Decisions

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Revision as of 14:45, 19 December 2013 by Pookles (talk | contribs) (Implement The Gold Standard: typo)
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Decisions are a set of choices a nation can make if certain conditions are met. Each decision has consequences, which can be both positive and negative. A nation never has to take a decision it is always at the players discretion whether to accept a decision or not. Some decisions are nation specific, some are religion specific and some are more generic.

Contents

Countries with unique decisions

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. Below is a list of all countries with unique decisions:

Civic

Pass Licensing of the Press Act

Potential:

  • Does not have the country modifier "The Licensing of the Press Act"
  • Any of the following:
    • Technology group is Western
    • Technology group is Eastern
  • Year is at least 1439

Allow:

  • Has completed the Aristocratic Ideas idea group
  • Ruler's administrative skill is at least 4

Effect:

  • Adds the modifier "Increased Narrowminded" for 10 years:
    • +5% technology cost
    • +1% global missionary strength
  • Adds the modifier "The Licensing of the Press Act" for the rest of the campaign:
    • -5% stability cost modifier
    • -10% better relations over time

Pass Tenures Abolition Act

Potential:

  • Does not have the country modifier "The Tenures Abolition Act"
  • Has the Feudal Monarchy government type

Allow:

  • Administrative technology is at least 4
  • Has completed the Economic Ideas idea group
  • Has completed the Aristocratic Ideas idea group
  • Ruler's diplomatic skill is at least 4

Effect:

  • Adds the modifier "Increased Innovative" for 10 years:
    • -5% technology cost
    • -1% global missionary strength
  • Adds the modifier "The Tenures Abolition Act" for the rest of the campaign:
    • -6% stability cost modifier
    • -5% production efficiency modifier

Pass Dissolution Act

Potential:

  • Does not have the country modifier "The Dissolution Act"
  • Has the monarchy government type
  • Any of the following:
    • Technology group is Western
    • Technology group is Eastern
  • Administrative technology is at least 4

Allow:

  • Has completed the Economic Ideas idea group
  • Has the Statesman advisor

Effect:

  • Adds the modifier "The Dissolution Act" for the rest of the campaign:
    • -5% stability cost modifier

Declare Statute in Restraint of Appeals

Potential:

  • Does not have the country modifier "The Statute in Restraint of Appeals"
  • Follows the Catholic religion
  • The Papal State exists
  • Country is not The Papal State

Allow:

  • The Papal State:
    • Has an opinion of less than -50 with our country
  • Ruler's administrative skill is at least 2
  • Ruler's military skill is at least 2

Effect:

  • Changes prestige by 10
  • Adds 1% reform desire
  • Every neighbor country:
    • Limited to:
      • Follows the Catholic religion
    • Adds the opinion modifier "Demoted the Pope and raised the king to have religious authority" towards our country
  • The Papal State:
    • Adds the opinion modifier "The Pope does not appreciate the demotion" towards our country
  • Adds the modifier "The Statute in Restraint of Appeals" for the rest of the campaign:
    • -10% stability cost modifier
    • -1 revolt risk
    • +0.5 prestige
    • -2 diplomatic reputation
    • -2 Papal influence per year

Pass Witchcraft Act

Potential:

  • Does not have the country modifier "The Witchcraft Act"
  • Is in the Christian religion group
  • Year is at least 1500
  • Year is less than 1700

Allow:

  • Has completed the Religious Ideas idea group

Effect:

  • Adds the modifier "Increased Narrowminded" for 10 years:
    • +5% technology cost
    • +1% global missionary strength
  • Adds the modifier "The Witchcraft Act" for the rest of the campaign:
    • -10% better relations over time
    • +1 revolt risk
    • +2% global missionary strength

Pass Education Act

Potential:

  • Has the country modifier "The School Establishment Act"
  • Does not have the country modifier "The Education Act"
  • Is in the Christian religion group
  • Has completed the Innovative Ideas idea group

Allow:

  • Has a Statesman with a skill of at least 3
  • Ruler's administrative skill is at least 4

Effect:

  • Adds the modifier "Increased Innovative" for 10 years:
    • -5% technology cost
    • -1% global missionary strength
  • Adds the modifier "The Education Act" for the rest of the campaign:
    • +0.5 prestige
    • -5% technology cost
    • +5% core-creation cost modifier

Pass Abolition of Slavery Act

Potential:

  • Does not have the country modifier "The Abolition of Slavery Act"
  • Has at least 1 provinces producing slaves
  • Year is at least 1700
  • Administrative technology is at least 15

Allow:

  • Ruler's diplomatic skill is at least 3
  • Overextension is less than 2%

Effect:

  • Changes prestige by 5
  • Adds the modifier "Increased Innovative" for 10 years:
    • -5% technology cost
    • -1% global missionary strength
  • Adds the modifier "The Abolition of Slavery Act" for the rest of the campaign:
    • -5% global tax modifier
    • -2.5% stability cost modifier

Pass Judiciary Act

Potential:

  • Does not have the country modifier "The Judiciary Act"
  • Has completed the Economic Ideas idea group

Allow:

  • Has completed the Administrative Ideas idea group

Effect:

  • Adds the modifier "The Judiciary Act" for the rest of the campaign:
    • -1 revolt risk
    • -3% global tax modifier
    • +1 diplomatic reputation

Pass Combination Act

Potential:

  • Year is at least 1750
  • Does not have the country modifier "The Combination Act"
  • Has completed the Aristocratic Ideas idea group
  • Does not have the idea Humanist Tolerance

Allow:

  • Has completed the Innovative Ideas idea group
  • Ruler's administrative skill is at least 3

Effect:

  • Adds 5% mercantilism
  • Adds the modifier "The Combination Act" for the rest of the campaign:
    • +5% production efficiency modifier

Pass School Establishment Act

Potential:

  • Does not have the country modifier "The School Establishment Act"
  • Administrative technology is at least 16

Allow:

  • Has completed the Innovative Ideas idea group

Effect:

  • Adds the modifier "The School Establishment Act" for the rest of the campaign:
    • +4% production efficiency modifier
    • -3% stability cost modifier
    • -2% global tax modifier
    • +3% build cost modifier

Revoke Restraint of Appeals

Potential:

  • Has the country modifier "The Statute in Restraint of Appeals"
  • Does not have the country modifier "Revocation of Restraint of Appeals"
  • Follows the Catholic religion
  • The Papal State exists

Allow:

  • Ruler's diplomatic skill is at least 4
  • Has the Theologian advisor
  • Has an opinion of at least 100 with The Papal State

Effect:

  • Removes the country modifier "The Statute in Restraint of Appeals"
  • Adds the opinion modifier "The Pope has again religious authority" from The Papal State
  • Adds the modifier "Revocation of Restraint of Appeals" for the rest of the campaign:
    • +1% global missionary strength
    • -1 prestige

Colonial

Benign Neglect

Potential:

  • Does not have the country modifier "Benign Neglect"
  • Technology group is Western

Allow:

  • Overextension is less than 2%
  • Has the idea Humanist Tolerance

Effect:

  • Adds the modifier "Benign Neglect" for the rest of the campaign:
    • +4% colonist placement chance
    • -4% global tax modifier

Colonial Expansion

Potential:

  • Does not have the country modifier "Colonial Restrictions"
  • Does not have the country modifier "Colonial Expansion"
  • Technology group is Western
  • Any of the following:
    • Has the idea Colonial Ventures
    • Has the idea Land of Opportunity

Allow:

  • Ruler's administrative skill is at least 3
  • Has at least 4 colonies

Effect:

  • Adds the modifier "Colonial Expansion" for the rest of the campaign:
    • +5/year colonial growth

Establish a House of Trade

Potential:

  • Does not have the country modifier "House of Trade"
  • Technology group is Western
  • Has at least 30% overseas provinces

Allow:

  • Has the idea National Trade Policy
  • Trade efficiency is at least 50%

Effect:

  • Adds 5% mercantilism
  • Adds the modifier "House of Trade" for the rest of the campaign:
    • +2.5% global trade income
    • +5% stability cost modifier
    • -5% light ship cost

Colonial Restrictions

Potential:

  • Does not have the country modifier "Colonial Expansion"
  • Does not have the country modifier "Colonial Restrictions"
  • Has at least 20% overseas provinces
  • Has less than 3 Economic ideas

Allow:

  • Ruler's administrative skill is at least 4
  • Stability is at least 2

Effect:

  • Adds the modifier "Colonial Restrictions" for the rest of the campaign:
    • +6% production efficiency modifier
    • -5% stability cost modifier
    • -10% colonist placement chance
    • -1000% colonial growth

Constructions

Improve Fort Defense

Potential:

  • Has the idea Engineer Corps
  • Does not have the country modifier "Improved Fort Defense"

Allow:

  • Is not at war
  • Has at least 1.0 years worth of income

Effect:

  • Modifies treasury by -1.0 years worth of income
  • Adds the modifier "Improved Fort Defense" for 1 years:
    • +10% fort defense modifier

Economic

Pass Liquor Act

Potential:

  • Is in the Christian religion group
  • Does not have the country modifier "The Liquor Act"

Allow:

  • Ruler's administrative skill is at least 3
  • Has at least 50 administrative power
  • Has less than 4 Innovative ideas
  • Any of the following:
    • Has the Treasurer advisor
    • Has the Statesman advisor

Effect:

  • Adds the modifier "The Liquor Act" for the rest of the campaign:
    • +5% global tax modifier
    • +5% stability cost modifier
  • Changes administrative power stored by -50

Pass Joint-Stock Companies Act

Potential:

  • Has the country flag Trade Company
  • Year is at least 1700
  • Does not have the country modifier "The Joint-Stock Companies Act"

Allow:

  • Trade efficiency is at least 50%
  • Any of the following:
    • Trade is at least 40% of the country's income
    • Monthly income is at least 100 ducats
  • Has at least 50 administrative power

Effect:

  • Adds 5% mercantilism
  • Adds the modifier "The Joint-Stock Companies Act" for the rest of the campaign:
    • +5% trade power
  • Changes administrative power stored by -50

Pass Merchant Shipping Act

Potential:

  • Has at least 1 ports
  • Has the idea Merchant Adventures
  • Does not have the country modifier "The Merchant Shipping Act"

Allow:

  • Has the idea National Trade Policy
  • Trade efficiency is at least 50%

Effect:

  • Adds 5% mercantilism
  • Adds the modifier "The Merchant Shipping Act" for the rest of the campaign:
    • +2.5% Trade efficiency
    • -5% global tax modifier
  • Changes administrative power stored by -50

Pass Court of Wards and Liveries Act

Potential:

  • Has the Feudal Monarchy government type
  • Does not have the country modifier "The Court of Wards and Liveries"

Allow:

  • Ruler's administrative skill is at least 4
  • Has completed the Aristocratic Ideas idea group
  • Has completed the Economic Ideas idea group

Effect:

  • Adds the modifier "The Court of Wards and Liveries" for the rest of the campaign:
    • +5% global tax modifier
  • Changes administrative power stored by -50

Agricultural Cultivation

Potential:

  • Administrative technology is at least 15
  • Does not have the country modifier "Agricultural Cultivation"

Allow:

  • 50% production efficiency modifier
  • Has the Natural Scientist advisor
  • Any of the following:
    • Has at least 2 provinces producing coffee
    • Has at least 2 provinces producing cotton
    • Has at least 2 provinces producing sugar
    • Has at least 2 provinces producing tobacco
    • Has at least 2 provinces producing wine
    • Has at least 2 provinces producing spices
    • Has at least 5 provinces producing grain

Effect:

  • Adds the modifier "Agricultural Cultivation" for the rest of the campaign:
    • +5% production efficiency modifier
    • +2% technology cost
  • Changes administrative power stored by -50

Pass Importation Act

Potential:

  • Any of the following:
    • Has the idea National Trade Policy
    • Has the idea Shrewd Commerce Practice
  • Does not have the country modifier "Importation Act"

Allow:

  • Any of the following:
    • Has the idea National Trade Policy
    • Has the idea Shrewd Commerce Practice
  • Trade efficiency is at least 50%

Effect:

  • Adds -5% mercantilism
  • Adds the modifier "Importation Act" for the rest of the campaign:
    • +10% global trade income
    • -5% production efficiency modifier
    • +5% technology cost
  • Changes administrative power stored by -50

Pass Mining Act

Potential:

  • Mercantilism is less than 100%
  • Any of the following:
    • Has at least 1 provinces producing copper
    • Has at least 1 provinces producing gold
    • Has at least 1 provinces producing iron
  • Does not have the country modifier "The Mining Act"

Allow:

  • 50% production efficiency modifier

Effect:

  • Adds 5% mercantilism
  • Adds the modifier "The Mining Act" for the rest of the campaign:
    • +5% global tax modifier
    • +5% production efficiency modifier
    • Trade efficiency is at least -5%
  • Changes administrative power stored by -50

Implement The Gold Standard

Potential:

  • Does not have the country modifier "Gold Standard"
  • Administrative technology is at least 15
  • Has at least 1 provinces producing gold

Allow:

  • Inflation is less than 10
  • Has the Master of Mint advisor

Effect:

  • Adds the modifier "Gold Standard" for the rest of the campaign:
    • Reduces inflation by 0.04 per year
  • Changes administrative power stored by -50

NB: if the player's inflation increases above 10% after implementing the gold standard, there is a chance that the player will be walloped with an event that removes the modifier, increases inflation by 8 percentage points, decreases stability by 1, and decreases prestige by 10. The player is able to implement the gold standard again if the conditions are met in the future.

Formalize Scales, Weights and Measures.

Potential:

  • Does not have the country modifier "Formalized Scales, Weights and Measures"

Allow:

  • Has at least 50 administrative power
  • Administrative technology is at least 5

Effect:

  • Adds the modifier "Formalized Scales, Weights and Measures" for the rest of the campaign:
    • +5% global tax modifier
  • Changes administrative power stored by -50

Governments

Adopt Plutocratic Administration

Potential:

  • Doesn't have the Merchant Republic government type
  • Any of the following:
    • Technology group is Western
    • Technology group is Eastern
    • Technology group is Ottoman
    • Technology group is Muslim
  • Any of the following:
    • Has the Noble Republic government type
    • Has the Administrative Republic government type
    • Has the Republican Dictatorship government type
    • Country is The Hansa
    • Country is Genoa
    • Country is Venice

Allow:

  • Stability is at least 1
  • Has completed the Trade Ideas idea group
  • Is not at war
  • Is a vassal

Effect:

  • Changes government type to Merchant Republic
  • Changes stability by -2

Formalize Separation of Powers

Potential:

  • Has the Constitutional Monarchy government type
  • Does not have the country modifier "Separation of Power"

Allow:

  • Stability is at least 2
  • Has the Statesman advisor
  • Is not at war

Effect:

  • Adds the modifier "Separation of Power" for the rest of the campaign:
    • +1 prestige

Cult of Reason

Potential:

  • Has the Revolutionary Republic government type
  • Does not have the country modifier "Cult of Reason"

Allow:

  • Stability is lower than -1

Effect:

  • Adds the modifier "Cult of Reason" for the rest of the campaign:
    • +4 revolt risk
    • -2 prestige
    • -15% technology cost
    • +10% stability cost modifier

Indian Trade Company

Found Indian Trade Company

Potential:

  • Country is not Netherlands
  • Doesn't have the country flag Trade Company
  • Is in the Christian religion group
  • Capital:
    • In the continent Europe
  • East Asian Trade Port:
    • Has been discovered by our country
  • Any of the following:
    • Is not AI controlled
    • East Asian Trade Port:
      • Is owned by our country
  • Has at least 2 ports
  • Does not have the country modifier "Portuguese East India Company"

Allow:

  • Diplomatic technology is at least 10
  • East Asian Trade Port:
    • Is owned by our country

Effect:

  • Sets the country flag Trade Company
  • Changes treasury by 200 ducats
  • Adds the modifier "East India Trading Company" for the rest of the campaign:
    • +1 merchants
    • +5% trade power
  • Hidden effect:
    • If:
      • Limited to:
        • Any of the following:
          • Country is England
          • Country is Great Britain
      • Gets the country event:
        • ID is flavor_eng.9145

Jerusalem

Reestablish The Kingdom of Jerusalem

Potential:

  • Jerusalem does not exist
  • Follows the Catholic religion
  • Doesn't have the republic government type
  • Owns Judea
  • The Protestant religion is not enabled

Allow:

  • Is not at war
  • Judea:
    • Follows the Catholic religion

Effect:

  • Gives 25 prestige
  • Jerusalem:
    • Adds core on Judea
  • Release Jerusalem as a vassal
  • Jerusalem:
    • Change the primary culture to be same same as our country's culture

Liberum Veto

Institute Liberum Veto

Potential:

  • Doesn't have the country flag Liberum Veto
  • Has less than 50% overseas provinces
  • Is in the Christian religion group
  • Technology group is Eastern
  • Any of the following:
    • Has the monarchy government type
    • Has the Noble Republic government type

Allow:

  • Has at least 1 Aristocratic ideas
  • Is at war
  • War exhaustion is at least 8
  • Has at least 6 provinces

Effect:

  • Sets the country flag Liberum Veto
  • Changes war exhaustion by -10
  • Changes army tradition by 30
  • Changes military power stored by 100
  • Random owned province:
    • Limited to:
      • Controlled by our country
    • Spawns a cavalry unit belonging to our country
    • Spawns a cavalry unit belonging to our country
    • Spawns a cavalry unit belonging to our country
    • Spawns a cavalry unit belonging to our country
    • Spawns a cavalry unit belonging to our country
    • Spawns an infantry unit belonging to our country
    • Spawns an infantry unit belonging to our country
    • Spawns an infantry unit belonging to our country
    • Spawns an infantry unit belonging to our country
    • Spawns an infantry unit belonging to our country
    • Spawns an infantry unit belonging to our country
    • Spawns an infantry unit belonging to our country
    • Spawns an infantry unit belonging to our country
    • Spawns an infantry unit belonging to our country
    • Spawns an infantry unit belonging to our country

Military

Pass Naval Recruiting Act

Potential:

  • Does not have the country modifier "The Recruitment Act"
  • Has completed the Naval Ideas idea group
  • Has at least 1 ports

Allow:

  • Has completed the Innovative Ideas idea group
  • Has completed the Defensive Ideas idea group
  • Is at war

Effect:

  • Adds the modifier "The Recruitment Act" for the rest of the campaign:
    • -10% ship recruitment speed
    • -5% ship cost
    • +10% stability cost modifier

Pass Militia Act

Potential:

  • Does not have the country modifier "The Militia Act"
  • Has the monarchy government type

Allow:

  • Has completed the Administrative Ideas idea group
  • Ruler is leading an army
  • Does not have the country modifier "The Militia Act"

Effect:

  • Adds the modifier "The Militia Act" for the rest of the campaign:
    • +6% discipline
    • +5% stability cost modifier

Pass Navigation Act

Potential:

  • Does not have the country modifier "The Navigation Act"
  • Has at least 40% overseas provinces
  • Mercantilism is less than 50%

Allow:

  • Has the idea National Trade Policy
  • Has the Trader advisor

Effect:

  • Adds the modifier "The Navigation Act" for the rest of the campaign:
    • Trade efficiency is at least 2.5%
    • +10% naval force limit
    • +0.5 navy tradition
    • -10% manpower modifier
    • -1 diplomatic relations limit

Enlist Privateers

Potential:

  • Does not have the country modifier "Privateers"
  • Does not have the country modifier "The Anti-Piracy Act"
  • Any of the following:
    • Technology group is Western
    • Technology group is Eastern
    • Technology group is Ottoman
    • Technology group is Muslim
  • Any of the following:
    • Has the idea Superior Seamanship
    • Has the idea Naval Fighting Instruction
    • Has the idea Seahawks
  • Has at least 1 ports
  • Diplomatic technology is at least 8

Allow:

  • Navy is at least 50% of the force limit
  • Any of the following:
    • Has the Navigator advisor
    • Has the Naval Reformer advisor
  • Ruler's military skill is at least 3

Effect:

  • Adds the modifier "Privateers" for the rest of the campaign:
    • -50% better relations over time
    • -0.5 prestige
    • +10% overseas income
    • +0.2 navy tradition
    • Trade efficiency is at least 5%
    • +3% trade power

Establish a Naval Convoy System

Potential:

  • Does not have the country modifier "Naval Convoy System"
  • Has at least 30% overseas provinces
  • Year is at least 1500
  • Has at least 2 provinces producing gold

Allow:

  • Has the Naval Reformer advisor
  • Ruler's military skill is at least 4

Effect:

  • Changes inflation by 5
  • Adds the modifier "Naval Convoy System" for the rest of the campaign:
    • +10% overseas income
    • +10% prestige from naval battles
    • +0.05 naval morale
    • +10% ship recruitment speed
    • +5% heavy ship cost

Pass Anti-Piracy Act

Potential:

  • Does not have the country modifier "The Anti-Piracy Act"
  • Does not have the country modifier "Privateers"
  • Any of the following:
    • Technology group is Western
    • Technology group is Eastern
    • Technology group is Ottoman
    • Technology group is Muslim
  • Has at least 1 ports
  • Diplomatic technology is at least 8

Allow:

  • Overextension is less than 2.5%
  • Is not at war

Effect:

  • Adds the modifier "The Anti-Piracy Act" for the rest of the campaign:
    • +5% better relations over time

Pass Recruiting Act

Potential:

  • Does not have the country modifier "Recruiting Act"
  • Has completed the Offensive Ideas idea group

Allow:

  • Has completed the Defensive Ideas idea group
  • Is at war

Effect:

  • Adds the modifier "Recruiting Act" for the rest of the campaign:
    • -10% recruitment time
    • +10% manpower modifier
    • +10% stability cost modifier

Muslim

Unify Islam

Provinces needed to Unify Islam.

Potential:

  • Has the DLC Star and Crescent
  • Is not AI controlled
  • Is in the Muslim religion group
  • Has at least 10 provinces
  • Does not have the country modifier "A United Islam"

Allow:

  • Is in the Muslim religion group
  • Lower Sind is owned by the country or a vassal
  • Córdoba is owned by the country or a vassal
  • Constantinople is owned by the country or a vassal
  • Iraq-i Arab is owned by the country or a vassal
  • Mecca is owned by the country or a vassal
  • Medina is owned by the country or a vassal
  • Messina is owned by the country or a vassal
  • Palermo is owned by the country or a vassal
  • Dagestan is owned by the country or a vassal
  • Damascus is owned by the country or a vassal
  • Samarkand is owned by the country or a vassal
  • Ifni is owned by the country or a vassal
  • Aden is owned by the country or a vassal
  • Muscat is owned by the country or a vassal
  • All owned provinces:
    • Is in the Muslim religion group
  • Has at least 200 administrative power
  • Has at least 200 military power
  • Has at least 200 diplomatic power

Effect:

  • Adds the modifier "A United Islam" for the rest of the campaign:
    • -20% stability cost modifier
    • +2% global missionary strength
    • +2 tolerance of the true faith
  • Changes administrative power stored by -100
  • Changes military power stored by -100
  • Changes diplomatic power stored by -100

Change Religion to Sunni

Potential:

  • Has the DLC Star and Crescent
  • Follows the Shiite religion
  • The dominant religion is Sunni

Allow:

  • Capital:
    • Follows the Sunni religion

Effect:

  • Changes stability by -2
  • Changes piety by -100%
  • Changes religion to Sunni

Change Religion to Shiite

Potential:

  • Follows the Sunni religion
  • The dominant religion is Shiite

Allow:

  • Capital:
    • Follows the Shiite religion

Effect:

  • Changes stability by -2
  • Changes piety by -100%
  • Changes religion to Shiite

Religion

Institute the Societas Jesu

Potential:

  • Any of the following:
    • Country is Portugal
    • Country is Spain
  • Follows the Catholic religion
  • Does not have the country modifier "The Societas Jesu"

Allow:

  • Administrative technology is at least 9

Effect:

  • Adds the modifier "The Societas Jesu" for the rest of the campaign:
    • +1% global missionary strength
    • +1 Papal influence per year
  • Adds -2% reform desire

Pass De Heretico Comburendo Act

Potential:

  • Does not have the country modifier "De Heretico Comburendo Act"
  • Follows the Catholic religion
  • Reform desire is at least 10%

Allow:

  • Administrative technology is at least 6
  • Has a Theologian with a skill of at least 3

Effect:

  • Adds the modifier "De Heretico Comburendo Act" for the rest of the campaign:
    • +1% global missionary strength
    • +2% global tax modifier
  • Adds 1% reform desire

Pass Advancement of Religion Act

Potential:

  • Does not have the country modifier "Advancement of True Religion Act"
  • Is in the Christian religion group

Allow:

  • Has the Theologian advisor

Effect:

  • Adds the modifier "Advancement of True Religion Act" for the rest of the campaign:
    • +1 revolt risk
    • +1% global missionary strength

Pass Blasphemy Act

Potential:

  • Does not have the country modifier "Blasphemy Act"
  • Is in the Christian religion group
  • Year is at least 1570

Allow:

  • Ruler's administrative skill is at least 3

Effect:

  • Adds the modifier "Blasphemy Act" for the rest of the campaign:
    • +1% global missionary strength
    • -1 tolerance of heretics

Pass Declaration of Indulgence Act

Potential:

  • Does not have the country modifier "Declaration of Indulgence"
  • Does not have the country modifier "Test Act"
  • Any of the following:
    • Follows the Catholic religion
    • Follows the Orthodox religion

Allow:

  • Administrative technology is at least 10

Effect:

  • Adds the modifier "Declaration of Indulgence" for the rest of the campaign:
    • +3 tolerance of heretics
    • +5% stability cost modifier

Pass Act of Uniformity

Potential:

  • Does not have the country modifier "Act of Uniformity"
  • Is in the Christian religion group

Allow:

  • Administrative technology is at least 8

Effect:

  • Adds the modifier "Act of Uniformity" for the rest of the campaign:
    • +1% global missionary strength

Pass Suffragan Bishop Act

Potential:

  • Does not have the country modifier "Suffragan Bishop Act"
  • Is in the Christian religion group

Allow:

  • Administrative technology is at least 8

Effect:

  • Adds the modifier "Suffragan Bishop Act" for the rest of the campaign:
    • -8% stability cost modifier
    • -4% global tax modifier

Introduce Church Taxes

Potential:

  • Does not have the country modifier "Church Tax"
  • Is in the Christian religion group
  • Country is not The Papal State

Allow:

  • Any of the following:
    • Does not follow the Catholic religion
    • Has the country modifier "The Statute in Restraint of Appeals"
  • Has the Theologian advisor

Effect:

  • Adds the modifier "Church Tax" for the rest of the campaign:
    • +8% global tax modifier
    • +1 revolt risk

Establish Sunday Schools

Potential:

  • Does not have the country modifier "Sunday Schools"
  • Is in the Christian religion group
  • Administrative technology is at least 17

Allow:

  • Ruler's administrative skill is at least 2
  • Stability is at least 2

Effect:

  • Adds the modifier "Sunday Schools" for the rest of the campaign:
    • +1% global missionary strength

Pass Conventicle Act

Potential:

  • Does not have the country modifier "Conventicle Act"
  • Is in the Christian religion group
  • Any of the following:
    • The Protestant religion is enabled
    • The Reformed religion is enabled

Allow:

  • Administrative technology is at least 10

Effect:

  • Adds the modifier "Conventicle Act" for the rest of the campaign:
    • -1 tolerance of heretics
    • +1% global missionary strength

Superintendents

Potential:

  • Does not have the country modifier "Superintendents"
  • Any of the following:
    • Follows the Protestant religion
    • Follows the Reformed religion

Allow:

  • Has the Theologian advisor

Effect:

  • Adds the modifier "Superintendents" for the rest of the campaign:
    • -1 revolt risk
    • +6% stability cost modifier

Pass Test Act

Potential:

  • Does not have the country modifier "Declaration of Indulgence"
  • Does not have the country modifier "Test Act"
  • Any of the following:
    • Follows the Protestant religion
    • Follows the Reformed religion

Allow:

  • Administrative technology is at least 10

Effect:

  • Adds the modifier "Test Act" for the rest of the campaign:
    • -1 tolerance of heretics
    • +1% global missionary strength

Pass Dissolution of the Monasteries Act

Potential:

  • Does not have the country modifier "Dissolution of the Monasteries"
  • Any of the following:
    • Follows the Protestant religion
    • Follows the Reformed religion
    • All of the following:
      • Follows the Catholic religion
      • Has the country modifier "The Statute in Restraint of Appeals"

Allow:

  • Ruler's administrative skill is at least 4

Effect:

  • Adds the modifier "Dissolution of the Monasteries" for the rest of the campaign:
    • +6% global tax modifier
    • +5% stability cost modifier

Pass Popery Act

Potential:

  • Does not have the country modifier "Popery Act"
  • Any of the following:
    • Follows the Protestant religion
    • Follows the Reformed religion
  • Administrative technology is at least 11

Allow:

  • Ruler's military skill is at least 3
  • Has an opinion of less than 0 with The Papal State

Effect:

  • Adds the modifier "Popery Act" for the rest of the campaign:
    • +1% global missionary strength

Establish Sheikh ul-Islam Office

Potential:

  • Does not have the ruler modifier Sheikh ul-Islam
  • Is in the Muslim religion group

Allow:

  • Has the Theologian advisor
  • Is not in regency

Effect:

  • }
    • +1% global missionary strength
  • Changes piety by 10%

Adopt the Title of Khalifa

Potential:

  • Does not have the ruler modifier Khalifa
  • Follows the Sunni religion

Allow:

  • 50 prestige
  • Ruler's military skill is at least 5
  • Is not in regency

Effect:

  • }
    • +0.5 prestige
  • Changes piety by 10%

Denouncement of Sect Practices

Potential:

  • Does not have the ruler modifier Denouncement of Sect Practices
  • Is in the Muslim religion group

Allow:

  • Ruler's diplomatic skill is at least 5
  • Is not in regency

Effect:

  • }
    • -1 revolt risk
  • Changes piety by 10%

Islamic center of Scholarly Learning

Potential:

  • Does not have the ruler modifier Islamic center of Scholarly Learning
  • Is in the Muslim religion group
  • Administrative technology is at least 8

Allow:

  • Ruler's administrative skill is at least 5
  • Is not in regency

Effect:

  • }
    • -5% technology cost
    • -5% idea cost
  • Changes piety by 25%

Introduce Jizya

Potential:

  • Does not have the ruler modifier Jizya
  • Is in the Muslim religion group
  • Any owned province:
    • Does not follow the religion of its owner

Allow:

  • Is not at war
  • Stability is at least 1
  • Is not in regency

Effect:

  • }
    • +5% global tax modifier
  • Changes piety by -15%

Monastic Education

Potential:

  • Does not have the country modifier "Monastic Education"
  • Follows the Buddhist religion

Allow:

  • Has the Theologian advisor

Effect:

  • Adds the modifier "Monastic Education" for the rest of the campaign:
    • +1% global missionary strength
    • -5% global tax modifier

Anti-Christian Edict

Potential:

  • Does not have the country modifier "Anti-Christian Edict"
  • Is in the Eastern religion group
  • Any of the following:
    • Any neighbor country:
      • Is in the Christian religion group
    • Taiwan:
      • The owner of the province:
        • Is in the Christian religion group
    • Hainan:
      • The owner of the province:
        • Is in the Christian religion group
    • Macau:
      • The owner of the province:
        • Is in the Christian religion group

Allow:

  • Isn't the defender of the faith
  • Does not have the idea Humanist Tolerance
  • Has less than 4 Innovative ideas
  • Any of the following:
    • Any neighbor country:
      • Is in the Christian religion group
      • Has an opinion of less than 0 with our country
    • Hainan:
      • The owner of the province:
        • Is in the Christian religion group
        • Has an opinion of less than 0 with our country
    • Macau:
      • The owner of the province:
        • Is in the Christian religion group
        • Has an opinion of less than 0 with our country
    • Taiwan:
      • The owner of the province:
        • Is in the Christian religion group
        • Has an opinion of less than 0 with our country

Effect:

  • Adds the modifier "Anti-Christian Edict" for the rest of the campaign:
    • +1% global missionary strength
    • +5% stability cost modifier

Promote Neo-Confucianism

Potential:

  • Does not have the country modifier "Denounce Neo-Confucianism"
  • Does not have the country modifier "Neo-Confucianism"
  • Follows the Confucian religion

Allow:

  • Is not at war
  • Stability is at least 1

Effect:

  • Adds the modifier "Neo-Confucianism" for the rest of the campaign:
    • +2 tolerance of heretics

Denounce Neo-Confucianism

Potential:

  • Does not have the country modifier "Denounce Neo-Confucianism"
  • Does not have the country modifier "Neo-Confucianism"
  • Follows the Confucian religion

Allow:

  • Is not at war
  • Stability is at least 1

Effect:

  • Adds the modifier "Denounce Neo-Confucianism" for the rest of the campaign:
    • +1 revolt risk
    • +0.5% global missionary strength
    • Legitimacy is at least 1

Establish an Ibadat Khana

Potential:

  • Does not have the country modifier "Ibadat Khana"
  • Is in the Muslim religion group
  • Any owned province:
    • Does not follow the religion of its owner

Allow:

  • Isn't the defender of the faith
  • Has at least 4 Innovative ideas

Effect:

  • Adds the modifier "Ibadat Khana" for the rest of the campaign:
    • -1 revolt risk
    • +6% stability cost modifier

Introduce Din-i Illahi

Potential:

  • Does not have the country modifier "Din-i Illahi"
  • Any of the following:
    • All of the following:
      • Country is Mughals
      • Follows the Sunni religion
      • Any owned province:
        • Follows the Hindu religion
    • All of the following:
      • Follows the Hindu religion
      • Any owned province:
        • Follows the Sunni religion

Allow:

  • Isn't the defender of the faith
  • Has the Theologian advisor

Effect:

  • Adds the modifier "Din-i Illahi" for the rest of the campaign:
    • -6% technology cost

Anti-Muslim edict

Potential:

  • Does not have the country modifier "Anti-Muslim edict"
  • Follows the Hindu religion
    • No owned province:
      • Follows the Sunni religion
  • Any neighbor country:
    • Is in the Muslim religion group

Allow:

  • Any of the following:
    • Has a Commandant with a skill of at least 3
    • Has a Grand Captain with a skill of at least 3

Effect:

  • Adds the modifier "Anti-Muslim edict" for the rest of the campaign:
    • -2 tolerance of heathens
    • +0.5% global missionary strength

Accept Religious Sects

Potential:

  • Does not have the country modifier "Religious Sect Tolerance"
  • Follows the Hindu religion
  • Does not have the idea Divine Supremacy

Allow:

  • Isn't the defender of the faith
  • Is not at war
  • Stability is at least 1

Effect:

  • Adds the modifier "Religious Sect Tolerance" for the rest of the campaign:
    • +1 tolerance of heretics
    • -2% global missionary strength

Support the Haridasa Movement

Potential:

  • Does not have the country modifier "Haridasa Movement Support"
  • Does not have the country modifier "Advaita Movement Support"
  • Follows the Hindu religion
  • Does not have the idea Divine Supremacy

Allow:

  • Isn't the defender of the faith
  • Stability is at least 1
  • Ruler's administrative skill is at least 2

Effect:

  • Adds the modifier "Haridasa Movement Support" for the rest of the campaign:
    • +0.5% global missionary strength
    • -10% stability cost modifier

Support the Advaita Movement

Potential:

  • Does not have the country modifier "Advaita Movement Support"
  • Does not have the country modifier "Haridasa Movement Support"
  • Follows the Hindu religion
  • Does not have the idea Divine Supremacy

Allow:

  • Isn't the defender of the faith
  • Stability is at least 1
  • Ruler's administrative skill is at least 2

Effect:

  • Adds the modifier "Advaita Movement Support" for the rest of the campaign:
    • +0.5% global missionary strength
    • -1 revolt risk

Encourage Divination

Potential:

  • Does not have the country modifier "Divination"
  • Is in the Pagan religion group

Allow:

  • Is not at war
  • Stability is at least 1

Effect:

  • Adds the modifier "Divination" for the rest of the campaign:
    • -1 revolt risk
    • +5% stability cost modifier

Religious Sacrifices

Potential:

  • Does not have the country modifier "Religious Sacrifices"
  • Is in the Pagan religion group
  • Any of the following:
    • Country is Aztec
    • Country is Chimu
    • Country is Inca
    • Country is Maya
    • Country is Zapotec

Allow:

  • Ruler's administrative skill is at least 3
  • Stability is at least 1

Effect:

  • Adds the modifier "Religious Sacrifices" for the rest of the campaign:
    • +1 prestige
    • -20% stability cost modifier
    • # global_revolt_risk = 1

Introduce Vision Quest

Potential:

  • Does not have the country modifier "Rite of Passage"
  • Is in the Pagan religion group

Allow:

  • Has the Theologian advisor

Effect:

  • Adds the modifier "Rite of Passage" for the rest of the campaign:
    • +0.5 prestige
    • +5% stability cost modifier

Religious Conversion

Embrace the Counter-Reformation

Potential:

  • Does not have the country modifier "Counter-Reformation"
  • Has the global flag Counter-Reformation
  • The Protestant religion has existed for less than 150 years
  • Follows the Catholic religion

Allow:

  • Any of the following:
    • Country is The Papal State
    • Is the Holy Roman Emperor
    • Has an opinion of at least -50 with The Papal State
  • Does not have the country modifier "Edict de Nantes"

Effect:

  • If:
    • Limited to:
      • Country is not The Papal State
    • Adds the opinion modifier "Embraced Counter-Reformation" from The Papal State
  • If:
    • Limited to:
      • Isn't the Holy Roman Emperor
      • Holy Roman Emperor:
        • Follows the Catholic religion
    • Holy Roman Emperor:
      • Adds the opinion modifier "Embraced Counter-Reformation" towards our country
  • Adds the modifier "Counter-Reformation" for the rest of the campaign:
    • +2% global missionary strength
    • +0.5 Papal influence per year
    • +2 missionaries
    • +5% technology cost
    • +5% idea cost

Kirishitan Conversion

Potential:

  • Has the Daimyo government type
  • Follows the Shinto religion
  • Any Owned Province:
    • Follows the Catholic religion

Allow:

  • The dominant religion is Catholic
  • Stability is at least 3

Effect:

  • Changes religion to Catholic
  • Changes stability by -4

Trade

Declare Statute of Monopolies

Potential:

  • Has at least 3 merchants
  • Does not have the country modifier "The Statute of Monopolies"

Allow:

  • Mercantilism is at least 30%
  • Trade efficiency is at least 50%

Effect:

  • Adds the modifier "The Statute of Monopolies" for the rest of the campaign:
    • Trade efficiency is at least 2%
    • +10% embargo efficiency
    • -10% better relations over time

Close Foreign Trade

Potential:

  • Technology group is Chinese
  • Any known country:
    • Technology group is Western
    • Any active trade node:
      • Region is Chinese Coast
      • PREV is the strongest trade power
  • Does not have the country modifier "Condemn Western Influences"

Allow:

  • Any known country:
    • Technology group is Western
    • Any active trade node:
      • Region is Chinese Coast
      • PREV is the strongest trade power
    • Has an opinion of less than -100 with our country
  • Ruler's military skill is at least 3

Effect:

  • Adds the modifier "Increased Narrowminded" for 10 years:
    • +5% technology cost
    • +1% global missionary strength
  • Adds 5% mercantilism
  • Adds the modifier "Condemn Western Influences" for the rest of the campaign:
    • Trade efficiency is at least -8%
    • -8% global trade income
    • -6% stability cost modifier
    • +0.5 prestige

Confirm Thalassocracy

Potential:

  • Does not have the country modifier "Thalassocracy"
  • Any of the following:
    • Cote D'Azur:
      • The strongest trade power is our country
    • Gulf of Venice:
      • The strongest trade power is our country
    • Tunis:
      • The strongest trade power is our country
    • Ragusa:
      • The strongest trade power is our country
    • Alexandria:
      • The strongest trade power is our country
    • Lübeck:
      • The strongest trade power is our country
    • Northern Baltic Sea:
      • The strongest trade power is our country
    • Antwerpen:
      • The strongest trade power is our country
    • North Sea:
      • The strongest trade power is our country
    • Neva:
      • The strongest trade power is our country

Allow:

  • Has completed the Naval Ideas idea group
  • Any of the following:
    • All of the following:
      • Cote D'Azur:
        • The strongest trade power is our country
      • Gulf of Venice:
        • The strongest trade power is our country
      • Tunis:
        • The strongest trade power is our country
      • Ragusa:
        • The strongest trade power is our country
      • Alexandria:
        • The strongest trade power is our country
    • All of the following:
      • Lübeck:
        • The strongest trade power is our country
      • Northern Baltic Sea:
        • The strongest trade power is our country
      • Antwerpen:
        • The strongest trade power is our country
      • North Sea:
        • The strongest trade power is our country
      • Neva:
        • The strongest trade power is our country

Effect:

  • Adds the modifier "Thalassocracy" for the rest of the campaign:
    • +0.25 navy tradition
    • -10% light ship cost
    • +1 merchants
    • -2.5% diplomatic technology cost

Tribal

Reform the Government

Potential:

  • Has the Tribal Despotism government type

Allow:

  • Has at least 200 administrative power
  • Legitimacy is at least 90
  • Stability is at least 3
  • Any of the following:
    • Has completed the Economic Ideas idea group
    • Has completed the Innovative Ideas idea group
    • Has completed the Administrative Ideas idea group

Effect:

  • Changes government type to Despotic Monarchy
  • Changes stability by -5
  • Changes administrative power stored by -200

Reform the Government

Potential:

  • Has the Tribal Federation government type

Allow:

  • Has at least 200 administrative power
  • Legitimacy is at least 90
  • Stability is at least 3
  • Any of the following:
    • Has completed the Economic Ideas idea group
    • Has completed the Innovative Ideas idea group
    • Has completed the Administrative Ideas idea group

Effect:

  • Changes government type to Feudal Monarchy
  • Changes stability by -5
  • Changes administrative power stored by -200

Reform the Government

Potential:

  • Has the Tribal Democracy government type

Allow:

  • Has at least 200 administrative power
  • Republican tradition is at least 99%
  • Stability is at least 3
  • Any of the following:
    • Has completed the Economic Ideas idea group
    • Has completed the Innovative Ideas idea group
    • Has completed the Administrative Ideas idea group

Effect:

  • Changes government type to Noble Republic
  • Changes stability by -5
  • Changes administrative power stored by -200

Reform the Government

Potential:

  • Has the Steppe Nomads government type

Allow:

  • Has at least 200 administrative power
  • Legitimacy is at least 90
  • Stability is at least 3
  • Any of the following:
    • Has completed the Economic Ideas idea group
    • Has completed the Innovative Ideas idea group
    • Has completed the Administrative Ideas idea group

Effect:

  • If:
    • Limited to:
      • Country is not Timurids
    • Switch to new country's idea group
  • Changes administrative power stored by -200
  • Changes stability by -5
  • Changes government type to Despotic Monarchy
  • If:
    • Limited to:
      • Technology group is Nomad Group
      • Is not in Eastern's religion group
    • Changes technology group to Muslim
    • Changes unit types to Muslim
  • If:
    • Limited to:
      • Technology group is Nomad Group
      • Is in the Eastern religion group
    • Changes technology group to Chinese
    • Changes unit types to Chinese

Other

Accept Cultural Shift

Potential:

  • Capital:
    • Culture is not the same as our country
  • Any of the following:
    • Country is not France
    • All of the following
      • Country is France
      • Capital:
        • Culture group is French
  • Any of the following:
    • Country is not Great Britain
    • All of the following
      • Country is Great Britain
      • Capital:
        • Culture group is British
  • Country is not Scandinavia
  • Country is not Germany
  • Any of the following:
    • Country is not Holy Roman Empire
    • All of the following
      • Country is Holy Roman Empire
      • Capital:
        • Culture group is Germanic
  • Country is not The Papal State
  • Country is not Italy
  • Any of the following:
    • Country is not Spain
    • All of the following
      • Country is Spain
      • Capital:
        • Culture group is Iberian
  • Country is not Russia
  • Country is not Byzantium
  • Any of the following:
    • Country is not Persia
    • All of the following
      • Country is Persia
      • Capital:
        • Culture group is Iranian
  • Country is not Mongol Khanate
  • Country is not Japan
  • Country is not Manchu
  • Country is not Ming
  • Country is not Prussia

Allow:

  • The dominant culture is the same as in the capital
  • Stability is at least 1
  • Is not at war
  • Is not a vassal

Effect:

  • Change the primary culture to the capital
  • Changes stability by -5


Adopt Plutocratic Administration

Potential:

  • Doesn't have the Merchant Republic government type
  • Any of the following:
    • Technology group is Western
    • Technology group is Eastern
    • Technology group is Ottoman
    • Technology group is Muslim
  • Any of the following:
    • Has the Noble Republic government type
    • Has the Administrative Republic government type
    • Has the Republican Dictatorship government type
    • Country is The Hansa
    • Country is Genoa
    • Country is Venice

Allow:

  • Stability is at least 1
  • Has completed the Trade Ideas idea group
  • Is not at war
  • Is a vassal

Effect:

  • Changes government type to Merchant Republic
  • Changes stability by -2

Formalize Separation of Powers

Potential:

  • Has the Constitutional Monarchy government type
  • Does not have the country modifier "Separation of Power"

Allow:

  • Stability is at least 2
  • Has the Statesman advisor
  • Is not at war

Effect:

  • Adds the modifier "Separation of Power" for the rest of the campaign:
    • +1 prestige

Cult of Reason

Potential:

  • Has the Revolutionary Republic government type
  • Does not have the country modifier "Cult of Reason"

Allow:

  • Stability is lower than -1

Effect:

  • Adds the modifier "Cult of Reason" for the rest of the campaign:
    • +4 revolt risk
    • -2 prestige
    • -15% technology cost
    • +10% stability cost modifier
Realm