GS Decisions

Britannian Decisions:
The young and newly freed kingdom of the Britannian people is vulnerable and weak due to outside forces pressuring the borders and inequality of different nobility. To fix this the King/Queen has implemented a Knight's Order based around a Round Table and equality of Knighthood. The twelve most proven knights of the realm are offered to join the council to oversee military matters within the Kingdom and to defend the Britannian people in times of need.
 * Founding of the Knights of the Round Table (74 Onward)

- Requires: Britannian Race, Britannian Monarch, Have a larger hostile nation neighbouring your nation

- Effects: +15% Militancy, Spawns 12 Knights of the Round Table Heroes

Westerner Decisions:
The cursed order of the Knights of Cain are cannibal warriors who have stayed pure in intention and devotion to the Light. It will affect us in the eyes of the other orders, the public and even worldwide opinion but the strength of these ghoulish soldiers far outweigh the calls of outcry.
 * Integrate of the Knights of Cain (375 Onward)

- Requires: Sanctus Westerner Race or Westerner Union, Have Knightly Orders Policy unlocked, The Light is the official religion

- Effects: +5% Militancy, -50% Prestige Gain, Spawns 3,999 Knights of Cain, Spawns Sir Dox the Strict Hero

Reichan Decisions:
The Haven Empire was known by the symbol of their griffins, The Rus Nobles by their bears, even the Francians by their damned lilies. Now that we have confederated into a unified Empire of the Reichan people we must now pick a banner to represent us to the world.
 * Heraldry of the Emperor (427 Onward)

- Requires: Either Reichan Elective Empire or Empire Monarchy Type

- Effects: Effects depend on what option you choose to take in the follow up event, you may also create your own heraldry symbol.

 The Sun  (+2 Prestige, +25% Prestige Gain)

 The Dove  (-2% Militancy, -25% Militancy Gain)

The Crescent Moon (+25% Towards current Research, +2% Research Rate)

The Ashen Skull (+2% Militancy, +25% Militancy Gain) Based on the ancient traditions of pre-Shard era civilisation, we should introduce a safer and more reliable religion to the Reichan people. Our Monarch should become deities both in life and death, this will allow us to wield and shape our religious culture to our needs as a government.
 * Cult of the Monarch (500 Onward)

- Requires: Imperialism, Idealism, State Enforced Religion Policy

- Effects: Starts new enforced religion in Capital State, +10 Prestige, Current Monarch is crowned God of Men The Reichan military is feared worldwide, not just because of our disciplined warriors, our towering physique or our technological might but because we have used our experience in the art of battle to formulate a strategical thought process to our foundations as an army. Each army should be able to field the proper numbers of all three 'Pillars' or 'Spines' to hold up the body of the army. These three Pillars are: Conscripts/Peasantry, The Noblemen/Knights and the Firepower/Artillery. Missing any of these in any army composition is to not be prepared for or not having the options to deal with any and all enemies and situations. An army filled with the weak and poor alone is just an embarrassment of the nation, an army filled with the rich and strong alone is just a liability and an army filled with just power and ranged might is completely thoughtless to cunning strategy.
 * The Three Pillars of Warfare (Anytime)

- Requires: Conscription Policy, Horse-Drawn Cannons Researched

- Effects: +5% Recruitment Rate, +5% Conscription Rate, +5% Artillery Construction Speed, +3% Militancy

Southern Kingdoms Decisions:
Any of these decisions can be taken by the following races: Francian, Reichan, Britannian, Luxem, Roma, Tuscun, Hussar or Rus. Although the many races of our people squabble over territorial claims, noble bloodlines and rivalries from eons ago we must face the future of our situation and band together. Our new culture union will hopefully bring out the best of the Southern people and we can lay down arms against one another. This is just one step towards human unification!
 * Form the Southern Kingdoms (204 Onward)

- Requires: Either 3 Southern Terra races in your nation or 3 Southern Terra races nations in your alliance, Having the highest Prestige worldwide, Federations

- Effects: Nation is now part of a permanent defensive alliance and government form with all other Southern Terra races inside the Southern Kingdoms. With the Witch Hunters becoming more influential and powerful in the Southern Kingdoms maybe it is time we show some real recognition for their organization. Our lawmakers have suggested that we grant their order a semi-Kingdom status where they may interact and build their own laws as any Kingdom would. They'd be unable to own lands of their own but their highest ranking Witch Hunter would be treated and named a King.
 * Form The Black Realm (559 Onward)

- Requires: The Southern Kingdoms to be formed, Anti-Magic Policy, The Rise of the Witch Hunters Event, Witch Hunters legal in all Southern Kingdoms' nations

- Effects: A new NPC controlled nation called The Black Realm will spawn with no lands, The Black Realms will automatically be forced to join the Southern Kingdoms, All Witch Hunters will now be loyal to The Black Realms The Britannians and their nation have always been the oldest and most successful of the Southern Terra people historically and they aren't shy to remind everyone of it. Both the heart of any strong navy and any strong noble line is usually a core of Britannians working behind the scenes. Not just this but their people are fiercely loyal and reminiscent of the old Britannian Empire, trying to integrate them into any Kingdom ruled by another 'inferior' people is nearly impossible. Thus the Treaty of Coucia has been suggested, guaranteeing the Britannian people and their new nation.
 * Treaty of Coucia (204 Onward)

- Requires: The Southern Kingdoms to be formed, Britannian race are inside of the Southern Kingdoms and are the majority of a state, Britannia or a Britannian controlled nation doesn't exist

Effects: A new NPC controlled nation called Britannia will spawn holding all Britannian majority lands, Britannia will automatically be forced to join the Southern Kingdoms, Most Britannians will now be loyal to Britannia, Depending on the Geography Britannia will demand at least a single port province

General Decisions:
Our people are the chosen of this land, we've shown that we are the most deserving over and over. If not us, who else? We will claim our destiny and take what is ours!
 * Manifest Destiny (Anytime)

- Requires: Romanticism, Imperialism, Nationalism, Highest prestige in the continent, Highest technological nation in the continent

- Effects: Your nation now has permanent claims on the entire continent as long as you continue to have the highest tech and prestige.