country_decisions = { become_military_republic = { potential = { government = military_tribe } allow = { stability = 1 capital_scope = { civilization_value = 50 } ruler = { finesse = 8 } } effect = { government = military_republic stability = -3 } ai_will_do = { factor = 1 modifier = { factor = 0.5 always = yes } } } become_despotic_monarchy = { potential = { government = monarchy NOT = { government = despotic_monarchy } } allow = { stability = 1 ruler = { finesse = 8 } } effect = { government = despotic_monarchy stability = -3 } ai_will_do = { factor = 1 modifier = { factor = 0.5 always = yes } } } become_theocracy = { potential = { government = religious_tribe } allow = { stability = 1 capital_scope = { civilization_value = 50 } ruler = { finesse = 8 } } effect = { stability = -3 government = theocracy } ai_will_do = { factor = 1 } } become_confederacy = { potential = { government = trade_tribe } allow = { stability = 1 capital_scope = { civilization_value = 50 } ruler = { finesse = 8 } } effect = { stability = -3 government = republic_confederacy } ai_will_do = { factor = 1 } } become_federal_monarchy = { potential = { government = monarchy NOT = { government = federal_monarchy } } allow = { stability = 1 ruler = { finesse = 8 } } effect = { stability = -3 government = federal_monarchy } ai_will_do = { factor = 1 modifier = { factor = 0.5 always = yes } } } become_democracy = { potential = { government = civic_tribe } allow = { stability = 1 capital_scope = { civilization_value = 50 } ruler = { finesse = 8 } } effect = { stability = -3 government = democratic_republic } ai_will_do = { factor = 1 modifier = { factor = 0.5 always = yes } } } become_aristocratic_monarchy = { potential = { government = monarchy NOT = { government = aristocratic_monarchy } } allow = { stability = 1 ruler = { finesse = 8 } } effect = { stability = -3 government = aristocratic_monarchy } ai_will_do = { factor = 1 modifier = { factor = 0.5 always = yes } } } proclaim_dictatorship = { potential = { government = republic } allow = { stability = 1 ruler = { popularity = 80 age = 16 or = { traits = conqueror traits = victorious traits = ambitious traits = tactician traits = corrupt traits = selfish traits = orator #addition } } tyranny = 10 } effect = { stability = -3 government = dictatorship tyranny = 10 } ai_will_do = { factor = 1 } } restore_the_military_republic = { potential = { government = dictatorship } allow = { stability = 1 ruler = { age = 16 or = { traits = content traits = righteous traits = generous traits = humble traits = submissive traits = orator #addition } martial = 5 } NOT = { tyranny = 5 } } effect = { stability = -1 government = military_republic } ai_will_do = { factor = 1 modifier = { factor = 0.01 always = yes } } } restore_the_oligarchic_republic = { potential = { government = aristocratic_monarchy } allow = { stability = 1 ruler = { age = 16 or = { traits = content traits = righteous traits = generous traits = humble traits = submissive } finesse = 5 } NOT = { tyranny = 5 } } effect = { stability = -3 government = oligarchic_republic } ai_will_do = { factor = 1 modifier = { factor = 0.01 always = yes } } } proclaim_theocracy = { potential = { government = monarchy NOT = { government = theocracy } } allow = { stability = 1 or = { idea = religious_state idea = divine_right ruler = { traits = devout } ruler = { traits = zealous } ruler = { has_character_flag = deified_ruler } } } effect = { stability = -3 government = theocracy } ai_will_do = { factor = 1 modifier = { factor = 0.05 NOT = { tag = EGY } } } } create_empire = { potential = { stability = 1 government = monarchy NOT = { government = imperium } } allow = { num_of_cities = 50 } effect = { stability = -3 government = imperium } ai_will_do = { factor = 1 } } proclaim_oligarchic_republic = { potential = { government = republic NOT = { government = oligarchic_republic } } allow = { stability = 0 biggest_party = mercantile_party ruler = { party = mercantile_party } } effect = { stability = -2 government = oligarchic_republic } ai_will_do = { factor = 1 modifier = { factor = 0.001 always = yes } } } proclaim_military_republic = { potential = { government = republic NOT = { government = military_republic } } allow = { stability = 0 biggest_party = military_party ruler = { party = military_party } } effect = { stability = -2 government = military_republic } ai_will_do = { factor = 1 modifier = { factor = 0.001 always = yes } } } proclaim_aristocratic_republic = { potential = { government = republic NOT = { government = aristocratic_republic } } allow = { stability = 0 biggest_party = religious_party ruler = { party = religious_party } } effect = { stability = -2 government = aristocratic_republic } ai_will_do = { factor = 1 modifier = { factor = 0.001 always = yes } } } proclaim_democratic_republic = { potential = { government = republic NOT = { government = democratic_republic } } allow = { stability = 0 biggest_party = populist_party ruler = { party = populist_party } } effect = { stability = -2 government = democratic_republic } ai_will_do = { factor = 1 modifier = { factor = 0.001 always = yes } } } proclaim_republic_confederacy = { potential = { government = republic NOT = { government = republic_confederacy } } allow = { stability = 0 biggest_party = civic_party # Does not quite fit the government, but... ruler = { party = civic_party } } effect = { stability = -2 government = republic_confederacy } ai_will_do = { factor = 1 modifier = { factor = 0.001 always = yes } } } }