Colthaginian decisions

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Decision category generic political actions.png Foreign Policy

id

Decision generic nationalism.pngSeek An Alliance With [FROM.GetNameDef]

 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Colthaginian Republic Colthaginian Republic
  • At least one of the following is true:
    • Current ruling party is Harmony Harmonic
    • Constitutionalists rule Colthage (?)
  • Country flag CTH_alliance_decisions_unlocked is set
  • At least one of the following is true:
    • Current ruling party is Harmony Harmonic
    • Constitutionalists rule Colthage (?)
  • Country flag CTH_alliance_decisions_unlocked is set
  • [SCOPE]FROM
    • Exists
    • Is an independent nation
  • None of:
    • All of the following must be true:
      • Is in a faction
      • Is not leader of a faction
  • [SCOPE]FROM
Prerequisites
  • Is at peace
  • Is an independent nation
  • At least one of the following is true:
    • All of the following must be true:
      • Current ruling party is Harmony Harmonic
      • [SCOPE]FROM
        • Current ruling party is Harmony Harmonic
    • All of the following must be true:
      • Current ruling party is Neutrality Non-Aligned
      • [SCOPE]FROM
        • Current ruling party is Neutrality Non-Aligned
        • None of:
  • [SCOPE]FROM
    • Is not in a faction
    • Is at peace
    • At least one of the following is true:
      • Is neighbor of our country
      • [SCOPE]Any neighbouring country:
        • At least one of the following is true:
          • Is a subject of our country
          • Is in the same faction as our country
      • Original country is Flag of Hippogriffia Hippogriffia
      • Original country is Flag of Macawia Macawia

Cost

25

Targets for decision

Flag of Hippogriffia Hippogriffia, Flag of Macawia Macawia, Flag of Republic of Tobuck Republic of Tobuck, Flag of Zarantia Zarantia, Flag of Quaggatai Quaggatai, Flag of Boltrian Kingdom Boltrian Kingdom, Flag of Llambet Llambet, Flag of Doelhi Confederation Doelhi Confederation, Flag of Kingdom of Warzena Kingdom of Warzena, Flag of Kingdom of Zumidia Kingdom of Zumidia, Flag of Buckhara Buckhara


Effects when selected
  • If:
    • Limited to:
      • Is not in a faction
    • Create faction called “League Of Liberty”
  • [SCOPE]FROM
    • Trigger country event “[From.GetName] invites [Root.GetName] to the [From.GetFactionName]”


id

Flower.pngIssue A Formal Apology To Kása

The Kása Free State was founded centuries ago by former Colthaginian slaves, and the memory of slavery has left deep scars even in the offspring of the nation's founders. We should formally apologize for the mistreatment and enslavement of their ancestors.


 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when Prerequisites
  • Is at peace
  • None of:
    • Has the Economy Law Idea slavery.png “Slave-Based Economy”

Cost

10


Effects when selected
  • Flag of Kása Free State Kása Free State:
    • Trigger country event “Colthage Formally Apologises For Slavery”


id

Rifles.pngConduct Joint Exercise With [FROM.GetNameDef]

 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Colthaginian Republic Colthaginian Republic
  • Constitutionalists rule Colthage (?)
  • Is in a faction
  • Country flag CTH_exercise_decisions_unlocked is set
  • Constitutionalists rule Colthage (?)
  • Is in a faction
  • Country flag CTH_exercise_decisions_unlocked is set
  • [SCOPE]FROM
    • Is in the same faction as our country
  • [SCOPE]FROM
    • Is in the same faction as our country
Prerequisites
  • Is at peace
  • Is an independent nation

Cost

50

Targets for decision

allies


Effects when selected
  • Gain Army experience 25 Army Experience
  • Gain Air experience 25 Air Experience
  • Gain Navy experience 25 Navy Experience
  • [SCOPE]Every recruited character:
    • Limited to:
      • Is a unit leader
    • gain_xp = 200
  • [SCOPE]FROM
    • Trigger country event “Joint Military Exercise With Colthage”
  • If:
    • Limited to:
      • [SCOPE]FROM
        • Has Mobile Warfare technology researched
    • Gain 1 use of +50% (Mobile Warfare Doctrine) doctrine cost reduction for:
      • Mobile Warfare Doctrine
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
        • Has Superior Firepower technology researched
    • Gain 1 use of +50% (Superior Firepower Doctrine) doctrine cost reduction for:
      • Superior Firepower Doctrine
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
        • Has Trench Warfare technology researched
    • Gain 1 use of +50% (Grand Battleplan Doctrine) doctrine cost reduction for:
      • Grand Battleplan Doctrine
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
        • Has Mass Assault technology researched
    • Gain 1 use of +50% (Mass Assault Doctrine) doctrine cost reduction for:
      • Mass Assault Doctrine
  • If:
    • Limited to:
      • [SCOPE]FROM
        • Has Air Superiority technology researched
    • Gain 1 use of +50% (Strategic Destruction Doctrine) doctrine cost reduction for:
      • Strategic Destruction Doctrine
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
        • Has Force Rotation technology researched
    • Gain 1 use of +50% (Operational Integrity Doctrine) doctrine cost reduction for:
      • Operational Integrity Doctrine
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
        • Has Formation Flying technology researched
    • Gain 1 use of +50% (Battlefield Support Doctrine) doctrine cost reduction for:
      • Battlefield Support Doctrine
  • If:
    • Limited to:
      • [SCOPE]FROM
        • Has Fleet In Being technology researched
    • Gain 1 use of +50% (Fleet in Being Doctrine) doctrine cost reduction for:
      • Fleet in Being Doctrine
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
        • Has Trade Interdiction technology researched
    • Gain 1 use of +50% (Trade Interdiction Doctrine) doctrine cost reduction for:
      • Trade Interdiction Doctrine
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
        • Has Base Strike technology researched
    • Gain 1 use of +50% (Base Strike Doctrine) doctrine cost reduction for:
      • Base Strike Doctrine


id

Decision generic ignite civil war.pngLiberate The People Of [FROM.GetNameDef]

 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Colthaginian Republic Colthaginian Republic
  • At least one of the following is true:
    • Current ruling party is Harmony Harmonic
    • Constitutionalists rule Colthage (?)
  • Country flag CTH_unlock_war_decisions_flag is set
  • At least one of the following is true:
    • Current ruling party is Harmony Harmonic
    • Constitutionalists rule Colthage (?)
  • Country flag CTH_unlock_war_decisions_flag is set
  • [SCOPE]FROM
    • Exists
    • Is an independent nation
    • None of:
      • Is at war with our country
      • Is in the same faction as our country
    • At least one of the following is true:
      • Current ruling party is Communism Communist
      • Current ruling party is Supremacy Supremacist
    • At least one of the following is true:
      • Is neighbor of our country
      • [SCOPE]Any neighbouring country:
        • At least one of the following is true:
          • Is a subject of our country
          • Is in the same faction as our country
  • [SCOPE]FROM
Prerequisites
  • Is an independent nation
  • Is at peace

Cancelled when
  • At least one of the following is true:
    • Is a subject nation
    • [SCOPE]FROM
      • At least one of the following is true:
        • Does not exist
        • Is a subject nation
        • Is at war with our country

Cost

100

Targets for decision

Flag of Hippogriffia Hippogriffia, Flag of Macawia Macawia, Flag of Republic of Tobuck Republic of Tobuck, Flag of Zarantia Zarantia, Flag of Quaggatai Quaggatai, Flag of Boltrian Kingdom Boltrian Kingdom, Flag of Llambet Llambet, Flag of Doelhi Confederation Doelhi Confederation, Flag of Kingdom of Warzena Kingdom of Warzena, Flag of Kingdom of Zumidia Kingdom of Zumidia, Flag of Chiropterra Chiropterra, Flag of Buckhara Buckhara


Effects when selected
  • [SCOPE]FROM
    • If:
      • Limited to:
        • Is player-controlled
      • Trigger country event “Colthage Determined to Strike!”
    • Else:
      • Adds AI strategy
  • World Tension World Tension is increased by 1
Effects after 60 days
  • [SCOPE]FROM
    • Adds AI strategy
  • Gets a Puppet (Focus) wargoal against FROM

has more than 100% of the number divisions than current scope's

  • Base weight * 0 if the following are true:
    • Is not in a faction
    • [SCOPE]FROM
      • Is in a faction -->


id

Scroll.pngPropose Student Exchange To [FROM.GetNameDef]

 
This decision can be activated only once during a campaign.
Visible when Prerequisites
  • Is at peace
  • Has opinion of FROM of more than Opinion −11
  • [SCOPE]FROM
    • Is at peace
    • Has opinion of our country of more than Opinion −11
    • At least one of the following is true:
      • Has the Scientific Development Idea city center.png “Developed Science Base”
      • Has the Scientific Development Idea city smaller center.png “Substantial Science Base”

Cost

25

Targets for decision

Flag of Commonwealth of New Mareland Commonwealth of New Mareland, Flag of Macawia Macawia, Flag of Hippogriffia Hippogriffia, Flag of Kingdom of Wingbardy Kingdom of Wingbardy, Flag of Federated Parishes of Sicameon Federated Parishes of Sicameon, Flag of Republic of Asterion Republic of Asterion, Flag of Chiropterra Chiropterra, Flag of Quaggatai Quaggatai, Flag of Zarantia Zarantia, Flag of Doelhi Confederation Doelhi Confederation, Flag of Yarildom of Chital Yarildom of Chital, Flag of County of Cyanolisia County of Cyanolisia, Flag of Free Towns of Gryphus Free Towns of Gryphus, Flag of Llambet Llambet, Flag of Kingdom of Brodfeld Kingdom of Brodfeld, Flag of Kingdom of Warzena Kingdom of Warzena, Flag of Falcorian Queendom Falcorian Queendom, Flag of Protectorate of Uusi Hirvimaa Protectorate of Uusi Hirvimaa, Flag of Republic of Tobuck Republic of Tobuck


Effects when selected
  • [SCOPE]FROM
    • Trigger country event “Colthage Proposes Student Exchange”


id

Decision generic civil support.pngIncite Resistance In Ain Trotgourait

 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • Original country is Flag of Colthaginian Republic Colthaginian Republic
  • Has completed national focus Goal strike harmony.png “Denounce The Zumidian Mandate”
  • Flag of Hippogriffia Hippogriffia:
    • Has full control of state Ain Trotgourait (697)
Prerequisites
  • Is at peace
  • [Scope]Ain Trotgourait (697):

Cost

25


Effects when selected
  • Flag of Hippogriffia Hippogriffia:
    • Lose 2.5% War support War Support
  • [Scope]Ain Trotgourait (697):


id

Decision generic civil support.pngIncite Resistance In Annaza

 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when Prerequisites
  • Is at peace
  • [Scope]Annaza (711):

Cost

10


Effects when selected


id

Decision generic civil support.pngIncite Resistance In The Aurez Hills

 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when
  • Original country is Flag of Colthaginian Republic Colthaginian Republic
  • Has completed national focus Goal strike harmony.png “Denounce The Zumidian Mandate”
  • Flag of Hippogriffia Hippogriffia:
    • Has full control of state Aurez Hills (698)
Prerequisites
  • Is at peace
  • [Scope]Aurez Hills (698):

Cost

10


Effects when selected
  • Flag of Hippogriffia Hippogriffia:
    • Lose 2.5% War support War Support
  • [Scope]Aurez Hills (698):


id

Decision generic civil support.pngIncite Resistance In Zirta

 
This decision can be activated only once during a campaign.
This decision is canceled when the requirements for being visible are not met.
Visible when Prerequisites
  • Is at peace
  • [Scope]Zirta (710):

Cost

10


Effects when selected


Decision category military operation.png Operations

id

Decision border war.pngAttack Kar-Alpaka

 
Visible when
  • At least one of the following is true:
  • Kar-Alpaka Border War unlocked (?)
  • None of:
    • Owns state Kar-Alpaka (1092)
  • Kar-Alpaka Border War unlocked (?)
  • None of:
    • Owns state Kar-Alpaka (1092)
  • [SCOPE]FROM
    • Owns state Kar-Alpaka (1092)
    • Has full control of state Kar-Alpaka (1092)
    • Scripted Trigger: can_have_border_war_with_ROOT=yes
  • [SCOPE]FROM
    • Owns state Kar-Alpaka (1092)
Prerequisites
  • Is at peace
  • Has full control of state Qatrain (1095)
  • Has more than 0 divisions in state Qatrain (1095)

Cost

25

Cooldown

180 days

Targets for decision

owner of Kar-Alpaka (1092)


Effects when selected
  • Start a border war between Qatrain (1095) and Kar-Alpaka (1092)
    • For the attacker trigger “Victory In Kar-Alpaka” on win
    • For the defender trigger “Attackers Repulsed!” on win
    • For the attacker trigger “Defeat In Kar-Alpaka” on loss
    • For the defender trigger “Kar-Alpaka Lost” on loss
    • For the attacker trigger “Offensive Cancelled” on cancel
    • For the defender trigger “Offensive Cancelled” on cancel


Decision category generic political actions.png Political Actions

id

Wheat bundle.pngColonize Zinder

The region of Zinder is relatively sparsely populated by semi-nomadic Zarantian savages. The local soil has unexploited potential for agriculture, so we could begin integrating the region into our nation by sending settlers to establish farms. Of course, the willing "cooperation" of the locals is required for this to go smoothly. In addition, a railway shall be built connecting the regional capital to the other side of the river.


 
This decision can be activated only once during a campaign.
Visible when
  • Original country is Flag of Colthaginian Republic Colthaginian Republic
  • Current ruling party is Supremacy Supremacist
  • Owns state Zinder (748)
  • [Scope]Zinder (748):
    • None of:
      • Is a core state of our country
Prerequisites
  • Has full control of state Zalihli (876)
  • Has full control of state Zinder (748)
  • [Scope]Zinder (748):
    • Has less than 15% resistance
    • Has more than 29% compliance

Cost

50


Effects after 60 days
  • Scripted Effect: save_current_manpower=yes
  • [Scope]Zalihli (876):
    • Lose Ponypower 100 000 Ponypower
  • Scripted Effect: restore_previous_manpower=yes
  • [Scope]Zinder (748):
  • Build a level 2 Railway Railway from Zalihli (876) to Zinder (748)
  • If:
    • Limited to:
      • Has leader “Zalathel Zarca”
    • Rename the province (18637) to Zalathelia


id

Wheat bundle.pngComplete 'Implement Land Reform' Focus

 
This mission can be activated only once during a campaign.
Activates when Completed when
  • Has completed national focus OTT Land Reform.png “Implement Land Reform”
Activated by

The event “Meeting With The Coltvans” option “We promise to tackle the land reform issue as soon as possible.”


Effects when completed
  • [SCOPE]Every owned state:
    • Limited to:
      • Is a core state of Flag of Coltvan Republic Coltvan Republic
      • None of:
        • Is a core state of our country
    • Compliance:+10%
    • Scripted Effect: CTH_remove_coltvan_unrest_ideas=yes
  • Coltva has been cored (?)
  • Coltva has been pacified (?)
  • Flag of Coltvan Republic Coltvan Republic:
    • Scripted Effect: add_to_ROOT_potential_cores=yes
Effects when not completed within 100 days
  • [SCOPE]Every owned state:
    • Limited to:
      • Is a core state of Flag of Coltvan Republic Coltvan Republic
      • None of:
        • Is a core state of our country
    • Resistance: +10%
    • Scripted Effect: CTH_unrest_up=yes


Decision category generic arms trade.png Arms Trade

As our nation's industrial base lacks the capacity to produce the equipment necessary to wage a modern war, we have been forced to take a more mercantile approach to our arms acquisition. By purchasing weapons from private arms manufacturers at home and abroad, we will be able to supply our forces with the necessary equipment they need to gain victory in any environment they find themselves in. Hopefully.

Requirements for category to appear:

  • Current ruling party is Supremacy Supremacist
  • Country flag CTH_arms_trade_decisions_unlocked is set

id

Rifles.pngPurchase Anti-Air Equipment

Airpower has rapidly found a place amongst the pantheon of war, providing troops with support across the front lines to devastating effect. Typically, troops under attack would counter this by sending interceptors to disrupt and prevent this support from arriving, but they can't always count on them to arrive enter anti-air equipment. With this, soldiers will have a mobile countermeasure to any incoming enemy fighters, deterring and possibly even destroying them in the process.


 
This decision is canceled when the requirements for being visible are not met.
Cost

50

Cooldown

1 day


Effects when selected


id

Rifles.pngPurchase Anti-Tank Equipment

Tanks present a great challenge to our military, with their armoured casings and massive guns making a deadly combination that devastates infantry across the battlefield. Naturally, new technologies have been developed to counteract, or at least mitigate, the effects of tanks, thus leading to the creation of anti-tank equipment, something which can be of great use to our military should we deem it necessary.


 
This decision is canceled when the requirements for being visible are not met.
Cost

50

Cooldown

1 day


Effects when selected


id

Rifles.pngPurchase Artillery Equipment

With artillery's ability to inflict devastation upon enemies from a distance, it is no wonder that it continues to play a major role in modern conflicts to this day. As such, it can be seen as a priority for acquisition to ensure that we maintain a competitive edge against our opponents.


 
This decision is canceled when the requirements for being visible are not met.
Cost

50

Cooldown

1 day


Effects when selected


id

Rifles.pngPurchase Infantry Equipment

Infantry equipment makes up the core of any modern army, and as such, its procurement is of paramount importance. Though we already have placed a great emphasis on production at home, purchasing guns directly will give us a small but immediate boost to our overall arsenal.


 
This decision is canceled when the requirements for being visible are not met.
Cost

50

Cooldown

1 day


Effects when selected


id

Rifles.pngPurchase Light Tanks

Already, tanks have shown themselves to be one of the most prominent and influential additions to the art of war, forcing a massive paradigm shift in how wars are fought across the world. Of course, we don't want to be left out, so the procurement and deployment of tanks into our armed forces should be of top priority.


 
This decision is canceled when the requirements for being visible are not met.
Cost

50

Cooldown

1 day


Effects when selected


id

Rifles.pngPurchase Motorized Equipment

An innovation, both in Zebrica and the wider world, motorized equipment presents us the ability to transport troops and supplies to and from the front for various purposes, and at a rate far greater than what would be possible on foot. Additionally, they also present multiple combat applications to help give troops a mobility advantage and outmaneuver their opponents on the battlefield, thus making them of value for our military to acquire.


 
This decision is canceled when the requirements for being visible are not met.
Cost

50

Cooldown

1 day


Effects when selected


id

Rifles.pngPurchase Support Equipment

Giving a soldier a weapon to fight is one thing; making sure that a soldier can fight well is another. This is the role that support equipment plays in modern warfare; whether it be by providing medical equipment, radios, or field tools to soldiers, it is always sure to improve a unit's combat effectiveness through the betterment of material, logistical, and even emotional conditions.


 
This decision is canceled when the requirements for being visible are not met.
Cost

50

Cooldown

1 day


Effects when selected


Decision category generic.png The Federal States

With the recent constitutional amendment, Colthage has transformed from a unitary nation into a federal one. Now, instead of being appointed by the Sufrit, the senators of the Colthaginian Senate are elected by the states, with every Federal State having its own representatives. In practice, this means that without the popular support of the citizens of each state, it is impossible to pass legislation on a federal level. In addition, the states are relatively autonomous, meaning the support of their governors is needed to implement changes on the local level. Senators from each state generally belong to one of four main political parties in Colthage:

The Colthaginian Revolutionary Party is the current ruling party of the republic. The sufrit, Zarvad Orzagid, is its founding member and original leader. The party was formed by former constitutionalists and they continue to advocate for similar policies, which are a mix of conservative and liberal ones. Generally, they support the post-revolution status quo and oppose radical changes to society.

The Party of the Harmonic Movement has for the first time drawn a clear line between former harmonites and constitutionalists, making it clear that the two are distinct groups with their own goals. Like before, the supporters of harmony continue to see Equestria as the ideal model of a perfect society which should be emulated in Colthage. In practice, they advocate for grassroots democracy, class cooperation, social welfare and a proactive foreign policy.

The National Action Front is an attempt by former Zarcid supporters and members of the military to retain their influence in Colthaginian politics. For purely pragmatic reasons, they are willing to work in a democratic framework, at least for now. Their party program contains a dazzling mixture of nationalistic, xenophobic, militant and authoritarian policies.

The Labour Party is the smallest of the four major parties, having its roots in the syndicalist RCCW organisation. Its members largely have an urban, either proletarian or academic, background, and they continue to push for better working conditions, labour reforms and radical social equality.

Currently, senators of [?CTH_total_senator_support] states support the government's policy proposals.

Requirements for category to appear:

  • Current ruling party is Neutrality Non-Aligned
  • Country flag CTH_federal_states_unlocked is set

id

Megaphone.pngHold Nationwide Election Campaign

 
Visible when
  • “Federal Elections” mission is active
Prerequisites
  • Is at peace
  • Neutrality Neutrality popularity is less than 80%

Cost

150

Cooldown

1 day


Effects after 180 days
  • Gain 10% Neutrality Non-Aligned party popularity


id

Decision SOV place hq.pngCall For Snap Elections

 
Visible when
  • “Federal Elections” mission is active
Prerequisites
  • Is at peace
  • Neutrality Neutrality popularity is more than 50%
  • Custom trigger tooltip:
    • Tooltip: Senators from at least 8 federal states need to support us.
    • Value of variable CTH_total_senator_support is greater than 7

Cost

150


Effects when selected
  • Lose 5% Neutrality Non-Aligned party popularity
  • Lose 5% Stability Stability
  • Remove Mission: “Federal Elections”
  • Set variable CTH_total_senator_support to 0
    • Variable Tooltip: Senator support will be reset because senators can only serve one term in office.
  • [SCOPE]Every owned state:
    • Limited to:
      • Is a core state of our country
      • None of:
        • Value of variable CTH_senator_party is equals 0
    • Set variable CTH_senator_support to 0
    • One of the following at random:
      • 25% (25) chance of:
        • Chance base weight changes by +50 if:
          • Value of variable CTH_senator_party is equals 1
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +150 if:
          • [SCOPE]Our country
            • Country flag CTH_peak_democracy is set
        • Set variable CTH_senator_party to 1
          • Variable Tooltip: CRP wins the local elections!
      • 25% (25) chance of:
        • Chance base weight changes by +50 if:
          • Value of variable CTH_senator_party is equals 2
        • Chance base weight changes by +25 if:
          • State flag CTH_local_harmonite_empowered is set
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 10%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 20%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 30%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 40%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 50%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 60%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 70%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 80%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 90%
        • Set variable CTH_senator_party to 2
          • Variable Tooltip: PHM wins the local elections!
      • 25% (25) chance of:
        • Chance base weight changes by +50 if:
          • Value of variable CTH_senator_party is equals 3
        • Chance base weight changes by +25 if:
          • State flag CTH_local_nationalist_empowered is set
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Set variable CTH_senator_party to 3
          • Variable Tooltip: NAF wins the local elections!
      • 25% (25) chance of:
        • Chance base weight changes by +50 if:
          • Value of variable CTH_senator_party is equals 4
        • Chance base weight changes by +25 if:
          • State flag CTH_local_communist_empowered is set
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Set variable CTH_senator_party to 4
          • Variable Tooltip: LP wins the local elections!
    • Clear state flag CTH_local_harmonite_empowered
    • Clear state flag CTH_local_nationalist_empowered
    • Clear state flag CTH_local_communist_empowered
  • Remove: PHM senators refuse to cooperate (?)
  • Remove: NAF senators refuse to cooperate (?)
  • Remove: LP senators refuse to cooperate (?)
  • Activate Mission: “Federal Elections”


id

Megaphone.pngFederal Elections

Every state will elect new senators for a term of two years. The outcome of the elections depend on various factors: Parties have a high chance of being re-elected, but national party popularity and senator support affect chances of election as well.


 
Activates when
  • No Never
Failed when
  • No Never
Activated by
  • Taking the decision “Call For Snap Elections”
  • Running out the timer on the decision “Federal Elections”
  • Completing the national focus Focus generic treaty.png “The Federal Amendment”

Effects in 2 years
  • Set variable CTH_total_senator_support to 0
    • Variable Tooltip: Senator support will be reset because senators can only serve one term in office.
  • [SCOPE]Every owned state:
    • Limited to:
      • Is a core state of our country
      • None of:
        • Value of variable CTH_senator_party is equals 0
    • Set variable CTH_senator_support to 0
    • One of the following at random:
      • 25% (25) chance of:
        • Chance base weight changes by +50 if:
          • Value of variable CTH_senator_party is equals 1
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +150 if:
          • [SCOPE]Our country
            • Country flag CTH_peak_democracy is set
        • Set variable CTH_senator_party to 1
          • Variable Tooltip: CRP wins the local elections!
      • 25% (25) chance of:
        • Chance base weight changes by +50 if:
          • Value of variable CTH_senator_party is equals 2
        • Chance base weight changes by +25 if:
          • State flag CTH_local_harmonite_empowered is set
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 10%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 20%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 30%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 40%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 50%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 60%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 70%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 80%
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
            • Harmony Harmony popularity is more than 90%
        • Set variable CTH_senator_party to 2
          • Variable Tooltip: PHM wins the local elections!
      • 25% (25) chance of:
        • Chance base weight changes by +50 if:
          • Value of variable CTH_senator_party is equals 3
        • Chance base weight changes by +25 if:
          • State flag CTH_local_nationalist_empowered is set
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Set variable CTH_senator_party to 3
          • Variable Tooltip: NAF wins the local elections!
      • 25% (25) chance of:
        • Chance base weight changes by +50 if:
          • Value of variable CTH_senator_party is equals 4
        • Chance base weight changes by +25 if:
          • State flag CTH_local_communist_empowered is set
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Chance base weight changes by +10 if:
          • [SCOPE]Our country
        • Set variable CTH_senator_party to 4
          • Variable Tooltip: LP wins the local elections!
    • Clear state flag CTH_local_harmonite_empowered
    • Clear state flag CTH_local_nationalist_empowered
    • Clear state flag CTH_local_communist_empowered
  • Remove: PHM senators refuse to cooperate (?)
  • Remove: NAF senators refuse to cooperate (?)
  • Remove: LP senators refuse to cooperate (?)
  • Activate Mission: “Federal Elections”


id

Hammer and horseshoe decision.pngConcessions To Workers In [FROM.GetName]

 
Visible when
  • Value of variable FROM.CTH_senator_party is equals 4
  • Value of variable FROM.CTH_senator_support is equals 0
Prerequisites
  • Has full control of state FROM
  • None of:
    • LP senators refuse to cooperate (?)

Cost

50

Targets for decision

Limited to any_controlled_state states core_states


Effects for duration of 30 days
  • Factory Output: −10%
Effects after 30 days
  • Gain 2.5% Communism Communist party popularity
  • Set variable FROM.CTH_senator_support to 1
    • Variable Tooltip: The state's senators will now support us.

The current ruling party in the state will have an increased chance of being re-elected.

  • [SCOPE]FROM
    • Set state flag CTH_local_communist_empowered
  • Increase variable CTH_total_senator_support by 1


id

Flower.pngImprove Living Conditions In [FROM.GetName]

 
Visible when
  • Value of variable FROM.CTH_senator_party is equals 2
  • Value of variable FROM.CTH_senator_support is equals 0
Prerequisites
  • Has full control of state FROM
  • None of:
    • PHM senators refuse to cooperate (?)

Cost

50

Targets for decision

Limited to any_controlled_state states core_states


Effects for duration of 30 days
  • Consumer Goods Factories factor: 10%
Effects after 30 days
  • Gain 2.5% Harmony Harmonic party popularity
  • Set variable FROM.CTH_senator_support to 1
    • Variable Tooltip: The state's senators will now support us.

The current ruling party in the state will have an increased chance of being re-elected.

  • [SCOPE]FROM
    • Set state flag CTH_local_harmonite_empowered
  • Increase variable CTH_total_senator_support by 1


id

Helmet.pngOppose Foreign Influence In [FROM.GetName]

 
Visible when
  • Value of variable FROM.CTH_senator_party is equals 3
  • Value of variable FROM.CTH_senator_support is equals 0
Prerequisites
  • Has full control of state FROM
  • None of:
    • NAF senators refuse to cooperate (?)

Cost

50

Targets for decision

Limited to any_controlled_state states core_states


Effects for duration of 30 days
  • Stability: −10%
Effects after 30 days
  • Gain 2.5% Supremacy Supremacist party popularity
  • Set variable FROM.CTH_senator_support to 1
    • Variable Tooltip: The state's senators will now support us.

The current ruling party in the state will have an increased chance of being re-elected.

  • [SCOPE]FROM
    • Set state flag CTH_local_nationalist_empowered
  • Increase variable CTH_total_senator_support by 1


id

Jachs drawer.pngRequest Senatorial Support In [FROM.GetName]

 
Visible when
  • Value of variable FROM.CTH_senator_party is equals 1
  • Value of variable FROM.CTH_senator_support is equals 0
Prerequisites
  • Has full control of state FROM

Cost

10

Targets for decision

Limited to any_controlled_state states core_states


Effects when selected
  • Set variable FROM.CTH_senator_support to 1
    • Variable Tooltip: The state's senators will now support us.

The current ruling party in the state will have an increased chance of being re-elected.

  • Increase variable CTH_total_senator_support by 1


Decision category power struggle.png Faction Support

The Sufrits cannot rule alone. Behind every leader there are powerful political groups keeping them in power. The Zarcids that ruled over Colthage for decades cemented power with the aid of the Scientifids and the Military. During this time the Landowners grew rich and powerful, and now extend strong control over their huge tracts of land.

Recently two organisations have been rising in popularity. Constitutionalists wish for a return to democratic government and an end to the Zarcas. The Harmonites go a step further, seeking to bring radical changes to the nation and rebuilding along harmonic lines.

Loyal factions will provide bonuses to the nation and disloyal factions will grind the nation to a halt. These bonuses or penalties increase with their power. However, powerful factions may push their own agendas, or even plot against the Sufrit if they are disloyal.

Requirements for category to appear:

  • Factions unlocked (?)
  • Country flag CVA_complete_chaos is not set

id

Decision generic decision.pngCTH_add_loyalty_to_science_debug

 
Visible when
  • is_debug = yes
Prerequisites
  • None

Effects when selected
  • Scripted Effect: CTH_add_10_scientifid_loyalty=yes


id

Decision generic decision.pngCTH_add_strength_to_science_debug

 
Visible when
  • is_debug = yes
Prerequisites
  • None

Effects when selected
  • Scripted Effect: CTH_add_1_scientifid_power=yes


id

Decision eng trade unions support.pngAppease Constitutionalists

 
Visible when
  • None of:
    • Constitutionalists rule Colthage (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be between 30% and 80%.
    • Value of variable CTH_constitutionalist_loyalty is greater than 29
    • Value of variable CTH_constitutionalist_loyalty is less than 80

Cost

50

Cooldown

1 day


Effects when selected
  • Scripted Effect: CTH_add_10_constitutionalist_loyalty=yes
Effects for duration of 90 days
  • Daily Political Power Gain: −0.5
  • Daily Support for Unaligned: +0.1


id

Flower.pngAppease Harmonites

 
Visible when
  • None of:
    • Harmonites rule Colthage (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be between 30% and 80%.
    • Value of variable CTH_harmonites_loyalty is greater than 29
    • Value of variable CTH_harmonites_loyalty is less than 80

Cost

50

Cooldown

1 day


Effects when selected
  • Scripted Effect: CTH_add_10_harmonites_loyalty=yes
Effects for duration of 90 days
  • War Support: −25%
  • Daily Harmony Support: +0.1


id

Wheat bundle.pngAppease Landowners

 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be between 30% and 80%.
    • Value of variable CTH_landowners_loyalty is greater than 29
    • Value of variable CTH_landowners_loyalty is less than 80

Cost

50

Cooldown

1 day


Effects when selected
  • Scripted Effect: CTH_add_10_landowners_loyalty=yes
Effects for duration of 90 days
  • Daily Political Power Gain: −0.25
  • Consumer Goods Factories factor: 10%


id

Helmet.pngAppease The Military

 
Visible when
  • None of:
    • Militarists rule Colthage (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be between 30% and 80%.
    • Value of variable CTH_military_faction_loyalty is greater than 29
    • Value of variable CTH_military_faction_loyalty is less than 80

Cost

50

Cooldown

1 day


Effects when selected
  • Scripted Effect: CTH_add_10_military_faction_loyalty=yes
Effects for duration of 90 days
  • Weekly Ponypower: −100
  • Division Organization: −15%


id

Decision generic research.pngAppease Scientifids

 
Visible when
  • None of:
    • Scientifids rule Colthage (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be between 30% and 80%.
    • Value of variable CTH_scientifid_loyalty is greater than 29
    • Value of variable CTH_scientifid_loyalty is less than 80

Cost

50

Cooldown

1 day


Effects when selected
  • Scripted Effect: CTH_add_10_scientifid_loyalty=yes
Effects for duration of 90 days
  • Consumer Goods Factories factor: 20%
  • Research Speed: −20%


id

Rifles.pngComplete 'Ensure Military Loyalty' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has completed national focus Appoint zaryes.png “Ensure Military Loyalty”
Activated by

The event “Consolidating Power” option “We will find truth, and truth shall save Colthage.”


Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 100 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


id

Decision eng trade unions support.pngImminent Constitutionalist Coup!

 
Activates when
  • Factions unlocked (?)
  • None of:
    • Constitutionalists rule Colthage (?)
  • Is an independent nation
  • Is not in a civil war
  • At least one of the following is true:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)
  • Custom trigger tooltip:
    • Tooltip: A Coup will take place if Power is Very High and Loyalty is below 50%, OR if Power is High and Loyalty is below 30%.
    • At least one of the following is true:
      • All of the following must be true:
        • Value of variable CTH_constitutionalist_loyalty is less than 50
        • Value of variable CTH_constitutionalist_power is greater than 4
      • All of the following must be true:
        • Value of variable CTH_constitutionalist_loyalty is less than 30
        • Value of variable CTH_constitutionalist_power is greater than 3
Completed when
  • Custom trigger tooltip:
    • Tooltip: A Coup will take place if Power is Very High and Loyalty is below 50%, OR if Power is High and Loyalty is below 30%.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_constitutionalist_loyalty is less than 50
        • Value of variable CTH_constitutionalist_power is greater than 4
      • All of the following must be true:
        • Value of variable CTH_constitutionalist_loyalty is less than 30
        • Value of variable CTH_constitutionalist_power is greater than 3

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 30 days
  • Trigger country event “Constitutionalist Revolution!”


id

Decision eng trade unions support.pngOverwhelming Constitutionalist Influence

 
Activates when
  • Factions unlocked (?)
  • None of:
    • Constitutionalists rule Colthage (?)
  • Custom trigger tooltip:
    • Tooltip: A Faction with Very High Power will slowly lose Loyalty over time.
    • All of the following must be true:
      • Value of variable CTH_constitutionalist_loyalty is greater than 0
      • Value of variable CTH_constitutionalist_power is greater than 4
Completed when
  • Custom trigger tooltip:
    • Tooltip: A Faction with Very High Power will slowly lose Loyalty over time.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_constitutionalist_loyalty is greater than 0
        • Value of variable CTH_constitutionalist_power is greater than 4
Activated by

Running out the timer on the decision “Overwhelming Constitutionalist Influence”


Cancelled when
  • At least one of the following is true:
    • Constitutionalists rule Colthage (?)
    • None of:
      • Factions unlocked (?)

Effects when not completed within 180 days
  • Scripted Effect: CTH_remove_10_constitutionalist_loyalty=yes
  • If:
    • Limited to:
      • Value of variable CTH_constitutionalist_loyalty is greater than 0
      • Value of variable CTH_constitutionalist_power is greater than 4
    • Activate Mission: “Overwhelming Constitutionalist Influence”


id

Decision generic police action.pngCurtail Constitutionalist Power

 
Visible when
  • None of:
    • Constitutionalists rule Colthage (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Available if a faction has High or Very High Power.
    • Value of variable CTH_constitutionalist_power is greater than 3

Cost

150

Cooldown

1 day


Effects for duration of 45 days
  • Weekly Stability: −1%
Effects after 45 days
  • Scripted Effect: CTH_remove_1_constitutionalist_power=yes
  • Scripted Effect: CTH_remove_10_constitutionalist_loyalty=yes


id

Decision generic police action.pngCurtail Harmonite Power

 
Visible when
  • None of:
    • Harmonites rule Colthage (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Available if a faction has High or Very High Power.
    • Value of variable CTH_harmonites_power is greater than 3

Cost

150

Cooldown

1 day


Effects for duration of 45 days
  • Weekly Stability: −1%
Effects after 45 days
  • Scripted Effect: CTH_remove_1_harmonites_power=yes
  • Scripted Effect: CTH_remove_10_harmonites_loyalty=yes


id

Decision generic police action.pngCurtail Landowner Power

 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Available if a faction has High or Very High Power.
    • Value of variable CTH_landowners_power is greater than 3

Cost

150

Cooldown

1 day


Effects for duration of 45 days
  • Weekly Stability: −1%
Effects after 45 days
  • Scripted Effect: CTH_remove_1_landowners_power=yes
  • Scripted Effect: CTH_remove_10_landowners_loyalty=yes


id

Decision generic police action.pngCurtail Military Power

 
Visible when
  • None of:
    • Militarists rule Colthage (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Available if a faction has High or Very High Power.
    • Value of variable CTH_military_faction_power is greater than 3
  • None of:
    • Military missions blocker (?)

Cost

150

Cooldown

1 day


Effects for duration of 45 days
  • Weekly War Support: −1%
Effects after 45 days
  • Scripted Effect: CTH_remove_1_military_faction_power=yes
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


id

Decision generic police action.pngCurtail Scientifid Power

 
Visible when
  • None of:
    • Scientifids rule Colthage (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Available if a faction has High or Very High Power.
    • Value of variable CTH_scientifid_power is greater than 3

Cost

150

Cooldown

1 day


Effects for duration of 45 days
  • Weekly Stability: −1%
Effects after 45 days
  • Scripted Effect: CTH_remove_1_scientifid_power=yes
  • Scripted Effect: CTH_remove_10_scientifid_loyalty=yes


id

Flower.pngImminent Harmonite Coup!

 
Activates when
  • Factions unlocked (?)
  • None of:
    • Harmonites rule Colthage (?)
  • Is an independent nation
  • Is not in a civil war
  • At least one of the following is true:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)
  • Custom trigger tooltip:
    • Tooltip: A Coup will take place if Power is Very High and Loyalty is below 50%, OR if Power is High and Loyalty is below 30%.
    • At least one of the following is true:
      • All of the following must be true:
        • Value of variable CTH_harmonites_loyalty is less than 50
        • Value of variable CTH_harmonites_power is greater than 4
      • All of the following must be true:
        • Value of variable CTH_harmonites_loyalty is less than 30
        • Value of variable CTH_harmonites_power is greater than 3
Completed when
  • Custom trigger tooltip:
    • Tooltip: A Coup will take place if Power is Very High and Loyalty is below 50%, OR if Power is High and Loyalty is below 30%.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_harmonites_loyalty is less than 50
        • Value of variable CTH_harmonites_power is greater than 4
      • All of the following must be true:
        • Value of variable CTH_harmonites_loyalty is less than 30
        • Value of variable CTH_harmonites_power is greater than 3

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 30 days
  • Trigger country event “Harmonite Revolution!”


id

Flower.pngOverwhelming Harmonite Influence

 
Activates when
  • Factions unlocked (?)
  • None of:
    • Harmonites rule Colthage (?)
  • Custom trigger tooltip:
    • Tooltip: A Faction with Very High Power will slowly lose Loyalty over time.
    • All of the following must be true:
      • Value of variable CTH_harmonites_loyalty is greater than 0
      • Value of variable CTH_harmonites_power is greater than 4
Completed when
  • Custom trigger tooltip:
    • Tooltip: A Faction with Very High Power will slowly lose Loyalty over time.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_harmonites_loyalty is greater than 0
        • Value of variable CTH_harmonites_power is greater than 4
Activated by

Running out the timer on the decision “Overwhelming Harmonite Influence”


Cancelled when
  • At least one of the following is true:
    • Harmonites rule Colthage (?)
    • None of:
      • Factions unlocked (?)

Effects when not completed within 180 days
  • Scripted Effect: CTH_remove_10_harmonites_loyalty=yes
  • If:
    • Limited to:
      • Value of variable CTH_harmonites_loyalty is greater than 0
      • Value of variable CTH_harmonites_power is greater than 4
    • Activate Mission: “Overwhelming Harmonite Influence”


id

Helmet.pngImminent Military Coup!

 
Activates when
  • Factions unlocked (?)
  • None of:
    • Militarists rule Colthage (?)
    • Zaryes is dead (?)
  • Is an independent nation
  • Is not in a civil war
  • At least one of the following is true:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)
  • Custom trigger tooltip:
    • Tooltip: A Coup will take place if Power is Very High and Loyalty is below 50%, OR if Power is High and Loyalty is below 30%.
    • At least one of the following is true:
      • All of the following must be true:
        • Value of variable CTH_military_faction_loyalty is less than 50
        • Value of variable CTH_military_faction_power is greater than 4
      • All of the following must be true:
        • Value of variable CTH_military_faction_loyalty is less than 30
        • Value of variable CTH_military_faction_power is greater than 3
Completed when
  • Custom trigger tooltip:
    • Tooltip: A Coup will take place if Power is Very High and Loyalty is below 50%, OR if Power is High and Loyalty is below 30%.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_military_faction_loyalty is less than 50
        • Value of variable CTH_military_faction_power is greater than 4
      • All of the following must be true:
        • Value of variable CTH_military_faction_loyalty is less than 30
        • Value of variable CTH_military_faction_power is greater than 3

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 30 days
  • Trigger country event “Military Coup!”


id

Helmet.pngOverwhelming Military Influence

 
Activates when
  • Factions unlocked (?)
  • None of:
    • Militarists rule Colthage (?)
  • Custom trigger tooltip:
    • Tooltip: A Faction with Very High Power will slowly lose Loyalty over time.
    • All of the following must be true:
      • Value of variable CTH_military_faction_loyalty is greater than 0
      • Value of variable CTH_military_faction_power is greater than 4
Completed when
  • Custom trigger tooltip:
    • Tooltip: A Faction with Very High Power will slowly lose Loyalty over time.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_military_faction_loyalty is greater than 0
        • Value of variable CTH_military_faction_power is greater than 4
Activated by

Running out the timer on the decision “Overwhelming Military Influence”


Cancelled when
  • At least one of the following is true:
    • Militarists rule Colthage (?)
    • None of:
      • Factions unlocked (?)

Effects when not completed within 180 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes
  • If:
    • Limited to:
      • Value of variable CTH_military_faction_loyalty is greater than 0
      • Value of variable CTH_military_faction_power is greater than 4
    • Activate Mission: “Overwhelming Military Influence”


id

Decision generic decision.pngCTH_remove_loyalty_from_science_debug

 
Visible when
  • is_debug = yes
Prerequisites
  • None

Effects when selected
  • Scripted Effect: CTH_remove_10_scientifid_loyalty=yes


id

Decision generic decision.pngCTH_remove_strength_from_science_debug

 
Visible when
  • is_debug = yes
Prerequisites
  • None

Effects when selected
  • Scripted Effect: CTH_remove_1_scientifid_power=yes


id

Decision generic research.pngImminent Scientifid Coup!

 
Activates when
  • Factions unlocked (?)
  • None of:
    • Scientifids rule Colthage (?)
    • Zaryes is dead (?)
  • Is an independent nation
  • Is not in a civil war
  • At least one of the following is true:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)
  • Custom trigger tooltip:
    • Tooltip: A Coup will take place if Power is Very High and Loyalty is below 50%, OR if Power is High and Loyalty is below 30%.
    • At least one of the following is true:
      • All of the following must be true:
        • Value of variable CTH_scientifid_loyalty is less than 50
        • Value of variable CTH_scientifid_power is greater than 4
      • All of the following must be true:
        • Value of variable CTH_scientifid_loyalty is less than 30
        • Value of variable CTH_scientifid_power is greater than 3
Completed when
  • Custom trigger tooltip:
    • Tooltip: A Coup will take place if Power is Very High and Loyalty is below 50%, OR if Power is High and Loyalty is below 30%.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_scientifid_loyalty is less than 50
        • Value of variable CTH_scientifid_power is greater than 4
      • All of the following must be true:
        • Value of variable CTH_scientifid_loyalty is less than 30
        • Value of variable CTH_scientifid_power is greater than 3

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 30 days
  • Trigger country event “Scientifid Coup!”


id

Decision generic research.pngOverwhelming Scientifid Influence

 
Activates when
  • Factions unlocked (?)
  • None of:
    • Scientifids rule Colthage (?)
  • Custom trigger tooltip:
    • Tooltip: A Faction with Very High Power will slowly lose Loyalty over time.
    • All of the following must be true:
      • Value of variable CTH_scientifid_loyalty is greater than 0
      • Value of variable CTH_scientifid_power is greater than 4
Completed when
  • Custom trigger tooltip:
    • Tooltip: A Faction with Very High Power will slowly lose Loyalty over time.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_scientifid_loyalty is greater than 0
        • Value of variable CTH_scientifid_power is greater than 4
Activated by

Running out the timer on the decision “Overwhelming Scientifid Influence”


Cancelled when
  • At least one of the following is true:
    • Scientifids rule Colthage (?)
    • None of:
      • Factions unlocked (?)

Effects when not completed within 180 days
  • Scripted Effect: CTH_remove_10_scientifid_loyalty=yes
  • If:
    • Limited to:
      • Value of variable CTH_scientifid_loyalty is greater than 0
      • Value of variable CTH_scientifid_power is greater than 4
    • Activate Mission: “Overwhelming Scientifid Influence”


Decision category army reform.png Soldiers Of Fortune

Requirements for category to appear:

  • Current ruling party is Supremacy Supremacist
  • Mercenary decisions unlocked (?)

id

Zebra charger.pngHire Coltvan Mercenaries

 
Visible when
  • Current ruling party is Supremacy Supremacist
Prerequisites
  • Has more than 1 Civilian factory Civilian factory that can be used for projects

Cost

50


Effects when selected
  • Custom effect tooltip: Creates one 20-width division of Chargers.
  • Hidden effect:
    • load_oob = "CTH_merc_chargers"
Effects for duration of 1 year
  • Civilian Factory Use: +2
Effects after 1 year
  • Delete template “Coltvan Mercenaries” and delete all units created from this template


id

Fire.pngHire Dragon Mercenaries

 
Visible when
  • Current ruling party is Supremacy Supremacist
Prerequisites
  • Has more than 4 Civilian factory Civilian factory that can be used for projects

Cost

100


Effects when selected
  • Custom effect tooltip: Creates one 20-width division of Dragon Whelps.
  • Hidden effect:
    • Add technology: Dragon Whelps
    • 250 units of Flag of United Dragon Lands United Dragon Lands Draconic Equipment is added to the national Stockpile
    • load_oob = "CTH_merc_dragons"
    • Remove technology: Dragon Whelps
    • Scripted Effect: fix_weapon_techs=yes
Effects for duration of 1 year
  • Civilian Factory Use: +5
Effects after 1 year
  • Delete template “Dragon Mercenaries” and delete all units created from this template


id

Knight helm.pngHire Wingbardian Condottieri

 
Visible when
  • Current ruling party is Supremacy Supremacist
Prerequisites
  • Has more than 3 Civilian factory Civilian factory that can be used for projects

Cost

50


Effects when selected
  • Custom effect tooltip: Creates one 20-width division of Knights.
  • Hidden effect:
    • Add technology: Knights Division I
    • Scripted Effect: fix_weapon_techs=yes
    • load_oob = "CTH_merc_knights"
    • Remove technology: Knights Division I
    • Delete template “Griffon Knights” and delete all units created from this template
Effects for duration of 1 year
  • Civilian Factory Use: +4
Effects after 1 year
  • Delete template “Wingbardian Condottieri” and delete all units created from this template


id

Pegasus wing.pngHire Riverlander Mercenaries

 
Visible when
  • Current ruling party is Supremacy Supremacist
Prerequisites
  • Has more than 2 Civilian factory Civilian factory that can be used for projects

Cost

50


Effects when selected
  • Custom effect tooltip: Creates one 20-width division of Pegasi.
  • Hidden effect:
    • Add technology: Pegasus Division
    • Scripted Effect: fix_weapon_techs=yes
    • load_oob = "CTH_merc_pegasi"
    • Remove technology: Pegasus Division
    • Delete template “Pegasus Shock Unit” and delete all units created from this template
Effects for duration of 1 year
  • Civilian Factory Use: +3
Effects after 1 year
  • Delete template “Riverlander Mercenaries” and delete all units created from this template


Decision category burning swamp.png Bounties Of Nature

Requirements for category to appear:

  • Current ruling party is Harmony Harmonic
  • Country flag CTH_nature_reserve_decision_unlocked is set

id

HIE tree.pngThe Crystal Caves Of Colthoba

Colthoba has some of the only known magical crystal deposits in the country, but they remained difficult to access. With modern technology, this can change and both miners and curious visitors will be able to access the beautiful glowing caverns underground.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • [Scope]Trotkat (706):
    • Is owned and controlled by our country

Cost

50


Effects when selected
  • Add production of 18 {{{caption}}} Crystals to Trotkat (706)


id

HIE tree.pngThe Verdant Jungles Of Karamane

Karamane basin has the largest tropical jungle within Colthage, with many other ones having been cut down over the years. Many farmers want to clear more farmland, but this will not be allowed. Rather, the natural rubber trees of the forest will be preserved and harvested for resources.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • [Scope]Karamane (700):
    • Is owned and controlled by our country

Cost

50


Effects when selected
  • [Scope]Karamane (700):
    • Add production of 12 Rubber Rubber


id

HIE tree.pngThe Pearl Fields Of Qatrain

Qatrain is famed for its pearls, but their harvesting has been disorganized, resulting in low yields and a diminishing population of clams. This needs to change: Oyster farms will be established and natural clams will be protected.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • [Scope]Qatrain (1095):
    • Is owned and controlled by our country
  • Trade decisions have been unlocked (?)

Cost

50


Effects when selected
  • Custom effect tooltip: Will increase the Supply of Pearl texticon.png Pearls by 1.
  • Increase variable pearl_supply by 1


id

HIE tree.pngThe Carmine Reefs Of Zjerba

The island of Zjerba is surrounded by a gorgeous coral reef known for its striking red colour. This colour could be used as a natural dye in textiles. At the same time, the reef will become a protected area where activities such as bottom trawling, waste disposal and overfishing will be banned.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • [Scope]Zjerba (714):
    • Is owned and controlled by our country
  • Trade decisions have been unlocked (?)

Cost

50


Effects when selected
  • Custom effect tooltip: Will increase the Supply of Textiles texticon.png Textiles by 1.
  • Increase variable textiles_supply by 1


id

HIE tree.pngThe Waterfalls Of Tefemanei

The water flowing from the wondrous waterfalls of Tefemanei can be used to irrigate sugar plantations. Not only that, but it's possible to ride down the waterfalls inside barrels!


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • [Scope]Tefemanei (877):
    • Is owned and controlled by our country
  • Trade decisions have been unlocked (?)

Cost

50


Effects when selected
  • Custom effect tooltip: Will increase the Supply of Sugar texticon.png Sugar by 1.
  • Increase variable sugar_supply by 1


Decision category gre investment decisions.png Patrician Investments

Requirements for category to appear:

  • Current ruling party is Harmony Harmonic
  • Country flag CTH_patrician_investments_unlocked is set

id

Decision generic construction.pngBusiness Investment

 
Visible when
  • None
Prerequisites
  • Is at peace
  • [SCOPE]Any owned state:
    • Has more than 0 free Building slot building slots for Civilian factory Civilian Factory including locked slots

Cost

75

Cooldown

1 day


Effects after 90 days
  • [SCOPE]One random owned state:
    • Limited to:
      • Has more than 0 free Building slot building slots for Civilian factory Civilian Factory including locked slots
    • Add 1 Civilian factory Civilian Factory


id

Decision generic naval.pngMaritime Investment

 
Visible when
  • None
Prerequisites
  • Is at peace
  • [SCOPE]Any owned state:
    • Is a coastal state
    • Has more than 0 free Building slot building slots for Naval dockyard Naval Dockyard including locked slots

Cost

50

Cooldown

1 day


Effects after 90 days
  • [SCOPE]One random owned state:
    • Limited to:
      • Is a coastal state
      • Has more than 0 free Building slot building slots for Naval dockyard Naval Dockyard including locked slots
    • Add 1 Naval dockyard Naval Dockyard


id

Decision ger military buildup.pngMilitary Investment

 
Visible when
  • None
Prerequisites
  • Is at peace
  • [SCOPE]Any owned state:
    • Has more than 0 free Building slot building slots for Military factory Military Factory including locked slots

Cost

150

Cooldown

1 day


Effects after 90 days
  • [SCOPE]One random owned state:
    • Limited to:
      • Has more than 0 free Building slot building slots for Military factory Military Factory including locked slots
    • Add 1 Military factory Military Factory


Decision category generic.png Scientific Expeditions

Requirements for category to appear:

  • Current ruling party is Neutrality Non-Aligned
  • Country flag CTH_nerd_shit_unlocked is set

id

Decision generic research.pngExpedition To Maretania

Maretania is famed for its magical caves, but few have actually visited them. The area is mysterious and little is known what can be found in the caverns. A scientific expedition is the only way to unveil the secrets of Maretania.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Hidden trigger:
    • Has more than 49 Political Power Political Power
    • Has more than 1 999 Ponypower Ponypower
  • Is at peace
  • [Scope]Mareib (995):
    • [SCOPE]State owner:
      • Is at peace

Cost

Manpower icon.png 2000 Pol power 20x20.png 50


Effects when selected
  • Hidden effect:
    • Lose Ponypower 2 000 Ponypower
    • Lose Political Power 50 Political Power
Effects after 180 days
  • Trigger country event “colthage_other.88”
  • Hidden effect:
    • [Scope]Mareib (995):
      • [SCOPE]State owner:
        • If:
          • Limited to:
          • Trigger country event “colthage_other.88”


id

Decision generic research.pngExpedition To Scarlet Island

The unfortunate death of Professor Balazar Zatid brought an end to archaeological studies on Scarlet Island. With extensive resources now available to the scientific community, it is possible to continue his work and honour his memory by finishing the excavations of the ruins of New Colthage.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Hidden trigger:
    • Has more than 49 Political Power Political Power
    • Has more than 1 999 Ponypower Ponypower
  • Is at peace
  • [Scope]South Scarlet (394):
    • [SCOPE]State owner:
      • Is at peace

Cost

Manpower icon.png 2000 Pol power 20x20.png 50


Effects when selected
  • Hidden effect:
    • Lose Ponypower 2 000 Ponypower
    • Lose Political Power 50 Political Power
Effects after 90 days
  • Trigger country event “colthage_other.97”
  • Hidden effect:
    • [Scope]South Scarlet (394):
      • [SCOPE]State owner:
        • If:
          • Limited to:
          • Trigger country event “colthage_other.97”


id

Decision generic research.pngExpedition To The Source of the Neighle

The Neighle river is the longest river in Zebrica, and likely longer than even the Griffking river in Griffonia. However, its source remains unknown in the wider world. The only way to discover it is to mount a dangerous expedition to the homelands of the fearsome Yeti in the far south.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Hidden trigger:
    • Has more than 49 Political Power Political Power
    • Has more than 1 999 Ponypower Ponypower
  • Is at peace
  • [Scope]Thunder Cliffs (1028):
    • [SCOPE]State owner:
      • Is at peace

Cost

Manpower icon.png 2000 Pol power 20x20.png 50


Effects when selected
  • Hidden effect:
    • Lose Ponypower 2 000 Ponypower
    • Lose Political Power 50 Political Power
Effects after 180 days
  • Trigger country event “colthage_other.82”
  • Hidden effect:
    • [Scope]Thunder Cliffs (1028):
      • [SCOPE]State owner:
        • If:
          • Limited to:
          • Trigger country event “colthage_other.82”


id

Decision generic research.pngExpedition To The South Pole

While the north pole was reached by the penguins many years ago, the south pole yet remains unclaimed. Whoever dares to venture into the lands of the ice dragons will have their chance to be the first civilized beings to reach the bottom of the world, figuratively speaking. Do we dare to do so?


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Hidden trigger:
    • Has more than 49 Political Power Political Power
    • Has more than 1 999 Ponypower Ponypower
  • Is at peace
  • [Scope]Pengaia (1012):
    • [SCOPE]State owner:
      • Is at peace

Cost

Manpower icon.png 2000 Pol power 20x20.png 50


Effects when selected
  • Hidden effect:
    • Lose Ponypower 2 000 Ponypower
    • Lose Political Power 50 Political Power
Effects after 360 days
  • Trigger country event “colthage_other.99”
  • Hidden effect:
    • [Scope]Pengaia (1012):
      • [SCOPE]State owner:
        • If:
          • Limited to:
          • Trigger country event “colthage_other.99”


id

Decision generic research.pngExpedition To The Golden Temple

Griffon adventurers have long spread rumours of a magical temple hidden deep in the unnatural jungles of South-East Zebrica. Yet so far, no one has managed to find it and return to tell the tale. A proper scientific expedition must be undertaken to unravel the mystery.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Hidden trigger:
    • Has more than 49 Political Power Political Power
    • Has more than 1 999 Ponypower Ponypower
  • Is at peace
  • [Scope]Karuyungan (1139):
    • [SCOPE]State owner:
      • Is at peace

Cost

Manpower icon.png 2000 Pol power 20x20.png 50


Effects when selected
  • Hidden effect:
    • Lose Ponypower 2 000 Ponypower
    • Lose Political Power 50 Political Power
Effects after 180 days
  • Trigger country event “colthage_other.98”
  • Hidden effect:
    • [Scope]Karuyungan (1139):
      • [SCOPE]State owner:
        • If:
          • Limited to:
          • Trigger country event “colthage_other.98”


id

Decision generic research.pngExpedition To Azir

The deserts of Azir to the far south are known to be desolate and hostile to most forms of life. However, travellers have reported sightings of ancient ruins buried in the sand. Perhaps civilization once thrived there, long ago? The only way to learn the truth is to mount an expedition and study the rumoured archaeological site.


 
This decision can be activated only once during a campaign.
Visible when
  • Hidden trigger:
    • Flag of Azir Azir:
      • None of:
        • Current ruling party is Supremacy Supremacist
Prerequisites
  • Hidden trigger:
    • Has more than 49 Political Power Political Power
    • Has more than 1 999 Ponypower Ponypower
  • Is at peace
  • [Scope]Azir (891):
    • [SCOPE]State owner:
      • Is at peace

Cost

Manpower icon.png 2000 Pol power 20x20.png 50


Effects when selected
  • Hidden effect:
    • Lose Ponypower 2 000 Ponypower
    • Lose Political Power 50 Political Power
Effects after 90 days
  • Trigger country event “colthage_other.80”
  • Hidden effect:
    • [Scope]Azir (891):
      • [SCOPE]State owner:
        • If:
          • Limited to:
          • Trigger country event “colthage_other.80”


Decision category generic.png Scientific Experiments

Requirements for category to appear:

  • Current ruling party is Neutrality Non-Aligned
  • Country flag CTH_nerd_shit_unlocked is set

id

Decision generic research.pngLivestock Sapience Question

While most animals clearly are not sapient, there are some exceptions especially among ungulates like cattle and sheep. They are known to be capable of speech, yet unlike us, seem to have no interest in civilization. Some compare their status to unjust slavery, but they are noticeably more content with their situations than slaves. The matter needs to be investigated to learn the truth about the morality of livestock.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Is at peace

Cost

25


Effects for duration of 30 days
  • Research Speed: −15%
Effects after 30 days
  • Trigger country event “Experiment Report: Cow Interview”


id

Decision generic research.pngMystery of the Marks

Ponies are well known for their talent symbols, which they call 'cutie marks'. These are magical images that appear on a pony's flank when they achieve their inner potential and learn their special talent. Zebras also have marks on their flanks, but their function is as of yet unknown...


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag CTH_zebra_experiment_1_complete is set
Prerequisites
  • Is at peace

Cost

25


Effects for duration of 30 days
  • Research Speed: −15%
Effects after 30 days
  • Trigger country event “Experiment Report: Effects Of The Cutie Pox On A Zebra”


id

Decision generic research.pngHow Do Claws Work?

Every zebra knows how hooves function, but other races have more unusual prehensile appendages. How does a minotaur, for example, use a rifle? How does a griffon use a wrench? More study is required to explain how objects can be grasped with hands and claws.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Is at peace

Cost

25


Effects for duration of 30 days
  • Research Speed: −15%
Effects after 30 days
  • Trigger country event “Experiment Report: Functionality of Claws”


id

Decision generic research.pngExtraction of Magic

Some races have greater magical abilities than others, but do all races have some magical power? Previous experiments proved that zebra flank symbols are magical yet serve a different purpose than cutie marks. What if this magical energy could be removed? Would we then finally be able to see what difference the symbol makes?


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag CTH_zebra_experiment_2_complete is set
  • Country flag CTH_zebra_experiment_4_complete is set
Prerequisites
  • Is at peace

Cost

25


Effects for duration of 60 days
  • Research Speed: −30%
Effects after 60 days
  • Trigger country event “Experiment Report: Magical Extraction”


id

Decision generic research.pngInjection of Magic

We have successfully extracted magic, but what happens when it is injected? This could be the alternate method to learn the effects of the mysterious flank symbol. With an increase of energy, any magical abilities would be strengthened. Maybe this is the key to finally solving the mystery?


 
This decision can be activated only once during a campaign.
Visible when
  • Country flag CTH_zebra_experiment_3_complete is set
Prerequisites
  • Is at peace

Cost

25


Effects for duration of 30 days
  • Research Speed: −15%
Effects after 30 days
  • Trigger country event “Experiment Report: Magical Injection”


id

Decision generic research.pngGrowing Crystals

Magical crystals are often found in caverns around the world, and it was long assumed that they are minerals, which take millions of years to form. But this assumption has been proven to be false, as increased exploitation of crystal deposits has revealed the fact that crystals grow. What causes this mysterious phenomenon to occur?


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Is at peace

Cost

25


Effects for duration of 30 days
  • Research Speed: −15%
Effects after 30 days
  • Trigger country event “Experiment Report: Stimulating Crystallization”


id

Decision generic research.pngThe Great Stripe Debate

For millennia, zebras have wondered: Are we black with white stripes, or white with black stripes? No conclusive answer has been provided until now. With the power of the scientific method, the debate can finally be resolved for good.


 
This decision can be activated only once during a campaign.
Visible when
  • None
Prerequisites
  • Is at peace

Cost

25


Effects for duration of 30 days
  • Research Speed: −15%
Effects after 30 days
  • Trigger country event “Experiment Report: The Primary Colour Of Zebra Fur”


Decision category military operation.png Demands of the Military

Requirements for category to appear:

  • Current ruling party is Neutrality Non-Aligned
  • Military missions blocker (?)

id

Rifles.pngComplete 'Open A Military Academy' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has completed national focus Invite Foreign Military Advisors.png “Open A Military Academy”
Activated by
  • Taking the decision “Complete 'Divert Resources To Military Research' Focus”
  • Running out the timer on the decision “Complete 'Divert Resources To Military Research' Focus”

Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


id

Rifles.pngComplete 'Reform The Army' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has completed national focus Zebra soldier.png “Reform The Army”
Activated by
  • Taking the decision “Complete 'A Foundation of Order' Focus”
  • Running out the timer on the decision “Complete 'A Foundation of Order' Focus”

Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
  • Activate Mission: “Complete 'Establish An Air Force' Focus”
  • Activate Mission: “Complete 'Develop New Ship Types' Focus”
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes
  • Activate Mission: “Complete 'Establish An Air Force' Focus”
  • Activate Mission: “Complete 'Develop New Ship Types' Focus”


id

Rifles.pngComplete 'The Coltvan Problem' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • At least one of the following is true:
    • Has completed national focus Goal fire.png “The Coltvan Problem”
    • Is at war with Flag of Coltvan Republic Coltvan Republic
Activated by

The event “A Meeting With A Rival” option “Keep your friends close, and your enemies closer...”


Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
  • Activate Mission: “Complete 'Retake Kar-Alpaka' Focus”
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes
  • Activate Mission: “Complete 'Retake Kar-Alpaka' Focus”


id

Rifles.pngComplete 'Develop New Ship Types' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has completed national focus Zebra navy.png “Develop New Ship Types”
Activated by
  • Taking the decision “Complete 'Reform The Army' Focus”
  • Running out the timer on the decision “Complete 'Reform The Army' Focus”

Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
  • Activate Mission: “Complete 'Military Mechanization' Focus”
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes
  • Activate Mission: “Complete 'Military Mechanization' Focus”


id

Rifles.pngComplete 'Experimental Weaponry' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has completed national focus Goal skull cannon.png “Experimental Weaponry”
Activated by
  • Taking the decision “Complete 'Military Mechanization' Focus”
  • Running out the timer on the decision “Complete 'Military Mechanization' Focus”

Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


id

Rifles.pngComplete 'Establish An Air Force' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has completed national focus Zebra plane.png “Establish An Air Force”
Activated by
  • Taking the decision “Complete 'Reform The Army' Focus”
  • Running out the timer on the decision “Complete 'Reform The Army' Focus”

Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


id

Rifles.pngComplete 'A Foundation of Order' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has completed national focus Goal generic political pressure.png “A Foundation Of Order”
Activated by

The event “A Meeting With A Rival” option “Keep your friends close, and your enemies closer...”


Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
  • Activate Mission: “Complete 'Reform The Army' Focus”
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes
  • Activate Mission: “Complete 'Reform The Army' Focus”


id

Rifles.pngComplete 'Divert Resources To Military Research' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has completed national focus Goal CVA techs.png “Divert Resources To Military Research”
Activated by
  • Taking the decision “Complete 'Retake Kar-Alpaka' Focus”
  • Running out the timer on the decision “Complete 'Retake Kar-Alpaka' Focus”

Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
  • Activate Mission: “Complete 'Open A Military Academy' Focus”
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes
  • Activate Mission: “Complete 'Open A Military Academy' Focus”


id

Rifles.pngComplete 'Retake Kar-Alpaka' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • At least one of the following is true:
    • Has completed national focus Retake Kar Alpaka.png “Retake Kar-Alpaka”
    • Is at war
Activated by
  • Taking the decision “Complete 'The Coltvan Problem' Focus”
  • Running out the timer on the decision “Complete 'The Coltvan Problem' Focus”

Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
  • Activate Mission: “Complete 'Pacify The South' Focus”
  • Activate Mission: “Complete 'Divert Resources To Military Research' Focus”
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes
  • Activate Mission: “Complete 'Pacify The South' Focus”
  • Activate Mission: “Complete 'Divert Resources To Military Research' Focus”


id

Rifles.pngComplete 'Military Mechanization' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has completed national focus Zebra mot.png “Military Mechanisation”
Activated by
  • Taking the decision “Complete 'Develop New Ship Types' Focus”
  • Running out the timer on the decision “Complete 'Develop New Ship Types' Focus”

Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
  • Activate Mission: “Complete 'Experimental Weaponry' Focus”
Effects when not completed within 200 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes
  • Activate Mission: “Complete 'Experimental Weaponry' Focus”


id

Rifles.pngComplete 'Pacify The South' Focus

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • At least one of the following is true:
    • Has completed national focus Operation Steppe Charger.png “Pacify The South”
    • Is at war with Flag of Quaggatai Quaggatai
    • Is at war with Flag of Coltdar Coltdar
Activated by
  • Taking the decision “Complete 'Retake Kar-Alpaka' Focus”
  • Running out the timer on the decision “Complete 'Retake Kar-Alpaka' Focus”

Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 300 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


id

Rifles.pngSign Contracts With Design Companies

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • At least one of the following is true:
    • Has the Tank Designer CTH infantry tank manufacturer.png “Maztrotta Cars”
    • Has the Tank Designer CTH medium tank manufacturer.png “Hippone Tractor Factory”
    • Has the Tank Designer CTH heavy tank manufacturer.png “Steel Elephants”
  • At least one of the following is true:
    • Has the Materiel Designer CTH infantry equipment manufacturer.png “Ochzor Rifle Designs”
    • Has the Materiel Designer CTH artillery manufacturer.png “Ochzor Cannon Designs”
    • Has the Materiel Designer CTH support equipment manufacturer.png “Army Materiel Command”
    • Has the Materiel Designer WNG taloncia.png “Taloncia Colthage Branch”
  • At least one of the following is true:
    • Has the Aircraft Designer CTH light aircraft manufacturer.png “National Aviation Workshops”
    • Has the Aircraft Designer WNG columbroni.png “Columbroni Colthage Branch”
  • At least one of the following is true:
    • Has the Ship Designer CTH naval manufacturer 1.png “Mercantile Escort Shipyard”
    • Has the Ship Designer CTH naval manufacturer 2.png “Cothon Of Colthage”
Activated by

Completing the national focus Goal CVA techs.png “Divert Resources To Military Research”


Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 1 year and 35 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


id

Rifles.pngExpand The Air Force

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • has_deployed_air_force_size
    • size > 49
Activated by

Completing the national focus Zebra plane.png “Establish An Air Force”


Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 1 year and 35 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


id

Rifles.pngExpand The Army

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has more than 149 999 Ponypower Ponypower in the field
Activated by

The event “A Meeting With A Rival” option “Keep your friends close, and your enemies closer...”


Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 1 year and 35 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


id

Rifles.pngExpand The Navy

 
This mission can be activated only once during a campaign.
Activates when
  • No Never
Completed when
  • Has more than 49 ships
Activated by

Completing the national focus Zebra navy.png “Develop New Ship Types”


Cancelled when
  • At least one of the following is true:
    • Army was purged (?)
    • None of:
      • Scientifids rule Colthage (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 1 year and 35 days
  • Scripted Effect: CTH_remove_10_military_faction_loyalty=yes


Decision category military operation.png Coltvan Unrest

During the Storm King's invasion, the zebras of the eastern provinces of Coltva took to their mountains with their belongings, hiding what they could from the greedy Yeti. After Storm King's death, the celebrations quickly turned sour as it became clear Colthage had been too weak to protect Coltva. The rich and powerful Colthaginian landowners justified their rule by claiming to be their defenders, yet they had failed in this duty. So what right did they have to keep the common zebra in chains?

One rebel leader, Zeshmunazash Zeirutid, managed to rally the Coltvans to his cause and is continuing his war of resistance against the Colthaginian government. If we do not deal with the unrest in the region, this could spill over to be a full-blown rebellion.

Requirements for category to appear:

  • Flag of Coltvan Republic Coltvan Republic dDoes not exist.
  • None of the following is true:
    • Coltva has been cored (?)
    • Coltva has been pacified (?)
    • Country flag CVA_complete_chaos is set
    • Country flag CTH_Monzano_takeover is set
    • Zeirutid is dead (?)

id

Decision generic civil support.pngCrackdown on the Bandits in [1094.GetName]

 
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • [Scope]Goatlestan (1094):
      • Is a core state of our country
Prerequisites
  • Eastern Garrisons Reinforced (?)
  • Has full control of state Goatlestan (1094)
  • At least one of the following is true:
    • Is AI-controlled
    • Has more than 2 divisions in state Goatlestan (1094)

Cost

25


Effects when selected
  • Custom effect tooltip: Having more than 5 divisions in the state increases chance of success, while having more than 30% compliance decreases chance of failure.
  • One of the following at random:
    • 50% (50) chance of:
      • Chance increases x 1.5 if:
        • Has more than 5 divisions in state Goatlestan (1094)
      • [Scope]Goatlestan (1094):
        • Resistance: −10%
        • Compliance:+5%
        • If:
          • Limited to:
            • Has the dynamic modifier “Coltvan Rebellion”
            • Has less than 60% resistance
          • Remove the dynamic modifier “Coltvan Rebellion”
          • Add the dynamic modifier “Coltvan Defiance” to this state providing the following effects:
            • Compliance Growth Speed: −5%
            • Resistance Growth Speed: +5%
            • Resistance Target: +25%
            • Resistance Decay Speed: −25%
            • Local Available Resources: −33%
            • Strategic Redeployment Disabled: Yes
            • Limited to:
              • Yes Always
        • Else, if:
          • Limited to:
            • Has the dynamic modifier “Coltvan Defiance”
            • Has less than 30% resistance
          • Remove the dynamic modifier “Coltvan Defiance”
          • Add the dynamic modifier “Coltvan Unrest” to this state providing the following effects:
            • Resistance Growth Speed: +3%
            • Resistance Target: +10%
            • Resistance Decay Speed: −10%
            • Local Available Resources: −15%
            • Limited to:
              • Yes Always
      • Lose Ponypower 100 Ponypower
    • 50% (50) chance of:
      • Chance increases x 0.25 if:
        • [Scope]Goatlestan (1094):
          • Has more than 30% compliance
      • [Scope]Goatlestan (1094):
        • Resistance: +5%
        • If:
          • Limited to:
            • Has the dynamic modifier “Coltvan Defiance”
            • Has more than 60% resistance
          • Remove the dynamic modifier “Coltvan Defiance”
          • Add the dynamic modifier “Coltvan Rebellion” to this state providing the following effects:
            • Compliance Growth Speed: −10%
            • Resistance Growth Speed: +7%
            • Resistance Target: +50%
            • Resistance Decay Speed: −30%
            • Local Available Resources: −33%
            • Strategic Redeployment Disabled: Yes
            • Limited to:
              • Yes Always
        • Else, if:
          • Limited to:
            • Has the dynamic modifier “Coltvan Unrest”
            • Has more than 30% resistance
          • Remove the dynamic modifier “Coltvan Unrest”
          • Add the dynamic modifier “Coltvan Defiance” to this state providing the following effects:
            • Compliance Growth Speed: −5%
            • Resistance Growth Speed: +5%
            • Resistance Target: +25%
            • Resistance Decay Speed: −25%
            • Local Available Resources: −33%
            • Strategic Redeployment Disabled: Yes
            • Limited to:
              • Yes Always
      • Lose Ponypower 200 Ponypower


id

Decision generic civil support.pngCrackdown on the Bandits in [1095.GetName]

 
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • [Scope]Qatrain (1095):
      • Is a core state of our country
Prerequisites
  • Eastern Garrisons Reinforced (?)
  • Has full control of state Qatrain (1095)
  • At least one of the following is true:
    • Is AI-controlled
    • Has more than 1 divisions in state Qatrain (1095)

Cost

25


Effects when selected
  • Custom effect tooltip: Having more than 5 divisions in the state increases chance of success, while having more than 30% compliance decreases chance of failure.
  • One of the following at random:
    • 55% (55) chance of:
      • Chance increases x 1.5 if:
        • Has more than 5 divisions in state Qatrain (1095)
      • [Scope]Qatrain (1095):
        • Resistance: −10%
        • Compliance:+5%
        • If:
          • Limited to:
            • Has the dynamic modifier “Coltvan Rebellion”
            • Has less than 60% resistance
          • Remove the dynamic modifier “Coltvan Rebellion”
          • Add the dynamic modifier “Coltvan Defiance” to this state providing the following effects:
            • Compliance Growth Speed: −5%
            • Resistance Growth Speed: +5%
            • Resistance Target: +25%
            • Resistance Decay Speed: −25%
            • Local Available Resources: −33%
            • Strategic Redeployment Disabled: Yes
            • Limited to:
              • Yes Always
        • Else, if:
          • Limited to:
            • Has the dynamic modifier “Coltvan Defiance”
            • Has less than 30% resistance
          • Remove the dynamic modifier “Coltvan Defiance”
          • Add the dynamic modifier “Coltvan Unrest” to this state providing the following effects:
            • Resistance Growth Speed: +3%
            • Resistance Target: +10%
            • Resistance Decay Speed: −10%
            • Local Available Resources: −15%
            • Limited to:
              • Yes Always
      • Lose Ponypower 50 Ponypower
    • 45% (45) chance of:
      • Chance increases x 0.25 if:
        • [Scope]Qatrain (1095):
          • Has more than 30% compliance
      • [Scope]Qatrain (1095):
        • Resistance: +5%
        • If:
          • Limited to:
            • Has the dynamic modifier “Coltvan Defiance”
            • Has more than 60% resistance
          • Remove the dynamic modifier “Coltvan Defiance”
          • Add the dynamic modifier “Coltvan Rebellion” to this state providing the following effects:
            • Compliance Growth Speed: −10%
            • Resistance Growth Speed: +7%
            • Resistance Target: +50%
            • Resistance Decay Speed: −30%
            • Local Available Resources: −33%
            • Strategic Redeployment Disabled: Yes
            • Limited to:
              • Yes Always
        • Else, if:
          • Limited to:
            • Has the dynamic modifier “Coltvan Unrest”
            • Has more than 30% resistance
          • Remove the dynamic modifier “Coltvan Unrest”
          • Add the dynamic modifier “Coltvan Defiance” to this state providing the following effects:
            • Compliance Growth Speed: −5%
            • Resistance Growth Speed: +5%
            • Resistance Target: +25%
            • Resistance Decay Speed: −25%
            • Local Available Resources: −33%
            • Strategic Redeployment Disabled: Yes
            • Limited to:
              • Yes Always
      • Lose Ponypower 150 Ponypower


id

Decision generic civil support.pngCrackdown on the Bandits in [1093.GetName]

 
This decision is canceled when the requirements for being visible are not met.
Visible when
  • None of:
    • [Scope]Kizil-Zeb (1093):
      • Is a core state of our country
Prerequisites
  • Eastern Garrisons Reinforced (?)
  • Has full control of state Kizil-Zeb (1093)
  • At least one of the following is true:
    • Is AI-controlled
    • Has more than 1 divisions in state Kizil-Zeb (1093)

Cost

25


Effects when selected
  • Custom effect tooltip: Having more than 5 divisions in the state increases chance of success, while having more than 30% compliance decreases chance of failure.
  • One of the following at random:
    • 55% (55) chance of:
      • Chance increases x 1.5 if:
        • Has more than 5 divisions in state Kizil-Zeb (1093)
      • [Scope]Kizil-Zeb (1093):
        • Resistance: −10%
        • Compliance:+5%
        • If:
          • Limited to:
            • Has the dynamic modifier “Coltvan Rebellion”
            • Has less than 60% resistance
          • Remove the dynamic modifier “Coltvan Rebellion”
          • Add the dynamic modifier “Coltvan Defiance” to this state providing the following effects:
            • Compliance Growth Speed: −5%
            • Resistance Growth Speed: +5%
            • Resistance Target: +25%
            • Resistance Decay Speed: −25%
            • Local Available Resources: −33%
            • Strategic Redeployment Disabled: Yes
            • Limited to:
              • Yes Always
        • Else, if:
          • Limited to:
            • Has the dynamic modifier “Coltvan Defiance”
            • Has less than 30% resistance
          • Remove the dynamic modifier “Coltvan Defiance”
          • Add the dynamic modifier “Coltvan Unrest” to this state providing the following effects:
            • Resistance Growth Speed: +3%
            • Resistance Target: +10%
            • Resistance Decay Speed: −10%
            • Local Available Resources: −15%
            • Limited to:
              • Yes Always
      • Lose Ponypower 50 Ponypower
    • 45% (45) chance of:
      • Chance increases x 0.25 if:
        • [Scope]Kizil-Zeb (1093):
          • Has more than 30% compliance
      • [Scope]Kizil-Zeb (1093):
        • Resistance: +5%
        • If:
          • Limited to:
            • Has the dynamic modifier “Coltvan Defiance”
            • Has more than 60% resistance
          • Remove the dynamic modifier “Coltvan Defiance”
          • Add the dynamic modifier “Coltvan Rebellion” to this state providing the following effects:
            • Compliance Growth Speed: −10%
            • Resistance Growth Speed: +7%
            • Resistance Target: +50%
            • Resistance Decay Speed: −30%
            • Local Available Resources: −33%
            • Strategic Redeployment Disabled: Yes
            • Limited to:
              • Yes Always
        • Else, if:
          • Limited to:
            • Has the dynamic modifier “Coltvan Unrest”
            • Has more than 30% resistance
          • Remove the dynamic modifier “Coltvan Unrest”
          • Add the dynamic modifier “Coltvan Defiance” to this state providing the following effects:
            • Compliance Growth Speed: −5%
            • Resistance Growth Speed: +5%
            • Resistance Target: +25%
            • Resistance Decay Speed: −25%
            • Local Available Resources: −33%
            • Strategic Redeployment Disabled: Yes
            • Limited to:
              • Yes Always
      • Lose Ponypower 150 Ponypower


id

Decision generic civil support.pngCTH_zeirutids_rebellion_debug

 
Visible when
  • is_debug = yes
Prerequisites
  • Flag of Coltvan Republic Coltvan Republic:
    • Does not exist
  • At least one of the following is true:
    • Controls state Kizil-Zeb (1093)
    • Controls state Goatlestan (1094)
    • Controls state Qatrain (1095)
  • None of:
    • Coltva has been suppressed (?)
  • None of:
    • Coltva has revolted (?)

Effects when selected
  • Custom effect tooltip: Coltva will violently secede from Colthage!


  • Hidden effect:
    • Trigger country event “The Coltvan Revolution”


id

Decision generic civil support.pngZeirutid's Rallying Cry

"Arise, zebras of Coltva. It's time to fight for what is rightfully ours!"

Coltva will rise up and a war will start between us.


 
This mission is canceled when the requirements for being visible are not met.
Activates when
  • Flag of Coltvan Republic Coltvan Republic:
    • Does not exist
  • At least one of the following is true:
    • Controls state Kizil-Zeb (1093)
    • Controls state Goatlestan (1094)
    • Controls state Qatrain (1095)
  • None of:
    • Coltva has been suppressed (?)
  • None of:
    • Coltva has revolted (?)
  • Flag of Coltvan Republic Coltvan Republic:
    • Does not exist
  • At least one of the following is true:
    • Controls state Kizil-Zeb (1093)
    • Controls state Goatlestan (1094)
    • Controls state Qatrain (1095)
  • None of:
    • Coltva has been suppressed (?)
  • None of:
    • Coltva has revolted (?)
  • At least one of the following is true:
    • [Scope]Kizil-Zeb (1093):
      • Has more than 70% resistance
    • [Scope]Goatlestan (1094):
      • Has more than 70% resistance
    • [Scope]Qatrain (1095):
      • Has more than 70% resistance
Completed when
  • At least one of the following is true:
    • Coltva has been suppressed (?)
    • All of the following must be true:
      • [Scope]Kizil-Zeb (1093):
        • Has less than 70% resistance
      • [Scope]Goatlestan (1094):
        • Has less than 70% resistance
      • [Scope]Qatrain (1095):
        • Has less than 70% resistance

Effects when not completed within 30 days
  • Custom effect tooltip: Coltva will violently secede from Colthage!


  • Hidden effect:
    • Trigger country event “The Coltvan Revolution”


Decision category military operation.png Zanno Mzelqatid's Rebellion

After the Storm King's invasion, the son of an influential West-Colthaginian land owner, Zanno Mzelqatid, directly contested Zalathel Zarca in the elections for the position of Sufrit. Despite the result having already been decided before the election, he still campaigned and was able to gather significant support among the urban youth and the Popular Assembly. After the election, and Zalathel Zarca's overwhelming victory, he declared that the election was rigged and invalid. But before the authorities could crackdown on him for inciting unrest he and several supporters had fled across the border to Zumidia.

We cannot for a moment believe that this would be the end we see of him and we need to prepare for a possible uprising lead by Mzelqatid's supporters.

The presumed strength of the rebel movement is: [Root.CTH_constitutionalist_civil_war_strength_loc]

Requirements for category to appear:

  • None of the following is true:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)

id

Decision generic decision.pngCTH_add_to_rebel_strength_debug

 
Visible when
  • is_debug = yes
Prerequisites
  • is_debug = yes
  • None of:
    • Current ruling party is Harmony Harmonic

Effects when selected
  • Scripted Effect: CTH_add_1_constitutionalist_strength=yes


id

Decision generic decision.pngCTH_constitutionalist_rebellion_debug

 
Visible when
  • is_debug = yes
Prerequisites
  • is_debug = yes
  • None of:
    • Current ruling party is Harmony Harmonic

Effects when selected
  • Trigger country event “The Constitutionalist Uprising”


id

Decision generic civil support.pngCrackdown on the Bandits in [699.GetName]

 
Visible when
  • None of:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)
  • None of:
    • Cracked Down On Alaudid Bandits (?)
Prerequisites
  • Has completed national focus Goal generic more territorial claims.png “Crackdown On Western Bandits”
  • None of:
    • Cracked Down On Alaudid Bandits (?)
  • At least one of the following is true:
    • Has more than 5 divisions in state Alaudid Range (699)
    • Is AI-controlled
  • Has full control of state Alaudid Range (699)

Cancelled when
  • Is player-controlled
  • Has less than 6 divisions in state Alaudid Range (699)

Effects after 30 days
  • Custom effect tooltip: We will make progress in hunting down the bandits. All 3 states must be secured to reduce the strength of the rebels!
  • Gain Army experience 10 Army Experience
  • Cracked Down On Alaudid Bandits (?)
  • If:
    • Limited to:
      • Cracked Down On Tefemanei Bandits (?)
      • Cracked Down On Zalihli Bandits (?)
    • Scripted Effect: CTH_take_1_constitutionalist_strength=yes


id

Decision generic civil support.pngCrackdown on the Bandits in [877.GetName]

 
Visible when
  • None of:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)
  • None of:
    • Cracked Down On Tefemanei Bandits (?)
Prerequisites
  • Has completed national focus Goal generic more territorial claims.png “Crackdown On Western Bandits”
  • None of:
    • Cracked Down On Tefemanei Bandits (?)
  • At least one of the following is true:
    • Is AI-controlled
    • Has more than 5 divisions in state Tefemanei (877)
  • Has full control of state Tefemanei (877)

Cancelled when
  • Is player-controlled
  • Has less than 6 divisions in state Tefemanei (877)

Effects after 30 days
  • Custom effect tooltip: We will make progress in hunting down the bandits. All 3 states must be secured to reduce the strength of the rebels!
  • Gain Army experience 10 Army Experience
  • Cracked Down On Tefemanei Bandits (?)
  • If:
    • Limited to:
      • Cracked Down On Alaudid Bandits (?)
      • Cracked Down On Zalihli Bandits (?)
    • Scripted Effect: CTH_take_1_constitutionalist_strength=yes


id

Decision generic civil support.pngCrackdown on the Bandits in [876.GetName]

 
Visible when
  • None of:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)
  • None of:
    • Cracked Down On Zalihli Bandits (?)
Prerequisites
  • Has completed national focus Goal generic more territorial claims.png “Crackdown On Western Bandits”
  • None of:
    • Cracked Down On Zalihli Bandits (?)
  • At least one of the following is true:
    • Is AI-controlled
    • Has more than 5 divisions in state Zalihli (876)
  • Has full control of state Zalihli (876)

Cancelled when
  • Is player-controlled
  • Has less than 6 divisions in state Zalihli (876)

Effects after 30 days
  • Custom effect tooltip: We will make progress in hunting down the bandits. All 3 states must be secured to reduce the strength of the rebels!
  • Gain Army experience 10 Army Experience
  • Cracked Down On Zalihli Bandits (?)
  • If:
    • Limited to:
      • Cracked Down On Tefemanei Bandits (?)
      • Cracked Down On Alaudid Bandits (?)
    • Scripted Effect: CTH_take_1_constitutionalist_strength=yes


id

Decision generic civil support.pngCrackdown on the Students

 
This decision can be activated only once during a campaign.
Visible when
  • Country flag CTH_murder_riots_happened is set
  • None of:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)
Prerequisites
  • None

Cancelled when
  • At least one of the following is true:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)

Cost

25


Effects for duration of 7 days
  • Weekly Stability: −2.5%
Effects after 7 days
  • Trigger country event “Protests Crushed”


id

Decision generic civil support.pngRoot out the Constitutionalists

 
This decision can be activated only once during a campaign.
Visible when
  • Constitutionalist Conspiracy discovered (?)
  • None of:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)
Prerequisites
  • Constitutionalist Conspiracy discovered (?)

Cancelled when
  • At least one of the following is true:
    • Colthaginian Civil War has taken place (?)
    • Colthaginian Civil War has been avoided (?)

Cost

25


Effects when selected
  • Trigger country event “The Hippone Shootout” in 15 days
Effects for duration of 20 days
  • Weekly Stability: −2.5%
Effects after 20 days
  • Trigger country event “Prison Inspection”


id

Decision generic decision.pngCTH_take_from_rebel_strength_debug

 
Visible when
  • is_debug = yes
Prerequisites
  • is_debug = yes
  • None of:
    • Current ruling party is Harmony Harmonic

Effects when selected
  • Scripted Effect: CTH_take_1_constitutionalist_strength=yes


Decision category generic economy.png Colthaginian Commerce

Since the ancient times, Colthage has been a mercantile powerhouse. While its power has waxed and waned, to this day the patricians remain highly influential. Colthage has traditionally been known as the gateway of Zebrica, being an important nexus between east-west trade and an entrepôt for goods coming across the Zebharan trade routes. Now, with the nation recovering from the wrath of the Storm King, it is time for Colthage to regain its position as an economic superpower.

Our current Trade Capacity, the limit of how many countries we can trade with, is [?trade_capacity]. We have [?trade_partners^num] Trade Partner(s). For each Trade Partner we gain 10 Political Power every 90 days.

Trade Good: Demand: Supply:
Coffee texticon.png Coffee [?coffee_demand] [?coffee_supply]
Pearl texticon.png Pearls [?pearl_demand] [?pearl_supply]
Cotton texticon.png Cotton [?cotton_demand] [?cotton_supply]
Faience texticon.png Porcelain [?faience_demand] [?faience_supply]
Gold texticon.png Gold [?gold_demand] [?gold_supply]
Ivory texticon.png Ivory [?ivory_demand] [?ivory_supply]
Spices texticon.png Spices [?spices_demand] [?spices_supply]
Sugar texticon.png Sugar [?sugar_demand] [?sugar_supply]
Tea texticon.png Tea [?tea_demand] [?tea_supply]
Textiles texticon.png Textiles [?textiles_demand] [?textiles_supply]
Tobacco texticon.png Tobacco [?tobacco_demand] [?tobacco_supply]
Opium.png Opium [?opium_demand] [?opium_supply]
For each fulfilled trade good demand we gain additional Trade Capacity every 90 days.

Requirements for category to appear:

  • Trade decisions have been unlocked (?)

id

Decision generic construction.pngMechanize The Zerankara Gold Mines

Coltdar's hills are known to have many deposits of gold, but they have been difficult to access. In the past, the lives of hundreds of slaves were required to produce a single ounce of gold. With modern technology, such senseless waste of labourers is no longer necessary. Mechanizing the largest Coltdarian mines in Zerankara will make us one of the world's major producers of gold.


 
This decision can be activated only once during a campaign.
Visible when
  • Trade good production has been unlocked (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Demand for the Trade Good must be higher than Supply.
    • Value of variable gold_demand is greater than gold_supply
  • Has full control of state Zerankara (707)

Cost

50


Effects for duration of 90 days
  • Civilian Factory Use: +2
Effects after 90 days
  • Custom effect tooltip: Will increase the Supply of Gold texticon.png Gold by 1.
  • Increase variable gold_supply by 1
  • [Scope]Zerankara (707):
    • Add 2 Building slot building slots
    • Add 2 Civilian factory Civilian Factory


id

Decision generic construction.pngBuild Qatrain Oyster Hatchery & Pearl Canning Factory

Pearl hunting is a terribly inefficient method of producing pearls, with thousands of oysters required to produce a single natural pearl. However, cultured pearls can be produced in far greater numbers. By establishing an oyster farm and a pearl canning factory, we can greatly increase the amount of pearls produced.


 
This decision can be activated only once during a campaign.
Visible when
  • Trade good production has been unlocked (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Demand for the Trade Good must be higher than Supply.
    • Value of variable pearl_demand is greater than pearl_supply
  • Has full control of state Qatrain (1095)
  • [Scope]Qatrain (1095):
    • Is a core state of our country

Cost

50


Effects for duration of 90 days
  • Civilian Factory Use: +2
Effects after 90 days
  • Custom effect tooltip: Will increase the Supply of Pearl texticon.png Pearls by 1.
  • Increase variable pearl_supply by 1
  • [Scope]Qatrain (1095):
    • Add 2 Building slot building slots
    • Add 2 Civilian factory Civilian Factory


id

Scroll.pngCancel Trade Deal With [From.GetNameDef]

I guess it's time to say no to more profit.


 
Visible when Prerequisites
  • None of:
    • We are waiting on a response to our proposal (?)
  • [SCOPE]FROM
    • At least one of the following is true:
      • Is neighbor of our country
      • [SCOPE]Any owned state:
        • Is a coastal state
        • Is fully controlled by FROM

Targets for decision

Flag of Macawia Macawia, Flag of Hippogriffia Hippogriffia, Flag of Kingdom of Wingbardy Kingdom of Wingbardy, Flag of Federated Parishes of Sicameon Federated Parishes of Sicameon, Flag of Republic of Asterion Republic of Asterion, Flag of Chiropterra Chiropterra, Flag of Quaggatai Quaggatai, Flag of Zarantia Zarantia, Flag of Doelhi Confederation Doelhi Confederation, Flag of Yarildom of Chital Yarildom of Chital, Flag of County of Cyanolisia County of Cyanolisia, Flag of Free Towns of Gryphus Free Towns of Gryphus, Flag of Llambet Llambet, Flag of Kingdom of Brodfeld Kingdom of Brodfeld, Flag of Kingdom of Warzena Kingdom of Warzena, Flag of Falcorian Queendom Falcorian Queendom, Flag of Protectorate of Uusi Hirvimaa Protectorate of Uusi Hirvimaa, Flag of Republic of Tobuck Republic of Tobuck, Flag of Kása Free State Kása Free State, Flag of Maregypt Maregypt, Flag of Kingdom of Abyssinia Kingdom of Abyssinia, Flag of Puerto Caballo Puerto Caballo, Flag of Les Meridiennes Les Meridiennes, Flag of Commonwealth of New Mareland Commonwealth of New Mareland, Flag of Yarildom of Sambar Yarildom of Sambar, Flag of Austurland Austurland, Flag of Boltrian Kingdom Boltrian Kingdom, Flag of Barasingha Barasingha


Effects when selected
  • [SCOPE]FROM
    • Trigger country event “Colthage Closes Trade Route”
  • If:
    • Limited to:
      • [SCOPE]FROM
    • Custom effect tooltip: Trade with Macawia grants: 1 Supply of Coffee texticon.png Coffee, 1 Demand of Pearl texticon.png Pearls.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Hippogriffia grants: 1 Supply of Pearl texticon.png Pearls, 1 Demand of Coffee texticon.png Coffee.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Chiropterra grants: 1 Supply of Opium.png Opium, 1 Demand of Tea texticon.png Tea.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Quaggatai grants: 1 Supply of Cotton texticon.png Cotton, 1 Demand of Textiles texticon.png Textiles.
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
    • Custom effect tooltip: Trade with Zarantia grants: 1 Supply of Ivory texticon.png Ivory, 1 Demand of Gold texticon.png Gold.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Warzena grants: 1 Supply of Textiles texticon.png Textiles, 1 Demand of Faience texticon.png Porcelain.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Tobuck grants: 1 Supply of Cotton texticon.png Cotton, 1 Demand of Tobacco texticon.png Tobacco.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Hirvimaa grants: 1 Supply of Tea texticon.png Tea, 1 Demand of Sugar texticon.png Sugar.
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
    • Custom effect tooltip: Trade with Llambet grants: 1 Supply of Gold texticon.png Gold, 1 Demand of Sugar texticon.png Sugar.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Doelhi grants: 1 Supply of Tea texticon.png Tea, 1 Demand of Textiles texticon.png Textiles.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Chital grants: 1 Supply of Spices texticon.png Spices, 1 Demand of Cotton texticon.png Cotton.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Gryphus grants: 1 Supply of Faience texticon.png Porcelain, 1 Demand of Spices texticon.png Spices.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Brodfeld grants: 1 Supply of Sugar texticon.png Sugar, 1 Demand of Gold texticon.png Gold.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Asterion grants: 1 Supply of Gold texticon.png Gold, 1 Demand of Faience texticon.png Porcelain.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Cyanolisia grants: 1 Supply of Tobacco texticon.png Tobacco, 1 Demand of Ivory texticon.png Ivory.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Sicameon grants: 1 Supply of Sugar texticon.png Sugar, 1 Demand of Opium.png Opium.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Falcor grants: 1 Supply of Faience texticon.png Porcelain, 1 Demand of Tea texticon.png Tea.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Wingbardy grants: 1 Supply of Textiles texticon.png Textiles, 1 Demand of Cotton texticon.png Cotton.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Kása grants: 1 Supply of Pearl texticon.png Pearls, 1 Demand of Coffee texticon.png Coffee.
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
    • Custom effect tooltip: Trade with Maregypt grants: 1 Supply of Cotton texticon.png Cotton, 1 Demand of Spices texticon.png Spices.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Abyssinia grants: 1 Supply of Coffee texticon.png Coffee, 1 Demand of Opium.png Opium.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Puerto Caballo grants: 1 Supply of Tobacco texticon.png Tobacco, 1 Demand of Textiles texticon.png Textiles.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Les Meridiennes grants: 1 Supply of Opium.png Opium, 1 Demand of Sugar texticon.png Sugar.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with New Mareland grants: 1 Supply of Gold texticon.png Gold, 1 Demand of Tobacco texticon.png Tobacco.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Sambar grants: 1 Supply of Ivory texticon.png Ivory, 1 Demand of Pearl texticon.png Pearls.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Austurland grants: 1 Supply of Textiles texticon.png Textiles, 1 Demand of Ivory texticon.png Ivory.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Boltria grants: 1 Supply of Spices texticon.png Spices, 1 Demand of Gold texticon.png Gold.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Barasingha grants: 1 Supply of Sugar texticon.png Sugar, 1 Demand of Cotton texticon.png Cotton.


id

Decision generic construction.pngConstruct Cotton Harvester Machine Factories

Traditionally, cotton grown in Colthage has been gathered by hoof, primarily with the use of slaves. This method is far from efficient, resulting in small harvests. By investing into the mechanization of the harvesting process, yields can be greatly increased. One cotton picker machine can do the same amount of work as forty zebras!


 
This decision can be activated only once during a campaign.
Visible when
  • Trade good production has been unlocked (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Demand for the Trade Good must be higher than Supply.
    • Value of variable cotton_demand is greater than cotton_supply
  • If:

Cost

50


Effects for duration of 90 days
  • Civilian Factory Use: +2
Effects after 90 days
  • Custom effect tooltip: Will increase the Supply of Cotton texticon.png Cotton by 1.
  • Increase variable cotton_supply by 1
  • Scripted Effect: two_random_industrial_complex=yes


id

Convoy ship.pngQuarterly Report

More trade means wealthier patricians, which in turn means more political support for [Root.GetLeader]. Every 90 days, we gain 10 Political Power for each Trade Partner and additional Trade Capacity for each fulfilled trade good demand.


 
Activates when
  • Value of variable trade_partners^num is greater than 0
Failed when
  • Value of variable trade_partners^num is less than 1
Activated by

Running out the timer on the decision “Quarterly Report”


Effects in 90 days
  • Hidden effect:
    • for_each_loop
      • array = trade_partners
      • [SCOPE]Variable v:
        • If:
          • Limited to:
          • add_to_array
            • ROOT.trade_partners_to_remove = THIS.id
          • If:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable pearl_demand by 1
              • Decrease variable coffee_supply by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable pearl_supply by 1
              • Decrease variable coffee_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable opium_supply by 1
              • Decrease variable tea_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable cotton_supply by 1
              • Decrease variable textiles_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable ivory_supply by 1
              • Decrease variable gold_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable faience_demand by 1
              • Decrease variable textiles_supply by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable cotton_supply by 1
              • Decrease variable tobacco_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable tea_supply by 1
              • Decrease variable sugar_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable gold_supply by 1
              • Decrease variable sugar_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable tea_supply by 1
              • Decrease variable textiles_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable spices_supply by 1
              • Decrease variable cotton_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable faience_supply by 1
              • Decrease variable spices_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable sugar_supply by 1
              • Decrease variable gold_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable gold_supply by 1
              • Decrease variable faience_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable tobacco_supply by 1
              • Decrease variable ivory_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable sugar_supply by 1
              • Decrease variable opium_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable faience_supply by 1
              • Decrease variable tea_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable textiles_supply by 1
              • Decrease variable cotton_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable pearl_supply by 1
              • Decrease variable coffee_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable cotton_supply by 1
              • Decrease variable spices_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable coffee_supply by 1
              • Decrease variable opium_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable tobacco_supply by 1
              • Decrease variable textiles_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable opium_supply by 1
              • Decrease variable sugar_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable gold_supply by 1
              • Decrease variable tobacco_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable ivory_supply by 1
              • Decrease variable pearl_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable sugar_supply by 1
              • Decrease variable cotton_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable spices_supply by 1
              • Decrease variable gold_demand by 1
          • Else, if:
            • Limited to:
            • [SCOPE]Our country
              • Decrease variable textiles_supply by 1
              • Decrease variable ivory_demand by 1
    • for_each_loop
      • array = trade_partners_to_remove
      • remove_from_array
        • ROOT.trade_partners = v
    • Set temporary variable pp_gain to the value of trade_partners^num
    • Multiply temporary variable pp_gain by 10
    • clear_array = trade_partners_to_remove
  • Gain or Lose Political Power pp_gain Political Power
  • Set variable trade_capacity to 2
  • If:
    • Limited to:
      • Value of variable pearl_demand is greater than 0
      • Value of variable pearl_supply is greater than 0
    • Custom effect tooltip: Demand for Pearl texticon.png Pearls fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable pearl_demand is equals 2
        • Value of variable pearl_supply is equals 2
      • Custom effect tooltip: Demand for Cotton texticon.png Cotton fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable coffee_demand is greater than 0
      • Value of variable coffee_supply is greater than 0
    • Custom effect tooltip: Demand for Coffee texticon.png Coffee fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable coffee_demand is equals 2
        • Value of variable coffee_supply is equals 2
      • Custom effect tooltip: Demand for Coffee texticon.png Coffee fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable cotton_demand is greater than 0
      • Value of variable cotton_supply is greater than 0
    • Custom effect tooltip: Demand for Cotton texticon.png Cotton fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable cotton_demand is equals 2
        • Value of variable cotton_supply is equals 2
      • Custom effect tooltip: Demand for Cotton texticon.png Cotton fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
    • Else, if:
      • Limited to:
        • Value of variable cotton_demand is equals 3
        • Value of variable cotton_supply is equals 3
      • Custom effect tooltip: Demand for Cotton texticon.png Cotton fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
      • Custom effect tooltip: Demand for Cotton texticon.png Cotton fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable faience_demand is greater than 0
      • Value of variable faience_supply is greater than 0
    • Custom effect tooltip: Demand for Faience texticon.png Porcelain fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable faience_demand is equals 2
        • Value of variable faience_supply is equals 2
      • Custom effect tooltip: Demand for Faience texticon.png Porcelain fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable gold_demand is greater than 0
      • Value of variable gold_supply is greater than 0
    • Custom effect tooltip: Demand for Gold texticon.png Gold fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable gold_demand is equals 2
        • Value of variable gold_supply is equals 2
      • Custom effect tooltip: Demand for Gold texticon.png Gold fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
    • Else, if:
      • Limited to:
        • Value of variable gold_demand is equals 3
        • Value of variable gold_supply is equals 3
      • Custom effect tooltip: Demand for Gold texticon.png Gold fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
      • Custom effect tooltip: Demand for Gold texticon.png Gold fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable ivory_demand is greater than 0
      • Value of variable ivory_supply is greater than 0
    • Custom effect tooltip: Demand for Ivory texticon.png Ivory fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable ivory_demand is equals 2
        • Value of variable ivory_supply is equals 2
      • Custom effect tooltip: Demand for Ivory texticon.png Ivory fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable spices_demand is greater than 0
      • Value of variable spices_supply is greater than 0
    • Custom effect tooltip: Demand for Spices texticon.png Spices fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable spices_demand is equals 2
        • Value of variable spices_supply is equals 2
      • Custom effect tooltip: Demand for Spices texticon.png Spices fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable sugar_demand is greater than 0
      • Value of variable sugar_supply is greater than 0
    • Custom effect tooltip: Demand for Sugar texticon.png Sugar fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable sugar_demand is equals 2
        • Value of variable sugar_supply is equals 2
      • Custom effect tooltip: Demand for Sugar texticon.png Sugar fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
    • Else, if:
      • Limited to:
        • Value of variable sugar_demand is equals 3
        • Value of variable sugar_supply is equals 3
      • Custom effect tooltip: Demand for Sugar texticon.png Sugar fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
      • Custom effect tooltip: Demand for Sugar texticon.png Sugar fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable tea_demand is greater than 0
      • Value of variable tea_supply is greater than 0
    • Custom effect tooltip: Demand for Tea texticon.png Tea fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable tea_demand is equals 2
        • Value of variable tea_supply is equals 2
      • Custom effect tooltip: Demand for Tea texticon.png Tea fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable textiles_demand is greater than 0
      • Value of variable textiles_supply is greater than 0
    • Custom effect tooltip: Demand for Textiles texticon.png Textiles fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable textiles_demand is equals 2
        • Value of variable textiles_supply is equals 2
      • Custom effect tooltip: Demand for Textiles texticon.png Textiles fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
    • Else, if:
      • Limited to:
        • Value of variable textiles_demand is equals 3
        • Value of variable textiles_supply is equals 3
      • Custom effect tooltip: Demand for Textiles texticon.png Textiles fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
      • Custom effect tooltip: Demand for Textiles texticon.png Textiles fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable tobacco_demand is greater than 0
      • Value of variable tobacco_supply is greater than 0
    • Custom effect tooltip: Demand for Tobacco texticon.png Tobacco fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable tobacco_demand is equals 2
        • Value of variable tobacco_supply is equals 2
      • Custom effect tooltip: Demand for Tobacco texticon.png Tobacco fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • If:
    • Limited to:
      • Value of variable opium_demand is greater than 0
      • Value of variable opium_supply is greater than 0
    • Custom effect tooltip: Demand for Opium.png Opium fulfilled! +1 Trade Capacity.
    • Increase variable trade_capacity by 1
    • If:
      • Limited to:
        • Value of variable opium_demand is equals 2
        • Value of variable opium_supply is equals 2
      • Custom effect tooltip: Demand for Opium.png Opium fulfilled! +1 Trade Capacity.
      • Increase variable trade_capacity by 1
  • Hidden effect:
    • Activate Mission: “Quarterly Report”
  • If:
    • Limited to:
      • Value of variable trade_partners^num is greater than trade_capacity
    • Custom effect tooltip: We have insufficient Trade Capacity! We will lose one Trade Partner in the next quarter.
    • [SCOPE]One random country in the world:
      • Limited to:
      • Trigger country event “Colthage Closes Trade Route”


id

Decision generic construction.pngEstablish The Hipponian Porcelain Manufactory

The secrets of making porcelain have quickly spread around the world, and the artisans of Hippone have taken advantage of this. Their work has been generously funded by the city's patricians, but the production only fulfills local needs. A specialized industrial complex for mass producing porcelain would allow its exportation abroad.


 
This decision can be activated only once during a campaign.
Visible when
  • Trade good production has been unlocked (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Demand for the Trade Good must be higher than Supply.
    • Value of variable faience_demand is greater than faience_supply
  • Has full control of state Alaudid Range (699)

Cost

50


Effects for duration of 90 days
  • Civilian Factory Use: +2
Effects after 90 days
  • Custom effect tooltip: Will increase the Supply of Faience texticon.png Porcelain by 1.
  • Increase variable faience_supply by 1
  • [Scope]Alaudid Range (699):
    • Add 2 Building slot building slots
    • Add 2 Civilian factory Civilian Factory


id

Decision generic construction.pngBuild Synthetic Zurian Purple Manufactory

For millennia, the famed dye of Zurian purple has been produced from several species of sea snails. Textiles dyed with the colour were highly coveted in the past. The patricians of Zur kept the manufacturing method a secret for centuries, maintaining a monopoly on the production of the famed dye. The ancient methods produce only small yields, making the dye far too expensive. Thankfully, Scientifid chemists have finally discovered a way to create a synthetic, cheaper variant of Zurian purple. Its mass production should begin at once!


 
This decision can be activated only once during a campaign.
Visible when
  • Trade good production has been unlocked (?)
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Demand for the Trade Good must be higher than Supply.
    • Value of variable textiles_demand is greater than textiles_supply
  • Has full control of state Zur (701)

Cost

50


Effects for duration of 90 days
  • Civilian Factory Use: +2
Effects after 90 days
  • Custom effect tooltip: Will increase the Supply of Textiles texticon.png Textiles by 1.
  • Increase variable textiles_supply by 1
  • [Scope]Zur (701):
    • Add 2 Building slot building slots
    • Add 2 Civilian factory Civilian Factory


id

Scroll.pngPropose A Trade Deal To [From.GetNameDef]

Who can say no to more profit?


 
Visible when Prerequisites
  • Is at peace
  • None of:
    • We are waiting on a response to our proposal (?)
  • Custom trigger tooltip:
    • Tooltip: Our current Trade Capacity is [?trade_capacity], while we have [?trade_partners^num] Trade Partners.
    • Value of variable trade_partners^num is less than trade_capacity
  • Has opinion of FROM of more than Opinion −11
  • [SCOPE]FROM
    • Is at peace
    • Has opinion of our country of more than Opinion −11
    • At least one of the following is true:
      • Is neighbor of our country
      • [SCOPE]Any owned state:
        • Is a coastal state
        • Is fully controlled by FROM

Cost

25

Targets for decision

Flag of Kása Free State Kása Free State, Flag of Maregypt Maregypt, Flag of Kingdom of Abyssinia Kingdom of Abyssinia, Flag of Puerto Caballo Puerto Caballo, Flag of Les Meridiennes Les Meridiennes, Flag of Commonwealth of New Mareland Commonwealth of New Mareland, Flag of Yarildom of Sambar Yarildom of Sambar, Flag of Austurland Austurland, Flag of Boltrian Kingdom Boltrian Kingdom, Flag of Barasingha Barasingha


Effects when selected
  • We are waiting on a response to our proposal (?)
  • [SCOPE]FROM
    • Trigger country event “Trade Offer From Colthage”
  • If:
    • Limited to:
    • Custom effect tooltip: Trade with Kása grants: 1 Supply of Pearl texticon.png Pearls, 1 Demand of Coffee texticon.png Coffee.
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
    • Custom effect tooltip: Trade with Maregypt grants: 1 Supply of Cotton texticon.png Cotton, 1 Demand of Spices texticon.png Spices.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Abyssinia grants: 1 Supply of Coffee texticon.png Coffee, 1 Demand of Opium.png Opium.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Puerto Caballo grants: 1 Supply of Tobacco texticon.png Tobacco, 1 Demand of Textiles texticon.png Textiles.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Les Meridiennes grants: 1 Supply of Opium.png Opium, 1 Demand of Sugar texticon.png Sugar.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with New Mareland grants: 1 Supply of Gold texticon.png Gold, 1 Demand of Tobacco texticon.png Tobacco.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Sambar grants: 1 Supply of Ivory texticon.png Ivory, 1 Demand of Pearl texticon.png Pearls.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Austurland grants: 1 Supply of Textiles texticon.png Textiles, 1 Demand of Ivory texticon.png Ivory.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Boltria grants: 1 Supply of Spices texticon.png Spices, 1 Demand of Gold texticon.png Gold.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Barasingha grants: 1 Supply of Sugar texticon.png Sugar, 1 Demand of Cotton texticon.png Cotton.


id

Scroll.pngPropose A Trade Deal To [From.GetNameDef]

Who can say no to more profit?


 
Visible when Prerequisites
  • Is at peace
  • None of:
    • We are waiting on a response to our proposal (?)
  • Custom trigger tooltip:
    • Tooltip: Our current Trade Capacity is [?trade_capacity], while we have [?trade_partners^num] Trade Partners.
    • Value of variable trade_partners^num is less than trade_capacity
  • Has opinion of FROM of more than Opinion −11
  • [SCOPE]FROM
    • Is at peace
    • Has opinion of our country of more than Opinion −11
    • At least one of the following is true:
      • Is neighbor of our country
      • [SCOPE]Any owned state:
        • Is a coastal state
        • Is fully controlled by FROM

Cost

25

Targets for decision

Flag of Macawia Macawia, Flag of Hippogriffia Hippogriffia, Flag of Kingdom of Wingbardy Kingdom of Wingbardy, Flag of Federated Parishes of Sicameon Federated Parishes of Sicameon, Flag of Republic of Asterion Republic of Asterion, Flag of Chiropterra Chiropterra, Flag of Quaggatai Quaggatai, Flag of Zarantia Zarantia, Flag of Doelhi Confederation Doelhi Confederation, Flag of Yarildom of Chital Yarildom of Chital, Flag of County of Cyanolisia County of Cyanolisia, Flag of Free Towns of Gryphus Free Towns of Gryphus, Flag of Llambet Llambet, Flag of Kingdom of Brodfeld Kingdom of Brodfeld, Flag of Kingdom of Warzena Kingdom of Warzena, Flag of Falcorian Queendom Falcorian Queendom, Flag of Protectorate of Uusi Hirvimaa Protectorate of Uusi Hirvimaa, Flag of Republic of Tobuck Republic of Tobuck


Effects when selected
  • We are waiting on a response to our proposal (?)
  • [SCOPE]FROM
    • Trigger country event “Trade Offer From Colthage”
  • If:
    • Limited to:
      • [SCOPE]FROM
    • Custom effect tooltip: Trade with Macawia grants: 1 Supply of Coffee texticon.png Coffee, 1 Demand of Pearl texticon.png Pearls.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Hippogriffia grants: 1 Supply of Pearl texticon.png Pearls, 1 Demand of Coffee texticon.png Coffee.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Chiropterra grants: 1 Supply of Opium.png Opium, 1 Demand of Tea texticon.png Tea.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Quaggatai grants: 1 Supply of Cotton texticon.png Cotton, 1 Demand of Textiles texticon.png Textiles.
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
    • Custom effect tooltip: Trade with Zarantia grants: 1 Supply of Ivory texticon.png Ivory, 1 Demand of Gold texticon.png Gold.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Warzena grants: 1 Supply of Textiles texticon.png Textiles, 1 Demand of Faience texticon.png Porcelain.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Tobuck grants: 1 Supply of Cotton texticon.png Cotton, 1 Demand of Tobacco texticon.png Tobacco.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Hirvimaa grants: 1 Supply of Tea texticon.png Tea, 1 Demand of Sugar texticon.png Sugar.
  • Else, if:
    • Limited to:
      • [SCOPE]FROM
    • Custom effect tooltip: Trade with Llambet grants: 1 Supply of Gold texticon.png Gold, 1 Demand of Sugar texticon.png Sugar.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Doelhi grants: 1 Supply of Tea texticon.png Tea, 1 Demand of Textiles texticon.png Textiles.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Chital grants: 1 Supply of Spices texticon.png Spices, 1 Demand of Cotton texticon.png Cotton.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Gryphus grants: 1 Supply of Faience texticon.png Porcelain, 1 Demand of Spices texticon.png Spices.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Brodfeld grants: 1 Supply of Sugar texticon.png Sugar, 1 Demand of Gold texticon.png Gold.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Asterion grants: 1 Supply of Gold texticon.png Gold, 1 Demand of Faience texticon.png Porcelain.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Cyanolisia grants: 1 Supply of Tobacco texticon.png Tobacco, 1 Demand of Ivory texticon.png Ivory.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Sicameon grants: 1 Supply of Sugar texticon.png Sugar, 1 Demand of Opium.png Opium.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Falcor grants: 1 Supply of Faience texticon.png Porcelain, 1 Demand of Tea texticon.png Tea.
  • Else, if:
    • Limited to:
    • Custom effect tooltip: Trade with Wingbardy grants: 1 Supply of Textiles texticon.png Textiles, 1 Demand of Cotton texticon.png Cotton.


Decision category military operation.png Warlords Of Colthage

Batrun Zaryes' coup would not have been successful without the support of his allies in the military. In return, he promised them territory to govern. Now warlords rule parts of Colthage, nominally under the rule of the Sufrit. But the generals are ambitious, and might not be satisfied with being mere subordinates of Batrun Zaryes...

Zerutra's Power is [Root.CTH_zerutra_power_loc] and his Loyalty is [Root.CTH_zerutra_loyalty_loc].

Zoblos' Power is [Root.CTH_zoblos_power_loc] and her Loyalty is [Root.CTH_zoblos_loyalty_loc].

The Ochzors' Power is [Root.CTH_ochzors_power_loc] and their Loyalty is [Root.CTH_ochzors_loyalty_loc].

Requirements for category to appear:

  • Current ruling party is Supremacy Supremacist
  • Warlord decisions unlocked (?)

id

Decision generic army support.pngAppease The Ochzors

Zauro and Zamalad Ochzor are very different individuals, and therefore require different types of appeasement. For Zauro, the Sufrit is willing to provide plentiful funding for his prototype weapons. Meanwhile his cousin Zamalad will be allowed to raid merchant convoys passing through Colthage, without facing any sort of consequences afterwards.


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be below High.
    • Value of variable CTH_ochzors_loyalty is less than 3
    • Value of variable CTH_ochzors_power is greater than 0

Cancelled when
  • At least one of the following is true:
    • Value of variable CTH_ochzors_power is less than 1
    • None of:
      • Warlord decisions unlocked (?)

Cost

75

Cooldown

1 day


Effects when selected
  • Gain 2.5% Stability Stability
  • Custom effect tooltip: Increases the warlord's Loyalty.
  • Increase variable CTH_ochzors_loyalty by 1


id

Decision generic army support.pngAppease Bezelshazzar Zerutra

Bezelshazzar Zerutra may be ambitious and hungry for power, but he is easily tamed with a large shipment of fine and expensive alcohol. He is especially fond of vintage wine imported from southern Griffonia. Aside from that, he'll probably be pleased with some books about famous historical figures.


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be below High.
    • Value of variable CTH_zerutra_loyalty is less than 3
    • Value of variable CTH_zerutra_power is greater than 0

Cancelled when
  • At least one of the following is true:
    • Value of variable CTH_zerutra_power is less than 1
    • None of:
      • Warlord decisions unlocked (?)

Cost

75

Cooldown

1 day


Effects when selected
  • Gain 2.5% Stability Stability
  • Custom effect tooltip: Increases the warlord's Loyalty.
  • Increase variable CTH_zerutra_loyalty by 1


id

Decision generic army support.pngAppease Jebzel Zoblos

Jebzel Zoblos thirsts for only one thing: blood. The Sufrit is therefore willing to turn a blind eye to some of her more... questionable behaviour, and allow her to treat the populace of her fiefdom in whatever way she desires. In addition, she would be happy with some additional servants which she can abuse to her cold heart's content.


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be below High.
    • Value of variable CTH_zoblos_loyalty is less than 3
    • Value of variable CTH_zoblos_power is greater than 0

Cancelled when
  • At least one of the following is true:
    • Value of variable CTH_zoblos_power is less than 1
    • None of:
      • Warlord decisions unlocked (?)

Cost

75

Cooldown

1 day


Effects when selected
  • Gain 2.5% Stability Stability
  • Custom effect tooltip: Increases the warlord's Loyalty.
  • Increase variable CTH_zoblos_loyalty by 1


id

Decision hol draw up staff plans.pngGrant Territory To The Ochzors

The governance of Colthage has already been partially shared between members of the military junta. However, expanding the personal governorate of a warlord is an easy way to secure their loyalty, at least temporarily.

While Zauro rules the land, Zamalad rules the seas. Of course, there isn't much to rule at sea, so Zauro is responsible for most of the governance. His rule is above all focused on technological development and industrialisation, to such a degree that some suspect him to have Scientifid sympathies. Workers toil in arms manufactories where efficiency is maximised with the newest production methods, while engineers constantly develop new designs for weapons.


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be below High.
    • Value of variable CTH_ochzors_loyalty is less than 3
    • Value of variable CTH_ochzors_power is greater than 0
  • [SCOPE]Any owned state:
    • None of:
      • Is state Colthage (875)
      • Has the dynamic modifier “Zerutra's Commandery”
      • Has the dynamic modifier “Zoblos' Fiefdom”
      • Has the dynamic modifier “Ochzors' Governorate”
      • Has the dynamic modifier “Colthaginian Raj”
      • Has the dynamic modifier “New Colthage”

Cooldown

30 days


Effects when selected
  • If:
    • Limited to:
      • Value of variable CTH_ochzors_power is less than 3
    • Custom effect tooltip: Increases Ochzors' Power and Loyalty.
    • Increase variable CTH_ochzors_power by 1
    • Increase variable CTH_ochzors_loyalty by 1
  • Else:
    • Custom effect tooltip: Increases the warlord's Loyalty.
    • Increase variable CTH_ochzors_loyalty by 1
  • [SCOPE]One random owned state:
    • Limited to:
      • None of:
        • Is state Colthage (875)
        • Has the dynamic modifier “Zerutra's Commandery”
        • Has the dynamic modifier “Zoblos' Fiefdom”
        • Has the dynamic modifier “Ochzors' Governorate”
        • Has the dynamic modifier “Colthaginian Raj”
        • Has the dynamic modifier “New Colthage”
      • [SCOPE]Any neighbouring state:
    • Add the dynamic modifier “Ochzors' Governorate” to this state providing the following effects:
      • Military Factory Construction Speed: +15%
      • Naval Dockyard Construction Speed: +15%
      • Limited to:
        • Yes Always


id

Decision hol draw up staff plans.pngGrant Territory To Zerutra

The governance of Colthage has already been partially shared between members of the military junta. However, expanding the personal governorate of a warlord is an easy way to secure their loyalty, at least temporarily.

Bezelshazzar Zerutra is a military zebra above all else. This means he is not a particularly skilled or capable governor. He manages his lands like he manages his soldiers, imposing a strict discipline and punishing any signs of disobedience. Bezelshazzar's lands are somehow even more militarized than the rest of Colthage, and those funds that do not go into further militarizing his governorate go into expanding production of alcoholic drinks.


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be below High.
    • Value of variable CTH_zerutra_loyalty is less than 3
    • Value of variable CTH_zerutra_power is greater than 0
  • [SCOPE]Any owned state:
    • None of:
      • Is state Colthage (875)
      • Has the dynamic modifier “Zerutra's Commandery”
      • Has the dynamic modifier “Zoblos' Fiefdom”
      • Has the dynamic modifier “Ochzors' Governorate”
      • Has the dynamic modifier “Colthaginian Raj”
      • Has the dynamic modifier “New Colthage”

Cooldown

30 days


Effects when selected
  • If:
    • Limited to:
      • Value of variable CTH_zerutra_power is less than 3
    • Custom effect tooltip: Increases Zerutra's Power and Loyalty.
    • Increase variable CTH_zerutra_power by 1
    • Increase variable CTH_zerutra_loyalty by 1
  • Else:
    • Custom effect tooltip: Increases the warlord's Loyalty.
    • Increase variable CTH_zerutra_loyalty by 1
  • [SCOPE]One random owned state:
    • Limited to:
      • None of:
        • Is state Colthage (875)
        • Has the dynamic modifier “Zerutra's Commandery”
        • Has the dynamic modifier “Zoblos' Fiefdom”
        • Has the dynamic modifier “Ochzors' Governorate”
        • Has the dynamic modifier “Colthaginian Raj”
        • Has the dynamic modifier “New Colthage”
      • [SCOPE]Any neighbouring state:
    • Add the dynamic modifier “Zerutra's Commandery” to this state providing the following effects:
      • Local Ponypower: +15%
      • Resistance Target: −10%
      • Limited to:
        • Yes Always


id

Decision hol draw up staff plans.pngGrant Territory To Zoblos

The governance of Colthage has already been partially shared between members of the military junta. However, expanding the personal governorate of a warlord is an easy way to secure their loyalty, at least temporarily.

The lands of Jebzel Zoblos are a realm of suffering. Innocent civilians are arbitrarily arrested, beaten, tortured and brutally murdered. Any servants or slaves are whipped into working as hard as possible, even if it results in an early death. Relatives of citizens are kidnapped and made into hostages to ensure loyalty. Numerous forced labour camps have sprung up across Zoblos' personal Empire of Terror. It is the worst nightmare of any Colthaginian to end up under her rule.


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be below High.
    • Value of variable CTH_zoblos_loyalty is less than 3
    • Value of variable CTH_zoblos_power is greater than 0
  • [SCOPE]Any owned state:
    • None of:
      • Is state Colthage (875)
      • Has the dynamic modifier “Zerutra's Commandery”
      • Has the dynamic modifier “Zoblos' Fiefdom”
      • Has the dynamic modifier “Ochzors' Governorate”
      • Has the dynamic modifier “Colthaginian Raj”
      • Has the dynamic modifier “New Colthage”

Cooldown

30 days


Effects when selected
  • If:
    • Limited to:
      • Value of variable CTH_zoblos_power is less than 3
    • Custom effect tooltip: Increases Zoblos' Power and Loyalty.
    • Increase variable CTH_zoblos_power by 1
    • Increase variable CTH_zoblos_loyalty by 1
  • Else:
    • Custom effect tooltip: Increases the warlord's Loyalty.
    • Increase variable CTH_zoblos_loyalty by 1
  • [SCOPE]One random owned state:
    • Limited to:
      • None of:
        • Is state Colthage (875)
        • Has the dynamic modifier “Zerutra's Commandery”
        • Has the dynamic modifier “Zoblos' Fiefdom”
        • Has the dynamic modifier “Ochzors' Governorate”
        • Has the dynamic modifier “Colthaginian Raj”
        • Has the dynamic modifier “New Colthage”
      • [SCOPE]Any neighbouring state:
    • Add the dynamic modifier “Zoblos' Fiefdom” to this state providing the following effects:
      • Divisions speed: +10%
      • Intel to Enemies: −20%
      • Resource Gain Efficiency: +15%
      • Monthly Population: −20%
      • Limited to:
        • Yes Always


id

Rifles.pngWarlord Disloyalty!

One or more members of the military junta have grown dissatisfied with Zaryes and now conspire against him. Their loyalty must be secured as soon as possible, or else there will be dire consequences!


 
Activates when
  • Is an independent nation
  • Is not in a civil war
  • Warlord decisions unlocked (?)
  • Custom trigger tooltip:
    • Tooltip: Warlord Loyalty is Dangerously Low.
    • At least one of the following is true:
      • All of the following must be true:
        • Value of variable CTH_zerutra_loyalty is less than 2
        • Value of variable CTH_zerutra_power is greater than 0
      • All of the following must be true:
        • Value of variable CTH_zoblos_loyalty is less than 2
        • Value of variable CTH_zoblos_power is greater than 0
      • All of the following must be true:
        • Value of variable CTH_ochzors_loyalty is less than 2
        • Value of variable CTH_ochzors_power is greater than 0
Completed when
  • Custom trigger tooltip:
    • Tooltip: Warlord Loyalty is not Dangerously Low.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_zerutra_loyalty is less than 2
        • Value of variable CTH_zerutra_power is greater than 0
      • All of the following must be true:
        • Value of variable CTH_zoblos_loyalty is less than 2
        • Value of variable CTH_zoblos_power is greater than 0
      • All of the following must be true:
        • Value of variable CTH_ochzors_loyalty is less than 2
        • Value of variable CTH_ochzors_power is greater than 0

Cancelled when
  • None of:
    • Warlord decisions unlocked (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 30 days
  • If:
    • Limited to:
      • At least 1 triggers must be true:
        • All of the following must be true:
          • Value of variable CTH_zerutra_loyalty is less than 2
          • Value of variable CTH_zerutra_power is greater than 2
        • All of the following must be true:
          • Value of variable CTH_zoblos_loyalty is less than 2
          • Value of variable CTH_zoblos_power is greater than 2
        • All of the following must be true:
          • Value of variable CTH_ochzors_loyalty is less than 2
          • Value of variable CTH_ochzors_power is greater than 2
    • Custom effect tooltip: A warlord with Dangerously High Power and Dangerously Low Loyalty will Coup Batrun Zaryes.
    • Trigger country event “Zaryes Is Overthrown!”
  • Else:
    • Custom effect tooltip: Any warlords with Dangerously Low Loyalty will break away and form their own states.
    • Trigger country event “Dissolution Of Central Authority”


id

Daggers.pngWarlord Ambitions

One or more members of the military junta have grown so powerful that they now begin to see themselves as the rightful Sufrit. If they are not appeased or weakened, they might conspire against Zaryes!


 
Activates when
  • Warlord decisions unlocked (?)
  • Custom trigger tooltip:
    • Tooltip: Warlords with Dangerously High Power will gradually lose Loyalty.
    • At least one of the following is true:
      • All of the following must be true:
        • Value of variable CTH_zerutra_loyalty is greater than 1
        • Value of variable CTH_zerutra_power is greater than 2
      • All of the following must be true:
        • Value of variable CTH_zoblos_loyalty is greater than 1
        • Value of variable CTH_zoblos_power is greater than 2
      • All of the following must be true:
        • Value of variable CTH_ochzors_loyalty is greater than 1
        • Value of variable CTH_ochzors_power is greater than 2
Completed when
  • Custom trigger tooltip:
    • Tooltip: Warlords with Dangerously High Power will gradually lose Loyalty.
    • None of:
      • All of the following must be true:
        • Value of variable CTH_zerutra_loyalty is greater than 1
        • Value of variable CTH_zerutra_power is greater than 2
      • All of the following must be true:
        • Value of variable CTH_zoblos_loyalty is greater than 1
        • Value of variable CTH_zoblos_power is greater than 2
      • All of the following must be true:
        • Value of variable CTH_ochzors_loyalty is greater than 1
        • Value of variable CTH_ochzors_power is greater than 2

Cancelled when
  • None of:
    • Warlord decisions unlocked (?)

Effects when completed
  • Gain Political Power 25 Political Power
Effects when not completed within 180 days
  • Custom effect tooltip: Reduces Loyalty of any warlord with Dangerously High Power.
  • If:
    • Limited to:
      • Value of variable CTH_zerutra_loyalty is greater than 1
      • Value of variable CTH_zerutra_power is greater than 2
    • Decrease variable CTH_zerutra_loyalty by 1
  • If:
    • Limited to:
      • Value of variable CTH_zoblos_loyalty is greater than 1
      • Value of variable CTH_zoblos_power is greater than 2
    • Decrease variable CTH_zoblos_loyalty by 1
  • If:
    • Limited to:
      • Value of variable CTH_ochzors_loyalty is greater than 1
      • Value of variable CTH_ochzors_power is greater than 2
    • Decrease variable CTH_ochzors_loyalty by 1


id

Decision generic police action.pngUndermine The Ochzors' Power Base

Zaryes cannot allow other members of the junta to rival his power. Should a warlord grow too powerful, immediate action should be taken to curtail this power, before it is too late.

Zauro Ochzor is an old and respected general, and thus has widespread support among the officers. Meanwhile Zamalad Ochzor is a ruthless pirate, whose supporters are those sailors who have a part-time job robbing civilians. Therefore a two-pronged approach must be taken: officers supporting Zauro can be demoted while Zamalad's followers can be sent behind bars.


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be above Dangerously Low and Power must be above Low.
    • Value of variable CTH_ochzors_loyalty is greater than 1
    • Value of variable CTH_ochzors_power is greater than 1

Cancelled when
  • At least one of the following is true:
    • Value of variable CTH_ochzors_power is less than 1
    • None of:
      • Warlord decisions unlocked (?)

Cost

150

Cooldown

1 day


Effects when selected
  • Lose 10% Stability Stability
Effects after 90 days
  • Gain 5% Stability Stability
  • Custom effect tooltip: Reduces the Warlord's Loyalty and Power.
  • Decrease variable CTH_ochzors_power by 1
  • Decrease variable CTH_ochzors_loyalty by 1


id

Decision generic police action.pngUndermine Zerutra's Power Base

Zaryes cannot allow other members of the junta to rival his power. Should a warlord grow too powerful, immediate action should be taken to curtail this power, before it is too late.

Zerutrids are primarily composed of regular soldiers, who are loyal to Zerutra because he offers them regular and reliable pay. Should this payment be disrupted or surpassed by payment offered by the central government, Zerutra's power base will dwindle swiftly.


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be above Dangerously Low and Power must be above Low.
    • Value of variable CTH_zerutra_loyalty is greater than 1
    • Value of variable CTH_zerutra_power is greater than 1

Cancelled when
  • At least one of the following is true:
    • Value of variable CTH_zerutra_power is less than 1
    • None of:
      • Warlord decisions unlocked (?)

Cost

150

Cooldown

1 day


Effects when selected
  • Lose 10% Stability Stability
Effects after 90 days
  • Gain 5% Stability Stability
  • Custom effect tooltip: Reduces the Warlord's Loyalty and Power.
  • Decrease variable CTH_zerutra_power by 1
  • Decrease variable CTH_zerutra_loyalty by 1


id

Decision generic police action.pngUndermine Zoblos' Power Base

Zaryes cannot allow other members of the junta to rival his power. Should a warlord grow too powerful, immediate action should be taken to curtail this power, before it is too late.

Many soldiers in the ranks of the Zobloids have a... questionable reputation. They take refuge under Zoblos' command, as she not only tolerates immoral behaviour, but encourages it. If their war crimes are brought to light, many of Zoblos' followers can be brought before the One Hundred and Twenty Seven, who will likely give them prison sentences or worse.


 
Visible when
  • None
Prerequisites
  • Custom trigger tooltip:
    • Tooltip: Loyalty must be above Dangerously Low and Power must be above Low.
    • Value of variable CTH_zoblos_loyalty is greater than 1
    • Value of variable CTH_zoblos_power is greater than 1

Cancelled when
  • At least one of the following is true:
    • Value of variable CTH_zoblos_power is less than 1
    • None of:
      • Warlord decisions unlocked (?)

Cost

150

Cooldown

1 day


Effects when selected
  • Lose 10% Stability Stability
Effects after 90 days
  • Gain 5% Stability Stability
  • Custom effect tooltip: Reduces the Warlord's Loyalty and Power.
  • Decrease variable CTH_zoblos_power by 1
  • Decrease variable CTH_zoblos_loyalty by 1


Decision category military operation.png Civil War Measures

Requirements for category to appear:

  • Country flag CTH_MZN_civil_war is set
  • Not: We have endured. (?)

id

Decision generic civil support.pngArmy Remnants arriving in Colthage

 
This mission can be activated only once during a campaign.
Activates when
  • Country flag CTH_MZN_civil_war_began is set
Failed when
  • No Never

Effects in 30 days
  • Hidden effect:
    • Create “Army Remnants” division template
    • [Scope]Colthage (875):
  • Trigger country event “The Colonel's March”
  • Custom effect tooltip:

Various loyalists across the country are rallying to our banner! This mission on timeout will spawn two 12 Width reconstituted infantry divisions in Colthage