
- rampant militarism intimidates smaller nations surrounding you, slightly lowering their troop morale and increasing your own
- intranational juggernaut makes your leader an unstoppable political figure, able to gain popular support for any reform or decision. also reduces their chance of being assassinated
- bellicose dominion increases your nation's outlook on military endeavors, reducing the internal impact of aggressive expansion
- national arsenal increases your weapon stockpile, allowing for the armament of 1 under equipped ally per war
- nationalistic enthusiasm increases population happiness while at war and boosts troop morale
- lightning warfare allows for sweeping armored (or cavalry, if you're picking this tenet up really early) assaults on enemy armies, quickly subduing them
- lack of morality allows for the peaceful (horrible) relocation (deathmarching) of peoples you deem troublesome (unworthy) to live in your great (terrible) empire, temporarily reducing the risk of revolt
- united front increases the troop effectiveness of any vassals under your control
- gunboat diplomacy allows for the bullying of smaller nations into unfair peace deals, annexation proposals, and inappropriate demands for tribute
- jingoistic tendencies increases troop morale for every nation that declares war on you (not you on someone else)
- cult of personality makes your leader an influential figure in politics both home and abroad. your leader has the ability to make rousing speeches to increase troop morale and offensive capability. if your leader is assassinated, your nation's defensibility goes up by 50%
- total war allows for the mobilization of all resources and all people within your nation. all citizens will also receive general military education in preparation of such an event, increasing their effectiveness in combat