisions are targeted at the primary culture and can be found in {{path|cultural_decisions/primary_culture_decisions.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |header = h4 |decision_id = protected_land_rights |decision_name = <span style="font-size:120%">Protected Land Rights</span> |decision_text = By ensuring that the property and land of our culture is protected from the state and its greedy citizens we can be sure that they will feel a deeper sense of belonging. |potential = * The target culture is the primary culture | allow = * The target culture does not have the modifier '''Land Ownership Protection''' * Does not have the modifier '''Extended Land Protection''' | effect = * The target culture gets the modifier '''Land Ownership Protection''' until the '''end of the game''', giving: ** {{icon|happiness}} {{green|+6%}} Culture Happiness ** {{icon|citizen output}} {{red|-12%}} Culture Citizen Output ** {{icon|freeman output}} {{red|-12%}} Culture Freeman Output * Get the modifier '''Extended Land Protection''' for '''3''' years, giving: ** {{icon|freeman happiness}} {{red|-6%}} National Freeman Happiness * If the country is a republic and has the {{icon|optimates}} Optimates faction, gain {{icon|optimates}} {{green|10}} Optimates approval * If the country is a republic and has the {{icon|populares}} Populares faction, lose {{icon|populares}} {{red|10}} Populares approval * If the country is a republic and has the {{icon|oligarchs}} Oligarchs faction, gain {{icon|oligarchs}} {{green|10}} Oligarchs approval * If the country is a republic and has the {{icon|traditionalists}} Traditionalists faction, lose {{icon|traditionalists}} {{red|10}} Traditionalists approval |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = allow_citizenship_by_adoption |decision_name = <span style="font-size:120%">Ease Restrictions on Citizenship</span> |decision_text = While Citizenship is restricted by birth it is possible for some to earn the right to be considered citizens. We should lighten these restrictions and rules and open more ways in which someone might aspire to the honor of citizenship. |potential = * The target culture is the primary culture | allow = * The target culture does not have the modifier '''Land Ownership Protection''' | effect = * The target culture gets the modifier '''Eased Restrictions on Citizenship''' until the '''end of the game''', giving: ** {{icon|citizen happiness}} {{green|+6%}} Culture Citizen Happiness ** {{icon|noble happiness}} {{red|-6%}} Culture Noble Happiness * Tooltip: This decision will allow families to adopt Characters of cultures other than '''[SCOPE.sCountryCulture('target_culture').GetCulture .GetName]'''. * If the country is a republic and has the {{icon|optimates}} Optimates faction, lose {{icon|optimates}} {{red|5}} Optimates approval * If the country is a republic and has the {{icon|boni}} Boni faction, gain {{icon|boni}} {{green|5}} Boni approval * If the country is a republic and has the {{icon|traditionalists}} Traditionalists faction, lose {{icon|traditionalists}} {{red|5}} Traditionalists approval * If the country is a republic and has the {{icon|democrats}} Democrats faction, gain {{icon|democrats}} {{green|5}} Democrats approval |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = right_of_trial |decision_name = <span style="font-size:120%">Right of Appeal</span> |decision_text = By ensuring that our citizens have the right to have their grievances tried in a court, rather than just decided by the local governor, we can give them a sense of safety and fairness. |potential = * The target culture is the primary culture | allow = * The target culture does not have the modifier '''Right of Appeal''' * Does not have the modifier '''Extended Rights of Appeal''' | effect = * The target culture gets the modifier '''Right of Appeal''' until the '''end of the game''', giving: ** {{icon|happiness}} {{green|+6%}} Culture Happiness ** {{icon|freeman output}} {{red|-9%}} Culture Freeman Output ** {{icon|slave output}} {{red|-9%}} Culture Slave Output * Tooltip: '''Non-[SCOPE.sCountryCulture('target_culture').GetCulture.GetName]''' Characters will now be easier to prosecute in a trial. |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = exemption_from_census_tax |decision_name = <span style="font-size:120%">Exemption from Census Tax</span> |decision_text = It is not befitting that our treasured Citizens and Nobles, the people who the foundation of this country rests upon, pay the census taxes to which we subject our foreign subjects. |potential = * The target culture is the primary culture * Does not have the modifier '''No Census Taxes for Citizens or Nobles''' | allow = * Does not have the modifier '''No Census Taxes for Citizens or Nobles''' | effect = * Get the modifier '''No Census Taxes for Citizens or Nobles''' until the '''end of the game''', giving: ** {{icon|integrated culture happiness}} {{green|+10%}} Integrated Culture Happiness ** {{icon|citizen output}} {{red|-16%}} National Citizen Output ** {{icon|noble output}} {{red|-16%}} National Noble Output * If the country is a republic and has the {{icon|optimates}} Optimates faction, gain {{icon|optimates}} {{green|10}} Optimates approval * If the country is a republic and has the {{icon|populares}} Populares faction, lose {{icon|populares}} {{red|10}} Populares approval * If the country is a republic and has the {{icon|oligarchs}} Oligarchs faction, gain {{icon|oligarchs}} {{green|10}} Oligarchs approval * If the country is a republic and has the {{icon|democrats}} Democrats faction, lose {{icon|democrats}} {{red|10}} Democrats approval |comment = }} {{Decision |version = 1.5 |header = h4 |decision_id = revoke_exemption_from_census_tax |decision_name = <span style="font-size:120%">Revoke Census Tax Exemption</span> |decision_text = The freedom from Census taxes is a hated and expensive reform. Revoking it will have us face the ire of our privileged classes but will surely help the treasury. |potential = * The target culture is the primary culture * Has the modifier '''No Census Taxes for Citizens or Nobles''' | allow = * Has the modifier '''No Census Taxes for Citizens or Nobles''' | effect = * Remove the modifier '''No Census Taxes for Citizens or Nobles''' * Every {{icon|integrated}} integrated culture gets the modifier '''Tax Exemption Revoked''' for '''10''' years, giving: ** {{icon|happiness}} {{red|-5%}} Culture Happiness ** {{icon|citizen happiness}} {{red|-9%}} Culture Citizen Happiness ** {{icon|noble happiness}} {{red|-9%}} Culture Noble Happiness * If the country is a republic and has the {{icon|optimates}} Optimates faction, lose {{icon|optimates}} {{red|10}} Optimates approval * If the country is a republic and has the {{icon|populares}} Populares faction, gain {{icon|populares}} {{green|10}} Populares approval * If the country is a republic and has the {{icon|oligarchs}} Oligarchs faction, lose {{icon|oligarchs}} {{red|10}} Oligarchs approval * If the country is a republic and has the {{icon|democrats}} Democrats faction, gain {{icon|democrats}} {{green|10}} Democrats approval |comment = }} {{End box wrapper}} == Antigonid decisions == {{main|Antigonid Kingdom#Decisions}} {{#lst:Antigonid Kingdom|phrygian_decisions}} == Carthaginian decisions == {{main|Carthage#Decisions}} {{#lsth:Carthage|Decisions}} == Government conversion decisions == Apart from the [[Missions#Tribal_Reform|Tribal Reform missions]] and various country-specific events and mission tasks, all government changes are done through specific decisions. Swapping between government types of the same group can generally be done freely given the country meets the requirements, but switching between different groups is significantly more difficult (if possible at all). The possible government conversions are as follows: * Settled Tribes and Migratory Tribes can always convert between each other. Federated Tribes can also become Migratory Tribes, but the only way to form a Federated Tribe is through certain formable nation decisions. * Settled and Federated Tribes can reform into either an Autocratic Monarchy or a Democratic Republic. * An Autocratic Monarchy can reform into one of the more advanced monarchy types (Aristocratic, Stratocratic, Plutocratic, or Theocratic Monarchy). These four can interconvert between each other, but cannot go back to becoming an Autocratic Monarchy. * Similarly, a Democratic Republic can reform into one of the more advanced republic types (Aristocratic, Oligarchic, Plutocratic, or Theocratic Republic). These four can also interconvert between each other, but cannot go back to becoming an Democratic Republic. * Any of the four advanced republic types can become a Dictatorship to adopt a monarchical government form. * Any of the five base monarchy types (Autocratic, Aristocratic, Stratocratic, Plutocratic, or Theocratic Monarchy), as well as Dictatorships, can become an Empire. * All Monarchical governments except for Autocratic monarchies and Dictatorships can become an Imperial Cult. Other conversions are possible through special country-specific events or missions. These decisions can be found in {{path|decisions/conversions.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |decision_id = become_tribal_chiefdom |decision_name = Abandon Sedentary Lifestyle |decision_text = Times are changing and this land can no longer support our great tribe. It is time to once more embrace the traditions of our ancestors, and prepare for migrations to more peaceful and fertile lands. |potential = * Owns at least 1 territory * Has the Settled Tribe or Federated Tribe government type | allow = * Has less than {{icon|centralization}} '''-25''' centralization * The capital scope has more {{icon|tribesmen}} tribesmen than {{icon|citizens}} citizens or {{icon|freemen}} freemen * All clan chiefs have at least {{icon|loyalty}} '''33''' loyalty | effect = * Gain {{icon|political influence}} {{green|50}} political influence * If the government type is Settled Tribe, lose {{icon|stability}} {{red|10}} stability * Otherwise, lose {{icon|stability}} {{red|30}} stability * Set the government type to '''Migratory Tribe''' |comment = }} {{Decision |version = 1.5 |decision_id = become_tribal_kingdom |decision_name = Form Tribal Kingdom |decision_text = We have found a good home, it is time we settle down and adopt a more sedentary lifestyle. Let us proclaim ourselves a kingdom, separating ourselves from the migratory tribes to which we once belonged. |potential = * Owns at least 1 territory * Has the Migratory Tribe government type | allow = * Does not have any armies with migrant cohorts * Has greater than {{icon|centralization}} '''25''' centralization * All clan chiefs have at least {{icon|loyalty}} '''33''' loyalty | effect = * Gain {{icon|political influence}} {{green|50}} political influence * Lose {{icon|stability}} {{red|5}} stability * Set the government type to '''Settled Tribe''' |comment = }} {{Decision |version = 1.5 |decision_id = become_despotic_monarchy_tribal |decision_name = Embrace Autocracy |decision_text = [COUNTRY.GetRuler.GetName], inspired by the Kings and Tyrants of foreign lands, might exert greater authority by discarding the tribal trappings of our ancestors. |potential = * Owns at least 1 territory * Has the Settled Tribe or Federated Tribe government type * Is AI-controlled * Has not started reforming the Tribe in the last '''20''' years | allow = * Does not have any armies with migrant cohorts * Has at least {{icon|stability}} '''40''' stability * Has at least {{icon|centralization}} '''0''' centralization * At least one of the following is true: ** Capital has at least {{icon|civilization}} '''40''' civilization level ** Capital has at least {{icon|civilization}} '''25''' civilization level and any neighbouring country is a monarchy that did not start reforming from a Tribal government type in the last '''20''' years * All clan chiefs have at least {{icon|loyalty}} '''33''' loyalty | effect = * Get a [[Nation forming events#nation_forming.3|'''Hidden Event''']] in '''6 - 20''' years |comment = Note: This is the '''AI''' path for reforming from a Tribal government form to a Monarchy. Human-controlled countries must take the [[#tribal_reform_decision|Investigate Tribal Reform]] decision and proceed along the [[Missions#Tribal_Reform|Tribal Reform mission tree]] instead. }} {{Decision |version = 1.5 |decision_id = become_democracy_tribal |decision_name = Embrace Democracy |decision_text = The Chiefs, Elders, and Magistrates of [COUNTRY.GetName] believe that adopting a more constitutional form of democracy will allow us to prosper fully. |potential = * Owns at least 1 territory * Has the Settled Tribe or Federated Tribe government type * Is AI-controlled * Has not started reforming the Tribe in the last '''20''' years | allow = * Does not have any armies with migrant cohorts * Has at least {{icon|stability}} '''40''' stability * Has at least {{icon|centralization}}] '''0''' centralization * At least one of the following is true: ** Capital has at least {{icon|civilization}} '''40''' civilization level ** Capital has at least {{icon|civilization}} '''25''' civilization level and any neighbouring country is a republic that did not start reforming from a Tribal government type in the last '''20''' years * All clan chiefs have at least {{icon|loyalty}} '''33''' loyalty | effect = * Get a [[Nation forming events#nation_forming.4|'''Hidden Event''']] in '''6 - 20''' years |comment = Note: This is the '''AI''' path for reforming from a Tribal government form to a Republic. Human-controlled countries must take the [[#tribal_reform_decision|Investigate Tribal Reform]] decision and proceed along the [[Missions#Tribal_Reform|Tribal Reform mission tree]] instead. }} {{Decision |version = 1.5 |decision_id = tribal_reform_decision |decision_name = Investigate Tribal Reform |decision_text = It is time for our people to consider new methods of rule. Foreign ideals flood our country - can we truly remain a nomadic people? |potential = * Owns at least 1 territory * Has the Settled Tribe or Federated Tribe government type * Is not AI-controlled * Has not yet taken this decision | allow = * Has at least {{icon|stability}} '''40''' stability * Has at least {{icon|centralization}} '''60''' centralization * All clan chiefs have at least {{icon|loyalty}} '''33''' loyalty | effect = * Tooltip: Adds the [[Missions#Tribal_Reform|'''Tribal Reform''']] Mission to the Mission Pool. |comment = Note: This is the '''player''' path for reforming from a Tribal government form to a Monarchy or Republic. AI-controlled countries will take the [[#become_despotic_monarchy_tribal|'''Embrace Autocracy''']] or [[#become_democracy_tribal|'''Embrace Democracy''']] decisions instead. }} {{Decision |version = 1.5 |decision_id = become_plutocratic_monarchy |decision_name = Adopt Plutocratic Monarchy |decision_text = The lure of profit and prosperity is something we must enshrine into our very constitution; abandoning the trappings of lesser kingdoms. |potential = * Owns at least 1 territory * Has the Autocratic Monarchy, Stratocratic Monarchy, Aristocratic Monarchy, or Theocratic Monarchy government type | allow = * Has at least {{icon|stability}} '''40''' stability * Capital has at least {{icon|civilization}} '''60''' civilization level * Has the '''Infrastructure Policy''' law | effect = * If the country has the Stratocratic Monarchy, Aristocratic Monarchy, or Theocratic Monarchy government type, lose {{icon|stability}} {{red|30}} stability * Otherwise, lose {{icon|stability}} {{red|10}} stability * Set the government type to '''Plutocratic Monarchy''' |comment = }} {{Decision |version = 1.5 |decision_id = become_aristocratic_monarchy |decision_name = Embrace an Aristocratic Society |decision_text = Those of noble blood should not be required to mingle with commoners... |potential = * Owns at least 1 territory * Has the Autocratic Monarchy, Stratocratic Monarchy, Theocratic Monarchy, or Plutocratic Monarchy government type | allow = * Has at least {{icon|stability}} '''40''' stability * Capital has at least {{icon|civilization}} '''60''' civilization level * Has the '''Exemption for Nobility''' law | effect = * If the country has the Stratocratic Monarchy, Theocratic Monarchy, or Plutocratic Monarchy government type, lose {{icon|stability}} {{red|30}} stability * Otherwise, lose {{icon|stability}} {{red|10}} stability * Set the government type to '''Aristocratic Monarchy''' |comment = }} {{Decision |version = 1.5 |decision_id = become_stratocratic_monarchy |decision_name = Adopt Stratocratic Monarchy |decision_text = The [COUNTRY.GetAdjective] people yearn to show the world their might. By stratifying our very society in a militarized hierarchy, we shall show the glory of [COUNTRY.GetName] to all! |potential = * Owns at least 1 territory * Has the Autocratic Monarchy, Aristocratic Monarchy, Theocratic Monarchy, or Plutocratic Monarchy government type | allow = * Has at least {{icon|stability}} '''40''' stability * Capital has at least {{icon|civilization}} '''60''' civilization level * Has the '''Martial Education''' law | effect = * If the country has the Aristocratic Monarchy, Stratocratic Monarchy, or Plutocratic Monarchy government type, lose {{icon|stability}} {{red|30}} stability * Otherwise, lose {{icon|stability}} {{red|10}} stability * Set the government type to '''Stratocratic Monarchy''' |comment = }} {{Decision |version = 1.5 |decision_id = become_theocratic_monarchy |decision_name = Proclaim Theocratic Monarchy |decision_text = The glory of the divine shall shine upon [COUNTRY.GetRuler.GetName] - the [COUNTRY.GetAdjective] people are truly blessed. |potential = * Owns at least 1 territory * Has the Autocratic Monarchy, Aristocratic Monarchy, Stratocratic Monarchy, or Plutocratic Monarchy government type | allow = * Has at least {{icon|stability}} '''40''' stability * Capital has at least {{icon|civilization}} '''60''' civilization level * Level of {{icon|zeal}} Religious Advances is at least '''6''' | effect = * If the country has the Aristocratic Monarchy, Stratocratic Monarchy, or Plutocratic Monarchy government type, lose {{icon|stability}} {{red|30}} stability * Otherwise, lose {{icon|stability}} {{red|10}} stability * Set the government type to '''Theocratic Monarchy''' |comment = }} {{Decision |version = 1.5 |decision_id = proclaim_plutocratic_republic |decision_name = Enact Plutocratic Republic |decision_text = The lure of profit and prosperity is something we must enshrine into our very constitution; abandoning the trappings of lesser nations. |potential = * Owns at least 1 territory * Has the Democratic Republic, Aristocratic Republic, Theocratic Republic, or Oligarchic Republic government type | allow = * Has at least {{icon|stability}} '''40''' stability * Capital has at least {{icon|civilization}} '''60''' civilization level * If the country is {{flag|Rome}}, has the '''Lex Gabinia''' law * Otherwise, has the '''Lowered Import Tariffs''' law | effect = * If the country is an Oligarchic Republic and has the {{icon|oligarchs}} Oligarchs faction, lose {{icon|oligarchs}} {{red|10}} Oligarchs approval * If the country is a Theocratic Republic and has the {{icon|traditionalists}} Traditionalists faction, lose {{icon|traditionalists}} {{red|10}} Traditionalists approval * Otherwise, lose {{icon|traditionalists}} {{red|5}} Traditionalists approval * If the country has the Aristocratic Republic, Theocratic Republic, or Oligarchic Republic government type, lose {{icon|stability}} {{red|30}} stability * Otherwise, lose {{icon|stability}} {{red|10}} stability * Set the government type to '''Plutocratic Republic''' |comment = }} {{Decision |version = 1.5 |decision_id = proclaim_oligarchic_republic |decision_name = Promote Oligarchy |decision_text = Constitutionalizing the inherent superiority of those who have, versus those who do not have; will ensure that [COUNTRY.GetName] maintains a prosperous government. |potential = * Owns at least 1 territory * Has the Democratic Republic, Aristocratic Republic, Theocratic Republic, or Plutocratic Republic government type | allow = * Has at least {{icon|stability}} '''40''' stability * Capital has at least {{icon|civilization}} '''60''' civilization level * If the country is {{flag|Rome}}, does not have the '''Lex Caec. de Vectigalibus''' law * Otherwise, does not have the '''Institute Wealth Levy''' law | effect = * If the country is a Democratic Republic and has the {{icon|democrats}} Democrats faction, lose {{icon|democrats}} {{red|10}} Oligarchs approval * If the country is a Theocratic Republic and has the {{icon|traditionalists}} Traditionalists faction, lose {{icon|traditionalists}} {{red|10}} Traditionalists approval * Otherwise, lose {{icon|traditionalists}} {{red|5}} Traditionalists approval * If the country has the Aristocratic Republic, Theocratic Republic, or Plutocratic Republic government type, lose {{icon|stability}} {{red|30}} stability * Otherwise, lose {{icon|stability}} {{red|10}} stability * Set the government type to '''Oligarchic Republic''' |comment = }} {{Decision |version = 1.5 |decision_id = proclaim_aristocratic_republic |decision_name = Enshrine Aristocracy |decision_text = The ability to rule clearly runs in the family. Whilst democracy serves us well, perhaps we might ensure that the plebeian masses are prevented from interfering in government. |potential = * Owns at least 1 territory * Has the Democratic Republic, Oligarchic Republic, Theocratic Republic, or Plutocratic Republic government type | allow = * Has at least {{icon|stability}} '''40''' stability * Capital has at least {{icon|civilization}} '''60''' civilization level * If the country is {{flag|Rome}}, has the '''Lex Licinia Mucia''' law * Otherwise, has the '''Rights of Nobility''' law | effect = * If the country is a Democratic Republic and has the {{icon|democrats}} Democrats faction, lose {{icon|democrats}} {{red|10}} Oligarchs approval * If the country is a Theocratic Republic and has the {{icon|traditionalists}} Traditionalists faction, lose {{icon|traditionalists}} {{red|10}} Traditionalists approval * Otherwise, lose {{icon|traditionalists}} {{red|5}} Traditionalists approval * If the country has the Oligarchic Republic, Theocratic Republic, or Plutocratic Republic government type, lose {{icon|stability}} {{red|30}} stability * Otherwise, lose {{icon|stability}} {{red|10}} stability * Set the government type to '''Aristocratic Republic''' |comment = }} {{Decision |version = 1.5 |decision_id = proclaim_theocratic_republic |decision_name = Proclaim Theocratic Republic |decision_text = By the help of the divine, and with the zeal of her people, [COUNTRY.GetName] shall endure for all eternity! |potential = * Owns at least 1 territory * Has the Democratic Republic, Oligarchic Republic, Aristocratic Republic, or Plutocratic Republic government type | allow = * Has at least {{icon|stability}} '''40''' stability * Capital has at least {{icon|civilization}} '''60''' civilization level * If the country is {{flag|Rome}}, has the '''Avoid Religious Mandates''' or '''Lex Ogulnia''' laws * Otherwise, has the '''Traditional Observance''' or '''Priestly Status''' laws * Level of {{icon|zeal}} Religious Advances is at least '''6''' | effect = * If the country is an Oligarchic Republic and has the {{icon|oligarchs}} Oligarchs faction, lose {{icon|oligarchs}} {{red|10}} Oligarchs approval * If the country is a Democratic Republic and has the {{icon|democrats}} Democrats faction, lose {{icon|democrats}} {{red|10}} Oligarchs approval * If the country has the Oligarchic Republic, Aristocratic Republic, or Plutocratic Republic government type, lose {{icon|stability}} {{red|30}} stability * Otherwise, lose {{icon|stability}} {{red|10}} stability * Set the government type to '''Theocratic Republic''' |comment = }} {{Decision |version = 1.5 |decision_id = proclaim_dictatorship |decision_name = Proclaim Dictatorship |decision_text = It is becoming increasingly apparent that power cannot be trusted in the hands of the many. Absolute security demands absolute authority. |potential = * Owns at least 1 territory * Has the Oligarchic Republic, Aristocratic Republic, Plutocratic Republic, or Theocratic Republic government type | allow = * Has at least {{icon|stability}} '''40''' stability * Current ruler has at least {{icon|popularity}} '''90''' popularity and is at least '''16''' years old * Has at least {{icon|tyranny}} '''20''' tyranny * If the country has the {{icon|populares}} Populares faction, has at least {{icon|populares}} '''70''' Populares support * Otherwise, if the country has the {{icon|democrats}} Democrats faction, has at least {{icon|democrats}} '''70''' Democrats support * Capital has at least {{icon|civilization}} '''60''' civilization level * If the country is {{flag|Rome}}, has the '''Princeps Civitatis''' law * Otherwise, has the '''Lifetime Elections''' law | effect = * Lose {{icon|stability}} {{red|30}} stability * Set the government type to '''Dictatorship''' * Gain {{icon|tyranny}} {{red|30}} tyranny * Get {{icon|province investment}} '''2''' free province investments |comment = }} {{Decision |version = 1.5 |decision_id = create_empire |decision_name = Imperial Ambition |decision_text = [COUNTRY.GetRuler.GetName], resplendent in the glory of conquest, has eclipsed all other petty Kingdoms; a new title is needed for the ruler of the [COUNTRY.GetAdjective] Empire. |potential = * Owns at least 1 territory * Has one of the following government types: ** Aristocratic Monarchy ** Stratocratic Monarchy ** Theocratic Monarchy ** Plutocratic Monarchy ** Dictatorship ** Autocratic Monarchy * If the country is a Autocratic Monarchy, has at least 80 territories and the ruler has one of the following traits: ** {{icon|crafty}} Crafty ** {{icon|original thinker}} Original Thinker ** {{icon|victorious}} Victorious ** {{icon|conqueror}} Conqueror ** {{icon|tactician}} Tactician ** {{icon|aggressive}} Aggressive traits | allow = * Owns at least 800 territories * Current ruler has at least {{icon|popularity}} '''90''' popularity | effect = * Lose {{icon|stability}} {{red|10}} stability * Set the government type to '''Empire''' * Get {{icon|province investment}} '''3''' free province investments * If the country is {{flag|Rome}}, set the country's name to '''Roman Empire''' |comment = }} {{Decision |version = 1.5 |decision_id = deify_emperor |decision_name = Divine Sanction |decision_text = Few are in denial that [COUNTRY.GetRuler.GetName] is blessed. It follows, therefore, that such divine heritage can only be the property of a divine being. |potential = * Owns at least 1 territory * Has one of the following government types: ** Empire ** Aristocratic Monarchy ** Stratocratic Monarchy ** Theocratic Monarchy ** Plutocratic Monarchy ** Plutocratic Republic ** Aristocratic Republic ** Theocratic Republic ** Oligarchic Republic | allow = * Does not follow a monotheist religion * Owns at least 200 territories * If the {{icon|mgr}} '''[[Magna Graecia (DLC)|Magna Graecia]]''' DLC is enabled, has {{icon|apotheosis}} '''4''' deified rulers in the state pantheon * Otherwise, the current ruler has at least {{icon|charisma}} '''8''' charisma, {{icon|finesse}} '''8''' finesse, {{icon|martial}} '''8''' martial, and {{icon|zeal}} '''10''' zeal * Has the law '''Divinity Statute''' | effect = * Lose {{icon|stability}} {{red|30}} stability * Set the government type to '''Imperial Cult''' * Get {{icon|province investment}} '''4''' free province investments |comment = }} {{End box wrapper}} == Deluxe Edition Alexander's Mausoleum decisions == If the [[Hellenistic World Flavor Pack]] DLC is enabled, a country that has seized Alexander's body to rebury it in a different location through the [[Deluxe Edition Hellenistic body events]] can take a decision to build his mausoleum there, which gives various bonuses and allows a number of other events. The decision can be found in {{path|decisions/dde_alexander_mausoleum_construction.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |decision_id = dde_build_mausoleum |decision_name = Conqueror's Mausoleum |decision_text = Now that we have triumphantly returned the body of the great conqueror, Alexander, to our lands, we should construct a mausoleum worthy of the memory of this great man. |potential = * Owns at least 1 territory * Alexander's body is not currently in transit ** Note: this is checked through the variable ''body_in_transit'' * There is a territory in the country where Alexander's body is located, but where there is no mausoleum ** Note: this is checked through the alexander_body_location and mausoleum_constructed variables, respectively | allow = * Has at least {{icon|wealth}} '''1000''' gold | effect = * Lose {{icon|wealth}} {{red|1000}} gold * For the province where Alexander's body is located: ** Set the province as the location of Alexander's mausoleum *** Note: this is set through the ''mausoleum_constructed'' variable ** Add the modifier '''Conqueror's Mausoleum''' until the '''end of the game''', giving: *** {{icon|local population growth}} {{green|+0.10%}} Local Population Growth *** {{icon|wrong culture group happiness}} {{green|+3%}} Unintegrated Culture Group Happiness *** {{icon|happiness}} {{green|+10%}} Local Population Happiness ** Show the Mausoleum of Alexander wonder model in the province |comment = }} {{End box wrapper}} == Deluxe Edition Pyrrhus decisions == {{flag|Epirus}} has a couple of unique decisions available with the [[Epirus Flavor Pack]] DLC as part of the mission trees and event chains added in the content pack. The decisions can be found in {{path|decisions/dhe_dde_pyrrhus_decisions.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |decision_id = dhe_dde_pyrrhus_dodona_decision |decision_name = Expand the Oracle of Dodona |decision_text = The oracle of Dodona is the oldest in all of the Greek world, and was once among the most important religious centers of Hellas. The temple complex is centered around the ancient sacred oak tree of Zeus Naios, whose sanctuary covers a holy spring. Over the years the temple complex has fallen into shabbiness and decay as other more famous oracles have overshadowed it.<br>By building an amphitheater, renovating the temple of Zeus, and establishing regular festivals at Dodona, the site may once again take its rightful place among the hallowed homes of the gods. |potential = * Owns at least 1 territory * The '''Epirus Flavor Pack''' DLC is active * Is {{flag|Epirus}} * Owns Dodona (425) * Has not yet taken this decision * Dodona (425) does not have the modifier '''Oracle of Dodona''' | allow = * Has at least {{icon|wealth}} '''200''' gold * Has more than {{icon|stability}} '''50''' stability | effect = * Lose {{icon|wealth}} {{red|200}} gold * Tooltip: The renovation of Dodona begins. * Get a [[Deluxe Edition Pyrrhus events#dhe_dde_pyrrhus.13|'''Hidden Event''']] * Get the [[Deluxe Edition Pyrrhus events#dhe_dde_pyrrhus.14|'''The Oracle of Dodona''']] event in '''180 - 360''' days |comment = }} {{Decision |version = 1.5 |decision_id = me_epi_3_4_decision |decision_name = Install Greek Claimant |decision_text = Once the illegitimate ruler has been vanquished, their rightful leader can at last take the crown. |potential = * The '''Epirus Flavor Pack''' DLC is active * The current country exists * Is or started as {{flag|Epirus}} * Has completed the [[Epirote missions#epirus_3_greece_4|'''Puppet King''']] mission task * Has a supported claimant with a target country and capital (i.e. the ''epi_claimant'', ''epi_claimant_tag'', and ''epi_claimant_objective'' variables exist) | allow = * The ''epi_claimant'' character is alive and in the current country * The ''epi_claimant_tag'' country does not exist * Owns the ''epi_claimant_objective'' territory |effect = * Tooltip: A [('epi_claimant_tag').GetCountry.GetAdjective] client state will be created in [('epi_claimant_objective').GetProvince.GetArea.GetName], ruled by [('epi_claimant').GetCharacter.GetName]. * Get the event [[Hellenic Contender mission events#me_epirus_3_greece.32|'''Puppet King: [epi_claimant_new_country_scope.GetAdjective] Client''']] |comment = }} {{End box wrapper}} == Dynamic Historical Event decisions == There are a several decisions relating to certain dynamic historical event chains, specifically for starting the wonder construction event chains as well as repairing the damage from [[volcano events]]. These decisions are found in {{path|decisions/dhe_decisions.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |decision_id = construction_of_the_pharos |decision_name = Pharos Lighthouse |decision_text = Maritime journeys are never entirely safe, from pirates and wreckers to storms and tempests the Mediterranean is a dangerous place to be. Nonetheless it is the quickest way to travel for a grand city such as Alexandria on the Nile it is imperative that we are able to guarantee the safety of all ships and sailors.<br>The small island of Pharos just outside our port would be the perfect location for a great lighthouse to guide the way for all shipping. This venture would also put an end to the infamous wreckers that often roam the island. |potential = * Owns at least 1 territory * Owns Alexandria (516) * Alexandria (516) does not have any of the '''Pharos Lighthouse''' modifiers * Does not have any progress or quality marker for the Pharos Lighthouse construction (the variables ''pharos_lighthouse_progress'' and ''pharos_lighthouse_quality'', respectively) | allow = * Has at least {{icon|wealth}} '''1200''' gold * Has more than {{icon|stability}} '''50''' stability | effect = * Lose {{icon|wealth}} {{red|1200}} gold * Tooltip: The building of the lighthouse begins. * Set the Pharos Lighthouse progress (the ''pharos_lighthouse_progress'' variable) and quality (the ''pharos_lighthouse_quality'' variable) to '''1''' * Get the event [[Pharos Lighthouse events#dhe_pharos_lighthouse.10|'''The Pharos Lighthouse''']] * Trigger a [[Pharos Lighthouse events#dhe_pharos_lighthouse.1|'''Hidden Event''']] in '''200 - 400''' days |comment = }} {{Decision |version = 1.5 |decision_id = found_the_museion |decision_name = A Temple to the Muses |decision_text = As the natural center of the Post-Alexandrine world the city of Alexandria already attracts many of the best and the brightest Hellenistic minds. We must embrace this role as the carrier of Greek culture and philosophy, and create a temple to the Muses themselves. In this Museion all texts ever written in Greek would be assembled, and any texts yet unknown to Greek scholarship translated.<br>While it has been the ambition of many a great monarch to assemble a personal library worthy of admiration and envy, few have dared aim as high as this. Should we succeed our memory will live on for centuries, if not millennia. |potential = * The '''[[Hellenistic World Flavor Pack]]''' DLC is enabled * Owns at least 1 territory * Owns Alexandria (516) * Country is in the Hellenistic culture group * Alexandria (516) does not have the '''Museion of Alexandria''' or '''Ruins of Museion''' modifiers * Does not have any progress for the Museion of Alexandria construction (i.e. does not have the variable ''museion_progress'') | allow = * Has at least {{icon|wealth}} '''1500''' gold * Has more than {{icon|stability}} '''60''' stability | effect = * Lose {{icon|wealth}} {{red|1500}} gold * Tooltip: The building of the Museion begins. * Set the Pharos Lighthouse progress (the ''pharos_lighthouse_progress'' variable) and quality (the ''pharos_lighthouse_quality'' variable) to '''1''' * Get the event [[Museion events#dhe_museion.10|'''The Museion Begins''']] * Trigger a [[Museion events#dhe_museion.1|'''Hidden Event''']] in '''200 - 400''' days |comment = }} {{Decision |version = 1.5 |decision_id = construction_of_the_colossus |decision_name = Colossus of Rhodes |decision_text = Many say we were blessed by Helios himself when we managed to stop Demetrios I the Besieger from taking our island and city. We fought valiantly to beat back the oppressing Antigonids, and with the help of the Ptolemies of Egypt we managed to secure our independence.<br><br>It is time to thank the god for his help in protecting the island, and celebrate our victory. Our architects have prepared the necessary documents for a massive statue in the honor of the god, that will forever protect the ports of Rhodes. |potential = * Owns at least 1 territory * Owns Rhodos (266) * Rhodos (266) does not have one of the '''Colossus of Rhodes''' modifiers or the '''Broken Colossus''' modifier * Does not have any progress or quality marker for the |Colossus of Rhodes construction (the variables ''colossus_rhodes_progress'' and ''colossus_rhodes_quality'', respectively) * Is {{flag|Rhodes}} | allow = * Has at least {{icon|wealth}} '''200''' gold * Has more than {{icon|stability}} '''50''' stability * Is {{flag|Rhodes}} * Follows the [[Hellenic]] religion | effect = * Lose {{icon|wealth}} {{red|200}} gold * Tooltip: The building of the Colossus begins. * Set the Colossus of Rhodes progress (the ''colossus_rhodes_progress'' variable) and quality (the ''colossus_rhodes_quality'' variable) to '''1''' * Get the event [[Colossus of Rhodes events#dhe_colossus_of_rhodes.10|'''The Colossal Beginning''']] * Trigger a [[Colossus of Rhodes events#dhe_colossus_of_rhodes.1|'''Hidden Event''']] in '''150 - 300''' days |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_vesuvius |decision_name = Vesuvius Restoration |decision_text = Huge swaths of land around Vesuvius was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Vesuvius Volcano (7733) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Vesuvius Volcano (7733): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_aetna |decision_name = Aetna Restoration |decision_text = Huge swaths of land around Aetna was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Aetna Volcano (5000) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Aetna Volcano (5000): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_ararat |decision_name = Ararat Restoration |decision_text = Huge swaths of land around Ararat was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Ararat Volcano (5212) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Ararat Volcano (5212): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_methana |decision_name = Methana Restoration |decision_text = Huge swaths of land around Methana was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Methana Volcano (7734) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Methana Volcano (7734): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_aragats |decision_name = Aragats Restoration |decision_text = Huge swaths of land around Aragats was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Aragats Volcano (5208) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Aragats Volcano (5208): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_argaeus_mons |decision_name = Argaeus Mons Restoration |decision_text = Huge swaths of land around Argaeus Mons was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Argaeus Mons Volcano (5170) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Argaeus Mons Volcano (5170): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_argaios_mons |decision_name = Argaios Mons Restoration |decision_text = Huge swaths of land around Argaios Mons was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Argaios Mons Volcano (7735) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Argaios Mons Volcano (7735): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_ausara |decision_name = Ausara Restoration |decision_text = Huge swaths of land around Ausara was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Ausara Volcano (7736) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Ausara Volcano (7736): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_bamni |decision_name = Bamni Restoration |decision_text = Huge swaths of land around Bamni was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Vayots Dzor (1668), Karchakhpyur {1591), Akunk (1592), or Vaykunik (1663) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Vayots Dzor (1668), Karchakhpyur {1591), Akunk (1592), or Vaykunik (1663): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_qarqar |decision_name = Qarqar Restoration |decision_text = Huge swaths of land around Qarqar was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Qarqar Volcano (7737) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Qarqar Volcano (7737): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_caucasus_mons |decision_name = Caucasus Mons Restoration |decision_text = Huge swaths of land around Caucasus Mons was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Klukhor Pass (1750), Skarin (7622), or Gorat (7629) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Klukhor Pass (1750), Skarin (7622), or Gorat (7629): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{Decision |version = 1.5 |decision_id = fix_volcanic_area_iberia_mons |decision_name = Iberia Mons Restoration |decision_text = Huge swaths of land around Iberia Mons was destroyed as the volcano erupted. It is time we set aside the funds to start restoring the land so we can use it more effectively yet again. |potential = * Owns at least 1 territory * Owns a territory that borders Cumania (1674) or Iberian Gates (1673) and has the modifiers '''Buried''' or '''Volcanic Destruction''' | allow = * Has at least {{icon|wealth}} '''200''' gold | effect = * Lose {{icon|wealth}} {{red|200}} gold * For each territory the current country owns that borders Cumania (1674) or Iberian Gates (1673): ** If the territory has the modifier '''Buried''', remove it and add the modifier '''Volcanic Ash''' for '''50''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction ** If the territory has the modifier '''Volcanic Destruction''', remove it and add the modifier '''Volcanic Ash''' for '''20''' years, giving: *** {{icon|local population growth}} {{green|+3.00%}} Local Population Growth *** {{icon|food}} {{green|+50%}} Local Monthly Food Modifier *** {{icon|migration attraction}} {{green|+1}} Migration Attraction |comment = }} {{End box wrapper}} == Gender Equality decisions == If the Mixed Gender Rules option is checked when starting a new game, the player can toggle gender equality on and off in their country by decision. These decisions are found in {{path|decisions/enshrine_equal_rights.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |decision_id = enshrine_social_equity |decision_name = Embrace Social Equity |decision_text = For too long have we ignored a full half of our populace. Let us break the barriers of bygone tradition, and let all stand for office. |potential = * Owns at least 1 territory * Country does not have gender equality * The Mixed Gender Rules option is enabled for this game | allow = * Has at least {{icon|political influence}} ''25'' political influence * If the country is a republic and has the {{icon|traditionalists}} Traditionalists faction, lose {{icon|traditionalists}} {{red|10}} Traditionalists approval * Has not changed the gender equality policy in the last '''20''' years | effect = * Lose {{icon|political influence}} {{red|25}} political influence * Enables gender equality |comment = }} {{Decision |version = 1.5 |decision_id = abolish_social_equity |decision_name = Abolish Social Equity |decision_text = The traditionalists whisper in dark corners, and the bearded ancients pour scorn on us. Our attempts at progressive governance must come to an end. |potential = * Owns at least 1 territory * Country has gender equality * The Mixed Gender Rules option is enabled for this game | allow = * Has at least {{icon|political influence}} ''25'' political influence * The current ruler is not female * Has not changed the gender equality policy in the last '''20''' years | effect = * Lose {{icon|political influence}} {{red|25}} political influence * If the country is a republic and has the {{icon|traditionalists}} Traditionalists faction, lose {{icon|traditionalists}} {{red|10}} Traditionalists approval * Disables gender equality * Every female office holder, researcher, governor, loyal general, and loyal admiral is removed from their position |comment = }} {{End box wrapper}} == Iberian decisions == {{main|Iberia#Decisions}} {{#lst:Iberia|iberian_decisions}} == Indo-Greek decisions == {{flag|Parthia}}、{{flag|Bactria}} 和 {{flag|Seleukid Empire}} 征服印度北部地区后,有个决议可以将权力中心转移至该地区,并接受更大的文化融合,这代表着一个印度-希腊王国的建立,一个历史性的创造。决议文件可以在这个路径找到: {{path|decisions/indo_greek_kingdom.txt}}. <section begin=indo_greek_decision/> {{Box wrapper}} {{Decision |version = 2.0 |decision_id = indo_greek_decision |decision_name = 一个印度-希腊王国 |decision_text = 东方的朋友、帝国和财富的诱惑使我们中的许多人认识到,在亚历山大帝国的废墟上奋斗可能不是一个值得追求的目标。更大的荣耀在印度河以外的地方,那里才是我们的归宿。 |potential = * 是{{flag|PAR}}、{{flag|BAC}}或{{flag|SEL}} * 国家文化在希腊文化组中 * 目前尚未采用此决议 |allow = * 控制了'''摩陀罗'''地区的所有省份 |effect = * 首都移动到奢羯罗(4340),并建立城市 * 奢羯罗(4340)改名为'''Euthymedeia''' * 首都增加{{icon|citizens}}4 公民、{{icon|freemen}}4 自由民和{{icon|slaves}}4 奴隶人口 * 获得修正“'''为了印度'''”,直到'''游戏结束''',给予: ** [[File:Happiness_for_wrong_culture_group_modifier.png|28px]]{{green|+6%}} 未整合文化组幸福度 ** {{icon|diplomatic reputation}}{{green|+2}} 外交声誉 }} {{End box wrapper}} <section end=indo_greek_decision/> == Magna Graecia decisions == These decisions are available only with the {{icon|mgr}} [[Magna Graecia (DLC)|Magna Graecia]] DLC, all revolving around investing in the production of certain territories. They can be found in {{path|decisions/mg_decisions.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |decision_id = sicilian_sulphur_mining |decision_name = Sulfurous Investments |decision_text = A roaring trade in sulfur has begun sweeping the Mediterranean. Who are we to pass up such a lucrative opportunity? All that remains is to acquire a means of production. |potential = * The {{icon|mgr}} '''[[Magna Graecia (DLC)|Magna Graecia]]''' DLC is active * Owns any territory in the Siculia area * Is not AI-controlled * Has not enacted this decision before | allow = * Owns Tyndaris (99) * Has not enacted this decision before | effect = * Tyndaris (99) gets the event [[Province events#provincial_events.2|'''Sicilian Sulfur Trade''']] * Tooltip: Tyndaris (99) gets the modifier '''Sicilian Sulfur Trade''' until the '''end of the game''', giving: ** {{icon|pop cap}} {{green|+10%}} Population Capacity ** {{icon|local output modifier}} {{green|+15%}} Population Output ** {{icon|slaves for surplus}} {{green|-2}} Slaves needed for Local Surplus * Move up to {{icon|slaves}} 4 slaves from the capital territory to Tyndaris (99) |comment = }} {{Decision |version = 1.5 |decision_id = expand_thasos_gold_mines |decision_name = Expand Thasos Gold Mines |decision_text = The ancient gold mines of Thasos have fallen on hard times. It behooves us to address this with haste. |potential = * The {{icon|mgr}} '''[[Magna Graecia (DLC)|Magna Graecia]]''' DLC is active * Owns any territory in the Chalkidiki or Rhodope areas * Is not AI-controlled * Has not enacted this decision before | allow = * Owns Thasos (356) * Has not enacted this decision before * Has at least {{icon|wealth}} '''100''' gold | effect = * Lose {{icon|wealth}} {{red|100}} gold * Thasos (356) gets the event [[Province events#provincial_events.3|'''Thasos Resurgent''']] * Tooltip: Thasos (356) gets the modifier '''Redeveloped Gold Mining''' until the '''end of the game''', giving: ** {{icon|pop cap}} {{green|+10%}} Population Capacity ** {{icon|base resources}} {{green|+1}} Base Resource Production ** {{icon|slaves for surplus}} {{green|-2}} Slaves needed for Local Surplus * Move up to {{icon|slaves}} 2 slaves from the capital territory to Thasos (356) |comment = }} {{Decision |version = 1.5 |decision_id = restore_laurium_iron_production |decision_name = Restore Laureion Ironworks |decision_text = The iron mines at Laureion shall serve us better than petty tin and copper. It is high time we reordered the focus of our people in Thorikos. |potential = * The {{icon|mgr}} '''[[Magna Graecia (DLC)|Magna Graecia]]''' DLC is active * Owns any territory in the Attica area * Is not AI-controlled * Has not enacted this decision before | allow = * Owns Thorikos (7799) * Has not enacted this decision before * Has at least {{icon|political influence}} '''20''' political influence * Level of {{icon|martial}} Martial Advances is greater than 4 | effect = * Lose {{icon|political influence}} {{red|20}} political influence * Thorikos (7799) gets the event [[Province events#provincial_events.4|'''Laurion Restored''']] * Tooltip: Thorikos (7799) gets the modifier '''Laurion Restored''' until the '''end of the game''', giving: ** {{icon|base resources}} {{green|+2}} Base Resource Production |comment = }} {{End box wrapper}} == Pontic decisions == {{main|Pontus#Decisions}} {{#lst:Pontus|pontic_decisions}} == Religious Conversion decisions == Apart from a few special events, religious conversion is handled through a unique decision for each religion, appearing if there is a character of that religion in the court. The requirements for conversion are identical for every religion, requiring among other things that the High Priest of the country and a majority of the non-slave population of the capital be of the religion that the country is converting to. These decisions are found in {{path|decisions/religious_conversion.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |decision_id = convert_to_buddhist |decision_name = Embrace Buddhism |decision_text = The teachings of Buddha are spreading rapidly in our lands. It is time to embrace his philosophy ourselves and start promoting these words among our subjects. |potential = * Owns at least 1 territory * Does not follow the [[Buddhist]] religion * Has a character in the current country's court that: ** Follows the [[Buddhist]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Buddhist]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Buddhist]], and the country has at least one [[Buddhist]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Buddhist]] * The current ruler converts to [[Buddhist]] * Every character in the current country's court that is not [[Buddhist]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Buddhist]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Buddhist]] converts to [[Buddhist]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_jainism |decision_name = Embrace Jainism |decision_text = Jain teachings are spreading rapidly in our land and among the characters of our court. The time has come to embrace these deep philosophies and incorporate them into the very fabric of our state itself. |potential = * Owns at least 1 territory * Does not follow the [[Jain]] religion * Has a character in the current country's court that: ** Follows the [[Jain]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Jain]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Jain]], and the country has at least one [[Jain]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Jain]] * The current ruler converts to [[Jain]] * Every character in the current country's court that is not [[Jain]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Jain]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Jain]] converts to [[Jain]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_hinduism |decision_name = Embrace Hinduism |decision_text = Let the Vedas and the ancient teachings of old India be the official policy of our state, let us promote Hinduism among our subjects and at our court. |potential = * Owns at least 1 territory * Does not follow the [[Hindu]] religion * Has a character in the current country's court that: ** Follows the [[Hindu]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Hindu]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Hindu]], and the country has at least one [[Hindu]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Hindu]] * The current ruler converts to [[Hindu]] * Every character in the current country's court that is not [[Hindu]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Hindu]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Hindu]] converts to [[Hindu]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_kemeticism |decision_name = Embrace the Kemetic Pantheon |decision_text = The followers of Isis have become a prominent part of our society, and our people are looking to them for guidance in their daily lives. It is time we put our old traditions behind and accept their teachings. |potential = * Owns at least 1 territory * Does not follow the [[Kemetic]] religion * Has a character in the current country's court that: ** Follows the [[Kemetic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Kemetic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Kemetic]], and the country has at least one [[Kemetic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Kemetic]] * The current ruler converts to [[Kemetic]] * Every character in the current country's court that is not [[Kemetic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Kemetic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Kemetic]] converts to [[Kemetic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_hellenic |decision_name = Embrace the Hellenic Pantheon |decision_text = We have seen temples and shrines to the many deities of the Greek Pantheon being raised in [COUNTRY.GetCapital.GetName] lately, and our citizens turning to their priests and oracles for their wisdom. Maybe it is time we all started looking to them for guidance? |potential = * Owns at least 1 territory * Does not follow the [[Hellenic]] religion * Has a character in the current country's court that: ** Follows the [[Hellenic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Hellenic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Hellenic]], and the country has at least one [[Hellenic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Hellenic]] * The current ruler converts to [[Hellenic]] * Every character in the current country's court that is not [[Hellenic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Hellenic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Hellenic]] converts to [[Hellenic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_canaanite |decision_name = Embrace the Canaanite Pantheon |decision_text = Melqart and his followers have been commonplace in [COUNTRY.GetCapital.GetName] since we first met those who worshiped him, but now we have seen a newfound interest in Ba'al, Astarte and the other deities as well. Traditions that was once an important part of our identity are being left behind as foreign exotic rituals are becoming a matter of course. It is time to accept the Canaanite Pantheon as our own. |potential = * Owns at least 1 territory * Does not follow the [[Canaanite]] religion * Has a character in the current country's court that: ** Follows the [[Canaanite]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Canaanite]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Canaanite]], and the country has at least one [[Canaanite]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Canaanite]] * The current ruler converts to [[Canaanite]] * Every character in the current country's court that is not [[Canaanite]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Canaanite]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Canaanite]] converts to [[Canaanite]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_shamanism |decision_name = Embrace the Zalmoxian Faith |decision_text = The teachings of great Zalmoxis has become more apparent and important among our young these last years. They look to his words on how to live their lives, and even some of our elders have been affected by this shift to the new faith. It is time the rest of us follow his ideas as well. |potential = * Owns at least 1 territory * Does not follow the [[Zalmoxian]] religion * Has a character in the current country's court that: ** Follows the [[Zalmoxian]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Zalmoxian]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Zalmoxian]], and the country has at least one [[Zalmoxian]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Zalmoxian]] * The current ruler converts to [[Zalmoxian]] * Every character in the current country's court that is not [[Zalmoxian]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Zalmoxian]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Zalmoxian]] converts to [[Zalmoxian]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_caucasian_religion |decision_name = Embrace the Armazic Pantheon |decision_text = Be it the stories of the mystical Tir, the truth of Mihr or the greatness of Aramazd, we have heard it all lately. It seems all our old temples and shrines have been replaced by those of the Armazic pantheon, and similarly have our priests and priestesses. |potential = * Owns at least 1 territory * Does not follow the [[Armazic]] religion * Has a character in the current country's court that: ** Follows the [[Armazic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Armazic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Armazic]], and the country has at least one [[Armazic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Armazic]] * The current ruler converts to [[Armazic]] * Every character in the current country's court that is not [[Armazic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Armazic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Armazic]] converts to [[Armazic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_mesopotamian_religion |decision_name = Embrace the Chaldean Pantheon |decision_text = The ancient myths and legends of Ishtar and Gilgamesh have filled our halls and inspired our people. No longer do we listen to the priests of the [COUNTRY.GetReligion.GetName] faith, and their worthless traditions are put aside and replaced by the ancient rituals of the Babylonians, Sumerians and Akkadians. |potential = * Owns at least 1 territory * Does not follow the [[Chaldean]] religion * Has a character in the current country's court that: ** Follows the [[Chaldean]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Chaldean]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Chaldean]], and the country has at least one [[Chaldean]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Chaldean]] * The current ruler converts to [[Chaldean]] * Every character in the current country's court that is not [[Chaldean]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Chaldean]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Chaldean]] converts to [[Chaldean]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_armenian_religion |decision_name = Embrace the Khaldic Faith |decision_text = Our soldiers were the first to pick up the old Khaldic traditions, proving invaluable for morale and discipline as they were sent off to war. Now the rest of our people are looking to the ancient pantheon, picking up the traditions of old once more. |potential = * Owns at least 1 territory * Does not follow the [[Khaldic]] religion * Has a character in the current country's court that: ** Follows the [[Khaldic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Khaldic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Khaldic]], and the country has at least one [[Khaldic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Khaldic]] * The current ruler converts to [[Khaldic]] * Every character in the current country's court that is not [[Khaldic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Khaldic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Khaldic]] converts to [[Khaldic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_anatolian_religion |decision_name = Embrace the Cybelene Faith |decision_text = The belief in the Mother Goddess has long been an important one next to all the other deities in our faith, but more recently the rest has seen a clear decline of interest. Cybelene, the Mother Goddess, has become the most important figure in our religious traditions and practices. |potential = * Owns at least 1 territory * Does not follow the [[Cybelene]] religion * Has a character in the current country's court that: ** Follows the [[Cybelene]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Cybelene]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Cybelene]], and the country has at least one [[Cybelene]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Cybelene]] * The current ruler converts to [[Cybelene]] * Every character in the current country's court that is not [[Cybelene]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Cybelene]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Cybelene]] converts to [[Cybelene]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_druidism |decision_name = Embrace the Druidic Class |decision_text = Though the Druids have yet to become an official part of our faith, they have long played the informal role as advisors and shown guidance to our people. Maybe it is time to rid ourselves of our old shackles of traditions and faith, and truly welcome them into our society? |potential = * Owns at least 1 territory * Does not follow the [[Druidic]] religion * Has a character in the current country's court that: ** Follows the [[Druidic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Druidic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Druidic]], and the country has at least one [[Druidic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Druidic]] * The current ruler converts to [[Druidic]] * Every character in the current country's court that is not [[Druidic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Druidic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Druidic]] converts to [[Druidic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_animism |decision_name = Embrace the Iberic Pantheon |decision_text = It seems the prophets and oracles of Endouellicus has foreseen a great future for our nation if we turn to his worship. The Iberic pantheon is already revered among our people, and our court officials advise us to embrace this new faith. |potential = * Owns at least 1 territory * Does not follow the [[Iberic]] religion * Has a character in the current country's court that: ** Follows the [[Iberic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Iberic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Iberic]], and the country has at least one [[Iberic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Iberic]] * The current ruler converts to [[Iberic]] * Every character in the current country's court that is not [[Iberic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Iberic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Iberic]] converts to [[Iberic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_judaism |decision_name = Embrace Judaism |decision_text = We have lately seen a large swathe of our people turn to the worship of only one god, the Judean one. Defying the polytheistic teachings of other faiths, the strength of their belief have convinced many of the lower class to turn their prayers to the Judean god. |potential = * Owns at least 1 territory * Does not follow the [[Jewish]] religion * Has a character in the current country's court that: ** Follows the [[Jewish]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Jewish]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Jewish]], and the country has at least one [[Jewish]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Jewish]] * The current ruler converts to [[Jewish]] * Every character in the current country's court that is not [[Jewish]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Jewish]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Jewish]] converts to [[Jewish]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_zoroastrianism |decision_name = Embrace Zoroastrianism |decision_text = The teachings of Zoroaster has permeated Persian society since he was given the wisdom of Ahura Mazda. The truth and inherent benevolence of the faith quickly spreads throughout [COUNTRY.GetName], and it is time for us to devote ourselves entirely to the one path. |potential = * Owns at least 1 territory * Does not follow the [[Zoroastrian]] religion * Has a character in the current country's court that: ** Follows the [[Zoroastrian]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Zoroastrian]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Zoroastrian]], and the country has at least one [[Zoroastrian]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Zoroastrian]] * The current ruler converts to [[Zoroastrian]] * Every character in the current country's court that is not [[Zoroastrian]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Zoroastrian]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Zoroastrian]] converts to [[Zoroastrian]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_berber_religion |decision_name = Embrace the Megalithic Traditions |decision_text = Though the people of the Megalithic faith were once inspired and affected by their neighbors, they now in turn have affected us. Our people have started picking up the beliefs of the desert tribes, looking to Nanna Tala and Shaheded as much as they do any local deity. |potential = * Owns at least 1 territory * Does not follow the [[Megalithic]] religion * Has a character in the current country's court that: ** Follows the [[Megalithic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Megalithic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Megalithic]], and the country has at least one [[Megalithic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Megalithic]] * The current ruler converts to [[Megalithic]] * Every character in the current country's court that is not [[Megalithic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Megalithic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Megalithic]] converts to [[Megalithic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_germanic_religion |decision_name = Embrace the Tuistic Faith |decision_text = Our people have started looking to the teachings of the priests of Tuis and the traditions of the Germanic people for guidance in how to live their lives. Though they seemed strange and warlike at first, our people have adepted their customs to our own and familiarized them. |potential = * Owns at least 1 territory * Does not follow the [[Tuistic]] religion * Has a character in the current country's court that: ** Follows the [[Tuistic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Tuistic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Tuistic]], and the country has at least one [[Tuistic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Tuistic]] * The current ruler converts to [[Tuistic]] * Every character in the current country's court that is not [[Tuistic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Tuistic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Tuistic]] converts to [[Tuistic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_indo_iranian_religion |decision_name = Embrace the Heptadic Pantheon |decision_text = The seven deities of the Scythian horsemen have become popular in our lands lately. Particularly the ancient Targitaos have seen large shrines built in his honor, and our people have turned to him as if he was our own forefather, similar to how the Scythians treat the deity. |potential = * Owns at least 1 territory * Does not follow the [[Heptadic]] religion * Has a character in the current country's court that: ** Follows the [[Heptadic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Heptadic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Heptadic]], and the country has at least one [[Heptadic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Heptadic]] * The current ruler converts to [[Heptadic]] * Every character in the current country's court that is not [[Heptadic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Heptadic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Heptadic]] converts to [[Heptadic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_arabian_pantheon |decision_name = Embrace the Arabic Pantheon |decision_text = The caravans has brought the Arabic pantheon with them into [COUNTRY.GetName], and now we see our people look to the guidance of the oracle of Ta'lab or asking for Manat to turn the tides of fate in their favor. It is time for us to take up their worship. |potential = * Owns at least 1 territory * Does not follow the [[Arabic]] religion * Has a character in the current country's court that: ** Follows the [[Arabic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Arabic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Arabic]], and the country has at least one [[Arabic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Arabic]] * The current ruler converts to [[Arabic]] * Every character in the current country's court that is not [[Arabic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Arabic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Arabic]] converts to [[Arabic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_eastern_animism |decision_name = Embrace Ritualistic Traditions |decision_text = Animism and ancestor worship have become an important part of the [COUNTRY.GetAdjective] religious ceremonies lately, and we have seen old rituals and traditions flourish in addition to our [COUNTRY.GetReligion.GetName] faith. Maybe it is time to put aside some of these newer ideas and revert back to our ancient heritage? |potential = * Owns at least 1 territory * Does not follow the [[Ritualistic]] religion * Has a character in the current country's court that: ** Follows the [[Ritualistic]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Ritualistic]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Ritualistic]], and the country has at least one [[Ritualistic]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Ritualistic]] * The current ruler converts to [[Ritualistic]] * Every character in the current country's court that is not [[Ritualistic]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Ritualistic]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Ritualistic]] converts to [[Ritualistic]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_bon_religion |decision_name = Embrace the Bon Faith |decision_text = The ideas of the Tibetan Bon have quickly found a home in [COUNTRY.GetName], and our people have taken to prayers quicker than anyone could expect. Maybe it is time for us to put aside our [COUNTRY.GetReligion.GetName] faith and devote ourselves entirely to the Bon rituals? |potential = * Owns at least 1 territory * Does not follow the [[Bon]] religion * Has a character in the current country's court that: ** Follows the [[Bon]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * If the current country is a [[monarchy]], has at least {{icon|legitimacy}} '''70''' legitimacy * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal'' * One of the following is true: ** There are at least '''10''' [[Bon]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Bon]], and the country has at least one [[Bon]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Bon]] * The current ruler converts to [[Bon]] * Every character in the current country's court that is not [[Bon]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Bon]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Bon]] converts to [[Bon]] |comment = }} {{Decision |version = 1.5 |decision_id = convert_to_matrist_religion |decision_name = Embrace the Matrist Traditions |decision_text = The Aestuian Mother Goddess has found a home in [COUNTRY.GetName], and our people are putting aside all our old rituals in favor of those in her honor. It is time we do the same. |potential = * Owns at least 1 territory * Does not follow the [[Matrist]] religion * Has a character in the current country's court that: ** Follows the [[Matrist]] religion ** Is not a prisoner ** Is an adult ** Is male, if gender equality is not enabled in the current country ** Does not have the modifier '''Foreign Citizen''' ** Does not have the {{icon|olympic competitor}} Olympic Competitor trait | allow = * Has at least {{icon|political influence}} '''200''' political influence * Otherwise, if the current country is a [[republic]], has at least {{icon|approval}} '''30''' Senate support * Otherwise, if the current country is [[tribal]], all {{icon|clan chiefs}} clan chiefs have at least {{icon|loyalty}} '''60''' loyalty * Does not have the modifier '''Religious Zeal''' * One of the following is true: ** There are at least '''10''' [[Matrist]] non-slave pops that make up at least half of the non-slave population in the capital ** At least '''20%''' of the population is [[Matrist]], and the country has at least one [[Matrist]] {{icon|pantheon}} pantheon deity | effect = * Lose {{icon|political influence}} {{red|200}} political influence * Lose {{icon|stability}} {{red|30}} stability * Get the modifier '''Religious Zeal''' for '''10''' years, giving: ** {{icon|stability}} {{red|-0.03}} Monthly Stability Change ** {{icon|conversion}} {{green|+15%}} Pop Conversion Speed ** {{icon|change deity cost}} {{green|-75%}} Cost to Change Pantheon Deity * Set the country's religion to [[Matrist]] * The current ruler converts to [[Matrist]] * Every character in the current country's court that is not [[Matrist]] gets the loyalty modifier '''Religious Instability''' for '''5''' years, giving {{icon|loyalty}} {{red|-15}} loyalty * Every member of the ruler's family in the current country's court converts to [[Matrist]] * The 6 most {{icon|prominence}} prominent characters that have at least {{icon|loyalty}} '''60''' loyalty, are not the ruler or in the ruler's family, and are not already [[Matrist]] converts to [[Matrist]] |comment = }} {{End box wrapper}} == Roman decisions == {{main|Rome#Decisions}} {{#lsth:Rome|Decisions}} == Seleukid decisions == {{main|Seleukid Empire#Decisions}} {{#lst:Seleukid Empire|seleukid_decisions}} == Slave Negotiation decisions == If the country is being overwhelmed by a slave revolt, a decision can be taken at any time to enter into negotiations and end the revolt by making concessions to the rebels. The decision can be found in {{path|decisions/slave_negotiation.txt}}. {{Box wrapper}} {{Decision |version = 1.5 |decision_id = negotiate_with_slaves |decision_name = Negotiate with revolting Slaves |decision_text = We must end the current unrest among the slaves quickly and at any price. If we allow them to settle in peace, promising them that no harm will come to them and helping them start new lives, we may convince them to lay down their arms. |potential = * Owns at least 1 territory * Has the modifier '''Slave Unrest''' | allow = * Has at least {{icon|stability}} '''50''' stability * Has at least {{icon|wealth}} '''250''' gold | effect = * If the country is a republic and has the {{icon|optimates}} Optimates faction, lose {{icon|optimates}} {{red|10}} Optimates approval * If the country is a republic and has the {{icon|oligarchs}} Oligarchs faction, lose {{icon|oligarchs}} {{red|10}} Oligarchs approval * Lose {{icon|stability}} {{red|10}} stability * Lose {{icon|wealth}} {{red|250}} gold * Remove the modifier '''Slave Unrest''' * Get the modifier '''Concessions to Slaves''' for '''15''' years, giving: ** {{icon|slave output}} {{red|-25%}} National Slave Output * Return control over every territory in the country controlled by {{flag|Rebels}} * Settle {{icon|freemen}} 1 freemen pop in the capital province for every {{flag|Rebels|0}} [[Rebels|Rebel]] cohort currently inside the country |comment = }} {{End box wrapper}} {{MechanicsNavbox}} [[Category:Game concepts]]
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