Imperiums: Greek Wars

Imperiums: Greek Wars

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State Decisions
By Kaysoky
Requirements and Impacts for State Decisions

Note: Not all factions have access to all the state decisions; and not all state decisions are usable on all scenarios.
Note: This was written prior to update 1.3.3, which may have changed some state decisions or added additional info in the game's UI.
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Agoge Training
Requirements
  • At least 10 turns since the decision was last used.
  • At least 5 military units.

Costs
  • 20 Gold

Effects
  • Upgrade 2-6 units with one upgrade as long as the appropriate technologies are researched.
  • The upgrades require 2 turns before they are enabled and units are immobilized while training.
  • -10% Global Happiness.

Notes
This is a nice peacetime decision, as it gives your units some potentially expensive upgrades, but makes the units very vulnerable while they are training. The potential upgrades are chosen from the entire pool of potential trainable upgrades (no combat-exclusive upgrades). If you luckily get upgrades on highly experienced units, that can pay for itself, as training gets more expensive the more trained the unit is.
Appoint Emissary
Requirements
  • Age of Alexander or Rome vs Carthage mod enabled.
  • At least 1 turn since the decision was last used.
  • Current Emissary count is less than 0.35 times the number of factions in contact with you.
  • Current Emissary count is less than 0.1 times the number of cites you own.
  • At least 3 cities.

With sufficient factions in play, this means an Emissary can be appointed at these city thresholds: 3, 11, 21, 31, etc.

Costs
Rising cost for each existing Emissary:
  • 1, 4, 10 Gold. (22 Gold next?)
  • 5, 100, 250 Influence. (550 Influence next?)

Effects
  • 1 Emissary, randomly placed on a tile you own.
  • The added Emissary will have 0-10% Experience.

Notes
Emissaries have a variety of uses. They can move across borders even without open border treaties and having an Emissary in the lands of a rival faction will passively improve your standing with that faction. You can also spend 8 Influence and 1 Knowledge to slightly influence a faction's relations, either with you or with each other.

In addition, putting an Emissary on top of a tile you own grants that tile +40% Local Happiness, which is handy when there is a freshly conquered city. In a pinch, an Emissary is also a useful meatshield you can place in front of advancing enemy armies to soak an attack or two.
Army Decimation
Requirements
  • At least 1 turn since the decision was last used.
  • Army morale of 50% or lower against at least one other faction.

Costs
  • Strength of much of your army.

Effects
  • 30% Army Morale against 1-4 random nearby enemy factions.
  • Upgrade 2-6 units (20% chance for each) with 1-4 upgrades (Discipline, Elite, Tenacious, Withdrawal, Indomitable) as long as the appropriate technologies are researched.
  • Deal heavy damage to 3-11 (30% chance for each) of your own military units.

Notes
Decimation is a Roman Legionnaire practice which involved having squads of 10 men draw straws and kill one of the 10 en-masse. This was done in response to disorder in the ranks and would ensure the legionnaires would watch each other and ensure good behavior; since they might otherwise die to the practice.

In game, this is a much better deal than Army Reform... so much so that if Army Morale was low enough, it would be worthwhile to lose more Army Morale just to use this decision instead of Army Reform. Paired with Asklepions or Hospitals, the damage to your units could theoretically be recovered cheaply too.
Army Reform
Requirements
  • At least 25 turns since the decision was last used.
  • Army morale of 60% or lower against at least one other faction.

Costs
  • A gamble with only 33% chance of a net positive result.

Effects
  • 10% Army Morale against 1-4 random nearby enemy factions.
  • (25% chance) Upgrade 1 unit up a tier, as long as the appropriate technology is researched.
  • Destroy 0-2 of your own units, at random.

Notes
This state decision is probably never worthwhile, since there is only a 1/3 chance it doesn't destroy any of your own units. It is too risky to lose even more units when your Army Morale is at critical levels.
Build Asklepion
Requirements
  • Construction technology NOT researched.
  • No existing Asklepion.
  • Control at least one river tile adjacent (including diagonal) to a city.
  • 10 Gold, 80 Citizens.

Costs
  • 7 Gold.
  • 10 Iron.
  • 3 Citizens

Effects
  • Asklepion map item appears under your control on a random valid tile. It takes 6 turns to build.

Notes
Once built, the Asklepion consumes 1 Gold and 1 Food per turn. You can load up to 2 units per turn into the Asklepion to grant those units 5 turns of the Medics upgrade.

I love the Asklepion :D (See post below)
https://gtm.steamproxy.vip/app/1183470/discussions/0/3466100515574156334/
Build Great Lighthouse
Requirements
  • Rome vs Carthage Scenario.
  • At least 30% Military Superiority victory condition fulfilled.
  • Control of at least one scripted position where the Great Lighthouse can be built.
  • Only one Great Lighthouse can be built.
  • 120 Citizens

Costs
  • 20 Gold.
  • 20 Iron.
  • 10 Wood.
  • 2 Citizens.
  • 5 Slaves.

Effects
  • -5% Global Happiness.
  • Lighthouse map item appears under your control on a random valid tile. It takes 10 turns to build.

Notes
Once complete, the Lighthouse consumes 0.5 Iron per turn and produces 4 Influence per turn. In addition, the Lighthouse halves the trading loss experienced to and from the builder. This translates into substantial savings on exports and much more interest from trading partners (since the trading loss reduction also applies to them).
Build Kolossus
Requirements
  • At least 30% Military Superiority victory condition fulfilled.
  • Control of at least one scripted position where the Colossus can be built. There is a list of valid positions for each Scenario.
  • Only one Colossus can be built.
  • 150 Citizens

Costs
  • 20 Gold.
  • 20 Iron.
  • 10 Wood.
  • 2 Citizens.
  • 10 Slaves.

Effects
  • -10% Global Happiness.
  • Colossus map item appears under your control on a random valid tile. It takes 10 turns to build.

Notes
Once complete, the Colossus consumes 0.5 Iron per turn and produces 4 Influence per turn. In addition to the steep upfront building cost, I wouldn't consider this a very good deal. You usually need Iron more than Influence. The Iron-to-Influence conversion is probably comparable to the output of Citizens in cities. Citizens would also consume Coal, Stone, and Food to additionally produce Gold and Knowledge. And Citizens are generally better value for resources.
Battle Memorial
Requirements
  • 5-10 recent battles.

Costs
  • 5 Gold.
  • 10 Stone.
  • 5 Wood.

Effects
  • Places a Monument near recent battles that lives for 15-35 turns. The Monument takes 2 turns to build.
  • Units within 2 tiles of the Monument gain a small amount of Morale each turn.

Notes
If you expect to fight a series of battles in an area, it may be helpful to build a Monument. The Monument can basically act like a General using Encourage, with lesser effect. However, beware that the Monument can be captured and destroyed by enemies. Doing so nets the destroyer a small amount (40%) of the resources used to build the Monument.

(Thanks mk11!) You can also use the Battle Memorial to accelerate Morale recovery. For example, units that get their supplies cut off, fresh deserters from a rival faction, or even Generals that have used their abilities many times. Stationing those units around a Monument would increase their Morale recovery above the ~2-4% per turn you get by default.
Call to Scholars
Requirements
  • At least 1 turn since the decision was last used.
  • Literacy technology researched.
  • At least 1 city with an Academy.

Costs
  • Free! Or so it seems.

Effects
  • 10 Influence, 10 Knowledge.
  • Immediately finish the technology being researched.
  • Get a report about a random nearby rival faction.
  • -20% Global Happiness.
  • Halve the morale of 1-3 cities, as if a rival faction had used up to 35.5 Gold and 55.5 Influence to do so.

Notes
Since this decision requires an Academy, by the time you can use it, you'd likely have reached the Country Development victory condition (which requires an Academy). This makes it a very late-game decision. Also, if you have an Academy, chances are, you can research most technologies in their minimum time anyway (3 turns on standard speed). This means there is limited benefit with some downsides.
Celebration of Heroes
Requirements
  • Tribal faction.
  • At least 20 turns since the decision was last used.
  • 100% or lower Global Happiness.

Costs
  • 10 Gold.
  • 10 Stone.
  • 10 Wood.

Effects
  • Upgrade 1-3 cities (20% chance for each) with the Loyalty improvement (does not require the technology).
  • Fully repair of 1-4 of your own units (30% chance for each).
  • +15% relations with 1-2 nearby factions.
  • 15 Influence.

Notes
This is an economic decision that has a relatively high cost and rather stringent conditions to benefit from the positive effects. If you happen to have a resource excess, it would be a good decision to consider using.
Change of Social Order
Requirements
  • Tribal faction.
  • At least 50 turns since the decision was last used.
  • Army morale of 80% or lower against at least two other factions.
  • 85% or lower Global Happiness.

Costs
  • 15% of your current Gold stockpile.
  • 5% of your current Citizen stockpile.

Effects
  • 10% Global Happiness.
  • +5-30% Army Morale for 1-3 random nearby enemy factions.
  • Reduce the morale of 1-4 cities, as if a rival faction had used up to 35.5 Gold and 55.5 Influence to do so.
  • Increase your stockpiled Influence by 15%.

Notes
This is a semi-emergency decision which has both economic and military aspects. On the military side, this is a straightforward positive decision that can help win battles. On the economic side, the Gold cost can be mitigated by simply spending the gold before using the decision. The Citizen cost can actually be construed as a positive, if you happen to have a low Slave-Citizen ratio.
City Council
Requirements
  • Age of Alexander or Rome vs Carthage mod enabled.
  • At least 1 turn since the decision was last used.
  • A city with Revolt under your control.

Costs
  • 5 Gold.
  • 10 Influence.

Effects
  • Up to 5 Cities with Revolt gain the Civil Service building (no technology required) for 5 turns. Cities with higher Revolt "power" are prioritized. These cities lose all production of resources.
  • 5% Global Happiness, multiplicative with your current Global Happiness.

Notes
Revolts are a multi-turn event that was added after the Rome vs Carthage DLC, but then backported to Age of Alexander and Ancient Greece (I believe you need to play this Scenario with a later mod enabled for multi-turn Revolts to appear though).

Revolts replace large-scale civil wars with a more controllable/responsive event. You can generally prevent Revolts from appearing by maintaining high Local Happiness throughout your empire. If they do appear anyway, this is a decent decision to prevent further spread of unrest.
City Sanitation
Requirements
  • Age of Alexander or Rome vs Carthage mod enabled.
  • At least 1 turn since the decision was last used.
  • A city with Plague within 6 tiles of your borders.

Costs
  • 5 Gold.
  • 5 Stone.
  • 5 Wood.

Effects
  • 5 Cities gain the Sewers building (no technology required) for 5 turns. Cities without Sewers closest to the Plague are chosen first. These cities lose all production of resources.
  • 10% Global Happiness, multiplicative with your current Global Happiness.

Notes
Plagues are a multi-turn event that was added after the Rome vs Carthage DLC, but then backported to Age of Alexander and Ancient Greece (I believe you need to play this Scenario with a later mod enabled for multi-turn Plagues to appear though).

In general, you'll want to use this decision liberally when a Plague is present. But you also have to weigh the loss of production and your current economic situation.
Distribution of Food
Requirements
  • Negative food income, including trade.
  • At least 5 turns since the decision was last used.
  • At least 2 available trade routes (not necessarily with active trades).

Costs
  • 10% of your current Gold, Stone, Iron, and Wood stockpiles.

Effects
  • 20 Food
  • 15% Global Happiness
  • If the Cultivation technology has been researched and you have grasslands/plains worked by cities but not yet improved, gain 1-3 fields (50-70% chance for each) in those places.

Notes
This is an emergency action that can help stave off starvation for a short time. If you have large stockpiles of resources, it can be very expensive, but it is generally cheaper than the morale and city damage that occurs when you run out of food.
Tithe
Requirements
  • Tribal version of Distribution of Food.
  • At least 5 turns since this state decision was last used.
  • Negative food income.

Costs
  • Free! Or so it seems...

Effects
  • 10 Food
  • -15% Global Happiness
  • If the Cultivation technology has been researched and you have grasslands/plains worked by cities but not yet improved, gain 1-3 fields (45% chance for each) in those places.

Notes
This version of the emergency food decision has less stringent use conditions but also has less powerful (and more negative) impacts. The design of this decision reflects that tribal factions might not have trade routes available in the beginning, but still need an option like this.
Elections
Requirements
  • At least 20 turns since the decision was last used.
  • 70% or lower Global Happiness.
  • 30 Military Power (aggregate figure summarizing the faction's power, not known to the player).

Costs
  • 15 Gold
  • 10 Food

Effects
  • Fully repair of 2-4 of your own cities (30% chance for each).
  • Improve 1-4 cities (15% chance for each) with 1-3 buildings (Hospital, Sewers, Civil Service), as long as the appropriate technology is researched.
  • 20% Global Happiness.
  • Halve the morale of 2-4 cities, as if a rival faction had used up to 35.5 Gold and 55.5 Influence to do so.
  • -20% relations with 1-3 nearby enemy factions.

Notes
This is a generally positive decision which is hard to use, since you rarely end up in such dire straits if you have a substantial military. For example, I imagine a large faction that gets hit by a horrible plague may be able to use this at some point during the plague.
Forced Labor
Requirements
  • 30 Citizens.
  • At least 20 turns since this decision was last used.

Costs
  • 15 Gold
  • 10 Food
  • 10 Citizens

Effects
  • -20% Global Happiness
  • 4-8 random buildings, units, upgrades, or healing units are "accelerated" and finish immediately.

Notes
Not recommended for use, ever. Due to the randomness of what gets finished, part of it will be useless (like finishing an upgrade or healing). It has mostly negative effects globally (resources and happiness) while the positives are random and localized.

If you have a low Slave-Citizen ratio, you could theoretically use this to reduce the number of citizens. But if this is your goal, consider producing a Nomad instead (5 or 10 Gold, depending on which mod is enabled, and 10 Citizens).
Forced Labor (Tribal)
Requirements
  • Tribal version of Forced Labor. It has the same name as the non-tribal version.
  • 20 Food and 30 Citizens.
  • At least 5 turns since this decision was last used.

Costs
  • 15 Gold
  • 10 Food
  • 10 Citizens

Effects
  • -15% Global Happiness
  • 5-8 random buildings, units, upgrades, or healing units are "accelerated" and finish immediately.
  • Immediately finish the technology being researched.
  • Reduce the morale of 1-3 cities, as if a rival faction had used up to 35.5 Gold and 55.5 Influence to do so.

Notes
More powerful than the non-tribal version of Forced Labor, but still of questionable utility.
Games
Requirements
  • At least 4 turns since the decision was last used.
  • 4 Gold, Iron, and Wood + 6 Coal, Stone, and Food in stockpile.

Costs
  • 3 Gold, Iron, and Wood.
  • 5 Coal, Stone, and Food.

Effects
  • 20% Global Happiness

Notes
A very useful and relatively cheap way to top off Global Happiness. I generally find a Global Happiness around 150% to be a comfortable level, where border cities will be relatively free of unrest and not too difficult to maintain. Going too high doesn't provide much benefit unless you have many localized pockets of unrest.
Games of Skill
Requirements
  • Tribal version of Games.
  • At least 5 turns since the decision was last used.

Costs
  • 10 Gold.
  • 10 Food.

Effects
  • Upgrade 1-3 units (20% chance for each) with one upgrade (Scouts, Assault, Elite, Pathfinder) as long as the appropriate technology is researched.
  • 1 basic melee unit, randomly placed on a tile you own.
  • 10% Global Happiness.

Notes
An extremely good decision that should be used as often as possible! Tribal factions typically have more trouble getting the required food stockpile to start using this decision, but once they do, it is always worthwhile. The free basic unit means the 10 gold pays for itself (and saves you iron, citizens, and time) and the upgrades are a bonus on top. Cities can benefit too, as they will get the Scouts improvement sometimes. Also, if upkeep costs rise too high, you always have the option of reserving/selling the free unit after using this decision.
Hire General
Requirements
  • At least 10 turns since the decision was last used. (And at least 2 years in-game?)
  • No Generals under your control.
  • At least 3 military units.

Costs
  • 5 Gold.
  • 5 Influence.

Effects
  • 1 General, randomly placed on a tile you own.
  • The added General will have 60-100% Loyalty and 90-100% Morale.

Notes
If you have a use for a General, then this is the most assured way to get one. Otherwise, you can only get one by promoting a Hero/Emissary or by randomly getting one through combat. The downside is that naturally promoted Generals start at full Loyalty and Morale, while hired Generals do not.
Hire Mercenaries
Requirements
  • Ancient Greece Scenario.
  • At least 20 turns since the decision was last used.
  • At least 50% Military Superiority victory condition fulfilled.
  • Own tiles on the Northern or Eastern border of the map, or have neutral tiles there.

Costs
  • 25 Gold.
  • 50 Influence.

Effects
  • 2-5 units: Spearman and Spear Cavalry on the eastern border OR Warrior and Warrior Cavalry on the northern border. Only one border will be chosen. Units will appear within 3 tiles of each other.
  • Added units get 10 turns of Self Sufficient (no need for supply lines).
  • Added units will have 60-100% Loyalty.
  • -5% Global Happiness.

Notes
Due to the inclusion of neutral tiles on the borders in the requirements, it is possible to use this decision even if you are extremely far from the borders. In those cases, the units would likely starve to death after their 10 turns of Forager run out. Even if you do have border tiles, the existence of neutral tiles elsewhere mean that the added units could still spawn far away. This all means the decision is very risky unless you have tons of map vision and can be reasonably sure the units will appear near you.
Hire Mercenaries from Afar
Requirements
  • Ancient Greece Scenario.
  • At least 30 turns since the decision was last used.
  • At least 50% Military Superiority victory condition fulfilled.
  • Unoccupied tiles in territories Pontos Euxeinos, Ionio Pelagos, Mesogeios Thalassa.

Costs
  • 40 Gold.
  • 100 Influence.

Effects
  • One of the following:
    • (40% chance) 4-7 Peltasts in Boats around Ionio Pelagos (sea West of Greece).
    • (40% chance) 4-7 Spearmen in Boats around Mesogeios Thalassa (sea Southwest of Greece).
    • (20% chance) 4-7 Warriors in Boats around Pontos Euxeinos (sea Northeast corner).
  • Units will appear within 3 tiles of each other.
  • Added units will have 80-100% Loyalty.
  • -10% Global Happiness.

Notes
Factions in Greece have a 4/5 chance of getting a large group of Mercenaries relatively close by, but a 1/5 chance of extremely distant spawns. The Boats these Mercenaries start in will also be the slowest and weakest naval units.

However, you could simply sell all the mercenaries as soon as they spawn to regain most (if not all) the Gold you spent. And because you are selling units and boats, you will also gain Iron, Wood, and Citizens. As long as you don't have enemy navies to worry about, this decision is actually quite good even if you get the far-away spawns.
Infiltration
Requirements
  • Tribal faction.
  • At least 30 turns since this state decision was last used.
  • At least 2 available trade routes (not necessarily with active trades).
  • At least 3 cities improved with Trading.
  • 15 Gold.

Costs
  • 10 Gold.

Effects
  • Reveal 1-3 nearby enemy units.
  • Increase your sight range by 1-2 for this turn.
  • Receive 1 report about an enemy faction.

Notes
Not really worthwhile since you are spending gold for a bit of intel. You would probably gain more by simply scouting with a unit.
Join Olympics
Requirements
  • Ancient Greece or Rome vs Carthage (limited to Greek factions) Scenarios.
  • Occurs every few turns in the Scenarios.

Costs
  • 3 Gold.
  • 5 Influence.

Effects
  • Join the Olympic games! Results are always announced the next turn.

Notes
This is a gamble where one winner is randomly chosen among the participants. The winner gets all the Gold and Influence wagered, plus more some Influence.
Land Reform
Requirements
  • At least 50 turns since the decision was last used.
  • Irrigation technology researched.
  • Negative food income.

Costs
  • Free! Or so it seems...

Effects
  • 20 Food.
  • 10% Global Happiness.
  • Gain 1 Settler in a random tile that you own.
  • If you have grasslands/plains worked by cities but not yet improved, gain/upgrade 2-4 fields (60-70% chance for each) in those places.
  • Halve the morale of 1-4 cities, as if a rival faction had used up to 35.5 Gold and 55.5 Influence to do so.

Notes
If you have the Irrigation technology, you would be very hard pressed to end up in a situation where you have negative food income. But if you do, this is basically an upgraded version of Distribution of Food with a bigger upside and different downside.
Lion of Victory
Requirements
  • You defeated an enemy faction!

Costs
  • 7 Gold.
  • 7 Iron.

Effects
  • Lion Statue map item appears under your control in between cities with less than 100% Loyalty. It takes 1 turn to build.

Notes
Once built, the Lion Statue consumes 0.5 Iron per turn and produces 4 Influence per turn. The Lion Statue passively increases the rate of Loyalty gain of all cities within 3 tiles of it. This can cut the amount of time a city takes to assimilate into your empire by 50-60%. The Lion Statue only lives as long as there are disloyal cities around it, so if you are mindful, you can sell it right before and recoup a small amount of resources.
Martial Law (Plague & Revolt)
Requirements
  • Age of Alexander or Rome vs Carthage mod enabled.
  • At least 1 turn since the decision was last used.
  • A city with Plague/Revolt under your control.

Costs
  • Free! Or so it seems...

Effects
  • Up to 5 Cities infected with Plague/Revolt enter Martial Law for 5 turns. Cities infected longer or with higher Revolt "power" are prioritized. These cities produce 50% less and do not grow.
  • 0-10% Loyalty reduction on affected cities.
  • 10-20% Morale reduction on affected cities.
  • -20% Global Happiness, multiplicative with your current Global Happiness.

Notes
Plagues/Revolts are multi-turn events that were added after the Rome vs Carthage DLC, but then backported to Age of Alexander and Ancient Greece (I believe you need to play this Scenario with a later mod enabled for multi-turn Plagues/Revolts to appear though).

Imposing Martial law reduces the mortality and infection rate of a Plague/Revolt, but has significant penalties to economic and social stability. You will need to balance the use of this decision with your current Global Happiness and economic situation.
Mausoleum
Requirements
  • General dies of old age.
  • 90 Citizens.

Costs
  • 7 Gold.
  • 15 Stone.
  • 7 Wood.
  • 3 Citizens.

Effects
  • Places a Mausoleum in your territory that lives for 15-35 turns. The Mausoleum takes 8 turns to build.
  • 0-10% Morale and Loyalty increase for all military units.
  • 5-20% Morale and Loyalty increase for Heroes, Emissaries, and Generals.

Notes
Once built, the Mausoleum consumes 0.5 Gold and Stone per turn. Since the Mausoleum only seems to provide bonuses when the decision to build it is made... I wonder if it is optimal to just sell the Mausoleum as soon as possible. I have only ever had one General die of old age (they usually, um, die mysteriously in battle), so I do not know if there are other benefits for keeping a Mausoleum around.
Military Parade
Requirements
  • Military Elite researched.
  • At least 1 advanced melee unit (i.e. Hoplite, Pikeman, Axemen).
  • At least 8 turns since the decision was last used.

Costs
  • 10 Gold

Effects
  • 1 basic melee unit, randomly placed on a tile you own.
  • 10 Influence.
  • +15% relations with 1 nearby faction.
  • +15% relations with 1 nearby faction with military treaties with you.
  • -15% relations with 1-3 nearby factions without military treaties with you.

Notes
This is a good decision to use whenever it is available as you get a "free" unit. It generally costs gold, iron, citizens, and time to produce a basic unit, but with this decision, you save on all except gold! It does however, randomly impact relations, with some positive and some negative effects.

Note that this decision requires a late-game technology (Military Elite) which unlocks "expert" units (i.e. Phalangites, Kardakes, Falcatas). I believe expert units are NOT counted towards the requirements for this decision. Cavalry variants of advanced units also do NOT count.
New Religion
Requirements
  • Despotism, Monarchy, or Empire government.
  • Army morale of 60% or lower against at least one other faction.
  • Only usable once.

Costs
  • Free! Or so it seems...

Effects
  • 4-8 random buildings, units, upgrades, or healing units are "accelerated" and finish immediately.
  • Randomly halve the morale of 1-5 nearby rival cities as if you had used up to 35.5 Gold and 55.5 Influence to influence each of them.
  • Deal heavy damage to 3-6 of your own Temples (80% chance for each).
  • -20% relations with all nearby factions (relation type 12?)

Notes
This is an odd decision which requires a military disadvantage, but gives you an economic/political effect. I can't imagine a situation I'd want to use this in though.
New Religion (Tribal)
Requirements
  • Tribal version of New Religion. It has the same name as the non-tribal version, but a different picture.
  • Despotism, Monarchy, or Empire government.
  • 20 Gold, Stone, and Wood.
  • Army morale of 60% or lower against at least one other faction.
  • Only usable once.

Costs
  • 15 Gold, Stone, and Wood.

Effects
  • 5-8 random buildings, units, upgrades, or healing units are "accelerated" and finish immediately.
  • Randomly halve the morale of 1 nearby rival citiy as if you had used up to 35.5 Gold and 55.5 Influence to influence each of them.
  • Reduce the morale of 1-3 cities, as if a rival faction had used up to 35.5 Gold and 55.5 Influence to do so.
  • +15% Army Morale against 1 random nearby enemy faction.
  • Deal heavy damage to 5 of your own Temples (80% chance for each).
  • 15 Influence.

Notes
Unlike the non-tribal version, this has an increased cost and effect. But it is still difficult to imagine a situation where I would want to use this.
Oracle
Requirements
  • Ancient Greece Scenario.
  • No existing Seer.
  • Control of at least one scripted position where a Seer can be built.

Costs
  • 2 Sages.
  • 5 Gold.
  • 5 Stone.
  • 3 Wood.
  • 1 Citizen.

Effects
  • Seer map item appears under your control on a random valid tile. It takes 6 turns to build.

Notes
Once complete the Seer consumes 0.5 Iron per turn. The Seer lets you spend 2 Knowledge and 1 Influence to reveal a 5x5 square of tiles anywhere you want. This can be done once per turn.

The best way to experiment with the Seer (outside of using the in-game editor) is via the Troy mini-Scenario. A Seer is one of the starting buildings for one of the factions in that map.
Promote Imperial Cult
Requirements
  • Despotism, Monarchy, or Empire government
  • At least 40 turns since the decision was last used.

Costs
  • 10 Gold.
  • 10 Stone.
  • 10 Wood.

Effects
  • Randomly halve the morale of 2-4 nearby rival cities as if you had used up to 35.5 Gold and 55.5 Influence to influence each of them.
  • Randomly add 1 Amphitheater to one of your cities, preferring larger and more upgraded cities, as long as the appropriate technology is researched.
  • 10% Army Morale against 2-5 enemy factions.
  • Upgrade 1-3 units (25% chance for each) with Discipline, as long as the appropriate technology is researched.

Notes
Overall a decent state decision. You will generally get your money's worth in benefits if you have both the Construction and Drill Arena technologies. The influence actions however, are considered hostile and will drastically lower your relations with the affected factions.
Property Confiscation
Requirements
  • At least 25 turns since the decision was last used.
  • Monarchy, Democracy, or Empire government.
  • -5 Gold income per turn.
  • Less than 100 gold in stockpile.

Costs
  • Free! Or so it seems...

Effects
  • Double your gold stockpile, receiving a minimum of 20 Gold and a maximum of 70 Gold.
  • -30% Global Happiness.
  • Halve the morale of 2-4 cities, as if a rival faction had used up to 35.5 Gold and 55.5 Influence to do so.
  • Deal heavy damage to 2 of your own military units.
  • -15% Army Morale with 1-3 nearby enemy factions.

Notes
This is an emergency action that can be useful for getting gold to pay for units in a pinch. Units that do not get paid receive a massive morale penalty (-40% per turn), will not listen to your commands, and have a -90% unresponsiveness defense penalty.

If I am reading the decision correctly, it is actually "ideal" to use the decision when you have 70 gold stockpiled since you get more gold if you hold more. But there are major downsides to this.
Reading of Omens
Requirements
  • At least 1 turn since the decision was last used.
  • The description says this is available right after making or receiving a declaration of war, but it appears triggered if you lose any tiles to enemies during your enemies' last turn.

Costs
  • Free! Or so you think...

Effects
  • Reveal 2-5 nearby units from 1-3 nearby enemy factions.
  • Upgrade 1-3 units (25% chance for each) with a single upgrade (Scouts, Assault, Pathfinder, Security), as long as the appropriate technology is researched.
  • Upgrade 1-3 units (20% chance for each) up a tier, as long as the appropriate technology is researched.
  • Halve the morale of 1-4 cities, as if a rival faction had used up to 35.5 Gold and 55.5 Influence to do so.

Notes
At first, this state decision seems like a great deal. You get free upgrades, free vision, and only lose morale on some cities. However, sometimes you may not want upgraded units due to their higher upkeep costs. And the random morale penalty means these cities will be very vulnerable to influence/general flipping and will require many turns to recover back to full morale.
Raids
Requirements
  • Tribal faction.
  • At least 1 turn since the decision was last used.
  • Despotism or Monarchy government
  • Negative Gold, Food, and Citizen income.

Costs
  • 1 random military unit.

Effects
  • 21-39 Gold, 14-26 Food, 7-13 Citizens.
  • Deal heavy damage to 1-3 of your own military units (10% chance for each).

Notes
As an emergency decision, this one is fairly good, especially if used in conjunction with Games of Skill to make up for the lost military unit. It requires you to be in dire economic straits and can generally help pull you out of it.
Spy Network
Requirements
  • At least 3 available trade routes (not necessarily with active trades).
  • Only usable once.

Costs
  • 5 Gold

Effects
  • Reveal up to 3 enemy units.
  • Increase your sight range by 1-2 for this turn.
  • Increase your stockpiled Influence by 30%.

Notes
This is a weird one, where it is nice to save it until you have a substantial amount of Influence (due to the scaling reward). But if you are accumulating Influence, chances are, you have nowhere to spend it.

The vision increase is temporary (1 turn) and rarely provides much intel that is actionable.
Sacrifice
Requirements
  • Tribal faction.
  • At least 1 turn since the decision was last used.
  • At least 2 units of yours have been destroyed.
  • 20 Citizens.

Costs
  • 5 Food.
  • 5 Citizens.

Effects
  • Upgrade 1-2 units (20% chance for each) with one upgrade (Scouts, Assault, Elite, Pathfinder) as long as the appropriate technology is researched.
  • Fully repair 1-4 of your own units (30% chance for each).
  • (15% chance) Upgrade 1 unit up a tier, as long as the appropriate technology is researched.
  • -15% to +15% Army Morale for 2-4 random nearby enemy factions.
  • -5% Global Happiness.

Notes
This is a semi-emergency decision that is generally positive. It has a relatively low cost and plenty of positive effects. It helps the (generally weaker) tribal factions recover quickly from a military deficit and keep on fighting. The upgrades are a bonus with low probability that sweeten the deal.
Slave Castigation
Requirements
  • At least 1 turn since the decision was last used.
  • At least 5 Slaves.
  • More Slaves than the minimum optimal ratio for your current government.

Costs
  • 20% of your current Slave stockpile.

Effects
  • -10% Global Happiness

Notes
Avoid at all costs! Slaves are hard to get, so destroying 20% of them is a terrible idea. (There are extremely rare cases where you'd want to use this, but in general, use Slave Manumission instead.)
Slave Manumission
Requirements
  • At least 3 turns since the decision was last used.
  • 10 Gold, 20 Slaves.
  • More Slaves than the minimum optimal ratio for your current government.

Costs
  • 5 Gold.
  • 10 Slaves.

Effects
  • 15% Global Happiness, multiplicative with your current Global Happiness.
  • 10 Citizens.

Notes
This is a much more controlled and predictable way of reducing your Slave count, while also getting happiness. Basically, if your slave ratio is rising rather than falling, you can consider using this decision regularly to control the ratio.
Tribal Meeting
Requirements
  • Tribal faction.
  • At least 25 turns since the decision was last used.
  • At least 75% of your foreign relations are peaceful (not at war) with you.

Costs
  • 10 Gold.

Effects
  • +10-20% relations with 1-3 random nearby factions.
  • Increase visibility of nearby factions. (Possibly modifies treaties?)
  • Reduce the morale of 1 rival city, as if you had used up to 35.5 Gold and 55.5 Influence to do so.
  • Reduce the morale of 1 city, as if a rival faction had used up to 35.5 Gold and 55.5 Influence to do so.

Notes
Not sure if this is worthwhile, as the bonuses are ephemeral (AI faction relations) but the costs are real (Gold).
War Gathering
Requirements
  • Tribal faction.
  • At least 30 turns since the decision was last used.
  • At least 3 units of yours have been destroyed.

Costs
  • 10 Gold.
  • 10 Food.
  • 10% of your current stockpile of Influence.

Effects
  • +5-30% Army Morale for 1-4 random nearby enemy factions.
  • Reveal 1-4 random nearby enemy units.
  • Receive up to 2 reports about enemy factions.
  • Seize 3-6 random unoccupied neutral tiles within a radius of 10 tiles.

Notes
There is a wide variance on how effective this decision is. At the low end, you gain almost no Army Morale. At the high end, 30% Army Morale can swing a war in your favor.
6 Comments
Kaysoky  [author] 13 Jan, 2023 @ 12:45pm 
Ooh, that's ingenious! Using a Battle Memorial to recoup the Morale loss of the General unit itself!
mk11 13 Jan, 2023 @ 12:41pm 
The case with the battle memorial and generals I had. I had three generals and was using them to influence a group of enemy cities. I noticed that the generals' morale was remaining at 100% whereas normally it would increase and have to stop using them for a bit to avoid rebellions.
Kaysoky  [author] 13 Jan, 2023 @ 9:02am 
Added to Forced Labor note:
If you have a low Slave-Citizen ratio, you could theoretically use this to reduce the number of citizens. But if this is your goal, consider producing a Nomad instead (5 or 10 Gold, depending on which mod is enabled, and 10 Citizens).
Kaysoky  [author] 13 Jan, 2023 @ 8:59am 
I don't think Generals cause a Morale loss on your own side (they should provide a Morale increase). But there is definitely a rebellion risk. It is a low probability though, so sort of hard to plan for.

I hadn't considered Forced Labor as a Slave ratio tool before (although I did mention something along the same lines in the Change of Social Order decision). I'll modify my note there.
mk11 13 Jan, 2023 @ 2:51am 
Excellent Work.

Couple of thoughts:

Battle Memorial can be used to offset the morale loss of using a General thereby keep a General active at the front without risking rebellion.

Forced Labour might be useful if you don't have enough slaves by increasing the slave percentage - still very marginal.
Kube Games  [developer] 13 Jan, 2023 @ 2:27am 
Amazing job. I am hugely impressed!