List of decision lists
- See also: Decisions
This page lists all collections of decisions on the wiki.
Contents
- 1 Countries with unique decisions
- 2 Formation decisions
- 3 Canals
- 4 Civic
- 5 Colonial nations
- 6 Governments
- 7 Indian Trade Company
- 8 Japanese
- 9 Liberum Veto
- 10 Military
- 11 Muslim
- 12 Religion
- 12.1 Time for a [Root.Religion.GetName] [Root.Monarch.GetTitle]?
- 12.2 Christian
- 12.3 Catholic
- 12.4 Protestant or Reformed
- 12.5 Muslim
- 12.6 Eastern
- 12.7 Shinto
- 12.8 Dharmic
- 12.9 Pagan
- 12.10 Animist
- 12.11 Fetishist
- 12.12 Totemist
- 12.13 Norse
- 12.14 Tengri
- 12.15 Mayan
- 12.16 Nahuatl
- 12.17 Inti
- 12.18 Jewish
- 12.19 Zoroastrian
- 13 Pirate
- 14 Religious Conversion
- 15 Trade
- 16 Old missions decisions
- 17 Imperial incident decisions
- 18 Footnotes
Countries with unique decisions[edit]
Decisions that are unique to specific countries are kept on the pages of those countries in order to prevent this page from becoming overly long. The list below excludes country formation decisions. Below is a list of all countries with unique decisions:
Formation decisions[edit]
- Main articles: Formation decisions, Formable countries
Country formation decisions are kept on the pages of each formable country. All formable countries are listed below.
Formable countries[edit]
All of these formation decisions require that the game is using the historical setup.
Algiers
Andalusia
Arabia
Armenia
Bavaria
Bharat
Bukhara
Commonwealth
Dalmatia
Deccan
Egypt
Franconia
Germany
Golden Horde
Great Britain
Greece
Hanover
Hindustan
Holy Roman Empire
Iceland
Ilkhanate
Inca
Ireland
Italy
Japan
Jerusalem
Kurland
Lotharingia
Malaya
Manchu
Marathas
Maya
Mongol Empire
Mughals
Nagpur
Nepal
Netherlands
Persia
Pomerania
Punjab
Prussia
Qing
Rajputana
Romania
Roman Empire
Rûm
Russia
Ruthenia
Sardinia-Piedmont
Scandinavia
Shan
Silesia
Sokoto
Spain
Swabia
Tibet
Tripoli
Tuscany
Two Sicilies
Westphalia
Yuan
Former colonial nations[edit]
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Please help with verifying or updating this section. It was last verified for version 1.28. |
The following nations can only be formed by former colonial nations who have achieved independence. Unlike other formable nations, these can be formed in games using the random setup. A country can only form one of these nations during a scenario. Around half of these nations don't have unique ideas or events, so the formation decisions are mostly cosmetic, although they usually provide prestige and permanent claims on their respective regions.
Pirate nations[edit]
All pirate nations (except for Tétouan who has a core in the 1444 start date) can only appear via special event which allows the player to either: to release said country as an independent nation, release it as a march, or play the country as a newly released independent nation.
Reformable countries[edit]
The following nations exist at the 1444 start, but can be reformed by other nations if they cease to exist:
Canals[edit]
Construct the Kiel Canal
Construct the Suez Canal
Construct the Panama Canal
Potential requirements | Allow |
Effects |
Cancel the Kiel Canal
Potential requirements
|
Allow
|
Effects
|
Cancel the Suez Canal
Potential requirements
|
Allow
|
Effects
|
Cancel the Panama Canal
Potential requirements
|
Allow
|
Effects
|
Civic[edit]
Declare Statute in Restraint of Appeals
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
Catholicism gains |
Revoke Restraint of Appeals
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
|
Pass Abolition of Slavery Act
Potential requirements
The country: |
Allow
The country:
|
Effects
The country:
Every province owned by [Root.GetName] will stop producing Slaves.
|
AI will only take this decision if the country has completed

Colonial nations[edit]
Form Colonial Assembly
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
It is time to move the control and responsibility for taxes and government budgets from the Old World into the colonies. Members will be elected annually and all propertied citizens will be eligible.
Potential requirements
The country:
|
Allow
The country: |
Effects
The country:
The colonial overlord:
|
Governments[edit]
Formalize Separation of Powers
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
|
AI will always take this decision.
Cult of Reason
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country: |
AI will always take this decision.
Elevate Bishopric to an Archbishopric
Potential requirements
The country:
|
Allow
The country:
If the country is
|
Effects
The country: |
AI will always take this decision
Indian Trade Company[edit]
Found Indian Trade Company
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
Our interest in an East India Company is based chiefly on hopes and ambitions aroused by the enormous revenues produced by the initial ventures of other companies. At the same time, there is also a desire upon the part of $MONARCH$ to play a dominant role in contemporary world trade, a desire that isn't necessarily wholeheartedly endorsed by our country's local merchants.
Potential requirements
The country:
If the country is AI controlled, then it
|
Allow
The country:
|
Effects
The country:
If this country is |
Expel Foreign Traders
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
We have been too generous towards foreign traders who have been allowed far reaching rights to govern the lands around their trade factories. We must seize those lands back to the state and expel the foreign traders.
Potential requirements
The country:
|
Allow
The country:
|
Effects
Every province of the country that has the modifier “Trade Company Factory”:
Every known country that:
gets
|
Japanese[edit]
Enforce Sakoku Law
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
The colonial and religious influence of foreigners might be seen as a threat to our country. Enforcing a law to prohibit foreigners entering and Japanese leaving the country will effectively isolate the nation.
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
Every subject country that has the modifier “Western Trade”:
The AI will only take this decision if it has at least 1 Catholic province with no active missionary. |
Restore the Ise Shrines
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
Barbarians have let the Great Shrine of Ise decay for lack of proper maintenance. We must restore this holy location to its proper status as the holiest site of our religion.
Potential requirements
The country: Ise (4359):
|
Allow
The country: |
Effects
The country: Ise (4359) gains the permanent modifier “Jingu” until the event ‘The Ise Grand Temple’ with the following effects: If Ise (4359) is not Shinto |
Liberum Veto[edit]
Institute Liberum Veto
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
Our nobility have come to us with an interesting proposal. If we were to grant them the Liberum Veto they would in return give us substantial support during the current war. Although their offer is very generous indeed, some of our advisors are suggesting that this could just be the thin edge of the wedge. In fact although they will get angry if we refuse them, they will most definitely prey on any future weakness we show to demand further concessions.
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country: |
Military[edit]
Enlist Privateers
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country: |
AI will always take this decision
State Firearm Regiments
While we cannot change our entire army structure in one stroke we can ensure that a core of highly trained salaried troops specialize in these weapons.
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Available only with the Cradle of Civilization DLC enabled. |
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
|
AI will not take this decision.
Abolish our Armed Elite Regiments
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Available only with the Cradle of Civilization DLC enabled. |
Standardized Uniforms
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Available only with the Cradle of Civilization DLC enabled. |
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
|
AI will not take this decision.
Abolish Standardized Uniforms
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Available only with the Cradle of Civilization DLC enabled. |
Muslim[edit]
Unify Islam
Potential requirements
The country:
|
Allow
|
Effects
The country:
|
Change Religion to Sunni
Potential requirements
The ‘Star and Crescent’ DLC is enabled.
|
Allow
The country:
|
Effects
The country: |
Change Religion to Shiite
Potential requirements
The ‘Star and Crescent’ DLC is enabled.
|
Allow
The country:
|
Effects
The country: |
Religion[edit]
Time for a [Root.Religion.GetName] [Root.Monarch.GetTitle]?
Potential requirements
The country:
If the country is AI-controlled then:
|
Allow
The country: |
Effects
The country: The ruler and the heir:
|
Christian[edit]
Pass Advancement of Religion Act
Potential requirements
The country:
|
Allow
The country: |
Effects
The country gets the modifier ‘Advancement of True Religion Act’ until the state religion is changed with the following effects: |
Pass Blasphemy Act
Pass Declaration of Indulgence Act
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country gets the modifier ‘Declaration of Indulgence’ until the state religion is changed with the following effects: |
Pass Act of Uniformity
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country gets the modifier ‘Act of Uniformity’ until the state religion is changed with the following effects: |
Establish Sunday Schools
Potential requirements
The country:
|
Allow
The country: |
Effects
The country gets the modifier ‘Sunday Schools’ until the state religion is changed with the following effect: |
Pass Conventicle Act
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country gets the modifier ‘Conventicle Act’ until the state religion is changed with the following effects: |
Catholic[edit]
Institute the Societas Jesu
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘The Societas Jesu’ until the country:
with the following effects: |
Pass De Heretico Comburendo Act
Potential requirements
The country: Catholicism:
|
Allow
The country:
|
Effects
The country gets the modifier ‘De Heretico Comburendo Act’ until the state religion is changed with the following effects: |
Protestant or Reformed[edit]
Pass Test Act
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Test Act’ until the state religion is changed with the following effects: |
Pass Dissolution of the Monasteries Act
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country gets the modifier ‘Dissolution of the Monasteries’ until the state religion is changed with the following effects: |
Pass Popery Act
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country gets the modifier ‘Popery Act’ until the state religion is changed with the following effects: |
Muslim[edit]
Enforce Religious Unity
Potential requirements
The country:
|
Allow
The country: |
Effects
The country: |
Adopt the Title of Khalifa
Potential requirements
The country: |
Allow
The country: |
Effects
The country: |
Denouncement of Sect Practices
Potential requirements
The country:
|
Allow
The country: |
Effects
The country: |
Islamic center of Scholarly Learning
Potential requirements
The country:
|
Allow
The country: |
Effects
The country: |
Embrace Wahabism
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Available only with the Cradle of Civilization DLC enabled. |
Potential requirements
The country:
Wahabism has been founded. |
Allow
The country:
|
Effects
The country: |
Adopt Islam as the State Religion
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Available only with the Cradle of Civilization DLC enabled. |
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country: |
Establish an Ibadat Khana
Potential requirements
The country:
|
Allow
The country: |
Effects
The country gets the modifier ‘Ibadat Khana’ until the state religion is changed with the following effects: |
Convert to Sikhism
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country: If the country has unlocked level 2 governemnt reforms
|
Eastern[edit]
Monastic Education
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Monastic Education’ until the state religion is changed with the following effects: |
Regulate the Monasteries
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country gets the modifier ‘Regulated Monastic Law’ for the rest of the campaign with the following effects: |
Invite a Lama to Settle in Our Country
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Available only with the Common Sense DLC enabled. |
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
|
Anti-Christian Edict
Potential requirements
The country:
|
Allow
The country:
A Christian neighbor of the country or the Christian country that owns Sakam (738), Kingchow (666) or Macau (668) has an opinion of less than 0 towards the country. |
Effects
The country gets the modifier ‘Anti-Christian Edict’ until the state religion is changed with the following effects: |
Enforce our Heritage
Potential requirements
The country:
If the |
Allow
The country:
|
Effects
The country gets the modifier ‘Enforcing our Heritage’ until the state religion is changed with the following effects: |
Shinto[edit]
Baptize Ruler
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Available only with the Mandate of Heaven DLC enabled. |
Potential requirements
The country: |
Allow
The country: |
Effects
The ruler and the heir of the country: The country gets the modifier ‘Christian Ruler’ until the ruler changes with the following effects: If the country has the incident ‘Spread of Christianity’
|
Dharmic[edit]
Introduce Din-i Illahi
Potential requirements
The The country:
|
Allow
The country:
|
Effects
The country gets the modifier ‘Divine Faith’ until the state religion is changed with the following effect: |
Anti-Muslim edict
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Anti-Muslim edict’ until the state religion is changed with the following effects: |
Accept Religious Sects
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Religious Sect Tolerance’ until the state religion is changed with the following effects: |
Support the Haridasa Movement
Potential requirements
The country: |
Allow
The country: |
Effects
The country gets the modifier ‘Haridasa Movement Support’ until the state religion is changed with the following effects: |
Support the Advaita Movement
Potential requirements
The country: |
Allow
The country: |
Effects
The country gets the modifier ‘Advaita Movement Support’ until the state religion is changed with the following effects: |
Save the Burning World
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Saving the Burning World’ until the state religion is changed with the following effects: |
Pagan[edit]
Adopt Vajrayana Buddhism
Potential requirements
The country:
|
Allow
The country: If the country has a secondary religion then it must be Vajrayana. |
Effects
The country: |
Encourage Divination
Potential requirements
The country:
|
Allow
The country: |
Effects
The country gets the modifier ‘Divination’ until the state religion is changed with the following effects: |
Religious Sacrifices
Potential requirements
The country: |
Allow
The country: |
Effects
The country gets the modifier ‘Religious Sacrifices’ until the state religion is changed with the following effects: |
Introduce Vision Quest
Convert to Christianity
Potential requirements
The country:
|
Allow
The country: |
Effects
[Root.GetName] will adopt the Christian faith as practiced by their subjects as the new state religion. |
Convert to Islam
Potential requirements
The country:
|
Allow
The country: |
Effects
[Root.GetName] will adopt the Muslim faith as practiced by their subjects as the new state religion. |
Convert to Buddhism
Potential requirements
The country:
|
Allow
The country: |
Effects
[Root.GetName] will adopt an Eastern faith as practiced by their subjects as the new state religion. |
Convert to an Indic Faith
Potential requirements
The country:
|
Allow
The country: |
Effects
[Root.GetName] will adopt a Dharmic faith practiced by their subjects as the new state religion. |
Convert To Zoroastrianism
Potential requirements
The country:
|
Allow
The country: |
Effects
[Root.GetName] will adopt the Zoroastrian faith practiced by their subjects as the new state religion. |
Convert To Judaism
Potential requirements
The country:
|
Allow
The country: |
Effects
[Root.GetName] will adopt the Jewish faith practiced by their subjects as the new state religion. |
Animist[edit]
Ritual Education
Potential requirements
The country: |
Allow
The country:
|
Effects
The country: |
Fetishist[edit]
Wandering Shamans
Potential requirements
The country: |
Allow
The country:
|
Effects
The country: |
Totemist[edit]
Purification Movement
Potential requirements
The country: |
Allow
The country: |
Effects
The country: |
Norse[edit]
Spreading of Norse Rituals
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Spreading of Rituals’ until the state religion is changed with the following effect: |
Tengri[edit]
Yellow Shamanism
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Yellow Shamanism’ until the state religion is changed with the following effect: |
Black Shamanism
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country gets the modifier ‘Black Shamanism’ until the state religion is changed with the following effect: |
Expel the Khojas
Potential requirements
The country:
|
Allow
The country:
|
Effects
The Khoja and his descendants will not bother us again. |
Mayan[edit]
Codification of the Faith
Potential requirements
The country: |
Allow
The country:
If the
|
Effects
The country |
Nahuatl[edit]
Nahuatl Proselytization
Potential requirements
The country: |
Allow
The country:
If the
|
Effects
The country |
Inti[edit]
Inti Proselytization
Potential requirements
The country: |
Allow
The country:
If the
|
Effects
The country |
Jewish[edit]
Encourage Conversion to Judaism
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Encouraging Conversion’ until the state religion is changed with the following effects: |
Zoroastrian[edit]
Rites of Admission
Potential requirements
The country: |
Allow
The country:
|
Effects
The country: |
Rekindling the Royal Fires
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Royal Fires’ until the state religion is changed with the following effects: |
Map:
Zoroastrian Diaspora
Potential requirements
The country: |
Allow
The country:
|
Effects
The country gets the modifier ‘Reunification of the Zoroastrian Diaspora’ until the state religion is changed with the following effects: |
Map:
Pirate[edit]
Hoist the Black Flag
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Available only with the Golden Century DLC enabled. |
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
|
Religious Conversion[edit]
Embrace the Counter-Reformation
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
His Holiness, the Pope, has called for a mighty effort to counter the Protestant movement. With the aid of the newly founded Jesuit order, we shall root out and purge these foul heresies. Apart from more - and more effective missionaries - Protestantism and the Reformed faith shall have a harder time spreading in our realm. (If we ever pick the national ideas 'Ecumenism' or 'Liberté, égalité, fraternité' we will lose this bonus.)
Potential requirements
The country:
The Protestant religion does not exist longer than 150 years. |
Allow
This country:
|
Effects
If the country is not the Papal State then:
If the country is not the emperor and the emperor is Catholic then:
The country gets the modifier “Counter-Reformation” indefinitely[4] with the following effects: |
Kirishitan Conversion
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
Since The new Kirishitan religion from Europe has spread so far and wide within our Han, we have considered converting to this new creed. The implications of abandoning the faith of our ancestors are not to be taken lightly.
Potential requirements
The
|
Allow
The country:
|
Effects
The country: |
Trade[edit]
Confirm Thalassocracy
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
By confirming our Thalassocracy, our rule by the sea, we will receive tremendous bonuses to our navy, propelling us into a position of unrivaled dominance over the oceans.
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country gets the modifier “Thalassocracy” for the rest of the campaign with the following effects: |
Close Foreign Trade
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
Minimize Western influences by restricting the number of trading posts that are allowed to be operated by foreign traders and promote stricter rules for foreign trade and missionary work over all.
Potential requirements
The country:
Any known country within the |
Allow
The country:
Any known country:
|
Effects
The country: |
Stop Foreign Slave Trade
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Please help with verifying or updating this infobox. It was last verified for version 1.28. |
For too long we have been granting European traders access to our markets. Slavery has brought some regions of our country to it's knees as many young men are shipped across the Atlantic. A trade that it is now clear is no longer in our interest. Let us break these bands and displace those who would profit from our loss!
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country: If a province of the country has the modifier “Major Slave Market” then that province:
Local Strongmen in provinces with Slave Trade as their main source of income will attempt to sidestep this edict for 15 years.
|
removed with patch 1.30
Old missions decisions[edit]
This section lists decisions that were converted from old-style missions in patch 1.25. They are all easter eggs based on puns.
Become King of Gonder
Potential requirements
The country:
|
Allow
|
Effects
Gonder (1224): |
AI will not take this decision.
Defeat Saruhan
Potential requirements
The country:
|
Allow
|
Effects |
AI will not take this decision.
Recover our Cultural Heritage
Potential requirements
The country:
|
Allow
The country:
|
Effects
The country:
Manga (2284):
|
AI will not take this decision.
Imperial incident decisions[edit]
This section lists decisions related to Imperial incidents.
Shadow Kingdom[edit]
Rein in Italy
Potential requirements
|
Allow
|
Effects
|
The Great Peasants' War[edit]
End the Great Peasants' War
Potential requirements
|
Allow
|
Effects
|
Enforce Peasant Demands
Potential requirements
|
Allow
|
Effects
|
Footnotes[edit]
- ↑ The country has chosen the option “[Root.Heir.GetName] will be happy to learn of their god.” of the event Missions in [Root.Capital.GetCapitalName] for its current heir.
- ↑ I.e. the global flag ‘counter_reformation’ is set. This flag is set by the event The Council of $PROVINCECAPITAL$ or when the scenario starts on 1545.12.13 or later.
- ↑ The modifier “Edict de Nantes” is set by the French decision Enact Edict de Nantes and removed by the French decision Revoke Edict de Nantes.
- ↑ The modifier “Counter-Reformation” is removed by the following events:
- ‘The Counter-Reformation Ends’, if the country is not Catholic anymore.
- ‘The Counter-Reformation Ends’, if the Protestant religion exist longer than 150 years.
- ‘The Counter-Reformation Ends’, if France has the idea ‘Liberté, Égalité, Fraternité’.
- ‘The Counter-Reformation Ends’, if the country has the idea ‘Ecumenism’.
- ‘The King of the Jesuits’ – option “Religious Freedom won the day”.
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |