Decisions
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This article is accurate for the latest versions of EU3, Napoleon's Ambition, and In Nomine v 3.2.
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Contents |
Overview
Decisions are another new feature in Europa Universalis III: In Nomine. Like missions they are powerful tools which help you shape your country; unlike missions, you can have more than one selectable decision at the same time. Most decisions have major benefits to your country, often making stability cheaper, increasing tax income, or giving free slider moves.
Types
There are three types of decisions, Provincial, Religious, and National. National decisions affect your entire country, religious decisions affect the practice of religion in your country (mainly affecting stability costs and conversions), while provincial decisions affect individual provinces. Many countries will have unique decisions; England/Great Britain, for example, gets a number of naval-related decisions such as "Sing 'Britannia Rules the Waves'", while the Spanish can establish the Spanish Inquisition. One MAJOR CHANGE from pre-IN versions of EUIII is that ALL westernisation and unification events are now decisions! You no longer have to wait 50 years or more to unify Germany when you have all the necessary triggers--instead, you need merely select the decision.
Location
National decisions are listed on a new Decisions tab in the coat-of-arms pop-down box (on the far right). Religious decisions are listed on the religion tab, while provincial decisions are listed in the provincial information screen, under the button with a scroll and hammer.
Unifications and name changes
- Form British Nation: Available to British/Welsh culture group
- Changes country name to Great Britain
- Form English Nation: Available to English culture group
- Changes country name to English
- Form French Nation: Available to French/Basque/Breton culture group
- Changes country name to France
- Form German Nation: Available to Hannoverian/Pommeranian/Hessian/Saxon/Bavarian/Prussian/Rheinlaender culture group
- Changes country name to Germany
- Form Irish Nation: Available to Irish culture group
- Changes country name to Ireland
- Form Italian Nation: Available to Latin culture group
- Changes country name to Italy
- Form Chinese Nation: Available to Ming only
- Changes country name to Manchu
- Form Mughal Empire: Available to Altaic/Iranian culture group
- Changes country name to Mughal
- Form Dutch Nation: Available to Dutch/Flemish culture group
- Changes country name to Netherlands
- Form Persian Nation: Available to Iranian/Azerbadjani culture group
- Changes country name to Persia
- Form Kingdom of Prussia: Available to Brandenburg/Prussian and (Religion = Protestant)/reformed
- Changes country name to Prussia
- Restore the Byzantine Empire: Available to Greek culture group and (Religion = Orthodox)
- Changes country name to Byzantine Empire
- Form Russian Nation: Available to Russian culture group
- Changes country name to Russia
- Form Scandinavian Nation: Available to Scandinavian culture group
- Changes country name to Scandinavia
- Form Spanish Nation: Available to Iberian/Basque culture group
- Changes country name to Spain
National Specific
Austria
- Establish Habsburg Dominance: Available to Austria
- Diplomatic Skill = +3
- Allow Fuggers Financial Control: Available to Austria
- Inflation Reduction = +0.05
- Interest = -2%
- Establish Hofkriegsrat: Available to Austria
- Garrison Growth = +20%
- Reinforce Speed = +20%
Burgundy
- Establish the Order of the Golden Fleece
- Yearly Prestige gain = +0.01
- Create The Compagnies d'Ordonnance:
- Mercenary Cost = -33%
Byzantium
Denmark
- Adopt Vordenskab: Available to Danish, Denmark and Scandinavia culture:
- Global Tax Modifier = +10%
- Sign 'Den Danske Lov': Available to Danish, Denmark and Scandinavia culture:
- Global Revolt Risk = -1
Dutch
- Establish Bank of Amsterdam: Available to Netherlands
- Inflation Reduction = +0.05
- Global Trade Income Modifier = +10%
- Found Oost-Indische Compagnie: Available to Netherlands
- Yearly Merchants = +1
- Trade Tech Investment = +4
- Merchant Placement Chance = +10%
- Merchant Compete Chance = +1%
- Global Trade Income Modifier = +5%
- Colonial Range = +25%
England
- Establish British Merchant Navy: Available to England, Great Britain
- Global Tariffs = +5%
- Sing 'Britannia Rules the Waves': Available to England, Great Britain
- Leader Manoeuver = +1
- Establish the Fleet as our Wooden Wall: Available to England, Great Britain
- Global Ship Recruit Speed = -10%
France
- Move the court to Versailles: Available to France
- say "L'État, c'est moi": Available to France
- Yearly Prestige gain = +0.01
Genoa
- Confirm thalassocracy: Available to Genoa under a Merchant Republic
- Naval tradition = +1%
- Land tradition = -1%
- Big ship cost = -20%
- Light ship cost = -20%
- Colonists = +0.50
- Naval Tech Cost Modifier = -2.5%
The Hansa
- Build Krantor Crane: Available to The Hansa under a Merchant Republic
- Trade efficiency = +5%
- Trade income modifier = +10%
- Trade tech investment = +1
- Commission Adler von Lubeck: Available to The Hansa
- Gain 1 big ship
- Big ship cost = -20%
- Naval tech investment = +2
- Global ship recruit speed = -30%
- Naval morale = +0.20
- Confirm thalassocracy: Available to The Hansa under a Merchant Republic
- Naval tradition = +1%
- Land tradition = -1%
- Big ship cost = -20%
- Light ship cost = -20%
- Colonists = +0.50
- Naval Tech Cost Modifier = -2.5%
Mughal
- Available to Mughal: Move Capital to Delhi
Ottoman
- Available to Ottoman empire (Religion = Sunni): Make Constantinople Capital
Papal State
- Declare the Kingdom of God
- Gain cores on Northern Italy
- Latin cultures become accepted cultures
- Gain 1 base tax in Roma
- National Manpower = +10%
- Yearly Infamy = -0.05
- Yearly Prestige = +1%
Poland
- Available to Poland: Rely on Polish Hussars Effect : Cavalry Cost=-25%
- Available to Poland: Move Capital to Warsaw
Portugal
- Available to Portugal: Establish Afonsine Ordinance Effect : Production Efficiency=+10%
- Available to Portugal: Remember the Navigator Effect : Trade Efficiency=+5% Colonial Range=+25%
Prussia
- Available to Prussia: Enact Prussian Military Reforms Effect : Discipline=+20% Land Attrition=-10%
Russia
- Available to Russia: Make St.Petersburg the Capital
- Available to Russia: Go east into Siberia!
- Available to Russia (Religion = Orthodox): Establish Russian Patriarchate Effect : Max War Exhaustion=-5
Scotland
- Available to Scotland: Use Highland Charge Effect : Leader Shock=+1
Spain
- Available to Spain: Commission Gold Fleet. Effect : Global Tariffs=+5%
Sweden
- Available to primary_culture=swedish, Sweden, Scandinavia: Create 'Indelningsverket' Effect : Global Regiment Recruit Speed=-10% Global Manpower=+10%
- Available to primary_culture=swedish: Institute the Absolutism Effect : Stability Cost=-10%
- Available to primary_culture=swedish, Sweden, Scandinavia: Use Finnish Cavalry Effect : Cavalry Cost=-5%
- Available to primary_culture=swedish, Sweden, Scandinavia: Use Swedish Steel Effect : Discipline=+5%
Venice
- Confirm thalassocracy: Available to Venice under a Merchant Republic
- Naval tradition = +1%
- Land tradition = -1%
- Big ship cost = -20%
- Light ship cost = -20%
- Colonists = +0.50
- Naval Tech Cost Modifier = -2.5%
- Expand Venetian Arsenal
- Galley Cost = -40%
- Promote Printing Industry
- Stability Cost = +5%
- Production Tech Investment = +15
- Enact 'Stato da Mar'
- Global Trade Income Modifier = +10%
General
Civic
- Pass Licensing of the Press Act
- Stability Cost = -6%
- Badboy Limit = -3
- Pass Tenures Abolition Act
- Stability Cost = -6%
- Production Efficiency = -5%
- Pass Dissolution Act
- Global Revolt Risk = -1
- Production Efficiency = -5%
- Declare Statute in Restraint of Appeals: Available to (Religion = Catholic)
- Stability Cost = -4%
- Global Revolt Risk = -1
- Prestige = +1%
- Diplomats = -0.5
- Badboy = +0.05
- Pass Witchcraft Act: Available to (Religion group = Christian)
- Badboy Limit = -2
- Global Revolt Risk = +1
- Missionaries = +0.06
- Missionary Cost = -6%
- Pass Education Act: Available to (Religion group = Christian)
- Prestige = +1%
- Technology Cost = -5%
- Global Tax Modifier = -3%
- Badboy Limit = -2
- Pass Abolition of Slavery Act
- Global Tax Modifier = -4%
- Badboy = -0.02
- Stability Cost = -1%
- Pass Judiciary Act
- Global Revolt Risk = -1
- Global Tax Modifier = -3%
- Diplomats = +0.05
- Pass Combination Act
- Global Revolt Risk = -1
- Production Efficiency = -5%
- Pass School Establishment Act
- Production Efficiency = +4%
- Stability Cost = -3%
- Global Tax Modifier = -2%
- Building Cost = +3%
- Revoke Restraint of Appeals: Available to (Religion = Catholic)
- Missionary Success Chance = +6%
- Diplomats = +0.03
- Badboy Limit=-2
- Prestige = -1%
Colonial
- Benign Neglect
- Colonist Cost = -4%
- Colonist Placement Chance = +4%
- Global Tax Modifier = -4%
- Colonial Expansion
- Colonist Cost = -3%
- Global Colonial Growth = +3%
- Badboy Limit=-3
- Establish a House of Trade
- Global Trade Income Modifier = +8%
- Global Tax Modifier = +5%
- Merchants = +0.05
- Stability Cost = +6%
- Galley Cost = +4%
- Bigship Cost = +4%
- Merchant Cost = +3%
- Colonist Cost = +3%
- Colonial Restrictions
- Production Efficiency = +6%
- Stability Cost = -5%
- Colonist Placement Chance = -10%
- Global Colonial Growth = -10%
Cultural
- Accept Cultural Shift: Available to primary_culture=CAPITAL
- Primary culture shifts to capital's culture
Economic
- Pass Liquor Act: Available to (Religion group = Christian)
- Global Tax Modifier = +3%
- Stability Cost = +4%
- Pass Joint-Stock Companies Act
- Merchant Compete Chance = +3%
- Trade Efficiency = +2%
- Merchant Cost = +4%
- Pass Merchant Shipping Act
- Trade Efficiency = +5%
- Global Tax Modifier = -3%
- Pass Court of Wards and Liveries Act
- Global Tax Modifier = +5%
- Global Revolt Risk = +1
- Agricultural Cultivation
- Production Efficiency = +4%
- Trade Efficiency = +4%
- Technology Cost = +6%
- Pass Importation Act
- Trade Efficiency = +6%
- Global Trade Income Modifier = +6%
- Foreign Merchant Compete Chance = -4%
- Technology Cost = +6%
- Pass Mining Act
- Global Tax Modifier = +5%
- Production Efficiency = +6%
- Merchants = -0.04
- Merchant Placement Chance = -3%
- Merchant Compete Chance = -3%
Governments
- Adopt Imperial Administration
- Convert into Imperial Government
- Adopt Plutocratic Administration
- Convert into Merchant Republic
Hanseatic League
- Join the Hanseatic League
- Stability Cost = +3%
- Merchant Compete Chance = +10%
- Global Trade Income Modifier = +20%
- Leave the Hanseatic League
- Affected by "Hanseatic League Declines" for 365 days
- Global Trade Income Modifier = -40%
- Merchant Compete Chance = -10%
- Affected by "Hanseatic League Declines" for 365 days
Indian Trade Company
- Found Indian Trade Company: Available to Christian
- Yearly Merchants = +1
- Trade Tech Investment = +4
- Merchant Placement Chance = +10%
- Merchant Compete Chance = +10%
- Global Trade Income Modifier = +5%
Liberum Veto
- Institute Liberum Veto: Available only to Christian and Eastern tech group
- +5 cavalry & +10 infantry to random owned province which is in control
Military
- Pass Naval Recruiting Act
- Yearly Navy Tradition = +0.5%
- Global Ship Recruit Speed = -10%
- Stability Cost = +10%
- Pass Militia Act
- Discipline = +6%
- Stability Cost = +5%
- Pass Navigation Act
- Trade Efficiency = +6%
- Global Trade Income Modifier = +3%
- Naval Forcelimit Modifier = +10%
- Yearly Navy Tradition = +0.5%
- Global Manpower Modifier = -8%
- Foreign Merchant Compete Chance = -5%
- Yearly Badboy = +0.02
- Enlist Privateers
- Yearly Badboy = +0.01
- Badboy Limit = -3
- Yearly Prestige = -1%
- Overseas Income = +10%
- Yearly Navy Tradition = +0.2%
- Trade Efficiency = +5%
- Merchant Compete Chance = +3%
- Establish a Naval Convoy System
- Overseas Income = +10%
- Prestige From Naval = +10%
- Naval Morale = +0.05
- Global Ship Recruit Speed = +10%
- Colonist Cost = +5%
- Bigship Cost = +5%
- Pass Anti-Piracy Act
- Yearly Badboy = -1%
- Yearly Prestige = +1%
- Badboy Limit = -3
- Pass Recruiting Act
- Yearly Army Tradition = +0.2%
- Global Regiment Recruit Speed = -10%
- Stability Cost = +10%
Trade
- Declare Statute of Monopolies
- Trade Efficiency = +3%
- Production Efficiency = +3%
- Stability Cost = +5%
- Close Foreign Trade
- Trade Efficiency = -8%
- Global Trade Income Modifier = -8%
- Stability Cost = -6%
- Prestige = +0.01
Tribal
Westernisation
- Westernize Effect :
- Tech group improves by 1
- Merchant Placement Chance=+4%
- Merchant Compete Chance=+4%
- Merchant Cost=+20% Infantry Cost=+10%
- Cavalry Cost=+10% Bigship Cost=+10%
- Lightship Cost=+10%
Provincial Decisions
As well, there are provincial decisions:
China
- Reparations of the Great Wall: Available to Manchu, Ming
- Local Defensiveness = +10%
Civic
- Establish Grain Depot
- Promote Land Enclosure
- Local Tax Modifier = +10%
- Local Revolt Risk = +1
- Intelligence Agency
- Local Spy Defence = +15%
- Local Tax Modifier = -5%
- Yearly Provincial Festivals
- Local Revolt Risk = -1
- Local Tax Modifier = -5%
- Provincial Court System
- Local Revolt Risk = -1
- Town Hall
- Local Revolt Risk = -2
- Local Tax Modifier=-10%
- Embassy
- Local Tax Modifier = -5%
- Local Defensiveness = +5%
- Local Spy Defence = +10%
Colonial
- Improve Frontier Defences
- Population Growth = +5%
- Local Trade Income Modifier = -4%
- Establish Penal Colony
- Local Colonial Growth = +10%
- Local Tax Modifier = +5%
- Local Revolt Risk = +2
Colonial Takeover
- Assimilate Colony: Available to colonies with same religion AND Germanic, Scandinavian, British, Gaelic, Latin, Iberian, French, Basque, Finno Ugric, South Slavic, West Slavic, East Slavic, Baltic, Byzantine and Turko Semitic culture group
- Assimilate the colony and convert it into primary culture
Construction
Cultural
- Support Local Customs Effect : Local Revolt Risk=-1 Local Tax Modifier=-8%
England
- Designate Calais as The Staple Port: Available to England
- Local Trade Income Modifier = +25%
- Local Tax Modifier = +50%
France
- Introduce Provincial Taxation System: Available to France, Revolutionary France
- Local Tax Modifier = +5%
- Local Revolt Risk = +1
- Take Control of the Guilds: Available to France, Revolutionary France
- Local Trade Income Modifier = +5%
- Local Revolt Risk = +1
Holy Roman Empire
- Join the Holy Roman Empire: Available to Christian
- Province joins Holy Roman Empire
- Abandon the Holy Roman Empire
- Remove the province from Holy Roman Empire
Military
- Support Local Shipbuilding Effect : Local Tax Modifier=-10% Ship Recruit Speed=-10%
- Establish Recruiting Centre Effect : Local Revolt Risk=+1 Regiment Recruit Speed=-10%
- Establish March! Effect : Local Defensiveness=+1.0 Local Tax Modifier=-33% Local Revolt Risk=-3 Local Manpower Modifier=-25% Local Spy Defence=+33% stability_cost=-5
Ottoman
- Available to Ottoman empire: Adopt the Devshirme System Effect : Local Revolt Risk=+1 Local Manpower Modifier=+33%
- Available to Ottoman empire: Adopt the Provincial Government System Effect : Local Tax Modifier=+8% Local Revolt Risk=+1
Religion
- Support Religious Minorities Effect : Local Revolt Risk=-1 Local Tax Modifier=-5%
Trade
Religious Decisions
Finally, there are religious decisions which are accessed from the religion tab (marked with a cross):
Country-specific
- For Portugal, Spain: Institute the Societas Jesu Effect : Missionary Success Chance=+1%
- For Mughals: Introduce Din-i Illahi Effect : Technology Cost=-6% Missionary Cost=+6%
- For Aztecs, Chimu, Inca, Maya, Zapotec: Religious Sacrifices Effect : Badboy=-0.01 Global Revolt Risk=+1
- For Spain: Establish Spanish Inquisition Effect : Missionary Success Chance=+3% Tolerance Towards Heretics=-1 Tolerance Towards Heathens=-1
- Available to Ottoman empire: Enact Ottoman Tolerance Effect : Tolerance Towards Heretics=+3 Tolerance Towards Heathens=+3 Stability Cost=+10%
- For France: Enact Edict de Nantes: Available to France (Religion = Catholic)
- For France: Revoke Edict de Nantes: Available to France
- Remove the country modifier Edict de nantes
General Christian
- Pass Advancement of Religion Act Effect : Global Revolt Risk=+1 Missionary Cost=-4% Missionary Success Chance=+8%
- Pass Blasphemy Act Effect : Missionary Cost=-6% Stability Cost=+5%
- Pass Act of Uniformity Effect : Global Revolt Risk=+1 Missionaries=+0.4 Missionary Cost=-8%
- Pass Suffragan Bishop Act Effect : Stability Cost=-8% Global Tax Modifier=-4%
- Introduce Church Taxes: (Religion group = Christian)
- Global Tax Modifier = +8%
- Global Revolt Risk = +1
- Establish Sunday Schools Effect : Global Tax Modifier=-7% Missionary Success Chance=+4% Global Revolt Risk=-1
Catholic and Orthodox
Catholic
- Pass Conventicle Act Effect : Tolerance Towards Heretics=-1 Missionaries=+0.4
- Pass Heretico Comburnedo Act Effect : Missionaries=+0.5 Stability Cost=+5%
Protestant and Reformed
- Superintendents Effect : Global Revolt Risk=-1 Stability Cost=+6%
- Pass Test Act Effect : Tolerance Towards Heretics=-1 Missionaries=+0.5
- Pass Dissolution of the Monasteries Act Effect : Global Tax Modifier=+6% Stability Cost=+5%
- Pass Popery Act Effect : Global Tax Modifier=-3% Missionary Success Chance=+5% Missionaries=+0.4
Muslim
- Establish Sheikh ul-Islam Office Effect : Missionary Cost=+6% Stability Cost=-5% Missionaries=+0.5
- Adopt the Title of Khalifa Effect : Missionary Success Chance=+5% Prestige=+0.01 Stability Cost=+8%
- Denouncement of Sect Practises Effect : Global Revolt Risk=+1 Missionaries=+0.5 Missionary Cost=-4%
- Islamic Centre of Scholarly Effect : Building Cost=+8% Global Revolt Risk=-1 Missionary Success Chance=+5%
- Introduce Jizya Effect : Global Tax Modifier=+6% Stability Cost=+20%
- Establish an Ibadat Khana Effect : Global Revolt Risk=-1 Stability Cost=+6%
Eastern religions
- Monastic Education Effect : Missionary Success Chance=+5% Missionary Cost=-5% Global Tax Modifier=-5%
- Anti-Christian Edict Effect : Missionary Cost=-5% Missionaries=+0.5 Stability Cost=+5%
- Promote Neo-Confucianism Effect : Tolerance Towards Heretics=+1 Global Revolt Risk=-1 Missionary Cost=+6% Stability Cost=+8%
- Denounce Neo-Confucianism Effect : Global Revolt Risk=+1 Missionary Success Chance=+5% Missionaries=+0.5
- Anti-Muslim edict Effect : Tolerance Towards Heathens=-1 Missionaries=+0.5
- Accept Religious Sects Effect : Tolerance Towards Heretics=+1 Missionaries=-0.5
- Support the Haridasa Movement Effect : Global Tax Modifier=-4% Missionary Success Chance=+8% Stability Cost=-6%
- Support the Advaita Movement Effect : Missionary Cost=-%8 Missionaries=+0.5 Global Revolt Risk=+1
Pagans
- Encourage Divination Effect : Global Revolt Risk=-1 Stability Cost=+5%
- Introduce Vision Quest Effect : Prestige=+0.01 Stability Cost=+5%
Religious Conversion
- Available to (Religion = Protestant) (Religion = Reformed) (Religion = Catholic): Convert to Catholicism
- Available to (Religion = Catholic) (Religion = Protestant) (Culture group = Latin) (Culture group = Iberian): Convert to Protestantism
- Available to (Religion = Catholic) (Religion = Reformed) (Religion = Protestant): Convert to Protestantism
- Available to (Religion = Catholic) (Religion = Reformed) (Culture group = Latin) (Culture group = Iberian): Convert to Reformed
- Available to (Religion = Catholic) (Religion = Protestant) (Religion = Reformed): Convert to Reformed
- Available to (Religion = Catholic), Papal states: Embrace the Counter-Reformation Effect : Missionary Success Chance=+5% Missionary Cost=-30% Missionaries=+0.2
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