Decisions

## Work in Progress

A page that lists and describes the details of the decisions in the game.

Since this page and the game itself are prone to change, it might be useful to check the game files themselves if you want to be completely sure about how a decision works. Or if anything has been added since this page has been updated. This can be done by grabbing the direct download from the Nexus page here. In this file you can go to the folder: elder-kings-ck3\mod\_files\common\decisions.

The Names of regions in this game can change names based on the culture of the ruler. So some regions described on this page might have different names in your game. Alternate names can be found on the region names page here.

Not all requirements like prestige level/government/religion/heritage and the like are noted. As of now this is just a basic oversight of the decisions in the game and the involved regions.

## Decisions

### Minor Decisions

A lot of these are from the vanilla game. So if it does not have a description yet, you an check the standard CK3 wiki.

* Create Cadet Branch
* Commission Artifact
* Expand Cities

This is unlocked by the metropolitan dynasty perk, made available by the city keepers cultural tradition.

* Celebrate Other Cultures
* Search for Physician
* Search for Court Mage

   Spend prestige to look for capable choices for the court mage role. You can hover over the arcana symbol with your cursor to view what spells a mage knows. The amount of arcana a character has determines the size of its mana pool. So a character with a lot of spells but really low mana, might not be able to cast all spells.

* Recruit Gardener

This is unlocked by the garden architects cultural tradition.

* Scrape the Barrel
* Order Mass Eviction
* Host Feast (Exotic/Modest)
* Call Hunt

This might trigger an event that allows you to become a werewolf.

* Go on Pilgrimage
* Study the Art of Scheming
* Invite Knights (or buccaneers/champions and whatnot)
* Invite Claimants
* Borrow from Holy Order
* Revoke Holy Order Lease
* Embrace Celibacy
* Sell Trivial Titles
* Extort Subjects
* Commission Epic
* Convert to Local Culture
* Attempt Suicide
* Pet Cat
* Visit a Brothel
* Seclude Yourself
* Abstain from Elections
* Lay ground for a holy building (imperial city specific?)
* Begin the Ristaag

Decision made available by the All Maker Belief.

* Wild Goose Chase

This one only appears in debug mode?

### Major Decisions

* Hold Grand Sacrifice
* Found Holy Order
* Adopt Autocratic Ways
* Consecrate Bloodline
* Strengthen Bloodline

Unknown if this affects the lifespan and magic ability traits.

* Dynasty of Many Crowns
* Abandon Piracy
* Adopt/Abandon Ceremoniarchy

Need the Aedric lineage cultural tenet.

* Devote yourself to your Prince.

Meridias beacon will kill you if you are any form of undead.

* Establish a Lingua Tamrieli
* Consecrate New Holy Site in the Capital
* Learn Liturgical Language
* Make the Reach a Nord Hold

You have to be either Eastmarcher or Westholder, control the Reach and there should be no more tribal holdings in the Reach.

* Summon a Dragon

If you have the dragons as your main pantheon, you can pay piety when you are at war to summon a very strong special men-at-arms unit.

* Reinstate Dragon Rule

If you have the Dragon cult faith and you control all of Skyrim, you can take this decision to rename Skyrim to Keizaal and optionally move your capital to the lend of Valkyg.

* Judgement of Verity

This will give you a claim on the High Kingdom of Skyrim. If the title is not created yet, it will be titular only.

* Destroy/Repair the Bridges of Leyawinn

If you control the Barnoy of Leyawinn, your vassal does, the owner has a high opinion or you have a strong hook. You can take this decision to enable/disable the harbor buildings along the Niben sea.

* Reclaim Reman's Heritage

When you play as the cadet branch of House Cyrodil (House Dor), you can take the decision to reclaim your heritage and become part of the main house. It also gives you claims on all of Cyrodil.

#### Magic Decisions

* Become a Necromancer

This requires the journeyman conjuration perk.

* Become a Lich

This requires necromancy and the master conjuration perk.

* Mastery of Conjuration
* Mastery of Destruction
* Mastery of Alteration
* Mastery of Illusion
* Mastery of Restoration

#### Found New Culture

Some regions give an option to found a specific culture. (super incomplete list)

* Craglorn
* Wrothgar
* Ayleid

#### Border/De Jure-Related Decisions

Decisions that form/merge or change De Jure borders.

##### Orsinium

You can found Orsinium from both a kingdom and a duchy rank, The region will show up in the empire map mode as Greater Orsinium, even though you don't have the title yet. This will make it so that Orsinium is not a De Jure part of any other empire, and thus prevent wars for this case.

###### Form Orsinium from Duchy Rank

Form the Kingdom of Orsinium while only holding one duchy. This duchy will become the 1-duchy-Kingdom of Orsinium.

###### Form Orsinium from Kingdom Rank

Form the Kingdom of Orsinium while holding a Kingdom. The kingdom will be renamed to Orsinium.

###### Occupy Old Orsinium

This will instantly integrate the Duchy of Shipwreck Bay (Old Orsinium) into the  Orsinium Kingdom and make it the capital. Even if it is far away from the current Orsinium Kingdom. (Only available to Mountain Orcs?)

###### Reintegrate Orsinium

If you are not an Orc, you can reintegrate Orsinium back into its original empire and change the name back to its original name. The Empire of Greater Orsinium will still exist and must drift back into to old borders again. Orsinium can then be founded again by Orcs if they choose too. When this happens the new Orsinium Kingdom will also secede a part from another empires De Jure borders. (picture)

##### The Direnni Hegemony

This decision has 2 phases. Both phases also give a temporary economic boost.

###### The Inheritors of the Direnni Hegemony

Requirements:

* 2 out of 3 of these: Adamantine religion, Balferi culture or Direnni dynasty member (The Direnni branch residing in Alinor also works?).
* You control a large region containing the "Kingdoms of : The Reach, Farun, Evermore, Wrothgar, Wayrest, Camlorn and Balifiera
* The capital must be Direnni tower?

This will give you a empire title without De Jure Kingdoms. It is only titular.

###### De Rerum Dirennis

Requirements:

* You need to control all you did before plus: Dragontail, Elinhir, Ojwambu, Shornhelm, Northpoint and Daggerfall

All these region become become de jure part of your empire title.

##### High Rock

Multiple kingdoms in High Rock can be merged together. This might requires your culture to be native to the region?

###### Form the High Kingdom of the Reach

Requirements: Completely control the Reach, Fharun, Evermore, Dragontail + a bit of Wrhotgar and Haafinger.

When formed, it will create an empire title the mentioned regions as its de jure territory. The reach and Farum will grow a bit. Elinhir will also become de jure part of the reach empire.

###### Form Glenumbra

Daggerfall + Camlorn (optionaly + Balfiera)

##### Cyrodil

The empire of Cyrodill will start the game in a civil war. The Potentate will be De Jure ruler of all kingdoms. The Colovian Estates will be a titular title only.

If no one reunites Cyrodill for a (X?) amount of time the empire will split into the Colovian estates and the Nibenay valley.

###### Potentate Victory

They will lose all vassals allegiance.

They will get a decision to make the Akaviri culture native to the Hearthlands.

###### Colovian Victory

If general Atrebus is victorious he will lose the Colovian tile and gain the Potentate title. This title is granted to him on a lease. When the time runs out or he dies, the title will be revoked. He can also choose to hand it back. This will make it so that all kingdoms gain independance.

If Atrebus manages to do 3 required tasks he can keep the emperor title and hand it down to is heir. Completing these tasks gives him extended time. There are also 3 optional tasks available, these won't increase the time.

Required Tasks:

* Repay your debt to the Elder Council - 2000 Gold
* Secure the Hearthlands. Completely control region of the Hearthlands. this means that you have the title, every direct vassal in there has a positive opinion of you and control must be 100 in all counties. When completed, this decision will also make sure that the Hearthlands fall united under Protectorate control, should you not finish the other tasks in time.
* Draft the Tsaesci Act + end Akaviri rule. These are 2 decisions. You take in sequence. It requires you to remove all Tsaeci rulers and culture from the regions in The Imperial Isle.

Optional Tasks:

These are the tasks that can be seen when you open the ingame encyclopedia and look at game concepts.

A Militant Faith

* Found a Holy Order of The Imperial Cult and be a paragon of virtue. This will give you 3 options to reform the religion to:

1. Stay the same.
2. Pluralist changes to righteous and adaptive changes to mendicant preachers.
3. Pluralist changes into fundamentalist and adaptive changes into armed pilgrimage.

* Rebuild the Legion. Men at Arms need to contain at least 1000 fully reinforced armed legionnaires +300 fully reinforced ight cavalry +10 knights with prowess of 12 or above + you have the title Bastion (a castle holding on The Imperial Isle). You can choose the legions loyalty. You can choose the council for an increase in time.
* A Cyrodilic Hero. Be a living legend and a Religious icon (highest piety/prestige tiers)

##### Skyrim

Skyrim will start the game as one empire. There will be 2 titular empire titles, East and West Skyrim.

###### The Partition of Skyrim

Requirements: You have peace with the other half, you both control your own capital (Solitude/Windhelm), both High Kings are not ambitious and the title Skyrim has not been destroyed recently (within 15 years).

This will make it so that east and west titles will get De Jure regions and the High Kingdom of Skyrim will become titular. Both will also get the decision 'March east/west'.

###### March East/West

You get a pressed claim on the empire of East/West Skyrim. If you press the claim you will be crowned high king and the empires of east/west will cease to exist. If no one has the title east/west will you have taken the decision to march east/west, i.e. the tile is destroyed and the regions are independent kingdoms or lower, you will get a casus belli for its individual parts at increased cost. For east to march west they need: Eastern Skyrim, Whiterun and Falkreath. For west to march east they need; Western Skyrim, Whiterun and the Pale.

###### Form the Empire of the Nords

Requirements: Hold the Empire of Skyrim title and completely control Craglorn, Velothis, Fharun, Evermore, and Bruma.

The Kingdoms of Craglorn, Velothis, Fharun, Evermore, and Bruma become part of the De Jure borders of the Empire of Skryim

##### Solstheim

Requirements: Be of Skaal culture, completely control Solstheim and be either prestige level 4 or prestige level 3 and not tribal.

This will give you claims on 4 county titles: Bleakrock Isle, Japhet's Folly, Windhelm and Winterhold. Bleakrock and Japhet's Folly (The Islands) become de jure part of Solstheim.

##### Unite Vvardenfell

Control Azura’s coast, Ashlands and The Talkin. You can create your own empire that will not be de jure part of Morrowind.

##### Return Necrom back to the temple

You give the region of Necrom to the tribunal temple.

##### Integrate Tearmarsh

Requirements: Hold the title 'Empire of Black Marsh', and control Tear Marsh.

Integrate Tearmarsh into the Black Marsh. The reverse can also be done the reintegrate it into Morrowind.

##### Recreate the Lost Kingdom of Arnesia

Requirements: Be of Dunmer heritage, own the title 'Duchy of Arnesia', completely control: Arnesia, Tharumee, Pandomeic isles and Raeelru.

These 4 duchies will become de jure part of a new Arnesia Kingdom.

##### Topal Isle

The Topal Isle can be integrated into either: Leyawinn, Soulrest or Senchal.

##### Xylo Border incident

Requirements: Bosmeri heritage?, Hold the title of the Kingdom of Haven, control Xylo border(Duchy of xylo, counties of Helune and Durres).

The two counties become de jure part of the Xylo duchy and the Xylo duchy becomes de jure part of the Kingdom of Haven.

The Kingdom of Torval can do the reverse.

##### Form the Kingdom of the Abecean Isles

Requirements:

* You are an Independent Ruler.
* Your level of fame is ‘Exalted Among Men’.
* Your highest held title is equal to a duchy rank or your primary title is the Kingdom of Systres, Mitana or Hew’s Bane (Khefrem’s Boot).
* You also need to completely control the region of the Isles of the Abecean Sea. Consisting of all duchies inside the previously mentioned kingdoms plus the Duchy of Stirk.

All 6 duchies in the region of the Isles of the Abecean Sea become De Jure part of the new kingdom title. The newly formed Kingdom will be a De Jure part of the Empire of Hammerfell. The De Jure capital will be the Chiefdom of Abah’s Landing.

Because the Kingdoms of Systres, Mitana and Hew’s Bane will cease to exist, these titles will become titular. currently (0.11.2a) there is no decision to reverse this.

##### Form empire of Tamriel

Requirements: You control everything except Yokuda?

The description says that the Third Era will begin.