Theocracy: Difference between revisions

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(Add/edit Theocracy)
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* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> National Manpower Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> 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.
  || 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.
|}
=== Tier 2: Internal & External Mission ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_clergyman.png]] || Internal Mission || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> Tolerance of the True Faith
|| We must focus our energy on our mission within our country, to protect the faithful, feed the poor and fulfill our religious duties.
|-
| [[File:gov_soldiers.png]] || External Mission || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Manpower Recovery Speed
|| The spread of our holy faith must be our foremost mission and we cannot rest until we have defeated all enemies of our religion.
|-
| [[File:gov_mission_to_civilize_reform.png]] || Mission to Civilize || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Settler Chance
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-50%</b> Native Uprising Chance
|| Our mission is to seek out poor misguided primitives across the world and teach them the proper way to align their lives so that they too may join us in our divinity.
|-
| [[File:gov_mission_to_kill_pirates_reform.png]] || Mission on the High Seas || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "num_of_ports": 1
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Marines Force Limit
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+33%</b> Chance to Capture Enemy Ships
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> National Sailors Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> Naval Force Limit Modifier
|| The seas are filled with heathens and villains plundering the trade and transport ships of the honest followers of our faith. It’s become clear that pilgrims will never be safe to visit the holy places under our protection if we do not make it our holy mission to eliminate the piratical menace on the high seas!
|-
| [[File:gov_generic_people.png]] || Balanced Mission || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.5</b> Yearly Devotion
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10</b> Change National Focus Cooldown Years
|| The affairs of our theocracy cannot be focused on only one aspect. It is in the best interest of both our state and our faith to invest equally in our internal and external missions.
|-
| [[File:gov_merchant.png]] || Commercial Mission || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Global Trade Power
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Merchants
|| Although religion is the driving force of our ambitions, it is undeniable that our state is dependent on the might of the Ducat. Fortunately, religion and monetization go hand in hand.
|-
| [[File:gov_castle.png]] || Mission of Protection || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Fort Defence
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Missionaries
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> Prestige per Development From Conversion
|| Our faith is at constant risk from heathens and heretics alike. The only ones who we can count on are other followers of our religion - our brothers and sisters in faith. It is our duty to protect them from the godforsaken forces of evil.
|-
| [[File:gov_beatific_birth.png]] || Beatific Birth || <pre>{
  "has_country_flag": "aelnar_ciment_the_new_administration"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Goods Produced Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> Manpower Recovery Speed
|| Giving birth is a sacred duty of any star elf
|-
| [[File:gov_soldiers_4.png]] || Corinite Crusade || <pre>{
  "has_reform": "monastic_order_reform",
  "OR": {
    "has_reform": "corintar_corinite_crusade",
    "have_had_reform": "corintar_corinite_crusade"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1%</b> Missionary Strength
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Recover Army Morale Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Shock Damage
|| Some states vary in their purpose, adjusting to the whims of a monarch or the rise of a new family of patricians. But not the Corintar. Our purpose is clear, our cause Corin's own, and every aspect of our state will be geared to Her crusade.
|-
| [[File:gov_soldiers_4.png]] || Exploring the Frontier || <pre>{
  "has_reform": "adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Migration Cost
|| "To see where you stand, you must leave it behind." -Narawen the Wanderer<br><br>We have maps and charts of old Escann aplenty, but the one before us has been reshaped by the Greentide, and we will need to learn it anew (while keeping up with the roaming goblin and orcish warbands). By ensuring we have well-built wagons, and that every member can set up and take down camp within minutes, we will speed the company on its way and Escann on its regrowth accordingly.
|-
| [[File:gov_paper_money_map.png]] || Stripping the Land || <pre>{
  "has_reform": "adventurer_reform"
}</pre> ||
|| "You either further the cause, or oppose it." -Sir Laurens síl Place<br><br>We seek to recreate a new Escann out of the ashes of the old. But that will not be an easy process, and we will have to lean heavily on the land to support its rebuilding. We cannot leave a single stone unturned, resource unexploited, or "lost" treasure unfound, if we are to succeed in our quest.
|-
| [[File:gov_tribal_centralize_power.png]] || Pioneer Mission || <pre>{
  "has_reform": "adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.5</b> Yearly Prestige
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> Reform Progress Growth
|| "Good adventurers think of tactics, great adventurers think of logistics." -Aucan síl Versil<br><br>Most adventurers lent the Marcher Lords their sword and shield thinking of glory and loot, confident in their ability to take on orc and goblin. But on the 11th of Nerament, 1444, they woke up faced with a quest most were unprepared for: rebuilding nations. Just as we would study a dragon before slaying one, we must immediately get to work on an organized code of conduct and all the other pieces of administration we will need in the months, years, and decades to come.
|-
| [[File:gov_dwarovar_call_to_the_surfacers.png]] || Call to the Surfacers || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Colonists
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25</b> Global Settler Increase
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> National Manpower Modifier
|| The Greentide is broken! The Dwarovar is open! Come all my kin and answer my cry. It is time to come home, children of Balgar, children of Hehogrim, children of Dagrin Everbeard! We are all dwarves, and we must all do our part to find our way home at long last.
|-
| [[File:gov_dwarovar_serpentspine_spelunking.png]] || Serpentspine Spelunking || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Colonists
|| Wanderlust is usually reserved for humans and their never-ending greed to find more and achieve more. But when it comes to our ancient homeland we have every right to discover what was was once ours, and we have every right to enjoy it! Take pride, smile and laugh as you would in a tavern. We may have lost our home, but we have been granted a great boon in our lifetime, the opportunity to see it with fresh eyes. Every cave, every crevice, every lost hold is history of our forefathers to be found!
|-
| [[File:gov_commander_king_reform.png]] || Remnants of Old || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Colonists
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Improve Relations
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-0.01</b> Monthly War Exhaustion
|| The Dwarovar still stands! We feared that every remnant of the dwarven empire had been razed to bare rock by the Blacktide, but we have discovered that a rare few holds have survived, fortified within their great citadels! These ancient remnants of Aul-Dwarov have become stagnant and listless with the passage of centuries, but in many ways they are our ancestors now living among us, and it is our duty to awaken them!
|-
| [[File:gov_united_cantons_reform.png]] || Secret Societies || <pre>{
  "has_reform": "secret_societies_inf"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> Spy Network Construction
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+0.1</b> Yearly Corruption
|| We have gained the support of the secret societies of Escann, be it for good or for ill.
|-
| [[File:gov_black_blueprint.png]] || The Black Blueprint || <pre>{
  "has_reform": "the_black_blueprint_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Core-Creation Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Cost of Advisors with Ruler's Culture
|| We know how things must be, but our will cannot yet accomplish it. This is the central problem that drives one to study magic in the first place. Like the magician, the Demesne must undergo a transformation so that it might enact its will across all Cannor. To achieve this, we have created both an internal and external plan; a plan for learning and a plan for doing.
|-
| [[File:gov_organising_our_religion_reform.png]] || Shamanistic Prosletysm || <pre>{
  "capital_scope": {
    "continent": "serpentspine"
  },
  "culture_group": "goblin"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Clergy Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2%</b> Missionary Strength
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-2</b> Tolerance of Heathens
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-2</b> Tolerance of Heretics
|| We have until now tolerated heathens within our state; their worship did little to interfere with our proceedings. However, as some voices within our Shaman circles have pointed out, we have our own cults for these people, lay clergy from whom they can seek their spiritual guidance. So let’s bring them into our fold, they can worship their gods within our Temples and their gods can be led by our Shamans - after all, our Gods are theirs too.
|-
| [[File:gov_divine_guidance_reform.png]] || Earthly Mission || <pre>{
  "religion": "goblinic_shamanism"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Diplomatic Reputation
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Improve Relations
|| Our gods are the very earth we walk on, the very air we breathe, the clothes we wear and the fire we warm ourselves by. We should dedicate ourselves to improving the physical world around us through charity and empathy.
|-
| [[File:gov_neutral_ground.png]] || Cultic Tolerance || <pre>{
  "religion": "goblinic_shamanism"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Reform Progress Growth
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> Tolerance of Heathens
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-1</b> Tolerance of the True Faith
|| As our cults have adopted practices from the various religions of Halann, we have gained a great deal of respect for these people and their traditions. We should look to them as teachers and guides, incorporating their knowledge into our own.
|-
| [[File:gov_landscape.png]] || Appease the Khet || <pre>{
  "has_dlc": "Mandate of Heaven",
  "is_emperor_of_china": true,
  "NOT": {
    "has_special_hedonism_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> Improve Relations
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Max Promoted Cultures
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+0.1</b> 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.
|-
| [[File:gov_horde_riding.png]] || Negeal || <pre>{
  "has_government_attribute": "centaur_nomadism_attribute"
}</pre> ||
||
|-
| [[File:gov_shaman.png]] || Xhazobkult Sacrifices || <pre>{
  "culture_group": "gnollish"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> 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'
|-
| [[File:gov_holy_horde.png]] || Ensnaring the Plains || <pre>{
  "OR": {
    "has_reform": "spiderwretch_T2_spider_warfare",
    "have_had_reform": "spiderwretch_T2_spider_warfare"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Cavalry to Infantry Ratio
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Cavalry Cost
|| Our nation, unlike most others, extensively use spiders in all matters, from military to production to even beverages. By implementing centaur ideas and tactics into our government and military, we can learn so much more than previously thought. Although we beat them, their knowlegde is still useful in controlling the plains.
|}
=== Tier 3: Education of the State ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_reformer.png]] || Education of the Theocrat || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> Average Monarch Lifespan
|| The fate of our state lies in the hands of God. But it is to our theocratic ruler to read the divine signs and interpret them in favor of our people.<br>To avoid misinterpretations, the state must focus its efforts in educating future rulers.
|-
| [[File:gov_arabic_scripture.png]] || Education of the Court || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Advisor Cost
|| Our ruler might represent the will of our faith, but he is still just a human prone to human mistakes. With an education of the whole court we will be able to minimize the errors of our ruler.
|-
| [[File:gov_church.png]] || Education of the Missionaries || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2%</b> Missionary Strength
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5</b> Maximum Absolutism
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-50%</b> Missionary Maintenance Cost
|| The heathens and heretics are the greatest tests of our belief. They seduce our pious men with poisonous thoughts, drifting them away from the true faith.<br>We must teach our missionaries about those threats.
|-
| [[File:gov_peasants.png]] || Education of the People || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Idea Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+33%</b> Institution Spread In True Faith Provinces
|| Knowledge and education are a gift of God. Man is born with free will and thought, and it is our duty to ensure that this gift gets shared with everyone in the state.
|-
| [[File:gov_commander_king_reform.png]] || Disciplined Party Leaders || <pre>{
  "has_reform": "adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> National Tax Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1</b> National Unrest
||
|-
| [[File:gov_smugglers_haven.png]] || Unregulated Looting Practices || <pre>{
  "has_reform": "adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+100%</b> Looting Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-0.1</b> Monthly War Exhaustion
||
|-
| [[File:gov_soldiers_4.png]] || Leadership of the Clans || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Army Drill Gain Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Stability Cost Modifier
|| Each dwarf belongs to a clan and that clan, theoretically, looks after their own. Despite living amongst the surfacers all this time, these clans underpin and teach us what it means to be dwarven, preserving the (sometimes rigid) ways of Aul-Dwarov where our people might falter.
|-
| [[File:gov_fist_in_air.png]] || Reclaimers of the Dwarovar || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Advisor Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.5</b> Yearly Devotion
|| Hark!<br><br>Each dwarf has a story of one of their disparate ancestors forming expeditions to reclaim a little piece of the Serpentspine for themselves, and until now, those were mere stories. Parables. Warnings.<br><br>But now, as we are in the halls of our ancestors, in the same caves they mined and the same roads they fought on that it can be undeniable that this time we dwarves are here to stay.
|-
| [[File:gov_black_market_consortium.png]] || Cartel Oversight || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Global Trade Power
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Production Efficiency
|| The Cartels have become a fixture in surfacer economy since our ancestors came down from the mountain all those years ago, entrenching themselves in human society as reliable bankers, traders and craftsmen. While our expedition has no doubt been funded by a cartel one way or the other, we could allow them into our leadership proper if we are truly to flourish in these deep dark tunnels.
|-
| [[File:gov_papacy.png]] || Order-Run Arcane Education || <pre>{
  "has_reform": "gemradcurt_order_run_arcane_education_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Possible Advisors
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+50%</b> Female Advisor Chance
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader(s) without Upkeep
|| With many of its other responsibilities transferred to the Eiganrac, the Taigan Order has once more dedicated itself to training the mages of Gemradcurt. Taking any boy or girl with magical potential into their ranks, the Order has now focused much of its efforts on turning them into loyal and powerful agents of Immarel's will.
|-
| [[File:gov_peasant_republic.png]] || Education of the Military || <pre>{
  "religion": "goblinic_shamanism"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1%</b> Yearly Army Tradition Decay
|| Our religion is very mutlifaceted with many different gods. Our soldiers come from different clans, and most likely worship different gods. This might cause internal strife, despite believing in the same pantheon. We need to educate them about all of our gods, so they may fight together with greater unity for our gods and eachother.
|-
| [[File:gov_ballot_box.png]] || Ravelian Technocracy || <pre>{
  "tag": "Z97",
  "has_reform": "ravelian_state_technocracy",
  "OR": {
    "has_country_flag": [
      "magic_artificery_artificery_only",
      "magic_artificery_mixed"
    ]
  }
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-20%</b> Administrative Efficiency
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Possible Advisors
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+33%</b> Female Advisor Chance
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Technology Cost
|| A baseline understanding of artifice is considered crucial if one is to advance in the state, or get closer to God
|}
=== Tier 4: Religious Doctrine ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_church.png]] || Strengthen Clergy Privileges || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  },
  "has_no_religion_specific_government_available": true
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Clergy Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-0.03</b> 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.
|-
| [[File:gov_monks.png]] || Curtail Clerical Privileges || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    },
    {
      "culture_group": "goblin"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Administrative Technology Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> 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.
|-
| [[File:gov_warrior_monks_reform.png]] || Expand Temple Rights || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}</pre> ||
|| 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.
|-
| [[File:gov_consolidate_power_in_cities_reform.png]] || Maintain Balance of Power || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> All Estates' Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> 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.
|-
| [[File:gov_strength_of_the_khalsa.png]] || Sacred Body || <pre>{
  "has_country_flag": "aelnar_ciment_the_new_administration"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-3%</b> Fire Damage Received
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-3%</b> Shock Damage Received
|| Elven body are temple, and should be preserved as much as possible, even on the battlefield
|-
| [[File:gov_dutch_flag.png]] || Stake Our Claim || <pre>{
  "has_reform": "adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+75%</b> Province War Score Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Stability Cost Modifier
|| "When this is all over, I'd like a little house in the woods, and all the gunpowder I can get my hands on." -Iacobb Creekwhistle<br><br>Escann has suffered: its fields watered with blood and fertilized with ashes of the fallen. Today, we say no more. We did not fight this war to wipe out the orcs. We fought it to restore Escann. We must rebuild this land sooner rather than later, and welcome its people and any of those who wish to restore it with open arms.
|-
| [[File:gov_greentide.png]] || End the Greentide || <pre>{
  "has_reform": "adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-25%</b> Migration Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-100%</b> War Score Cost vs Other Religions
|| "There is war. Has been war. Will be war. But war for the sake of war means nothing. Wars must be fought to achieve peace." -Arosha Oakbreaker<br><br>The quest we signed up for did not change just because the Dookanson fell. The greenskin hordes, while beaten, continue to infest Escann, defiling and abusing it further with their mere presence. And worse, our brothers and sisters-in-arms have all but forgotten their purpose, settling the lands and falsifying titles without finishing what we started! The time of rebuilding is for a time of peace, but that time is not now. Not. Yet.
|-
| [[File:gov_dwarovar_righting_the_oldest_grudge.png]] || Righting the Oldest Grudge || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Shock
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Recover Army Morale Speed
|| We dwarves are an ancient people. We are a persevering people. We withstood the machinations of the giants and slew their greatest champions, and for a long time, we withstood the never-ending hordes of goblins and orcs that infested our home. It is our greatest failure as a people to allow these creatures to fester in our homes, and it is a great dishonour to our ancestors that for thousands and thousands of years we have not begun to reverse that shame until now. We must do our ancestors proud and do what must be done and not only drive these pests back into darkness, but to wipe them out completely.
|-
| [[File:gov_smugglers_haven.png]] || Treasures of Our Forefathers || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-0.05</b> Monthly Autonomy Change
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Global Prosperity Growth
|| Few dwarves can even describe or imagine the power and fortune of our ancestors. It is said that massive gold hoards stretch from cavernous depth to cavernous ceiling, and even dragons could drown in even the most meagre vault. We have noble ambitions to take back what is rightfully ours. Our homes... and the treasures that lay waiting in it.
|-
| [[File:gov_black_blueprint.png]] || Secrets in the Dark || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Movement Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Spy Network Construction
|| There are more than treasures and monsters waiting in the darkness of the Serpentspine. There are also ancient paths amidst the caves, which lead to both danger and opportunity. Let others scratch and squabble for the rocky surface. Our destiny lies deep below, among old knowledge and new possibilities.
|-
| [[File:gov_holy_state_reform.png]] || Emulate Ancestral Warriors || <pre>{
  "culture_group": "dwarven",
  "NOT": {
    "is_adventurer": true
  }
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+25%</b> General Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Shock
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.25</b> 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!
|-
| [[File:gov_regionally_elected_commanders.png]] || Shrine Guardians || <pre>{
  "NOT": {
    "has_government_attribute": "is_pirate_republic_reform"
  },
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  },
  "religion": "nakavy_avo"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> 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.
|-
| [[File:gov_mandala_system.png]] || Codified Omens || <pre>{
  "technology_group": "tech_black_orcish"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Clergy Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Religious Power
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1%</b> Missionary Strength
|| With time, our shamans have gained the experience to know what to look for in particular when performing their rites.
|-
| [[File:gov_regionally_elected_commanders.png]] || Semayebaka Chapter Houses || <pre>{
  "NOT": {
    "has_government_attribute": "is_pirate_republic_reform"
  },
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  },
  "religion": "sky_domain"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> 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.
|}
=== Tier 5: Military Doctrines and Organization ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_all_races_bottomless_bag.png]] || Bottomless Bags || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "has_country_modifier": "ruinborn_military"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Reinforce Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Reinforce Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Supply Limit Modifier
|| There is no bottom, nor a bagend.<br><br>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.
|-
| [[File:gov_all_races_windshapers.png]] || Windshapers || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "has_country_modifier": "ruinborn_military"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Morale of Navies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1%</b> Yearly Naval Tradition Decay
|| As the wind goes, so goes the flow of trade.<br><br>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!
|-
| [[File:gov_all_races_protection_charms.png]] || Enviromental Protection Charms || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "has_country_modifier": "ruinborn_military"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Land Attrition
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Reduced Morale Damage Taken By Reserves
|| Charming as Charms, Protective as Pendants.<br><br>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.
|-
| [[File:gov_all_races_war_games.png]] || War Games || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "has_country_modifier": "ruinborn_military"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-25%</b> Regiment Drill Loss
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+50%</b> Army Drill Gain Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Leader Cost
|| Battleplans are the first casualties in war.<br><br>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.
|-
| [[File:gov_all_races_adventurer_contracts.png]] || Adventurer Contracts || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "has_country_modifier": "ruinborn_military"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Mercenary Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+50%</b> Possible Condottieri
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+50%</b> Trade Range
|| True power is found not at the end of a blade but at the bottom of a treasure chest.<br><br>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.
|-
| [[File:gov_all_races_specialised_troops.png]] || Specialised Troops || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "has_country_modifier": "ruinborn_military"
    }
  ]
}</pre> ||
|| We do not settle for good; we strive only for the best.<br><br>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!
|-
| [[File:gov_all_races_fodder.png]] || Fodder || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "has_country_modifier": "ruinborn_military"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Cavalry to Infantry Ratio
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Cavalry Cost
|| Mounts are like men, they march on their stomach.<br><br>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!
|-
| [[File:gov_all_races_mage_shields.png]] || Mage Shields || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "has_country_modifier": "ruinborn_military"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Fort Defence
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Fort Maintenance
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> Garrison Size
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Max Hostile Attrition
|| A siege is as much a risk to the attacker as to the defender.<br><br>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?
|-
| [[File:gov_human_centaur.png]] || Thunder Riders || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-15%</b> Artillery Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Cavalry to Infantry Ratio
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Cavalry Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.2</b> Cavalry Shock
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-5%</b> Land Fire Damage
|| Only dead centaurs refuse to fight.<br><br>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.
|-
| [[File:gov_human_dwarf.png]] || Deepstone Bombardiers || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Artillery Combat Ability
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+10%</b> Regiment Costs
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Manpower Recovery Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Siege Ability
|| A wall unbroken has yet to meet a dwarf.<br><br>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!
|-
| [[File:gov_human_elf.png]] || Elvish Farsight || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+3%</b> Discipline
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> National Manpower Modifier
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-5%</b> National Sailors Modifier
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Manpower Recovery Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Movement Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1%</b> Yearly Naval Tradition Decay
|| Knowledge is power and in war it is might.<br><br>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.
|-
| [[File:gov_human_gnoll.png]] || Gnollish Marauders || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+50%</b> Available Loot
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+50%</b> Looting Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Morale Damage
|| In chaos, demons reside.<br><br>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.
|-
| [[File:gov_human_gnome.png]] || War Artificery || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Allowed Rajput Fraction
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+10%</b> Regiment Costs
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Infantry Combat Ability
|| If you ain’t strong, you ought to be smart!<br><br>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.
|-
| [[File:gov_human_goblin.png]] || Salvage Blasters || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Land Fire Damage
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+5%</b> Fire Damage Received
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+5%</b> Shock Damage Received
|| One man's trash is another goblin’s treasure.<br><br>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.
|-
| [[File:gov_human_helf.png]] || Diplomatic Corps || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Aggressive Expansion Impact
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Diplomatic Reputation
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Province War Score Cost
|| There is nothing as intoxicating as charm.<br><br>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.
|-
| [[File:gov_human_horc.png]] || Martial yet Mindful || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1%</b> Yearly Army Tradition Decay
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+25%</b> Regiment Drill Loss
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-25%</b> Army Drill Gain Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> National Manpower Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Shock
|| Only when combined with wit does strength mean anything.<br><br>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.
|-
| [[File:gov_human_halfling.png]] || Halfling Provisioners || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+10%</b> Regiment Drill Loss
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-3%</b> Land Fire Damage
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-25%</b> Land Attrition
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Land Force Limit Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Reduced Morale Damage Taken By Reserves
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-3%</b> Shock Damage
|| An army marches on its stomach.<br><br>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.
|-
| [[File:gov_human_harimari.png]] || Predatory Might || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-0.2</b> Infantry Fire
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Infantry Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.2</b> Infantry Shock
|| Harimari do not carry weapons; they are the weapons.<br><br>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.
|-
| [[File:gov_human_harpy.png]] || Aerial Skirmishers || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> Assault Fort ability
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Fort Defence
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Land Attrition
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Siege Ability
|| Aerial Skirmishers:"The difference between harpies and demons? Demons fly alone.<br><br>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!
|-
| [[File:gov_human_hob.png]] || Hobgoblin Drill Masters || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-25%</b> Regiment Drill Loss
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+100%</b> Army Drill Gain Modifier
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Land Force Limit Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Morale Damage Received
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Recover Army Morale Speed
|| Hobgoblins did not invent discipline, though they sure did perfect it.<br><br>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!
|-
| [[File:gov_human_human.png]] || Humanity First || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+3%</b> Artillery Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+3%</b> Cavalry Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+3%</b> Infantry Combat Ability
|| All The World Belongs To Humanity<br><br>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!
|-
| [[File:gov_human_kobold.png]] || Kobold Masses || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Allowed Rajput Fraction
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> National Manpower Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Land Force Limit Modifier
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-5%</b> Morale of Armies
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+5%</b> Shock Damage Received
|| A thousand drops form a tidal wave.<br><br>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.
|-
| [[File:gov_human_lizard.png]] || Lizard Mariners || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Marines Force Limit
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+10%</b> Cavalry Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Morale of Navies
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-5%</b> Recover Army Morale Speed
|| If there is water, a lizardfolk has already won.<br><br>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.
|-
| [[File:gov_human_ogre.png]] || Ogre Shieldbearers || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Fire Damage Received
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-15%</b> National Supply Limit Modifier
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+15%</b> Infantry Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Shock Damage Received
|| Meatshield is the best way to describe the body of an ogre.<br><br>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.
|-
| [[File:gov_human_orc.png]] || Orcish Martial Culture || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-15%</b> Fort Defence
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.15</b> Infantry Shock
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Shock Damage
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Siege Ability
|| An orc’s brain is located in its fists.<br><br>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.
|-
| [[File:gov_human_ruinborn.png]] || Ruinborn Light Cavalry || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Cavalry Combat Ability
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-15%</b> Fort Defence
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-5%</b> National Sailors Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Land Attrition
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Manoeuvre
|| The warcry of the Epednari is as powerful as the thunderbird it follows.<br><br>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.
|-
| [[File:gov_human_troll.png]] || Unbreakable Walls || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-15%</b> Cavalry Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Morale Damage Received
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Movement Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Recover Army Morale Speed
|| Trolls keep calm, and go on.<br><br>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.
|-
| [[File:gov_human_all.png]] || Army of Halann || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "human_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Discipline
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Land Fire Damage
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Morale of Armies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Fire
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Manoeuvre
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Shock
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Leader Siege
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Morale of Navies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Ship Durability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Shock Damage
|| United we stand, divided we fall!<br><br>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!
|-
| [[File:gov_ruinborn_artificer.png]] || The Pasts' Might Reforged || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "ruinborn_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Allowed Rajput Fraction
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-15%</b> Cavalry Combat Ability
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+10%</b> Regiment Costs
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Infantry Combat Ability
|| Pasts' might in every soldiers hands!<br><br>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.
|-
| [[File:gov_ruinborn_cavalry_quality.png]] || Lord's Charge || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "ruinborn_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Cavalry Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.15</b> Cavalry Shock
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+5%</b> Fire Damage Received
|| Ride against the storm.<br><br>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.
|-
| [[File:gov_ruinborn_cavalry_quanitity.png]] || Warcry of the Steppes || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "ruinborn_military"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-5%</b> Artillery Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Cavalry to Infantry Ratio
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-20%</b> Cavalry Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Movement Speed
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-5%</b> Recover Army Morale Speed
|| True freedom is found in the immensity of the wilderness.<br><br>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.
|-
| [[File:gov_ruinborn_infantry_quality.png]] || Shield of the People || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "ruinborn_military"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-15%</b> Cavalry Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-25%</b> Regiment Drill Loss
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+100%</b> Army Drill Gain Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-8%</b> Fire Damage Received
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Morale Damage
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-15%</b> Reinforce Speed
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Shock Damage Received
|| War is an art not for the faint of heart.<br><br>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.
|-
| [[File:gov_ruinborn_infantry_quantity.png]] || Unrelenting Valor || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "ruinborn_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Allowed Rajput Fraction
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> National Manpower Modifier
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-3%</b> Infantry Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Land Force Limit Modifier
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+5%</b> Shock Damage Received
|| We will fight to the last man.<br><br>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.
|-
| [[File:gov_ruinborn_naval.png]] || Seafaring Souls || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "ruinborn_military"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+20%</b> Artillery Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.3</b> Artillery Fire
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Heavy Ship Combat Ability
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+10%</b> Naval Maintenance Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1%</b> Yearly Naval Tradition Decay
|| Is there any greater joy than sailing wherever one's heart takes them?<br><br>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.
|-
| [[File:gov_ruinborn_mage.png]] || To be of True Blood || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "ruinborn_military"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Artillery Combat Ability
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Land Fire Damage
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Shock
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Shock Damage
|| Magic is Might!<br><br>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!
|-
| [[File:gov_ruinborn_fire.png]] || Death From Afar || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "ruinborn_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Fort Defence
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+8%</b> Land Fire Damage
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.15</b> Infantry Fire
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Manpower Recovery Speed
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Movement Speed
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+10%</b> Shock Damage Received
|| War is dirty work. We can make it easier on ourselves.<br><br>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.
|-
| [[File:gov_ruinborn_cannor.png]] || Cannorian Auxiliaries || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_country_modifier": "ruinborn_military"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Artillery Damage from Back Row
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+15%</b> Regiment Costs
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10%</b> Land Force Limit Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Morale of Navies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Supply Limit Modifier
|| Everything changed when the Cannorians landed on our shores.<br><br>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?
|-
| [[File:gov_politician.png]] || Escanni Administration || <pre>{
  "has_reform": "adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Development Cost
|| "'In the end'? Nothing ends, Corin. Nothing ever ends." -Nesterin the Gaunt<br><br>The Escanni were slaughtered — but some survived. The Escanni were crushed — but hope remained. And now that we are here to see that hope blossom into reality, those who kept it alive are our greatest resource. Exiled farmers know how best to work the land they were born in, refugee mayors know how best to run it, and banished nobles how to restore it to its old glory. With their guidance, Escann's revival is a certainty.
|-
| [[File:gov_government_for_people_reform.png]] || Adventurer Administration || <pre>{
  "has_reform": "adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Discipline
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Manpower Recovery Speed
|| "It's not where the hammer was forged that counts, it's how hard it hits!" -Rethag Ironbrow<br><br>We adventurers came from many places, for one cause: defeating the Greentide and restoring Escann. We've more or less done the first, but the same approach will be necessary for the second — and we'll need more recruits if we want to succeed, lest our blades dull and become complacent. Have the Tellumite criers put out that age-old call far and wide: adventurers wanted!
|-
| [[File:gov_dwarovar_hold_restoration.png]] || Hold Restoration || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Construction Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-20%</b> Center of Trade Upgrade Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Garrison Size
|| The orcs and goblins have wronged us greatly, but it is folly for a dwarf to lose themselves in a quest for vengeance. We dwarves must look after ourselves first and foremost. In the shame of seeing our ancient homes smashed to rubble and left to rot it is difficult to see why we came here, but it is clear that it was not to simply kill orcs and goblins - it is to restore our old homes.
|-
| [[File:gov_paper_money_map.png]] || Settlement Consolidation || <pre>{
  "has_reform": "dwarovar_adventurer_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Settler Chance
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Colonists
|| Restoring our ancient holds is a noble and important endeavour, but the long stagnation of the remnants has shown us that no hold can truly stand alone. If we want to repopulate the Dwarovar in earnest, then our people must expand beyond our lonesome walls, and we must connect our homes by road and rail to ensure that no foe can ever divide us again.
|}
=== Tier 6: Secularization? ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_partial_secularisation_reform.png]] || Partial Secularisation || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
|| Though religion will always be at the heart of our administration, some sectors of our government must be secularised if we are to adapt to this changing world.
|-
| [[File:gov_politician.png]] || Strengthen Religious Head || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10</b> Maximum Absolutism
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Yearly Absolutism
|| We must strengthen the rule and abilities of our leader so that we can at all times be certain that the divine will is being carried out in accordance to their designs.
|-
| [[File:gov_crown_highlighted.png]] || Crowned Ruler || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
|| It is time we drop the trappings of religion and make our leader a monarch in own right.
|-
| [[File:gov_parliament_highlighted.png]] || Proclaim Republic || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
|| While we must never stray far from our religious roots it is also important that we allow our state to evolve. Let us create a free republic where the head of state is elected from among the group of valid candidates freely.
|-
| [[File:gov_soldiers_6.png]] || God Automata || <pre>{
  "has_reform": "papacy_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+3</b> Land Leader Fire
|| "Let me present you our latest invention, made especially for you, your Holiness. Imagine, if you will, a giant encased in a suit of armour, sanctified and divine, and capable of dealing holy justice upon your foes."<br><br>(Yes, it's Mecha-High Rector)
|-
| [[File:gov_conciliarism_reform.png]] || Embrace Conciliarism || <pre>{
  "tag": "Z97",
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
|| Conciliarism insists that it is the Global Council, not the High Rector, who holds supreme rulership over our country. By accepting this as truth in our faith and administration, we may vastly expand the power of the Veridicals and prevent the Papacy from falling under foreign influence.
|-
| [[File:gov_become_rev_republic_reform.png]] || Become a Country || <pre>{
  "has_reform": "adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Colonists
|| "You're something new, Corin. Something more." -Dominic of Gallowspeak to Corin, one week after the battle at Rottenstep<br><br>It is time. We came here as adventurers, but we've done that job twenty times over. We took back Escann's land, freed its people... but we have not restored it to its former glory. The chivalric kingdoms of old have all but fallen, its heirs slain and its legacy tarnished. But this is only the beginning. It has fallen to us to restore Escann to its glory, its pre-eminence. A bright future dawns for this war-torn land. For our company, no... for our country.<br><br>§T(Enables decisions to form your own country)§!
|-
| [[File:gov_man_on_podium.png]] || Academical Realm || <pre>{
  "OR": {
    "has_reform": "eordand_academical_realm",
    "have_had_reform": "eordand_academical_realm"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Advisor Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-20%</b> Institution Embracement Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> Institution Spread
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> 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.<br><br>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.
|-
| [[File:gov_soldiers_4.png]] || Legionary Command || <pre>{
  "OR": {
    "has_reform": "eordand_legionary_command",
    "have_had_reform": "eordand_legionary_command"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.5</b> Yearly Army Tradition
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Morale of Armies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> 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?
|-
| [[File:gov_church_and_state_reform.png]] || Frozen Heart || <pre>{
  "OR": {
    "has_reform": "eordand_frozen_heart",
    "have_had_reform": "eordand_frozen_heart"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> Fort Defence
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> Diplomatic Reputation
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> 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.
|-
| [[File:gov_merchant_ship.png]] || Sunlit Thalassocracy || <pre>{
  "OR": {
    "has_reform": "eordand_sunlit_thalassocracy",
    "have_had_reform": "eordand_sunlit_thalassocracy"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Global Trade Power
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Morale of Navies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Yearly Navy Tradition
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> 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.
|-
| [[File:gov_council_of_the_ancients.png]] || Lord Regent of the Domandrod || <pre>{
  "OR": {
    "has_reform": "eordand_lord_regent_domanrod",
    "have_had_reform": "eordand_lord_regent_domanrod"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-2</b> National Unrest
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Governing Capacity Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10</b> 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!
|-
| [[File:gov_kingdom_of_god.png]] || The Circle Reborn || <pre>{
  "has_reform": "monastic_order_reform",
  "OR": {
    "has_reform": [
      "corintar_the_circle_reborn",
      "corintar_warrior_priests"
    ],
    "have_had_reform": [
      "corintar_the_circle_reborn",
      "corintar_warrior_priests"
    ]
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Advisor Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10</b> Maximum Absolutism
|| Near Corinsfall the poppies blow,<br>between the statues, row on row,<br>that mark our place; and in the sky,<br>our Mistress there lets out a sigh<br>scarce heard amidst the guns below.<br><br>We are her Circle. Short days ago<br>we lived, felt dawn, saw sunset glow,<br>loved and were loved, and now we lie,<br>near Corinsfall.<br><br>Take up our quarrel in her name.<br>To you from failing hands we throw<br>The torch; be yours to hold it high.<br>If ye break faith with us who die<br>We shall not sleep, though poppies grow<br>at Corinsfall.
|-
| [[File:gov_warrior_monks_reform.png]] || Warrior Priests || <pre>{
  "has_reform": "monastic_order_reform",
  "OR": {
    "has_reform": [
      "corintar_the_circle_reborn",
      "corintar_warrior_priests"
    ],
    "have_had_reform": [
      "corintar_the_circle_reborn",
      "corintar_warrior_priests"
    ]
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> General Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Fire
|| A follower of Minara will not be chaste. A monk sworn to Begga will be charitable. And no one can call themselves a priest of the Goddess of War if they are not ready to fight in one. Given our government is filled with such priests, we are well-prepared for any and all conflicts to come.
|-
| [[File:gov_ravenmarch_triumvirate.png]] || Triumvirate Court || <pre>{
  "OR": {
    "has_reform": "ravenmarch_triumvirate_court",
    "have_had_reform": "ravenmarch_triumvirate_court"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1%</b> Missionary Strength
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> 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.
|}
=== Tier 7: Administration ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_paper_with_seal.png]] || Subservient Bureaucrats || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-0.1</b> Yearly Corruption
|| Our growing bureaucracy requires loyal officials who will do their duty to the state and trust that we have the best interests of the faith at heart.
|-
| [[File:gov_paper_with_seal_3.png]] || Zealous Administrators || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Clergy Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Culture Conversion Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Stability Cost Modifier
|| Religious conviction must be an integral part of our state in all its parts. When educating administrators among the clergy we must stress that they all get a solid grounding in theology so that they can take the right decisions at all times.
|-
| [[File:gov_noble_indian.png]] || Permanent Marathas Council || <pre>{
  "has_dlc": "Dharma",
  "has_estate": "estate_maratha",
  "technology_group": "indian"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Shock
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Nobility Influence
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-5%</b> 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.
|-
| [[File:gov_rajput_kingdom.png]] || Governmental Purbias Register || <pre>{
  "has_dlc": "Dharma",
  "has_estate": "estate_rajput",
  "technology_group": "indian"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Nobility Influence
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-5%</b> Nobility Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> 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.
|-
| [[File:gov_nobleman.png]] || Divine Nobility || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.25</b> Yearly Army Tradition
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Leader(s) without Upkeep
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+10%</b> Nobility Influence
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Nobility Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Upper Castes Loyalty Equilibrium
|| There are those in our realm who are born with divine blood; chosen by the holy forces of this world to lead and rule. Though the leader of our state is a non-hereditary position, we must elevate those born with divine blood to positions of leadership within our nation.
|-
| [[File:gov_merchant.png]] || Mercantile Tithe || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Burghers Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Global Trade Power
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5</b> Merchant Trade Power
|| Spreading the one true faith is expensive work, and our merchants have heavy pockets that would prove useful to the faith if we were to elevate these rich men to positions of power within the state.
|-
| [[File:gov_monastic_breweries_reform.png]] || Monastic Breweries || <pre>{
  "has_country_flag": "Y26_monastic_breweries_reform",
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Goods Produced Modifier
|| The brewing of Mijiu is seen of paramount importance in Yinquan, as the drink is the favorite of the Huli-Jing and so the state pays Liho's Maidens richly for brewing it. A significant portion of the country's agricultural output has been set aside for the purposes of creating Mijiu, with the excess sold to peasants. With agriculture being treated as a commercial affair, output is well above what it would otherwise be.
|-
| [[File:gov_warrior_monks_reform.png]] || Integration of the Sohei || <pre>{
  "OR": {
    "capital_scope": {
      "region": "japan_region"
    },
    "have_had_reform": "warrior_monks_reform"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Infantry Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Mercenary Manpower
|| Across the Eastern world, there are powerful orders of monks trained both in the ways of prayer and the martial arts. If we allow these monks to build temples within our lands, they would become an integral part of the state and greatly bolster the discipline and conviction of our armies.
|-
| [[File:gov_consolidate_power_in_doge_reform.png]] || Administration in the Clergy || <pre>{
  "has_country_flag": "aelnar_ciment_the_new_administration"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> Governing Capacity Modifier
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">+0.1</b> Yearly Corruption
|| Clergy in the Administration ? No, Administration in the Clergy
|-
| [[File:gov_judge.png]] || New Corintar || <pre>{
  "has_reform": "monastic_order_reform",
  "OR": {
    "has_reform": "corintar_new_corintar",
    "have_had_reform": "corintar_new_corintar"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Aggressive Expansion Impact
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> Rebel Support Efficiency
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Spy Network Construction
|| A chapter has closed. A new chapter has opened. The Great Purge is ended, and our administration must accommodate Corinites who have a slightly different (but no less passionate) vision of bringing about Her will.
|-
| [[File:gov_examination_system_reform.png]] || Balgarsmiths in the Administration || <pre>{
  "OR": {
    "has_reform": "balgarsmiths_administration",
    "have_had_reform": "balgarsmiths_administration"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Construction Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Clergy Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> 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.
|-
| [[File:gov_warrior_monks_reform.png]] || Warrior-Monks of the Xianjie || <pre>{
  "OR": {
    "capital_scope": {
      "OR": {
        "region": "xianjie_region",
        "area": "rangadevi_area"
      }
    },
    "have_had_reform": "anb_warrior_monks_reform"
  },
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Discipline
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Infantry Combat Ability
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Mercenary Manpower
|| The Xianjie is littered with powerful orders of monks trained both in the ways of meditation and the martial arts. These warrior-monks form the backbone of all Xia armies.
|-
| [[File:gov_noble_muslim.png]] || Consolidated Raj || <pre>{
  "has_government_attribute": "is_raja",
  "has_reform": "consolidated_raj_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+50%</b> Governing Capacity Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> 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.<br>This reform increases the influence of the Raj ministries in all Prabhia and Senaptia by 10%.
|}
=== Tier 8: Economical Matters ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_prussian_monarchy_2.png]] || Empower the Burghers || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    },
    {
      "culture_group": "goblin"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Burghers Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Global Trade Power
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> 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.
|-
| [[File:gov_assembly_hall.png]] || Curtail the Burghers || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> 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.
|-
| [[File:gov_compass.png]] || Exploitation of the New World || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "capital_scope": {
    "NOT": [
      {
        "continent": "north_america"
      },
      {
        "continent": "south_america"
      },
      {
        "continent": "new_world"
      },
      {
        "continent": "serpentspine"
      }
    ]
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> 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.
|-
| [[File:gov_paper_with_seal.png]] || Mercantilistic Approach || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Domestic Trade Power
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Cost to Promote Mercantilism
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5</b> 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.
|-
| [[File:gov_merchant.png]] || Embrace Free Trade || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+20%</b> Trade Power Abroad
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> 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.
|-
| [[File:gov_dutch_flag.png]] || Embrace the Economic Theory || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.2</b> Yearly Inflation Reduction
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-0.5</b> 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.
|-
| [[File:gov_war_economy.png]] || War Economy || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Regiment Costs
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Ship Costs
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-50%</b> 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.
|-
| [[File:gov_paper_money_map.png]] || Órdimean Proviso || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Development Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> 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.
|-
| [[File:gov_admiralty_reform.png]] || Thalassocracy || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "NOT": {
      "culture_group": "dwarven"
    },
    "tag": [
      "F23",
      "G90"
    ]
  },
  "has_unlocked_government_reform": {
    "government_reform": "thalassocracy_reform"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Center of Trade Upgrade Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Global Trade Power
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> Naval Force Limit Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> 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.
|-
| [[File:gov_paper_with_seal_3.png]] || Royal Charters || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "has_dlc": "Domination",
  "has_unlocked_government_reform": {
    "government_reform": "royal_charters_reform"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1</b> National Unrest
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Stability Cost Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-0.1</b> 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.
|-
| [[File:gov_trading_city.png]] || British Global Trade Policy || <pre>{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "has_dlc": "Domination",
  "has_unlocked_government_reform": {
    "government_reform": "commercial_trade_empire_reform"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+25%</b> Ship Trade Power
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-33%</b> Cost to Promote Mercantilism
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> 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.
|-
| [[File:gov_self_governing_colony_government.png]] || Ensure Worker Rights || <pre>{
  "culture_group": "dwarven",
  "NOT": [
    {
      "is_adventurer": true
    },
    {
      "is_or_was_tag": {
        "tag": "I08"
      }
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Burghers Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Administrative Possible Policies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-25%</b> 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.
|-
| [[File:gov_soldiers_4.png]] || Prosperity through Conflict || <pre>{
  "technology_group": "tech_black_orcish"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Regiment Costs
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-0.03</b> Monthly War Exhaustion
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-50%</b> 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!
|-
| [[File:gov_regionally_elected_commanders.png]] || Sponsor the Servants || <pre>{
  "OR": {
    "religion": [
      "bulwari_sun_cult",
      "old_bulwari_sun_cult"
    ],
    "has_country_flag": "updating_isolationism_window"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-20%</b> 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.
|-
| [[File:gov_native_settle_down_reform.png]] || Ogrish Production Methods || <pre>{
  "has_government_attribute": "centaur_nomadism_attribute"
}</pre> ||
||
|-
| [[File:gov_smugglers_haven.png]] || Regular De-Hoardings || <pre>{
  "culture_group": "goblin"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> National Tax Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Stability Cost Modifier
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-0.1</b> 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.
|-
| [[File:gov_goblin_gold.png]] || What's Mine is Mine || <pre>{
  "culture_group": "goblin"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Burghers Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> 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: Righteous Cause ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_church.png]] || Safeguard Holy Sites || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Clergy Loyalty Equilibrium
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Fort Defence
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Lower Castes Loyalty Equilibrium
|| It is our holy duty to look after the holy pilgrimage sites under our control and to protect any pilgrims within our lands.
|-
| [[File:gov_soldiers_2.png]] || Combat Heresy || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Morale of Armies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> Shock Damage
|| In the mission to spread the true faith we must never waver in our conviction and be ready to root out heresy wherever it springs up.
|-
| [[File:gov_landscape.png]] || Expulsion of Heathens || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Culture Conversion Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Development Cost
|| As our state grows so does our exposure to wrongful teachings. We must not tolerate heathens or heretics within our walls. Instead these people can come live in our cities only if they convert to the true faith.
|-
| [[File:gov_religious_leader.png]] || Pursuit of Knowledge || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "bulwari_temple_reform"
    },
    {
      "has_reform": "effelai_alianaiarat_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-5%</b> Technology Cost
|| Our cause is not the defense of our religion nor the forceful expansion of the faith. Instead we focus on the very nature of being, the relationship of the mortal and the divine realms.
|-
| [[File:gov_soldiers_4.png]] || To Keep the Dragon Aslumber || <pre>{
  "religion": "skaldhyrric_faith",
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Fort Defence
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Fort Maintenance
|| The foremost task of the Skalds is to ensure that the dread dragon Elkaesal the White remains aslumber. Nevermore will our land be covered in endless winter, we will uphold the legacy of the One-Handed Skald until our last breath!
|-
| [[File:gov_godhood.png]] || Godhood || <pre>{
  "has_country_flag": "elven_constellation"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> Tolerance of the True Faith
|| Every living elf is a god among ants. Every dead elf is a star in a constellation
|-
| [[File:gov_papacy.png]] || Ice-Grip over the State || <pre>{
  "has_reform": "gemradcurt_ice_grip_over_state_reform"
}</pre> ||
|| Following a series of widespread purges, and the implementation of new restrictions on various organisations outside the state's official control, Immarel has solidified her ice grip over the state even further. Though the elites of Gemradcurt are still mostly free to go about their business, the regime is now much better equipped to deal with those who step out of line.
|}
=== Tier 10: Separation of Powers ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_clergyman.png]] || Clerical Commission || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Diplomatic Relations
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-50%</b> Envoy Travel Time
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1</b> National Unrest
|| We should divide the powers of the state between our religious leader and a commission of clerics. This commission will be charged with keeping the peace in our nation, and conducting diplomatic affairs on our leader’s behalf.
|-
| [[File:gov_divine_guidance_reform.png]] || Divine Guidance || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15</b> Maximum Absolutism
|| The people question if we should divide the power in our nation, but the power is already divided. The true leader of our state is divine in nature, and their will is interpreted by our leader here on Earth.
|-
| [[File:gov_ballot_box.png]] || Theocratic Democracy || <pre>{
  "NOT": [
    {
      "has_government_attribute": "monastic_order"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "ameion_parliamentary_reform"
    },
    {
      "has_reform": "haraagtsedi_league_reform"
    },
    {
      "have_had_reform": "ameion_parliamentary_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1</b> National Unrest
|| We are divinest of all, but we must never forget the inherent divinity found in even the lowliest of commoners. By allowing our peasants to elect their own representatives, we allow them to have their own voice in the court of the divine.
|-
| [[File:gov_assembly_hall.png]] || Constitutional Theocracy || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10</b> Years of Separatism
|| The state exists for the sole purpose to serve the divine. But to be completely devoted to this purpose we must ensure that no weak-minded theocratic ruler can come to power to corrupt our cause.
|-
| [[File:gov_regionally_elected_commanders.png]] || Regionally Elected Commanders || <pre>{
  "has_government_attribute": "monastic_order",
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1</b> National Unrest
|| In our government, the successor to the current ruler is decided by a vote from the warriors who have dedicated their lives to protecting the Faith. By allowing the citizens of the towns and villages under our protection to partake in electing the Commander that represents their interests, we may begin to expand our administration and make those under our protection feel accurately represented in the Court of Commanders.
|-
| [[File:gov_monastic_elections_reform.png]] || Open Public Elections || <pre>{
  "NOT": [
    {
      "has_reform": "papacy_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "ruler_can_revive": true
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-15%</b> Stability Cost Modifier
|| Many villages under our protection demand representation, and although they are fools who do not understand that our rulership is divine, we must grant them some concessions if we are to keep them happy. Traditionally, only the elite of the Clergy would vote for the new leader of our government, but by opening elections to the public and establishing two new subdivisions of our government for the people to vote for, they may feel their interests are represented by the state.
|-
| [[File:gov_commander_king_reform.png]] || A Dynastic Theocracy || <pre>{
  "NOT": [
    {
      "has_reform": "papacy_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "verkal_ozovar_magocracy"
    },
    {
      "has_government_attribute": "anb_special_elections"
    },
    {
      "has_reform": "irkorzik_dunesworn_council_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.25</b> Yearly Devotion
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-20%</b> Harsh Treatment Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Land Leader Fire
|| Faith will always play a vital role in our state, but it is becoming clear that our government is not adaptable enough to rule vast swathes of land and function in this changing world. There is no reason that our men of faith must swear themselves into celibacy and by reorganizing our state into a Dynastic Theocracy and granting our rulers royal titles, we will become protectors of the faith and the crown, guided by our Theocratic King.
|-
| [[File:gov_admiral_king_reform.png]] || Lords of the Sea || <pre>{
  "NOT": [
    {
      "has_reform": "papacy_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_government_attribute": "anb_special_elections"
    },
    {
      "has_reform": "irkorzik_dunesworn_council_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+0.25</b> Yearly Devotion
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Naval Leader Fire
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+15%</b> Morale of Navies
|| The good work our soldiers have done in securing safe passage for pilgrims across the sea has made our sails a feared sight for pirates and heathens alike. However, it has become clear that the threat pirates pose to our faith go far beyond our small shores, and we must expand our government to become an Empire in itself if we are to properly serve our holy mission. By enacting a series of reforms within our government, we shall vastly expand our administration beyond our borders and our valiant Knights will elect all future commanders based on the number of pirate lords they have brought to kneel before God!
|-
| [[File:gov_black_hands.png]] || Black Hands || <pre>{
  "has_reform": "black_hands_reform"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Free Policies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Governing Capacity Modifier
|| Along with being the direct apprentices of the Sorcerer-King, the Acolytes receive the right to administer parts of the Demesne, where their will shall be law. This system of decentralized government that is still controlled by personal bonds of loyalty and admiration is part of the genius of the Black Demesne: it is chaos controlled.
|-
| [[File:gov_chinese_palace.png]] || The Righteous Conclave || <pre>{
  "tag": "Y99",
  "NOT": {
    "has_country_modifier": "xia_summit_ended"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-1</b> National Unrest
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-20%</b> States Governing Cost
|| The Righteous Summit was an antiquated tradition of the Xia in which all of the Righteous Masters were invited to the Liusibao in order to deliberate on the affairs of the Xia. The expansion and centralization of the One Xia has prompted the development of this ancient tradition into a modern institution. Every Temple of the Righteous Path elects from among their masters a delegate - some would say a hostage - that is sent to reside for the rest of their life in the Xiadao compound. The Summit is not completely ended, however, and every decade all Righteous Masters join their temple's delegate in the Righteous Conclave.
|-
| [[File:gov_parliament.png]] || Ameioni Parliament || <pre>{
  "OR": [
    {
      "tag": [
        "G00",
        "G52"
      ]
    },
    {
      "has_reform": "ameion_parliamentary_reform",
      "have_had_reform": "ameion_parliamentary_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Administrative Free Policies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Possible Policies
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> 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.
|-
| [[File:gov_noble_muslim.png]] || Grand Assembly || <pre>{
  "is_revolutionary": false,
  "NOT": {
    "has_government_attribute": "is_pirate_republic_reform"
  },
  "OR": {
    "primary_culture": "sun_elf",
    "culture_group": "bulwari"
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+5%</b> All Estates' Loyalty Equilibrium
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-10</b> 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. <br><br>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.
|-
| [[File:gov_parliament.png]] || Verdical Parliament || <pre>{
  "tag": "Z97",
  "has_reform": "verdical_parliament"
}</pre> ||
* <b style="color: {{#switch: malus | bonus = green | malus = red | black }};">-50%</b> Governing Capacity Modifier
|| Just as the High Rector holds ultimate authority over the religion and the state, the Verdicals who support our theological understandings also play a role in our administration
|}
=== Tier 11: The Nature of Our Faith ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_church_and_state_reform.png]] || Church and State || <pre>{
  "NOT": [
    {
      "religion_group": "pagan"
    },
    {
      "has_adventurer_reform": true
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Free Policies
|| The faith and the state are the two pillars that hold up the world. Our laws are holy laws and they cannot be questioned.
|-
| [[File:gov_religious_harmony_reform.png]] || Soul and Body || <pre>{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "religion": "the_jadd"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Tolerance of Heathens
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Tolerance of Heretics
|| We must never forget that the barriers of culture and language are merely an illusion. We are all mere souls inhabiting a shell. It does not matter what language we speak, only that we service the divine in the proper way.
|-
| [[File:gov_religious_leader.png]] || God and Man || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Missionaries
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> Tolerance of the True Faith
|| The only relationship that matters is that between lowly mortals and the immortal holy spirits. Our state exists merely to remind people of the proper ways to devote themselves to prayer.
|-
| [[File:gov_organising_our_religion_reform.png]] || Organize Our Faith || <pre>{
  "religion_group": "pagan",
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Yearly Devotion
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+1</b> Yearly Absolutism
|| We are a highly organized state oriented around a faith that is itself highly disorganized. By attempting to enact an official hierarchy for our religion, we may begin to convert more followers to the true ways of the Gods.
|-
| [[File:gov_soldiers_5.png]] || Faith and Power || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-10%</b> Morale Damage Received
|| Combat and power are the only ways to come closer to divine. Through victories on the battlefield, the people of our state show their piety and devotion.
|-
| [[File:gov_strength_of_the_khalsa.png]] || Belief and Unity || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> Max Promoted Cultures
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+50%</b> Religious Unity
|| Faith is the unifying power which keeps the state and the people together. The government exists for the mere purpose to ensure that this unity remains unbroken.
|}
=== Tier 12: Culture, Faith and State ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_mission_to_civilize_reform.png]] || Religious Society || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
|| Religion and culture are intertwined. No man of our society can claim to be of our culture if they do not follow the same rituals.
|-
| [[File:gov_generic_people.png]] || Harmonization of Cultures || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-50%</b> Promote Culture Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-20%</b> Cost of Advisors with Ruler's Culture
|| The concept of culture is in many ways similar to religion, though it is forged by traditions, social values and environment and not by divine enlightenment. The cultures within our state are bound to harmonize with each other as long they are following the true faith.
|-
| [[File:gov_man_and_children.png]] || Cultural Safe Haven || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Manpower in Accepted Culture provinces
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Manpower in same Culture Group provinces
|| Cultures are fabricated social norms, created by men to differentiate them from others. In actuality, we are all mortal bodies walking on this world. Only the conviction to the true divine being is of importance.
|-
| [[File:gov_government_for_people_reform.png]] || Taxation of Foreigners || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+50%</b> National Tax Modifier
|| The culture of minorities is of little concern to us. As long they are willing to sacrifice part of their income for the holy cause, they are free to live out their traditions.
|}
=== Tier 13: Our Faith and the World ===
{| class="reformtable"
|-
! Icon !! Name !! Potential !! Effects !! Description
|-
| [[File:gov_rioting_burning_2.png]] || One State Under God || <pre>{
  "NOT": [
    {
      "religion_group": "pagan"
    },
    {
      "has_adventurer_reform": true
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-30%</b> War Score Cost vs Other Religions
|| Our faith and our state have become totally synonymous with each other. We are our religion, and any who devote themselves to the divine, must also devote themselves to the state.
|-
| [[File:gov_religious_permanent_revolution_reform.png]] || The Global Crusade || <pre>{
  "NOT": [
    {
      "religion_group": "pagan"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "elikhander_theocracy_reform"
    }
  ]
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-50%</b> Cost of enforcing religion through war
|| This world is full of heretics, heathens, sinners, and blasphemers! We must seek to correct heretics and heathens alike, and spread our peaceful ways through force!
|-
| [[File:gov_asian_scripture.png]] || The Many Fingers of God || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_idea_group": "humanist_ideas"
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> Tolerance of Heathens
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> Tolerance of Heretics
|| We believe that there is only one God, by whom we live and by whom we die, and for whom we have an upright heart. But as God gives us the different fingers of the hand, so he gives to men diverse ways to approach him.
|-
| [[File:gov_strength_of_the_khalsa.png]] || Priestly Autonomy || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+3%</b> Administrative Efficiency
|| No priest should hold power over another priest, with the exception of our ruler. Each realm shall be fully autonomous, and priests will remain free to interpret the will of the Gods in any way that is true to them.
|-
| [[File:gov_clergyman.png]] || State of Theologians || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">-20%</b> Advisor Cost
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+2</b> Possible Advisors
|| Our religion is no weapon or justification of war. Nor does it exist for monetary sake. Our faith is the result of intellectual and spiritual theories, discussions and understanding. The theology is the purpose of the state and its subjects.
|-
| [[File:gov_peasant_republic.png]] || Divinity through Craftsmanship || <pre>{
  "NOT": {
    "has_adventurer_reform": true
  }
}</pre> ||
* <b style="color: {{#switch: bonus | bonus = green | malus = red | black }};">+10%</b> Goods Produced Modifier
|| The theologians discuss the means of reaching divine enlightenment, but only few realize what truly brings us closer to the immortal realm. The act of creation is the only holy way to approach our maker.
|}
|}

Revision as of 01:17, 15 June 2024

Tier 1: Leadership

Icon Name Potential Effects Description
Clerical State
{
  "NOT": [
    {
      "tag": "PAP"
    },
    {
      "tag": "Z97"
    },
    {
      "has_adventurer_reform": true
    }
  ]
}
  • +10% Clergy Loyalty Equilibrium
  • +10% National Tax Modifier
This state is ruled by the clergy and uses the hierarchy of religious institutions for all government purposes.
Monastic Order
{
  "NOT": [
    {
      "tag": "Z97"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "have_had_reform": "teutonic_bishopric_reform"
    },
    {
      "has_reform": "ameion_parliamentary_reform"
    },
    {
      "have_had_reform": "ameion_parliamentary_reform"
    }
  ],
  "is_temple": false
}
  • -20% Fort Maintenance
This country is ruled by the members of a Monastic Order. The order's hierarchy and rules replaces the need for most laws and administration.
High Rectorate
{
  "tag": "Z97",
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +1 Diplomatic Relations
  • -25% Institution Embracement Cost
A political structure where the nation is governed by a spiritual and intellectual leader, the High Rector, the highest ranking office of the Ravelian Church.
The High Rector and the Veridicals have premier access to the God Fragment, and are the first to hear any of its revelations.
Secular Order
{
  "is_temple": false,
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "ameion_parliamentary_reform"
    },
    {
      "have_had_reform": "ameion_parliamentary_reform"
    },
    {
      "culture_group": "eordan_ruinborn_elf"
    }
  ]
}
  • -20% Fort Maintenance
Similar to the Monastic Order, but religion plays no part in their governance.
Magisterium
{
  "tag": "A85",
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • +10% Mages Loyalty Equilibrium
  • +1 Monarch Administrative Skill
  • +1 Monarch Diplomatic Skill
  • +1 Monarch Military Skill
The Magisterium is the ruling body of the official mages within the Empire of Anbennar. They are, as a whole, also the de-facto purveyors and leaders of magical knowledge and learning in all of Cannor.
Adventuring Company
{
  "has_reform": "adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}
  • -2 Diplomatic Relations
  • -1 Diplomats
  • +33% Manpower Recovery Speed
  • +500% Province War Score Cost
  • +30% Reform Progress Growth
A loose form of government centered around a large adventuring party, exploration and settling new regions. Uses §YAdventuring Efficiency§W mechanics which simulates the spoils of passive adventurers within the company.
Dwarovar Adventurer Company
{
  "has_reform": "dwarovar_adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}
  • -1 Colonists
  • -1 Diplomats
  • +33% Manpower Recovery Speed
  • -50% Reform Progress Growth
A loose form of government centered around a large adventuring party, exploration and settling the Dwarovar. Uses §YAdventuring Efficiency§W mechanics which simulates the spoils of passive adventurers within the company.
Aelantir Adventurer Company
{
  "has_reform": "aelantir_adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}
  • +1 Colonists
  • -1 Diplomats
  • -33% Idea Cost
  • +33% Manpower Recovery Speed
  • -75% Reform Progress Growth
A loose form of government centered around a large adventuring party, exploration and settling Aelantir. Uses §YAdventuring Efficiency§W mechanics which simulates the spoils of passive adventurers within the company.
Scholar Adventurers
{
  "has_reform": "baashidi_adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}
  • -2 Diplomatic Relations
  • -1 Diplomats
  • +33% Manpower Recovery Speed
  • +100% Province War Score Cost
  • +30% Reform Progress Growth
Magocracy
{
  "OR": [
    {
      "has_estate": "estate_mages",
      "has_country_flag": "adventurer_derived_government"
    },
    {
      "estate_influence": {
        "estate": "estate_mages",
        "influence": 20
      },
      "has_reform": "magocracy_reform",
      "culture_group": "eordan_ruinborn_elf",
      "has_country_flag": "adventurer_derived_government"
    }
  ],
  "is_temple": false,
  "NOT": [
    {
      "has_country_flag": "magic_artificery_artificery_only"
    },
    {
      "tag": "H74"
    }
  ]
}
  • -5% All Power Costs
While some countries may be ruled by the nobility or by the merchant class, magocracies derive their prerequisite to rule from the ability to cast magic.
Enlightened Elven Empire
{
  "OR": {
    "AND": {
      "has_country_flag": "rezankand_government",
      "tag": "H67"
    },
    "is_playing_custom_nation": true
  }
}
  • +5% Administrative Efficiency
  • +15% Institution Spread In True Faith Provinces
  • +10 Maximum Absolutism
  • +2 Max Promoted Cultures
A theocratic empire ruled by one who derives his divine right to rule by Surael himself - chosen to spread his light across all the peoples of Aelantir.
Oracular Order
{
  "OR": {
    "tag": "R05",
    "has_reform": "oracular_order_reform",
    "have_had_reform": "oracular_order_reform"
  }
}
  • -10% All Power Costs
  • +100% Core-Creation Cost
  • -2% Prestige Decay
A monastic order in which the ruling class consists of a group of monks that have dedicated their lives to the study of the mechanics of the world. While they have gained the ability to predict the future, they need to maintain their studies to keep the future in sight.
Skaldhyrric Order
{
  "NOT": {
    "has_adventurer_reform": true
  },
  "religion": "skaldhyrric_faith"
}
  • +1 Possible Advisors
  • +10% Improve Relations
To train Skalds is a difficult task, involving both the memorization of countless tales and coupling these tales with divine power. Our state has a great responsibility to ensure that all of Gerudia can have access to our high quality Skalds, for we are the only ones who can create more than storytellers. Being the foremost educator of Skalds also has the benefit of allowing us to gather favors that may otherwise be impossible.
Wulin
{
  "NOT": [
    {
      "has_country_flag": "formed_one_xia_flag"
    },
    {
      "has_adventurer_reform": true
    }
  ],
  "religion": "righteous_path",
  "OR": {
    "AND": [
      {
        "capital_scope": {
          "province_id": 4559
        },
        "has_reform": "wulin"
      },
      {
        "is_playing_custom_nation": true,
        "have_had_reform": "wulin"
      }
    ]
  }
}
  • +1 Diplomats
  • +1 Leader(s) without Upkeep
  • -200% Chance of New Heir
  • +1 Yearly Legitimacy
The holder of the Righteous Path holy site, the Xiadao, and the rightful leader of the Xiaken.
§MA country can take over the Wulin, and become the overlord of all Xiaken Subjects, by taking the province of Xiadao.§!
Xiaken
{
  "religion": "righteous_path",
  "NOT": [
    {
      "has_country_flag": "formed_one_xia_flag"
    },
    {
      "has_adventurer_reform": true
    }
  ],
  "overlord": {
    "has_reform": "wulin"
  }
}
  • -200% Chance of New Heir
  • +10% Infantry Combat Ability
  • +10% Morale of Armies
A community led by martial warriors of the Righteous Path faith, and nominally subservient to the Wulin.
§MA country can take over the Wulin, and become the overlord of all Xiaken Subjects, by taking the province of Xiadao.§!
One Xia
{
  "tag": "Y99"
}
  • +1 Leader(s) without Upkeep
  • -200% Chance of New Heir
The Xianjie, long divided, has been united. From the seeds of reckless discord a humble unity has sprouted and flourished among the once disparate temples and orders of the Xia. After centuries of conflict the Righteous Masters have united under the sovereignty of the Supreme Master, Protector of the Xiadao, leader of the One Xia, and temporal champion of the Righteous Path faithful.
Independent Xiaken
{
  "religion": "righteous_path",
  "NOT": [
    {
      "has_country_flag": "formed_one_xia_flag"
    },
    {
      "has_adventurer_reform": true
    }
  ],
  "OR": {
    "is_subject": false,
    "overlord": {
      "NOT": {
        "has_reform": "wulin"
      }
    },
    "AND": {
      "is_playing_custom_nation": true,
      "have_had_reform": "indep_xiaken"
    }
  }
}
  • -200% Chance of New Heir
  • +10% Infantry Combat Ability
  • +10% Morale of Armies
A community led by martial warriors of the Righteous Path faith, and nominally subservient to the Wulin.
§MA country can take over the Wulin, and become the overlord of all Xiaken Subjects, by taking the province of Xiadao.§!
The Magocratic Diarchy
{
  "OR": {
    "has_reform": "verkal_ozovar_magocracy",
    "have_had_reform": "verkal_ozovar_magocracy"
  },
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • -5% All Power Costs
  • +75% Core-Creation Cost
  • +1 Diplomatic Reputation
  • +2 Diplomatic Relations
  • +1 Diplomats
  • -20% Envoy Travel Time
  • -80% Governing Capacity Modifier
The mountaintop mystics of old give way to the rebirth of Runesmithing, with Verkal Ozovar at its core. The government is led by a council of prominent rune-mages, with the Diarch and the Oz-Amekh at the helm.
Sacred Elven Empire
{
  "has_country_flag": "aelnar_dahvar_government",
  "tag": "Z43"
}
  • +5% Clergy Loyalty Equilibrium
  • +1% Missionary Strength
  • +10% Governing Capacity Modifier
  • +10 Maximum Absolutism
  • +1 Missionaries
  • +15% Missionary Maintenance Cost
  • +300% Promote Culture Cost
  • +2 Tolerance of the True Faith
The followers of Dahvar have reorganized the traditional Aelnar monarchy into a theocracy. While a nominal royal family still exists, the Nùr Dhavaraesa church holds true power within the state.
Ancestral Venerator
{
  "OR": {
    "has_reform": "mithradhum_ancestor_venerator_reform",
    "have_had_reform": "mithradhum_ancestor_venerator_reform"
  }
}
  • +10% Adventurers Loyalty Equilibrium
  • -3 Tolerance of Heathens
  • +2 Tolerance of the True Faith
Aul-Dwarov fell, first and foremost, because of moral and spiritual rot. They failed to venerate the ancestors, venerating their own greed and avarice instead. By birthright and by connection to holy Amldihr, our government is the rightful inheritor of the ancient empire of the dwarves.
Arakepruni Magocracy
{
  "OR": {
    "has_reform": "arakeprun_magocracy",
    "have_had_reform": "arakeprun_magocracy"
  },
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • -3% All Power Costs
  • +10% Artificers Loyalty Equilibrium
  • +10% Mages Loyalty Equilibrium
  • +5% Production Efficiency
The state is controlled by mages working in harmony with scholars, made possible by the uncontested hegemony of the Spring Court.
Infernal Autocracy
{
  "has_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.
The Black Demesne
{
  "OR": {
    "tag": "Z99",
    "is_playing_custom_nation": true
  },
  "has_reform": "black_demesne_reform",
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • +10% Acolytes Influence
  • -5% All Power Costs
  • +15 Maximum Absolutism
  • +10% Technology Cost
When the Ascendant Dragon rose to the Skull Throne, order was forged from the fundamental chaos of the Prime Discordance -- a plan to change the world. In the Demesne, it is magical ability and mystic intuition that mark a person's worth, not their bloodline. Magic users are full citizens of a harsh but mostly fair state. On the other hand, non-magicians live a life of total legal subjugation and suppression, though some manage to accrue considerable influence nonetheless.
Black Acolyte
{
  "is_subject_of_type": "acolyte_dominion",
  "has_reform": "black_acolyte_reform",
  "OR": {
    "has_country_flag": [
      "magic_artificery_mage_only",
      "magic_artificery_mixed"
    ]
  }
}
  • -5% All Power Costs
  • -33% Regiment Costs
  • +50% Land Force Limit Modifier
  • +10 Maximum Absolutism
  • +10% Technology Cost
Excessive centralization creates vulnerabilities, and is unbecoming of a nation built on the chaotic flow of the Prime Discordance. As such, powerful mages known as Acolytes are selected to work closely with the central government. The subsequent competition for favor breeds powerful, devious mages who can carry on the work of building a new world from the ruins of the old.
Elikhander Hierocracy
{
  "OR": {
    "has_reform": "elikhander_theocracy_reform",
    "have_had_reform": [
      "elikhander_autocracy_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.
Infernalist Order-State
{
  "has_reform": "infernal_order_state_reform"
}
  • +10% National Manpower Modifier
  • -10% Land Maintenance Modifier
  • +1 Monarch Military Skill
Ruled directly by one of the three holy orders of the Infernal Court, the Order-State exists entirely under their absolute and unquestioned authority.
Tagharoghi
{
  "has_reform": "tagharoghi_reform"
}
  • +10% Fort Defence
  • -15% Fort Maintenance
  • -2 National Unrest
The High Council of the Oni, representatives from the four great Shirgrii meet to discuss matters under the observant gaze of the all powerful Rashenbir, who acts as an arbitrator in conflicts between the Shirgrii and has the final word in the direction of the state.
Kar-Ankash Council
{
  "religion": "old_dookan",
  "OR": {
    "tag": "Z82",
    "is_playing_custom_nation": true
  }
}
  • +10% Religious Power
  • -20% National Tax Modifier
  • -2 Tolerance of Heathens
  • -4 Tolerance of Heretics
The Kar-Ankash Council is a theocratic council of Black Orc shamans in Hul-Jorkad bent on defending and spreading the teachings of Dookan in their oldest form. They reject chieftains and kings, instead elevating a leader from among the council, a Tarbastan which translates to 'High Old One', when the previous one can no longer fulfil their duties.
Sage Council
{
  "OR": {
    "primary_culture": "goldscale_kobold",
    "has_reform": "balrijin_sage_council_reform"
  }
}
  • +10% Clergy Loyalty Equilibrium
  • +1% Missionary Strength
  • -2 Tolerance of Heathens
  • -1 Tolerance of Heretics
The Sage Council is the theocratic council of Balrijin, consisting of the sages of the most powerful or affluent clans, factions, and guilds in the realm. They congregate in the Ri-Iha Khang temple at the top of Balriza to discuss matters of both state and faith, but in the end the Golden Sage, a sage picked among the council, has the final word. The Golden Sage is to interpret the teachings of Balris and apply them as closely as possible. If they become unable to fulfill their duties, their Protégé, who is picked from among the current sages, will take their place.
Council of the Mage-Shamans
{
  "OR": {
    "has_reform": "tehanek_magocracy_reform",
    "have_had_reform": "tehanek_magocracy_reform"
  },
  "NOT": [
    {
      "has_country_flag": "red_eagle_won"
    },
    {
      "has_country_flag": "magic_artificery_artificery_only"
    }
  ]
}
  • +2 Possible Advisors
  • -5% All Power Costs
  • +10% Religious Power
The government is run by wise mage-shamans.
Kalemba
{
  "has_reform": "pelimkana_kalemba_reform",
  "religion": "mystic_accord",
  "culture_group": "yanglam"
}
  • -50% Caravan Power
  • +15% Manpower in True Faith provinces
  • +25% Production Efficiency
  • -2 Tolerance of Heathens
  • +2 Tolerance of the True Faith
  • -25% Trade Efficiency
Pelimkana has long been under the control of the Order of Pelimkana, and has rejected the Tengalam system of monarchy of the Yanglam. The resulting state is exceedingly isolatinst and particularly zealous, even disallowing logging in the Lupulan. The blessings of the spirits have made their lands exceedingly productive as a result, though this comes at the cost of foreign trade.
Dakocracy
{
  "has_reform": "chaingrasper_dakocracy_reform",
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • -5% All Power Costs
  • +10 Maximum Absolutism
A mage-dominated society centralized under its ruler. The ruler has complete control over every aspect of society.
Early Dakocracy
{
  "has_reform": "chaingrasper_early_dakocracy_reform",
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • -3% All Power Costs
  • +5 Maximum Absolutism
A mage-dominated society centralized under its ruler. The ruler tries to gain complete control over every aspect of society.
Land of Thousand Shrines
{
  "has_reform": "land_of_thousand_shrines",
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • +10% Clergy Loyalty Equilibrium
  • +10% Mages Loyalty Equilibrium
The state has been entirely supplanted by Liho's Maidens, who now exercise absolute control over this country and its domains. Leadership consists exclusively of the most magically gifted - and politically connected - shrine maidens in the order.
Huszien's Council
{
  "has_reform": "husziens_council",
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • +10% Clergy Loyalty Equilibrium
  • +10% Mages Loyalty Equilibrium
The Huli-Jing and the Gumiho have assembled into two large factions, vying with one another for influence over Huszien's decisions. As either side gains power, the organs of state of which they are patrons grow in power, but lose much of their effectiveness from inefficiency.
Bulwari Temple
{
  "NOT": [
    {
      "tag": "H66"
    },
    {
      "tag": "H67"
    }
  ],
  "OR": {
    "religion_group": "bulwari",
    "has_country_flag": "updating_isolationism_window"
  }
}
  • -0.05 Monthly Autonomy Change
  • +10% National Tax Modifier
Bulwari temples are the house of Surael, a place of worship, but they are also massive complexes with schools, workshops, storehouses and libraries. The kašra is the religious, as well as political, leader of the temple, while the šasig, or head administrator, is in charge of the day-to-day functioning of the temple and its institutions.
White Stone Council
{
  "OR": {
    "has_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
{
  "OR": {
    "has_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.
Holy Matriarchy
{
  "tag": "L36",
  "have_had_reform": "holy_matriarchy_reform"
}
  • +50% Female Advisor Chance
  • +1% Missionary Strength
  • +1 Missionaries
  • -20% Missionary Maintenance Cost
The city of Lelanàn is ruled by priestesses dedicated to worship of the goddess Lel, leader of the halfling pantheon. After the Kolo’s temple on the mainland Sarhal was lost to human migration, the Lel’s temple of Lelanàn assumed the leading position among the shrines and thus became the most important place of Nakavy Avo faith.
Haraagtsedi League
{
  "tag": "F72",
  "NOT": {
    "is_tribal": true
  }
}
  • +10% Production Efficiency
  • +2 Tolerance of the True Faith
Haraagtseda is a collection of packs no longer, we are a true nation! Our Mazla Haraag will be decided by a test of skill open to all of the holy men and women of our realm. They will not rule alone but be advised by the Gravot, an assembly of representatives from each of the provinces. Unlike our kin to the west we will not be ruled by tyrants, each Gnoll, and some humans, will be able to vote for those who represent them
Nirat Priesthood
{
  "has_dlc": "Mandate of Heaven",
  "OR": {
    "has_reform": "nirat_priesthood_reform",
    "have_had_reform": "nirat_priesthood_reform"
  }
}
  • +10% Clergy Loyalty Equilibrium
  • +1 Monarch Administrative Skill
  • -0.05 Yearly Corruption
The Nirat Priesthood, who for years were denied their rightful place as rulers of the Sorrow have finally broken free from the Elikhetist yoke and taken over the Stewardship of the Sorrow. They are in control of matters both temporal and divine and hold sway over the realm through religious legitimacy. Where the faith goes, so does the state and where the state goes, so does the faith.
Ahati Stewards
{
  "OR": {
    "has_reform": "aakheta_ahati_reform",
    "have_had_reform": "aakheta_ahati_reform"
  }
}
  • +10% Global Trade Power
  • +1 Land Leader Manoeuvre
The time of the Kheteratan Kings has come to an end. No longer will the Sorrow be stewarded by pompous monarchs. Now the Ahati, the vigilant servants of Sorrow and Aakhet will rule over the land, commerce and industry. We will steward our newly formed realm into an era of Peace, Freedom, Justice, and Security! Our allegiance will be to the Sorrow, to Aakhet!
Alianaíarat
{
  "religion_group": "effelai",
  "has_reform": "effelai_alianaiarat_reform",
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  },
  "OR": {
    "tag": [
      "G15",
      "G16",
      "G17",
      "G18",
      "G19",
      "G20"
    ]
  }
}
  • +1 Colonists
  • -10% Land Attrition
  • +5% Mages Loyalty Equilibrium
Shadow Horde
{
  "has_reform": "shadow_horde"
}
  • -25% Institution Spread
  • +50% National Supply Limit Modifier
  • +33% Land Force Limit Modifier
While the trolls of Yezel Mora are ostensibly under the control of the three Shadow Hags, in reality they tend to leave the running of the horde to the trolls themselves. The hag's main involvement is to choose a new Nail King when the previous one dies. Otherwise they trust the king to rally support, train the military, collect taxes, and keep order. Should the Nail King fail in these tasks however, the hags will deliver swift and cruel punishment, before convening to choose a new ruler.
Bronze Stratocracy
{
  "has_reform": "bronze_stratocracy_reform"
}
  • +50% General Cost
  • +1 Land Leader Manoeuvre
  • +1 Land Leader Shock
  • +1 Leader Siege
Devised by Aakhet himself as a way to keep order in Aramoole and ensure his will is done. A new ruler is selected from amongst the top generals in the country when the previous one either passes away or is considered incapable of fulfilling the role anymore. Most top generals are battlemages who, while far below the level of the most powerful mages, are extremely skilled at weilding their limited magical prowess in battle.
Settled Centaur Horde
{
  "always": false
}
  • +33% Looting Speed
  • -15% Production Efficiency
  • -33% Reform Progress Growth
A Settled Centaur Horde
Mahyaraja
{
  "AND": {
    "capital_scope": {
      "province_id": 4411
    },
    "has_reform": "raja_magocracy_reform"
  },
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • +3 Diplomatic Reputation
  • +10 Maximum Absolutism
The Raj is malleable, and it is the duty of the Mahyaraja to unwind its innards, boil out its pus, grind down its bones, and form it anew amidst the dissent and anguish of the oppressed. In the end, the upper castes may protest, but we shall be the liberators of the lowly. After all, suffering is temporary, but the Raj shall be eternal.
The Krilavuna
{
  "OR": {
    "has_reform": "vf_krilavuna_magocracy",
    "have_had_reform": "vf_krilavuna_magocracy"
  },
  "NOT": {
    "has_country_flag": "magic_artificery_artificery_only"
  }
}
  • +20% Foreign Spy Detection
  • -10% Leader Cost
An evolved form of the old Symposium, the "Blood Crown" passes between Vels Fadhecai's most prodigious mages, who each receive exclusive tutulage from Lady Mitrenya... whenever she can be bothered, that is.
Dunesworn Council
{
  "tag": "F69",
  "NOT": {
    "is_tribal": true
  },
  "has_country_flag": "irkorzik_reformed",
  "culture_group": "gnollish"
}
  • -90% Move Capital cost modifier
  • -10% Stability Cost Modifier
Founded by Irkorzik with the support of the Vog Mekza, our pack inheritance is now determined through the Trials of the Sands. Our current pack leader elects a candidate, and then the Dunesworn Council chooses a lethal trial that the candidate must pass in the Salahad. If they succeed, they become the next heir of our pack.
Silk Order
{
  "OR": {
    "has_reform": "spider_silk_order",
    "have_had_reform": "spider_silk_order"
  }
}
  • -5% Cavalry Cost
  • +5% Global Trade Power
  • -10% Nobility Influence
A religious order based on the distribution of spider-goods. Spidergoods being seen as a physical representation of Muta Kroozpauz' realm. The shamans are the primary authority on most matters regarding trade, faith and production.

§YThings that affect Caravan Preparation:§!
Negative Diplomatic Reputation: §R-0.2§! Monthly Caravan Preparation
Average Local Autonomy from 20% to above 50%: §R-0.05 to -0.4§! Monthly Caravan Preparation
Per Center of Trade level 2 or 3 with a §YMarketplace§!: §G+0.015 to 0.03§! Monthly Caravan Preparation (Capped at §G+0.3§!)
Per Silk Manufactory: §G+0.02§! Monthly Caravan Preparation (Capped at §G+0.2§!)
Being at Peace: §G0.33§! Monthly Caravan Preparation
Stability: §R-0.24§! to §G+0.24§! Monthly Caravan Preparation
In Search of Order
{
  "culture": "eagle_command",
  "religion": "eagle_worship"
}
  • +10% National Manpower Modifier
  • -5% Land Maintenance Modifier
When the Day of Ashen Skies occured, chaos overpowered order, bringing imbalance to the world. It is imperative we unite our people and help restore balance between the powers of chaos and order.
Rule of Order
{
  "culture": "eagle_command",
  "religion": "eagle_worship"
}
  • +10% National Manpower Modifier
  • -5% Land Maintenance Modifier
To rule is to bring Order to the world, and repel the Chaos that was unleashed. To achieve such a feat is a difficult task, and only our strongest soldier of Order should lead us. As such, any would be ruler must prove their strength above all others in a trial of combat, for if one cannot best their fellow mages, how can they possibly stand against Chaos?
Prabhi
{
  "has_reform": "prabhi_reform",
  "OR": {
    "overlord": {
      "has_government_attribute": "is_raja"
    },
    "any_known_country": {
      "war_with": "ROOT",
      "has_government_attribute": "is_raja"
    }
  }
}
  • -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
{
  "NOT": {
    "tag": [
      "R70",
      "R71"
    ]
  },
  "capital_scope": {
    "superregion": "rahen_superregion"
  },
  "OR": {
    "culture_group": [
      "south_raheni",
      "upper_raheni",
      "middle_raheni"
    ],
    "primary_culture": [
      "royal_harimari",
      "primal_harimari"
    ]
  }
}
  • -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
{
  "has_reform": "senapti_reform",
  "OR": {
    "overlord": {
      "has_government_attribute": "is_raja"
    },
    "any_known_country": {
      "war_with": "ROOT",
      "has_government_attribute": "is_raja"
    }
  }
}
  • -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.

Tier 2: Internal & External Mission

Icon Name Potential Effects Description
Internal Mission
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +2 Tolerance of the True Faith
We must focus our energy on our mission within our country, to protect the faithful, feed the poor and fulfill our religious duties.
External Mission
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Manpower Recovery Speed
The spread of our holy faith must be our foremost mission and we cannot rest until we have defeated all enemies of our religion.
Mission to Civilize
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Settler Chance
  • -50% Native Uprising Chance
Our mission is to seek out poor misguided primitives across the world and teach them the proper way to align their lives so that they too may join us in our divinity.
Mission on the High Seas
{
  "NOT": {
    "has_adventurer_reform": true
  },
  "num_of_ports": 1
}
  • +10% Marines Force Limit
  • +33% Chance to Capture Enemy Ships
  • +20% National Sailors Modifier
  • +25% Naval Force Limit Modifier
The seas are filled with heathens and villains plundering the trade and transport ships of the honest followers of our faith. It’s become clear that pilgrims will never be safe to visit the holy places under our protection if we do not make it our holy mission to eliminate the piratical menace on the high seas!
Balanced Mission
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +0.5 Yearly Devotion
  • -10 Change National Focus Cooldown Years
The affairs of our theocracy cannot be focused on only one aspect. It is in the best interest of both our state and our faith to invest equally in our internal and external missions.
Commercial Mission
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Global Trade Power
  • +1 Merchants
Although religion is the driving force of our ambitions, it is undeniable that our state is dependent on the might of the Ducat. Fortunately, religion and monetization go hand in hand.
Mission of Protection
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Fort Defence
  • +1 Missionaries
  • +20% Prestige per Development From Conversion
Our faith is at constant risk from heathens and heretics alike. The only ones who we can count on are other followers of our religion - our brothers and sisters in faith. It is our duty to protect them from the godforsaken forces of evil.
Beatific Birth
{
  "has_country_flag": "aelnar_ciment_the_new_administration"
}
  • -10% Goods Produced Modifier
  • +25% Manpower Recovery Speed
Giving birth is a sacred duty of any star elf
Corinite Crusade
{
  "has_reform": "monastic_order_reform",
  "OR": {
    "has_reform": "corintar_corinite_crusade",
    "have_had_reform": "corintar_corinite_crusade"
  }
}
  • +1% Missionary Strength
  • +5% Recover Army Morale Speed
  • +10% Shock Damage
Some states vary in their purpose, adjusting to the whims of a monarch or the rise of a new family of patricians. But not the Corintar. Our purpose is clear, our cause Corin's own, and every aspect of our state will be geared to Her crusade.
Exploring the Frontier
{
  "has_reform": "adventurer_reform"
}
  • -15% Migration Cost
"To see where you stand, you must leave it behind." -Narawen the Wanderer

We have maps and charts of old Escann aplenty, but the one before us has been reshaped by the Greentide, and we will need to learn it anew (while keeping up with the roaming goblin and orcish warbands). By ensuring we have well-built wagons, and that every member can set up and take down camp within minutes, we will speed the company on its way and Escann on its regrowth accordingly.
Stripping the Land
{
  "has_reform": "adventurer_reform"
}
"You either further the cause, or oppose it." -Sir Laurens síl Place

We seek to recreate a new Escann out of the ashes of the old. But that will not be an easy process, and we will have to lean heavily on the land to support its rebuilding. We cannot leave a single stone unturned, resource unexploited, or "lost" treasure unfound, if we are to succeed in our quest.
Pioneer Mission
{
  "has_reform": "adventurer_reform"
}
  • +0.5 Yearly Prestige
  • +25% Reform Progress Growth
"Good adventurers think of tactics, great adventurers think of logistics." -Aucan síl Versil

Most adventurers lent the Marcher Lords their sword and shield thinking of glory and loot, confident in their ability to take on orc and goblin. But on the 11th of Nerament, 1444, they woke up faced with a quest most were unprepared for: rebuilding nations. Just as we would study a dragon before slaying one, we must immediately get to work on an organized code of conduct and all the other pieces of administration we will need in the months, years, and decades to come.
Call to the Surfacers
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • +1 Colonists
  • +25 Global Settler Increase
  • +5% National Manpower Modifier
The Greentide is broken! The Dwarovar is open! Come all my kin and answer my cry. It is time to come home, children of Balgar, children of Hehogrim, children of Dagrin Everbeard! We are all dwarves, and we must all do our part to find our way home at long last.
Serpentspine Spelunking
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • +1 Colonists
Wanderlust is usually reserved for humans and their never-ending greed to find more and achieve more. But when it comes to our ancient homeland we have every right to discover what was was once ours, and we have every right to enjoy it! Take pride, smile and laugh as you would in a tavern. We may have lost our home, but we have been granted a great boon in our lifetime, the opportunity to see it with fresh eyes. Every cave, every crevice, every lost hold is history of our forefathers to be found!
Remnants of Old
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • +1 Colonists
  • +15% Improve Relations
  • -0.01 Monthly War Exhaustion
The Dwarovar still stands! We feared that every remnant of the dwarven empire had been razed to bare rock by the Blacktide, but we have discovered that a rare few holds have survived, fortified within their great citadels! These ancient remnants of Aul-Dwarov have become stagnant and listless with the passage of centuries, but in many ways they are our ancestors now living among us, and it is our duty to awaken them!
Secret Societies
{
  "has_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.
The Black Blueprint
{
  "has_reform": "the_black_blueprint_reform"
}
  • -10% Core-Creation Cost
  • -10% Cost of Advisors with Ruler's Culture
We know how things must be, but our will cannot yet accomplish it. This is the central problem that drives one to study magic in the first place. Like the magician, the Demesne must undergo a transformation so that it might enact its will across all Cannor. To achieve this, we have created both an internal and external plan; a plan for learning and a plan for doing.
Shamanistic Prosletysm
{
  "capital_scope": {
    "continent": "serpentspine"
  },
  "culture_group": "goblin"
}
  • +10% Clergy Loyalty Equilibrium
  • +2% Missionary Strength
  • -2 Tolerance of Heathens
  • -2 Tolerance of Heretics
We have until now tolerated heathens within our state; their worship did little to interfere with our proceedings. However, as some voices within our Shaman circles have pointed out, we have our own cults for these people, lay clergy from whom they can seek their spiritual guidance. So let’s bring them into our fold, they can worship their gods within our Temples and their gods can be led by our Shamans - after all, our Gods are theirs too.
Earthly Mission
{
  "religion": "goblinic_shamanism"
}
  • +1 Diplomatic Reputation
  • +15% Improve Relations
Our gods are the very earth we walk on, the very air we breathe, the clothes we wear and the fire we warm ourselves by. We should dedicate ourselves to improving the physical world around us through charity and empathy.
Cultic Tolerance
{
  "religion": "goblinic_shamanism"
}
  • +15% Reform Progress Growth
  • +2 Tolerance of Heathens
  • -1 Tolerance of the True Faith
As our cults have adopted practices from the various religions of Halann, we have gained a great deal of respect for these people and their traditions. We should look to them as teachers and guides, incorporating their knowledge into our own.
Appease the Khet
{
  "has_dlc": "Mandate of Heaven",
  "is_emperor_of_china": true,
  "NOT": {
    "has_special_hedonism_reform": 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"
}
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'
Ensnaring the Plains
{
  "OR": {
    "has_reform": "spiderwretch_T2_spider_warfare",
    "have_had_reform": "spiderwretch_T2_spider_warfare"
  }
}
  • +15% Cavalry to Infantry Ratio
  • -5% Cavalry Cost
Our nation, unlike most others, extensively use spiders in all matters, from military to production to even beverages. By implementing centaur ideas and tactics into our government and military, we can learn so much more than previously thought. Although we beat them, their knowlegde is still useful in controlling the plains.

Tier 3: Education of the State

Icon Name Potential Effects Description
Education of the Theocrat
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +20% Average Monarch Lifespan
The fate of our state lies in the hands of God. But it is to our theocratic ruler to read the divine signs and interpret them in favor of our people.
To avoid misinterpretations, the state must focus its efforts in educating future rulers.
Education of the Court
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • -15% Advisor Cost
Our ruler might represent the will of our faith, but he is still just a human prone to human mistakes. With an education of the whole court we will be able to minimize the errors of our ruler.
Education of the Missionaries
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +2% Missionary Strength
  • +5 Maximum Absolutism
  • -50% Missionary Maintenance Cost
The heathens and heretics are the greatest tests of our belief. They seduce our pious men with poisonous thoughts, drifting them away from the true faith.
We must teach our missionaries about those threats.
Education of the People
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • -5% Idea Cost
  • +33% Institution Spread In True Faith Provinces
Knowledge and education are a gift of God. Man is born with free will and thought, and it is our duty to ensure that this gift gets shared with everyone in the state.
Disciplined Party Leaders
{
  "has_reform": "adventurer_reform"
}
  • +10% National Tax Modifier
  • -1 National Unrest
Unregulated Looting Practices
{
  "has_reform": "adventurer_reform"
}
  • +100% Looting Speed
  • -0.1 Monthly War Exhaustion
Leadership of the Clans
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • +10% Army Drill Gain Modifier
  • -15% Stability Cost Modifier
Each dwarf belongs to a clan and that clan, theoretically, looks after their own. Despite living amongst the surfacers all this time, these clans underpin and teach us what it means to be dwarven, preserving the (sometimes rigid) ways of Aul-Dwarov where our people might falter.
Reclaimers of the Dwarovar
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • -5% Advisor Cost
  • +0.5 Yearly Devotion
Hark!

Each dwarf has a story of one of their disparate ancestors forming expeditions to reclaim a little piece of the Serpentspine for themselves, and until now, those were mere stories. Parables. Warnings.

But now, as we are in the halls of our ancestors, in the same caves they mined and the same roads they fought on that it can be undeniable that this time we dwarves are here to stay.
Cartel Oversight
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • +10% Global Trade Power
  • +10% Production Efficiency
The Cartels have become a fixture in surfacer economy since our ancestors came down from the mountain all those years ago, entrenching themselves in human society as reliable bankers, traders and craftsmen. While our expedition has no doubt been funded by a cartel one way or the other, we could allow them into our leadership proper if we are truly to flourish in these deep dark tunnels.
Order-Run Arcane Education
{
  "has_reform": "gemradcurt_order_run_arcane_education_reform"
}
  • +1 Possible Advisors
  • +50% Female Advisor Chance
  • +1 Land Leader(s) without Upkeep
With many of its other responsibilities transferred to the Eiganrac, the Taigan Order has once more dedicated itself to training the mages of Gemradcurt. Taking any boy or girl with magical potential into their ranks, the Order has now focused much of its efforts on turning them into loyal and powerful agents of Immarel's will.
Education of the Military
{
  "religion": "goblinic_shamanism"
}
  • -1% Yearly Army Tradition Decay
Our religion is very mutlifaceted with many different gods. Our soldiers come from different clans, and most likely worship different gods. This might cause internal strife, despite believing in the same pantheon. We need to educate them about all of our gods, so they may fight together with greater unity for our gods and eachother.
Ravelian Technocracy
{
  "tag": "Z97",
  "has_reform": "ravelian_state_technocracy",
  "OR": {
    "has_country_flag": [
      "magic_artificery_artificery_only",
      "magic_artificery_mixed"
    ]
  }
}
  • -20% Administrative Efficiency
  • +1 Possible Advisors
  • +33% Female Advisor Chance
  • -5% Technology Cost
A baseline understanding of artifice is considered crucial if one is to advance in the state, or get closer to God

Tier 4: Religious Doctrine

Icon Name Potential Effects Description
Strengthen Clergy Privileges
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  },
  "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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    },
    {
      "culture_group": "goblin"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}
  • -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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}
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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}
  • +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.
Sacred Body
{
  "has_country_flag": "aelnar_ciment_the_new_administration"
}
  • -3% Fire Damage Received
  • -3% Shock Damage Received
Elven body are temple, and should be preserved as much as possible, even on the battlefield
Stake Our Claim
{
  "has_reform": "adventurer_reform"
}
  • +75% Province War Score Cost
  • -10% Stability Cost Modifier
"When this is all over, I'd like a little house in the woods, and all the gunpowder I can get my hands on." -Iacobb Creekwhistle

Escann has suffered: its fields watered with blood and fertilized with ashes of the fallen. Today, we say no more. We did not fight this war to wipe out the orcs. We fought it to restore Escann. We must rebuild this land sooner rather than later, and welcome its people and any of those who wish to restore it with open arms.
End the Greentide
{
  "has_reform": "adventurer_reform"
}
  • -25% Migration Cost
  • -100% War Score Cost vs Other Religions
"There is war. Has been war. Will be war. But war for the sake of war means nothing. Wars must be fought to achieve peace." -Arosha Oakbreaker

The quest we signed up for did not change just because the Dookanson fell. The greenskin hordes, while beaten, continue to infest Escann, defiling and abusing it further with their mere presence. And worse, our brothers and sisters-in-arms have all but forgotten their purpose, settling the lands and falsifying titles without finishing what we started! The time of rebuilding is for a time of peace, but that time is not now. Not. Yet.
Righting the Oldest Grudge
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • +1 Land Leader Shock
  • +15% Recover Army Morale Speed
We dwarves are an ancient people. We are a persevering people. We withstood the machinations of the giants and slew their greatest champions, and for a long time, we withstood the never-ending hordes of goblins and orcs that infested our home. It is our greatest failure as a people to allow these creatures to fester in our homes, and it is a great dishonour to our ancestors that for thousands and thousands of years we have not begun to reverse that shame until now. We must do our ancestors proud and do what must be done and not only drive these pests back into darkness, but to wipe them out completely.
Treasures of Our Forefathers
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • -0.05 Monthly Autonomy Change
  • +10% Global Prosperity Growth
Few dwarves can even describe or imagine the power and fortune of our ancestors. It is said that massive gold hoards stretch from cavernous depth to cavernous ceiling, and even dragons could drown in even the most meagre vault. We have noble ambitions to take back what is rightfully ours. Our homes... and the treasures that lay waiting in it.
Secrets in the Dark
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • +5% Movement Speed
  • +15% Spy Network Construction
There are more than treasures and monsters waiting in the darkness of the Serpentspine. There are also ancient paths amidst the caves, which lead to both danger and opportunity. Let others scratch and squabble for the rocky surface. Our destiny lies deep below, among old knowledge and new possibilities.
Emulate Ancestral Warriors
{
  "culture_group": "dwarven",
  "NOT": {
    "is_adventurer": true
  }
}
  • +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!
Shrine Guardians
{
  "NOT": {
    "has_government_attribute": "is_pirate_republic_reform"
  },
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  },
  "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.
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.
Semayebaka Chapter Houses
{
  "NOT": {
    "has_government_attribute": "is_pirate_republic_reform"
  },
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  },
  "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.

Tier 5: Military Doctrines and Organization

Icon Name Potential Effects Description
Bottomless Bags
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "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
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "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
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "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
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "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
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "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
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "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
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
          "has_country_modifier": [
            "orcish_military",
            "harpy_military",
            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "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
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "wood_elf_salla"
    },
    {
      "AND": {
        "eligible_for_gov_tribal_reform_monster_non_horde": true,
        "OR": {
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            "goblin_military",
            "ogre_military",
            "troll_military",
            "kobold_military",
            "gnollish_military"
          ]
        }
      }
    },
    {
      "has_country_modifier": "human_military"
    },
    {
      "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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
{
  "NOT": {
    "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?
Escanni Administration
{
  "has_reform": "adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}
  • -5% Development Cost
"'In the end'? Nothing ends, Corin. Nothing ever ends." -Nesterin the Gaunt

The Escanni were slaughtered — but some survived. The Escanni were crushed — but hope remained. And now that we are here to see that hope blossom into reality, those who kept it alive are our greatest resource. Exiled farmers know how best to work the land they were born in, refugee mayors know how best to run it, and banished nobles how to restore it to its old glory. With their guidance, Escann's revival is a certainty.
Adventurer Administration
{
  "has_reform": "adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}
  • +5% Discipline
  • +15% Manpower Recovery Speed
"It's not where the hammer was forged that counts, it's how hard it hits!" -Rethag Ironbrow

We adventurers came from many places, for one cause: defeating the Greentide and restoring Escann. We've more or less done the first, but the same approach will be necessary for the second — and we'll need more recruits if we want to succeed, lest our blades dull and become complacent. Have the Tellumite criers put out that age-old call far and wide: adventurers wanted!
Hold Restoration
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • -15% Construction Cost
  • -20% Center of Trade Upgrade Cost
  • +15% Garrison Size
The orcs and goblins have wronged us greatly, but it is folly for a dwarf to lose themselves in a quest for vengeance. We dwarves must look after ourselves first and foremost. In the shame of seeing our ancient homes smashed to rubble and left to rot it is difficult to see why we came here, but it is clear that it was not to simply kill orcs and goblins - it is to restore our old homes.
Settlement Consolidation
{
  "has_reform": "dwarovar_adventurer_reform"
}
  • +15% Settler Chance
  • +1 Colonists
Restoring our ancient holds is a noble and important endeavour, but the long stagnation of the remnants has shown us that no hold can truly stand alone. If we want to repopulate the Dwarovar in earnest, then our people must expand beyond our lonesome walls, and we must connect our homes by road and rail to ensure that no foe can ever divide us again.

Tier 6: Secularization?

Icon Name Potential Effects Description
Partial Secularisation
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
Though religion will always be at the heart of our administration, some sectors of our government must be secularised if we are to adapt to this changing world.
Strengthen Religious Head
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10 Maximum Absolutism
  • +1 Yearly Absolutism
We must strengthen the rule and abilities of our leader so that we can at all times be certain that the divine will is being carried out in accordance to their designs.
Crowned Ruler
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
It is time we drop the trappings of religion and make our leader a monarch in own right.
Proclaim Republic
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
While we must never stray far from our religious roots it is also important that we allow our state to evolve. Let us create a free republic where the head of state is elected from among the group of valid candidates freely.
God Automata
{
  "has_reform": "papacy_reform"
}
  • +3 Land Leader Fire
"Let me present you our latest invention, made especially for you, your Holiness. Imagine, if you will, a giant encased in a suit of armour, sanctified and divine, and capable of dealing holy justice upon your foes."

(Yes, it's Mecha-High Rector)
Embrace Conciliarism
{
  "tag": "Z97",
  "NOT": {
    "has_adventurer_reform": true
  }
}
Conciliarism insists that it is the Global Council, not the High Rector, who holds supreme rulership over our country. By accepting this as truth in our faith and administration, we may vastly expand the power of the Veridicals and prevent the Papacy from falling under foreign influence.
Become a Country
{
  "has_reform": "adventurer_reform",
  "OR": {
    "is_adventurer": true,
    "is_playing_custom_nation": true
  }
}
  • +1 Colonists
"You're something new, Corin. Something more." -Dominic of Gallowspeak to Corin, one week after the battle at Rottenstep

It is time. We came here as adventurers, but we've done that job twenty times over. We took back Escann's land, freed its people... but we have not restored it to its former glory. The chivalric kingdoms of old have all but fallen, its heirs slain and its legacy tarnished. But this is only the beginning. It has fallen to us to restore Escann to its glory, its pre-eminence. A bright future dawns for this war-torn land. For our company, no... for our country.

§T(Enables decisions to form your own country)§!
Academical Realm
{
  "OR": {
    "has_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.
Legionary Command
{
  "OR": {
    "has_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
{
  "OR": {
    "has_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.
Sunlit Thalassocracy
{
  "OR": {
    "has_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.
Lord Regent of the Domandrod
{
  "OR": {
    "has_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!
The Circle Reborn
{
  "has_reform": "monastic_order_reform",
  "OR": {
    "has_reform": [
      "corintar_the_circle_reborn",
      "corintar_warrior_priests"
    ],
    "have_had_reform": [
      "corintar_the_circle_reborn",
      "corintar_warrior_priests"
    ]
  }
}
  • -10% Advisor Cost
  • +10 Maximum Absolutism
Near Corinsfall the poppies blow,
between the statues, row on row,
that mark our place; and in the sky,
our Mistress there lets out a sigh
scarce heard amidst the guns below.

We are her Circle. Short days ago
we lived, felt dawn, saw sunset glow,
loved and were loved, and now we lie,
near Corinsfall.

Take up our quarrel in her name.
To you from failing hands we throw
The torch; be yours to hold it high.
If ye break faith with us who die
We shall not sleep, though poppies grow
at Corinsfall.
Warrior Priests
{
  "has_reform": "monastic_order_reform",
  "OR": {
    "has_reform": [
      "corintar_the_circle_reborn",
      "corintar_warrior_priests"
    ],
    "have_had_reform": [
      "corintar_the_circle_reborn",
      "corintar_warrior_priests"
    ]
  }
}
  • -10% General Cost
  • +1 Land Leader Fire
A follower of Minara will not be chaste. A monk sworn to Begga will be charitable. And no one can call themselves a priest of the Goddess of War if they are not ready to fight in one. Given our government is filled with such priests, we are well-prepared for any and all conflicts to come.
Triumvirate Court
{
  "OR": {
    "has_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.

Tier 7: Administration

Icon Name Potential Effects Description
Subservient Bureaucrats
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • -0.1 Yearly Corruption
Our growing bureaucracy requires loyal officials who will do their duty to the state and trust that we have the best interests of the faith at heart.
Zealous Administrators
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Clergy Loyalty Equilibrium
  • -15% Culture Conversion Cost
  • -10% Stability Cost Modifier
Religious conviction must be an integral part of our state in all its parts. When educating administrators among the clergy we must stress that they all get a solid grounding in theology so that they can take the right decisions at all times.
Permanent Marathas Council
{
  "has_dlc": "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": "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.
Divine Nobility
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +0.25 Yearly Army Tradition
  • +1 Leader(s) without Upkeep
  • +10% Nobility Influence
  • +5% Nobility Loyalty Equilibrium
  • +5% Upper Castes Loyalty Equilibrium
There are those in our realm who are born with divine blood; chosen by the holy forces of this world to lead and rule. Though the leader of our state is a non-hereditary position, we must elevate those born with divine blood to positions of leadership within our nation.
Mercantile Tithe
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +5% Burghers Loyalty Equilibrium
  • +5% Global Trade Power
  • +5 Merchant Trade Power
Spreading the one true faith is expensive work, and our merchants have heavy pockets that would prove useful to the faith if we were to elevate these rich men to positions of power within the state.
Monastic Breweries
{
  "has_country_flag": "Y26_monastic_breweries_reform",
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Goods Produced Modifier
The brewing of Mijiu is seen of paramount importance in Yinquan, as the drink is the favorite of the Huli-Jing and so the state pays Liho's Maidens richly for brewing it. A significant portion of the country's agricultural output has been set aside for the purposes of creating Mijiu, with the excess sold to peasants. With agriculture being treated as a commercial affair, output is well above what it would otherwise be.
Integration of the Sohei
{
  "OR": {
    "capital_scope": {
      "region": "japan_region"
    },
    "have_had_reform": "warrior_monks_reform"
  }
}
  • +5% Infantry Combat Ability
  • +10% Mercenary Manpower
Across the Eastern world, there are powerful orders of monks trained both in the ways of prayer and the martial arts. If we allow these monks to build temples within our lands, they would become an integral part of the state and greatly bolster the discipline and conviction of our armies.
Administration in the Clergy
{
  "has_country_flag": "aelnar_ciment_the_new_administration"
}
  • +20% Governing Capacity Modifier
  • +0.1 Yearly Corruption
Clergy in the Administration ? No, Administration in the Clergy
New Corintar
{
  "has_reform": "monastic_order_reform",
  "OR": {
    "has_reform": "corintar_new_corintar",
    "have_had_reform": "corintar_new_corintar"
  }
}
  • -10% Aggressive Expansion Impact
  • +25% Rebel Support Efficiency
  • +15% Spy Network Construction
A chapter has closed. A new chapter has opened. The Great Purge is ended, and our administration must accommodate Corinites who have a slightly different (but no less passionate) vision of bringing about Her will.
Balgarsmiths in the Administration
{
  "OR": {
    "has_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.
Warrior-Monks of the Xianjie
{
  "OR": {
    "capital_scope": {
      "OR": {
        "region": "xianjie_region",
        "area": "rangadevi_area"
      }
    },
    "have_had_reform": "anb_warrior_monks_reform"
  },
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +5% Discipline
  • +5% Infantry Combat Ability
  • +10% Mercenary Manpower
The Xianjie is littered with powerful orders of monks trained both in the ways of meditation and the martial arts. These warrior-monks form the backbone of all Xia armies.
Consolidated Raj
{
  "has_government_attribute": "is_raja",
  "has_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%.

Tier 8: Economical Matters

Icon Name Potential Effects Description
Empower the Burghers
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    },
    {
      "culture_group": "goblin"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}
  • +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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "is_revolutionary": false,
    "NOT": {
      "has_dlc": "Emperor"
    }
  }
}
  • +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.
Exploitation of the New World
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "capital_scope": {
    "NOT": [
      {
        "continent": "north_america"
      },
      {
        "continent": "south_america"
      },
      {
        "continent": "new_world"
      },
      {
        "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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_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
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "OR": {
    "NOT": {
      "culture_group": "dwarven"
    },
    "tag": [
      "F23",
      "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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "has_dlc": "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
{
  "NOT": [
    {
      "has_government_attribute": "is_pirate_republic_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "culture_group": "dwarven"
    },
    {
      "has_reform": "hobgoblin_stratocracy_reform"
    }
  ],
  "has_dlc": "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
{
  "culture_group": "dwarven",
  "NOT": [
    {
      "is_adventurer": true
    },
    {
      "is_or_was_tag": {
        "tag": "I08"
      }
    }
  ]
}
  • +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.
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!
Sponsor the Servants
{
  "OR": {
    "religion": [
      "bulwari_sun_cult",
      "old_bulwari_sun_cult"
    ],
    "has_country_flag": "updating_isolationism_window"
  }
}
  • -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: Righteous Cause

Icon Name Potential Effects Description
Safeguard Holy Sites
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Clergy Loyalty Equilibrium
  • +15% Fort Defence
  • +10% Lower Castes Loyalty Equilibrium
It is our holy duty to look after the holy pilgrimage sites under our control and to protect any pilgrims within our lands.
Combat Heresy
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Morale of Armies
  • +5% Shock Damage
In the mission to spread the true faith we must never waver in our conviction and be ready to root out heresy wherever it springs up.
Expulsion of Heathens
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • -15% Culture Conversion Cost
  • -5% Development Cost
As our state grows so does our exposure to wrongful teachings. We must not tolerate heathens or heretics within our walls. Instead these people can come live in our cities only if they convert to the true faith.
Pursuit of Knowledge
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "bulwari_temple_reform"
    },
    {
      "has_reform": "effelai_alianaiarat_reform"
    }
  ]
}
  • -5% Technology Cost
Our cause is not the defense of our religion nor the forceful expansion of the faith. Instead we focus on the very nature of being, the relationship of the mortal and the divine realms.
To Keep the Dragon Aslumber
{
  "religion": "skaldhyrric_faith",
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +15% Fort Defence
  • -15% Fort Maintenance
The foremost task of the Skalds is to ensure that the dread dragon Elkaesal the White remains aslumber. Nevermore will our land be covered in endless winter, we will uphold the legacy of the One-Handed Skald until our last breath!
Godhood
{
  "has_country_flag": "elven_constellation"
}
  • +2 Tolerance of the True Faith
Every living elf is a god among ants. Every dead elf is a star in a constellation
Ice-Grip over the State
{
  "has_reform": "gemradcurt_ice_grip_over_state_reform"
}
Following a series of widespread purges, and the implementation of new restrictions on various organisations outside the state's official control, Immarel has solidified her ice grip over the state even further. Though the elites of Gemradcurt are still mostly free to go about their business, the regime is now much better equipped to deal with those who step out of line.

Tier 10: Separation of Powers

Icon Name Potential Effects Description
Clerical Commission
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +1 Diplomatic Relations
  • -50% Envoy Travel Time
  • -1 National Unrest
We should divide the powers of the state between our religious leader and a commission of clerics. This commission will be charged with keeping the peace in our nation, and conducting diplomatic affairs on our leader’s behalf.
Divine Guidance
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +15 Maximum Absolutism
The people question if we should divide the power in our nation, but the power is already divided. The true leader of our state is divine in nature, and their will is interpreted by our leader here on Earth.
Theocratic Democracy
{
  "NOT": [
    {
      "has_government_attribute": "monastic_order"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "ameion_parliamentary_reform"
    },
    {
      "has_reform": "haraagtsedi_league_reform"
    },
    {
      "have_had_reform": "ameion_parliamentary_reform"
    }
  ]
}
  • -1 National Unrest
We are divinest of all, but we must never forget the inherent divinity found in even the lowliest of commoners. By allowing our peasants to elect their own representatives, we allow them to have their own voice in the court of the divine.
Constitutional Theocracy
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • -10 Years of Separatism
The state exists for the sole purpose to serve the divine. But to be completely devoted to this purpose we must ensure that no weak-minded theocratic ruler can come to power to corrupt our cause.
Regionally Elected Commanders
{
  "has_government_attribute": "monastic_order",
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • -1 National Unrest
In our government, the successor to the current ruler is decided by a vote from the warriors who have dedicated their lives to protecting the Faith. By allowing the citizens of the towns and villages under our protection to partake in electing the Commander that represents their interests, we may begin to expand our administration and make those under our protection feel accurately represented in the Court of Commanders.
Open Public Elections
{
  "NOT": [
    {
      "has_reform": "papacy_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "ruler_can_revive": true
    }
  ]
}
  • -15% Stability Cost Modifier
Many villages under our protection demand representation, and although they are fools who do not understand that our rulership is divine, we must grant them some concessions if we are to keep them happy. Traditionally, only the elite of the Clergy would vote for the new leader of our government, but by opening elections to the public and establishing two new subdivisions of our government for the people to vote for, they may feel their interests are represented by the state.
A Dynastic Theocracy
{
  "NOT": [
    {
      "has_reform": "papacy_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "verkal_ozovar_magocracy"
    },
    {
      "has_government_attribute": "anb_special_elections"
    },
    {
      "has_reform": "irkorzik_dunesworn_council_reform"
    }
  ]
}
  • +0.25 Yearly Devotion
  • -20% Harsh Treatment Cost
  • +1 Land Leader Fire
Faith will always play a vital role in our state, but it is becoming clear that our government is not adaptable enough to rule vast swathes of land and function in this changing world. There is no reason that our men of faith must swear themselves into celibacy and by reorganizing our state into a Dynastic Theocracy and granting our rulers royal titles, we will become protectors of the faith and the crown, guided by our Theocratic King.
Lords of the Sea
{
  "NOT": [
    {
      "has_reform": "papacy_reform"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_government_attribute": "anb_special_elections"
    },
    {
      "has_reform": "irkorzik_dunesworn_council_reform"
    }
  ]
}
  • +0.25 Yearly Devotion
  • +1 Naval Leader Fire
  • +15% Morale of Navies
The good work our soldiers have done in securing safe passage for pilgrims across the sea has made our sails a feared sight for pirates and heathens alike. However, it has become clear that the threat pirates pose to our faith go far beyond our small shores, and we must expand our government to become an Empire in itself if we are to properly serve our holy mission. By enacting a series of reforms within our government, we shall vastly expand our administration beyond our borders and our valiant Knights will elect all future commanders based on the number of pirate lords they have brought to kneel before God!
Black Hands
{
  "has_reform": "black_hands_reform"
}
  • +1 Free Policies
  • +10% Governing Capacity Modifier
Along with being the direct apprentices of the Sorcerer-King, the Acolytes receive the right to administer parts of the Demesne, where their will shall be law. This system of decentralized government that is still controlled by personal bonds of loyalty and admiration is part of the genius of the Black Demesne: it is chaos controlled.
The Righteous Conclave
{
  "tag": "Y99",
  "NOT": {
    "has_country_modifier": "xia_summit_ended"
  }
}
  • -1 National Unrest
  • -20% States Governing Cost
The Righteous Summit was an antiquated tradition of the Xia in which all of the Righteous Masters were invited to the Liusibao in order to deliberate on the affairs of the Xia. The expansion and centralization of the One Xia has prompted the development of this ancient tradition into a modern institution. Every Temple of the Righteous Path elects from among their masters a delegate - some would say a hostage - that is sent to reside for the rest of their life in the Xiadao compound. The Summit is not completely ended, however, and every decade all Righteous Masters join their temple's delegate in the Righteous Conclave.
Ameioni Parliament
{
  "OR": [
    {
      "tag": [
        "G00",
        "G52"
      ]
    },
    {
      "has_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.
Grand Assembly
{
  "is_revolutionary": false,
  "NOT": {
    "has_government_attribute": "is_pirate_republic_reform"
  },
  "OR": {
    "primary_culture": "sun_elf",
    "culture_group": "bulwari"
  }
}
  • +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.
Verdical Parliament
{
  "tag": "Z97",
  "has_reform": "verdical_parliament"
}
  • -50% Governing Capacity Modifier
Just as the High Rector holds ultimate authority over the religion and the state, the Verdicals who support our theological understandings also play a role in our administration

Tier 11: The Nature of Our Faith

Icon Name Potential Effects Description
Church and State
{
  "NOT": [
    {
      "religion_group": "pagan"
    },
    {
      "has_adventurer_reform": true
    }
  ]
}
  • +1 Free Policies
The faith and the state are the two pillars that hold up the world. Our laws are holy laws and they cannot be questioned.
Soul and Body
{
  "NOT": [
    {
      "has_adventurer_reform": true
    },
    {
      "religion": "the_jadd"
    }
  ]
}
  • +1 Tolerance of Heathens
  • +1 Tolerance of Heretics
We must never forget that the barriers of culture and language are merely an illusion. We are all mere souls inhabiting a shell. It does not matter what language we speak, only that we service the divine in the proper way.
God and Man
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +1 Missionaries
  • +2 Tolerance of the True Faith
The only relationship that matters is that between lowly mortals and the immortal holy spirits. Our state exists merely to remind people of the proper ways to devote themselves to prayer.
Organize Our Faith
{
  "religion_group": "pagan",
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +1 Yearly Devotion
  • +1 Yearly Absolutism
We are a highly organized state oriented around a faith that is itself highly disorganized. By attempting to enact an official hierarchy for our religion, we may begin to convert more followers to the true ways of the Gods.
Faith and Power
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • -10% Morale Damage Received
Combat and power are the only ways to come closer to divine. Through victories on the battlefield, the people of our state show their piety and devotion.
Belief and Unity
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +2 Max Promoted Cultures
  • +50% Religious Unity
Faith is the unifying power which keeps the state and the people together. The government exists for the mere purpose to ensure that this unity remains unbroken.

Tier 12: Culture, Faith and State

Icon Name Potential Effects Description
Religious Society
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
Religion and culture are intertwined. No man of our society can claim to be of our culture if they do not follow the same rituals.
Harmonization of Cultures
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • -50% Promote Culture Cost
  • -20% Cost of Advisors with Ruler's Culture
The concept of culture is in many ways similar to religion, though it is forged by traditions, social values and environment and not by divine enlightenment. The cultures within our state are bound to harmonize with each other as long they are following the true faith.
Cultural Safe Haven
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Manpower in Accepted Culture provinces
  • +10% Manpower in same Culture Group provinces
Cultures are fabricated social norms, created by men to differentiate them from others. In actuality, we are all mortal bodies walking on this world. Only the conviction to the true divine being is of importance.
Taxation of Foreigners
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +50% National Tax Modifier
The culture of minorities is of little concern to us. As long they are willing to sacrifice part of their income for the holy cause, they are free to live out their traditions.

Tier 13: Our Faith and the World

Icon Name Potential Effects Description
One State Under God
{
  "NOT": [
    {
      "religion_group": "pagan"
    },
    {
      "has_adventurer_reform": true
    }
  ]
}
  • -30% War Score Cost vs Other Religions
Our faith and our state have become totally synonymous with each other. We are our religion, and any who devote themselves to the divine, must also devote themselves to the state.
The Global Crusade
{
  "NOT": [
    {
      "religion_group": "pagan"
    },
    {
      "has_adventurer_reform": true
    },
    {
      "has_reform": "elikhander_theocracy_reform"
    }
  ]
}
  • -50% Cost of enforcing religion through war
This world is full of heretics, heathens, sinners, and blasphemers! We must seek to correct heretics and heathens alike, and spread our peaceful ways through force!
The Many Fingers of God
{
  "NOT": {
    "has_adventurer_reform": true
  },
  "has_idea_group": "humanist_ideas"
}
  • +2 Tolerance of Heathens
  • +2 Tolerance of Heretics
We believe that there is only one God, by whom we live and by whom we die, and for whom we have an upright heart. But as God gives us the different fingers of the hand, so he gives to men diverse ways to approach him.
Priestly Autonomy
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +3% Administrative Efficiency
No priest should hold power over another priest, with the exception of our ruler. Each realm shall be fully autonomous, and priests will remain free to interpret the will of the Gods in any way that is true to them.
State of Theologians
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • -20% Advisor Cost
  • +2 Possible Advisors
Our religion is no weapon or justification of war. Nor does it exist for monetary sake. Our faith is the result of intellectual and spiritual theories, discussions and understanding. The theology is the purpose of the state and its subjects.
Divinity through Craftsmanship
{
  "NOT": {
    "has_adventurer_reform": true
  }
}
  • +10% Goods Produced Modifier
The theologians discuss the means of reaching divine enlightenment, but only few realize what truly brings us closer to the immortal realm. The act of creation is the only holy way to approach our maker.