Theocracy

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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.