recursal/Fanatic-Fandom huggingface dataset:
Perena

## 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

* Is free or a tributary
* Is not at war
* Own Accata (5765), Chorrol Castle (5657), Elenglynn (5603), Varondo (1152) and Lipsand Tarn (1180)

* Change country to Perena
* 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 Keptu ideas

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

## 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 Glenbridge (1082), Twyllbek (1081), Xith-Izkul (6548), Nagmareen (6766) and Vos-Uxith (6720)

* Change country to Orma
* 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
Борги

Борги са фантастична раса в поредица от филми за Стар Трек. Тяхното първо появяване е в сериала „Стар Трек: Следващото поколение“ /Star Trek:The Next generation/. Това е враждебно настроена раса, съставена от различни раси, подчинени и асимилирани към Колектива /общ разум, ръководен от Кралицата на Борг/. Боргите по същество представляват кибернетични същества, постоянно усъвършенстващи се чрез асимилиране на нови и нови раси и технологии.
Rift

## 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

* Is free or a tributary
* Is not at war
* Own Rifton (1268), Mzulft (2924), Bthalft (3110), Ivarstead (1286) and Broken Limb (2998)

* Change country to Rift
* 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 Snow Elven ideas

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

## Traditions

+0.10 Yearly Inflation Reduction

-25.0% Land Maintenance Modifier

## Ambitions

+10.0% Discipline

* Is free or a tributary
* Is not at war
* Own Kragenmoor (970), Kragen Mar (3426), Ebonheart (984), Mudan (3771) and Almas Thirr (3785)

* Change country to Morrowind
* 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 Amago ideas

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

## Traditions

+2.00 Naval Leader Maneuver

-15.0% Ship Costs

## Idea 1

+25.0% Privateer Efficiency

+33.0% Marines Force Limit

## Idea 6

+20.0% Morale of Navies

-2.00 Diplomatic Reputation

## Ambitions

+15.0% Production Efficiency

* Is free or a tributary
* Is not at war
* Own Bthzark (1501), Singing Sun (6116), Merchant's Plummet (1502), Dogeater Vale (1503) and Port Hunding (1504)

* Country changes to Restless League
* 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 Stros M'kai ideas

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

## 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
Ralris

## Traditions

+10.0% National Tax Modifier

+10.0% Morale of Armies

## Idea 3

-10.0% Cost of Advisors with Ruler's Culture

## Idea 6

+0.25 Yearly Prestige

+0.15 Mandate Growth Modifier

## Ambitions

+20.0% Trade Range

* Is free or a tributary
* Is not at war
* Is Ralris (1671) and Lang Lingxin (1670)

* Country changes to Ralris
* 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 Po Tun ideas

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

## Traditions

+10.0% Recover Army Morale Speed

-10.0% Aggressive Expansion Impact

## Idea 1

-3 Max Promoted Cultures

-33.0% Culture Conversion Cost

## Idea 3

-25.0% Cost of Advisors with Ruler's Culture

## Idea 4

-10.0% Transport Cost

+10.0% Marines Force Limit

## Idea 6

+5.0% Infantry Combat Ability

-15.0% Leader cost

## Idea 7

+10.0% Reinforce Cost

+10.0% Mercenary Discipline

## Ambitions

+10.0% Goods Produced Modifier

* Is free or a tributary
* Is not at war
* Own Sentinel (1510), Varlaisvea (1446), Hegathe (6392), Skaven (1474) and Cragkarth (1459)

* Change country to Hammerfell
* 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 Hammerfell ideas

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

### Purification

* Year is at least 420 until 548
* Capital is NOT located in these regions within Hammerfell:
	+ Badlands
	+ Craglorn
	+ Alik'r Desert
* Religion is NOT Daedric

* Have any owned province within the regions noted in the "Allow" section
	+ Said province(s) must be of a Daedric religion
* Have at least 100 mil power

* Spend **100** mil power
* One random religiously Daedric province within the three regions will:
	+ Change to the decision maker's religion
	+ Change to the decision maker's primary culture
	+ Gains a core for Hammerfell
	+ Gain province modifier "*Unrest"* for 25 years
		- **+10** Local Unrest

Note: AI is designed with high aggressiveness to enact this decision if possible
Order of the Hour

## Traditions

-1.00 Interest Per Annum

-1.0% Prestige Decay

## Idea 1

-10.0% Recruitment Time

+1 Leader(s) without Upkeep

## Idea 2

+25.0% Improve Relations

+1 Max Promoted Cultures

## Idea 7

-15.0% Expand Administration Cost

+15.0% Marines Force Limit

## Ambitions

-20.0% Diplomatic Annexation Cost

* Is free or a tributary
* Is not at war
* Own Anvil (1161), Skingrad Castle (5634), Wolf Castle (1150), Niryastare (1176) and Talwinque (5678)

* Change country to the Order of the Hour
* 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 Order of the Hour ideas

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

## Ralre

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+15.0% Morale of Armies

+50.0% Army Tradition From Battles

## Idea 1

+10.0% Technology Cost

-25.0% Aggressive Expansion Impact

## Idea 2

-5.0% Fire Damage Received

-5.0% Shock Damage Received

## Idea 4

+0.50 Yearly Devotion

+0.50 Yearly Legitimacy

+0.50 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+0.50 Yearly Meritocracy

## Idea 6

-10.0% Advisor Costs

+1 Possible Advisors

+25.0% Cost of Advisors with Ruler's Culture

## Ambitions

+10.0% National Manpower Modifier

+10.0% Reinforce Speed
Kreath

## Traditions

-5 Years of Separatism

-25.0% Cost of Advisors with Ruler's Culture

## Idea 2

+5.0% Production Efficiency

-10.0% Morale Damage Received

## Idea 4

+10.0% Manpower Recovery Speed

+15.0% Improve Relations

## Idea 5

+1.00 Diplomatic Reputation

+1.00 Monarch Military Skill

## Idea 7

+1.00 Attrition for Enemies

+15.0% Fort Defense

## Ambitions

-0.05 Monthly Autonomy

* Is free or a tributary
* Is not at war
* Own Falcreath (1291), Helgen (3073), Riverwood (3102), Glenmoril Coven (1296) and Granitehall (3052)

* Change country to Kreath
* 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 Kreath ideas

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

## Lucaryn

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

+1.00 Diplomatic Reputation

-15.0% Core-Creation Cost

## Idea 3

+0.2 Yearly Army Professionalism

+25.0% Army Drill Gain Modifier

## Idea 4

+15.0% Artillery Damage from Back Row

+10.0% Reduced Morale Damage Taken By Reserves

## Idea 5

+20.0% Infantry Cost

+10.0% Infantry Combat Ability

+5.0% Discipline

## Idea 6

+5.0% Production Efficiency

+5.0% Global Trade Power

## Ambitions

+20.0% Income from Vassals

+20.0% Vassal Force Limit Contribution
Rifton

## 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

* Own Rifton (1268)

* Applies if decision is NOT done to a AI-controlled Rifton:
	+ Rifton becomes a vassal subject
	+ Change Rifton's primary culture and religion to decision maker's
	+ All of Rifton'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 Rifton's offensive and defensive wars
* Applies if decision is done to a AI-controlled Rifton:
	+ Every one of Rifton's owned and cored provinces are ceded and cored to Riften
	+ Every one of decision making nation's owned provinces in the Northwind Woods area OR is cored by Rifton is ceded to Riften
	+ Change Riften's primary culture and religion to the decision maker's nation
	+ Riften's capital is set to Rifton (1268)
	+ All of Riften'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
	+ Riften is created as a vassal subject to the decision making nation
	+ Decision making nation joins all of Riften's offensive and defensive wars

Note: AI is designed with high aggressiveness enact this decision if possible
Kamal

## Traditions

-15.0% Fort Maintenance

-25.0% Leader cost

## Idea 2

+0.10 Attrition for Enemies

-10.0% Land Attrition

## Idea 5

-25.0% Construction Cost

-2.5% Technology Cost

## Idea 6

+15.0% Naval Force Limit Modifier

-20.0% Naval Maintenance Modifier

## Idea 7

-15.0% Core-Creation Cost

+2 Leader(s) without Upkeep

## Ambitions

-25.0% Harsh Treatment Cost

* 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 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 Kamalian ideas

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

## 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
Men-of-Ket

## 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 Facian (5983), Hame (1243), Drakelowe (5986), Mackamentain (1234) and Ondo (1236)

* Change country to the Men-of-Ket
* 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
Hel Ra

## 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
House Dagoth

## Traditions

+2.50 Tolerance of Heathens

-10.0% Minimum Autonomy in Territories

## Idea 2

+10.0% Institution Spread In True Faith Provinces

## Ambitions

+25.0% Manpower Recovery Speed

* Own at least Khuul (4279), Kogorhun (4305), Indoranyon (4201), Andasreth (4253) or Caldera (4256)

* Government is NOT a tribe
* Is free or a tributary
* Is not at war
* Own Khuul (4279), Kogorhun (4305), Indoranyon (4201), Andasreth (4253) and Caldera (4256)

* Change country to House Dagoth
* 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 Dagoth ideas

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

## Traditions

-1.5% Yearly Army Tradition Decay

-25.0% Recruitment Time

## Idea 2

+1.00 Attrition for Enemies

+20.0% Harsh Treatment Cost

## Idea 4

+10.0% Morale of Armies

-10.0% Liberty Desire

## Ambitions

+1 Merchants

* Is free or a tributary
* Is not at war
* Own Summer Site (820), Ebon Ro (812), Valeguard Woods (5042), Silvenar (4950) and Tanglehaven (5001)

* Change country to Malabal Tor
* 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 Malabal Tor ideas

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

## 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
Kherso

## Traditions

+5.0% Reform Progress Gain

-10.0% State Governing Cost

## Idea 3

+15.0% Naval Force Limit Modifier

+10.0% Trade Steering

## Ambitions

+7.5% Discipline

* Is free or a tributary
* Is not at war
* Own Kherso (1800), Eiho (1799) and Aro (1798)

* Country changes to Kherso
* 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 Akaviri ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
Magic☆Idol Warriors

**The following page/section is currently being edited by StarryShimmer.In order to avoid overlapping edits, please discuss any changes to this page/section with them.**

**Magic☆Idol Warriors** (魔法☆アイドル戦士, *****Magic☆Idol Warriors*****) is a magical girl/idol series created by **Hoshina Amira**.

## Characters

### Idol Warriors

**Hibiki Hoshimiya** / **Starshine Dreamer**
**Nina Nijino** / **Miracle Constellation**
**Mai Shiratori** / **Moonglow Mystery**
**Nozomi Fujiwara** / **Sunset Sparkle**
**Aoi Usami** / **Cosmic Wish**
**Erica Kanzaki** / **Burning Planet**
## Episodes

*Main article: Magic☆Idol Warriors / Episodes List*
## Songs

*Main article: Magic☆Idol Warriors / Songs*
## Profiles

Hibiki HoshimiyaNina NijinoMai Shiratori
Pelletine

## Idea 1

+0.35 Yearly Devotion

+0.35 Yearly Legitimacy

+0.35 Yearly Horde Unity

+0.35 Yearly Republican Tradition

+0.35 Yearly Meritocracy

## Ambitions

+15.0% Trade Steering

* Is free or a tributary
* Is not at war
* Own Torval (922), Senchal (5117), Al'basti (5195), Corinth (5285) and Mistral (5155)
	+ OR Country has suffered the Thrassian Plague and owns Torval (922)

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

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

## Traditions

+10.0% National Manpower Modifier

-20.0% Cost of Advisors with Ruler's Culture

## Idea 4

-7.5% Technology Cost

+10.0% Improve Relations

## Idea 6

-10.0% Construction Cost

-10.0% Construction Time

## Idea 7

+20.0% Trade Steering

+10.0% Goods Produced Modifier

## Ambitions

-20.0% Core-Creation Cost

* Is free or a tributary
* Is not at war
* Own Lilmoth (1098), Blackrose (6745), Archon (6794), Soulrest (1087) and Moonmarch (6467)

* Change country to Lilmothiit Confederacy
* 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 Lilmothiit ideas

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

## 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

* Own Rifton (1268)

* Applies if decision is NOT done to a AI-controlled Rifton:
	+ Rifton becomes a vassal subject
	+ Change Rifton's primary culture and religion to decision maker's
	+ All of Rifton'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 Rifton's offensive and defensive wars
* Applies if decision is done to a AI-controlled Rifton:
	+ Every one of Rifton's owned and cored provinces are ceded and cored to Riften
	+ Every one of decision making nation's owned provinces in the Northwind Woods area OR is cored by Rifton is ceded to Riften
	+ Change Riften's primary culture and religion to the decision maker's nation
	+ Riften's capital is set to Rifton (1268)
	+ All of Riften'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
	+ Riften is created as a vassal subject to the decision making nation
	+ Decision making nation joins all of Riften's offensive and defensive wars

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

### Riften Centralization

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

* Own all the provinces in these areas in Skyrim:
	+ Ragged Hills
	+ Northwind Woods
	+ Riften
	+ Kagrenzel
	+ Frostwater Tundra

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

## Traditions

+10.0% Movement Speed

+0.15 Infantry Fire

## Ambitions

-20.0% Unjustified Demands

* Is free or a tributary
* Is not at war
* Own Karthspire (7224), Druadach Redoubt (7204), Dragon Overlook (7200), Hag Rock (1357) and Glenmoril Coven (1296)

* Change country to Reach
* 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 Reachmen ideas

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

### 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 form this nation if if possible
* Decision is bugged
Hapsleet State

## Traditions

-25.0% Stability Cost Modifier

+1 Max Promoted Cultures

## Idea 1

-15.0% Trade Power Abroad

+33.0% Domestic Trade Power

## Idea 3

+10.0% Morale of Armies

+5.0% Movement Speed

## Idea 4

Heretic and heathen provinces do not give any penalties

-10 Opinion of same Religion

## Idea 6

+1 Merchants

+15.0% Morale of Navies

## Ambitions

-25.0% Aggressive Expansion Impact

* Is free or a tributary
* Is not at war
* Own Nagmareen (6766), Alten Dunmont (6828), Xith-Izkul (6548), Vos-Uxith (6720) and Sea-Fall (1101)

* Change country to Hapsleet 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 Hapsleet ideas

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

## Traditions

-25.0% Calvary Cost

+25.0% Cavalry to Infantry Ratio

## Idea 1

-15.0% Construction Cost

-5.0% Construction Time

## Idea 2

+1.00 National Unrest

+5.0% Movement Speed

## Idea 4

+5.0% Technology Cost

+15.0% Shock Damage

## Idea 6

-5.0% Fire Damage Received

-5.0% Shock Damage Received

## Ambitions

+10.0% National Manpower Modifier

+10.0% Reinforce Speed

* Is free or a tributary
* Is not at war
* Own Brandfire Keep (4319), Zilni (4328), The Blood Pit (4337), Burning Gyre Keep (4353) and Ilod (4345)

* Change country to Perthan 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 Perthan ideas

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

## Traditions

+1.00 Attrition for Enemies

+15.0% Religious Unity

## Idea 2

+5.0% Recover Army Morale Speed

+10 Years of Separatism

-25.0% Harsh Treatment Cost

## Idea 4

-1.50 Diplomatic Reputation

+15.0% Chance of New Heir

+10.0% Goods Produced Modifier

-25.0% Promote Culture cost

## Idea 5

+1.00 Land Leader Fire

+10.0% Land Fire Damage

## Idea 6

-15.0% Stability Cost Modifier

+15.0% Technology Cost

-10.0% Idea Cost
Ka Po' Tun

## Traditions

+10.0% National Tax Modifier

+10.0% Morale of Armies

## Idea 3

-10.0% Cost of Advisors with Ruler's Culture

## Idea 6

+0.25 Yearly Prestige

+0.15 Mandate Growth Modifier

## Ambitions

+20.0% Trade Range

* Is free or a tributary
* Is not at war
* Own Shiung (646), Si Tung (623), Tilrunna (751), Mahala (602) and Volatra (724)

* Change country to Ka Po'Tun
* 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 Po Tun ideas

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

## Traditions

+1.00 Land Leader Fire

+10.0% Ship Durability

## Idea 2

+20.0% Foreign Spy Detection

+33.0% Spy Network Construction

## Idea 4

-15.0% Mercenary Cost

-15.0% Mercenary Manpower

## Idea 5

-20.0% Mercenary Maintenance

+10.0% Mercenary Discipline

## Idea 6

+1.00 Diplomatic Reputation

-10.0% Fire Damage Received

## Ambitions

-1.00 Interest Per Annum

* Is free or a tributary
* Is not at war
* Own Sigil-a-Dant (1369), Camlorn (1384), White Haven (1394), Shornhelm (7019) and Northpoint (7045)

* Change country to High Rock
* 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 High Rock ideas

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

## Traditions

+10.0% National Manpower Modifier

-20.0% Cost of Advisors with Ruler's Culture

## Idea 4

-7.5% Technology Cost

+10.0% Improve Relations

## Idea 6

-10.0% Construction Cost

-10.0% Construction Time

## Idea 7

+20.0% Trade Steering

+10.0% Goods Produced Modifier

## Ambitions

-20.0% Core-Creation Cost

* Is free or a tributary
* Is not at war
* Own Lilmoth (1098), Blackrose (6745), Archon (6794), Soulrest (1087) and Twyllbek (1081)

* Change country to Murkmire
* 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 Lilmothiit ideas

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

## Traditions

-25.0% Core-Creation Cost

+1 Leader(s) without Upkeep

## Idea 4

+0.25 Yearly Devotion

+0.25 Yearly Legitimacy

+0.25 Horde Unity

+0.25 Republican Tradition

+0.25 Yearly Meritocracy

## Idea 6

-10.0% Liberty Desire from Subjects Development

## Ambitions

+25.0% National Sailors Modifier

* Own at least Mora (4127), Adraoni (4207), Tel Vos (4136), Molag Mar (4213) or Firewatch (1036)

* Can't have a tribal government
* Is free or a tributary
* Is not at war
* Own Mora (4127), Adraoni (4207), Tel Vos (4136), Molag Mar (4213) and Firewatch (1036)

* Change country to Mora
* 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 Moran ideas

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

## Traditions

+1.00 Attrition for Enemies

+15.0% Religious Unity

## Idea 2

+5.0% Recover Army Morale Speed

+10 Years of Separatism

-25.0% Harsh Treatment Cost

## Idea 4

-1.50 Diplomatic Reputation

+15.0% Chance of New Heir

+10.0% Goods Produced Modifier

-25.0% Promote Culture cost

## Idea 5

+1.00 Land Leader Fire

+10.0% Land Fire Damage

## Idea 6

-15.0% Stability Cost Modifier

+15.0% Technology Cost

-10.0% Idea Cost
Abibon-Gora

## 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
Policies

ESU features 60 unique "Spells and Powers", 30 of which can by unlocked by completing two Idea Groups, 28 by having certain Cultures be your primary or promoted and two by acquiring either Great Power or Defender of the Faith status. One free policy of one category is provided by your tier 1 government reform and up to five slots are available by default.

Note that the requirements for unlocking policies may not display correctly on the Idea Groups tab.

## Other

	+ Has Completed Religious
	+ Has Completed Humanist
* Is Great Power
 Guardian Circle
	+ Has Completed Aristocracy
	+ Has Completed Plutocracy
* Is Defender of the Faith
* **-15%** Province Warscore Cost
Po' Tun

## Traditions

+10.0% National Tax Modifier

+10.0% Morale of Armies

## Idea 3

-10.0% Cost of Advisors with Ruler's Culture

## Idea 6

+0.25 Yearly Prestige

+0.15 Mandate Growth Modifier

## Ambitions

+20.0% Trade Range

* Is free or a tributary
* Is not at war
* Own Singalam (611), Shiung (646), Nanchung (631), Ni Na (624) and Ri' Ni (662)

* Change country to Po'Tun
* 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 Po Tun ideas

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

## 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
Hallin's Stand

## 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
Nordic Coast

## 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 Dawnstar (1306), Windhelm (1275), Winterhold (1299), Morthal (1336) and Solitude (1342)

* Change country to the Nordic 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 Nordic ideas

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

## Traditions

+10.0% Land Force Limit Modifier

+1 Possible Advisors

## Idea 3

-20.0% Income from Vassals

-25.0% Cost of Advisors with Ruler's Culture

## Idea 4

-1.0% Yearly Army Tradition Decay

-5.0% Fire Damage Received

## Ambitions

+25.0% Mercenary Manpower

* Is free or a tributary
* Is not at war
* Own Leyawiin Castle (1120), Larsius Castle (1130), Atatar (1229), Wendelbek (1223) and Morahame (5399)

* Change country to Nibenay
* 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 Nibenay ideas

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

One of the biggest hallmarks of Elder Scrolls Universalis is the massively integrated and immersive map of Nirn, with several planes of Oblivion all presented in over 8000 unique provinces. This page will serve to represent the beauty, diversity, and lore-based elements of the various map modes. This page serves as a gallery for anyone interested in the various visual representations of Elder Scrolls Universalis.
Qetti

## Traditions

+1.00 Attrition for Enemies

+15.0% Religious Unity

## Idea 2

+5.0% Recover Army Morale Speed

+10 Years of Separatism

-25.0% Harsh Treatment Cost

## Idea 4

-1.50 Diplomatic Reputation

+15.0% Chance of New Heir

+10.0% Goods Produced Modifier

-25.0% Promote Culture cost

## Idea 5

+1.00 Land Leader Fire

+10.0% Land Fire Damage

## Idea 6

-15.0% Stability Cost Modifier

+15.0% Technology Cost

-10.0% Idea Cost
Menevia

## Menevia

### 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
Ranchier

## Ranchier

### 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
Kvatch

## Traditions

+0.75 Yearly Army Tradition

+25.0% Foreign Spy Detection

## Idea 2

+1.00 Yearly Devotion

+1.00 Yearly Legitimacy

+1.00 Yearly Horde Unity

+0.50 Yearly Republican Tradition

+1.00 Yearly Meritocracy

## Idea 6

+10.05 Recover Army Morale Speed

+10.05 Recover Navy Morale Speed

## Idea 7

-10.0% Development Cost

-0.10 Global Monthly Devastation

## Ambitions

+33.0% Embargo Efficiency

* Is free or a tributary
* Is not at war
* Own Ivyrock (5011), Roserock (4908), Uurnafil (4960), Elden Root (834) and Marbruk (5029)

* Change country to Kvatch
* 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 Kvatch ideas

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

### Kingdom of Kvatch

* Country is Kvatch
* Government rank is NOT Archduchy or higher
* Culture group is NOT High Elven

* Own Wolf Castle (1150)
* Is free or a tributary

* Gain the Archduchy rank
* Gain **25** prestige
* Gets the modifier "*Increased Centralization"* for 20 years with the following effects:
	+ **-0.5** Monthly Autonomy Change
	+ +1.00 National Unrest
House Hlaalu

## Traditions

+1.00 Land Leader Maneuver

+35.0% Trade Range

## Ambitions

-10.0% Administrative Technology Cost

* Own at least Narsis (990), Ashush-Shirari (3823), Kragen Mar (3426), Selfora (4000) or Andothren (3779)

* Government is NOT a tribe
* Is free or a tributary
* Is not at war
* Own Narsis (990), Ashush-Shirari (3823), Kragen Mar (3426), Selfora (4000) and Andothren (3779)

* Change country to House Hlaalu
* 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 Hlaalu ideas

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

## Traditions

-20.0% Construction Time

-20.0% Military Advisor Cost

## Ambitions

-50.0% Envoy Travel Time

* Is free or a tributary
* Is not at war
* Own Karstaag (3199), Benkongerike (3198), White Ridge (3197), Snowclad (3200) and Mortrag (3311)

* Change country to Riekling 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 Riekling ideas

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

## Mehiva

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-15.0% Fire Damage Received

-15.0% Shock Damage Received

## Idea 1

+5.0% Technology Cost

+5.0% Land Fire Damage

+5.0% Shock Damage

## Idea 3

+25.0% Prestige from Land battles

+50.0% Army Tradition From Battles

## Idea 6

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-25.0% Improve Relations

## Ambitions

-25.0% Fort Maintenance

+15.0% Fort Defense
Ra'athim

## Traditions

+25.0% National Manpower Modifier

+15.0% Galley Combat Ability

## Ambitions

+50.0% Rebel Support Efficiency

* Own at least Andothren (3779), Ebonheart (984), Almas Thirr (3785), Othmura (3796) or Othrensis (3955)

* Government is NOT tribal
* Is free or a tributary
* Is not at war
* Own Andothren (3779), Ebonheart (984), Almas Thirr (3785), Othmura (3796) and Othrensis (3955)

* Change country to Ra'athim
* 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 Ra'athim ideas

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

## 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 Tava's Blessing (1493), Ojwambu (6292), Gilane (1479), Hegathe (6392) and Sentinel (1510)

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

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

## 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

* 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 Keptu 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 Keptu ideas

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

## 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

## Ambitions

-0.075 Monthly Autonomy Change

* Is free or a tributary
* Is not at war
* Own Te Post (6989), Murcien (1423), Mournoth (6880), Oiale More (6268) and Shinji's Scarp (7055)

* Change country to Horsemen Tribes
* 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 Horsemen ideas

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

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Decisions

### Morthal Centralization

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

* Own all the provinces in these areas in Skyrim:
	+ Karth Delta
	+ Karth Basin
	+ Morthal
	+ Karth Forest

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

## 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
Resdayn

## Traditions

-25.0% Cavalry Cost

+1 Max Promoted Cultures

## Ambitions

+1.00 Tolerance of Heathens

* Either:
	+ Culture group is Velothi and accepted Dwemer culture
	+ OR culture group is Dwemer and accepted House Chimer, Ashlander Chimer OR Ashlander Dunmer
* Is free or a tributary
* Is not at war
* Own Mournhold (3248), Kragenmoor (970), Vvardenfell (1062), Tear (3904) and Necrom (1017)

* Change country to Resdayn
* 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 Polish ideas

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

## Milevi

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-15.0% Fire Damage Received

-15.0% Shock Damage Received

## Idea 1

+5.0% Technology Cost

+5.0% Land Fire Damage

+5.0% Shock Damage

## Idea 3

+25.0% Prestige from Land battles

+50.0% Army Tradition From Battles

## Idea 6

+2.00 Tolerance of Heretics

+4.00 Tolerance of Heathens

-25.0% Improve Relations

## Ambitions

-25.0% Fort Maintenance

+15.0% Fort Defense
House Dres

## Traditions

+25.0% Global Tariffs

+10.0% Recover Army Morale Speed

## Ambitions

+15.0% Light Ship Combat Ability

* Own at least Tear (3904), Orecea (995), Dres Silnim (3936), Dres Sul (3946) or Rithendis (3916)

* Government is NOT a tribe
* Is free or a tributary
* Is not at war
* Own Tear (3904), Orecea (995), Dres Silnim (3936), Dres Sul (3946) and Rithendis (3916)

* Change country to House Dres
* 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 Dres ideas

Note: AI is designed with partial aggressiveness to form this nation if if possible
No'halla

## 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
Ilod

## Ilod

### Best Start Date

Dawn of First EraSunset of the Merethic Era

## Traditions

-25.0% Calvary Cost

+25.0% Cavalry to Infantry Ratio

## Idea 1

-15.0% Construction Cost

-5.0% Construction Time

## Idea 2

+1.00 National Unrest

+5.0% Movement Speed

## Idea 4

+5.0% Technology Cost

+15.0% Shock Damage

## Idea 6

-5.0% Fire Damage Received

-5.0% Shock Damage Received

## Ambitions

+10.0% National Manpower Modifier

+10.0% Reinforce Speed
Markarth

## Traditions

-20.0% Infantry Cost

+2.00 Land Leader Shock

## Idea 3

+0.25 Attrition for Enemies

-15.0% Land Attrition

## Decisions

### Markarth Centralization

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

* Own all the provinces in these areas in Skyrim:
	+ Valthume Hills
	+ Glenmoria
	+ Karthald
	+ Inner Reach
	+ Markarth

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

## 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
Minotaur State

## 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 Frostcrag (5875), Bruma Castle (1194), Rielle (5843), Sedor (5885) and Ninendava (1184)

* Change country to the Minotaur 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 Minotaur ideas

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

## Kerbol

### 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
Iron Orsinium

## Traditions

-20.0% Infantry Cost

+2.00 Monarch Military Skill

## Idea 2

-10.0% Fire Damage Received

-10.0% Shock Damage Received

## Idea 6

+10.0% National Manpower Modifier

+0.25 Yearly Army Tradition

## Idea 7

-10.0% Construction Cost

-20.0% Stability Cost Modifier

## Ambitions

+25.0% Vassal Force Limit Contribution

* Is free or a tributary
* Is not at war
* Own Uguszh'tum (6253), Nalagash (1464), Dal'khabnash (7279), Ag'krazak (5732) and Fallona (6074)

* Change country to Iron Orsinium
* 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 Orcish ideas

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

## Traditions

+25.0% Land Force Limit Modifier

+10.0% Discipline

## Idea 3

-10.0% Fort Maintenance on border with rival

## Ambitions

+15.0% Morale of Navies

* Own at least Ald'Ruhn (4263), Gnaar Mok (4252), Gnisis (4275), Blacklight (957) or Kartur (3373)

* Government is NOT a tribe
* Is free or a tributary
* Is not at war
* Own Ald'Ruhn (4263), Gnaar Mok (4252), Gnisis (4275), Blacklight (957) and Kartur (3373)

* Change country to House Redoran
* 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 Redoran ideas

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