recursal/Fanatic-Fandom huggingface dataset:
Al-Hared

## Traditions

-10.0% Construction Time

+10.0% Institution Spread In True Faith Provinces

## Idea 4

+2 Max Promoted Cultures

-50.0% Promote Culture cost

## Idea 6

+10.0% Domestic Trade Power

+15.0% Naval Force Limit Modifier

## Ambitions

+10.0% Morale of Armies

+5.0% Discipline

* Own Jucick (5948), Drakelowe (5986), Cheydinhal (5947), Isona (5923) and Hame (1243)
* Is not at war
* Change country to Al-Hared
* Gain a Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ -0.5 Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Nedic ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
YNK

**YNK** is a rap crew. Founded in 2020, the members are: TJ, AMBER, Kade, Godly Nate, and Ryland. Members that are joining in February are Revenge, Namboi, Parvaaj, and Keller.

TJ
--

TJ
--

### Born

Tyler Joseph MegennisJanuary 17, 2000(age 20)Trenton, Roadland

Tyler Joseph Megennis (known professionally as TJ) is a Roadlandian rapper. He is one of the founding members of YNK.

## AMBER

### Born

Nathan AmberMarch 19, 2001(age 19)Loudrev, New Hampshire

Nathan Amber (known professionally as AMBER) is an American rapper. He joined YNK in January 2020.

## Kade

### Born

Kaden Lawrence OrlandoJuly 15, 2020 (age 19)Tabuk, Alola

Kaden Lawrence Orlando (known professionally as Kade) is an American rapper. He is one of the founding members of YNK. He was born in Alola to an Alolan mother and an American father, and has dual citizenship.

## Godly Nate

### Born

Nathaniel Albright AubrechtJuly 19, 1999(age 21)Los Angeles, California

Nathaniel Albright Aubrecht (known professionally as Godly Nate) is an American rapper. He is one of the founding members of YNK.

## Ryland

### Born

Ryland Hander WilkinsApril 18, 2000(age 20)Radiator Springs, Arizona

Ryland Hander Wilkins (known professionally as Ryland) is an American rapper. He joined YNK in January 2020. He claims to be related to Wilson Hander, which would make him related to Ryland Hander and Spike Hander, but that has never been confirmed.
Colovia

## Traditions

-20.0% Envoy Travel Time

-6.0% Administrative Technology Cost

## Idea 1

+15.0% Morale of Armies

+10.0% Recover Army Morale Speed

## Idea 3

-10.0% Cost of Reducing War Exhaustion

-10.0% Ship Costs

## Idea 5

+5.00 Minimum Autonomy

+15.0% All Estates' Loyalty Equilibrium

## Idea 6

-5.0% National Garrison Growth

+15.0% Mercenary Manpower

## Idea 7

+20.0% Garrison Size

-15.0% Mercenary Cost

* Is free or a tributary
* Is not at war
* Own Chorrol Castle (5657), Lipsand Tarn (1180), Accata (5765), Miscarcand (5667) and Skingrad Castle (5634)

* Change country to Colovia
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Colovian ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Glossary

This page will define potentially unfamiliar terms specific to ESU and Elder Scrolls lore.

Entries follow the format of "*Term*: Definition"

A

* *Aedra*: (sing: Aedroth) literally "our ancestors" in the Altmer tongue, refers to one of the two groups of immortals who participated in the creation of Nirn, and who gave all their power or nearly all of it doing so. Deified as the Eight Divines (the addition of Talos to the pantheon making them the Nine Divines)
* *Ayleid*: Race of Mer that inhabited the Nibenay Valley, and built the White-Gold Tower

B

C

D

* *Daedra*: (sing: Daedroth) literally "no our ancestors" in the Altmer tongue, refers to the second group of immortals who participated in the creation of Nirn, who left early in it's creation, and went on to create their own world, the Planes of Oblivion. As Daedra are not of Nirn, they cannot be killed, only temporarily banished (these banishments can last centuries or even millennia, depending how much power the Daedra used).

E

* *ESU:* Acronym for Elder Scrolls Universalis.
* *Elves*: the simple (considered a slur) term to refer to Mer
* *Et'ada*: these are "original spirits", who are worshiped and feared as Gods and Demons, and as the Aedra and Daedra. Originate when time began and came to understand their previously static and unchanging existence.

F

G

H

I

J

K

L

M

* *Man*: umbrella term for humans, and tend to have skills in martial skills
* *Mer*: the umbrella term for all elven races, common traits include pointed ears, skill with magic, and long lives
* *Mundus*: creation, the universe, the various planes of existence

N

* *Nirn:* Fictional planet on which the mod Elder Scrolls Universalis takes place. It refers to all existing provinces on map, however, Daedric Planes formally do not belong to it. Nirn was created by the Aedra under the organization of Lorkhan.

O

P

Q

R

S

T

* *Tag:* Refers to the three character code used to reference unique countries in EU4. Can also be used as a general term for a country in EU4.
* *Technical State:* AI controlled country, that is separated from the Nirn by Wasteland. Controls some ESU mechanics. Cannot be conquered or integrated in other way, as it will lead to gameplay bugs.

U

V

W

X

Y

Z
Aldmeri Dominion

## Ambitions

-10.0% Administrative Technology Cost

* Pact with Khajiiti
* Embassy to Elsweyr
* Primary of Elven Culture

* Is the Emperor of Cyrodiil
	+ OR owns White-Gold Tower (1206)

* Change country to the Aldmeri Dominion
* Is flagged as an "Alliance Leader"
* Gain the Empire rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Aldmeri Dominion ideas
Elder Scrolls Universalis Wiki

ESU Logo

## Official Elder Scrolls Universalis Wiki

Welcome to the official Elder Scrolls Universalis (ESU) wiki!

## Quick Links

* Bookmarks
* Countries
* Credits
* Glossary
* Lore
* Religions
* Best Starter Nations for ESU

## Helpful Links

* Categories
* Frequently Asked Questions

## About this wiki

The ESU wiki will be the central documentation for the popular Europa Universalis 4 mod Elder Scrolls Universalis. This page is community oriented, so feel free to add any missing content, or correct any mistakes.

* Idea Groups
* Policies
* Colonization
* Advisors
* Buildings
* Casus Belli
* Subject Types
* Bookmarks
* Glossary
* Lore
* Loading Tips
* Maps

Countries
List of Formable Nations
Credits
College of Winterhold

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Idea 7

-2.00 National Unrest

May Raid Coasts

* Is free or a tributary
* Is not at war
* Own College of Winterhold (2932), Skytemple (7112), Winterhold (1299), Bleakcoast (2805) and Saarthal (2783)
* College of Winterhold (2932) has 30 development

* Change country to the College of Winterhold
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Nordic ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Centaur Herd

## Traditions

+15.0% Movement Speed

+100.0% Cavalry to Infantry Ratio

## Idea 1

+33.0% Infantry Cost

-25.0% Cavalry Cost

## Idea 2

+0.50 Yearly Army Tradition

-25.0% General Cost

## Idea 3

-15.0% Construction Cost

+10.0% Construction Time

## Idea 4

-33.0% Infantry Combat Ability

+25.0% Cavalry Combat Ability

## Idea 5

+2.00 Tolerance of the True Faith

+15.0% Religious Unity

## Idea 6

-10.0% Land Fire Damage

-15.0% Fire Damage Received

## Idea 7

+2.00 Diplomatic Reputation

+15.0% Improve Relations

Ignore Zone of Control

* Is free or a tributary
* Is not at war
* Own Elden Hollow (837), Silvenar Roots (2413), Motalion (6324), Umak-I (6304) and Marbruk (5029)

* Change country to the Centaur Herd
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Centaur ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Corelanyan Clan

## Traditions

+33.0% Foreign Spy Detection

-15.0% Advisor Costs

## Idea 2

+1 Colonists

+25.00 Global Settler Increase

## Idea 3

+33.0% Trade Range

+20.0% Ship Trade Power

## Idea 6

+1 Diplomatic Relations

+5 Opinion of same Culture Group

## Idea 7

+10.0% Discipline

+25.0% Production Efficiency

* Is free or a tributary
* Is not at war
* Own Shady Grove (6374), Hegathe (6392), Gilane (1479), Kractan (6234) and Lainebon (1514)

* Change country to the Corelanyan Clan
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Corelanyan ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Al-Gemha

## Traditions

-10.0% Construction Time

+10.0% Institution Spread In True Faith Provinces

## Idea 4

+2 Max Promoted Cultures

-50.0% Promote Culture cost

## Idea 6

+10.0% Domestic Trade Power

+15.0% Naval Force Limit Modifier

## Ambitions

+10.0% Morale of Armies

+5.0% Discipline

* Own Serpent Stone (5463), Leyawiin Castle (1120), Atatar (1229), Welke (1227) and Blankenmarch (1124)
* Is not at war
* Is free or a tributary

* Change country to Al-Gemha
* Gain an Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can gain Nedic ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Cheydinhal

## Traditions

+10.0% Siege Ability

+10.0% Goods Produced Modifier

## Idea 2

-20.0% Income from Vassals

-25.0% Cost of Advisors with Ruler's Culture

## Idea 4

-1.0% Yearly Army Tradition Decay

-5.0% Fire Damage Received

## Idea 5

+10.0% Recruitment Time

-10.0% Regiment Cost

## Idea 6

-10.0% Transport Cost

+1.00 Land Leader Shock

## Idea 7

+25.0% Spy Network Construction

+0.10 Yearly Corruption
Dream Festival Pretty Cure / Merchandise

**Dream Festival Pretty Cure / Merchandise is rightfully owned by Jennah Koehler.Do not edit this page without her permission.** **Do not steal any major or minor information on this page.If you fixed any errors on this page, describe what you fixed in the summary box so that way she knows. *If you don't follow any of these rules, She'll call Cure Peace to attack you!***

This page related to all goods that were produced for *Dream Festival Pretty Cure* are listed. Included goods are costumes, toys, books, soundtrack CDs, etc.

## Cure Dolls

*Main article: w:c:prettycure:Cure Dolls*
Forelhost

## Traditions

+1 Diplomatic Relations

+15.0% Shock Damage

## Ambitions

+25.0% Naval Force Limit Modifier

* Is free or a tributary
* Is not at war
* Own Forelhost (3119), Rifton (1268), Dawnguard (3121), Stendarr's Beacon (5897) and Darklight (1265)

* Change country to Forelhost
* Gain the Duchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain **25** prestige
* Can obtain Atmoran ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible

### Repair Walls of Forelhost

* Is Forelhost
* Forelhost (3119) does not have the province modifier "*Walls of Forelhost"*

* Own Forelhost (3119)
* Have at least 500 ducats

* Spend **500** ducats
* Forelhost (3119)
	+ Gets the modifier "*Walls of Forelhost"*
		- **+50.0%** Local Defensiveness
		- **+1.00** Local Hostile Attrition
	+ Gains 2-level fort (if one or higher doesn't already exist)

Note: AI is designed with high aggressiveness to form this nation if if possible

### Destroy Forelhost

* Nation is NOT:
	+ Forelhost
	+ Dragon Cult
* Culture group is Northern
* Forelhost (3119) has province modifier "*Walls of Forelhost"*

* Have at least 250 mil power

* Spend **250** mil power
* Forelhost (3119)
	+ Lose modifier "*Walls of Forelhost"*
* The provinces in the Riften area of the Skyrim subcontinent:
	+ Change to decision maker's primary culture
	+ Change to decision maker's religion
	+ Gain province modifier "*Unrest"* for 25 years
		- **+10** Local Unrest
		- **-100%** Local Manpower Modifier
		- **+0.10** Devastation
		- **-100%** Local Production Efficiency
		- **-100%** Local Tax Modifier

Note: AI is designed with high aggressiveness to take this decision if possible
Daggerfall

## Traditions

+15.0% Trade Efficiency

+10.0% infantry Combat Ability

## Idea 7

-3.00 National Unrest

-2.5% Yearly Army Tradition Decay

* Own Sigil-a-Dant (1369), Sigil-a-Bang (6844), Sigil Cardhon (6916), Man's Hallows (1377) and Glenpoint (6918)

* Gain 35 prestige
* Cede required provinces to the subject-nation Daggerfall
* Daggerfall's primary culture and state religion will conform to its master's

Notes:

* AI is designed with high aggressiveness to form this nation if if possible
* Formable only by creating the country as a subject nation
Great Plains

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Ambitions

May Raid Coasts

* Is free or a tributary
* Is not at war
* Own Whiterun (1319), Irkngthand (1314), Falcreath (1291), Ilinalta's Deep (3049) and Rorikstead (1331)

* Change country to Great Plains
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Nordic ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Goblin Gathering

## Traditions

+15.0% Land Force Limit Modifier

-25.0% Cost to fabricate claims

## Idea 1

+10.0% Morale of Armies

+1.50 Tolerance of Heretics

## Idea 3

+5.0% Production Efficiency

+5.0% Cavalry Combat Ability

## Idea 4

+1.00 Land Leader Fire

+1.00 Leader Siege

+1.0% Missionary Strength vs Heretics

## Idea 6

+5.0% Infantry Combat Ability

-10.0% Regiment Costs

## Ambitions

-25.0% Autonomy Change Cooldown

* Is free or a tributary
* Is not at war
* Own Taborra (6242), Gnoll Mountain (5867), Cracked Woods (5996), Goblin's Nest (5319) and Dogeater Vale (1503)

* Change country to Goblin Gathering
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Goblin ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Derni

## Traditions

-10.0% Regiment Cost

+50.0% Looting Speed

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Republican Tradition

+0.50 Horde Unity

+2.5% Administrative Efficiency

+0.50 Yearly Meritocracy

## Idea 2

-20.0% Culture Conversion Cost

-10.0% Cost of Advisors with Ruler's Culture

## Idea 3

+5.0% Shock Damage

+5.0% Land Fire Damage

## Idea 4

+1 Free Military Policies

+0.25 Yearly Army Tradition

## Idea 5

+0.50 Diplomatic Reputation

-25.0% Fabricate Claims Cost

## Idea 7

+1 Diplomatic Relations

-25.0% Establish Order Cost
Esroniet

## Traditions

+5.0% Reform Progress Gain

-10.0% State Governing Cost

## Idea 3

+15.0% Naval Force Limit Modifier

+10.0% Trade Steering

## Idea 7

+15.0% Global Trade Power

+7.5% Discipline

* Is free or a tributary
* Is not at war
* Own Tedis (806), Black Harbor (800), Tanacetum (1541), Suimbi (1818) and Epi (1806)

* Change country to Esroniet
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Akaviri ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Corten Mont

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Clan Kagrenac

## Traditions

-25.0% institution Embracement Cost

+15.0% Institution Spread

## Idea 1

-15.0% Construction Cost

-10.0% Construction Time

## Idea 5

-10.0% Cost of Advisors with Ruler's Culture

## Idea 6

+10.0% Morale of Armies

-10.0% Movement Speed

## Idea 7

+30.00 Global Settler Increase

-5.0% All Power Costs

* Is free or a tributary
* Is not at war
* Own Vvardenfell (1062), Arkngthunch-Sturdumz (4273), Arkngthand (4239), Mzuleft (1049) and Nchardumz (4226)

* Change country to Clan Kagrenac
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Dwemer ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Agaceph State

## Traditions

+25.0% Foreign Spy Detection

+25.0% Spy Network Construction

## Idea 3

-15.0% Development Cost

-1.00 Diplomatic Reputation

## Idea 4

+1.00 National Unrest

+12.5% Production Efficiency

## Idea 6

+1.00 Attrition for Enemies

+5.0% Land Fire Damage

## Ambitions

+1.00 Leader Siege

* Own Helstorm (1075), Rockpark (6787), Sea-Fall (1101), Xith-Izkul (6548) and Bright-Throat (6814)
* Is not at war

* Change country to the Agaceph State
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Agaceph ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Al-Kamal

## Traditions

-10.0% Regiment Cost

+50.0% Looting Speed

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Republican Tradition

+0.50 Horde Unity

+2.5% Administrative Efficiency

+0.50 Yearly Meritocracy

## Idea 2

-20.0% Culture Conversion Cost

-10.0% Cost of Advisors with Ruler's Culture

## Idea 3

+5.0% Shock Damage

+5.0% Land Fire Damage

## Idea 4

+1 Free Military Policies

+0.25 Yearly Army Tradition

## Idea 5

+0.50 Diplomatic Reputation

-25.0% Fabricate Claims Cost

## Idea 7

+1 Diplomatic Relations

-25.0% Establish Order Cost
Dawnstar

## Dawnstar

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Decisions

### Dawnstar Centralization

* Does not have "Centralize Skyrim" flag
* Has "Decentralize Skyrim" flag

* Own all the provinces in these areas in Skyrim:
	+ Bleak Falls
	+ Dawnstar
	+ Stonehill

* Cede one of the needed areas above to Dawnstar
* Dawnstar is turned into a march subject for the decision maker
* Dawnstar's government changes to a monarchy
* Dawnstar changes its primary culture and religion to its master's
* Dawnstar loses **-99999** government reform progress
Direnni Hegemony

## Traditions

-15% Light Ship Cost

+1 Max Promoted Cultures

## Idea 2

+1.00 Tolerance of Heretics

+10% Goods Produced Modifier

## Idea 3

+1 Merchants

+10% Global Trade Power

## Idea 6

+1.00 Land Leader Fire

-5% Fire Damage Received

## Idea 7

-3.00  National Unrest

+1 Diplomatic Relations

* Is free or a tributary
* Is not at war
* Own Balfiera (1382), Erokii (1401), Dwynnarth (1381), Silumm (1372) and Arcaere (6968)

* Change country to the Direnni Hegemony
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Direnni Hegemony ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Abeceanea

## Traditions

+15.0% Morale of Navies

+25.0% Ship Trade Power

## Ambitions

+1 Leader(s) without Upkeep

* Is free or a tributary
* Is not at war
* Own Stirk (1171), Jorarienna (5351) and Plalusius (5352)

* Country changes to Abeceanea
* Government changes to a Pirate Republic
* Gain 100 Republican Tradition
* Gain a Duchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Abeceanean ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Cliff Keep

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Bookmarks

Elder Scrolls Universalis has myriad bookmarks, spanning 2500 years of the Timeline. This mod begins in the aftermath of the unfathomable Merethic Era and continues through the historical timeline of the First Era while incorporating major events from all four eras. The countries listed here are not necessarily the strongest nations of each bookmark but rather incorporated with specific event chains specially tailored to the listed countries that add gorgeous flavor. In this way they are interesting, even if challenging.

## Map-work Bookmarks

These bookmarks are available while work on the map is currently ongoing.

 Dawn of First Era
* Falinesti
* White-Gold Tower
* Windhelm
* Balfiera
* Kragenmoor
* Leyawiin
* Almu
* New Galand
* Clan Oathbound
* Abbarbas
* Broadwall
* Xehxenic
* Shiung
 Alessian Revolt
* Skyrim
* Dwemeret
* Sentinel

## Archived Bookmarks

These bookmarks were previously available, but have been temporarily removed until they can be remade for the new map.

### Calendar

Each of the bookmarks begins on 1 Morningstar, the first day of the given year. The Tamrielic calendar contains 12 months per year. While the exact months of the year may be unknown to players at first, the names of each month are very intuitive and definitive of the actual time of the year. Important dates, holidays, and seasons in Elder Scrolls can be found Here. In order they are:

1. Morning Star
2. Sun's Dawn
3. First Seed
4. Rain's Hand
5. Second Seed
6. Mid Year
7. Sun's Height
8. Last Seed
9. Hearthfire
10. Frostfall
11. Sun's Dusk
12. Evening Star
Elsweyr

## Idea 1

+0.35 Yearly Devotion

+0.35 Yearly Legitimacy

+0.35 Yearly Horde Unity

+0.35 Yearly Republican Tradition

+0.35 Yearly Meritocracy

## Ambitions

+15.0% Trade Steering

* Is free or a tributary
* Is not at war
* Own Torval (922), (5117), Senchal (5226), Corinth (5285) and Dunei (5136)

* Change country to Elsweyr
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Khajiit ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible

### Unite Khajiiti People

* Country is Elsweyr
* Any owned province has the culture:
	+ Anequinan
	+ or Pellitinian

* Have at least 100 adm, dip and mil power

* Spend **100** adm, dip and mil power
* One random owned Anequinan (or Pellitinian) province:
	+ Change primary culture to Khajiit
Daggerfall Covenant

## Traditions

+1 Diplomatic Relations

-33.0% Fort Maintenance on border with rival

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Idea 2

+25.0% Spy Network Construction

-50.0% Change Rival Cost

## Idea 3

+15.0% Galley Combat Ability

+20.0% Ship Trade Power

## Ambitions

+15.0% Morale of Armies

* Seize High Rock
* Secure Wrothgar

* Own Sigil-a-Dant (1369)
	+ OR:
	+ Aldmeri Dominion exists
	+ Government has a Empire rank
	+ "The Planemeld" flag is active

* Change country to the Daggerfall Covenant
* Is flagged as an "Alliance Leader"
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Can obtain Breton ideas
Coral Kingdom

## Traditions

+25.0% Spy Network Construction

+20.0% Privateer Efficiency

## Idea 1

+25.0% Core-Creation Cost

+250.0% Hostile Core-Creation Cost on us

## Idea 3

-1.50 Diplomatic Reputation

-15.0% Diplomatic Annexation Cost

-10.00% Liberty Desire in Subjects

## Idea 5

-5.0% Movement Speed

-5.0% Fire Damage Received

-5.0% Shock Damage Received

## Idea 6

-2.5% Missionary Strength

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

## Idea 7

+50.0% Rebel Support Efficiency

May Raid Coasts

* Is free or a tributary
* Is not at war
* Own Agonio (320), Alinor (271), Yath (335), Sentinel (1510) and Firsthold (299)

* Change country to the Coral Kingdom
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Sload ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Giant Goblin Gathering

## Traditions

+15.0% Morale of Armies

-15.0% Core-Creation Cost

## Ambitions

-25.0% Construction Cost

* Is free or a tributary
* Is not at war
* Own Kuu Zee (6315), Abibon-Gora (6402), Salas En (6418), Shady Grove (6374) and Tava's Blessing (1493)

* Change country to Giant Goblin Gathering
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Country ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Clan Rourken

## Traditions

-25.0% institution Embracement Cost

+15.0% Institution Spread

## Idea 1

-15.0% Construction Cost

-10.0% Construction Time

## Idea 5

-10.0% Cost of Advisors with Ruler's Culture

## Idea 6

+10.0% Morale of Armies

-10.0% Movement Speed

## Idea 7

+30.00 Global Settler Increase

-5.0% All Power Costs

* Is free or a tributary
* Is not at war
* Own Volenfell (6091), Razak's Wheel (6290), Rkhardahrk (7248), Bthzark (1501) and Mzeneldt (6164)

* Change country to Clan Rourken
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Dwemer ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Belkarth

## Traditions

-33.0% Reinforce Cost

+6.0% All Estates' Loyalty Equilibrium

## Idea 1

+2.00 National Unrest

+2 Max Promoted Cultures

## Idea 3

-10.0% Transport Cost

+10.0% Marines Force Limit

## Idea 6

-1.00 National Unrest

+1 Max Promoted Cultures

## Ambitions

+0.05 Yearly Inflation Reduction

* Obtain Bangkorai
* Secure Wrothgar

* Own (or by subject) Rohdia (6245), Belkarth (1459) and Zut Lajak (6241)

* Add 1 Base Tax, Production and Manpower to the required provinces
	+ IF government is a monarchy instead:
	+ Add 3 Base Tax, Production and Manpower to the required provinces
	+ Cede owned provinces from the areas Belkarth and Nalagash to Belkarth as subject under a personal union
	+ Belkarth will be renamed to "Craglorn"
QEWS02

## Epic Quibble! New Guest!

*Queen Eggnog's wild story! episode 02*

**Epic Quibble! New Guest!** is the 2nd episode of *Queen Eggnog's wild story!*.

## Major Events

* Epic Quibble appears for the first time. It also appears during the attack, Glitter Straight Flush.

## Characters

### Windy Team

* Queen Eggnog
* Yami
* Aria Turner
* Leilani Blood
* Aijima Shu
* Evelyn Gray

### Wild Team

* Queen Bee
* Aisaki Emiru
* Epic Maw
* Booger
* Epic Quibble

### Strange Team

* Twilight
* Eas
* Kino
* Ha-chan
* Blue Cat
* Mao
* Bakenyan
Dragon Cult

## Traditions

-0.05 Monthly Autonomy Change

+10.0% Administrative Efficiency

## Idea 7

+1.00 Attrition for Enemies

+1 Missionaries

* Is free or a tributary
* Is not at war
* Own Broadwall (357), Moraheim (367), Skalrheim (384), Braruhund (382) and Hallstein (2306)

* Change country to the Dragon Cult
* Religion changes to Dragon Cult IF primary culture was Dragon
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Dragon Cult ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Alessian Order

## Traditions

+1 Missionaries

-25.0% Unjustified Demands

## Idea 1

+5.0% Discipline

+1 Max Promoted Cultures

## Idea 3

+1.00 National Unrest

-33.0% Culture Conversion Cost

## Idea 5

+5.0% Missionary Strength

-3.00 Tolerance of Heathens

## Idea 6

+1.00 Diplomatic Reputation

-10.0% Fire Damage Received

## Ambitions

+1 Artillery Levels Available vs Fort

* Own White-Gold Tower (1206), Chorrol Castle (5657), Leyawiin Castle (1120), New Galad (1161) and Silver Castle (1194)
* Is not at war
* Is free or a tributary

* Change country to the Alessian Order
* Change government to a theocracy
* Gain a Kingdom rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can gain Alessian Order ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible

### Enforce Culture Conversion

* Culture group is NOT High Elven
* Country is either the Alessian Empire or Alessian Order
* Any neighboring country is Ayleid (High Elven)

* Have at least 100 adm, dip and mil power

* Lose **100** adm, dip and mil power
* Force random neighboring Ayleid country to change primary culture to yours
	+ Add **100** devastation to their capital

Note: AI is designed with high aggressiveness to take this decision if possible

### Conversion of Golden Coast

* Culture group Cyrodiilic
	+ OR Alessian Order exists
	+ Alessian Empire exists
	+ Has the Alessian Rebellion global flag
* Has a Ayleid culture province within the Gold Coast region

* Prestige is 0 or higher

* Lose **2.5** prestige
* Randomly owned Ayleid culture province within the Gold Coast region:
	+ Add **50** devastation
	+ Change to your nation's primary culture

Note: AI is designed with high aggressiveness to take this decision if possible
Anvil

## Traditions

-15.0% Mercenary Cost

+1.00 Tolerance of the True Faith

## Idea 1

+0.15 Yearly Absolutism

-20.0% Harsh Treatment Cost

## Idea 2

+1.00 Naval Leader Maneuver

+10.0% Prestige from Naval battles

## Idea 3

+10.0% Morale of Navies

-10.0% Morale Hit When Losing a Ship

## Idea 4

+1 Colonists

+5.0% Settler Chance

## Idea 5

+20.0% Hostile Core-Creation Cost on us

+20.0% Institution Spread

## Idea 6

-1.0% Prestige Decay

+20.0% Rebel Support Efficiency

## Idea 7

+7.5% Production Efficiency

+50.0% Chance of New Heir
Edena

## Traditions

-10.0% Regiment Cost

+50.0% Looting Speed

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Republican Tradition

+0.50 Horde Unity

+2.5% Administrative Efficiency

+0.50 Yearly Meritocracy

## Idea 2

-20.0% Culture Conversion Cost

-10.0% Cost of Advisors with Ruler's Culture

## Idea 3

+5.0% Shock Damage

+5.0% Land Fire Damage

## Idea 4

+1 Free Military Policies

+0.25 Yearly Army Tradition

## Idea 5

+0.50 Diplomatic Reputation

-25.0% Fabricate Claims Cost

## Idea 7

+1 Diplomatic Relations

-25.0% Establish Order Cost
Dremoran Hierarchy

## Traditions

-10.0% Regiment Cost

+50.0% Looting Speed

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Republican Tradition

+0.50 Horde Unity

+2.5% Administrative Efficiency

+0.50 Yearly Meritocracy

## Idea 2

-20.0% Culture Conversion Cost

-10.0% Cost of Advisors with Ruler's Culture

## Idea 3

+5.0% Shock Damage

+5.0% Land Fire Damage

## Idea 4

+1 Free Military Policies

+0.25 Yearly Army Tradition

## Idea 5

+0.50 Diplomatic Reputation

-25.0% Fabricate Claims Cost

## Idea 7

+1 Diplomatic Relations

-25.0% Establish Order Cost

+15.0% Siege Ability

* Is free or a tributary
* Is not at war
* Own Moonless Walk (2828), Derni (2744), The Chasm (2727), Surreal Estate (2775) and Acema (2799)

* Change country to the Dremoran Hierarchy
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Dremoran ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Evidi

## Traditions

-10.0% Regiment Cost

+50.0% Looting Speed

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Republican Tradition

+0.50 Horde Unity

+2.5% Administrative Efficiency

+0.50 Yearly Meritocracy

## Idea 2

-20.0% Culture Conversion Cost

-10.0% Cost of Advisors with Ruler's Culture

## Idea 3

+5.0% Shock Damage

+5.0% Land Fire Damage

## Idea 4

+1 Free Military Policies

+0.25 Yearly Army Tradition

## Idea 5

+0.50 Diplomatic Reputation

-25.0% Fabricate Claims Cost

## Idea 7

+1 Diplomatic Relations

-25.0% Establish Order Cost
Acema

## Traditions

-10.0% Regiment Cost

+50.0% Looting Speed

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Republican Tradition

+0.50 Horde Unity

+2.5% Administrative Efficiency

+0.50 Yearly Meritocracy

## Idea 2

-20.0% Culture Conversion Cost

-10.0% Cost of Advisors with Ruler's Culture

## Idea 3

+5.0% Shock Damage

+5.0% Land Fire Damage

## Idea 4

+1 Free Military Policies

+0.25 Yearly Army Tradition

## Idea 5

+0.50 Diplomatic Reputation

-25.0% Fabricate Claims Cost

## Idea 7

+1 Diplomatic Relations

-25.0% Establish Order Cost
Clanfear's Clan

## Traditions

+15.0% Morale of Armies

+50.0% Army Tradition From Battles

## Idea 1

+10.0% Technology Cost

-25.0% Aggressive Expansion Impact

## Idea 2

-5.0% Fire Damage Received

-5.0% Shock Damage Received

## Idea 4

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Idea 6

-10.0% Advisor Costs

+1 Possible Advisors

+25.0% Cost of Advisors with Ruler's Culture

## Idea 7

+20.0% Governing Capacity Modifier

+10.0% National Manpower Modifier

+10.0% Reinforce Speed

* Is free or a tributary
* Is not at war
* Own Hate Tunnels Entrance (3864), The Blood Feast (3877), Cabru (3884), Eilxidor (4156) and Hate Tunnels Exit (3895)

* Change country to the Clanfear's Clan
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Clannfear ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Bruma

## Traditions

+20.0% Claim Duration

-10.0% General Cost

## Idea 1

+2.00 Tolerance of the True Faith

+20.0% Religious Unity

## Idea 2

+5.0% Land Fire Damage

-10.0% Shock Damage Received

## Idea 3

+10.0% Infantry Combat Ability

May Raid Coasts

## Idea 4

+1 Max Promoted Cultures

-50.0% Promote Culture cost

## Decisions

### Release Bruma

* Bruma does not exist
* Has not already released Bruma
* Has global flag "Marukhism"
* Own Imperial City (1206)

* Own all provinces in these areas within the Cyrodiil subcontinent:
	+ Jerall Steps
	+ Aleswell
	+ Lonely Hills
	+ Cropsford
	+ Winter's Reach

* Release Bruma as a march type servant
* All provinces in the required ones above are ceded to Bruma with cores
* Reduce Bruma's government reform progress by **99999**
* Bruma's primary culture and religion changes to your nation's
* Gain **35** prestige

Note:

* AI is designed with MAX aggressiveness to release this nation if possible
* This decision is bugged
Atanaz Tribe

## Traditions

+20.0% Improve Relations Modifier

-12.5% Idea Cost

## Idea 1

+20.0% National Tax Modifier

+0.05  Yearly Corruption

## Idea 2

+15.0% Global Trade Power

-15 Opinion of same Culture Group

## Idea 3

+2.00 Diplomatic Reputation

+15 Opinion of Non-Accepted Culture

## Idea 5

+1.00 Attrition for Enemies

+1.00 Max Hostile Attrition

## Idea 7

+10.0% Production Efficiency

-15.0% Trade Company Governing Cost
Coral-Splitter Tribe

## Coral-Splitter Tribe

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+15.0% Land Force Limit Modifier

-25.0% Cost to fabricate claims

## Idea 1

+10.0% Morale of Armies

+1.50 Tolerance of Heretics

## Idea 3

+5.0% Production Efficiency

+5.0% Cavalry Combat Ability

## Idea 4

+1.00 Land Leader Fire

+1.00 Leader Siege

+1.0% Missionary Strength vs Heretics

## Idea 6

+5.0% Infantry Combat Ability

-10.0% Regiment Costs
Hime Kanzaki

**Hime Kanzaki** is one of the protagonists in *Princess PoP! Pretty Cure!*.

Her pretty Cure ego is **Cure Underwater**, the princess of the beach.

## Cure Underwater

"Vanquishing evil with the beach! I'm Cure Underwater!"

**Cure Underwater** is the pretty Cure form of Hime. She represents the princess of the beach.

## Trivia

* Her original Cure name was Hikaru Kaguya/Cure Underwear and her original theme color was purple, but I changed it and moved it to Arisa.
Barsaebic Ayleids

## Traditions

+10.0% Production Efficiency

-10.0% Aggressive Expansion Impact

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Ambitions

+7.5% Discipline

* Is free or a tributary
* Is not at war
* Own Gandranen (6571), Loriasel (1068), Stormhold (1069), Gideon (1081) and Xith-Izkul (6548)

* Change country to the Barsaebic Ayleids
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Ayleid ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Bird Men Flock

## Traditions

+25.0% Spy Network Construction

+15.0% Artillery Damage from Back Row

## Idea 2

+0.50 Yearly Prestige

+15.0% Reform Progress Growth

## Idea 3

+15.0% Movement Speed

+7.5% Fire Damage Received

## Idea 5

+10.0% Provincial Trade Power Modifier

+0.10 Goods Produced

## Idea 6

+1.00 Naval Leader Fire

+1.00 Naval Combat Bonus off owned coast

## Ambitions

Heretic and heathen provinces do not give any penalties

* Is free or a tributary
* Is not at war
* Own White-Gold Tower (1206), Sard (1133), Port Rumare (1191), Sercen (1198) and Vilverin (1201)

* Change country to the Bird Men Flock
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Birdmen ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Archein State

## Traditions

+20.0% Improve Relations Modifier

-12.5% Idea Cost

## Idea 1

+20.0% National Tax Modifier

+0.05  Yearly Corruption

## Idea 2

+15.0% Global Trade Power

-15 Opinion of same Culture Group

## Idea 3

+2.00 Diplomatic Reputation

+15 Opinion of Non-Accepted Culture

## Idea 5

+1.00 Attrition for Enemies

+1.00 Max Hostile Attrition

## Idea 7

+10.0% Production Efficiency

-15.0% Trade Company Governing Cost

## Ambitions

+0.15 Goods Produced

* Is free or a tributary
* Is not at war
* Own Thorn (1064), Alten Dunmont (6828), Root-Whisper (6749), Teeth of Sithis (6813) and Gideon (1081)

* Change country to the Archein State
* Gain an Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Archein ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Ang Po

## Traditions

+25.0% Naval Force Limit Modifier

+15.0% Ship Trade Power

## Idea 1

+10.0% Galley Combat Ability

+50.0% Global Ship Repair

## Idea 2

10.0% Trade Efficiency

+20.0% Goods Produced Modifier

## Idea 3

+10.0% Movement Speed

+50.0% Movement Speed On and Off Ships

## Idea 4

+10.0% Morale of Armies

+10.0% Morale of Navies

## Idea 7

+15.0% Global Trade Power

+25.0% Trade Range

## Ambitions

-25.0% Cost of Advisors with Ruler's Culture
Cure Fontaine Pretty Cure!

**Cure Fontaine Pretty Cure!**is a fanseries which is created by Momo Hibiki

## Synopsis

Three *Cure Fontaines? There is triple Cure Fontaines of Cure Fontaine Pretty Cure! Blue, Purple, and Pink! The colorful Cure Fontaines you will ever seen! I am Sawaizumi Eva and i believe that they will be good Cure Fontaines!*

## Characters

* Sawaizumi Eva-Blue Cure Fontaine
* Shiratori Makoto-Purple Cure Fontaine
* Hoshina Amira-Pink Cure Fontaine
Chastown

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Anequina

## Idea 1

+0.35 Yearly Devotion

+0.35 Yearly Legitimacy

+0.35 Yearly Horde Unity

+0.35 Yearly Republican Tradition

+0.35 Yearly Meritocracy

## Ambitions

+15.0% Trade Steering

* Is free or a tributary
* Is not at war
* Own Ne Quin-Al (5108), Rim'Kha (5226), S'ren-ja (900), Riverhold (889) and Orr-Crest (905)
	+ OR Own Ne Quin-Al (5108) and has suffered the Thrassian Plague

* Change country to Anequina
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Khajiit ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Ebonheart Pact

## Traditions

+1 Diplomatic Relations

-50.0% Change Rival Cost

## Idea 2

+10.0% Infantry Combat Ability

-1.0% Yearly Army Tradition Decay

## Idea 3

-15.0% Development Cost

+10.0% Production Efficiency

## Idea 4

+20.0% Spy Network Construction

+25.0% Embargo Efficiency

## Idea 5

+5.0% Movement Speed

-10.0% Shock Damage Received

## Idea 6

+10.0% Religious Unity

-0.075 Monthly Autonomy Change

## Idea 7

-50.0% General Cost

+10.0% Reform Progress Growth

## Ambitions

+3.00 Tolerance of the True Faith

-3.00 Tolerance of Heretics
Black Marsh

## Traditions

+25.0% Foreign Spy Detection

+25.0% Spy Network Construction

## Idea 3

-15.0% Development Cost

-1.00 Diplomatic Reputation

## Idea 4

+1.00 National Unrest

+12.5% Production Efficiency

## Idea 6

+1.00 Attrition for Enemies

+5.0% Land Fire Damage

## Idea 7

+15.0% Fort Defense

+1.00 Leader Siege

* Is not at war
* Is free or a tributary
* Own Helstrom (1075), Xith-Izkul (6548), Riverbridge (1106), Alten Dunmont (6828) and Nagmareen (6766)

* Change country to Black Marsh
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Agaceph ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Dust Eater Tribe

## Dust Eater Tribe

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+15.0% Land Force Limit Modifier

-25.0% Cost to fabricate claims

## Idea 1

+10.0% Morale of Armies

+1.50 Tolerance of Heretics

## Idea 3

+5.0% Production Efficiency

+5.0% Cavalry Combat Ability

## Idea 4

+1.00 Land Leader Fire

+1.00 Leader Siege

+1.0% Missionary Strength vs Heretics

## Idea 6

+5.0% Infantry Combat Ability

-10.0% Regiment Costs
Akavir

## Traditions

+5.0% Reform Progress Gain

-10.0% State Governing Cost

## Idea 3

+15.0% Naval Force Limit Modifier

+10.0% Trade Steering

## Ambitions

+7.5% Discipline

* Own Volatra (724), Tilrunna (751), Shiung (646), Al-Kamal (508) and Si Tung (623)
* Is not at war
* Is free or a tributary

* Change country to Akavir
* Gain an Empire rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 Prestige
* Can obtain Akaviri ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Dragon Gate

## Traditions

-20.0% Recruitment Time

+20.0% Caravan Power

## Idea 1

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 2

-10.0% Aggressive Expansion Impact

-20.0% Province War Score Cost

## Idea 3

-50.0% Fort Maintenance on border with rival

## Idea 4

-10.0% Development Cost

+20.00 Global Settler Increase

## Idea 5

+0.25 Yearly Army Tradition

+10.0% Reform Progress Growth

## Idea 7

+2.00 Tolerance of the True Faith

-2.00 Tolerance of Heathens
Black Mountain

## Black Mountain

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-10.0% Regiment Cost

+50.0% Looting Speed

## Idea 1

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Republican Tradition

+0.50 Horde Unity

+2.5% Administrative Efficiency

+0.50 Yearly Meritocracy

## Idea 2

-20.0% Culture Conversion Cost

-10.0% Cost of Advisors with Ruler's Culture

## Idea 3

+5.0% Shock Damage

+5.0% Land Fire Damage

## Idea 4

+1 Free Military Policies

+0.25 Yearly Army Tradition

## Idea 5

+0.50 Diplomatic Reputation

-25.0% Fabricate Claims Cost

## Idea 7

+1 Diplomatic Relations

-25.0% Establish Order Cost
Eastern Skyrim

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Idea 7

-2.00 National Unrest

May Raid Coasts

* Is free or a tributary
* Is not at war
* Own Windhelm (1275), Winterhold (1299), Rifton (1268), Pengstead (1286) and Dawnstar (1306)

* Change country to Eastern Skyrim
* Gain the Archduchy rank
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
* Gain 25 prestige
* Can obtain Nordic ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Duetta

## Duetta

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-15.0% Fire Damage Received

-15.0% Shock Damage Received

## Idea 1

+5.0% Technology Cost

+5.0% Land Fire Damage

+5.0% Shock Damage

## Idea 3

+25.0% Prestige from Land battles

+50.0% Army Tradition From Battles

## Idea 6

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-25.0% Improve Relations

## Ambitions

-25.0% Fort Maintenance

+15.0% Fort Defense
Clan Dagon

## Traditions

+1.00 Diplomatic Reputation

-15.0% Core-Creation Cost

## Idea 3

+0.2 Yearly Army Professionalism

+25.0% Army Drill Gain Modifier

## Idea 4

+15.0% Artillery Damage from Back Row

+10.0% Reduced Morale Damage Taken By Reserves

## Idea 5

+20.0% Infantry Cost

+10.0% Infantry Combat Ability

+5.0% Discipline

## Idea 6

+5.0% Production Efficiency

+5.0% Global Trade Power

## Ambitions

+20.0% Income from Vassals

+20.0% Vassal Force Limit Contribution
Ezaxas

## Ezaxas

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+25.0% Naval Force Limit Modifier

+15.0% Ship Trade Power

## Idea 1

+10.0% Galley Combat Ability

+50.0% Global Ship Repair

## Idea 2

10.0% Trade Efficiency

+20.0% Goods Produced Modifier

## Idea 3

+10.0% Movement Speed

+50.0% Movement Speed On and Off Ships

## Idea 4

+10.0% Morale of Armies

+10.0% Morale of Navies

## Idea 7

+15.0% Global Trade Power

+25.0% Trade Range

## Ambitions

-25.0% Cost of Advisors with Ruler's Culture