recursal/Fanatic-Fandom huggingface dataset:
Frequently Asked Questions

Some of the questions we get asked frequently about ESU. Please check here first to see if your question may have already been answered before asking on the ESU Steam Page or our Discord.

# FAQ

## Errors, Bugs, and Crashes

### Where are all the bookmarks?

We broke them, basically, and we decided that we won't bother trying to re-create them until a proper foundation of National Ideas, Institutions, a properly researched map, ruler titles, etc. has been laid. A lot of this work is already publicly available, but our map overhaul update is still in progress and should come out some time in 2023. After that, we'll begin working on cool scenarios like the War of the First Council, the Yokudan migration into Hammerfell, the Oblivion Crisis and the Planemeld, the Great War, and many more bookmarks that we're very excited to *eventually* dive into.

### Why does does ESU load the vanilla map? Is it broken?

*This is an installation error with Steam Workshop and the Paradox Launcher. Please follow this guide to fix it.*

### Why are country and province names just random letters and numbers?

*ESU only supports playing EU4 in English. Changing your game language to English in the launcher will display the proper names for countries and provinces.*

## Mod Info

### Why are colonial nations not spawning?

*ESU requires 15 provinces in a colonial region to form a colonial nation.*

### How do I form \_\_\_\_\_\_ country?

*Please refer to the List of Formable Countries, where you can see all formable countries in ESU and their requirements.*

## Other

### Is ESU compatible with other mods?

*Generally speaking, no it is not. The sheer scope of changes made by the mod make it impossible to guarantee any kind of compatibility. That said, feel free to try ESU with other mods, but be aware that it could cause unexpected behaviour, and could even corrupt saves in the worst-case scenario.*
Akaviri Potentate

## Traditions

+15.00 Maximum Absolutism

-15.0% Expand Administration Cost

## Idea 1

+2.00 National Unrest

+10.0% Movement Speed

## Idea 2

+3 Possible Advisors

-15.0% Military Advisor Cost

## Idea 6

-1.00 Diplomatic Reputation

+10.0% Land Fire Damage

## Idea 7

+25.0% Spy Network Construction

-20.0% Aggressive Expansion Impact

## Ambitions

+1 Monarchy Military Skill

* Own White-Gold Tower (1206), New Galad (1161), Leyawiin Castle (1120), Cheydinhal Castle (5947) and Sancre Tor (5777)
* Is not at war
* Is free or a tributary

* Change country to the Akaviri Potentate
* 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 Potentate ideas

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

## Traditions

+2 Max Promoted Culture

-50.0% Promote Culture cost

## Idea 3

-33.0% National Manpower Modifier

+33.0% Manpower Recovery Speed

## Idea 4

-20.0% Recruitment Time

-20.0% Regiment Costs

## Idea 7

-5.0% All Power Costs

-0.10 Yearly Corruption

* Is free or a tributary
* Is not at war
* Own Lightless Oubliette (3188), Haj Uxilth (2970), Zuelta (2903), Hollow City (2710) and The Chasm (2727)

* Change country to Coldharbour
* 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 Soul Shriven ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Renato Di'Norcia

Nado (uncle)

Maso (uncle)

Renato is a 8th level Arcane Trickster Rogue, though he has mentioned that he wishes he were a wizard instead. Some assumptions can be made as to why he couldn't accomplish this.

## Physical Appearance

Renato is the tiniest drow you have ever seen, both in height and in build, maybe even looking a little malnourished. His black, unkept hair he wears in a short ponytail. His eyes are light pink, similarly to his father. Somewhere visible he has a horrible scar from getting shot by G'radd's gun.

He wears fine clothes, which for him includes a long purple vest. His shirt is a brighter shade of purple with silver fasteners, and his pants are dark brown. He wears black calf boots, and black fingerless gloves. He wears one knife on his hip. He has been seen pulling out a second knife from under his vest flaps, so the actual number of smaller knives he carries is unknown. He carries around a book, which has a plain leather cover with no title.

Other than the single knife, he has no other visible weapons, including any of his other knives. He wears no armor.
Ayleid Domain

Founded by settlers from The Summerset Isles in the middle of the Merethic Era, settling in the Niben Valley area, constructing the White-Gold Tower Their civilization flourished until its decline and fall during the Alessian Rebellion. The Ayleid were Mer descended from the Elhnofey.

## 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

## Decisions

### Form the Ayleid Domain

* Primary culture is Ayleid

* Is free or a tributary
* Is not at war
* Own White-Gold Tower (1206), Larsius Castle (1130), Garlas Malatar (5691), Ninendava (1184) and Hame (1243)

* Change country to the Ayleid Domain
* 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
Corten Heights

## 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 No'halla (6291), Danobia (1482), Vulkneu (6171), Stendarr's Crossroads (5758) and Ag'krazak (5732)

* Change country to Corten Heights
* 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
City of Mages

## City of Mages

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+10.0% Production Efficiency

+15.0% Morale of Armies

## Idea 5

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-20.0% Hostile Core-Creation Cost on us

+50.0% Foreign Core Duration

## Idea 7

+10.0% Manpower Recovery Speed

+10.0% Reinforce Speed

## Ambitions

+5.0% Discipline

+5.0% Recover Army Morale Speed
Arnesia 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
Abibon

## 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
Clan Dumac

## 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 Kragenmoor (970), Mzarfth (3783), Reich Parkeep (3348), Bthung (3981) and Kemel-Ze (4054)

* Change country to Clan Dumac
* 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
Casus Belli

Elder Scroll Universalis covers thousands of years of history and lore in Elder Scrolls and this is not limited to unique countries, ideas and missions. Casus Belli of many types are available to nations who meet the prerequisites. These add flavor to the game as well as unique possibilities not available to vanilla.

## Casus Belli

#### All-Cause Casus Belli\*

To simplify space, under *Peace Options*, the name all-cause Casus Belli is given to the aforementioned CBs which allow for the following peace options:

* All Provinces
* Core Revokation
* Liberation of subjects
* Liberation of nations
* Forced Conversion
* Enforced Vassalage
* Concession of Defeat
* Annulment of Treaties
* Change Government
* Trade Power
* Steer Trade
* Humiliate
* Enforce Rebel Demands
* Show Strength
* Enforce Marriage
* Army Disarmament
* Fleet Disarmament
* Demilitarize Border
* Destabilize Nation
House Telvanni

## Traditions

-25.0% Development Cost

-10.0% Technology Cost

## Ambitions

+15.0% Land Fire Damage

* Own at least Port Telvannis (1028), Llothanis (1029), Tel Vos (4136), Sadrith Mora (4121) or Tel Mothrivra (1019)

* Government is NOT a tribe
* Is free or a tributary
* Is not at war
* Own Port Telvannis (1028), Llothanis (1029), Tel Vos (4136), Sadrith Mora (4121) and Tel Mothrivra (1019)

* Change country to House Telvanni
* Country is flagged as a "Great House"
* 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 Telvanni ideas

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

Elder Scrolls Universalis boasts a massive timeline, around 2000 years, which allows for a much longer and more expansive game. One feature of ESU that compliments this is the wide variety of buildings available throughout the 200 tech levels of the game.

Most buildings and Center of Trade Level grant one development of it's type upon construction per level, which is removed if the building or CoT is destroyed. A new building slot is unlocked for every 2 development a province has and a manufactory slot every 10 development. Additionally each point of development increases construction cost by **10%**, but also reduces build time by **-1%**.

The buildings are listed by type and ordered by tech only, despite other similarities, as to represent the progression of unlocking and building them in game.

## Taxation

Each successive building replaces the next.

 Cathedral
 Tax Assessor

## Trade

Each successive building replaces the next.

 Trade Depot
 Stock Exchange

## Production

Each successive building replaces the next.

 Counting House
 Customs House
**+50%** Local Production Efficiency
**+50%** Local Goods Produced Modifier

* These buildings cannot be built in gold producing provinces.

## Manufactories

All manufactories cost 350 ducats and take 3 years to build

* Furnaces require Rule Britannia DLC.

## State Administration

These buildings can be built in a state, only one building per state can be built and one of it's effects will apply to all owned provinces in that state. These buildings don't grant development upon construction

## Influence

All influence buildings can only be built if nation is a subject under another nation; if that nation becomes independent, the buildings will be destroyed.

The first two buildings apply local modifiers, and can be built multiple times; however, the Spy Agency is unique in that it can only be built once (in a subject's capital) and applies rather large *national* modifiers.

## Native Buildings

The native buildings can be built for Tribal Nations where they apply if player has the Conquest of Paradise DLC which enables Native Council Mechanics. These do not grant Development upon construction.
Greenshade

## Traditions

-17.5% State Maintenance

-25.0% Reduce Inflation Cost

## Idea 1

Heretic and heathen provinces do not give any penalties

## Idea 5

+15.0% Trade Power Abroad

-33.0% Blockade Efficiency

## Idea 6

+25.0% Institution Spread In True Faith Provinces

## Idea 7

+20.0% Hostile Core-Creation Cost on us

-10.0% Aggressive Expansion Impact

## Ambitions

-25.0% Missionary Maintenance Cost

* Is free or a tributary
* Is not at war
* Own Diss (868), Woodhearth (4919), Lhurgash (875), Marbruk (5029) and Tarlain (4940)

* Change country to Greenshade
* 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 Greenshade ideas

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

## Traditions

+1.00 Tolerance of True Faith

-1.00 Tolerance of Heretics

## Idea 4

+1.00 Land Leader Maneuver

+10.0% Movement Speed

## Idea 7

+1 Diplomatic Relations

-50.0% Change Rival Cost

## Ambitions

+5.0% Missionary Strength

* Is free or a tributary
* Is not at war
* Own Bahrammu (1035)

* Change country to Bahrammu
* Change government to Pirate Republic
* Gain 100 Republican Tradition
* 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 Ashlander ideas

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

## Ambitions

-10.0% Administrative Technology Cost

* Is free or a tributary
* Is not at war
* Own Alinor (271), Kingshaven (255), Kingdom Fields (281), Dusk (4740) and Aldveyond Beldaburk (452)

* Change country to Great Alinor
* 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 Altmer ideas

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

## 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 Broadwall (357), Moraheim (367), Skalrheim (384), Braruhund (382) and Hallstein (2306)

* Change country to Atmora
* 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 Atmoran ideas

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

## Traditions

+20.0% Income from Vassals

-10.0% Center of Trade Upgrade Cost

## Idea 2

+1.00 Yearly Devotion

+1.00 Yearly Legitimacy

+1.00 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+5.0% Imperial Authority Growth Modifier

+1.00 Yearly Meritocracy

## Idea 3

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Idea 4

-15.0% Galley Cost

+15.0% Galley Combat Ability

## Idea 5

-15.0% Construction Cost

+25.0% Construction Time

## Idea 6

+1.00 Diplomatic Reputation

-10.0% Fire Damage Received

## Idea 7

+25.0% Spy Network Construction

-20.0% Aggressive Expansion Impact

## Ambitions

+33.0% Chance of New Heir

* Is free or a tributary
* Is not at war
* Own White-Gold Tower (1206), Chorrol Castle (5657), Leyawiin Castle (1120), Anvil (1161) and Cheydinhal Castle (5947)

* Change country to Cyrodiil
* If primary culture was Nedic it is changed to Imperial
* 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 Cyrodiilian ideas

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

### Create the Elder Council

* Own Imperial City (1206)
* Primary culture is:
	+ Imperial
	+ Nibenean
	+ or Colovian

* One of these must be true:
* Government rank is Grand Principality
* Country is Cyrodiil
* Country is Tamriel

* Gain **1** Stability
* Gets the modifier "*Elder Council"*
	+ **-10.0%** Stability Cost Modifier
	+ **+0.10** Legitimacy
	+ **+0.10** Republican Tradition
	+ **+0.10** Devotion
	+ **+0.10** Horde Unity
	+ **+0.10** Meritocracy
	+ **+1** Possible Advisors
Elzaqess

## Traditions

+25.0% Naval Force Limit Modifier

-20.0% Ship Costs

## Idea 2

+10.0% Production Efficiency

-10.0% Shock Damage Received

## Ambitions

-20.0% Core-Creation Cost

* Is free or a tributary
* Is not at war
* Own Elzaqess (1629)

* Country changes to Elzaqess
* 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 Tsaesci ideas

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

## Drangsgate

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+10.0% Production Efficiency

+15.0% Morale of Armies

## Idea 5

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-20.0% Hostile Core-Creation Cost on us

+50.0% Foreign Core Duration

## Idea 7

+10.0% Manpower Recovery Speed

+10.0% Reinforce Speed

## Ambitions

+5.0% Discipline

+5.0% Recover Army Morale Speed
Cragkarth

## Cragkarth

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+10.0% Production Efficiency

+15.0% Morale of Armies

## Idea 5

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-20.0% Hostile Core-Creation Cost on us

+50.0% Foreign Core Duration

## Idea 7

+10.0% Manpower Recovery Speed

+10.0% Reinforce Speed

## Ambitions

+5.0% Discipline

+5.0% Recover Army Morale Speed
Dwemereth

## 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 Kragenmoor (970), Vvardenfell (1062), Reich Parkeep (3348), Arkantng (4008) and Nchazdrumn (4088)

* Change country to Dwemereth
* 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 Dwemer ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Daedroth's Clan

## Traditions

+15.0% Morale of Armies

+25.0% Looting Speed

## Idea 2

+1.00 Land Leader Shock

+2.00 Land Leader Maneuver

## Idea 3

-1.00 Diplomatic Reputation

-15.0% Aggressive Expansion Impact

## Idea 4

+5.0% Technology Cost

+15.0% Shock Damage

## Idea 6

-10.0% Improve Relations

+1.00 Yearly Absolutism

+10.00 Maximum Absolutism

## Idea 7

+2.00 Naval Leader Maneuver

+1.00 Naval Combat Bonus off owned coast

+10.0% Naval Tradition from Battles

-20.0% Naval Barrage cost

* Is free or a tributary
* Is not at war
* Own Ranchier (4296), Ysania (4285), Naelmin (4184), Yllamys (4196) and Havocrel's Tower (4143)

* Change country to the Daedroth'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 Daedroth ideas

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

## Traditions

-15.0% Construction Time

+1.00 Diplomatic Reputation

## Idea 4

-10.0% Transport Cost

+10.0% Marines Force Limit

## Ambitions

+1 Monthly Military Power

* Is free or a tributary
* Is not at war
* Own Bangkorai (6257), Cragkarth (1459), Nilata (6287), Wether's Cleft (6263) and Skaven (1474)

* Change country to the Dragontail Mountains
* 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 Dragontail Mountains ideas

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

## Colonial Regions

There are several colonial regions throughout the world of Elder Scrolls Universalis.

#### **Tamriel**

* Eastern Black Marsh
* Interior Black Marsh
* Southern Black Marsh
* Iliac Bay
* Hammerfell Coast
* Interior Hammerfell

**Yokunda**

* Upper Yokuda
* Lower Yokuda
* Yokudan Islands

**Pyandonea**

* Pyrah Bay
* Deep Pyandonea

**Atmora**

* Western Atmora
* Central Atmora
* Eastern Atmora
* Roscrea

#### **Akavir**

* Black Mountain
* Transakavir
* Thousand Islands
* Kamal

## Other Information

Colonial Nations form after owning 15 core provinces in a colonial region, unless the overlord has it's capital in **any** colonial region or is on the same continent.

### Idea Groups

 Ideas

 Colonial Ventures
 Overseas Exploration
 Land of Opportunity
 Viceroys
 Free Colonies
 Global Empire
 Bonus

 Mutually Exclusive with
 Ideas

 Colonial Rush
 More Tariffs
 Colonial Conscription
 Commanding Fleet
 Faster Infrastructure Development
 Smooth Troop Transport
 Bonus

 Mutually Exclusive with
 Ideas

 Additional Merchants
 Faster Colonists
 Factories
 Additional Diplomats
 General Colonisation Law
 Competitive Merchants
 Bonus
Can Fabricate Claims in Overseas Trade Company Regions

### Native Policies

* Coexistence: **+10%** Religious Unity, **+1** Max Promoted Cultures, **-100%** Native Uprising Chance
* Trading: **+1** Merchant, **-50%** Native Uprising Chance, **+50%** Native Assimilation
* Repression: **+0.25** Yearly Prestige, **+25** Global Settler Increase, **-10%** Harsh Treatment Cost
Ojwambu

## Ojwambu

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+10.0% Production Efficiency

+15.0% Morale of Armies

## Idea 5

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-20.0% Hostile Core-Creation Cost on us

+50.0% Foreign Core Duration

## Idea 7

+10.0% Manpower Recovery Speed

+10.0% Reinforce Speed

## Ambitions

+5.0% Discipline

+5.0% Recover Army Morale Speed
Elasu

## 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
Cathnoquey

## 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 Monheld (407), Veydos (1535), Ermingard (2210), Quey (415) and Kotla (2214)

* Change country to Cathnoquey
* 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
Dremoran 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

+15.0% Siege Ability

* Is free or a tributary
* Is not at war
* Own Al-Kamal (508), Heogloicus (503), Nefarious (493), Vita (2560) and Edena (2611)

* Change country to the Dremoran Kamal
* 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
Kothringia

## Traditions

+20.0% Galley Combat Ability

+10.0% Fort Defense

## Idea 1

+15.0% Naval Force Limit Modifier

+10.0% Ship Durability

## Idea 4

+1.00 Naval Combat Bonus off owned coast

+100.0% Movement Speed On and Off Ships

## Idea 5

-15.0% Cost of Advisors with Ruler's Culture

## Ambitions

-25.0% Culture Conversion Cost

* Is free or a tributary
* Is not at war
* Own Milaaza (6527), Kaymesh (6632), Andreethees (6486), Keerare (6694) and Black Maw (6520)

* Change country to Kothringia
* 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 Kothringi ideas

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

## Bonesnap 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
Minotaur Tribe

## Traditions

+15.0% Land Force Limit Modifier

+1 Max Promoted Cultures

## Idea 2

-15.0% Looting Speed

+50.0% Available Loot

## Idea 3

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Idea 4

+10.0% Infantry Combat Ability

+10.0% Cavalry Combat Ability

## Idea 5

+20.0% Hostile Core-Creation Cost on us

+25.0% National Supply Limit Modifier

## Idea 7

-15.0% Fire Damage Received

-7.5% Shock Damage Received

## Ambitions

+25.0% Domestic Trade Power

* Is free or a tributary
* Is not at war
* Own Isona (5923), Cheydinhal Castle (5947), Jucick (5948), Facian (5983) and Malada (1244)

* Change country to the Minotaur Tribe
* 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 Minotaur ideas

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

## 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
Bynlaema

## Bynlaema

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+15.0% Morale of Armies

+25.0% Looting Speed

## Idea 2

+1.00 Land Leader Shock

+2.00 Land Leader Maneuver

## Idea 3

-1.00 Diplomatic Reputation

-15.0% Aggressive Expansion Impact

## Idea 4

+5.0% Technology Cost

+15.0% Shock Damage

## Idea 6

-10.0% Improve Relations

+1.00 Yearly Absolutism

+10.00 Maximum Absolutism

## Idea 7

+2.00 Naval Leader Maneuver

+1.00 Naval Combat Bonus off owned coast

## Ambitions

+10.0% Naval Tradition from Battles

-20.0% Naval Barrage cost
Haakon

## Haakon

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+10.0% Production Efficiency

+15.0% Morale of Armies

## Idea 5

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-20.0% Hostile Core-Creation Cost on us

+50.0% Foreign Core Duration

## Idea 7

+10.0% Manpower Recovery Speed

+10.0% Reinforce Speed

## Ambitions

+5.0% Discipline

+5.0% Recover Army Morale Speed
Cantemiric Velothi

## Traditions

+15.0% Morale of Armies

-15.0% Core-Creation Cost

## Idea 7

+1 Diplomats

-25.0% Construction Cost

* Is free or a tributary
* Is not at war
* Own Arnesia (3843), Thorn (1064), Archon (6794), Alten Dunmont (6828) and Riverbridge (1106)

* Change country to Cantemiric Velothi
* 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
Imperial City

## Traditions

-20.0% Liberty Desire from Subjects Development

+10.0% Reform Progress Growth

## Idea 3

+1.00 Tolerance of the True Faith

+7.5% Land Fire Damage

## Idea 4

+15.0% Production Efficiency

+10.0% Aggressive Expansion Impact

## Idea 5

+1 Diplomats

+1.00 Diplomatic Reputation

## Idea 6

+1.00 Attrition for Enemies

+0.50 Yearly Prestige

## Idea 7

+1 Possible Advisors

-15.0% Administrative Advisor Cost
Horwalli State

## 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 Andreethees (6486), Thtith-Bok (6472), Xul-Thuxis (6661), Vos-Uxith (6720) and Blackrose (6745)

* Change country to the Horwalli 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 Country ideas

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

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Decisions

### True Ruler of Karthwasten

* Nation is the Reach
* Karthwasten exists

* Control the capital of Karthwasten

* Make Karthwasten a subject in a personal union
* Change Karthwasten's religion and culture to your nation's
* Gain **25** prestige

Note:

* AI is designed with MAX aggressiveness to take this decision if possible
* Decision is bugged

### Karthwasten Centralization

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

* Own all the provinces in these areas in Skyrim:
	+ Earth Forge
	+ Kilkreath
	+ Karth Delta
	+ Western Plains

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

Note: Decision is bugged
Karnver

## 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
Old Kingdom

## 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 Solitude (1342), Windhelm (1275), Whiterun (1319), Sigil-a-Dant (1369) and Kragenmoor (970)

* Change country to Old Kingdom
* Gain the 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 obtain Nordic ideas

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

## 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

* Is free or a tributary
* Is not at war
* Own Milevi (2915), Duetta (2953), Zuelta (2903), Mehiva (2866) and Runu (2858)

* Change country to Harvester Assembly
* 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 Harvester ideas

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

## Traditions

+2.50 Tolerance of Heretics

+2.50 Tolerance of Heathens

## Ambitions

-25.0% Aggressive Expansion Impact

* Own at least Dhalmora (3978), Othrensis (3955), Almas Thirr (3785), Davon's Watch (3987) or Irnavura (3963)

* Government is NOT a tribe
* Is free or a tributary
* Is not at war
* Own Dhalmora (3978), Othrensis (3955), Almas Thirr (3785), Davon's Watch (3987) and Irnavura (3963)

* Change country to House Sadras
* Country is flagged as a "Great House"
* 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 Sadras ideas

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

## Traditions

-15.0% Land Maintenance Modifier

+1 Max Promoted Cultures

## Idea 2

+10.0% Morale of Armies

-10.0% Fire Damage Received

## Idea 4

+1.00 Diplomatic Reputation

-15.0% War Score Cost vs Other Religions

## Idea 5

+5.0% Production Efficiency

+10.0% Siege Ability

## Idea 6

+1.00 Attrition for Enemies

-10.0% Land Attrition

## Ambitions

+1 Possible Advisors

* Is free or a tributary
* Is not at war
* Own Greenheart (863), Woodhearth (4919), Vullain (4980), Lhurgash (875) and Southpoint (4941)

* Change country to Hollow
* 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 Hollow ideas

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

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Decisions

### Falkreath Centralization

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

* Own all the provinces in these areas in Skyrim:
	+ Riverwood
	+ Falkreath
	+ Ancient's Ascent
	+ Karthspire
	+ Cracked Tusk

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

## 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

* Is free or a tributary
* Is not at war
* Own Gernet (1242), Malada (1244), Arrilvia (6057), Morahame (5399) and Ondo (1236)

* Change country to the Men-of-Ge
* 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 Nedic ideas

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

## Generic Missions

All countries have access to a series of generic missions which touch on all the basic things that most nations will be doing - for example, gathering allies, gaining access to the sea, and building up an army. These trees occupy the left half of the mission screen, as well as the bottom portion of the right half.

## Unique Missions

Some countries also have a mission tree that is unique to them or to their culture. These trees occupy the right half of the mission screen, and can potentially go down as far as the beginning of the conquest missions on the right half of the screen.

### List of Unique Mission Trees (Countries)

* Windhelm
* Solitude
* Daggerfall

### List of Unique Mission Trees (Cultures)

* Bosmers
* Maormers
* Yokudans
* Redguards
* Sinistral Elves
* Nords
* Atmorans
* Sea Giants
* Frost Giants
* Glacial Atmorans
* Giants
* Altmers
* Sloads
* Bretons
* Orsimers
* Coldharbour Vampires / Non-Coldharbour Vampires
* Iron Orcs
* Tang Mo
Golden Coast

## Traditions

-25.0% Shipbuilding Time

+20.0% Caravan Power

## Idea 1

+0.20 Yearly Absolutism

-25.0% Harsh Treatment Cost

## Idea 3

+15.0% Morale of Navies

-10.0% Morale Hit When Losing a Ship

## Idea 4

+1 Colonists

+7.0% Settler Chance

## Idea 6

+7.5% Production Efficiency

+7.5% National Tax Modifier

## Ambitions

+25.0% Global Tariffs

* Is free or a tributary
* Is not at war
* Own Anvil (1161), Kvatch Castle (1150), Sutch (5705), Garlas Malatar (5691) and Trumbe (1172)

* Change country to the Golden Coast
* 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 Golden Coast ideas

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

## 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

* Is free or a tributary
* Is not at war
* Own Kmeiine (6485), Caniseus (6484) and Been (6483)

* Country changes to Kmeiine
* 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 Agaceph ideas

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

Steam Workshop, and the new Paradox Launcher often have issues playing nice with each other, and sometimes it is necessary to reinstall a mod in order to get it to work.

**Note*:*** For further assistance, please join our Discord Server.

#### Quick Steps

1. Unsubscribe from ESU
2. Quit the Steam desktop application
3. Delete the entire mod folder at `steamapps\workshop\content\236850\1449952810\`
4. Restart Steam
5. Re-subscribe to ESU

#### Detailed Steps

1. Unsubscribe from ESU
	1. Navigate to the ESU workshop page
	2. Click the green "Subscribed" button. It will change to "Unsubscribe" when you hover it.
2. Quit the Steam desktop application
	1. Click "Steam" in the top left of the Steam desktop application, then click "Exit".
3. Delete the mod files out of `steamapps\workshop\content\236850\1449952810\`
	1. Navigate to `steamapps\workshop\content\236850\`. This is the folder that contains all of your downloaded EU4 mods. If you have multiple Steam Library folders (for separate hard drives, for example), then you will find this folder in the same steam library that you have installed EU4 to.
	2. Delete the entire `1449952810` folder. This is the download of ESU. By deleting this, it forces Steam to reacquire the mod files next time you subscribe. If the folder is already gone, then just proceed with the steps as if you had deleted it yourself.
4. Restart Steam
5. Re-subscribe to ESU
Ilessa

## Ilessa

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## 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
Pengstead

## Traditions

+10.0% National Tax Modifier

-10.0% Culture Conversion Cost

## Idea 1

-5.0% Technology Cost

-5.0% Idea Cost

## Ambitions

-15.0% Advisor Costs

* Pengstead (1286)

* Applies if decision is NOT done to a AI-controlled Pengstead:
	+ Pengstead becomes a vassal subject
	+ Change Pengstead's primary culture and religion to decision maker's
	+ All of Pengstead's owned provinces:
		- Convert to the new culture and 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
	+ Join all of Pengstead's offensive and defensive wars
* Applies if decision is done to a AI-controlled Pengstead:
	+ Every one of Pengstead's owned and cored provinces are ceded and cored to Ivarstead
	+ Every one of decision making nation's owned provinces in the Ivarstead area OR is cored by Pengstead is ceded to Ivarstead
	+ Change Ivarstead's primary culture and religion to the decision maker's nation
	+ All of Ivarstead's owned provinces:
		- Convert to the new culture and 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
	+ Ivarstead is created as a vassal subject to the decision making nation
	+ Decision making nation joins all of Ivarstead's offensive and defensive wars

Note: AI is designed with high aggressiveness enact this decision if possible
Riekr 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 King-Chief's Throne (7010), Bonerock (7056), Jehanna (7070), Farrun (1413) and Murcien (1423)

* Change country to Riekr 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
High Heart Pretty Cure!

**High Heart Pretty Cure! 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!***

 **These pictures in High Heart Pretty Cure! belong to Jennah Koehler. Therefore, nobody has the right to steal Jennah's pictures without her permission. It causes ripoffs!   *If you don't follow this rule, Cure Yell will summon a flower with her Yell Tact and send it to you!***

WATCH OUT! This article, **High Heart Pretty Cure!** is a property of the **Jennah Koehler**! This has some **BIG SPOILER** ahead! Look Out!*If you don't want to get spoiled, leave.*

**High Heart Pretty Cure!is a stub. Why? Uh oh, it looks like this page definintly needs more info!*Jennah Koehler Wiki is in need of help! Please help by editing this stub! Thank you♡!***

**High Heart Pretty Cure!** is a thirty-seventh fan series created by **Jennah Koehler**, replaced by *Pastel Eclair Pretty Cure!* in its same time slot. The season's themes are birds, balloons, skies and happiness.

## Plot

*Main article: High Heart Pretty Cure! / Episodes*
## Characters

### Pretty Cure

**Tobu Daisuki** / **Cure Unite**
**Aijo Usagi** / **Cure Ghost**
**Hillary Fantomatique** / **Cure Cupid**
**Yurei Trump** / **Cure Bunny**

## Terminology

* **Pretty Cure** - The girls allow to transform into legendary warriors.

## Media

### Music

*Main article: High Heart Pretty Cure! / Music*
### Episodes

*Main article: High Heart Pretty Cure! / Episodes*

### Merchandise

*Main article: High Heart Pretty Cure! / Merchandise*

## Gallery

*Main article: High Heart Pretty Cure! / Gallery*

## References

*Main article: High Heart Pretty Cure! / References*
*Main article: High Heart Pretty Cure! / High Heart* - Glitter Force version
*Main article: High Heart Pretty Cure! / HI! Heart* - Spanish version
*Main article: Jennah Koehler / Dream Voices*
Reinhold

## Reinhold

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+10.0% Production Efficiency

+15.0% Morale of Armies

## Idea 5

+2.00 Tolerance of Heretics

+4.00  Tolerance of Heathens

-20.0% Hostile Core-Creation Cost on us

+50.0% Foreign Core Duration

## Idea 7

+10.0% Manpower Recovery Speed

+10.0% Reinforce Speed

## Ambitions

+5.0% Discipline

+5.0% Recover Army Morale Speed
Murcien

## Traditions

+1.00 Monarch Administrative Skill

-25.0% Military Advisor Cost

## Idea 1

+5.0% Morale of Armies

+10.0% Movement Speed

## Idea 2

+10.0% Cavalry Cost

+33.0% Cavalry Combat Ability

## Idea 3

-15.0% Transport Cost

-15.0% Land Attrition

## Idea 5

-10.0% Reform Progress Growth

+10.0% Governing Capacity Modifier

## Idea 6

-2.00 Diplomatic Reputation

-25.0% Aggressive Expansion Impact
Herne

## 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
Helland

## 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
Heartlands

## Traditions

-1.00 Interest Per Annum

-0.05 Global Monthly Devastation

## Idea 3

+20.0% Foreign Spy Detection

+0.03 Yearly Corruption

## Idea 4

-25.0% National Manpower Modifier

+15.0% Shock Damage

## Idea 6

-5.0% Morale of Armies

+1.00 Attrition for Enemies

## Idea 7

+1.00 Diplomatic Reputation

-10.0% Leader cost

## Ambitions

+1 Free Policies

* Is free or a tributary
* Is not at war
* Own White-Gold Tower (1206), Ceyatatar (1188), Nenyond Twyll (5569), Anga (1215) and Cropsford (6034)

* Change country to Heartlands
* 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 Heartland ideas

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