recursal/Fanatic-Fandom huggingface dataset:
Intermarium

INT

## Tradition

num\_accepted\_cultures = 4
years\_of\_nationalism = -5

## Ideas

**Vast Borders**
fort\_maintenance\_modifier = -0.2

**Diplomatic Prowess**
diplomatic\_reputation = 1
improve\_relation\_modifier = 0.25

**For the Cause**
global\_manpower\_modifier = 0.25

**The Three Seas**
galley\_cost = -0.15
galley\_power = 0.15

**Effective Administration**
core\_creation = -0.15

**Expansive Trade**
trade\_efficiency = 0.15
placed\_merchant\_power = 15

**Fertile Lands**
development\_cost = -0.15

## How to See the Decision

* You must be in either of these cultures or culture groups: West Slavic; South Slavic; Baltic; Carpathian; Ruthenian; Bylorussian; Ryazanian
Carthage

## Tradition

naval\_forcelimit\_modifier = 0.15
own\_coast\_naval\_combat\_bonus = 1.0

## Ideas

**NAME**
trade\_steering = 0.1
trade\_efficiency = 0.1

**NAME**
global\_sailors\_modifier = 0.15
naval\_maintenance\_modifier = -0.1

**NAME**
merchants = 1
development\_cost = -0.05

**NAME**
discipline = 0.025
infantry\_power = 0.075

**NAME**
tolerance\_heathen = 2
tolerance\_heretic = 1

**NAME**
navy\_tradition = 1

**NAME**
technology\_cost = -0.05
global\_institution\_spread = 0.15

Carthage has a fleshed out mission tree.

## How to See the Decision

* Your primary culture must be: Greek; part of Maghrebi or Latin culture group.
* Own Tunis (province) as a core.
Madagascar

## Tradition

hostile\_attrition = 2
land\_morale = 0.1

## Ideas

**NAME**
land\_forcelimit\_modifier = 0.1
naval\_forcelimit\_modifier = 0.1

**NAME**
movement\_speed = 0.15

**NAME**
development\_cost = -0.1
global\_trade\_goods\_size\_modifier = 0.05

**NAME**
prestige = 1
stability\_cost\_modifier = -0.1

**NAME**
trade\_efficiency = 0.1

**NAME**
legitimacy = 1
devotion = 1
republican\_tradition = 0.3

**NAME**
core\_creation = -0.10
Adriatic Empire

Adriatic Empire

ADR

## Tradition

global\_sailors\_modifier = 0.2
 blockade\_efficiency = 0.5

## Ideas

**Control of Venetian Trade**
global\_trade\_power = 0.15
 global\_foreign\_trade\_power = 0.1

**Multicultural Preparation**
stability\_cost\_modifier = -0.2
 local\_culture\_conversion\_cost = -0.2

**Influx of Artisans**
production\_efficiency = 0.1

**Ottoman Arms Race**
naval\_morale = 0.1
flagship\_morale = 0.2

**Encourage City Settlers**
development\_cost = -0.05
 movement\_speed\_onto\_off\_boat\_modifier = 0.5

**Home Turf**
own\_coast\_naval\_combat\_bonus = 1

**Naval Hegemony**
naval\_maintenance\_modifier = -0.15

## How to See the Decision

* Your Primary culture must be: Albanian; Croatian; Venetian; Umbrian; Romagnan; or Neapolitan.
Wei (Middle Kingdom Decision)

ZWE

## Tradition

movement\_speed = 0.15
cavalry\_power = 0.15

## Ideas

**The Whole of Zhongguo**
global\_manpower\_modifier = 0.25
imperial\_mandate = 0.10

**The Heat of Northern Weis Founding**
core\_creation = -0.10

**Buddhism of the Northern Wei**
manpower\_recovery\_speed = 0.15

**Address the Hostility between the Two Peoples**
num\_accepted\_cultures = 2

**Honour the Warriors of Our Land**
free\_mil\_policy = 1

**Developing Frontiers**
hostile\_attrition = 1.0

**An End to Warring States**
yearly\_harmony = 0.5
monthly\_karma = 0.50
same\_culture\_advisor\_cost = -0.20

## How to See the Decision

* This formable is part of the "Middle Kingdom" decision event which only these countries see: Beichao; Nanfang Zhi Di; Xibu Tudi and Dongbu Zhou.
Council of Three Fires

## Tradition

diplomatic\_reputation = 1
land\_morale = 0.10

## Ambition

global\_trade\_goods\_size\_modifier = 0.10

## Ideas

**Reunite the Anishinaabe People**
colonists = 1
auto\_explore\_adjacent\_to\_colony = yes
manpower\_recovery\_speed = 0.10

**Ojibwe Tempered Ambition**
province\_warscore\_cost = -0.10

**Ottawa Great Lakes Trade**
trade\_efficiency = 0.15

**Potawatomi Seven Grandfather Teachings**
global\_unrest = -2

**Ojibwe Keepers of the Faith**
tolerance\_own = 1
global\_missionary\_strength = 0.02

**Ottawa Keepers of Trade**
global\_trade\_power = 0.15

**Potawatomi Keepers For the Fire**
legitimacy = 1
republican\_tradition = 0.5

## How to See the Decision

* You must be: Potawatomi; Ottawa or Ojibwe.
Sudan

## Tradition

movement\_speed = 0.20
tolerance\_own = 2

## Ideas

**The Context for Islam's Spread**
tolerance\_heathen = 3

**Lightweight Warfare**
cavalry\_power = 0.15
cavalry\_flanking = 0.5

**Autonomy and Governance**
min\_autonomy\_in\_territories = -0.10

**Observations Yield Results!**
improve\_relation\_modifier = 0.20
technology\_cost = -0.05

**Endurance and Resilience**
land\_attrition = -0.20

**The Blue and White Nile Keepers**
global\_manpower\_modifier = 0.20

**Taking Advantage of Regional Trade**
caravan\_power = 0.30
Wokoun Pirates

## Tradition

naval\_forcelimit\_modifier = 0.20
naval\_maintenance\_modifier = -0.20

## Ideas

**Dismantle Coastal Forts**
global\_naval\_barrage\_cost = -0.50
privateer\_efficiency = 0.25

**Force Open Trade Routes**
trade\_steering = 0.10
global\_prov\_trade\_power\_modifier = 0.10

**Command the Waters**
naval\_morale = 0.10
ship\_durability = 0.10

**Repurpose Enemy Ships**
capture\_ship\_chance = 0.25

**Gunpowder Convoy Raids**
leader\_naval\_fire = 1
leader\_land\_fire = 1

**Multi-Ethnic Formation**
num\_accepted\_cultures = 2

**Age of the Wokou**
navy\_tradition = 1

## How to See the Decision

* Have fewer than 10 provinces.
* A province with a port in: Japan; Korea or South China region.
* Have "Golden Century" DLC.
Kievan Rus

## Tradition

years\_of\_nationalism = -5
ae\_impact = -0.10

## Ideas

**Rein in the Tribes**
reduced\_liberty\_desire = 20

**Our Northern Crusade**
global\_missionary\_strength = 0.05

**The Cossacks Ride with Us**
cavalry\_fire = 2

**Reestablishing our Trade Hub in Kyiv**
global\_tax\_modifier = 0.15

**The Time of Reckoning**
warscore\_cost\_vs\_other\_religion = -0.20

**Bring the Women**
heir\_chance = 0.5

**The Forest Speaks Slavonic**
defensiveness = 0.15

## How to See the Decision

* Your primary culture must be: Ruthenian
Tamilakam

## Tradition

legitimacy = 1
republican\_tradition = 0.5
manpower\_recovery\_speed = 0.15

## Ideas

**The Three Crowned Kings**
global\_manpower\_modifier = 0.25

**Spice Trade Connections**
trade\_efficiency = 0.10
trade\_steering = 0.20

**Legacy of Wootz Steel**
discipline = 0.05

**New Naval Expeditions**
navy\_tradition = 1.0
naval\_morale = 0.10

**Grand Invasions**
core\_creation = -0.15

**Survived the Past**
land\_forcelimit\_modifier = 0.25
army\_tradition = 0.5

**Reassemble the Sangams**
global\_institution\_spread = 0.10

## How to See the Decision

* Your primary culture must be in the Dravidian culture group.
Beichao

## Tradition

legitimacy = 1.0
stability\_cost\_modifier = -0.10

## Ideas

**Robust Northern Bueraucracy**
global\_autonomy = -0.05
advisor\_pool = 1

**On the Northern Frontier**
defensiveness = 0.15

**Recruit Nomadic Mercenaries**
mercenary\_cost = -0.15

**Imperial Military Preparations**
land\_maintenance\_modifier = -0.10

**Strict Military Divisions**
infantry\_power = 0.10

**The Capital of Beijing**
yearly\_corruption = -0.05

**Zhongguo**
land\_forcelimit\_modifier = 0.15
years\_of\_nationalism = -5

## How to See the Decision

* Be: Yan; Jin; Qi; Ning; Chu; Xi; Miao; Tang or Liang
Fujiwara

## Tradition

diplomats = 1
legitimacy = 1

## Ideas

**Foremost Clan Closest to Power**
ae\_impact = -0.10
heir\_chance = 0.50

**Sessho and Kampaku Positions**
yearly\_corruption = -0.10

**Strong linksvia Soft Power**
diplomatic\_reputation = 1

**Uphold Strict Family Governance**
monarch\_admin\_power = 1

**To Become the Pupper Master**
reduced\_liberty\_desire = 10
diplomatic\_upkeep = 1

**Period of Cultural Flourish**
prestige = 1.0

**Enforcement of Fujiwara Power**
land\_forcelimit\_modifier = 0.25

## How to See the Decision

* Your primary culture must be: Togoku; Japanese; Kyushuan.
Nehiyaw-Pwat (Native Federation)

You form this nation through completing "Federal Constitution" as part of Federation Advancements.

## Tradition

leader\_land\_fire = 1
global\_manpower\_modifier = 0.25

## Ideas

**Together as Kin, Against our Enemies**
colonists = 1
recover\_army\_morale\_speed = 0.10
auto\_explore\_adjacent\_to\_colony = yes

**Dawn of the Fur Trade**
caravan\_power = 0.25
trade\_efficiency = 0.15

**Blood for Blood; Body for Body**
core\_creation = -0.10

**Rectify Old Bonds**
global\_institution\_spread = 0.10

**Perfect our Fighting Style**
fire\_damage = 0.075
movement\_speed = 0.075

**Moving Goods of Greater Value**
global\_trade\_power = 0.20

**Consolidation of the Nehiyaw-Pwat**
production\_efficiency = 0.10
Thessalonica

## Tradition

prestige = 1
movement\_speed = 0.10

## Ideas

**The Auspice of the Latin Empire**
legitimacy = 1
republican\_tradition = 0.5

**Regents Ready**
army\_tradition = 0.25
army\_tradition\_from\_battle = 1

**Claims to the Greatest Thrones**
years\_of\_nationalism = -5

**Internal Structuring of Land**
war\_exhaustion = -0.03

**Quality, not Quantity**
land\_attrition = -0.20

**Michael and Theodore's Invasion**
global\_manpower\_modifier = 0.20

**The Legacy of the Fourth Crusade**
caravan\_power = 0.30

## How to See the Decision

* You must be Epirus (EPI) and Byzantium (BYZ) cannot exist.
Zapadoslavia

## Tradition

global\_manpower\_modifier = 0.20
num\_accepted\_cultures = 2

## Ideas

**Hussite Legacy Freedom of Religion**
no\_religion\_penalty = yes

**Innovate on Military Technology**
mil\_tech\_cost\_modifier  = -0.05
fire\_damage = 0.075

**Deevelopment of the Terrain**
development\_cost = -0.1

**First and foremost of the West Slavs**
legitimacy = 1
republican\_tradition = 0.3

**Jageillonian University**
idea\_cost = -0.10

**Dynastic Ties**
diplomatic\_reputation = 1

**Greatness of Zachoslavia**
governing\_capacity = 100
land\_forcelimit\_modifier = 0.20

## How to See the Decision

* Your Primary culture must be part of the West Slavic culture group.
Evenk

## Tradition

hostile\_attrition = 1.0
reinforce\_cost\_modifier = -0.33

## Ideas

**Settle the Taiga and Tundra**
global\_colonial\_growth = 20

**Southern Influence on Evenk Society**
build\_cost = -0.10
religious\_unity = 0.20

**By Bow and Musket**
fire\_damage = 0.10

**Respect for the Animals**
legitimacy = 1
devotion = 1
horde\_unity = 1.0
republican\_tradition = 0.5

**Reindeer!**
production\_efficiency = 0.10
reinforce\_speed = 0.25

**Welcome to the Family**
years\_of\_nationalism = -5

**Cold and Protective Nature**
land\_attrition = -0.20

## How to See the Decision

* You must be either of these countries: Solon; Nivkh
Lombardy-Venetia

Lombardy-Venetia has 2 separate national ideas based on whether your primary culture is Venetian or Lombard.

## Tradition

galley\_power = 0.25
global\_trade\_power = 0.15

## Ideas

**Influence Beyond Adriatic**
diplomatic\_upkeep = 2

**Symbol of Italian Unification**
years\_of\_nationalism = -5
recover\_army\_morale\_speed = 0.10

**Trade Monopolies**
trade\_efficiency = 0.10

**Land and Sea Arsenal**
naval\_forcelimit\_modifier = 0.25
land\_forcelimit\_modifier = 0.25

**Naval Bases**
naval\_maintenance\_modifier = -0.20

**Honest Representation of Italians**
legitimacy = 1.0
republican\_tradition = 0.3
advisor\_pool = 1

**Protect What is Ours**
naval\_tradition\_from\_trade = 0.5
naval\_morale = 0.10

## Tradition

mercenary\_cost = -0.15
development\_cost = -0.1

## Ideas

**Permanent Military Force**
global\_regiment\_cost = -0.10

**Symbol of Italian Unification**
years\_of\_nationalism = -5
recover\_army\_morale\_speed = 0.10

**Epitome of the Renaissance**
idea\_cost = -0.10

**Land and Sea Arsenal**
naval\_forcelimit\_modifier = 0.25
land\_forcelimit\_modifier = 0.25

**Enlightened Rulership**
global\_unrest = -1

**Honest Representation of Italians**
legitimacy = 1.0
republican\_tradition = 0.3
advisor\_pool = 1

**Rally Lombards and Venetians**
global\_manpower\_modifier = 0.20

## How to See the Decision

* Your Primary culture must be: Lombard or Venetian
* You must be: Venice or Milan
Latin Empire

LTE

## Tradition

tolerance\_own = 3
land\_morale = 0.10

## Ideas

**Battle for Straits**
galley\_power = 0.15
naval\_forcelimit\_modifier = 0.25

**Frontier against Islam**
diplomatic\_upkeep = 1
warscore\_cost\_vs\_other\_religion = -0.10

**Northern and Southern Threats**
army\_tradition\_decay = -0.01

**Establishing Formal Latinkratia**
global\_autonomy = -0.05

**Uphold Catholic Prelates and Archbishop**
global\_missionary\_strength = 0.03

**Out of Greek Bureaucracy**
global\_tax\_modifier = 0.15

**Legacy of Crusader Founding**
monarch\_military\_power = 1

## How to See the Decision

* You must be: The Knights; Cyprus; Anthens or Naxos and be Catholic. Additionally, Byzantium must not exist.
	+ Note: If you are not any of the mentioned tags, if you own Constantinople and are Catholic you will see the decision **but will only be able to release the Latin Empire as a subject**.
Dinétah (Native Federation)

You form this nation through completing "Federal Constitution" as part of Federation Advancements.

## Tradition

development\_cost = -0.15
hostile\_attrition = 2

## Ideas

**Greater Cooperation**
colonists = 1
auto\_explore\_adjacent\_to\_colony = yes

**Through Helping, there is Hope**
advisor\_pool = 1
global\_manpower\_modifier = 0.25

**More than the Three Sisters**
global\_trade\_goods\_size\_modifier = 0.10

**The Fearing Time is Over**
land\_morale = 0.10
defensiveness = 0.20

**Production and Ethnobotany, Refined**
production\_efficiency = 0.10
manpower\_recovery\_speed = 0.10

**We Can't Live Alone**
global\_unrest = -2
female\_advisor\_chance = 0.25

**Artistic Prowess**
prestige = 1

## How to See the Decision

* Your primary culture group must Navajo.
Etruria

## Tradition

global\_manpower\_modifier = 0.2
 idea\_cost = -0.10

## Ideas

**Phoenician Trade**
trade\_efficiency = 0.15
caravan\_power = 0.1

**The Stability of Etruria**
prestige = 1.0
 legitimacy = 1.0
republican\_tradition = 0.5

**Improved Connections**
improve\_relation\_modifier = 0.3
ae\_impact = -0.1

**Coastal Morale**
naval\_forcelimit\_modifier = 0.2
naval\_morale = 0.1

**Banking in Etruria**
interest = -0.5
production\_efficiency = 0.1

**Accademia del Cimento Expansion**
technology\_cost = -0.1

**Careful Deals; Wise Choices**
diplomatic\_reputation = 1
diplomats = 1
Song (Middle Kingdom Decision)

ZSN

## Tradition

technology\_cost = -0.10
army\_tradition\_decay = -0.005

## Ideas

**The Whole of Zhongguo**
global\_manpower\_modifier = 0.25
imperial\_mandate = 0.10

**Thee Example of Shen Kuo**
idea\_cost = -0.10

**New Wave of Reforms**
monarch\_admin\_power = 1

**How the Southern Song Survived**
trade\_efficiency = 0.15

**Pivotal Naval Strenght of the Song**
heavy\_ship\_power = 0.10

**The Military does not Threaten Us**
harsh\_treatment\_cost = -0.25

**An End to Warring States**
yearly\_harmony = 0.5
monthly\_karma = 0.50
same\_culture\_advisor\_cost = -0.20

## How to See the Decision

* This formable is part of the "Middle Kingdom" decision event which only these countries see: Beichao; Nanfang Zhi Di; Xibu Tudi and Dongbu Zhou.
Peoples Republic of China

## Tradition

global\_manpower\_modifier = 0.20
land\_forcelimit\_modifier = 0.15

## Ideas

**NAME**
land\_morale = 0.1

**NAME**
shock\_damage\_received = -0.1

**NAME**
manpower\_recovery\_speed = 0.25
reinforce\_cost\_modifier = -0.25

**NAME**
development\_cost = -0.1

**NAME**
trade\_efficiency = 0.1

**NAME**
advisor\_pool = 1
stability\_cost\_modifier = -0.1

**NAME**
harsh\_treatment\_cost = -0.5

## How to See the Decision

* Chinese technology group.
* Chinese culture group.
* Capital is in North China region.
Jomon (Begin the Great Journey Decision)

## Tradition

land\_attrition = -0.20
land\_morale = 0.10

## Ideas

**Write the Yukars**
prestige\_decay = -0.01

**Bring Back what Japan Once Was**
culture\_conversion\_cost = -0.20

**Reprisal Against the Wajin**
province\_warscore\_cost = -0.10

**Judged by Others in the Community**
global\_unrest = -2

**The Kamuy Guide us to War**
land\_forcelimit\_modifier = 0.25

**Chasi Forts Secure Trade**
defensiveness = 0.20
global\_prov\_trade\_power\_modifier = 0.10

**Unify the Ainu People**
colonists = 1
Dongbu Zhou

## Tradition

heavy\_ship\_power = 0.10
naval\_forcelimit\_modifier = 0.25

## Ideas

**Thriving Eastern Trade**
trade\_efficiency = 0.10
global\_prov\_trade\_power\_modifier = 0.10

**Vitality of the Grand**
trade\_steering = 0.25

**Porcelain Tower and Nanjing**
development\_cost = -0.1

**Anti-Piracy Policies**
navy\_tradition = 1

**Defending our Opulence**
land\_morale = 0.10

**The Capital of Nanjing**
global\_trade\_power = 0.15

**Zhongguo**
land\_forcelimit\_modifier = 0.15
years\_of\_nationalism = -5

## How to See the Decision

* Be: Wu; Ning; Chu; Xi; Miao; Tang or Liang
Czechoslovakia

## Tradition

production\_efficiency = 0.15
 global\_tax\_modifier = 0.15

## Ideas

**Czechoslovakian Unity**
global\_unrest = -2
years\_of\_nationalism = -5

**The Hussite Reformation**
no\_religion\_penalty = yes
religious\_unity = 0.25

**Mountain Fortresses**
defensiveness = 0.15

**Wagenburg**
infantry\_power = 0.15

**The Kutnohorian Deal**
stability\_cost\_modifier = -0.15
legitimacy = 1
republican\_tradition = 0.5

**Jewish Communities**
advisor\_cost = -0.1
advisor\_pool = 1

**Czechoslovakian Union**
land\_forcelimit\_modifier = 0.2
Campadesa

## Tradition

movement\_speed = 0.20
tolerance\_own = 2

## Ideas

**Fabled History; Storied Future**
tolerance\_heathen = 3

**Struggles in All Directions**
cavalry\_power = 0.15
cavalry\_flanking = 0.5

**Tropical Settlements on the Coast**
min\_autonomy\_in\_territories = -0.10

**Influential Cham Communities**
improve\_relation\_modifier = 0.20
technology\_cost = -0.05

**Hindu-Buddhist Complexion**
land\_attrition = -0.20

**Maritime Great Power Status**
global\_manpower\_modifier = 0.20

**Unbreakable Tropical Walls**
caravan\_power = 0.30
Angevin Empire

## Tradition

prestige = 1
legitimacy = 1
republican\_tradition = 0.3

## Ideas

**The Two Domains**
land\_forcelimit\_modifier = 0.20
land\_morale = 0.10

**Inter-Disciplinary Standards**
discipline = 0.05

**Subjects of the Crown**
reduced\_liberty\_desire = 10
diplomatic\_upkeep = 1

**English Channel Control**
naval\_morale = 0.10
navy\_tradition = 0.50

**The Plentiful Seas**
global\_trade\_power = 0.10

**Inter Lock Administrative Cadres**
advisor\_cost = -0.15

**Industrialization Measures**
production\_efficiency = 0.1

## How to See the Decision

* Your Primary culture must be: English; French or Norman.
Aegyptus

## Tradition

manpower\_recovery\_speed = 0.10
production\_efficiency = 0.10

## Ideas

**Keepers of the Nile River**
global\_trade\_goods\_size\_modifier = 0.10

**Builders of Timeless Monuments**
legitimacy = 0.5
prestige\_decay = -0.01

**The Tomes and Monarchs**
governing\_capacity\_modifier = 0.25

**Conquest of Egypt**
years\_of\_nationalism = -5

**Nawal Prowess**
naval\_morale = 0.10

**Chariotry Legacy**
cavalry\_cost = -0.10
shock\_damage = 0.10

**Hieroglyphs and Demotic Script**
global\_institution\_spread = 0.10
MODIFER

## How to See the Decision

* Your primary culture must be: part of Egyptian culture group.
Liao (Middle Kingdom Decision)

ZLA

## Tradition

core\_creation = -0.10
cavalry\_cost = -0.20

## Ideas

**The Whole of Zhongguo**
global\_manpower\_modifier = 0.25
imperial\_mandate = 0.10

**The Most Capable Son SHall Rule**
monarch\_military\_power = 1

**Khitan Legacy**
num\_accepted\_cultures = 1

**Experience from the Steppes**
cavalry\_power = 0.15

**Parallel Administative Bodies**
advisor\_pool = 1
female\_advisor\_chance = 0.33

**Rethinking The Status of Women**
global\_institution\_spread = 0.10

**An End to Warring States**
yearly\_harmony = 0.5
monthly\_karma = 0.50
same\_culture\_advisor\_cost = -0.20

## How to See the Decision

* This formable is part of the "Middle Kingdom" decision event which only these countries see: Beichao; Nanfang Zhi Di; Xibu Tudi and Dongbu Zhou.
North German Confederation

NDB

## Tradition

army\_tradition = 0.5
ae\_impact = -0.10

## Ideas

**Teutonic Legacy**
tolerance\_own = 1
stability\_cost\_modifier = -0.1

**Soldier King**
army\_tradition\_decay = -0.005

**Army Professionalism**
land\_morale = 0.15

**Noble Cadets**
nobles\_loyalty\_modifier = 0.10

**Goose Step**
infantry\_power = 0.2

**Regimental Cantons**
global\_manpower\_modifier = 0.20
global\_regiment\_recruit\_speed = -0.10

**Religious Toleration**
development\_cost = -0.1
tolerance\_heretic = 1

## How to See the Decision

* Your Primary culture must be: Prussian; Saxon; Pomeranian; Hannoverian; Lower Saxon or Hessian.
Round

A match is based on rounds in LOLBeans.IO. There are 3 rounds per match, there is Round 1, Round 2, and the Final Round. There are different maps for each round.

Round 1 has only 20 people qualify in it, if you do not qualify, you get eliminated.

Round 2 has only 10 people qualify in it. If you do not qualify, you get eliminated.

The Final Round has only 1 person qualify in it. If you qualify, you win the match.
Rhineland

## Tradition

global\_prov\_trade\_power\_modifier = 0.15
diplomatic\_reputation = 1

## Ideas

**Feuerkorps**
idea\_cost = -0.1

**Electoral Privilege**
defensiveness = 0.15

**War Academy**
global\_manpower\_modifier = 0.15

**Inspection**
build\_cost = -0.1

**Rehinischer Landsknecht**
global\_trade\_goods\_size\_modifier = 0.1

**Urbanized Network**
same\_culture\_advisor\_cost = -0.15
prestige = 0.5

**State Investment**
development\_cost = -0.1
global\_regiment\_cost = -0.1
Ezo (Begin the Great Journey Decision)

## Tradition

defensiveness = 0.20
land\_morale = 0.10

## Ideas

**Write the Yukars**
prestige\_decay = -0.01

**Ainu Wajin Feud Settling**
free\_adm\_policy = 1

**Representation of all in Ezo**
republican\_tradition = 0.5

**Judged by Others in the Community**
global\_unrest = -2

**The Kamuy Guide Us to Peace**
war\_exhaustion = -0.02

**To Defend Ezo Itself**
naval\_morale = 0.10
recover\_army\_morale\_speed = 0.10

**Unify the Ainu People**
colonists = 1
Koryak

## Tradition

hostile\_attrition = 1.0
global\_colonial\_growth = 20

## Ideas

**Long Roads; Vast Lands**
movement\_speed = 0.10
envoy\_travel\_time = -0.25

**Expansion of Siberian Trade**
caravan\_power = 0.25

**From the Structure of Familial Bands**
yearly\_corruption = -0.10
global\_unrest = -1
female\_advisor\_chance = 0.50

**New Materials and New Clothing**
land\_attrition = -0.20

**Reindeer!**
production\_efficiency = 0.10
reinforce\_speed = 0.25

**Siberia, Land of the White Death**
defensiveness = 0.25

**To Hunt is to Learn for Life**
leader\_land\_manuever = 2

## How to See the Decision

* You must be one of the 4 siberian tribes in Kamchatka.
Thesaloniki

## Tradition

prestige = 1
movement\_speed = 0.10

## Ideas

**The Throne is in Sight**
legitimacy = 1
republican\_tradition = 0.5

**Cut Down the Nearly Dead**
army\_tradition = 0.25
army\_tradition\_from\_battle = 1

**Welcomed Back in Kind**
years\_of\_nationalism = -5

**A Ruler to Embody the State**
war\_exhaustion = -0.03

**Cooperation with other Greeks**
same\_culture\_advisor\_cost = -0.20

**Family Politics Ruin Everything**
yearly\_corruption = -0.05
harsh\_treatment\_cost = -0.20

**Learn from Klokonitsa**
discipline = 0.05

## How to See the Decision

* You must be Epirus (EPI) and Byzantium (BYZ) cannot exist.
Occitania

## Tradition

global\_tax\_modifier = 0.2
global\_manpower\_modifier = 0.2

## Ideas

**Paratge Traditions**
diplomatic\_reputation = 2

**Religious Open-mindedness**
tolerance\_heretic = 1
idea\_cost = -0.05

**Ambiguous Diplomacy**
diplomatic\_upkeep = 2

**Mediterranean Multiculturalism**
tolerance\_heathen = 1
religious\_unity = 0.25

**Merchant Cities**
global\_trade\_power = 0.2
naval\_maintenance\_modifier = -0.1

**Foral Laws**
global\_unrest = -1
legitimacy = 1
republican\_tradition = 0.5

**Occitan Renaissance**
prestige = 1

## How to See the Decision

* Your religion must be: Cathar
* Your primary culture needs to be part of the French culture group.
Seven Council Fires

## Tradition

war\_exhaustion = -0.02
governing\_capacity\_modifier = 0.10

## Ideas

**Foundations of a Nation**
colonists = 1
auto\_explore\_adjacent\_to\_colony = yes
global\_colonial\_growth = 10

**Councils of the Nakota**
advisor\_cost = -0.15

**Reformation of Sioux Politics**
global\_unrest = -2

**Councils of the Lakota**
discipline = 0.05

**Plains Warfare**
shock\_damage = 0.05
fire\_damage = 0.05

**Councils of the Dakota**
num\_accepted\_cultures = 1

**Seven Fires to Light Our Way**
global\_manpower\_modifier = 0.33
Doge Shattered Wiki

## Welcome to **Doge Shattered Wiki**

The mod is a general overhaul of the game, focusing on a shattered setting, with lots of content in government reforms; formables; religions; trade and much more. While also ensuring a balanced game for both single-player and multi-player and fixing various issues whether it be AI or lack of QoL.

**This wiki is no longer maintained and has migrated to:**

https://eu4.paradoxwikis.com/Doge\_Shattered\_Europa

**This wiki is no longer maintained and has migrated to:**

https://eu4.paradoxwikis.com/Doge\_Shattered\_Europa

**This wiki is no longer maintained and has migrated to:**

https://eu4.paradoxwikis.com/Doge\_Shattered\_Europa

**This wiki is no longer maintained and has migrated to:**

https://eu4.paradoxwikis.com/Doge\_Shattered\_Europa

**This wiki is no longer maintained and has migrated to:**

https://eu4.paradoxwikis.com/Doge\_Shattered\_Europa

* Formables
* Idea Groups
* Religions
* Estates
* Policies
* Advisors
* Ages

## External Links

* Subscribe to Doge Shattered mod on Steam.
* Tip ComradDoge at Kofi if you are feeling generous.
* Join the Paradox Gulag Group community on Discord where Shattered channels are hosted.
Azerbaijan

## Tradition

global\_manpower\_modifier = 0.2
leader\_land\_shock = 1

## Ambition

global\_trade\_goods\_size\_modifier = 0.1

## Ideas

**Shia Orders**
monthly\_piety  = -0.02
land\_morale = 0.1

**Devout Combatants**
cavalry\_power = 0.15
cavalry\_cost = -0.05

**Persian Literature**
same\_culture\_advisor\_cost = -0.2

**Persian Conquests**
core\_creation = -0.15
years\_of\_nationalism = -5

**In the Valleys**
defensiveness = 0.2
development\_cost = -0.1

**Great Architecture**
build\_cost = -0.1
prestige = 0.25

**The Shia State**
tolerance\_own = 2

## How to See the Decision

* Your primary culture must be: Azerbaijani.
Selis-Qlispe (Native Federation)

You form this nation through completing "Federal Constitution" as part of Federation Advancements.

## Tradition

production\_efficiency = 0.15
global\_supply\_limit\_modifier = 0.25

## Ideas

**To Encompass More Kin Groups**
colonists = 1
auto\_explore\_adjacent\_to\_colony = yes

**Capitalize on the Fur Trade**
trade\_efficiency = 0.10
global\_trade\_goods\_size\_modifier = 0.10

**Organize Housing and Property**
development\_cost = -0.15

**Art and History, Intertwined**
prestige\_decay = -0.01

**Evolution of our Combat**
leader\_land\_fire = 1
leader\_naval\_fire = 1

**The Potlatch Feast**
global\_unrest = -2

**Ancestral Terrain**
drill\_gain\_modifier = 0.25
army\_tradition = 0.50

## How to See the Decision

* Your primary culture group must Salish.
Liu (Middle Kingdom Decision)

ZLS

## Tradition

global\_institution\_spread = 0.15
global\_regiment\_cost = -0.10

## Ideas

**The Whole of Zhongguo**
global\_manpower\_modifier = 0.25
imperial\_mandate = 0.10

**Legacy of Liu Yu**
army\_tradition\_decay = -0.005

**Permanent Threats to our Power**
land\_forcelimit\_modifier = 0.25

**Reemedy Military Sortcomings**
land\_morale = 0.15

**Weeds in the Royal Dynasty**
yearly\_corruption = -0.10

**Poets and Scholars of Chaos**
idea\_cost = -0.10

**An End to Warring States**
yearly\_harmony = 0.5
monthly\_karma = 0.50
same\_culture\_advisor\_cost = -0.20

## How to See the Decision

* This formable is part of the "Middle Kingdom" decision event which only these countries see: Beichao; Nanfang Zhi Di; Xibu Tudi and Dongbu Zhou.
Policies

\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_

!!! Policies are located in a Google Spreadsheet cause it's easier to make tables than on this forsaken site. !!!
\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_
Taiping Heavenly Kingdom

## Tradition

land\_morale = 0.075
infantry\_power = 0.05

## Ideas

**NAME**
global\_missionary\_strength = 0.02

**NAME**
army\_tradition = 0.25

**NAME**
defensiveness = 0.2

**NAME**
trade\_efficiency = 0.15

**NAME**
build\_cost = -0.05

**NAME**
development\_cost = -0.1

**NAME**
advisor\_cost = -0.1

## How to See the Decision

* Chinese technology group.
* Chinese culture group.
* Catholic religion.
* Capital is in the South China region.
Belgium

Belgium has 2 separate national ideas based on which primary culture you possess.

## Tradition

production\_efficiency = 0.15
free\_dip\_policy = 1

## Ambition

global\_prov\_trade\_power\_modifier = 0.15

## Ideas

**NAME**
land\_morale = 0.10

**NAME**
trade\_efficiency = 0.15

**NAME**
manpower\_recovery\_speed = 0.05
prestige = 1.0

**NAME**
global\_manpower\_modifier = 0.25

**NAME**
max\_absolutism = -10
yearly\_corruption = -0.10

**NAME**
diplomatic\_reputation = 1

**NAME**
global\_unrest = -2

## Tradition

production\_efficiency = 0.15
free\_adm\_policy = 1

## Ideas

**NAME**
land\_morale = 0.10

**NAME**
land\_maintenance\_modifier = -0.10

**NAME**
manpower\_recovery\_speed = 0.05
prestige = 1.0

**NAME**
reform\_progress\_growth = 0.10

**NAME**
max\_absolutism = -10
yearly\_corruption = -0.10

**NAME**
legitimacy = 1.0
republican\_tradition = 0.5

**NAME**
global\_unrest = -2

## How to See the Decision

* Your Primary culture must be: Flemish or Wallonian.
Wagadou

GHA

## Tradition

inflation\_reduction = 0.1
development\_cost = -0.1

## Ideas

**Timbuktu and Gao**
caravan\_power = 0.2
trade\_steering = 0.2

**Gold and Salt**
global\_trade\_goods\_size\_modifier = 0.15

**Defend Trade**
mercenary\_discipline = 0.075

**Diplomatic Ties**
diplomatic\_reputation = 2

**Pilgrimage Mansa**
envoy\_travel\_time = -0.33

**Tax System**
global\_tax\_modifier = 0.15

**Expand Across Basin**
core\_creation = -0.1

## How to See the Decision

* Your primary culture must be: Fulani; Senegambian or part of the Mande culture group.
Himalayan Empire

## Tradition

cavalry\_cost = -0.1
cavalry\_shock = 1

## Ideas

**Himalayan Routes**
envoy\_travel\_time = -0.2

**Empire of the Mountains**
core\_creation = -0.1

**Administrative Reform**
free\_policy = 1

**Improve Roadworks**
build\_cost = -0.1

**Emperor of the East**
prestige\_decay = -0.01

**Fort Locations**
defensiveness = 0.2

**Silk Road Merchants**
merchants = 1

## How to See the Decision

* Your primary culture must be: Nepali; Tibetan; Assamese or Kashmiri.
Tatarstan

## Tradition

prestige\_decay = -0.01
free\_policy = 1

## Ideas

**Great Tartary**
governing\_capacity = 100

**Turko-Mongols**
culture\_conversion\_cost = -0.1
promote\_culture\_cost = -0.5

**European Traders**
merchants = 1

**Greek Tartarus**
defensiveness = 0.15

**The Silk Road**
caravan\_power = 0.2

**Barbarous Kingdoms**
global\_manpower\_modifier = 0.2

**Cavalry Usage**
cavalry\_cost = -0.1
cavalry\_power = 0.1

## How to See the Decision

* Your primary culture must be in the Tartar culture group.
* Have the Steppe Horde government reform.
Jodo Shinshu

## Tradition

years\_of\_nationalism = -5
development\_cost = -0.10

## Ideas

**Power from the Bottom Up**
max\_absolutism = -10
manpower\_recovery\_speed = 0.15

**Defensive Temple Towns**
defensiveness = 0.10
garrison\_size = 0.25

**Recruit the Shohei**
discipline = 0.05

**Listening to the Commoners**
global\_unrest = -2

**Preach to the Downtrodden**
global\_missionary\_strength = 0.02

**Hail to Buddha Amida**
land\_morale = 0.05
recover\_army\_morale\_speed = 0.10

**Disband the Samurai Class**
global\_autonomy = -0.05

## How to See the Decision

* Not have formed one of the formables in the Japan region.
* Have the Ikko Iki Incident completed (Shinto Religion)
Xibu Tudi

## Tradition

fabricate\_claims\_cost = -0.25
war\_exhaustion = -0.02

## Ideas

**Western Defences**
defensiveness = 0.15
garrison\_size = 0.25

**The Sichuan Dialect**
same\_culture\_advisor\_cost = -0.20

**The Four Rivers of Sichuan**
development\_cost = -0.1

**Refugees in our Mids**
global\_manpower\_modifier = 0.20

**Unmistakable Influence of Buddhism**
religious\_unity = 0.25

**The Capital of Xijing**
fort\_maintenance\_modifier = -0.15

**Zhongguo**
land\_forcelimit\_modifier = 0.15
years\_of\_nationalism = -5

## How to See the Decision

* Be: Shun; Shu; Ning; Chu; Xi; Miao; Tang or Liang
Danelaw

## Tradition

global\_unrest = -1
may\_perform\_slave\_raid = yes

## Ideas

**Strange Land**
tolerance\_heathen = 2

**Cosmopolitan Culture**
idea\_cost = -0.1

**Scandinavian Warriors**
land\_morale = 0.1

**Growth of York**
development\_cost = -0.1

**North Sea Trade**
trade\_efficiency = 0.15
trade\_steering = 0.2

**Incorporation of Many Lands**
core\_creation = -0.10

**Great Longships**
naval\_forcelimit\_modifier = 0.1
heavy\_ship\_power = 0.15

## How to See the Decision

* You must be: Jutland; Scane or Zealand.
Tamoyo

## Tradition

shock\_damage\_received = -0.10
movement\_speed = 0.10

## Ideas

**Unite Against the Foreigners**
colonists = 1
auto\_explore\_adjacent\_to\_colony = yes
free\_leader\_pool = 1

**Honou Dead Fighters and Family**
tolerance\_own = 2
global\_missionary\_strength = 0.01

**Tupi Irregular Units**
infantry\_power = 0.10

**Tropical Developments of the Tupi**
development\_cost = -0.1

**Resolve Tribal Feuds**
legitimacy = 1
republican\_tradition = 0.5

**Revoke Foreign Power over Tupis**
manpower\_recovery\_speed = 0.10

**Organization of Tupi Politics**
global\_unrest = -2

## How to See the Decision

* Your primary culture must be: Tupinamba
* You must be: Tupiniquim; Tupinamba or Potiguara
Kermwood Academy Saga

## Kermwood Academy Saga

### Characters

Terry Rayner
 Genji Red
 Jake Walker
 Dana Walker
 Jessie Andrews
 Keith Ashura
 Troy Robinson
 Zachary Martin
 Derek Joseph Johnson
 Natalie Peter
 Jeremy Stone
 Lauren Rayner
 Ken Rayner
 Darren Rayner
 Donna Rayner
 Lian Red
 Benjamin Howard
 Lisa Howard
 Alex Adams
 Killer Klown Gang
 Lucy Walker (Mentioned)
 Columb Anderson

### Items

Drugs (Molly)
 Airsoft Gun
 Bikes
 Skateboards
 Protection Gear
 Beer Bottle
 Briefcase

## Series

### Debut

Adventure Heroes (Season 2)

e
Estates

### Crownland

Crownland

```
      state_maintenance_modifier = -0.5

```

```
      liberty_desire_from_subject_development = -0.25

```

```
      vassal_income = 0.5

```

**NEGATIVE**

```
      max_absolutism = -40

```

```
      yearly_absolutism = -1

```

```
      global_tax_modifier = -0.3

```

```
      autonomy_change_time = 0.2

```

```
      state_maintenance_modifier = -0.4

```

```
      liberty_desire_from_subject_development = -0.1

```

```
      vassal_income = 0.25

```

**NEGATIVE**

```
      max_absolutism = -30

```

```
      global_tax_modifier = -0.2

```

```
      autonomy_change_time = 0.1

```

```
      state_maintenance_modifier = -0.3

```

```
      vassal_income = 0.1

```

**NEGATIVE**

```
      max_absolutism = -20

```

```
      global_tax_modifier = -0.1

```

```
      state_maintenance_modifier = -0.2

```

**NEGATIVE**

```
      max_absolutism = -10

```

```
      autonomy_change_time = -0.1

```

```
      reform_progress_growth = 0.25

```

**NEGATIVE**

```
state_maintenance_modifier = 0.25

```

```
      max_absolutism = 10

```

```
      autonomy_change_time = -0.2

```

```
      reform_progress_growth = 0.5

```

**NEGATIVE**

```
          state_maintenance_modifier = 0.5

```

```
      max_absolutism = 15

```

```
      autonomy_change_time = -0.3

```

```
      reform_progress_growth = 0.75

```

**NEGATIVE**

```
expand_administration_cost = 0.1

```

```
state_maintenance_modifier = 0.75

```

```
      max_absolutism = 20

```

```
      autonomy_change_time = -0.4

```

```
      reform_progress_growth = 1

```

**NEGATIVE**

```
 expand_administration_cost = 0.25

```

```
 state_maintenance_modifier = 1

```

```
      max_absolutism = 25

```

```
      yearly_absolutism = 1

```

```
      autonomy_change_time = -0.5

```

```
      reform_progress_growth = 2

```

**NEGATIVE**

```
 expand_administration_cost = 0.5

```

```
 state_maintenance_modifier = 2

```
Replicators & Fabricators

RULES

REPLICATORS CAN 3D PRINT ANY AND ALL OBJECTS IMAGINABLE, USING FUSION TO BIND INDIVIDUAL ELEMENTS TOGETHER.

YOU MUST HAVE EACH TYPE OF REQUIRED ELEMENT STORED IN THE PRINTER TO PRINT YOUR DESIRED OBJECT. (printing water [H2O] requires a quantity of Oxygen, and double that of hydrogen.)

ELEMENTS COME IN MATERIAL CARTRIDGES, AND CAN BE PURCHASED ONLINE OR AT MOST DEPARTMENT STORES. MORE RARE ELEMENTS ARE MORE EXPENSIVE, HYDROGEN CARTS ARE CHEAP, WHILE RHODIUM IS VERY EXPENSIVE.

OBJECTS CAN BE RECYCLED BACK TO THEIR INDIVIDUAL ATOMS AND RE-PRINTED AS NEW OBJECTS.

PRINTED OBJECTS ARE SUBSCRIPTION BASED, AND WILL DISINTEGRATE BACK INTO INDIVIDUAL ATOMS IF SUBSCRIPTIONS ARE NOT RENEWED. IT COSTS HALF THE USUAL PRICE TO RENEW OBJECTS INSTEAD OF RE-PRINT THEM FROM SCRATCH.

FABRICATORS ARE INDUSTRIAL-USE AND NOT FOR PUBLIC USE. THEY CAN DO EVERYTHING REPLICATORS CAN, PLUS MORE. SUCH AS:

PRINT INDUSTRIAL TOOLS SUCH AS ROBOTS, DRONES, OTHER REPLICATORS

PRINT LARGE SCALE OBJECTS SUCH AS CARS, SPACESHIPS, CITY INFRASTRUCTURE

PRINT RESTRICTED NON-CONSUMER GOODS SUCH AS LARGE QUANTITIES OF RADIOACTIVE ELEMENTS, BIOLOGICAL MATERIAL, AND CLONES.

ADD OR REMOVE ELECTRONS FROM AN ATOM, FULLY CONVERTING IT FROM ONE ELEMENT TO ANOTHER.

EXTRA RULES

THE ATMOSPHERE CONTAINS MANY ELEMENTS, AND IF PRINTABLE OBJECTS ARE MISSING SMALL QUANTITIES OF MATERIALS, THEY MAY BE SUCKED INTO THE REPLICATOR FROM THE TRACE ELEMENTS IN THE AIR. FOR THIS REASON, NITROGEN AND OXYGEN ARE DIRT CHEAP (or air cheap rather) OTHER ELEMENTS THAT MAY BE REPURPOSED FROM THE AIR INCLUDE ARGON, CARBON DIOXIDE, NEON, METHANE, HELIUM, KRYPTON, HYDROGEN, XENON, OZONE, NITROGEN DIOXIDE, IODINE, CARBON MONOXIDE, AND AMMONIA

SOME CONSUMER PRODUCTS MAY REQUIRE OFF-LIMITS MATERIALS, AND EXCEPTIONS MAY BE MADE IN SMALL QUANTITIES. SKIN GRAFTS CAN BE PRINTED TO PLACE OVER WOUNDS, THOUGH REPLACING MISSING LIMBS REQUIRE A TRIP TO THE HOSPITAL. SMOKE ALARMS, PHONES, OR LIGHT BULBS REQUIRE RADIOACTIVE ELEMENTS. THESE ELEMENTS CAN BE FOUND IN ATOM VARIETY PAKS, WHICH CONTAIN AN ASSORTMENT OF RARELY USED ELEMENTS IN ONE SINGLE CARTRIDGE.

devices used to rearrange atoms.

The largest Fabrication company is Fabric.

fabricators are mostly for industrial use, while replicators are more common for consumer use with food products.

anything raw material to come out of a fabricator is devised as a meter cube.

Food Replicators are similar other common kitchen appliances. They’re intended to provide you food, and quickly. The device can print organic matter, plant or animal material.

Replicators can be hacked, allowing the user to print more specified objects. This is most commonly used as a means to access medical resources, such as skin grafts, or insulin. fabricators too, can be hacked, but more restrictions seem to be placed on industrial devices.

DEREPLICATOR TRUCK

in the 25th century, trash trucks take the form of a giant cube shaped truck that dereplicates trash into raw materials.

RECIPES

10x10x10 cube 1000 total

Banana bunch (5) - 150 C

Banana - 30 C

Banana peel - 10 C

Skin graft - 50 C

Aluminum can - 488 AL

Canned food - 488 AL 512 C
Lombard League

LML

## Tradition

global\_autonomy = -0.05
defensiveness = 0.15

## Ideas

**In Defencse of the Peninsula**
manpower\_recovery\_speed = 0.10
drill\_gain\_modifier = 0.25

**Papal Sanctioned Protection**
land\_morale = 0.10

**Cities Opposed to the HRE**
land\_forcelimit\_modifier = 0.20

**Beyond Driot de Regale**
global\_unrest = -1

**Turn Over Any Imperial Ban**
diplomatic\_reputation = 1

**Reform the Universitas**
legitimacy = 1
republican\_tradition = 0.3

**Customs Union and Trade Privileges**
global\_prov\_trade\_power\_modifier = 0.10

## How to See the Decision

* Your Primary culture must be: Lombard; Venetian; Romagnan; Ligurian or Piedmontese.
Austria-Bavaria

## Tradition

imperial\_authority\_value = 0.10
diplomatic\_reputation = 2.0

## Ideas

**Reinheitsgeebot for our Beer**
production\_efficiency = 0.10

**The Troublesome South and East**
army\_tradition\_decay = -0.005

**Fugger and Welsers**
interest = -0.5
inflation\_reduction = 0.05

**Navigating Holy Roman Politics**
ae\_impact = -0.15

**Monpolize German Industries**
global\_prov\_trade\_power\_modifier = 0.15

**Age of the Grenzers**
infantry\_power = 0.10
discipline = 0.05

**Master of Soft Power**
diplomatic\_annexation\_cost = -0.20

## Tradition

imperial\_authority\_value = 0.10
army\_tradition = 0.5

## Ideas

**Reinheitsgeebot for our Beer**
production\_efficiency = 0.10

**German Renaissance Attraction**
prestige = 1.0
idea\_cost = -0.05

**Fugger and Welsers**
interest = -0.5
inflation\_reduction = 0.05

**To be Absolutist**
discipline = 0.05

**Monpolize German Industries**
global\_prov\_trade\_power\_modifier = 0.15

**Prepared for the Next Age**
land\_forcelimit\_modifier = 0.2

**Master of Soft Power**
diplomatic\_annexation\_cost = -0.20
Nahua

## Tradition

land\_forcelimit\_modifier = 0.25
manpower\_recovery\_speed = 0.15

## Ideas

**Blood for the Gods Above**
global\_missionary\_strength = 0.02

**Meritocratic Military Ranks**
free\_mil\_policy = 1
army\_tradition = 0.50

**Jade Gold Artwork**
prestige\_decay = -0.01

**Refine the Colonizing System**
global\_colonial\_growth = 25

**Refine the Tributary System**
reduced\_liberty\_desire = 10
vassal\_forcelimit\_bonus = 1

**Cultivation of Harsh Land**
development\_cost = -0.1

**Currency Transition**
inflation\_reduction = 0.10

## How to See the Decision

* Your primary culture is part of: Central American culture group.
* You are of Nahuatl religion.
Meghalaya

## Tradition

hostile\_attrition = 1.0
tolerance\_heathen = 3

## Ideas

**The Abode of Clouds**
defensiveness = 0.20
land\_attrition = -0.10

**Islam's Influence**
idea\_cost = -0.10

**Recognize those of Meghalaya**
num\_accepted\_cultures = 2
promote\_culture\_cost = -0.50

**Predict the Monsoons; Predict our Future**
development\_cost = -0.15

**The Wettest Homeland**
leader\_land\_manuever = 1

**Multi-Faced Meghalaya**
land\_forcelimit\_modifier = 0.25

**Celebrate Your Culture!**
global\_unrest = -2

## How to See the Decision

* Your primary culture must be either of these: Assamese; Chin; Kochi.
Maluku

## Tradition

global\_trade\_goods\_size\_modifier = 0.15
production\_efficiency = 0.15

## Ideas

**Realize our Past, Present, and Future**
global\_unrest = -2

**Influence Garners Money**
trade\_efficiency = 0.15

**New Harbors, New Docks**
global\_ship\_recruit\_speed = -0.20
naval\_maintenance\_modifier = -0.20

**Networking through Trade**
naval\_tradition\_from\_trade = 1.0
leader\_naval\_manuever = 1

**Settled and Established Power**
global\_colonial\_growth = 20

**Traditions of Tribute**
diplomatic\_upkeep = 2

**A Plethora of Islands**
movement\_speed\_onto\_off\_boat\_modifier = 0.25
leader\_land\_manuever = 1
Maghreb

MGB

## Tradition

galley\_power = 0.25
warscore\_cost\_vs\_other\_religion = -0.15

## Ideas

**Pacify the Berbers**
global\_manpower\_modifier = 0.20
global\_sailors\_modifier = 0.20

**Caliphate Status**
global\_missionary\_strength = 0.02

**Masterful Defenses**
hostile\_attrition = 1.0

**Command North African Trade**
trade\_steering = 0.20
caravan\_power = 0.10

**Maghrebi Guard**
discipline = 0.05

**Promote Barbary Pirates**
may\_perform\_slave\_raid = yes
privateer\_efficiency = 0.20

**Formal Maghrebi Nation**
governing\_capacity\_modifier = 0.10

## How to See the Decision

* Your primary culture must be: Moroccan, Tunisian, Algerian or be the Tamazagha tag.
United Isles

## Tradition

navy\_tradition = 1
own\_coast\_naval\_combat\_bonus = 1.0

## Ideas

**Mead is Back on the Menu!**
naval\_forcelimit\_modifier = 0.25
may\_perform\_slave\_raid\_on\_same\_religion = yes

**Sagas and Tales**
legitimacy = 1
republican\_tradition = 0.5

**Who Owned What?**
ae\_impact = -0.15

**Gall-Ghaidheil, the Return!**
global\_manpower\_modifier = 0.20
war\_exhaustion = -0.02

**Disloyalty in our Clans**
global\_autonomy = -0.05

**Norse Sailors; Gaelic Fighters**
naval\_morale = 0.15
leader\_naval\_shock = 1

**Rulers of the North Sea**
heavy\_ship\_power = 0.15
Lusong

There are 4 different sets of Lusong ideas based on religion groups.

## Tradition

navy\_tradition = 1
galley\_power = 0.20

## Ideas

**Indianization of the Islands**
idea\_cost = -0.10

**Multiple Hearts of Trade**
global\_prov\_trade\_power\_modifier = 0.20
center\_of\_trade\_upgrade\_cost = -0.20

**Bastion of Brahmic Tradition**
religious\_unity = 0.25

**Protected Coasts of Lusong**
defensiveness = 0.15
hostile\_attrition = 1.0

**Promote further Indianization**
culture\_conversion\_cost = -0.20

**More and More Islands**
colonists = 1

**Dominate Nusantra**
province\_warscore\_cost = -0.10

## Tradition

navy\_tradition = 1
diplomats = 1

## Ideas

**Confucian Buddhist Tradee**
global\_own\_trade\_power = 0.15

**Multiple Hearts of Trade**
global\_prov\_trade\_power\_modifier = 0.20
center\_of\_trade\_upgrade\_cost = -0.20

**Harmony With Other Faiths**
diplomatic\_reputation = 1

**Protected Coasts of Lusong**
defensiveness = 0.15
hostile\_attrition = 1.0

**Gunpowder from the North**
leader\_land\_fire = 1
leader\_naval\_fire = 1

**More and more Islands**
colonists = 1

**Tributaries of our Own**
reduced\_liberty\_desire = 10

## Tradition

navy\_tradition = 1
trade\_efficiency = 0.15

## Ideas

**Through Talk and Blood**
global\_missionary\_strength = 0.02

**Multiple Hearts of Trade**
global\_prov\_trade\_power\_modifier = 0.20
center\_of\_trade\_upgrade\_cost = -0.20

**Muslim Merchant Fleets**
heavy\_ship\_power = 0.10

**Protected Coasts of Lusong**
defensiveness = 0.15
hostile\_attrition = 1.0

**Expertise in Mercantile Matters**
placed\_merchant\_power = 10

**More and more Islands**
colonists = 1

**Influx of Muslim Scholars**
advisor\_pool = 1

## Tradition

navy\_tradition = 1
no\_religion\_penalty = yes

## Ideas

**Encompass all of the Archipelago**
global\_manpower\_modifier = 0.10
global\_sailors\_modifier = 0.30

**Multiple Hearts of Trade**
global\_prov\_trade\_power\_modifier = 0.20
center\_of\_trade\_upgrade\_cost = -0.20

**Masterful Sailors**
naval\_morale = 0.15

**Protected Coasts of Lusong**
defensiveness = 0.15
hostile\_attrition = 1.0

**Harbours and Naval Bases**
global\_ship\_recruit\_speed = -0.25

**More and more Islands**
colonists = 1

**Fertility and Unity**
global\_trade\_goods\_size\_modifier = 0.15

## How to See the Decision

* Your primary culture must be of Filipino culture.
* Be one of the many Filipino tags.
Comancheria (Native Federation)

You form this nation through completing "Federal Constitution" as part of Federation Advancements.

## Tradition

movement\_speed = 0.10
global\_autonomy = -0.05

## Ideas

**Might Makes Right**
colonists = 1
auto\_explore\_adjacent\_to\_colony = yes

**Forever the Lords of the Plains**
cavalry\_power = 0.20
leader\_land\_fire = 1

**Vast Lands Require Security**
hostile\_attrition = 1

**Well Managed Hunting**
stability\_cost\_modifier = -0.15
army\_tradition = 0.75

**Comanche Horsemanship**
cavalry\_cost = -0.10
cav\_to\_inf\_ratio = 0.30

**Melt Away, then Ambush Again!**
shock\_damage = 0.10

**Reformation of Kinship**
global\_manpower\_modifier = 0.25
Alpland

Alpland

ALP

## Tradition

defensiveness = 0.25
 fort\_maintenance\_modifier = -0.25

## Ideas

**Advisor Choice**
advisor\_cost = -0.1
advisor\_pool = 2

**Crossroads**
global\_prov\_trade\_power\_modifier = 0.25
caravan\_power = 0.15

**New Great Power**
attack\_bonus\_in\_capital\_terrain = yes

**Mountain Protection**
global\_spy\_defence = 0.5
spy\_offence = 0.25

**Home Territory**
land\_attrition = -0.15
hostile\_attrition = 2

**Disciplined Army**
discipline = 0.05

**Fortress Alps**
garrison\_size = 0.5
global\_garrison\_growth = 0.25

## How to See the Decision

* Your Primary culture must be: Austrian; Bavarian; Swiss; Piedmontese or Lombard.