
The Events and Decisions tab is the focus tree's quieter sibling: it doesn't carry the same narrative weight, but it's where a good chunk of internal political repression, resource prospecting, and a handful of actions that don't fit any focus actually get managed. The problem is almost nobody stops to check the real numbers before spending
political power on it, and some decisions have activation requirements that only make sense once you know the correct order.
What Decisions Are and How They Differ from Focuses
Unlike a focus — which occupies the tree's only active slot and takes weeks to finish with no upfront cost beyond 1
political power point per day — a decision is paid in full the moment you activate it, and several can run at once without competing for any slot. Some are one-off with a permanent effect, others stay active for a fixed number of days (120 is common) and then switch off on their own, and a few are genuine timed missions: if you don't meet the condition in time, the negative consequence happens anyway. At the top of the same panel, separate from the decision categories, sits the event notification setting (pop-up for minor events, for major events, or just a news ticker) — it costs nothing and is worth checking once at the start of every campaign so you don't miss important events between windows.
Generic Categories vs. Country-Specific Categories
Categories can be collapsed and expanded independently (the arrow to the right of each category's title), which helps once a country piles up a lot of them at once. Some — like
Propaganda Campaign, Political Actions, or Resource Prospecting — are available to virtually any nation equally, regardless of which focuses you've completed. Others are exclusive to one specific country or get unlocked by a focus, a national spirit, or a particular expansion: Military Industrial Organizations add their own decision category only if you own that expansion, and most nations with their own focus tree have categories that don't exist for anyone else. Before assuming a decision "isn't showing up" because of a bug, check whether it's actually exclusive to another country or gated behind a focus you haven't finished yet.
Decisions are also one of the mechanisms behind forming new nations through conquest: unlike a focus, a formable nation decision doesn't need to be researched or unlocked through any tree — it simply appears on its own once you control enough territory, with no condition beyond military occupation. A good example is "Achieve European Unity," which activates once you've conquered most of continental Europe, regardless of which nation you're playing or which focuses you took to get there.

Political Actions: the Real Cost of Cracking Down on the Opposition
This is the most-used generic category, and it follows a two-step logic almost nobody connects. Raids against a rival ideology (anti-communist, anti-democratic, anti-fascist) cost 50
political power, can only be activated if that ideology's popularity is above 10%, and stay active for 120 days: you lose 10% stability immediately on activation, but over those 120 days you recover +0.7% stability per week and cut 0.05 daily support from that ideology. The AI never uses these on its own — they're a player-only tool.
Banning an ideology (communism, democracy, or fascism) is the next step, not an alternative: it costs 100 political power, but can only be activated if that ideology's popularity is below 20% — the exact opposite range from Raids. Its effect is permanent: it wipes out that ideology's remaining support for the rest of the game.
Instituting press censorship is the priciest of the three (150 political power) and acts more broadly across dissent as a whole, instead of targeting one specific ideology.
Resource Prospecting and Other Economic Categories
Resource Prospecting is also generic: it shows up when your territory has an underdeveloped strategic resource deposit, and each decision — expanding an
iron mine, developing a
bauxite deposit, expanding
coal mines — usually costs a lot less than political actions (25 political power is common) in exchange for a permanent boost to that resource's extraction in the corresponding state. It's especially worth checking if your industrial production depends on a resource you know is underdeveloped. Other economically-flavored categories, like reorganizing the railway system or requisitioning civilian trains, usually show up under their own economic policy section and typically don't cost political power at all, but rather other resources or come with their own side effects — read the full description before activating, not just the title.
Common Mistakes
- Activating Bans before Raids — the decision simply won't be available if the rival ideology is still above 20%, so without the earlier Raids you end up stuck without understanding why.
- Launching a Raid right when you need stability for something else — the immediate -10% is real and hits all at once; if you have an event or a law coming up that needs high stability, wait a few days before activating it.
- Letting
political power pile up with no plan — with the storage cap at 2,000, blowing it on the first available decision usually pays off less than saving it for specific government laws or focuses. - Not checking whether a category is exclusive to another country or gated behind a pending focus before assuming it's disappeared due to a bug.