Monarchy

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Tier 1: Power Structure

Icon Name Potential Effects Description
Feudal Nobility
  • +5% Nobility Influence
  • +25% Income from Vassals
In a Feudal kingdom the power of the Monarch is enhanced by a land owning aristocracy sworn to obey them. The aristocrats, or nobles, are often landowners in their own right, with considerable influence and vassals of their own.
Autocracy
  • +10% Rebel Suppression Efficiency
  • -10% Harsh Treatment Cost
  • -10% Unjustified Demands
Autocratic monarchies concentrate power in the hands of the ruler. The state is often seen as their personal property. It is not uncommon for rulers to have ministers and supporters, but these are then referred to as members of the royal household.
Elective Monarchy
  • Has DLC Enabled: Domination
  • -40 Maximum Absolutism
Elective monarchies choose their heir instead of having them come to power through a succession law. The nobility can propose a candidate from a foreign dynasty, from their own midst or other members of the royal family.
Plutocracy
  • One of the following:
    • Culture Group: businori
    • Culture Group: taychendi_ruinborn_elf
    • Culture Group: kheionai_ruinborn_elf
    • Culture Group: baashidi
    • Have reform: plutocratic_reform
    • is_vyzemby_primary_culture: true
    • Primary Culture: blue_reachman
    • Primary Culture: white_reachman
    • Technology Group: tech_gnomish
    • Technology Group: tech_bulwari
    • Technology Group: tech_west_harimari
    • Technology Group: tech_raheni
    • Technology Group: tech_halessi
  • +1 Merchants
  • -5% Nobility Influence
A plutocratic kingdom is one where the supporters of the Monarch are those with the largest incomes. The monarch is often the head of a successful merchant enterprise, and so are many of their supporters.
Revolutionary Empire
  • Have reform: revolutionary_empire_reform
  • -0.2 Monthly Autonomy Change
  • +25% National Manpower Modifier
  • +10% Morale of Armies
  • +50 Maximum Revolutionary Zeal
  • -100 Yearly Rectorate Influence
The Revolutionary Empire is a slightly more conservative form of government with a single ruler ruling with reference a chamber of deputies. The government can mobilize a large amount of manpower, and every soldier carries a marshal's baton in his backpack.
Arverynnic Feudalism
  • One of the following:
    • tag: G35
    • was_tag: G35
  • mission_completed: land_reform
  • +5% Burghers Loyalty Equilibrium
  • -2 National Unrest
  • -10% Nobility Influence
Like the rest of the Ynn, Feudalism is an important aspect of our society, providing stability and hierarchy, as well as effective local governance. Unlike most of the Ynn however, Arverynn has many laws in place protecting the smaller land holders, those who truly keep the empire running with their dedication to their own land, which we then of course can tax more easily.
Ynnic Feudalism
  • All of the following:
    • One of the following:
      • culture: sarda
      • culture: dolindhan
    • One of the following:
      • religion: ynn_river_worship
      • religion: ynn_river_reformed
  • -10% Land Force Limit Modifier
  • +10% Nobility Influence
  • +50% Vassal Force Limit Contribution
  • +25% Income from Vassals
Feudalism is the dominant form of government in the Ynn river valley. Lords maintain vast estates on which serfs work the land, which they use to support their antler horses through which they form mighty armies. However, in return a Lord is expected to be just and fullfill his obligations to his subjects, among which are keeping the peace, protecting them from local wildlife, serving their overlord, and aiding them in times of trouble such as droughts, floods and raids by buycev.
Kyrrachean Dynasties
  • One of the following:
    • All of the following:
      • dynasty: Vyrekynn
      • tag: G35
    • All of the following:
      • dynasty: yen Bacar
      • tag: G84
    • All of the following:
      • dynasty: yen Stenur
      • tag: G35
    • All of the following:
      • dynasty: yen Stantir
      • tag: G86
    • All of the following:
      • One of the following:
        • dynasty: yen Stantir
        • dynasty: yen Stenur
        • dynasty: yen Bacar
        • dynasty: Vyrekynn
      • tag: U69
  • -10% Land Force Limit Modifier
  • +0.5 Yearly Legitimacy
  • +10% Nobility Influence
  • +50% Vassal Force Limit Contribution
  • +25% Income from Vassals
Of Sarda's ruling families, four are the true Kyrrachean Dynasties: the green-haired yen Stantir, the teal-haired Vyrekynn, the blue-haired yen Bacar, and the white-haired yen Stenur. All of these dynasties have earned the title of "Everlasting" through their centuries of history, and it would be a scandal if they were succeeded by someone with the wrong hair colour all of a sudden. Our Hair colour grants us further legitimacy, both to our subjects and to our Iosahars.
Ranger Lordship
  • None of the following:
    • has_country_flag: no_ranger_lordship_discount
  • tag: U32
  • -1 Diplomatic Reputation
  • -25% Improve Relations
  • -20% Infantry Cost
  • +0.25 Infantry Shock
  • -10% Nobility Influence
  • -10% Nobility Loyalty Equilibrium
  • -400% Province War Score Cost
This country's administration is led by a council of rangers that is loosely united under a strong leader. Traditional nobility has no place of power among them and conversely nobility in other realms recognize them as no more than mere bandits.
Blademarches Kingdom
  • One of the following:
    • All of the following:
      • Have reform: blademarches_kingdom_reform
      • was_tag: B33
    • All of the following:
      • have_had_reform: blademarches_kingdom_reform
      • is_playing_custom_nation: true
    • tag: B33
  • +0.25 Yearly Army Tradition
  • +1 Land Leader Shock
  • +1 Monarch Military Skill
The Kingdom of the Blademarches is somewhat of a monarchy, with all the caveats of the traditional nobility. What's different however, is the process of selecting a monarch: each monarch must prove themselves capable of wielding §O(Calindal, the Gleaming Blade)§! or abdicate the throne.
Lucian's Domain
  • One of the following:
    • Have reform: luciande_lucians_domain_reform
    • have_had_reform: luciande_lucians_domain_reform
  • has_country_flag: B34_lucian
  • +1 Yearly Legitimacy
  • +10 Maximum Absolutism
Of Lucian, by Lucian, the nation of Luciande is the domain of Lucian and all that are within are subject to his whim. He is the absolute monarch and eternal lord of the glorious nation.
Adventurer Kingdom
  • One of the following:
    • All of the following:
      • have_had_reform: adventurer_kingdom_reform
      • is_playing_custom_nation: true
    • has_country_flag: adventurer_derived_government
  • -1% Yearly Army Tradition Decay
  • +1 Colonists
  • -10% Improve Relations
  • -10% Unjustified Demands
Founded by an adventurer, this kingdom's noble-caste is not backed by millennia of ancient rights and traditions, but instead their efforts and rank within the Adventuring Company and closeness to the founding monarch, creating a more diverse and less homogeneous noble class.
High Elven Empire
  • One of the following:
    • All of the following:
      • has_country_flag: aelnar_government
      • tag: Z43
    • All of the following:
      • have_had_reform: enlightened_empire_reform
      • is_playing_custom_nation: true
  • -25% Culture Conversion Cost
  • +10% Governing Capacity Modifier
  • +15 Maximum Absolutism
  • +200% Promote Culture Cost
  • +1 Tolerance of the True Faith
This form of government stratifies civil society into several classes of citizens, ranging from the first to the third. Chosen amongst the most enlightened of first-class citizens is the High King, who rules absolute until their death.
Orcish Kingdom
  • One of the following:
    • Culture Group: orcish
    • culture_is_half_orcish: true
  • +1 Colonists
  • -10% Regiment Costs
  • -0.03 Monthly War Exhaustion
A highly decentralised state where power is shared between the king, the tribal clans and powerful shamans. All members of ruling elite must have martial education and strive for glory on the battlefield.
Jadd Empire
  • One of the following:
    • All of the following:
      • have_had_reform: jadd_empire
      • is_playing_custom_nation: true
    • One of the following:
      • tag: F51
      • tag: F99
  • +10% National Manpower Modifier
  • +1% Missionary Strength
  • +15 Maximum Absolutism
  • +1 Missionaries
  • -2 Tolerance of Heathens
  • -2 Tolerance of Heretics
  • +2 Tolerance of the True Faith
In this form of government the head of state is also the head of the Jadd faith. The Divine-Herald is the voice of Surael and the first in the prayer. But the Divine-Herald is also the leader of the government and the Supreme Commander of the Imperial Legions.
§ODue to its vast administration the Divine-Herald can move his or her court upon taking the throne and upon the completion of certain missions.§!
Dwarven Clans
  • Culture Group: dwarven
  • +10% National Garrison Growth
  • +10% National Manpower Modifier
  • -25% Cost of Reducing War Exhaustion
The dwarven variant of a monarchy, in which the monarch and his family derive power from the consent of other powerful clans.
Invasion Forces
  • One of the following:
    • is_playing_custom_nation: true
    • tag: H94
  • +20% Aggressive Expansion Impact
  • -10% Core-Creation Cost
  • -1 Diplomatic Reputation
  • -20% Improve Relations
  • +20% Land Force Limit Modifier
  • -10% Province War Score Cost
  • -10% Unjustified Demands
  • -0.05 Monthly War Exhaustion
This country is mainly composed of soldiers, whose purpose is to install a bridgehead to prepare for the arrival of larger occupation.
The Oak Monarchy
  • One of the following:
    • All of the following:
      • have_had_reform: oak_monarchy_reform
      • is_playing_custom_nation: true
    • has_country_flag: oak_monarchy_reform
  • +10% Advisor Cost
  • +1 Diplomatic Reputation
  • +0.5 Yearly Absolutism
The failure of the Verdant Pact pushed the disparate Wood Elf clans to bow to the newly formed realm of Cyranvar as a permanent union headed by a High King, who was elected by the leading clans of the Deepwoods. To prevent the stagnation of past eras from setting in once again, the vital convention was that the reigning king can only serve until they reach two centuries of age was established. This was done to ensure that Cyranvar continues to be ruled by dynamic leaders who are not out of touch with the times while also guaranteeing that no ruler is able to accrue too much power. From this arrangement stems the effervescence characteristic of the reinvigorated Wood Elven society.
Hobgoblin Stratocracy
  • One of the following:
    • Have reform: hobgoblin_stratocracy_reform
    • tag: R62
    • tag: R67
    • tag: R68
    • tag: R69
    • tag: R94
    • tag: R95
    • tag: R96
  • +10% National Manpower Modifier
  • -10% Land Maintenance Modifier
  • -0.5 Yearly Legitimacy
  • +10 Maximum Absolutism
  • +1 Monarch Military Skill
In a variation on meritocracy, the stratocracy revolves around military ability and skilled generalship. As such after the death of the previous despot, the next greatest general is elevated to fill their predecessor's position so that all military operations can continue functioning at peak efficiency.
Prabhi
  • One of the following:
    • any_known_country:
      • has_government_attribute: is_raja
      • war_with: ROOT
    • overlord:
      • has_government_attribute: is_raja
  • Have reform: prabhi_reform
  • -10% Development Cost
A subject of the Raja that retains a large amount of independence. Its main duties revolve around paying taxes to the Raj, but besides that they are much more free to pursue their own goals within the Raj. The monarch's role is mainly as an administrator for the ruler.
Independent Prabhi
  • None of the following:
    • tag: R70
    • tag: R71
  • One of the following:
    • Culture Group: south_raheni
    • Culture Group: upper_raheni
    • Culture Group: middle_raheni
    • Primary Culture: royal_harimari
    • Primary Culture: primal_harimari
  • capital_scope:
    • superregion: rahen_superregion
  • -10% Development Cost
A subject of the Raja that has gained its independence. Where previously it had to pay taxes to the Raj, now it is able to use the vast riches of Haless for its own benefit. The monarch's role is that of an administrator and defender of his realm.
Senapti
  • One of the following:
    • any_known_country:
      • has_government_attribute: is_raja
      • war_with: ROOT
    • overlord:
      • has_government_attribute: is_raja
  • Have reform: senapti_reform
  • -1 Diplomatic Relations
  • -10% Fort Maintenance
  • +10% National Manpower Modifier
A subject of the Raja that has received extra rights and privileges, including tax exemptions and expanded military grants, in exchange for aiding their overlord in his military ventures. The monarch also fulfills military and administrative functions in his province.
Raja
  • One of the following:
    • All of the following:
      • capital_scope:
        • province_id:
          • 4411
      • Have reform: raja_reform
    • All of the following:
      • have_had_reform: raja_reform
      • is_playing_custom_nation: true
  • -75 Vassalization Acceptance
  • -50% Governing Capacity Modifier
  • -20 Maximum Absolutism
  • +1 Monarch Administrative Skill
A highly administrative government form that revolves around the control of a loose collection of vassals and managing their politics. It is led by the Raja, who is the ultimate ruler of his raj and dependencies, and also functions as the head of the ministries. However if one of their subjects takes over their capital, they can claim directorship over the ministries and the title of Raja.
Phoenix Estate
  • One of the following:
    • has_country_flag: updating_isolationism_window
    • religion: bulwari_sun_cult
  • Primary Culture: sun_elf
  • +1 Tolerance of the True Faith
  • +33% Income from Vassals
The governorships of the Phoenix Empire were divided among the sun elven rulers during the Partition of Kalib. These evolved into their personal estates and form the core power of the sun elven kingdoms and so the management of these estates became the management of the state.
Wine Lord
  • One of the following:
    • Primary Culture: rosanda
    • Primary Culture: high_lorentish
    • Primary Culture: low_lorentish
    • Primary Culture: sorncosti
    • Primary Culture: roilsardi
  • +10% Nobility Influence
The Wine Lords dominate the upper echelons of Lorentish nobility, forming the backbone of Lorentish wealth and power from their vast vinyards along the Bloodwine River. In Lorent, the quality of your wine measures equally to the strength of your noble lineage.
Damerian Monarchy
  • One of the following:
    • Primary Culture: west_damerian
    • Primary Culture: east_damerian
    • Primary Culture: rogieran
    • Primary Culture: pashainey
  • +1 Diplomatic Reputation
  • -1 National Unrest
  • -10 Maximum Absolutism
  • -10% Nobility Influence
The Damerian Monarchy is a representative monarchy, with a parliament called regularly by the ruling monarch. It is based on traditions passed down since the times of the Damerian Republic.
Phoenix Empire
  • Have reform: phoenix_empire
  • -0.1 Monthly Autonomy Change
  • +15 Maximum Absolutism
  • -10% Province War Score Cost
  • +2 Tolerance of the True Faith
The true successor of Jaher's Empire, with the supreme Phoenix Emperor leading both the nation and the people of the light in their war against the Malevolent Dark that has taken over the rest of the world.
Phoenix Empire
  • Have reform: phoenix_empire_mandate
  • -0.1 Monthly Autonomy Change
  • +15 Maximum Absolutism
  • -10% Province War Score Cost
  • +2 Tolerance of the True Faith
The true successor of Jaher's Empire, with the supreme Phoenix Emperor leading both the nation and the people of the light in their war against the Malevolent Dark that has taken over the rest of the world.
Eternal Empire
  • None of the following:
    • Have reform: varamhar_eternal_empire_mandate
  • One of the following:
    • Have reform: varamhar_eternal_empire
    • have_had_reform: varamhar_eternal_empire
  • +15 Maximum Absolutism
  • +2 Tolerance of the True Faith
Surael's Empire on earth, led by the immortal Phoenix Emperor leading both the nation and the people of the light in their war against the Malevolent Dark that has taken over the rest of the world.
Eternal Empire
  • One of the following:
    • Have reform: varamhar_eternal_empire_mandate
    • have_had_reform: varamhar_eternal_empire_mandate
  • +15 Maximum Absolutism
  • +2 Tolerance of the True Faith
Surael's Empire on earth, led by the immortal Phoenix Emperor leading both the nation and the people of the light in their war against the Malevolent Dark that has taken over the rest of the world.
Kharunyana Monarchy
  • One of the following:
    • Have reform: kharunyana_monarchy
    • have_had_reform: kharunyana_monarchy
  • +20% Global Trade Power
  • +0.5 Yearly Legitimacy
  • +2 Max Promoted Cultures
The great Kharunyana is the lifeblood of this nation. The many big cities along the river form the powerbase of the kingdom and are to be appeased.
Trials of Castan: Dynastic
  • One of the following:
    • All of the following:
      • One of the following:
        • Have reform: dynastic_castanor_trials_reform
        • was_tag: B32
      • One of the following:
        • Have reform: dynastic_castanor_trials_reform
        • was_tag: Z34
    • All of the following:
      • have_had_reform: dynastic_castanor_trials_reform
      • is_playing_custom_nation: true
    • tag: Z34
    • tag: B32
  • +1 Military Free Policies
  • +10 Maximum Absolutism
The ancient nation of Castanor has long relied on the Trials of Castan, a series of arduous tests on the Trialmount, to prove that the claimant of the empire is worthy to rule. In times past many claimants would flock to the Temple of Castellos at the base of the Trialmount to compete in the climb, and the trials, against each other for title of Castan and become Emperor of Castanor. But since the rule of Castan Ebonfrost, the trials been changed to a hereditary dynastic rule, with only the direct heir participating in the Trial.
Trials of Castan: Original
  • One of the following:
    • All of the following:
      • One of the following:
        • Have reform: original_castanor_trials_reform
        • was_tag: B32
      • One of the following:
        • Have reform: original_castanor_trials_reform
        • was_tag: Z34
    • All of the following:
      • have_had_reform: dynastic_castanor_trials_reform
      • is_playing_custom_nation: true
    • tag: Z34
    • tag: B32
  • +1 Military Free Policies
  • +10 Maximum Absolutism
The ancient nation of Castanor has long relied on the Trials of Castan, a series of arduous tests on the Trialmount, to prove that the claimant of the empire is worthy to rule. In times past many claimants would flock to the Temple of Castellos at the base of the Trialmount to compete in the climb, and the trials, against each other for title of Castan and become Emperor of Castanor. As it was, so it will be again.
Karashari Empire
  • Primary Culture: karashari_orc
  • +1 Diplomatic Relations
  • -50% Governing Capacity Modifier
  • +50% Income from Vassals
This Orcish Empire takes many of its features from Bulwari administrative traditions and focuses on governing via a group of vassal states. The state itself is focused on protection of its human subjects from foreign threats, while orcs mainly serve in the administration and the army.
Ogre Kingdom
  • Have reform: ogre_kingdom
  • +15% Fort Defence
  • -20% Institution Spread
  • +3 National Unrest
  • +5% Morale of Armies
  • +10 Maximum Absolutism
This is a kingdom of Ogres, giant gluttonous monsters known for their selfishness and cruelty. Due to these innate features of Ogrekind, rulers of the realms are by virtue highly authoritarian and rule with an iron fist.
Ogre Empire
  • Have reform: ogre_empire
  • -15% Construction Cost
  • +30% Fort Defence
  • -10% Development Cost
  • -10% Institution Spread
  • -10% Land Maintenance Modifier
  • +8% Morale of Armies
  • +15 Maximum Absolutism
Through immense effort, the Ogres of this realm have been brought to heel before their supreme overlord, vowing unbreakable loyalty upon their liege under pain of death by starvation. Though this Empire is highly authoritarian, they seem to be more focused on improving what they have than conquering new lands, which is not to say that they are not prepared to do the latter as well.
Great Ogre Horde
  • Have reform: great_ogre_horde
  • +1 Colonists
  • -3 Diplomatic Reputation
  • -4 Diplomatic Relations
  • -75% Institution Spread
  • +20% National Manpower Modifier
  • +2 Attrition for Enemies
  • +25% Land Force Limit Modifier
  • -75% Reform Progress Growth
  • -15% Reinforce Cost
The horde of Ogres has grown to immense size, full of barbaric and ruthlessly bloodthirsty beasts with an insatiable desire for raw flesh, and prepared to go to incredible lengths to obtain their next bloody, writhing, still screaming meal. The Horde marches across Halcann, and all must flee from its might or become fuel for its warriors.
Mengotsa
  • Have reform: mengotsa
  • +20% Fort Defence
  • -10% Land Maintenance Modifier
  • +10% Morale of Armies
  • +20 Maximum Absolutism
  • +20% Income from Vassals
The great Mengurkha of Maghargma has finally managed to enforce their rule over their subjects, forging a powerful and united force against those that should oppose them. The Menghurkha practices virtually absolute power over the land, and his warbands march out against the weak to subjugate and destroy at his command only. The Ogres can now be said to truly possess an Empire.
Liangzhu
  • Have reform: liangzhu_reform
  • -1 National Unrest
  • +5% Nobility Influence
The finding of the Liangzhu, or Good Lord, is a ceremony that is performed every five years. In this ceremony every direct scion of the ruling dynasty is examined by the elders and priests of the clan. They are tested to show that they are wise, knowledgable, cunning, strong and just. This is how succession is determined.

Examinations will be hosted every 5 years.
Underkingdom
  • One of the following:
    • Have reform: underkingdom_reform
    • have_had_reform: underkingdom_reform
    • tag: I99
  • Primary Culture: undergrowth_goblin
  • +2 Possible Advisors
  • +2 Diplomatic Relations
  • -10% Regiment Costs
Cave goblins are the most brutal and devious of the goblinoids, living their lives in overcrowded and food scarce warrens and tunnels deep within the Serpentspine mountains. The most devious and brutal of all of these are the goblins of the Undergrowth, whose massive populations fill the twisting warrens of their home. Despite the cutthroat conditions of the dens, their hardscrabble life has done a great deal to encourage meritocracy among them. The level of social freedom for one of the Undergrowth goblins far greater than even the kingdoms of their surface bretheren. It is a pity that this freedom seems mostly devoted to climbing the ladder of society or inventing new and explosive ways to eliminate one's enemies.
Reformed Goblinoid Kingdom
  • dwarovar_goblin_culture_primary: true
  • +1 Tolerance of Heathens
In the past, kingdoms of goblins and other goblinoids tended to be loosely administrated, with no formal laws or rules of succession. However, the advancement of this particular kingdom has seen it borrow these aspects from human style kingdoms. What still sets apart a goblinoid kingdom is its level of social advancement, having a far weaker and looser nobility than a human kingdom. This gives them a degree of administrative flexibility, as well as a more powerful merchant class, called cartels in Dwarven parlance.
Eunuch Dynasty
  • has_estate: estate_eunuchs_anb
  • Have reform: eunuch_dynasty_reform
  • -10% Advisor Cost
  • -10% Female Advisor Chance
  • +10 Maximum Absolutism
  • -15% State Maintenance
  • -0.1 Yearly Corruption
This kingdom is ruled by a eunuch king who adopts and raises one of his nephews to serve as his heir. While an odd style of dynastic succession, their ruler is faced with far fewer 'distractions' than most others of his distinguished office.
Midnight Monarchy
  • One of the following:
    • All of the following:
      • has_country_flag: has_vampires_estate
      • has_country_flag: corvurian_embraced_vampires
    • Have reform: corvurian_midnight_reform
  • +30 Maximum Absolutism
  • +1 Monarch Administrative Skill
  • -10% Reform Progress Growth
The Midnight Monarchy carries two conventions. For the unaware, it is known for the ruthless treatment of its citizenry, such that the Monarch's will is easily carried out. For those with a taste for blood, however, this nation is a haven worth working alongside.
Demon Empire
  • Have reform: demon_empire_reform
  • +5% Administrative Efficiency
  • -1.5 Diplomatic Reputation
  • +10 Maximum Absolutism
  • +1 Monarch Military Skill
The former Rashenbir of Azjakuma have completely seized control of the Oni, removing the old electoral system and crowning themselves Tamongor, Emperor. While the Shirgrii continue to hold great influence in the land, they know who their undisputed ruler is and follow them without question. Highly expansionist and determined to see the world under their fist, they are a force to be reckoned with.
Griffon Lords
  • One of the following:
    • is_playing_custom_nation: true
    • Primary Culture: marrodic
  • Have reform: griffon_lords_reform
  • -1% Yearly Army Tradition Decay
  • +1 Land Leader Manoeuvre
  • +10% Nobility Influence
  • +10% Nobility Loyalty Equilibrium
Ever since the times of King Marr and Ulric, the Griffon Prince, when our people first settled this land, our nobility has practised the art of griffon riding. Thus, raising griffons and using them as war mounts in battle became an extremely important tradition, and the nobles are expected to lead our people to battle atop these magnificent feathered beasts.
Griffon Empire
  • One of the following:
    • is_playing_custom_nation: true
    • Primary Culture: marrodic
  • Have reform: griffon_empire_reform
  • +2 Land Leader Manoeuvre
  • +10% Movement Speed
  • +10% Nobility Influence
  • +20% Nobility Loyalty Equilibrium
After innumerable conquests, Marrhold has now forged an empire of its own, not in small part due to the effort of their griffon riders, who by now are an instrumental part of the Marrodic army, which enjoys an unprecedented level of royal sponsorship. Every marrodic soldier aspires to one day prove themselves and become a griffon lord in their own right, something which has led to a never-ending improvement of their technique.
Battlekingdom
  • One of the following:
    • All of the following:
      • None of the following:
        • map_setup: map_setup_random
      • tag: G32
    • All of the following:
      • have_had_reform: malacnar_monarchy
      • is_playing_custom_nation: true
  • -10% General Cost
  • -25% Governing Capacity Modifier
  • -10% Land Maintenance Modifier
  • +50% Looting Speed
Resurrected in the wake of Galadorn's rebellion in 1377, the Battlekingdom of Malacnar claims legacy to what is possibly the oldest state in the Ynn - that of Levodas and his companions. But whether this new state will solidify, or keep walking the thin line between a kingdom and a mere battleground where the strong do as they please, it remains to be seen.
Hereditary Battlekingdom
  • One of the following:
    • All of the following:
      • None of the following:
        • map_setup: map_setup_random
      • has_country_flag: reformed_malacnar_flag
      • tag: G32
    • All of the following:
      • One of the following:
        • have_had_reform: malacnar_monarchy
        • have_had_reform: malacnar_monarchy_reformed
      • is_playing_custom_nation: true
  • +5% Discipline
  • -1 National Unrest
  • -50% Governing Capacity Modifier
  • +10 Maximum Absolutism
  • +2 Monarch Military Skill
  • +10% Nobility Loyalty Equilibrium
  • -0.02 Monthly War Exhaustion
Malacnar's Battlekings have solidified their grasp over the City of Warriors, reforming them into an army with few equals. The Battleking's line has also become hereditary, but, for the sake of tradition, it is still advised the Battleking participates in battles.
Sleeper Government
  • Have reform: verkal_dromak_sleeper_government
  • -1% All Power Costs
  • +10% Mages Loyalty Equilibrium
Sleepers will be in charge of ruling country. They are the most important people in our hold and should be given all power. They will ensure that everyone can learn magic.
Neckcliffer Admirality
  • One of the following:
    • Have reform: neckcliffer_admirality
    • have_had_reform: neckcliffer_admirality
  • +10% Global Naval Engagement Modifier
  • +1 Naval Leader Fire
  • +10% Morale of Navies
Neckcliffer rulers are admirals first and rulers second. As such they are expected to be trained as naval officers and ready to lead our navies into battle.
The Empress Rule
  • has_country_flag: aelnar_the_empress_rule
  • -33% Culture Conversion Cost
  • +35 Maximum Absolutism
  • +1 Monthly Splendour
  • +300% Promote Culture Cost
The title of ruler of all the elves, custodian and keeper of our peoples and of our once-forgotten home, is the supreme position held not by the descendants of some "great" line of bickering mortals and their groveling sycophants like that of the unenlightened backwater that is the rest of the world. Instead, our empress is the one and same ruler who had taken our race out of the grime and soot of our past and guided us to a our ultimate future: one where the elves are to live on a utopia of their own hands, in the land that was once lost, where magic more powerful and incomprehensible than anything seen before is made servile to our every whim.
Gnomish Co-Government
  • None of the following:
    • has_country_modifier: gnomish_administration
    • has_country_modifier: kobold_administration
    • has_country_modifier: goblin_administration
  • One of the following:
    • All of the following:
      • have_had_reform: gnomish_cogovernment_reform
      • is_playing_custom_nation: true
    • accepted_culture: cliff_gnome
    • accepted_culture: creek_gnome
    • accepted_culture: imperial_gnome
    • accepted_culture: tinker_gnome
  • One of the following:
    • has_country_flag: magic_artificery_artificery_only
    • has_country_flag: magic_artificery_mixed
  • -10% Advisor Cost
  • +10% Artificers Loyalty Equilibrium
  • -5% Idea Cost
  • -10% Mages Loyalty Equilibrium
  • -15 Maximum Absolutism
  • +25% Cost of Advisors with Ruler's Culture
  • -10% Technology Cost
A Gnomish Co-Government is a government in which gnomes hold a supportive but vital role. Their influence permeates through every faucet of the administration. These gnomes will be more than pleased with this system, but the local civil servants won't be keen on working in a bilingual government.
Northern Custodians
  • Have reform: northen_custodians
  • Primary Culture: fjord_troll
  • -10% Construction Cost
  • -20% Fort Maintenance
  • +25% Garrison Size
  • -10% Institution Spread
  • +10% Land Force Limit Modifier
  • -10% Province War Score Cost
We are custodians of the north, a task left to us by the Giants themselves. Our government must be geared to this purpose, and it alone.
The Seincourt
  • Have reform: seincourt_reform
  • -10% Development Cost
  • +2 Diplomatic Reputation
  • +2 Diplomatic Relations
  • -50% Governing Capacity Modifier
  • +25% Improve Relations
  • +75% Prestige from Land battles
The Songcourt, a system of government with what is essentially a duke, surrounded by a powerful class of mages, specifically bards. Most of the court's focus is in their own creative persuits, so less time is spent on proper ruling, but the benefits to a powerful bard class are many.
Elikhander Autocracy
  • One of the following:
    • Have reform: elikhander_autocracy_reform
    • have_had_reform: elikhander_autocracy_reform
    • have_had_reform: elikhander_theocracy_reform
  • +10% All Estates' Loyalty Equilibrium
Anybody who is anybody in Elikhand can trace their lineage to Kheterata, and their faith towards the Khets. With this shared identity there is little competition between the elites of this nation, for we are one people united by blood and faith. Together we build this nation towards glory and reverence.
Infernal Autocracy
  • Have reform: infernal_autocracy
  • -10% Establish Local Organization Cost
  • +20 Maximum Absolutism
Fully commited to the goals of the secret societies, the Infernal Autocracy marches in lockstep with the legions of Hell to conquer Cannor.
Agdirvoeða Empire
  • Have reform: agdirvoeda_empire
  • Primary Culture: fjord_troll
  • -15% Construction Cost
  • -20% Fort Maintenance
  • +50% Garrison Size
  • -10% Institution Spread
  • -10% Regiment Costs
  • +20% Governing Capacity Modifier
  • +20% Land Force Limit Modifier
  • +10 Maximum Absolutism
  • -15% Province War Score Cost
A new empire rises astride Halann. An empire of the giant-kin, ruled by and for the giants' will.
The Mountain Kingdom
  • One of the following:
    • Have reform: verkal_ozovar_monarchy
    • have_had_reform: verkal_ozovar_monarchy
  • +75% Core-Creation Cost
  • +1 Diplomatic Reputation
  • +2 Diplomatic Relations
  • +1 Diplomats
  • -80% Governing Capacity Modifier
  • +10% Spy Network Construction
All within sight falls under the rule of the Mountain King, or such it has been decreed. In truth, the empire crumbles more each day, with decadence's unforgiving presence growing greater each day.
Krakdhûmvroric Monarchy
  • One of the following:
    • Have reform: krak_monarchy
    • have_had_reform: krak_monarchy
  • +10 Maximum Absolutism
  • +1 Monarch Administrative Skill
  • +0.5 Yearly Absolutism
We have consolidated power behind the Frozenforge clan. May they maintain the traditions of competence and meritocracy that have so shaped our people and be themselves their pinnacle! The councils of each hold will report to a larger assembly in Krakdhûmvror at the head of which will sit the King. This way the previous system can be used to manage the holds, while the king manages them and the realm.
Holy Corinite Empire
  • One of the following:
    • is_playing_custom_nation: true
    • tag: U16
  • Have reform: ourdi_holy_corinite_empire
  • -20% Culture Conversion Cost
  • -1 Diplomatic Reputation
  • +0.2 Yearly Absolutism
A state fully dedicated to the cause of expanding Corinism, the Holy Corinite Empire is a militaristic and aggressive state ruled by zealous Emperors who act as secular ruler and high priest alike.
New Bulwari Accord
  • One of the following:
    • is_playing_custom_nation: true
    • tag: U16
  • Have reform: ourdi_new_bulwari_accord
  • +2% Missionary Strength
  • -2 National Unrest
  • -20 Maximum Absolutism
A resurrection of an old concept, the New Bulwari Accord represents the ambitions of Ourdanor to take the Bulwari city-states under the protection of Corin just as so long ago they were under that of Castellos.
Teplinbasiet Arena Monarchy
  • owns_core_province:
    • 4941
  • tag: Y58
  • -10% General Cost
  • -10000% Chance of New Heir
  • -15 Maximum Absolutism
  • -10% Mercenary Maintenance
  • +5% Mercenary Discipline
The Arena in Lapnam Amrik has been the stage of countless fights, which in turn has attracted countless fighters, as a result a society of mercenaries has formed around this violent hub. The captains of these mercenaries, often local nobles are called Daulophs. Fights range from bloodfeuds to bets, man versus monster, mercenary squabbles, dauloph arguments and even heir selection.
Unreformed Ghost-Emperor
  • Have reform: honsai_ghost_emperor_reform
  • -1.5 Diplomatic Reputation
  • +2 National Unrest
  • +20% Stability Cost Modifier
This realm is ruled over by an immortal spirit of a deceased king, passed from life but not from this plane, their sheer force of will allowing them to remain in the mortal world. They are bound to their palace, incapable of leaving their throne. This has led to a lot of problems for our state, we should look for a better long term solution as soon as possible.
Reformed Ghost-Emperor
  • Have reform: honsai_ghost_emperor_reform_2
  • -1.5 Diplomatic Reputation
  • -20% Stability Cost Modifier
  • -15% States Governing Cost
The Twin Emperorship
  • Have reform: honsai_twin_emperorship_1
  • -3% All Power Costs
  • +1 Yearly Legitimacy
  • +10 Maximum Absolutism
While the guidance of the Ghost-Emperor is invaluable to our nation, his limited connection to the world of the living has caused unfortunate issues in the past. In order to rectify this, the hereditary position of living co-emperor has been created. A popular and prominent noble has been appointed to the position, which he will hold until his death or abdication. While the Ghost-Emperor remains our nominal sovereign, the co-emperor is entrusted with mortal affairs.
The Twin Emperorship
  • Have reform: honsai_twin_emperorship_2
  • -5% All Power Costs
  • +1 Yearly Legitimacy
  • +10 Maximum Absolutism
While the guidance of the Ghost-Emperor is invaluable to our nation, his limited connection to the world of the living has caused unfortunate issues in the past. In order to rectify this, the hereditary position of living co-emperor has been created. A popular and prominent noble has been appointed to the position, which he will hold until his death or abdication. While the Ghost-Emperor remains our nominal sovereign, the co-emperor is entrusted with mortal affairs.
The Twin Emperorship
  • Have reform: honsai_twin_emperorship_3
  • +1 Yearly Legitimacy
  • +10 Maximum Absolutism
While the guidance of the Ghost-Emperor is invaluable to our nation, his limited connection to the world of the living has caused unfortunate issues in the past. In order to rectify this, the hereditary position of living co-emperor has been created. A popular and prominent noble has been appointed to the position, which he will hold until his death or abdication. While the Ghost-Emperor remains our nominal sovereign, the co-emperor is entrusted with mortal affairs.
Roangu Thidin
  • Have reform: roangu_thidin_reform
  • +60% Female Advisor Chance
  • +10 Maximum Absolutism
  • -10% Unjustified Demands
  • +1 Yearly Absolutism
  • +0.05 Yearly Corruption
Chien Binhrung's sole power, since the founding of the kingdom in 9 BA, has always been the ruling queen of the nation. This unique tradition dates back to when Chien Binhrung was founded by a matriarchal tribe, who conquered many disunified villages on the eastern side of the Lupulan Peninsula. Combining the traditions of their tribe to Kai customs, Chien Binhrung became a land where the queen's will was law and where the people were willing to fight for her against any foe. The tribe that formed Chien Binhrung also picked up the customs of their new Kai brethren, including a focus on open trade with neighbors and adopting the Righteous Path as their new faith.
Imperial Harem
  • One of the following:
    • Have reform: guwaamud_harem_reform
    • have_had_reform: guwaamud_harem_reform
  • +20% Foreign Spy Detection
  • -1 National Unrest
  • +50% Chance of New Heir
  • -0.1 Monthly Heir Claim Increase
  • +10% Nobility Loyalty Equilibrium
Our powerful subjects may seek to overthrow us whenever there is turmoil afoot. To prevent this from happening our ancestors demanded a daughter of every landed noble for the Monarchs personal harem. Let us emulate this ancient system and make sure the Monarch is never without heir or woman.
Radiant Empire
  • One of the following:
    • Have reform: yan_empire_reform
    • have_had_reform: yan_empire_reform
  • +10% National Manpower Modifier
  • +0.5 Yearly Absolutism
For the first time in history, the people of Yanshen are united under a Yan Emperor. Our great realm shall henceforth be known as Dahui, the Radiant Empire. Our Emperor's wisdom and strength knows no equal. The Empire shall be a beacon of glory, shining out across all of Haless!
Isolated Kingdom
  • Have reform: isolated_kingdom_reform
  • -4 Diplomatic Relations
  • -1 Diplomats
  • -1 Merchants
Still damaged by the civil wars of the Sewengun Period, as well as the lack of faith it's Menjeotaen and Chimbija subjects place in it, the Kingdom of Daengun is almost incapable of diplomatic interations and foreign affairs. Should the dynasty become fully recognized as the legitimate rulers of Odheongu, this state of affairs will end.
Compact of Menjaeng
  • One of the following:
    • Have reform: compact_of_menjaeng_reform
    • have_had_reform: compact_of_menjaeng_reform
  • -5% Development Cost
  • -0.025 Monthly Autonomy Change
  • +10% Institution Spread
The Compact of Menjaeng is the constitution of Odheongu, a deal between the king - on behalf of the Odheongun people - and the spirits of the realm. A kingdom following the Compact must send each new king to the island of Somyonghon to beseech the spirits for recognition before being considered a truly legitimate ruler.
The Segbandal
  • One of the following:
    • Have reform: seghdihr_segbandal_reform
    • have_had_reform: seghdihr_segbandal_reform
  • +1 Diplomatic Reputation
  • +1 Diplomatic Relations
  • -25% Governing Capacity Modifier
The Segbandal took shape once before during the days of Aul-Dwarov and (short-lived decline notwithstanding) has emerged once more as the rightful authority over the Middle Dwarovar. It is everything Aul-Dwarov failed to be: decisive, innovative, undivided by internal rivalries and squabbles. It now stands in the way it was always meant to: as a rigid structure of holds bound together not only by honour, but also by kinship and law.
Harpy Matriarchy
  • ruler_is_harpy: true
  • +0.5 Yearly Legitimacy
  • -10% Stability Cost Modifier
Traditional harpy society is composed of minor flocks ruled by familial matriarchs, who are in turn ruled by one foremost matriarch and considered part of a larger flock. Males do not have power in this social structure.
Harpy Matriarchy
  • ruler_is_harpy: true
  • +0.5 Yearly Legitimacy
  • -10% Stability Cost Modifier
Traditional harpy society is composed of minor flocks ruled by familial matriarchs, who are in turn ruled by one foremost matriarch and considered part of a larger flock. Males do not have power in this social structure.
Flame Custodianship
  • One of the following:
    • Have reform: flame_custodian_reform
    • tag: Y16
  • +10% All Estates' Loyalty Equilibrium
  • -25% Autonomy Change Cooldown
  • +10 Maximum Absolutism
The result of Katouka's of the Undying Flame concentrating all powers of the republic onto himself, the Flame Custodian inherits not only the position of King of Jiantsiang, but also the position of High Priest of the Temple of the Undying Flame and that of Protector, commander of the state's military forces. This allows the Custodian to rule as they see fit, with little to no internal opposition.
Grand Vizier of the Raj
  • tag: R08
  • +1 Yearly Legitimacy
  • +10 Maximum Absolutism
  • -10% Liberty Desire in Subjects
Though the second Raj has fallen, it still lives on through us. We shall restore the Raj to its greatness; from the gulf of Rahen, to the Jademines in the north, all will bow to the new Northern Raj!
Surface Clan Government
  • One of the following:
    • Have reform: surface_clan_government
    • have_had_reform: surface_clan_government
  • +0.01 Monthly Autonomy Change
  • +15% National Manpower Modifier
Dwarven surface clans are almost as ancient as the Dwarovar's ones. By allowing them into our government, they shall provide great boons for us. Though, their recognition would grant local leaders more authority.
Olzonog
  • One of the following:
    • Have reform: krakazol_olzonog
    • have_had_reform: krakazol_olzonog
  • +50% Army Tradition From Battles
  • -40% Autonomy Change Cooldown
  • +1 Monarch Military Skill
The Alesong is held when a new Keglord is needed. The would-be-rulers drink heavily before every bout, in which they fight each other one on one, until one of them vomits, is knocked unconscious, or dies. The last contestant to remain undefeated is crowned as the new Keglord.

After their crowning, the new ruler has twenty years to find themselves a glorious death, be it through combat or drink. A Keglord that lives through his term is exiled from the realm in disgrace, never to be seen or be named an Amethyst Dwarf again.
Tengalam
  • Culture Group: yanglam
  • +1 Diplomatic Reputation
  • -15% Governing Capacity Modifier
  • +1 Yearly Prestige
The Rainforest Kings of the Lupulan have traditionally focused heavily on their territories directly surrounding their capitals, while leaving lesser kings to maintain the further reaches of their claimed realms.
The All-Cleaving Kingdom of Tluukt
  • One of the following:
    • Have reform: tluukt_tluuktraak_reform
    • have_had_reform: tluukt_tluuktraak_reform
  • Culture Group: gnollish
  • +1 Diplomatic Relations
  • -33% Governing Capacity Modifier
  • -25% Liberty Desire from Subject Development
  • +5% Production Efficiency
  • +33% Income from Vassals
In the ancient days of Bulwar's bygone Age of Monsters, gnoll matriarchs ruled over the lesser gnoll packs and the native Bulwari in elaborate and sometimes even equitable hierarchies. The rise of the Great Xhaz, however, spelled the end of these arrangements, and though in the centuries since Bulwar has seen its fair share of kingdoms ruled by gnollkind, none come close to the glorious states conceived by those gnolls of antiquity - or so it was until Tluukt 'Cleaver-of-Realms' cleaved anew her own realm and codified the laws and hierarchies still in use today by the Tluuktraak.
White Stone Council
  • One of the following:
    • Have reform: shaz_white_stone_council
    • have_had_reform: shaz_white_stone_council
  • -8% Construction Cost
  • -5% Development Cost
  • -2 National Unrest
The White Stone Council is the revived version of the old Whitestone council. Changes were made to make sure the modernization of the ways of old was done properly. Now, it is not only dwarves who can lead, but important powers from all regions of Shazstundihr, no matter what race they may be.
The Amlvîhte
  • One of the following:
    • Have reform: shaz_the_amlvihte
    • have_had_reform: shaz_the_amlvihte
  • -10% Aggressive Expansion Impact
  • -15% Construction Cost
  • -5% Development Cost
The ideas of justice and equality,

Incarnate.
Harpy Empire
  • Have reform: siadan_harpy_empire
  • +1 Yearly Legitimacy
  • -15% Stability Cost Modifier
Siádan's Harpy Matriarchy has been reorganised into the first "Harpy Empire", an autocratic and imperialist state, from which a legally privileged and empowered harpy class dominates the rest of society, and the autocratic apparatus rules with an iron fist the disparate subjects of the empire. Every instrument of empire is held in the personal command of the Queen of Siádan, with the Chorsekhíl, her personal guard and paramilitary force, acting as the executor of her will.
The Intrigue Court
  • Have reform: truedagger_intrigue_court
  • -1 Diplomatic Reputation
  • +1 Diplomats
The Intrigue Court
Dakinshi Warlord
  • Have reform: dakinshi_warlord_reform
  • +25% Female Advisor Chance
  • -15% Land Attrition
  • -0.5 Yearly Legitimacy
  • +10% Manpower Recovery Speed
Dakinshiland of the late Warlord era has descended into what can be described as a state of near anarchy. In a world, where the land is poor, weapons are plenty, the most important resource is food and no tribal, family or religious identity exists. In this chaos, the Namingo - chief warlords - exert their power through military might and control over herds of livestock.

The Namingo’s hold, however, is loose, kept only by whatever advantage they have. Typically this comes in the form of military might, but circumstances such as blackmail, bribery and even naive optimism have established several warlords’ careers.

When a warlord dies, the next one is chosen among their descendants by the lesser warlords in a "free" election, oftenly rigged in favour of the strongest one standing.
Namasonamingo
  • One of the following:
    • Culture Group: inyaswarosa
    • Have reform: namasonamingo_reform
  • +25% Female Advisor Chance
  • -50% Monthly Gold Inflation Multiplier
  • +15% Production Efficiency
The Dakinshi practice a form of matriarchal shamanic feudalism, their society bound by linkages of ritual practice and religious hierarchy. At the top of this hierarchy sits the Namingo, a member of a hereditary shaman family who rules alongside her many spouses both male and female.

The Namingo and her family maintain a monopoly on various aspects of the queendom's economy, and her spouses function as a royal bureaucracy. Marriage into the royal household is one of the primary means of social and economic advancement.
Baashidi Monarchy
  • One of the following:
    • Culture Group: baashidi
    • Have reform: baashidi_plutocratic_reform
  • +1 Merchants
  • +100% Trade Range
A plutocratic kingdom of the Baashidi. Symbiotic with Merfolk.
Bandit Kingdom
  • Have reform: new_havoral_bandit_kingdom_reform
  • tag: H57
  • -1 Diplomatic Reputation
  • +1 National Unrest
  • -25% Harsh Treatment Cost
  • +25% Looting Speed
  • +10% Manpower Recovery Speed
Oscillating between despotism and outright kleptocracy, the Bandit Kingdom of New Havoral operates on the simple principle of might makes right. Unconstrained by constitutional limits and enforcing a patchwork of legal codes inherited from specific mercenary corps, the iron fist of the Marauder King keeps a number of de facto bandit ‘lords’ in a constant, restless state of mobilisation, cracking down regularly to enforce obedience. The quality of government is pure lottery, determined by whoever has been given transient authority over one’s local area. Much of the population exists at the mercy of nouveau-riche bandit colonial landowners living out a frontier fantasy. Abuses are as such ubiquitous and egregious.
Ebonfrost Autocratic Rule
  • tag: Z15
  • +10% Rebel Suppression Efficiency
  • -10% Harsh Treatment Cost
  • +50% Chance of New Heir
  • -10% Unjustified Demands
The Ebonfrost dynasty practices a form of 'government' that is in many ways synonymous with the dynastic household itself. Within their realm, the heads of the dynasty have almost unlimited authority, and despite years of hardship, there never seems to be a 'Last Ebonfrost.'
Black Orc Elective Monarchy
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • dwarovar_orc_culture_primary: true
  • is_colonial_nation: false
  • +1 Colonists
  • -20 Maximum Absolutism
  • +10% Nobility Loyalty Equilibrium
  • +10% Reform Progress Growth
By codifying the rules of the Ozarm'chadash into a series of duels for succession, we have developed a unique form of elective monarchy. Upon the death of our current ruler, a series of duels are held between the most notable of orcs in the kingdom, usually minor clan chiefs and famous generals. Instead of just doing a final combat with the two mightiest orcs of the duels, they, along with a notable relative of the previous king, must pass a series of trials designed to measure their leadership abilities.
Raghamidesh Merchant Kingdom
  • Primary Culture: raghamidesh
  • +10% Global Trade Power
  • +1 Merchants
The Raghamideshi have long been a mercantile people, seeking new markets and wealth. In time this led to the rise of powerful merchants becoming nobles, and later those nobles mixing with the royal houses. These merchant nobles used their power to enforce a pseudo-elective monarchy in the Raghamidesh lands, where each of the represented houses could put forward a candidate for election. The elective was open only to houses of royal descent, and was just as often won through promises of wealth as it was skill, making both critical components of such elections.
Amezatany Dynasties
  • One of the following:
    • culture: amezatany
    • culture: vyoronsi
  • +1 Possible Advisors
  • +1 Diplomatic Reputation
The ruling elites of the urbanized northern states trace their origin back to the coastal city states on mainland Sarhal. Those states now lie in ruins after halflings were pushed out during a human migration that happened centuries ago. With centuries of rulership and tradition both on the mainland and later on the Summer Isles, these ruling families are known for their connections all around Fahvanosy.
True Riei
  • One of the following:
    • Have reform: eltikan_true_riei
    • have_had_reform: eltikan_true_riei
  • +0.5 Yearly Legitimacy
  • +15% Manpower in True Faith provinces
  • +1 Monarch Military Skill
A Riei is defined, under the Gotiriei religion, as someone who has been able to take up the mantle of the Last True King in the elven realm, and bring righteousness to the world. Our lineage of kings has proven to be strong enough to carry that weight.
Taychendi City-State
  • One of the following:
    • religion: gods_of_the_taychend
    • religion: oren_nayiru
  • +50% Army Tradition From Battles
  • -20% Development Cost in Primary Culture
  • -1 Diplomatic Relations
  • +1000 Sailor Increase
  • +25% Chance of New Heir
  • +1 Monarch Military Skill
  • -0.2 Monthly Heir Claim Increase
A City in Taychend led by am ambitious ruler who seeks to claim their place in history.
Taychendi Kingdom
  • One of the following:
    • religion: gods_of_the_taychend
    • religion: oren_nayiru
  • custom_trigger_tooltip:
    • has_country_flag: got_reform_1
    • tooltip: gods_of_the_taychend_reform_2_buy
  • +50% Army Tradition From Battles
  • -40% Development Cost
  • +2000 Sailor Increase
  • +50% Chance of New Heir
  • +1 Monarch Military Skill
  • -0.1 Monthly Heir Claim Increase
A State in Taychend led by a Dynasty which has consolidated its surroundings, but not yet the whole of Taychend.
Kingdom of Kheterata
  • tag: U01
  • +25% Caravan Power
  • +10% National Tax Modifier
  • -0.02 Monthly War Exhaustion
The Kingdom of Kheterata is ancient. Older than Dameria, the Phoenix Empire or even Castanor. And though many dynasties have come and gone, Kheterata remained. Though prosperity and suffering have come and gone, Kheterata remained. Our control over the Sorrow, the grainbasket of the Divenhal and the bridge between Sarhal and Salahad has provided us with immense amounts of wealth and power. As long as the Sorrow remains, so too will the Kingdom of Kheterata.
Mengi Kingdom
  • One of the following:
    • Culture Group: mengi
    • have_had_reform: mengi_kingdom_reform
  • -1 Diplomatic Reputation
  • -10% Harsh Treatment Cost
  • +10% Manpower Recovery Speed
  • +10% Nobility Influence
Royalty is suffused into the very essence of Madriamilak, for it is the land of kings. Here, neither Blood or Divinity determine ones right to rule, instead, ones capacity for violence proves their worthiness. Competition is fierce and ever-present amongst those who seek to become true royalty themselves - violence between these upstarts and their followers is a normal part of Mengi society.
The Vermillion Throne
  • Primary Culture: forest_yan
  • +15% Trade Steering
The Kingdom of Zyujyut lies deep within the jungles of southern Yanshen. In contrast to their neighbors, gender in Zyujyut is decided by your job, with all monarchs being Kings of Zyujyut.
Harpy Queendom
  • has_country_flag: harpylen_restored_flag
  • ruler_is_harpy: true
  • -10% Development Cost in Primary Culture
  • +2 Diplomatic Relations
A new Harpylen ruled by a Queen, Firanya’s successor, to which all matriarchs and harpies owe allegiance, regardless of political boundaries. The Queendom is composed of minor flocks ruled by familial matriarchs, who are in turn ruled by the Queen. Non-harpy subjects of the Queen are allowed to have their own leaders and follow their traditional laws, as long as they accept harpy rule.
Settled Centaur Horde
  • always: false
  • +33% Looting Speed
  • -15% Production Efficiency
  • -33% Reform Progress Growth
A Settled Centaur Horde
Awin Nephec
  • tag: F66
  • +0.75 Yearly Army Tradition
  • +2% Missionary Strength vs Heathens
  • -50% Promote Culture Cost
Though gnolls ruled over Kheterata in centuries past, they did not receive the blessing of the Khet until the ascendancy of the so-called gnoll dynasty, or "Awin Nephec" in Kheteratan. The Awin Nephec championed the Khet and took advantage of the traditional Kheteratan state apparatus, while drawing on the brutal and cunning warrior traditions of the gnolls.
Alas'gasidi Hegemony
  • One of the following:
    • Have reform: haraf_alas_gasidi_hegemony
    • have_had_reform: haraf_alas_gasidi_hegemony
  • +10% National Tax Modifier
  • +20 Maximum Absolutism
  • +1 Monarch Administrative Skill
After the reformation of the Kinah system, House Alas’gasidi took over the former Federation and installed a monarchy. The Kinah’s former rulerships were given administrative positions in the newly-formed kingdom’s institutions, and over time the Kinah became associated with government positions rather than territories. In order to legitimize their rulership, the Alas’gasidi proclaimed themselves bearers of the Paragon’s will and swore oaths to ensure the Haraf’ne’s prosperity.
The Lady In Purple
  • All of the following:
    • One of the following:
      • culture: sarda
      • culture: dolindhan
    • One of the following:
      • religion: ynn_river_worship
      • religion: ynn_river_reformed
    • One of the following:
      • tag: G38
      • was_tag: G38
  • -10% Land Force Limit Modifier
  • +10% Nobility Influence
  • +50% Vassal Force Limit Contribution
  • +25% Income from Vassals
Lady Mitrenya refuses to marry or name an heir, much to the dismay of her noble subjects.
Lotus Seat
  • One of the following:
    • All of the following:
      • capital_scope:
        • superregion: north_haless_superregion
      • Culture Group: harimari
      • religion: high_philosophy
    • have_had_reform: lotus_seat_reform
  • -1 National Unrest
Adrift among the unenlightened, we represent a beacon in the dark, serving as an outpost to the Raja's glory. Long having lost contact with the main body of the Raja, we are now its loneliest seat.
Great Corsair Empire
  • Culture Group: gnollish
  • has_country_flag: viakkoc_corsair_empire
  • +5% Administrative Efficiency
  • +15% National Sailors Modifier
  • +25% Looting Speed
  • +10% Privateer Efficiency
  • +20% Trade Steering
A thallasocratic state, ruled through the might of the gnollish navy that dominates the waters binding it together. Despite the important of the navy, it is undoubtedly under the control of the Corsair Empire, whose rule is nearly undisputed.
Ärveviijeja
  • One of the following:
    • tag: J50
    • was_tag: J50
  • has_country_flag: sunijalla_arveviijeja_unlock
  • -15% Liberty Desire from Subject Development
  • +15 Maximum Absolutism
Our monarch has styled themselves Ärveviijeja or, 'Rulers of the Lake' symbolizing the unparalleled prestige and grandeur of the state, the Royal Family, and Monarchy as a whole.
Drakonshani Dominion
  • One of the following:
    • Have reform: drakonshani_dominion
    • have_had_reform: drakonshani_dominion
  • +25% Cavalry to Infantry Ratio
  • +10 Maximum Absolutism
We govern a vast realm of many different races. In this we prefer the use of vassal rulers, ruling their people according to their laws and customs. However they must never forget who they are beholden to. No matter how rich and fat they grow, the ultimate authority is the Drakelord and by extension the drakon rider armies they send out to enforce their will. Authority comes to those powerful enough to take it for themselves.
Exwesser Monarchy
  • All of the following:
    • One of the following:
      • high_tolerance_halfling_race_trigger: true
      • medium_tolerance_halfling_race_trigger: true
    • One of the following:
      • Have reform: exwesser_monarchy_reform
      • have_had_reform: exwesser_monarchy_reform
    • Primary Culture: exwesser
  • +10% Marines Force Limit
  • +1 Diplomatic Reputation
  • +2 Max Promoted Cultures
A form of government created by a branch family of the Silcalas dynasty within Exwes in order to gain greater influence by claiming dominion over the Small Country. To ensure the loyalty of the halflings, they have been granted equal rights under the state.
Ikatara
  • All of the following:
    • culture_is_lizardfolk: true
  • None of the following:
    • Primary Culture: ashhana_lizardfolk
  • -10% Idea Cost
  • -25% Leader Cost
As lizardfolk empires rise and inevitably fall, the major cities that once were part of the fabric of these empires splinter into their own entities. Called Ikatara, or Shard-Realm, these city states usually centre around one of the large, ancient cities that act as a hub of trade and activity in the dense jungles of Taneyas.
Anzatara
  • One of the following:
    • tag: L69
    • tag: S81
  • +1 Monarch Administrative Skill
  • -10% Nobility Influence
  • +0.5 Yearly Prestige
Heroic Realm
  • One of the following:
    • All of the following:
      • capital_scope:
        • region: shamakhad_region
      • Primary Culture: royal_harimari
    • All of the following:
      • capital_scope:
        • region: shamakhad_region
      • Primary Culture: serene_harimari
    • Culture Group: upper_raheni
  • +10% Adventurers Loyalty Equilibrium
  • +5% Female Advisor Chance
Within the Heroic Realm, a distinctive governance emerges - one where the valorous adventurers, unencumbered by rigid social hierarchies, assume the mantle of protectors. Their duty transcends mere borders; they safeguard all the land against threats external and internal, their deeds echoing through time. In this place, lineage yields to courage, and the very fabric of our nation is woven by those who rise to glory instead of remaining mired in tradition.

Tier 2: Noble Privileges

Icon Name Potential Effects Description
Strengthen Noble Privileges
  • None of the following:
    • Have reform: dwarovar_dwarven_clan_reform
  • None of the following:
    • Have reform: verkal_ozovar_monarchy
  • None of the following:
    • Have reform: krak_monarchy
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Culture Group: goblin
  • is_revolutionary: false
  • +10% National Manpower Modifier
  • +10% Nobility Influence
The noble class has served our state well for generations and as it grows it is only fitting that we continue to confer great privileges to those families that have devoted themselves to our cause.
Curtail Noble Privileges
  • None of the following:
    • Have reform: dwarovar_dwarven_clan_reform
  • None of the following:
    • Have reform: verkal_ozovar_monarchy
  • None of the following:
    • Have reform: krak_monarchy
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Culture Group: goblin
  • is_revolutionary: false
  • +15% National Tax Modifier
  • -10% Nobility Influence
As the state grows it is becoming more and more apparent that the old noble families have too much influence and power. Their jealous concern for their old privileges is greatly hindering the growth of our government.
Enforce Trader Privileges
  • One of the following:
    • Culture Group: businori
    • Technology Group: tech_gnomish
    • Technology Group: tech_bulwari
    • Technology Group: tech_west_harimari
    • Technology Group: tech_raheni
    • Technology Group: tech_halessi
  • is_reform_available: plutocratic_reform
  • +5% Trade Efficiency
  • +30% Trade Range
By strengthening the ties between the state and successful merchant enterprises, we can increase our reach out into the world as well as the profit we bring home.
Empower the Poligars
  • One of the following:
    • Culture Group: dravidian
    • Primary Culture: oriya
    • Primary Culture: sinhala
  • Has DLC Enabled: Dharma
  • Technology Group: indian
  • -5% Development Cost
  • +10% Infantry Combat Ability
Our lands are full of smaller local tribes and clans that we could put to good use if we gave them a place within the system of our state. As a class these Poligar officials could serve as police, builders of fortifications, local representatives and military officers. Most of all they could mobilize their kinsmen and provide us with a good source of able men.
The Legion of Honor
  • is_revolutionary: true
  • -10% Advisor Cost
  • +1% Yearly Army Professionalism
Now that we have reorganized the revolution into a hereditary Empire, we must enlist our most famous contrymen to legitimize our Imperial rule. The Legion of Honor shall be an order of Knights, Officers, and Commanders granted positions of great prestige by the Imperial Court.
Nobility of the Emperor
  • is_revolutionary: true
  • +0.25 Yearly Army Tradition
  • -10% Leader Cost
With the majority of the old Nobility of our nation now buried headless in mass graves, the time has come to re-establish our Nobility in a structure more amiable to the Empire’s goals. By assigning noble titles almost entirely to loyalists and members of the Imperial family, we will ensure that the Nobility will never act outside of the interests of the Crown.
Grant Noble Castle Rights
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Culture Group: goblin
  • is_revolutionary: false
  • -20% Fort Maintenance
  • +5% Nobility Influence
The Nobility of our country is in direct competition with the Crown for the ownership of the lands. By granting the Nobility the rights to own their own castles and villages around it we can ease the conflicts between the monarchy and the nobles.
Compromise with the Nobility
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Culture Group: dwarven
  • is_revolutionary: false
  • +0.5 Yearly Legitimacy
  • -15% Stability Cost Modifier
The balance of power within our state between the estates and the Crown is a delicate matter. Our best decision is to keep this balance intact by neither cartering more privileges for the noble class nor curtailing its power.
Noble Officer Corps
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Culture Group: dwarven
  • is_revolutionary: false
  • +0.25 Yearly Army Tradition
  • -10% Cavalry Cost
  • +5% Nobility Influence
While the clergy preaches, the burghers engage in commerce and the commoners do the heavy labor, the Nobility goes out to hunt and train in the arts of combat. By putting the nobles in charge of the military command we can ensure a relibale influx of competent leaders for our armies.
Nobles' Electorate
  • None of the following:
    • Culture Group: dwarven
    • Have reform: hobgoblin_stratocracy_reform
  • is_revolutionary: false
  • +10% Nobility Loyalty Equilibrium
  • +10% Upper Castes Loyalty Equilibrium
The fate of the monarchy is bound to its ruling monarch. As such a sudden death of the ruler is always a shock for the government and their people.
By granting the Nobility the right to elect the next head of the state we can ensure that the interregnum and its chaos remain shortlived.
Puppet the Nobility
  • None of the following:
    • has_estate_privilege: estate_nobles_golden_liberty
  • None of the following:
    • Culture Group: dwarven
    • Have reform: hobgoblin_stratocracy_reform
  • is_revolutionary: false
  • -10% Nobility Influence
The ruling class of owners and nobles assume they are in charge of the affairs of the states. In reality it is the dynasty of the monarch and its serving spies who keep the nobility in check and ensure that the nobles are nothing but mere puppets to the government.
Magical Elite
  • None of the following:
    • has_country_flag: banned_magic
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Have reform: great_ogre_horde
  • None of the following:
    • All of the following:
      • None of the following:
        • Primary Culture: sun_elf
      • religion: bulwari_sun_cult
  • has_estate: estate_mages
  • +10% Mages Loyalty Equilibrium
  • -1% Prestige Decay
Instead of the traditional ruling class, the right to rule derives from those gifted by the nature of magic. Noble families cultivate pureblood mages within their ranks, and rule above the less magically inclined.

§YThis increases the chance of getting a Powerful Mage ruler.§W
Board of Chains
  • Have reform: luciande_board_of_chains_reform
A board of merchants and the powerful that report directly to Lucian that oversee the slave trade and regulations of the markets within Luciande.
Entrench the Old Clans
  • Culture Group: dwarven
  • +0.5 Yearly Legitimacy
  • +5% Nobility Loyalty Equilibrium
  • +1 Tolerance of the True Faith
The old clans can trace their ancestry back to ancient and noble families that once ruled the Dwarovar before it fell to the orcs. The old clan value unity of the dwarven people at all costs.
Rise of the New Clans
  • Culture Group: dwarven
  • +1 Diplomatic Reputation
  • -15% Institution Embracement Cost
  • -5 Change National Focus Cooldown Years
Dwarves of the new clans represent those who gained power and riches after the expulsion of the dwarves to the surface. Despite their name, the existence of the new clans are in fact several hundred years old, but that does not ignore their preference to adapting to a world of diverse races and diplomacy.
Harimari Upper Caste
  • Culture Group: harimari
  • -5% Core-Creation Cost
  • -5% Idea Cost
Within the Rahen Caste system, harimari form the upper castes of philosophers and administrators. With their generations of experience at the helm, many harimari led ministries function much more efficiently than their less organised and traditional counterparts.
Vanrahar Warrior Caste
  • One of the following:
    • Have reform: vanrahar_warrior_caste
    • have_had_reform: vanrahar_warrior_caste
  • Culture Group: harimari
  • +10% National Manpower Modifier
  • +25% Land Force Limit Modifier
While in traditional Royal Harimari culture the philosopher caste is the most important, in Vanrahar the warrior caste took priority. Their philosophy of might makes right formed the bedrock of that martial society.
Ghankedhen Families
  • One of the following:
    • Have reform: ghankedhen_families
    • have_had_reform: ghankedhen_families
  • Primary Culture: ghankedhen
  • +2 Possible Advisors
  • +20% Manpower Recovery Speed
  • -2 Max Promoted Cultures
  • -25% Cost of Advisors with Ruler's Culture
Amongst the Ghankedhen society isn't as much about nobility and peasant, or about philosophers and warriors. The society is about the family, which is the most important part of the state. Thus the state is also run as a massive family.
Unbound Commoners
  • Culture Group: gerudian
  • +5% Burghers Loyalty Equilibrium
  • -2 National Unrest
  • -10% Nobility Influence
Gerudia has long been a land where the commoners have enjoyed relatively egalitarian laws and rights, dating back to the days when our people were composed of small wandering bands. In the north, survival depends on the cooperation of the whole community to survive the harsh winters. Our society as it has entered a relatively feudal state has preserved the close bonds of the community, with the nobility often being non-hereditary and being semi-elected rulers. As a consequence the nobility are both weak and connected with the commoners, and the commoners themselves are less oppressed than other lands.
Officer Authority
  • Have reform: hobgoblin_stratocracy_reform
  • +0.5 Yearly Army Tradition
Instead of nobility, the higher ranks of Hobgoblin society are made up of the officers. These respected members of society have proven themselves in combat and leadership and are truly due the respect they deserve.
Chivalric Nobility
  • Have reform: adenica_chivalric_oaths
  • religion: regent_court
  • -10% Cavalry Cost
  • +10% Nobility Loyalty Equilibrium
  • -0.1 Yearly Corruption
Many of the nobles of this state are willingly coerced into taking vows of chivalry upon reaching adulthood, and follow them stringently until death.
Sleeper Monarch
  • Have reform: verkal_dromak_sleeper_monarch
  • -1% All Power Costs
  • +10% Mages Loyalty Equilibrium
Half of the year our monarch will be sleeping.
Troll Forebearer Teachings
  • One of the following:
    • Have reform: troll_forebearer_teachings
    • have_had_reform: troll_forebearer_teachings
  • +20% Manpower in True Faith provinces
  • -15% Cost of Advisors with Ruler's Culture
Trolls remember and learn from their forebearers and the giants who created them. Every troll, from old to small, serves our state to further the Jotunns' purpose.
Council of the Ancients
  • has_country_flag: council_of_the_ancients_reform_flag
  • -20% Cost of Advisors with Ruler's Culture
A vast council composed of the wisest elders of our kind. Based in Antirionn, they share lore, advice, and technical expertise with our Prince, the estates, and any other upstanding elves who might put their knowledge to good use.
Edhardrachon Uprising Proclamation
  • Have reform: castanor_succession_war_reward_original_castan
  • -10% Advisor Cost
  • -2 National Unrest
  • -20% Liberty Desire from Subject Development
The end of the Edhardrachon Uprising and the downfall of the traitorous patrician factions means a reinterpretation of Castan the Progenitor's old proclamations. Any human, patrician or otherwise, can be allowed to take the Trials. A new Castanor, for a new age.
Edhardrachon Uprising Proclamation
  • Have reform: castanor_succession_war_reward_edhar_castan
  • -5% Artificers Loyalty Equilibrium
  • -5% Clergy Loyalty Equilibrium
  • -5% Culture Conversion Cost
  • -5% Mages Loyalty Equilibrium
  • +10 Maximum Absolutism
  • -5% Nobility Loyalty Equilibrium
  • +0.5 Yearly Absolutism
Following the words of Castan the Progenitor, only true blooded descendants of the original Castanites are allowed to take the Trials and become the ruler of Castanor. In practice, this limits the Castan-hopefuls to select patrician families, exactly the way they want it.
Secret Societies
  • Have reform: secret_societies_inf
  • +20% Spy Network Construction
  • +0.1 Yearly Corruption
We have gained the support of the secret societies of Escann, be it for good or for ill.
Dauloph Mercenary System
  • owns_core_province:
    • 4941
  • tag: Y58
  • -10% General Cost
  • -25% National Manpower Modifier
  • -30% Mercenary Maintenance
  • -30% Mercenary Cost
  • +5% Mercenary Discipline
  • +30% Mercenary Manpower
  • +300% Possible Condottieri
  • +10% Reinforce Speed
By formalizing the ways in which the Daulophs may be contracted by the state in the documents describing the Dekkhang, otherwise known as the Steel-Bind contract, we can more efficiently rely on the Daulophs and their mercenaries for our military needs.
Mystery Cults
  • Have reform: mystery_societies_inf
  • -25% Autonomy Change Cooldown
  • -25% Culture Conversion Cost
With the open integration of the secret societies of Escann, they have shifted into mystery cults, officially known to the public but with their secrets told only to the fully initiated.
Formalized Tribal Hierarchies
  • Have reform: ghavaanaj_tribes
  • +0.5 Yearly Army Tradition
By establishing rules for how the various Ghavaanaji tribes can interact with each other, and giving them other targets to take their aggression out on, we have managed to end the infighting that has kept us subservient to other powers.
Exiled Damerian Nobility
  • Have reform: rogierian_exile_nobility_reform
  • +10% Adventurers Loyalty Equilibrium
  • +10% Improve Relations
  • +5% Morale of Armies
The nobles of Rogieria are descendants of those loyal to the Silmuna family who decided to follow Rogier to Escann after the fall of Dameria. While they made new homes and thrive in the east, they know that their true home lies west, in the lands around the Damesear.
Magardon Warlords
  • One of the following:
    • Have reform: great_ogre_horde
    • Have reform: mengotsa
    • Have reform: ogre_empire
    • Have reform: ogre_kingdom
    • Have reform: ogre_horde
  • +0.5 Yearly Army Tradition
  • -10% General Cost
Ambitious and powerful Ogre chieftains hailing from the many warbands scattered around the realm could be put to good use if we gave them a place within the system of our state. As an elevated class, these Magardon chiefs could serve as enforcers and retainers to our dynasty ensuring the loyalty of their warbands, which will provide us with a good source of battle-hardened Ogres.
Empower the Shamans
  • One of the following:
    • Have reform: great_ogre_horde
    • Have reform: mengotsa
    • Have reform: ogre_empire
    • Have reform: ogre_kingdom
    • Have reform: ogre_horde
  • -5% Advisor Cost
  • +25% Reform Progress Growth
The blue-skinned ogre magi have heightened intelligence, powerful magics and a devious nature. Within ogrish society, most of these magic wielders are elevated to the position of shaman within their respective clans and tribes where they enjoy a certain amount of say due to their much sought-after council. Let us go one step further, granting them even more influence over our affairs, where their vast knowledge will provide benefits that will prove useful to us as our realm continues to expand.
Bloodtooth Clan
  • has_country_flag: bloodtooth_reform
  • tag: J47
  • +5% Morale of Armies
  • +10% Movement Speed
  • +33% Razing Power Gain
The arrival of Rancor Bloodtooth brought about a terrible hunger within the people of Skurkokli, a hunger that is never truly filled. Like a swarm of starving locusts, we will wash over the land and gorge ourselves upon the people that dwell there in hopes that their tender, succulent flesh will quell the constant rumbling within our bellies, if even for a moment. All shall quiver in fear for the devouring hordes of the Bloodtooth Clan of Skurkokli have come to feast upon this world!
Clanship Authority
  • Have reform: havoral_clanship_authority_reform
  • +0.03 Monthly Autonomy Change
  • -1 National Unrest
  • +15% Manpower Recovery Speed
The Mountainfolk clans of the Havoral Mountains have gained a level of political power not before seen since the days of the Havoric Kingdom of old. This newfound power is being exercised by these clans.
Restricted Litter Cannibalism
  • One of the following:
    • Have reform: tluukt_litter_reform
    • have_had_reform: tluukt_litter_reform
  • Culture Group: gnollish
  • +33% Manpower in Primary Culture provinces
  • -20% Stability Cost Modifier
The Litter Reforms put a controversial end to the various practices of litter cannibalism amongst gnoll packs by restricting intra-litter competition to only the cubs born from the matriarch of our pack herself. Any other gnoll cub whose mother is unable or unwilling to equitably provide for them is seized as a ward of the pack.

These reforms serve a number of purposes - reducing cub mortality increases the number of gnolls available to be utilized, and cubs directly raised by the pack are invariably the most loyal. Most importantly, by restricting litter cannibalism to the highest echelon of our society, we ensure that our rulers are only those weaned by the survival of the fittest, and that those they rule are born weaker as a result of their soft upbringings.
Nobility Pillaging Rights
  • Technology Group: tech_black_orcish
  • +25% Available Loot
  • +25% Looting Speed
  • +10% Nobility Influence
  • +5% Nobility Loyalty Equilibrium
Many nobles of today are warchiefs of yesterday. We should use their past experiences of raiding and pillaging the weaker races going forward.
Institutionalize Slaver's Guilds
  • Culture Group: orcish
  • +10% Burghers Loyalty Equilibrium
  • +10% Trade Efficiency
Most of those whom Black Orcs would call nobility descend from old clan leaders; however, as disparate orcish tribes began to centralize around a single center of power, a new caste of orcs was born. Owners of large masses of slaves amassed during our conquests, these ruthless orcs capture foolish inhabitants of the Serpentspine and direct them to work as miners, uncovering the riches of the mountains we inhabit. If we cooperate with these shrewd orcs, the growth of our war machine will be unparalleled.
Powerful Clan Bosses
  • capital_scope:
    • One of the following:
      • continent: serpentspine
      • superregion: bulwar_superregion
  • Culture Group: goblin
  • -0.1 Monthly Autonomy Change
  • +10% Nobility Influence
  • +5% Nobility Loyalty Equilibrium
Governing Goblins can be difficult; the sheer number leads to central governments being overwhelmed quickly by the absolute mass of people to rule over. By granting our regional Clan Bosses more power within the state, they can enforce our will throughout their local lands, at the cost of minor privileges and the loss of a degree of oversight over our non-Goblin subjects.
Vainglorious Nobility
  • One of the following:
    • Have reform: orldhum_vainglorious_nobility
    • have_had_reform: orldhum_vainglorious_nobility
  • +10% Improve Relations
  • +2 Tolerance of the True Faith
In order to legitimize themselves, the new Platinum nobility venerate their predecessors with an intense zeal and attempt to emulate them in all aspects. Though hypocritical, the Adventurer Lords now make a habit of testing any newly titled noble by having them recite a plethora of High Kings and their deeds.
Appease the Khet
  • None of the following:
    • has_special_hedonism_reform: true
  • Has DLC Enabled: Mandate of Heaven
  • is_emperor_of_china: true
  • +20% Improve Relations
  • +1 Max Promoted Cultures
  • +0.1 Yearly Corruption
Our state is technically not the owner of the lands of the Sorrow, technically it is just a steward which manages the lands and river in the name of the Khet. The Khet, feline-human hybrids, demi-gods, and true owners of the lands and river have named us the stewards. This gives us the right to subjugate and control the lands of the Salahad and the authority to do as we please, as long as we praise, worship and serve the Khet in any way they please, no matter if it is moral or debaucherous.
Negeal
  • has_government_attribute: centaur_nomadism_attribute
Ensure Ordsiwyn Loyalties
  • has_government_attribute: centaur_nomadism_attribute
  • +10% Monstrous Tribes Loyalty Equilibrium
Xhazobkult Sacrifices
  • Culture Group: gnollish
  • +25% Available Loot
Though we are no longer a rampaging horde, our state still requires sacrifices be gathered to fuel our demonic rituals. Tithes and blood taxes are all well and good but why should we waste good captives when sacking a city just because we are now 'civilised'
Four Families
  • One of the following:
    • tag: G67
    • was_tag: G67
  • has_country_flag: G67_enable_four_families
Enables Four Families Factions
Segankâr
  • One of the following:
    • Have reform: seghdihr_segbandalic_military
    • have_had_reform: seghdihr_segbandalic_military
  • +5% Discipline
  • +50% Army Drill Gain Modifier
  • +10% Infantry Combat Ability
  • -30% Land Force Limit Modifier
  • -10% Morale Damage Received
A career in the Segankâr is considered one of the most prestigious available to any citizen of the Segbandal. Only the most promising warriors from each hold are eligible to join, and only after a long and gruelling process of training. This is all centralised within the holds, which have their own districts that provide the Segankâr with spacious barracks, military academies, and specialised training grounds.
The Gleaming Council, Roughened
  • One of the following:
    • All of the following:
      • tag: I24
      • was_tag: H76
    • tag: H76
  • Have reform: argordstun_stubborn_reformists
  • -25% Governing Capacity Modifier
  • -15 Maximum Absolutism
The Gleaming Council is the advisory body to the ruling monarchs of Arg-Ôrdstun, but, like many other aspects of the hold since the isolation, it has seen better days. Reformist royalists constantly battle with nobles who wish to see the monarchy curtailed once more, creating tension and dysfunction throughout our nation. No matter who wins in this constant battle for the soul of Arg-Ôrdstun, the Council chambers will truly be where the reformation of Arg-Ôrdstun is made or broken.
The Gleaming Council, Lustrous
  • One of the following:
    • All of the following:
      • tag: I24
      • was_tag: H76
    • tag: H76
  • Have reform: argordstun_gleaming_council
  • -50% Expand Administration Cost
  • +1 Yearly Legitimacy
  • +15% Reform Progress Growth
At last, the Gleaming Council is the shining example of sleek and effective governance it was always meant to be. No longer are we paralyzed by constant indecision, muddle and infighting: the Gleaming Council loyally serves our rulers in all affairs once more. Arg-Ôrdstun shines brightly as the crowning jewel of the Serpentreach!
Call the Name
  • One of the following:
    • Have reform: skewered_drake_call_the_name
    • have_had_reform: skewered_drake_call_the_name
  • +10% Nobility Influence
  • +100% Power Projection From Insults
Orcs have a long standing culture of dueling. For centuries, anyone could challenge the reigning war chief to a duel for their position, to end either in victory, submission, or defeat. To this day, anyone who thinks themselves strong enough can challenge the current Drakelord for rulership of the dominion. As such, we deem it only fair to challenge any other sovereign for supremacy. If our armies win, they will bow their heads to the Drakelord. Should our drakon riders lose, well that has not happened yet.
Emperor Evermore
  • has_country_flag: kumarkand_emperor_rule
  • +10 Maximum Absolutism
He hates cats
The Panykorun
  • Have reform: vels_bacar_the_panykorun
  • +1 Diplomats
  • -1 National Unrest
Covenant Arbiters
  • One of the following:
    • tag: Z37
    • was_tag: Z37
  • has_country_flag: Z37_arbiters
  • has_estate: estate_mages
  • -1% Prestige Decay
A system of government in which the role of the nobility is instead taken by the Mage-Knights of the Sword Covenant, who support the Covenbladic kingdom and its royal family thanks to an interweaving between the Covenant and elements of the Farrani royal family during the Greentide.

Tier 3: Bureaucracy

Icon Name Potential Effects Description
Centralized Bureaucracy
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • if:
    • custom_trigger_tooltip:
      • None of the following:
        • num_of_owned_provinces_with:
          • same_continent: ROOT
          • value:
            • 15
      • tooltip: less_than_15_provinces_on_same_continent
    • limit:
      • current_age: age_of_discovery
  • if:
    • custom_trigger_tooltip:
      • None of the following:
        • num_of_owned_provinces_with:
          • same_continent: ROOT
          • value:
            • 25
      • tooltip: less_than_25_provinces_on_same_continent
    • limit:
      • current_age: age_of_reformation
  • if:
    • custom_trigger_tooltip:
      • None of the following:
        • num_of_owned_provinces_with:
          • same_continent: ROOT
          • value:
            • 35
      • tooltip: less_than_35_provinces_on_same_continent
    • limit:
      • current_age: age_of_absolutism
  • if:
    • custom_trigger_tooltip:
      • None of the following:
        • num_of_owned_provinces_with:
          • same_continent: ROOT
          • value:
            • 50
      • tooltip: less_than_50_provinces_on_same_continent
    • limit:
      • current_age: age_of_revolutions
  • -5% All Estates' Loyalty Equilibrium
  • +50% Global Prosperity Growth
A centralized bureaucracy is centered on the capital of the kingdom, with most decisions made by, or near, the ruler and then sent out to the provinces.
Centralized Monarchical Bureaucracy
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • if:
    • custom_trigger_tooltip:
      • num_of_owned_provinces_with:
        • same_continent: ROOT
        • value:
          • 15
      • tooltip: at_least_15_provinces_on_same_continent
    • limit:
      • current_age: age_of_discovery
  • if:
    • custom_trigger_tooltip:
      • num_of_owned_provinces_with:
        • same_continent: ROOT
        • value:
          • 25
      • tooltip: at_least_25_provinces_on_same_continent
    • limit:
      • current_age: age_of_reformation
  • if:
    • custom_trigger_tooltip:
      • num_of_owned_provinces_with:
        • same_continent: ROOT
        • value:
          • 35
      • tooltip: at_least_35_provinces_on_same_continent
    • limit:
      • current_age: age_of_absolutism
  • if:
    • custom_trigger_tooltip:
      • num_of_owned_provinces_with:
        • same_continent: ROOT
        • value:
          • 50
      • tooltip: at_least_50_provinces_on_same_continent
    • limit:
      • current_age: age_of_revolutions
  • -5% All Estates' Loyalty Equilibrium
  • -25% Autonomy Change Cooldown
  • -10% Culture Conversion Cost
  • -0.05 Monthly Autonomy Change
The vast lands under our jurisdiction span from east to west. We must ensure the smooth operation of our provinces under our imperial domain.
Decentralized Bureaucracy
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • -5% Ahati Loyalty Equilibrium
  • +5% All Estates' Loyalty Equilibrium
  • +2 Max Promoted Cultures
A decentralized bureaucracy leaves more decisions to local administrators or governors, who are then responsible to the monarch.
Exile Colonial Companies
  • capital_scope:
    • None of the following:
      • One of the following:
        • continent: north_america
        • continent: south_america
        • continent: new_world
        • continent: oceania
        • continent: serpentspine
  • Has DLC Enabled: Golden Century
  • num_of_colonists:
    • 1
  • +5% Settler Chance
The New World is a place of great opportunity, and for us it is an opportunity to establish Exile Colonies and rid our nation of convicts and minorities. By allowing colonial companies to claim sovereignty over our undesirables, we will create harmony in the Old World and expand our influence in the New World.
Liberté Ideals
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +2 Max Promoted Cultures
  • -75% Promote Culture Cost
Liberté is the school of thought within the Revolution that claims that any individual should have the divine right to do whatever he or she wishes that does not do harm to or restrict the liberty of others.
Egalité Ideals
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +1 Possible Advisors
  • +1 Yearly Legitimacy
  • +0.25 Yearly Republican Tradition
Those who believe in the ideals of Egalité believe that the law, whether it be a rule or a right, applies equally to all people, regardless of faith, social class, culture, and gender. Equally, all citizens should have access to all positions in our government based only on their competence.
Fraternité Ideals
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • -20% Culture Conversion Cost
  • -25% Harsh Treatment Cost
  • +10% Reform Progress Growth
Not everyone acknowledges the ideals of Fraternité as an ideal of the Revolution, but view it as a reactionary element within our own state who wish to return to the old government. Fraternité is a sense of brotherhood and those who follow its principles believe that the state should follow an authoritarian route where there is a proper place for all citizens assigned by the state.
Expanded Royal Court
  • None of the following:
    • Culture Group: goblin
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • +1 Possible Advisors
  • +20% Reform Progress Growth
By expanding the royal court, the estates of the monarchy can rule over areas while still being within the monarch's sphere of influence. This way our state does not run into the issues associated with a decentralized state while still having the resources for other matters.
Royal Favoritism
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Culture Group: goblin
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • -10% Cost of Advisors with Ruler's Culture
The bureaucracy of our country is handled by the close relatives and trusted advisors of the monarchs. While not truly centralized, the governing power is in the hands of those who have proven themselves in the past.
Regional Councils
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • -33% State Maintenance
Maintaining a large empire is no easy task as it is virtually impossible to have a presence in every state. Regional councils can ensure that the states organize by themselves without the government having to interfere.
Representatives of the Crown
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • +1 Diplomatic Relations
  • +25% Vassal Force Limit Contribution
Our rule is not through direct means but through subjects and servants who swear loyalty to our crown. Officially selected representatives of the crown advise the rulers of our subject nations to maintain said loyalty.
Restructured Dhenijansari Court
  • One of the following:
    • Have reform: restructured_dhenijansari_court_reform
    • have_had_reform: restructured_dhenijansari_court_reform
  • -0.05 Monthly Autonomy Change
  • +1 Max Promoted Cultures
The Court in Dhenijansar had long fallen into corruption and treachery. We have set them straight and now we have one of the most efficient burocratic bodies at our disposal.
Jaherian Administration
  • One of the following:
    • Have reform: jaherian_administration
    • have_had_reform: jaherian_administration
  • -5 Years of Separatism
Jaher's empire was vast and swiftly expanding. He managed this by keeping the majority of the local administatrations in-tact, while replacing key positions with loyalists.
Mobile Centralization
  • One of the following:
    • Have reform: jaddari_mobile_centralization
    • have_had_reform: jaddari_mobile_centralization
  • -0.02 Monthly Autonomy Change
While some empires are centralised around one capital and others delegate power to the provinces, the Jadd Empire kept its tradition of a mobile court in which the powers of the Divine-Herald were gathered. He or she would keep direct control over the provinces by changing where the imperial bureaucracy was gathered.

§OThe court will moves every 20 years, in addition to the ascension of a new Divine-Herald and the completion of missions.§!
Provincial System
  • One of the following:
    • Have reform: castanor_the_provincial_system
    • have_had_reform: castanor_the_provincial_system
  • -0.02 Monthly Autonomy Change
  • +100% National Tax Modifier
  • -1 National Unrest
Though our Dominions have proven quite useful in incorporating new peoples and administering the edges of our far-flung empire, we must also attend to our core in Escann. We shall formalize a provincial system - once that efficiently and effectively maximizes our control over our core lands, even if it is at the expense of our hinterlands.
The Ordning
  • Have reform: the_ordning
  • Primary Culture: fjord_troll
  • -0.025 Monthly Autonomy Change
  • +10% National Tax Modifier
  • +2 Max Promoted Cultures
The great troll system of government, with each species assigned a specific caste, and every being in their place. Such order is the only way we can best serve the Giants.
Academical Realm
  • One of the following:
    • Have reform: eordand_academical_realm
    • have_had_reform: eordand_academical_realm
  • -10% Advisor Cost
  • -20% Institution Embracement Cost
  • +25% Institution Spread
  • -10% Idea Cost
Arakeprun, city of learning and rebirth, has always combined the glories of the Precursor past with the potential of the future. The clerics, druids, and mages of the city have worked in tandem within the academical temples of the city, dedicated to Spring the season of growth and rebirth. These academies grew to dominate the city and all of the surrounding lands, with the provosts and deans of each college becoming governors of Darhan and beyond.

With Eordand united, the Academical structure has been spread thin, struggling to govern such a large territory. To manage with the times, the system has been expanded with sub-universities across Eordand governing each section, each answering to the executive power of the rector of Arakeprun.
Sunlit Thalassocracy
  • One of the following:
    • Have reform: eordand_sunlit_thalassocracy
    • have_had_reform: eordand_sunlit_thalassocracy
  • +10% Global Trade Power
  • +10% Morale of Navies
  • +1 Yearly Navy Tradition
  • +1 Naval Combat Bonus off owned coast
While sailing the seas of Halann, one can find themselves in distant corners of the world where the Sun may no longer shine on Eordand. So too are the overseas territories of Eordand many weeks or months from the homeland. But the Caamas of the Summer Court are no strangers to the sea, and are unafraid of the hardships of seaborne travel. Unlike those bound to the land, we can govern Aelantir and beyond from our vessels, our paperwork bureaucrats able to clamber on the ropes and sails in case of emergency.
Legionary Command
  • One of the following:
    • Have reform: eordand_legionary_command
    • have_had_reform: eordand_legionary_command
  • +0.5 Yearly Army Tradition
  • +10% Morale of Armies
  • +10% Manpower Recovery Speed
The heart of Tuathak society are the warriors that carve our way to victory! Those showered with glory may always find themselves with a say in our realm, unlike those pansies of the Spring Court who value reading books, or counting coins like the wave-watchers. Those proven in battle naturally rise the ranks in the Legions, and those officers with experience and tested-worth are entrusted with the governance of our realm. Who else knows better than those who have risked their lives for us, and not only survived, but emerged victorious?
Frozen Heart
  • One of the following:
    • Have reform: eordand_frozen_heart
    • have_had_reform: eordand_frozen_heart
  • +20% Fort Defence
  • +2 Diplomatic Reputation
  • +25% Foreign Spy Detection
Winter is often misunderstood. It is not just a season of death, but it is a season of giving and receiving. In celebrations, Snecboth give gifts to one another in glee. But Winter also gives the gift of a slow, cold, freezing death to those who tresspass. All those who wish to deal with us must understand these simple directive: they will be rewarded for their service to us, and punished severely if against us. As Aelantir is our rightful domain, we deserve a place at every discussion. Eordand will intermediate any negotiations, should they provide us with the necessary praises and concessions. And if they should dare strike us, they will not survive long enough to endure our blessings from Winter.
Harpy Honours System
  • None of the following:
    • Culture Group: harpy
  • has_country_flag: H72_harpy_honours
  • -10% Advisor Cost
  • +5% Morale of Armies
  • +0.1 Yearly Corruption
A system in which men can be granted a stay at one of the harpy roosts in the realm, where they will enjoy revelry, relaxation and pleasure. Such a system can be used to reward regiments who saved the day, generals who led armies to victory or troublesome second-in-lines who need to disappear for a while, or forever.
Fanwang Administration
  • tag: Y98
  • +25% Rebel Suppression Efficiency
  • +10% Nobility Influence
  • +10% Nobility Loyalty Equilibrium
The Fanwang Administration aims to increase control over the domain of Daxugo by granting loyal Daxug clans domain over the region they have helped conquer, already hold, have a legitimate claim to or have proven to be capable of administering.
Masters of the Herds
  • Have reform: pachyderm_masters
  • +1 Land Leader Shock
  • +10% Mages Loyalty Equilibrium
We have proven to all of Haless that we are the most devastating elephantry force to have ever graced the field of battle. Such expertise is not easily maintained, but by structuring our bureaucracy around the logistics of maintaining the herds while respecting the elephants, we have developed self-regulating Reeshi organizations that offer oversight and aid.
Tribal Autonomy
  • Have reform: great_ogre_horde
  • -0.02 Monthly Autonomy Change
Skurkokli is primarily made up of six major tribes. From these six tribes comes smaller tribes that are scattered through the lands controlled by the horde. By giving these local tribes more autonomy within the periphery of our realm, it will allow us to easily conquer and maintain more land, since integration will be the responsibility of local chieftains.
Formalized Xalgekyr
  • One of the following:
    • Have reform: tluukt_xalgekyr_reform
    • have_had_reform: tluukt_xalgekyr_reform
  • Culture Group: gnollish
  • -10% Construction Cost
  • +5% National Tax Modifier
  • +10 Maximum Absolutism
The practice of slavery is an ancient and time-honored tradtion, and can by no means ever be abolished. Yet, while our attitude towards slavery is what distinguishes gnollish society above all others, the practice of industrious free-enterprise slavers seizing at their discretion whatever krah strikes their fancy is an antiquated and self-destructive system.

By directly administrating the enslavement of krah as a matter of state and imposing a xalgekyr - a blood tax to be levied against all krah in accordance to their hierarchy - not only will we impose order upon a chaotic occupation, we will actually increase the number and quality of slaves available to our purposes as a result of stricter and more even-spread acquisition. The blood-tax need not be paid in blood alone, of course - the wealthy and influential are free to buy from our pack their own weights in gold.
Arverynnic Administration
  • One of the following:
    • tag: G35
    • was_tag: G35
  • mission_completed: centralized_bureaucracy
  • +1 Possible Advisors
  • +1 Monarch Administrative Skill
  • +0.1 Yearly Corruption
Our Administration has managed to maintain the imperial functionaries of the Empire, and now that our nation once again thrives, their ranks have expanded and improved. Acting as the Emperor’s hands, eyes, and ears outside the city, they have a keen sense for opportunities to help our realm prosper; and opportunities to make projects grander and fancier than they need to be, so that great funding flows into them and part of it can be inconspicuously skimmed off.
Ancestral Council
  • One of the following:
    • tag: Y72
    • was_tag: Y72
  • Have reform: chien_ancestral_council_reform
  • -0.05 Monthly Autonomy Change
The presence of the many estates within our court is no longer required to manage a stable Aministration. On the contrary, the spiritual Anroang’s have manifested enough willpower to consistently provide support and advice to our living ruler, doing away with any complex court drama that could come with ambitious nobles or rich merchants. When servants gossip about how it seems impossible for one living person to administer so much, they do not know how close there words are to grasping the truth behind the functions of the Binhrung state.
Highlord's Retinue
  • One of the following:
    • Have reform: orldhum_highlords_retinue
    • have_had_reform: orldhum_highlords_retinue
  • -1% Yearly Army Tradition Decay
  • +10% Nobility Influence
  • -10% Cost of Advisors with Ruler's Culture
Through significant study, the Platinum nobility have internalized many noble aspects from the Diamond Dwarves for our own use. Keeping such distinguished companions with the Highlord will surely allow some mannerisms to rub off on them!

Tier 4: State and Religion

Icon Name Potential Effects Description
Strengthen Clergy Privileges
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • has_no_religion_specific_government_available: true
  • +10% Clergy Loyalty Equilibrium
  • -0.03 Monthly War Exhaustion
The priestly class serves the state by being a spiritual guidance of our people through difficult time periods. The clergy deserves an increase of their rights to honor their role in our state.
Curtail Clerical Privileges
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Culture Group: goblin
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • -10% Administrative Technology Cost
  • +10% Religious Unity
Religion might be of great social importance within our government, but the priestly class of our state have gained too much influence. Their narrowminded world view will only hinder the growth of our state if they keep their power.
Expand Temple Rights
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Culture Group: dwarven
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
The clerics of our state have as much interest in the worldy possessions as our nobilty does. To appease them without sacrificing too much of our own power it is in our best interest to expand the lands and rights of the temples of our country.
Maintain Balance of Power
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • +5% All Estates' Loyalty Equilibrium
  • +1 Diplomats
The Clergy is like any other estate to us: a powerful and useful asset. In order to keep the balance of power between the estates it is beneficial for our state not to interfere with the interests and actions of the priestly class.
Separate the Clergy from State
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • +25% Innovativeness Gain
The theological minds have served their purpose to the state, but now they have grown too powerful. It is time to separate the Clergy from the affairs of the apparatus of the government.
Restoration of the Clergy
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • -10 Maximum Revolutionary Zeal
  • +100 Yearly Rectorate Influence
  • +3 Tolerance of the True Faith
The goals of the Revolution is to change the old world order, removing power from the oppressive estates and monarchs and giving it to the people. However, this conflicts with the religious values our people have as the Clergy would be one of the affected estates. To keep order within the Empire it is necessary to restore the clergy once again.
Cult of Reason
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +1 Free Policies
  • -20% Idea Cost
  • +1 Possible Policies
Religion is a poison which limits the minds of the population. Instead of logic they believe in a god which is responsible for their suffering.
We remove the shackles of ignorance from our minds. No god shall ever set boundaries for our people!
Secularization of the State
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
While many zealous revolutionaries like to destroy the concept of religion as a whole, it is undeniable that it is a source of comfort and safety for many of our people. Our goal should not be the extinction of faith but the separation of the Clerical institutions from the government.
Triumvirate Court
  • One of the following:
    • Have reform: ravenmarch_triumvirate_court
    • have_had_reform: ravenmarch_triumvirate_court
  • +1% Missionary Strength
  • -10% Stability Cost Modifier
Although Ravenmarchers are zealous adherents of Corin, their organization of the Corinite church has led to the almost-equal representation of Ryala and Nerat. The Triumvirate Court focuses on the main cycles of life: life, war or struggle, and death. While these aspects are constant in life, the separate cults of Corin, Ryala, and Nerat sometimes compete for ascendancy.
Emulate Ancestral Warriors
  • None of the following:
    • is_adventurer: true
  • Culture Group: dwarven
  • +25% General Cost
  • +1 Land Leader Shock
  • +0.25 Yearly Prestige
We venerate all of our ancestors, but the great warriors of the past deserve not only worship but emulation. Our armies should be led by the best and bravest among us, so that our feats of valor will one day be the stuff of legends, to be emulated in their turn!
Schools of Philosophy
  • Have reform: hobgoblin_stratocracy_reform
  • +2% Missionary Strength
  • +1 Tolerance of the True Faith
The force that binds our people together is our culture and our philosphy. Establishing schools that spread our culture and philosophy will make our people stronger.
General Education
  • Have reform: hobgoblin_stratocracy_reform
  • -20% Institution Embracement Cost
  • +10% Institution Spread
While philosophical education is essential, other fields of development are also important to our pupils, young and old should be educated to do their tasks efficienty.
Rectors in the Bureau
  • One of the following:
    • Have reform: rectors_in_the_bureau_reform
    • have_had_reform: rectors_in_the_bureau_reform
  • religion: ravelian
  • +50% Innovativeness Gain
With the spread of Ravelianism, it became obvious that the attempts of the Special Cases Prevention Bureau to face the unknown were just part of the greater search for the Truth. Even if they can’t admit it publicly due to the nature of the organization, the Bureau has the full support of the High Rectorate.
Shrine Guardians
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • religion: nakavy_avo
  • +2 Tolerance of the True Faith
Fahvanosy is the land of shrines. However, the holy places still need protection, and the fall of Kolo’s temple has made this even more salient. Let us designate special garrisons to protect the shrines from bandits, pirates or even foreign invaders.
Planar Equality
  • One of the following:
    • tag: Y72
    • was_tag: Y72
  • Have reform: chien_planar_equality_reform
  • +5% All Estates' Loyalty Equilibrium
  • +20% Religious Power
  • -10% Technology Cost
A series of legislation and laws put in place to give spirits the right to exist as citizens of the state. While more of a formality as the spirits don't care about material laws, it allows the state to act in domestic matters ‘On behalf of the spiritual plane’, which comes in handly against greedy landowners. The gesture has seemed to be appreciated by some spirits as well, who have begun to appear near some of the greatest thinkers in our state, offering wisdom from beyond.
Codified Omens
  • Technology Group: tech_black_orcish
  • +10% Clergy Loyalty Equilibrium
  • +10% Religious Power
  • +1% Missionary Strength
With time, our shamans have gained the experience to know what to look for in particular when performing their rites.
Riei Blessed Kingdom
  • One of the following:
    • Have reform: eltikan_king_blessed_kingdom
    • have_had_reform: eltikan_king_blessed_kingdom
  • +2% Missionary Strength
  • -15% Stability Cost Modifier
It seems our kingdom has been given a blessing from above, a holy kingdom that shall last for centuries!
Semayebaka Chapter Houses
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • religion: sky_domain
  • +5% Mages Loyalty Equilibrium
The Semayebaka, as part of their sacred duties, must wander from place to place across the realm. To assist in this, many temples both great and small have begun to establish specific lodgings for wandering Semayebaka. Ranging from a simple room with comfortable bedding, to grand chapter houses dedicated to the magical arts in the grandest of temple complexes, these facilities regardless allow the Semayebaka to do their divine duties with greatest efficacy.
Just Another Cult
  • religion: goblinic_shamanism
  • +2 Tolerance of Heathens
  • -1 Tolerance of the True Faith
Our religious ways have always been very fluid, each of our clans worshipping their own small gods. That we do not share the faith in foreign gods, does not mean we deny their existance, however. They could, afterall, simply just be the new gods we have not met yet. Let us accept their gods and demigods as part of our religion.
Protection Racketeering
  • has_government_attribute: centaur_nomadism_attribute

Tier 5: Military Doctrines and Organization

Icon Name Potential Effects Description
Bottomless Bags
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: wood_elf_salla
  • None of the following:
    • All of the following:
      • One of the following:
        • has_country_modifier: orcish_military
        • has_country_modifier: harpy_military
        • has_country_modifier: goblin_military
        • has_country_modifier: ogre_military
        • has_country_modifier: troll_military
        • has_country_modifier: kobold_military
        • has_country_modifier: gnollish_military
      • eligible_for_gov_tribal_reform_monster_non_horde: true
  • None of the following:
    • has_country_modifier: human_military
  • None of the following:
    • has_country_modifier: ruinborn_military
  • -15% Reinforce Cost
  • +15% Reinforce Speed
  • +15% Supply Limit Modifier
There is no bottom, nor a bagend.

Army logistics can be a daring challenge for even the most senior of commanders, though with this new invention, we can at least ease the problem a bit. The Bottomless Bags are bags with virtually infinite storage capabilities, at least for as long as our mages can maintain them that way. We can store a whole army camp or food silo in these bags without having to fear the weight or dimensions of what is stored within. While we would be foolish to store everything in just one bag, just a few of these would already help us cut down on supply wagon costs and give our armies the ability to be on the move without the need for resupplying or plundering. Just don’t drop your keys in there - you might lose them.
Windshapers
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: wood_elf_salla
  • None of the following:
    • All of the following:
      • One of the following:
        • has_country_modifier: orcish_military
        • has_country_modifier: harpy_military
        • has_country_modifier: goblin_military
        • has_country_modifier: ogre_military
        • has_country_modifier: troll_military
        • has_country_modifier: kobold_military
        • has_country_modifier: gnollish_military
      • eligible_for_gov_tribal_reform_monster_non_horde: true
  • None of the following:
    • has_country_modifier: human_military
  • None of the following:
    • has_country_modifier: ruinborn_military
  • +5% Morale of Navies
  • -1% Yearly Naval Tradition Decay
As the wind goes, so goes the flow of trade.

Trade has formed the financial lifeblood of our nation and any risk to it is a risk to our nation itself. To ensure the punctuality, speed and reliability of our merchants, magic should be employed. By having mages onboard of our ships to bend the air and shape the winds right into our sails, we will ensure that our navy is always on the move, even if there is no wind to be found. These windshapers will also allow us to move more precisely in battle and avoid unnecessary losses. Our control over the element of air will grant us control over the waters!
Enviromental Protection Charms
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: wood_elf_salla
  • None of the following:
    • All of the following:
      • One of the following:
        • has_country_modifier: orcish_military
        • has_country_modifier: harpy_military
        • has_country_modifier: goblin_military
        • has_country_modifier: ogre_military
        • has_country_modifier: troll_military
        • has_country_modifier: kobold_military
        • has_country_modifier: gnollish_military
      • eligible_for_gov_tribal_reform_monster_non_horde: true
  • None of the following:
    • has_country_modifier: human_military
  • None of the following:
    • has_country_modifier: ruinborn_military
  • -15% Land Attrition
  • +10% Reduced Morale Damage Taken By Reserves
Charming as Charms, Protective as Pendants.

Glittering like the stars or shining bright like the largest flame, our armies are equipped with one of the most peculiar yet useful pieces of equipment, the elemental charm. These Elemental Protection Charms or EPC’s, are small magical pieces of jewelry which have been augmented by magicians or artificers to protect the wearer against certain elemental obstacles: braces which make the wearer immune to freezing cold, pendants that keep the wearer safe from the scorching heat or rings which keep disease carrying bugs at a distance. These pieces of jewelry may seem underwhelming when compared to specialized weapons, yet in many cases prove to be more useful and favored by our soldiers than anything else.
War Games
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: wood_elf_salla
  • None of the following:
    • All of the following:
      • One of the following:
        • has_country_modifier: orcish_military
        • has_country_modifier: harpy_military
        • has_country_modifier: goblin_military
        • has_country_modifier: ogre_military
        • has_country_modifier: troll_military
        • has_country_modifier: kobold_military
        • has_country_modifier: gnollish_military
      • eligible_for_gov_tribal_reform_monster_non_horde: true
  • None of the following:
    • has_country_modifier: human_military
  • None of the following:
    • has_country_modifier: ruinborn_military
  • -25% Regiment Drill Loss
  • +50% Army Drill Gain Modifier
  • -10% Leader Cost
Battleplans are the first casualties in war.

A good commander knows that to win a battle, one must think on their feet. They know that they must expect the unexpected and to always be prepared for this. To make sure that our commanders are prepared, will we simulate wargames to train our officer corps and the soldiers themselves in not only known formations and attack strategies, but also in unexpected and tricky situations.
Adventurer Contracts
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: wood_elf_salla
  • None of the following:
    • All of the following:
      • One of the following:
        • has_country_modifier: orcish_military
        • has_country_modifier: harpy_military
        • has_country_modifier: goblin_military
        • has_country_modifier: ogre_military
        • has_country_modifier: troll_military
        • has_country_modifier: kobold_military
        • has_country_modifier: gnollish_military
      • eligible_for_gov_tribal_reform_monster_non_horde: true
  • None of the following:
    • has_country_modifier: human_military
  • None of the following:
    • has_country_modifier: ruinborn_military
  • -10% Mercenary Cost
  • +50% Possible Condottieri
  • +50% Trade Range
True power is found not at the end of a blade but at the bottom of a treasure chest.

War may change through the ages, yet one thing remains: the need for manpower. And so instead of having our neighbors rely on expensive permanent armies or cutthroat mercenaries, why not be the supplier of soldiers of fortune ourselves. We have not only the manpower, but the equipment needed as well and it may prove to be a lucrative and stable business venture. No nation that is looking for soldiers will dare to attack us, as they need us to fight their wars for them. By enlisting adventurers in state run adventurer companies we will be able to make money, influence our neighbors and extend our mercantile reach, as our appealing offers entice even those across the seas.
Specialised Troops
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: wood_elf_salla
  • None of the following:
    • All of the following:
      • One of the following:
        • has_country_modifier: orcish_military
        • has_country_modifier: harpy_military
        • has_country_modifier: goblin_military
        • has_country_modifier: ogre_military
        • has_country_modifier: troll_military
        • has_country_modifier: kobold_military
        • has_country_modifier: gnollish_military
      • eligible_for_gov_tribal_reform_monster_non_horde: true
  • None of the following:
    • has_country_modifier: human_military
  • None of the following:
    • has_country_modifier: ruinborn_military
We do not settle for good; we strive only for the best.

Where other nations build their armies around the principle that more men equal more power, we strive for the best troops we can field. One soldier must be worth fifty opponents and be able to dispatch just as many. Our armies may be more costly, but they will also be stronger, better and more specialized than those of our enemies. Let them cower at the sight of our specialized, elite trained and best equipped soldiers, even if it is just a few!
Fodder
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: wood_elf_salla
  • None of the following:
    • All of the following:
      • One of the following:
        • has_country_modifier: orcish_military
        • has_country_modifier: harpy_military
        • has_country_modifier: goblin_military
        • has_country_modifier: ogre_military
        • has_country_modifier: troll_military
        • has_country_modifier: kobold_military
        • has_country_modifier: gnollish_military
      • eligible_for_gov_tribal_reform_monster_non_horde: true
  • None of the following:
    • has_country_modifier: human_military
  • None of the following:
    • has_country_modifier: ruinborn_military
  • +10% Cavalry to Infantry Ratio
  • -10% Cavalry Cost
Mounts are like men, they march on their stomach.

Our nation, unlike many others, makes extensive use of cavalry. Our ability to project power comes in large part from our mounted forces and it is therefore imperative that we give these noble steeds the best food we can find. By increasing the production of fodder will we be able to not only equip more men with mounts, but allow them to go further than ever before. Let our armies ride out and outpace the enemy wherever we venture, on the backs of our noble steeds!
Mage Shields
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: wood_elf_salla
  • None of the following:
    • All of the following:
      • One of the following:
        • has_country_modifier: orcish_military
        • has_country_modifier: harpy_military
        • has_country_modifier: goblin_military
        • has_country_modifier: ogre_military
        • has_country_modifier: troll_military
        • has_country_modifier: kobold_military
        • has_country_modifier: gnollish_military
      • eligible_for_gov_tribal_reform_monster_non_horde: true
  • None of the following:
    • has_country_modifier: human_military
  • None of the following:
    • has_country_modifier: ruinborn_military
  • +15% Fort Defence
  • -10% Fort Maintenance
  • +20% Garrison Size
  • +1 Max Hostile Attrition
A siege is as much a risk to the attacker as to the defender.

Siege warfare has slowly become more and more the norm. While large battles on fields are not obsolete, they do not impact wars as much anymore as they once did. Instead, most wars are won through the conquest of cities and forts, which hold the population and wealth of an area, and therefore the true key to victory. Thus, to prevent our nation being captured by a horde of enemies, we must use every piece of equipment or skill there is to bolster our defenses. Once such a way is to employ mages in creating extra shielding around our walls, creating a strong extra layer of protection around our points of interest. These shields will, as long as the mages can hold them up, be able to deflect artillery bombardments, hostile assaults and if need be even the magical attacks of our opponents. The only question that remains; what color do we want the shields to be?
Thunder Riders
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • -15% Artillery Combat Ability
  • +10% Cavalry to Infantry Ratio
  • -15% Cavalry Cost
  • +0.2 Cavalry Shock
  • -5% Land Fire Damage
Only dead centaurs refuse to fight.

While some may see centaurs as nothing but savages, they cannot deny their prowess in cavalry combat. They combine raw equine power and speed with human wit and weapons to create the best cavalry force known to Halann. Equipped with sturdy yet light armor so as not to impede their speed and bearing weapons like lances, bows and sabers, centaur units make for excellent line breakers and flankers. Their hoofs will make the earth tremble and their arms will wreak havoc upon our enemies.
Deepstone Bombardiers
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +10% Artillery Combat Ability
  • +10% Regiment Costs
  • -10% Manpower Recovery Speed
  • +10% Siege Ability
A wall unbroken has yet to meet a dwarf.

Dwarven bombards are known for being of a quality which not even the best of our blacksmiths can replicate. Each is a piece of art in itself and combines the dwarven craftsmanship with the most innovative and advanced siege technology. While heavy and expensive, these guns are more precise than anything we possess and rival the range of even magically-enhanced arms. We will use these dwarven bombardiers and their knowledge not only to instill fear in our enemies as they cower behind their walls, but also to flatten the ground our opponents stand on!
Elvish Farsight
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +3% Discipline
  • -10% National Manpower Modifier
  • -5% National Sailors Modifier
  • -10% Manpower Recovery Speed
  • +15% Movement Speed
  • -1% Yearly Naval Tradition Decay
Knowledge is power and in war it is might.

Reconnaissance is key, before and during battle, and to give ourselves an edge over the enemy, we will employ the elves as specialized scout units. The elves are naturally attuned to nature, move silently like leaves in the wind and possess eyesight that betters our own even with looking glasses; as such they are the greatest experts in reconnaissance and maneuver. This comes combined with their centuries of naval experience and their ability to navigate the seas by attuning themselves to the elements and stars. By employing elven officers and training our own men in their ways, we ensure our navies can sail anywhere, any time and in the shortest time possible.
Gnollish Marauders
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +50% Available Loot
  • +50% Looting Speed
  • +10% Morale Damage
In chaos, demons reside.

The gnolls are feared by many throughout Halann. Whether it is their reputation as demon worshippers who sacrifice victims in green fires of evil, their almost unnatural skill in piracy or their inclination towards brutality in war, gnolls are a race that instill fear in even the bravest of men. And this is the exact reason why we employ them as a special vanguard force. By looting the lands of the enemy and demoralizing their armies even before we meet them on the battlefield we will find victory. War is brutal, and through the gnolls, we shall prove it.
War Artificery
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +10% Allowed Rajput Fraction
  • +10% Regiment Costs
  • -10% Infantry Combat Ability
If you ain’t strong, you ought to be smart!

The strongest weapon a gnome possesses is their brain. They have a knack for crafting and artificery unmatched by any other race in Halann. While no martial race, they have long held their own through the creation of war machines like exoskeletons or special arms which level the playing field. And so comes the thought: why not make use of their genius to give ourselves an advantage in the never ending arms race by establishing a GARD, or Gnomish Artificery Research Division? This GARD will be fully focused on the creation of cutting edge weaponry in the field of artificer armaments.
Salvage Blasters
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +15% Land Fire Damage
  • +5% Fire Damage Received
  • +5% Shock Damage Received
One man's trash is another goblin’s treasure.

The goblins, being chaos incarnate, have an almost comedic talent for improvising and salvaging. They can turn a heap of scrap into something useful or even better, something deadly. Thus by employing these denizens of chaos and allowing them to salvage the remnants of the battlefield will we be able to develop our own weapons of mad destruction. While some of these weapons may be dangerous, they will no doubt help us fight the enemy in unconventional and chaotic ways.
Diplomatic Corps
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • -10% Aggressive Expansion Impact
  • +1 Diplomatic Reputation
  • -5% Province War Score Cost
There is nothing as intoxicating as charm.

The half-elves of the world are a mixed people who combine the best characteristics of both men and elf. Their heritage means that they speak both elven and human tongue, understand a menagerie of customs and blend in with many of Halann’s elite without much effort. Combine this with their abundance of noble and royal connections, the half-elves make the best diplomats one could wish for, combining their human intellect with elven charm and beauty like few others can. They can form alliances, solve conflicts and work out favorable deals through strategic foresight, cunning and a lot of smiling and mingling. Through a half-elf Diplomat Corps can we ensure that we stand strong in the arena of diplomacy and international affairs.
Martial yet Mindful
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • -1% Yearly Army Tradition Decay
  • +25% Regiment Drill Loss
  • -25% Army Drill Gain Modifier
  • +10% National Manpower Modifier
  • +1 Land Leader Shock
Only when combined with wit does strength mean anything.

A half-orc is like an alloy, robust and enduring precisely because it is a mix of supposed opposites. They possess the raw power and stout physicality of the orcish races, yet combine this with the ambition and strategic cunning of humans. They bring a combination of attributes that is perfectly fit for our army. A half-orc is able to pounce through enemy lines like an orc, yet is less prone to blind rage and brawling without brains. They are strength and wit in harmony.
Halfling Provisioners
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +10% Regiment Drill Loss
  • -3% Land Fire Damage
  • -25% Land Attrition
  • +10% Land Force Limit Modifier
  • +10% Reduced Morale Damage Taken By Reserves
  • -3% Shock Damage
An army marches on its stomach.

While boys may think that war is all about prowess, men know that logistics are key. Halflings, while not known for their skill in combat, are the best logistical minds we can hire. Their naturally large appetite has given them a knack for resource management and their efficiency and speed in the delivery and organization of provisions will ensure that our men are always well-fed and on time, even when resources are scarce or of a lesser quality. The smell of comforting halfling dinners combined with the music of halfling troupes will boost the morale of our men and bolster even the most squeamish or underfed of men against desertion, loss of morale or the elements.
Predatory Might
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • -0.2 Infantry Fire
  • +10% Infantry Combat Ability
  • +0.2 Infantry Shock
Harimari do not carry weapons; they are the weapons.

A harimari is not just a sentient feline, it is a large machine of power, agility and wits. The harimari possesses claws that cut like a blade and muscles that can tear any opponent apart. During combat they excel in deadly charges, leaping towards enemies at speeds that outpace even the best cavalry regiments, shattering the morale of enemy lines with their sheer ferocity and intrinsically intimidating physique. They are perhaps not the most popular of races to incorporate into our armies due to historic grievances, yet with time our men will get used to and accept the usefulness of these harimari shock troops to our military ambitions.
Aerial Skirmishers
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +20% Assault Fort ability
  • -10% Fort Defence
  • -10% Land Attrition
  • +15% Siege Ability
Aerial Skirmishers:"The difference between harpies and demons? Demons fly alone.

There are not many things that men in Bulwar fear more than the sound of harpies raining down upon them. These humanoid avian inhabitants of the skies are infamous for their practice of abduction and are strong enough to lift all but the heaviest men high into the air. Luckily we have established a good relation with the harpies and as such enlisting them into the army has become a possibility. The harpies offer us the ability to rain explosives or fire upon enemies from above, supply our men in the most unreachable locations and “pick up” enemy commanders to disrupt enemy communications and battlefield coordination. We can conquer the skies, just as we can conquer land and sea!
Hobgoblin Drill Masters
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • -25% Regiment Drill Loss
  • +100% Army Drill Gain Modifier
  • -10% Land Force Limit Modifier
  • -10% Morale Damage Received
  • -10% Recover Army Morale Speed
Hobgoblins did not invent discipline, though they sure did perfect it.

If the Command teaches us anything, it is that hobgoblins live and die as soldiers. From the moment they can walk, they are trained for war and combat. This upbringing ingrains a discipline in them that has remained unmatched anywhere else and makes the hobgoblins of the Command perfect military instructors. We would be fools, then, not to employ our own hobgoblin community in drilling our armies and making them more organized, disciplined and overall professional. The harsh training regiments of the hobgoblins will make our soldiers more sturdy, reliable and brave, though it will also mean fewer men get through bootcamp, as the weak will not be able to keep up with the high and unforgiving demands of their red drillmasters. Nonetheless, our armies shall be like iron, and march against our enemies with unrivaled discipline!
Humanity First
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +3% Artillery Combat Ability
  • +3% Cavalry Combat Ability
  • +3% Infantry Combat Ability
All The World Belongs To Humanity

It is a simple fact, humanity is the most successful race in all of Halann. We are present and dominant on each continent and everywhere one goes, it is humans that have created the greatest and most durable societies of all time. Empires of elves, harimari or dwarves come and go, yet it is humans that always remain and return. It is as such that we can trust only humans to defend and expand our nation and that no other or lesser race must be allowed to form a sort of fifth column and undermine our ambitions and defense. Humanity first is the motto of our army and our nation!
Kobold Masses
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +5% Allowed Rajput Fraction
  • +15% National Manpower Modifier
  • +10% Land Force Limit Modifier
  • -5% Morale of Armies
  • +5% Shock Damage Received
A thousand drops form a tidal wave.

Kobolds are not known for their physical strength or bravery. However, they are known for their large families and clans. They dwell in large numbers and are rarely seen alone, forming tight-knit communities that rely on their numbers to compensate for their lack of individual strength. By employing these large communities as mass infantry, we can form substantial groups of "replenishable" soldiers who fire and fight in unison. However, this communal behavior could also damage their morale in case of high casualties.
Lizard Mariners
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +15% Marines Force Limit
  • +10% Cavalry Cost
  • +10% Morale of Navies
  • -5% Recover Army Morale Speed
If there is water, a lizardfolk has already won.

Lizardfolk are by their very nature semi-amphibious and masters of aquatic combat. When in water, lizardfolk can reach speeds and depths that make them evasive and nigh-undetectable. So why not employ them for exactly these purposes? By having lizardfolk perform swift and stealthy attacks during amphibious landings and deploying them to secure the first beachheads, can we ensure the success of our naval invasions and deploy our main force with little opposition. Another benefit we could eke is in using lizardfolk to enter and sabotage enemy ships during naval combat and having them perform attacks behind enemy lines, boosting our morale and weakening that of an enemy forced continually to fear our surprise amphibious attacks.
Ogre Shieldbearers
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • -5% Fire Damage Received
  • -15% National Supply Limit Modifier
  • +15% Infantry Cost
  • -10% Shock Damage Received
Meatshield is the best way to describe the body of an ogre.

During battle, stones, shields or other hard surfaces can give one protection from projectiles or allow for a short rest before resuming the fight. But what if these “hard surfaces” were mobile? This is where our ogre population comes into play. The ogres, having naturally thick skins and possessing a strength we cannot even dream of matching, make for perfect shieldbearers. By having them carry immense and thick shields can we offer our men protection from enemy salvos or give our men a place to rest or get patched up by medics. While these mobile fortresses are a boon for our army, they will also cost us a massive amount of food and resources: ogres eat tenfold what our regulars eat and we cannot deny them a single meal, lest they start snacking on some poor nearby infantrymen.
Orcish Martial Culture
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • -15% Fort Defence
  • +0.15 Infantry Shock
  • +15% Shock Damage
  • -10% Siege Ability
An orc’s brain is located in its fists.

Orcs are to many the very embodiment of martial culture, with orcish society being very warfocused and aggressive at its very core. While the orcs within our realm are no roaming warmongers or plunderers, they still maintain their natural strength and martial traditions to this day. So why not employ this culture in our army and adopt the tenets of aggressiveness and overwhelming strength into our army as a whole? By having orcs inspire our men and induct them into martial culture can we turn even the most feeble soldier into a brave and unwavering warrior who will lay down his life for nation and family; if this comes at the cost of a little chaos in the ranks, so be it.
Ruinborn Light Cavalry
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +10% Cavalry Combat Ability
  • -15% Fort Defence
  • -5% National Sailors Modifier
  • -15% Land Attrition
  • +1 Land Leader Manoeuvre
The warcry of the Epednari is as powerful as the thunderbird it follows.

Whether it be Antler Knights, Epednar Riders or else, the ruinborn are known to be some of the best horsemen in Halann. Many ruinborn learned to ride horses even before they could walk or talk and know the saddle like a second home. The employment of ruinborn in our cavalry units gives us a multitude of advantages. Former Antler Knights make for the bravest chargers to shatter even the most disciplined ranks; cunning Epednari scouts can spot even the stealthiest hostiles; and the Taychendi with their war-chariots make perfect mobile fire positions to rain down havoc upon their opponents. Versatile as they are, they come at the cost of pulling ruinborn from the navy, in which they mostly serve.
Unbreakable Walls
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • -15% Cavalry Combat Ability
  • -5% Morale Damage Received
  • -10% Movement Speed
  • +10% Recover Army Morale Speed
Trolls keep calm, and go on.

A troll, as foul as some may think they are, make for the most unwavering and unstoppable warriors that exist. They can endure and even take a slight pleasure in pain and will march on in battle when others would lie down in fear or agony. They not only make for great protection to our regulars, but inspire bravery as well. There is however one downside: horses do not like the smell of trolls and become extremely nervous when they are in the area, greatly weakening the effectiveness of our cavalry units.
Army of Halann
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: human_military
  • +5% Discipline
  • +5% Land Fire Damage
  • +5% Morale of Armies
  • +1 Land Leader Fire
  • +1 Land Leader Manoeuvre
  • +1 Land Leader Shock
  • +1 Leader Siege
  • +10% Morale of Navies
  • +5% Ship Durability
  • +5% Shock Damage
United we stand, divided we fall!

Our nation is not made up of just humans, just elves or just orcs. It does not have just a few dwarves or a single cadre of harimari. No, our nation is the embodiment of racial diversity and the principle that all are welcome. We combine the best traits of all the races of Halann and are, because of this, an army of the races of Halann, by the races of Halann and for the races of Halann. In our diversity we find unity, to victory!
The Pasts' Might Reforged
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: ruinborn_military
  • +10% Allowed Rajput Fraction
  • -15% Cavalry Combat Ability
  • +10% Regiment Costs
  • +5% Infantry Combat Ability
Pasts' might in every soldiers hands!

For ages we've been living in the ruins of Aelantir, slowly trying to rebuild, studying the past, learning from the mistakes of old. Improving on what wreckage was left behind with artifice. Our soldiers are equipped not just with artificer weapons, but armed with the knowledge and might of the arcane warriors of the past.
Lord's Charge
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: ruinborn_military
  • +15% Cavalry Combat Ability
  • +0.15 Cavalry Shock
  • +5% Fire Damage Received
Ride against the storm.

Ruinborn, with their elven agility and keen senses, have a natural affinity towards horsemanship. Armed with enchanted armour, spellcasting sabres or frightening war-chariots, our riders are the elites of the nation, proudly challenging any threats to its security.
Warcry of the Steppes
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: ruinborn_military
  • -5% Artillery Combat Ability
  • +10% Cavalry to Infantry Ratio
  • -20% Cavalry Cost
  • +10% Movement Speed
  • -5% Recover Army Morale Speed
True freedom is found in the immensity of the wilderness.

The vast expanses of Aelantir have been the home of nomadic civilizations since the Ruin, who fiercely fight atop their mounts to keep their independence. With the Cannorians encroaching on our lands, those warriors are ours to command, ready to take back their ancestral homes. Their proud leaders will not see a military defeat with forgiving eyes.
Shield of the People
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: ruinborn_military
  • -15% Cavalry Combat Ability
  • -25% Regiment Drill Loss
  • +100% Army Drill Gain Modifier
  • -8% Fire Damage Received
  • -10% Morale Damage
  • -15% Reinforce Speed
  • -10% Shock Damage Received
War is an art not for the faint of heart.

We do not have lives to waste. We do not have mounts to spare. Every person in the army must know their place and follow orders without question. The disorganised masses of the enemy will break trying to overwhelm our ranks. Their cavalry forced back in the face of smoke and steel. So what if some take our discipline as cowardice? Dead men cannot fight back.
Unrelenting Valor
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: ruinborn_military
  • +5% Allowed Rajput Fraction
  • +15% National Manpower Modifier
  • -3% Infantry Combat Ability
  • +15% Land Force Limit Modifier
  • +5% Shock Damage Received
We will fight to the last man.

With a strong martial culture and populous lands, we can always find new men eager to fight, seeking to prove their bravery or acquire the glory of a God-Hero. There is no need to care about adequately supplying or drilling our soldiers, as the unending mass of reckless warriors will undoubtedly overwhelm even our most prepared enemies.
Seafaring Souls
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: ruinborn_military
  • +20% Artillery Cost
  • +0.3 Artillery Fire
  • +5% Heavy Ship Combat Ability
  • +10% Naval Maintenance Modifier
  • -1% Yearly Naval Tradition Decay
Is there any greater joy than sailing wherever one's heart takes them?

While many of our kin fear the sea, we have long embraced the wide open ocean. Some love the smell of the salty air, others the scent of gunpowder as our enemies are sent into the blue abyss. We are more than happy to invest as much as possible into ruling the waves, the expense is worth it. The benefits to our artillery on land is a nice bonus.
To be of True Blood
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: ruinborn_military
  • -10% Artillery Combat Ability
  • -10% Land Fire Damage
  • +1 Land Leader Shock
  • +15% Shock Damage
Magic is Might!

Our ancestors were famous for their magical powers. It is only fair to assume that we shall be the true successor of their majesty. We shall not waste our energy on simple physical work, but rely and improve on our arcane might. Why should we endanger our soldiers when they can smite them from afar with arcane powers? We shall remind the world who once ruled Halann!
Death From Afar
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: ruinborn_military
  • +10% Fort Defence
  • +8% Land Fire Damage
  • +0.15 Infantry Fire
  • -10% Manpower Recovery Speed
  • -10% Movement Speed
  • +10% Shock Damage Received
War is dirty work. We can make it easier on ourselves.

It is foolish to risk our lives in pointless melee when it's easier than ever to destroy our enemies from afar. Our troops shall embrace the newest technologies and reject such mindless tactics as charging the enemy mindlessly. They shall be worn down on our forts and once they have been weakened by their fruitless efforts, destroyed utterly. However, we shall have to ensure we are not caught off guard.
Cannorian Auxiliaries
  • None of the following:
    • has_adventurer_reform: true
  • has_country_modifier: ruinborn_military
  • +15% Artillery Damage from Back Row
  • +15% Regiment Costs
  • -10% Land Force Limit Modifier
  • +5% Morale of Navies
  • +15% Supply Limit Modifier
Everything changed when the Cannorians landed on our shores.

No matter what we may think of the Cannorians living outside our borders, those who are here have proven their worth. Though we conquered them, it was not without our own blood being shed. Their adventuring spirit, mastery of the ocean, and terrifying artillery can all be incorporated into our military. Their lust for wealth and our distance from the main centres where they acquired their weaponry will make our army smaller and more expensive, but who are we to complain about efficiency?

Tier 6: Deliberative Assembly

Icon Name Potential Effects Description
Parliamentarism
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Have reform: azkare_court
  • None of the following:
    • Have reform: sunrise_court_reform
  • None of the following:
    • Have reform: corvurian_midnight_reform
  • None of the following:
    • Have reform: elikhander_autocracy_reform
  • None of the following:
    • Have reform: teplinbasiet_arena_kingdom_reform
  • None of the following:
    • Have reform: ogre_kingdom
  • None of the following:
    • Have reform: mengotsa
  • None of the following:
    • Have reform: ogre_empire
  • None of the following:
    • Have reform: great_ogre_horde
  • None of the following:
    • Have reform: golden_republic_reform
  • None of the following:
    • Have reform: ameion_parliamentary_reform
  • None of the following:
    • have_had_reform: ameion_parliamentary_reform
  • None of the following:
    • Have reform: eltikan_true_riei
  • None of the following:
    • Have reform: mountainshark_govzenszel
  • None of the following:
    • Have reform: isagumze_scaled_lords_reform
  • None of the following:
    • Have reform: kai_republic
  • None of the following:
    • tag: J33
  • One of the following:
    • None of the following:
      • Culture Group: dwarven
    • None of the following:
      • capital_scope:
        • continent: serpentspine
  • is_revolutionary: false
  • -1 National Unrest
It is time we separate the head of government from the head of state and give the legislative assemblies of the land a larger share in the day to day rule of our state.
Royal Decree
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Have reform: ogre_kingdom
  • None of the following:
    • Have reform: mengotsa
  • None of the following:
    • Have reform: ogre_empire
  • None of the following:
    • Have reform: great_ogre_horde
  • is_revolutionary: false
  • +5 Maximum Absolutism
  • +0.5 Yearly Absolutism
The Monarch rules supreme in this country and loyalty is valued above all else. We must ensure that decrees from the royal court are followed to the letter, and in in all parts of our country.
Aristocratic Court
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Have reform: ogre_kingdom
  • None of the following:
    • Have reform: mengotsa
  • None of the following:
    • Have reform: ogre_empire
  • None of the following:
    • Have reform: great_ogre_horde
  • None of the following:
    • Culture Group: goblin
  • +1 Diplomatic Reputation
  • +15% Improve Relations
The Nobility served us well over the centuries, and has become an integral part of our government. In order to better control, reward, and gain the support of these ancient aristocratic families we must continue to tie them closely to our royal person and the royal court.
General Estates
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Have reform: ogre_kingdom
  • None of the following:
    • Have reform: mengotsa
  • None of the following:
    • Have reform: ogre_empire
  • None of the following:
    • Have reform: great_ogre_horde
  • is_revolutionary: false
  • -5% Ahati Loyalty Equilibrium
  • +10% All Estates' Loyalty Equilibrium
  • +10% Monthly Reform Progress Modifier
The ancient privileges of the estates must be respected and their role in legislation be strengthened. Let us regularly call the general estates as a way to guide and counsel our great ruler.
States General
  • None of the following:
    • Culture Group: harpy
    • Culture Group: goblin
    • has_government_attribute: has_harem
    • has_government_mechanic: argordstun_luster_mechanic
    • Have reform: oak_monarchy_reform
    • Have reform: hobgoblin_stratocracy_reform
    • Have reform: original_castanor_trials_reform
    • Have reform: dynastic_castanor_trials_reform
    • Have reform: ogre_kingdom
    • Have reform: mengotsa
    • Have reform: ogre_empire
    • Have reform: great_ogre_horde
    • Have reform: teplinbasiet_arena_kingdom_reform
    • Have reform: guwaamud_harem_reform
    • Have reform: blorc_monarchy_reform
    • Have reform: varamhar_eternal_empire
    • Have reform: varamhar_eternal_empire_mandate
    • Have reform: dakinshi_warlord_reform
    • Have reform: namasonamingo_reform
    • Have reform: drakonshani_dominion
  • None of the following:
    • tag: I20
  • None of the following:
    • tag: Z43
  • None of the following:
    • ruler_can_revive: true
  • is_emperor_of_china: false
  • is_revolutionary: false
  • -10% Stability Cost Modifier
By a Union of States with representatives in the States General we can more easily deal with the pro-federal movements in our nation while retaining our Monarchy.

Through elections and events, the §YStatists§! and §YMonarchists§! will vie for control over the nation. The effects of this reform and the frequency of elections depend on which faction is currently in power.
Merchant Matriarchs
  • None of the following:
    • has_country_flag: hasQueendomGovBarFlag
  • One of the following:
    • tag: F50
    • was_tag: F50
  • has_country_modifier: harpy_administration
  • is_revolutionary: false
  • -10% Stability Cost Modifier
The rise of the Merchant Matriarchs sets the stage for the overt and covert conflict in Muléni society between two factions, the Peacocks and the Sparrows.

§YThis uses the States General mechanic, though remaining as a monarchy with no elections for both factions.§!

Allows §YPlutocratic§! Idea Group.
Disallows §YAristocratic§! Idea Group.
Merchant Matriarchs
  • One of the following:
    • tag: F50
    • was_tag: F50
  • has_country_flag: hasQueendomGovBarFlag
  • has_country_modifier: harpy_administration
  • is_revolutionary: false
  • -10% Stability Cost Modifier
The rise of the Merchant Matriarchs sets the stage for the overt and covert conflict in Muléni society between two factions, the Peacocks and the Sparrows.

§YThis uses the States General mechanic, though remaining as a monarchy with no elections for both factions.§!

Allows §YPlutocratic§! Idea Group.
Disallows §YAristocratic§! Idea Group.
The Feuillant System
  • None of the following:
    • ruler_can_revive: true
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • -0.1 Yearly Republican Tradition
  • -10% Stability Cost Modifier
There are many citizens and politicians in the Republic who wish to return to the tyranny of an absolute monarchy. However, the Feuillant political group believe in a compromise; that powers in the nation should be split between an Emperor and a President, similar to a constitutional monarchy. By riding the delicate balance between Empire and Republic, we may actually please both the Imperialists and Republicans within our nation.
The Two-Chamber System
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +1 Free Policies
  • +0.15 Yearly Republican Tradition
For a long time, the Canton system maintained the peace, stability, and independence of small democratic leagues like the Swiss and Swabian Federations. By similarly dividing our legislature into a Grand Council representing the Cantons, and the Senate representing the republic as a whole, we may protect the interests of the individual cities and cultural identities within our nation while still placing the values of the Revolution above all else!
Imperial Decree
  • is_revolutionary: true
  • +20 Maximum Revolutionary Zeal
The Emperor rules supreme in this nation and disloyalty to the Emperor is equivalent to disloyalty to the Revolution. All decrees issued by the Empire are of course done so in the interest of the people, the Revolution, and the Empire, and disloyalty shall not go unpunished.
Become a Republic
  • is_revolutionary: false
Monarchy has run its course for this country. It is time we reform the government at its very top and institute a republic with electable rulers.
Install Theocratic Government
  • is_revolutionary: false
Religion is the only truly viable way to judge right and wrong. Let us reform the government at its very core and have the divine guide us from now on.
Return to the Revolutionary Republic
  • is_revolutionary: true
The Empire has served its purpose of advancing the needs of the people through an absolute government. Now that our mission is complete, we should hand our powers back to the people we have fought so hard to liberate and allow them to choose their own destiny.
Assembly of Holds
  • None of the following:
    • Have reform: amlharaz_reform
  • capital_scope:
    • continent: serpentspine
  • Culture Group: dwarven
  • -0.1 Monthly Autonomy Change
  • -1 National Unrest
Due to the immense wealth and power that holds have within our nation, a special Council of Holds is necessary to placate them. Allowing Holds to have influence within the government will allow our nation to become more centralized and we can now tighten our grip on the inner workings of these distant metropolises.
The Amlharaz
  • capital_scope:
    • continent: serpentspine
  • Culture Group: dwarven
  • exists: I24
  • +2 Diplomats
  • -15 Maximum Absolutism
Council comprising of the lesser kings and rulers of Aul-Dwarov holds, presided by the High King.

§GThis will create a continental parliament, comprised of all our §gAmlharaz§! subjects, with voting sessions happening every 5 years.§!
Cyranvar Parliament
  • has_country_flag: cyranvar_parliament_reform
  • -1 National Unrest
The Cyranvar Parliament acts similarly to a federal system of government. Under this system, powers are distributed between our monarch and the nine Groves, each nominally held by members of the nine Clans.
Closed War Room
  • Have reform: hobgoblin_stratocracy_reform
  • +1 Land Leader Shock
  • +10 Maximum Absolutism
Our Empire is like an army, and it is run with the strictness of one. Decisions are made by the War Room and the Grand Marshal and everyone else's duty is to follow orders.
Assembly of Commands
  • Have reform: hobgoblin_stratocracy_reform
  • +5% All Estates' Loyalty Equilibrium
  • -10 Maximum Absolutism
We are made up of multiple Commands and each Command is made up of many soldiers, officers and staff, all with their own expertise and experience. It only makes sense that from this immense pool of knowledge we assemble the best and brightest and hear out their ideas.
Jadd Exemplary
  • One of the following:
    • Have reform: jadd_exemplary
    • have_had_reform: jadd_exemplary
The Jadd faith revolves around the incorporation of all people under the Light of Surael. It therefore is only natural that the court of the Jadd Empire saw a council of different races within the empire, known as the Jadd Exemplary.
Mortal Court
  • One of the following:
    • Have reform: adenica_mortal_court
    • have_had_reform: adenica_mortal_court
  • religion: regent_court
  • +1 Administrative Free Policies
  • -5 Maximum Absolutism
  • +1 Administrative Possible Policies
  • -0.05 Yearly Corruption
The Mortal Court is an attempt to emulate the organization and structure of the Regent Court itself, but on the mortal plane. Each god is represented by someone who has sworn oaths to uphold the god's values and interests as best as can be interpreted.
Dominion Assembly
  • One of the following:
    • Have reform: castanor_dominion_administration
    • have_had_reform: castanor_dominion_administration
  • -20% Diplomatic Annexation Cost
  • -5% Nobility Influence
  • -5% Nobility Loyalty Equilibrium
  • -10% Liberty Desire in Same Continent Subjects
Castanor's Dominions now have an official, permanent, assembly of their own in the Imperial District of North Castonath. Each Dominion must send several persons of high status to the assembly, where they are required to live year-long.

There, they nominally debate issues and policies to bring up to the reigning Castan. The Castan still has the final say in any matter, of course, and the sequestering of these representatives in the Imperial District allows a watchful eye to be kept on them at all times.
Segamlavad
  • One of the following:
    • Have reform: seghdihr_segamlavad
    • have_had_reform: seghdihr_segamlavad
  • -15% Envoy Travel Time
  • +1 Administrative Free Policies
  • -10% Military Advisor Cost
The Segamlavad accommodates thoughtful debate when the topic allows for it as well as rapid decision making when necessity calls. Each of the five holds of the central Dwarovar has a seat, representing the unique needs of their constituents. Deliberation and argumentation is encouraged, but at any point the Bright-King has the authority to break a deadlock over an unresolved issue in times of crisis.
The Great Assembly
  • One of the following:
    • Have reform: great_ogre_horde
    • Have reform: mengotsa
    • Have reform: ogre_empire
    • Have reform: ogre_kingdom
  • -15 Maximum Absolutism
All of the leaders of the various clans and tribes sit as equals at this assembly, and it is here that each leader gives council that allows our ruler to efficiently administer our ever expanding realm.
Claim the Mengurkha
  • One of the following:
    • Have reform: great_ogre_horde
    • Have reform: mengotsa
    • Have reform: ogre_empire
    • Have reform: ogre_kingdom
  • +20 Maximum Absolutism
To claim the title of Mengurkha, Lord of Ogres, is a bold move. A move that we will shall make, for this nation is ours by right and our rule shall not be questioned!
Stratocratic Rule
  • Have reform: bianfang_stratocratic_reform
  • was_tag: Y09
  • +1 Monarch Military Skill
  • +1% Yearly Army Professionalism
The dreams of Bianfang's Dragon Kings have been fulfilled, Yanshen has been transformed into a well-oiled military machine able to rival even The Command itself. Yanshen's people are finally capable of overcoming any threat and never have to fear a foreign conqueror again.
Ameioni Parliament
  • One of the following:
    • tag: G00
    • tag: G52
  • One of the following:
    • Have reform: ameion_parliamentary_reform
    • have_had_reform: ameion_parliamentary_reform
  • +1 Administrative Free Policies
  • +1 Possible Policies
  • -10% States Governing Cost
The Parliament of Ameion is dedicated to the efficient governance of the numerous cities across the state, allowing them to enact their own policies and voice concerns on the national level.
The Little Pack
  • One of the following:
    • Have reform: tluukt_littlepack_reform
    • have_had_reform: tluukt_littlepack_reform
  • Culture Group: gnollish
The loyalties of our Bulwari subjects have often at times been challenged by their own self-interests. Gnoll hegemons of the past have sought to curb these self-interests with the penalties of pain and suffering, but we have grown wiser to the needs of our subjects.

By relaxing the rigid hierarchies established by Tluukt and allowing for some social mobility among our krah subjects, we can engender a greater fealty than the threat of a whip ever could. The trick lay in the price of this mobility - much like true gnolls, those Bulwari who seek to elevate themselves must do so at the expense of their fellows, such that only the most worthy may ascend. And, of course, this new 'Little Pack' will always be subservient to our greater pack.
Grand Assembly
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • One of the following:
    • Culture Group: bulwari
    • Primary Culture: sun_elf
  • is_revolutionary: false
  • +5% All Estates' Loyalty Equilibrium
  • -10 Maximum Absolutism
Known as Utur-Laruq by the Zanites, and Dannašru by the rest of Bulwari, the institution is the Grand Assembly of the Barkabti and the Ralkadezim, the human and elven aristocrats of the realm, that convene to solve disputes regarding succession, or to be consulted by the government during times of crisis.

By codifying their rights and duties, we may better use the council of this wise assembly to guide our nation towards a more radiant future.
Alchemical Exploration Corps
  • One of the following:
    • Have reform: alchemical_exploration_corps_reform
    • have_had_reform: alchemical_exploration_corps_reform
  • +1 Diplomatic Relations
  • +1 Diplomats
  • -20% Envoy Travel Time
  • -25% Governing Capacity Modifier
  • -15 Maximum Absolutism
By formally institutionalizing the Alchemical Exploration Corps as the de facto diplomatic branch of the nation's government, it is possible to fully utilize the connections and pathways forged by these explorers to solidify the country's diplomatic outreach. This will also allow for the government to have greatly increased access to alchemical and artificery resources from these diplomatic connections. However, the Alchemists who now control a great deal of the nation's power will be able to exert more power over the government itself, acting as a collective ruling body under the king, and pushing for a more decentralized country, thus taking some power away from the monarch
The Big Box of Goblin Complaints
  • Culture Group: goblin
  • -2 National Unrest
  • -1% Prestige Decay
  • -20% Unjustified Demands
We are a society of many goblins—individuals, families, factions, and more—and some of them take issue with how things are done. In earlier eras, a simple whipping would have quieted the complaining, but our advisors say subtler methods are needed in this age of advanced governance. From now on, complaints will be formally recognized and put into the Big Box of Goblin Complaints, scraps from which will be taken out and declaimed for the amusement of the Clanboss and their court. Not to say that anything will be done about them, but goblins like to know their voices are being heard.

Tier 7: The Administrative Cadre

Icon Name Potential Effects Description
Administrative Clergy
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Have reform: ogre_kingdom
  • None of the following:
    • Have reform: mengotsa
  • None of the following:
    • Have reform: ogre_empire
  • None of the following:
    • Have reform: great_ogre_horde
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • +5% Clergy Loyalty Equilibrium
  • +1 Administrative Free Policies
  • +5% Lower Castes Loyalty Equilibrium
  • +5% Mages Loyalty Equilibrium
The clergy already possess many of the skills we look for in administrators. They are well educated, experienced scribes and they have a higher calling. In many ways allying ourselves with the clergy would offer an efficient and very strong cadre of administrators.
Nobles of the Robe
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Have reform: ogre_kingdom
  • None of the following:
    • Have reform: mengotsa
  • None of the following:
    • Have reform: ogre_empire
  • None of the following:
    • Have reform: great_ogre_horde
  • None of the following:
    • All of the following:
      • None of the following:
        • has_estate: estate_nobles
      • has_estate: estate_maratha
      • Technology Group: indian
  • None of the following:
    • All of the following:
      • None of the following:
        • has_estate: estate_nobles
      • has_estate: estate_rajput
      • Technology Group: indian
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • -10% Leader Cost
  • +10% Nobility Influence
  • +5% Nobility Loyalty Equilibrium
  • +5% Upper Castes Loyalty Equilibrium
The noble families of the realm have sworn to provide not only council but also eternal loyalty to our monarch. As our realm expands it is clear that these duties cannot be solely performed by serving us with sword in hand. It is time for a new generation of nobles to serve, in robes and armed with pens they will aid the state just as well as their brothers do with their swords and armor.
Meritocratic Recruitment
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Have reform: ogre_kingdom
  • None of the following:
    • Have reform: mengotsa
  • None of the following:
    • Have reform: ogre_empire
  • None of the following:
    • Have reform: great_ogre_horde
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • +5% Adventurers Loyalty Equilibrium
  • -10% Advisor Cost
  • +5% Burghers Loyalty Equilibrium
  • -0.1 Yearly Corruption
We cannot let old privileges govern who will get the privilege of serving our kingdom as it grows. Instead we must look only to the ability of each and every one. A meritocratic system is one where administrators are chosen for their talent, and not their parents.
Dynastic Administration
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Culture Group: dwarven
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • +1 Possible Advisors
  • +1 Monarch Administrative Skill
  • +0.2 Yearly Corruption
The estates are not trustworthy allies to the monarchy as their priority is expanding their own power instead of serving the state. Only the relatives of the ruler should be entrusted with managing the administrative challenges the state has to face.
Permanent Marathas Council
  • Has DLC Enabled: Dharma
  • has_estate: estate_maratha
  • Technology Group: indian
  • +1 Land Leader Shock
  • -10% Nobility Influence
  • -5% Nobility Loyalty Equilibrium
Maratha generals and civic leaders are an important part of the balance of power in our nation. We should formalize their assemblies and establish a permanent council of the Marathas to guide our nation.
Governmental Purbias Register
  • Has DLC Enabled: Dharma
  • has_estate: estate_rajput
  • Technology Group: indian
  • -10% Nobility Influence
  • -5% Nobility Loyalty Equilibrium
  • +5% Recover Army Morale Speed
The state is taking measures to attract elite Rajput warriors from all over India. Steps should be taken to organize these warriors into cohesive regiments upon arrival so that they can be deployed more effectively.
Revolutionary Principle
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +15% National Manpower Modifier
  • +10% Morale of Armies
The purpose of our state is quite simple; to spread the Revolution. We must centralise our state around the idea that it is only be liberating all people of the world into Revolutionary states that we may create an everlasting state of peace and equality in the world.
Equality Principle
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +2 Tolerance of Heathens
  • +2 Tolerance of Heretics
Although our state holds Egalité as one of its core values, it is clear that we have completely failed in our goal to treat all our people with fairness and equality. The core principle of our nation must be to eliminate the barriers of gender, culture, and social class and ensure that it is known that all people are created equal and a good start to that would be to ensure that religion remains a private matter and does not dictate one’s rights within the state.
Imperial Principle
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • -10% Aggressive Expansion Impact
  • -10% Province War Score Cost
The Revolution has made it clear that our nation, above all others, wields the divine right to hold Imperial Hegemony over all other nations. The states around us are fragile and weak, and it is clear that only by directly controlling these states ourselves will we ensure that the values of the Revolution are enforced on the people.
Administration of the Wolf
  • Have reform: hobgoblin_stratocracy_reform
While our army is still made up of all Commands, we have given primary control of our administration to the Wolf Command. With their greater experience in management and logicistics they will greatly aid our empire.
Administration of the Boar
  • Have reform: hobgoblin_stratocracy_reform
  • -1% Yearly Army Tradition Decay
  • +100% Prestige from Land battles
While our army is still made up of all Commands, we have given primary control of our administration to the Boam Command. While not the most well versed adminstrators, they have clear understanding of showmanship and will surely be able to keep our nation at high standing among all others.
Administration of the Lion
  • Have reform: hobgoblin_stratocracy_reform
  • +5% All Estates' Loyalty Equilibrium
While our army is still made up of all Commands, we have given primary control of our administration to the Lion Command. With their experience in leadership they will be able to keep the many people of our empire will loyal.
Flexible Administration
  • Have reform: hobgoblin_stratocracy_reform
  • +1 Administrative Free Policies
  • +1 Administrative Possible Policies
Like our empire, our administration is made up of multiple Commands. This keeps the administration divided and answerable directly to our Grand Marshal.
The Orders of Surael
  • Has DLC Enabled: Golden Century
  • religion: the_jadd
  • +5% Clergy Loyalty Equilibrium
  • -50% Establish Local Organization Cost
  • +1 Tolerance of the True Faith
  • +5% Upper Castes Loyalty Equilibrium
Within the Jadd Empire, a large part of the administration was delegated to the holy orders of Surael. This left the church with more power, but also allowed the Empire to make full use of the orders.
Consolidated Raj
  • has_government_attribute: is_raja
  • Have reform: consolidated_raj_reform
  • +50% Governing Capacity Modifier
  • +10% Raj Ministries Loyalty Equilibrium
The Raja has consolidated the power of the ministries round the title of the Raja and greatly centralised their power to better control the Raj directly.
This reform increases the influence of the Raj ministries in all Prabhia and Senaptia by 10%.
Permanent Patrician Council
  • One of the following:
    • Have reform: castanor_permanent_patrician_council
    • have_had_reform: castanor_permanent_patrician_council
  • -10% Advisor Cost
  • +10% Global Trade Power
  • -10% Nobility Influence
  • -5% Nobility Loyalty Equilibrium
Patrician traders and civic leaders are an important part of the balance of power in our nation. We should formalize their assemblies and establish a permanent council of the patricians to guide our nation.
Modernized Administration
  • One of the following:
    • Have reform: birsartanses_central_administration_1
    • have_had_reform: birsartanses_central_administration_1
  • -10% Core-Creation Cost
The administration is modernizing and increasingly acts on meritocratic principles. A growing bureaucracy supports the state.
Central Administration
  • One of the following:
    • Have reform: birsartanses_central_administration_2
    • have_had_reform: birsartanses_central_administration_2
  • -10% Core-Creation Cost
  • +1 Administrative Free Policies
  • +10 Maximum Absolutism
The central administration has achieved a high level of bureaucratization and is able to project power and control to even the furthest reaches of the realm. Large numbers of educated officials, chosen for their talent and work ethic, stand ready to enact any royal decree.
Asra Bank Administration
  • One of the following:
    • All of the following:
      • None of the following:
        • has_country_flag: khug_bank_out
      • Have reform: khug_asra_reform_monarchy
    • All of the following:
      • None of the following:
        • has_country_flag: khug_bank_out
      • have_had_reform: khug_asra_reform_monarchy
  • -0.5 Interest Per Annum
The administrative and economic departments in our state are filled with officials of the Asra Bank, crafty businessdwarves and smart investors. With their experience we can lead Khugdihr to a new age of prosperity and riches to rival the splendor of Aul-Dwarov.
I'm the Baozh!
  • One of the following:
    • Have reform: great_ogre_horde
    • Have reform: mengotsa
    • Have reform: ogre_empire
    • Have reform: ogre_kingdom
  • -5% Core-Creation Cost
  • -5% Stability Cost Modifier
We are the boss, and we will not share power with lick-spittle upstarts. We reign supreme and all others will answer to us because we do not serve, we rule!
Delegate to the Clans
  • One of the following:
    • Have reform: great_ogre_horde
    • Have reform: mengotsa
    • Have reform: ogre_empire
    • Have reform: ogre_kingdom
  • -5% Development Cost
  • -5% Land Maintenance Modifier
Allowing the many minor tribes and clans dwelling in the hinterlands of our state a degree of control in their territories would put the burden of maintaining their own warriors and developing the lands they inhabit on them, while allowing us to focus our attention, and treasury, on more pressing matters.
Balgarsmiths in the Administration
  • One of the following:
    • Have reform: balgarsmiths_administration
    • have_had_reform: balgarsmiths_administration
  • -10% Construction Cost
  • +5% Clergy Loyalty Equilibrium
  • +5% Production Efficiency
The Balgarsmiths, compared to the rest of clergy in the Cannorian Pantheon have often found themselves specializing in positions of smithing and construction instead of the normal clerical duties. Due to this, our realm, already a bastion of Balgar worship, seemed obvious for a place to have them in our government. These Balgarsmith administrators, though not as well versed in the usual administrative duties of many of the normal clergy, should give us an edge in terms of economic development.
The Commonwealth
  • Have reform: honsai_the_commonwealth_mon
  • -5% All Estates' Loyalty Equilibrium
  • -40% Liberty Desire from Subject Development
Our stability relies heavily upon the loyalty of our vassals. To ensure smooth relationship with them we founded a new council, reporting directly to our monarch. The Commonwealth Council is comprised of representatives from our state and all of our vassals. The council is able to submit petitions and has a veto right on laws which directly touches them. This ensures that we have a good idea of what our vassals want and need from us, and our vassals are given assurance that their position is respected.
Institutional Harem
  • Have reform: siadan_harpy_empire
  • -10% Advisor Cost
  • +2 Possible Advisors
One of the more important aspects of the harem is the advisory nature of the harem's members - and with the increased power of the Queen over all aspects of the Siadúnan state, this aspect has reached paramount importance. The most brilliant, cunning, intelligent and beautiful of the country’s subjects are gathered around the Queen, ready and willing to provide sound counsel at a moment's notice. Be it in the bedchamber or the many baths, dining rooms, gardens and lounges of the Grand Harem at Siadúnasar, they have been instrumental in lending a helping hand to the governance of the empire.
Eunuch Administrators
  • None of the following:
    • has_country_flag: anti_eunuch_country
  • Have reform: bianfang_eunuch_administrators_reform
  • was_tag: Y09
  • -10% Advisor Cost
Purged of all their perfidy, the eunuchs now make up a loyal administrative cadre for our empire, mirroring their service to Harimar's Empire of old, but this time serving under a human sovereign.
Military Administrators
  • has_country_flag: anti_eunuch_country
  • Have reform: bianfang_military_administrators_reform
  • was_tag: Y09
  • +10% Manpower Recovery Speed
  • -15% Military Advisor Cost
  • +10% Nobility Loyalty Equilibrium
The administration is composed of retired soldiers and military officers and has a government hierarchy modelled after the military. Military service is a requirement for holding a position in the bureaucracy, from the lowest paper pusher to the highest of provincial governors.
Standardized Millets
  • One of the following:
    • Have reform: standardized_millets_reform
    • has_unlocked_government_reform:
      • government_reform: standardized_millets_reform
    • have_had_reform: standardized_millets_reform
  • -10% Diplomatic Annexation Cost
  • +10% Reform Progress Growth
The Millets of the Ottoman Empire are a set of Islamic rules of how non-Muslims are treated in the empire. In the past, these millets were non-uniform, the reformation of the Millets standardizes the treatment of heathens and introduces additional laws for the administration of the domain.
Direct Royal Administration
  • Has DLC Enabled: Domination
  • has_unlocked_government_reform:
    • government_reform: direct_royal_administration_reform
  • -5% Core-Creation Cost
  • +10 Maximum Absolutism
  • +0.5 Yearly Absolutism
The administration of the state is in the hands of the monarch. Many decisions and laws are enacted by the ruler without the consensus of the Parliament.
Parliamentary Administration
  • Has DLC Enabled: Domination
  • has_unlocked_government_reform:
    • government_reform: administration_of_the_parliament_reform
  • +20% Improve Relations
The administration of the state has become a crucial part of the Parliament itself. The power of the monarch is greatly reduced in order for the Parliament to enact decisions without intervention from above.
Strengthened Parliament
  • Has DLC Enabled: Domination
  • has_parliament: true
  • -10% Development Cost in Primary Culture
  • -20 Maximum Absolutism
The parliament is the heart of the state. By strengthening the authority of the parliament and granting seats to some of the estate we can ensure a greater variety of issues and debates.
Modernize the Ordsiwyn Armies
  • has_government_attribute: centaur_nomadism_attribute
The Convocation of Elders
  • One of the following:
    • All of the following:
      • tag: I24
      • was_tag: H76
    • tag: H76
  • Have reform: argordstun_exemplary_meritocrats
  • +1 Administrative Free Policies
  • -0.1 Yearly Corruption
The Convocation of Elders is a forum for schools of thought other than our own, crafted to improve our governance without sacrificing an ounce of control. Nobles and experts from each owned hold are integrated into a sub-assembly of the Gleaming Council, which is then utilized by the main government chambers for testimony, advice, and expertise. While the Convocation provides aid in deliberative policy-making, they have no actual power: they serve purely in an advisory role, with all decisions being made by the monarch or the Gleaming Council. Still, they provide excellent advice, and help us keep the other holds in line!
Victors of Ozarm'Chadash
  • Culture Group: orcish
  • +10% Advisor Cost
  • -1 Leader(s) without Upkeep
  • +5% Morale of Armies
  • -25% Cost of Advisors with Ruler's Culture
The only blood that gives worth to an orc is the blood spilled in battle or in honorable duels. Male or female, rich or poor: all orcs are equal when they are challenged to Ozarm'Chadash. Only winners of this most esteemed ritual, no matter who they are, will be integrated into leading positions of our administration and military, for only the fittest can rule over us.

Tier 8: Economical Matters

Icon Name Potential Effects Description
Empower the Burghers
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • Culture Group: goblin
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • +5% Burghers Loyalty Equilibrium
  • +5% Global Trade Power
  • +5% Trade Efficiency
The Burghers are the traders and merchants of our state. They ensure that a constant stream of money finds its way into our state. To empower their privileges and their influence leads to a faster accumulation of our wealth.
Curtail the Burghers
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • One of the following:
    • None of the following:
      • Has DLC Enabled: Emperor
    • is_revolutionary: false
  • +15% Trade Steering
The rights and privileges of the Burghers have been too vast for far too long. Wars and expansion of the state are confronted by a lack of support from our own class of merchants. It is time to curtail the rights of the traders and create a centralized state.
Re-establish the Burgher Class
  • None of the following:
    • has_estate: estate_middlecastes
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +10% Goods Produced Modifier
  • -10 Maximum Revolutionary Zeal
The Burghers of the past government were the class of merchants and craftsmen. Unlike the nobility, the class of the Burghers had no role of oppression in the past and as such it is worth to restore their old systems once again.
Exploitation of the New World
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • capital_scope:
    • None of the following:
      • continent: north_america
    • None of the following:
      • continent: south_america
    • None of the following:
      • continent: new_world
    • None of the following:
      • continent: serpentspine
  • +1 Colonists
The resources of the New World are plenty and of great value. By granting certain rights and privileges to our merchants, we can assure that these foreign goods are exploited and transported to our state, which we then distribute in the Old World.
Mercantilistic Approach
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • +15% Domestic Trade Power
  • -10% Cost to Promote Mercantilism
  • +5 Merchant Trade Power
Free trade implies an equal relation between imports and exports of goods. While beneficial for certain goods, it is of little value for our state. Only through maximizing our exports while minimizing the import from foreign powers, our state can grow its economy.
Embrace Free Trade
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • +20% Trade Power Abroad
  • +25% Institution Spread
Merchants from all of the world should be able to travel into our lands to engage with our population in trade and commerce. Abandoning the narrowness of mercantalism, the state gains an easier access to foreign thoughts.
Embrace the Economic Theory
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Culture Group: dwarven
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • +0.2 Yearly Inflation Reduction
  • -0.5 Interest Per Annum
The economy plays an undeniably important role within the apparatus of the state. The complex systems of trade, finance and luxury need to be tamed to serve the health of the government.
War Economy
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Culture Group: dwarven
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • -10% Regiment Costs
  • -10% Ship Costs
  • -50% War Taxes Cost
The economical security of the state is based on our ability to wage and win wars. Manufactories in our state have no other purpose than fueling our military ambitions.
Órdimean Proviso
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • -5% Development Cost
  • +5% Goods Produced Modifier
Unused property is a waste to both nature and the state. By introducing and emphasizing hard goods which yield utility over periods of time, the people can exchange their exessive possessions without offending the natural law. The government would moderate the conflict between accumulation of property and distribution of wealth.
Thalassocracy
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • One of the following:
    • None of the following:
      • Culture Group: dwarven
    • tag: F23
    • tag: G90
  • has_unlocked_government_reform:
    • government_reform: thalassocracy_reform
  • -10% Center of Trade Upgrade Cost
  • +15% Global Trade Power
  • +25% Naval Force Limit Modifier
  • -10% Trade Company Investment Cost
Thalassocracy, Rule by The Sea. Ours is a people whose lives are lived out with, by and for the sea. Our empire stretches far beyond our homeland and into far-flung colonies in our extended Outremer, our Lands Beyond The Sea. From coast to coasts beyond, our flags wave from ships upon the briny foam. The sea is cold, yet we have made it our home. Let no one challenge us in our proper element.
Royal Charters
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Culture Group: dwarven
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • Has DLC Enabled: Domination
  • has_unlocked_government_reform:
    • government_reform: royal_charters_reform
  • -1 National Unrest
  • -15% Stability Cost Modifier
  • -0.1 Yearly Corruption
The royal charters are allowances granted by the monarch to individuals or trade companies to bestow them with unique rights and power. Nowadays, it is mostly issued for corporations and universities.
British Global Trade Policy
  • None of the following:
    • has_government_attribute: is_pirate_republic_reform
  • None of the following:
    • has_adventurer_reform: true
  • None of the following:
    • Culture Group: dwarven
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • Has DLC Enabled: Domination
  • has_unlocked_government_reform:
    • government_reform: commercial_trade_empire_reform
  • +25% Ship Trade Power
  • -33% Cost to Promote Mercantilism
  • -10% Trade Company Investment Cost
The ways of mercantilism have recently proven to be unprofitable. The government no longer restricts imports nor exports of goods and acts instead after the principles of the Wealth of Nations.
Ensure Worker Rights
  • None of the following:
    • is_adventurer: true
  • None of the following:
    • is_or_was_tag:
      • tag: I08
  • Culture Group: dwarven
  • +5% Burghers Loyalty Equilibrium
  • +1 Administrative Possible Policies
  • -25% State Maintenance
The madness of the Hoardcurse all too clearly demonstrated the folly of leaving our workers at the mercy of unchecked robber barons. Our emergency reforms successfully staunched the bleeding and ended the worst offenses, but if we want our economy to thrive long into the future, we must strengthen the rights of our traders and laborers so that they can never again be so exploited.
Wartime Economics
  • Have reform: hobgoblin_stratocracy_reform
  • -10% Goods Produced Modifier
  • -15% Reinforce Cost
  • +10% Reinforce Speed
  • -100% War Taxes Cost
The business of the state is war. It is therefor imperative that the engine of the state supports its primary business. All economic activity should be turned towards this goal.
Gerunanin Economic Freedom
  • Have reform: hobgoblin_stratocracy_reform
  • +5% Global Trade Power
  • +5% Trade Efficiency
The Gerunanin, the conquered peoples, are the largest force of economic production in the state. They should be given their freedoms to pursue greater wealth and productivity as that will strengthen the state in turn.
Domestic Practices
  • Have reform: hobgoblin_stratocracy_reform
  • +10% Domestic Trade Power
  • -10% Cost to Promote Mercantilism
  • +10% Production Efficiency
The household, or Ekyun, is the core of hobgoblin society, it both produces the soldiers, keeps them fed and equips them. The members of the household are the core of economic and military production of hobgoblin society, we need to protect this institution at all costs.
Grain Lords
  • Have reform: barumand_grain_lords_reform
  • -10% Land Maintenance Modifier
After a few hundred years of perfecting grain production and uplifting it in Orcish/Human society, the Barumandi have become the Lords of Grain.
Prosperity through Conflict
  • Technology Group: tech_black_orcish
  • -15% Regiment Costs
  • -0.03 Monthly War Exhaustion
  • -50% War Taxes Cost
Wasting time and wealth building an economy is for others, not us! Our economy should serve the army, so that we can take more wealth from others!
Perfected Exploitation
  • None of the following:
    • is_adventurer: true
  • Culture Group: dwarven
  • is_or_was_tag:
    • tag: I08
  • -2 National Unrest
  • +5% Nobility Loyalty Equilibrium
  • +15% Production Efficiency
The madness of the Hoardcurse all too clearly demonstrated the folly of entrusting the Adventurer Lords with such unchecked power. Our emergency reforms have allowed us to curtail the strongest of privileges, allowing the Highlord to become the largest owner of the indentured masses. With a now subservient class of nobility, we can utilize the Ostentatious Overseers to their maximum potential...allowing us complete control over all slaves within Haraz Orldhûm's domain.
Sponsor the Servants
  • One of the following:
    • has_country_flag: updating_isolationism_window
    • religion: bulwari_sun_cult
    • religion: old_bulwari_sun_cult
  • -20% Center of Trade Upgrade Cost
A Holy Order composed by some of the best artisans and artists of Bulwar, the Servants of Surael are one of the most important groups of Bulwar. By supporting their cause and allowing them to expand their operations outside the Temple walls, our nation can benefit from the fruit of their craftsmanship.
Ogrish Production Methods
  • has_government_attribute: centaur_nomadism_attribute
Regular De-Hoardings
  • Culture Group: goblin
  • +10% National Tax Modifier
  • -15% Stability Cost Modifier
  • -0.1 Yearly Corruption
The goblin bosses at the top have always had their positions coveted by their underlings. A boss that did not treat their workers fairly was traditionally afflicted with un-heading, multiple stabbery, and sudden onset lack-of-limbs. The practice of pre-emptively distributing some of these bosses' hoards should prevent any such uprisings from occurring, with the added bonus of making it more readily available for our tax collectors.
What's Mine is Mine
  • Culture Group: goblin
  • +5% Burghers Loyalty Equilibrium
  • +5% Trade Efficiency
Traditional goblin economic principles are simple: Buzz off, I got mine! Over the years, this has led to some goblins who have quite a lot, and a great many goblins who have very little. We can secure the cooperation of the former group in return for protecting them from the latter. Let them have what's theirs, so long as they remember who it is that lets them keep it.

Tier 9: Legitimation of Power

Icon Name Potential Effects Description
Camiran Reign
  • +15% Aggressive Expansion Impact
  • +10 Maximum Absolutism
  • -1 Stability Hit to Declare War
The state is above morals; above virtues and sins. The government must make decisions purely based on the beneficial gains for the state - even if they are deemed as "evil". As such the sovereign has the right to act for the benefit of his state without moral consideration.
The Balance of Power
  • -1 National Unrest
  • -5 Years of Separatism
Absolute rule of a single monarch is as detrimental to the state as letting the masses rule over themselves. The power of the monarch should not be subject to any faction within the state, though to some extent limited by institutions to maintain a balance of power between ruler and the people.
Two Treatises of Government
  • None of the following:
    • Culture Group: dwarven
  • -100% Expand Administration Cost
  • +1 Max Promoted Cultures
The nature of humanity is characterized by reason and tolerance. No man is born evil. However, human nature leads our people to be selfish and act only for their own good.
The government ensures that this selfishness is resolved in civil ways. It also serves to defend the natural rigth of life, health, liberty and possessions.
Leviathan
  • +50% Rebel Suppression Efficiency
  • -33% Harsh Treatment Cost
  • -10% Liberty Desire in Subjects
Life without government, also called as the state of nature, is a state of anarchy. Every man is for himself and a war of all against all is the only outcome.
The people of our government cede some of their rights to our sovereign authority for the sake of protection from the discord.
The Social Contract
  • None of the following:
    • Culture Group: dwarven
  • -1 National Unrest
The governments of the past are the result of different levels of inequalities between the social classes.
The social contract is a concept where people join together into a civil society. By abandoning their claims of natural right, individuals can both preserve themselves and remain free.
The Eclipse Concordat
  • has_country_flag: rianvisa_calasandur_rule_2
  • +10 Maximum Absolutism
  • +1 Monarch Administrative Skill
  • +1 Monarch Diplomatic Skill
  • +1 Monarch Military Skill
  • +0.5 Yearly Absolutism
An absolute monarchy where all layers of society are permeated by a constant presence of state intelligence agencies beholden directly to the monarch. This allows the monarch to exert totalitarian control over the state, with all its citizens under constant surveillance. Dissent is harshly punished.
In Pursuit of Quality
  • Culture Group: dwarven
  • +10 Maximum Absolutism
  • -1% Prestige Decay
If dwarves are known for anything beyond the Serpentspine, it is the quality of our work. Machines may be able to churn out more products, but no gnomish artifice can rival a true master artisan. Let us promote the pursuit of perfection above all else. Let all the nation, from the highest nobleman to the lowest miner, compete among themselves to provide the best materials and greatest minds to feed the foundries of our holds, so that our state may profit both from the prestige of our industry and the distraction of any who would contest our consolidation of power. From now on, it shall be our Mission to ensure that even our Trees are the greatest in Halann!
Obedience
  • One of the following:
    • Have reform: command_obedience
    • have_had_reform: command_obedience
  • +5% Discipline
  • +15 Maximum Absolutism
Amongst the hobgoblins two political philosophies developed: Those of Obedience and Consensus. The philosophy of Obedience held that the hierarchy of the state should be rigid if it was to be strong. This top-down manner of organisation ensured that the country would always be moving in one direction as a unified force.
Consensus
  • One of the following:
    • Have reform: command_consensus
    • have_had_reform: command_consensus
  • +10% All Estates' Loyalty Equilibrium
  • +10% National Manpower Modifier
  • +10% Morale of Armies
Amongst the hobgoblins two political philosophies developed: Those of Obedience and Consensus. The philosophy of Consensus held that the state was based on the social contract between individuals. This bottom-up manner of organisation ensured that the factions within the country remained satified and conhesive.
All of the Above
  • Culture Group: goblin
There once was a human who wrote books on why kings should get to rule. We read some of those books, and we read other ones too. We now have lots of very good reasons for why we should get to rule, and we’re constantly coming up with more! Some of the authors don’t agree on fundamentals, but that's alright. They all come to the same conclusion: whoever's in power should stay in power!
Lifetime of War
  • Culture Group: orcish
  • -25% Harsh Treatment Cost
  • +20 Maximum Absolutism
  • -0.05 Monthly War Exhaustion
War is second nature to an orc. Outsiders often do not understand this thirst for it, or that it must be quenched with clang of weapons, the taste of blood and the heat of battle. True orcish leaders are born through conflict and baptized through war and this is a tradition that we proudly uphold.

Tier 10: Absolutism & Constitutionalism

Icon Name Potential Effects Description
I am the state! Without order there is nothing but chaos and men must be led. We must ensure that the word of our monarch is law in each and every case and that everyone does their utmost to realize every royal design.
Regional Representation
  • -5% Core-Creation Cost
The legislative assemblies of this land are an imperative part of our state and by strengthening their role we ensure efficiency as well as the legitimacy of our kingdom.
Kingdom for the People
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • +1 Possible Policies
The ruler is nothing more than a commoner without his subjects. As such, the monarch serves his people just as much as his people serves him.
Divine Rights
  • None of the following:
    • Culture Group: dwarven
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • None of the following:
    • religion: goblinic_shamanism
  • +1 Tolerance of the True Faith
  • -5% War Score Cost vs Other Religions
The rule of the monarch is not a right anybody can claim. It is a divine right, granted by our belief. The monarch is, by extention, the embodiment of the divine will of our own faith.
A Loyal Consulate
  • is_revolutionary: true
  • -0.05 Monthly Autonomy Change
With the fall of the republican government within the Revolution, it soon became clear that a new system was necessary to continue the spread of the revolution. The Consulate filled that void, and perhaps by advancing the powers of the Consulate and liberally dismissing any who object to the Emperor’s rule we will solidify our grasp on all of our Imperial holdings.
Military Electorate
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +0.25 Yearly Army Tradition
  • +1 Land Leader Fire
Our nation values comradery above all else, and nobody exemplifies the value of being a comrade like our boys fighting on the fields of battle. These are the men who’ve seen the horrors of war and fought alongside their countrymen to preserve and advance the Revolution, and these men should be the ones to rule us. We must alter the requirements to hold an office in our government so that only those who have served in our military are eligible to represent the people within the government.
A Revolutionary Council
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +10 Maximum Revolutionary Zeal
It’s become clear that the cult of personality surrounding our ruler is rapidly returning us to the old ways of government. We cannot allow this to happen, so by concentrating power into a council of elected individuals to represent the values of the Revolution, we strip power away from the individual at our state’s head and create another shield against the horror of absolute rulership.
Lord Regent of the Domandrod
  • One of the following:
    • Have reform: eordand_lord_regent_domanrod
    • have_had_reform: eordand_lord_regent_domanrod
  • -2 National Unrest
  • +10% Governing Capacity Modifier
  • +10 Maximum Absolutism
Titles given by the Fey are rare but profound in importance: very few exist other than the Champion of the Fey. They Fey themselves claim ownership of the Domandrod, only permitting us with a minor title as governor in their stead, as Regent of the Domandrod. For now they have given us access to this enchanted forest, but little else. But the real importance is that we now have full jurisdiction to carry out sentences for the Fey Lords, with them retaining an override veto. There are no more restrictions on what must be done to maintain the balance!
One King Under the Mountain
  • Culture Group: dwarven
  • -15% Diplomatic Annexation Cost
  • +1 Yearly Absolutism
Aul-Dwarov died because it split its power, granting autonomy to the holds and clans it claimed to rule. It tried to satisfy all, and lost everything. Our people were fractured by petty kings and petty rivalries, and the empire could not keep them together. We will not make the same mistake--there shall be but one King, and our hold shall dominate all others!
The Goblin-King
  • Culture Group: goblin
  • dwarovar_goblin_culture_ruler: true
  • +20 Vassalization Acceptance
  • +2 Diplomatic Relations
  • -25% Liberty Desire from Subject Development
In a lavishly furnished hall, in a richly appointed hold, sits a throne. And on that throne, sits the Goblin King. Not simply a clanboss, not just a warlord, the Goblin King is someone more: someone whose very existence demands loyalty. Ask not why a king rules; one might as well question why the lumimoth flies. For too long, goblins have been pushed around by others: by the orcs, by the dwarves, by the humans. To be ruled (not bossed around, ruled) by one of our own—to have one of our own rule over others—is a rallying cry stronger than any whip or chain.

Tier 11: Separation of Power

Icon Name Potential Effects Description
Political Absolutism
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • is_revolutionary: false
  • +3% Administrative Efficiency
  • +10 Maximum Absolutism
The best of the state is best served through the realization of the plans and will of its monarch. A true and enlightened monarch can then utilize its full capacity to undertake the many changes needed to ensure prosperity.
Legislative Houses
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • is_revolutionary: false
  • +1 Free Policies
By separating the legislative body into more than one house we can better balance the need for change with the one to conserve and preserve the traditions of old.
Right to Petition
  • None of the following:
    • Have reform: hobgoblin_stratocracy_reform
  • +1 Monarch Diplomatic Skill
  • -5 Change National Focus Cooldown Years
The monarchy is as stable as the people allow it to be. It is no secret that the masses yearn for representation in the apparatus of the state. By bringing the matters and worries of the population to the monarch we can ensure to satisfy the monarchy's subjects.
Emperor of the Revolution
  • Has DLC Enabled: Emperor
  • is_revolutionary: true
  • +10 Maximum Revolutionary Zeal
Our state is the home of the Revolution, and our Emperor is its head. It is only natural then that we coronate our Emperor as the Emperor of all those loyal to the Revolution and rally the people around his divine cause.
An Enlightened Monarchy
  • is_revolutionary: true
  • -2 National Unrest
  • +2 Max Promoted Cultures
The ideals of the Enlightenment are the very foundation for Revolutionary thought, and as long as our Emperor does not truly embrace the ideals of the Enlightenment then he does not represent the values of the Revolution. Many would say a hereditary monarchy itself betrays the ideals of the Revolution, but a combination of an absolute monarch and Enlightenment thought shall ensure that none can oppose the ideals of our state.
Halessi Hegemon
  • tag: Y98
  • +5 Maximum Absolutism
  • +0.5 Yearly Absolutism
Daxugo has proven to the world that its will is law and it can take what it wants by force. As the de facto hegemon of Haless, further consolidation on the continent is not only plausible, but inevitable. Daxugo forever!
Consolidate Rule
  • Have reform: hobgoblin_stratocracy_reform
  • +10% Max Effect of Absolutism
Though our borders may span the whole of Halann, we are still one nation, one people, and one state. Our administration must likewise be centralized in one capital, and in one person—the Grand Marshal. We shall adopt a policy of unconditional, personal loyalty to our leader, and allow them to guide us in our course of action.
Elevation of the Dragon
  • Have reform: hobgoblin_stratocracy_reform
  • -10% Technology Cost
After their recent rise to become coequal with the primary Commands, the Dragon Command has proven to be an exceptional administrator of their realm, pushing the scientific technique further than anyone thought possible. We should elevate them further, devolving some of the Ninyu Kikun’s administrative role to be taken over by representatives of the Dragon. They promise a revolution in technology and scholarship, to keep the Command’s army always on the cutting edge.
Elevation of the Elephant
  • Have reform: hobgoblin_stratocracy_reform
  • -15% Construction Time
After their recent rise to become coequal with the primary Commands, the Elephant Command has proven to be an exceptional administrator of their realm, producing constructions of scales and scopes never before seen. We should elevate them further, devolving some of the Ninyu Kikun’s administrative role to be taken over by representatives of the Elephant. They promise a revolution of infrastructure to connect and protect our empire like never before.
Elevation of the Tiger
  • Have reform: hobgoblin_stratocracy_reform
  • -10 Years of Separatism
After their recent rise to become coequal with the primary Commands, the Tiger Command has proven to be an exceptional administrator of their realm, creating resilient and adaptable bureaucracies capable of governing with startling speed and efficiency. We should elevate them further, devolving some of the Ninyu Kikun’s administrative role to be taken over by representatives of the Tiger. They promise a revolution of law and social systems, to integrate new peoples and spread our borders to their breaking point.
A Commingling of the Commands
  • Have reform: hobgoblin_stratocracy_reform
  • +2 Max Promoted Cultures
There was a time when the Great Command strained under its own bulk, when its practices seemed destined to drive all citizens to rebellion. No more! By incorporating the lesser Commands in our administration, granting them access to political power, we have stabilized our system—it is still us versus them, but by a simple shift of perspective we may change who is us, and who is them.