Agenda

Agendas are what defines an Order. Every Order can have up to three agendas, and most will have all three filled. If an Order has no agenda it will follow the whims of the local ruler.

Agendas will have different effects, depending on the agenda itself. Most guide the AI in some way to steer it towards its targets. Some give bonuses or allow new actions to be taken by members.

The following is a list of all known agendas, they are divided in somewhat arbitrary categories:

Military

 * Sworn to the Spear	- Available elite units, trains population
 * For King and Country	- defend nation and king
 * Sword and Staff	- Enhanced training options
 * Peacekeepers - Increases security in its POIs
 * Nature's Protectors - Defends woodlands, opposes terraforming

Adventurous

 * Beyond Borders - Bonus for explorers
 * The Hunt - Hunting monsters
 * On the Road - Members wander
 * Fortune and Glory - inspires heroics

Good

 * Breaking Chains - Against slavery
 * Against the Dark - Against "evil" and otherworldly horrors
 * Guardians at the Gate - Defends ley lines and places of power
 * In Service to Others - Helps those in need
 * Vow of Poverty - Gives up all possessions, resist corruption
 * Scourge of the Fallen	- Against undead
 * World Peace - World peace

Evil

 * Esoteric Order - Hides negative agendas
 * The Shadows Call : Ancient	- Serves an Ancient Evil
 * Occult Leanings	- Dabbling in the occult

Social

 * Social Club	- Increase relationships greatly
 * Indoctrination - Increases loyalty over time
 * Call to Power - Attempts to gain power in line with leader's desire
 * High Society - culture and relations with nobles
 * Information Brokers - expands influence
 * Storytellers - Spreads information and clues

Magical

 * Arcana - Bonus to sharing and creating spells
 * Legends and Lore - Research and exploration for ancient lore
 * Pressing the Ether - Refine and develop new spells
 * Master Artisans	- Can produce high quality goods and enable wonders
 * Legendary Artificers - Can produce magical goods
 * Oils and Ungents - Alchemy

Religious

 * Zealotry	- Increase desperation and override
 * Divine Mandate : God - Serves a god
 * Bound by Fate - Obeys the prophecy
 * Inquisition	- Hunts dissidents

Other

 * Cull: Trait - Lower spawn chance of trait
 * Foster: Trait - Increase spawn chance of trait
 * Solemn Vows : Ethos	- Endorse and spread an Ethos
 * For the People : Race	- Works towards a race