Below are the government types in the game and their associated bonuses, you can pick one:
Governments:
Technocracy: -2 months artifact forging
Theocracy: -2 months enchantment research
Democracy: 1.2x income, 1.2x population
Oligarchy: 1.5x income
Feudalism: -2 month to build times
Agrarian: 1.4x population growth
Imperial: 1.3x army strength
Naval: 1.3x navy strength
Religions are yours to make up as is history and culture. None of these provide any in game bonuses and are purely for flavor.
Note that the template has space for 7 races, that's not set in stone, you could have only 2-3 races or you could have 8 if you can manage it.
Below are the courtier types you can choose from(10 population and 500 gold for courtier and staff):
Steward: 2.0x income to one province
Warrior: 1.5x strength to one army
Librarian: -2 months to enchantment research
Artificer: Can forge one item at a time
Admiral: 1.4x strength to 1 fleet, 1.2x sea movement speed to that fleet
Builder: -5 months to build time in one province
Sapper: 0.7x defensive bonus in one province
Spy: 1.5x spy success in one province
Musician: 1.5x population bonus to one province
Peddler: 1.2x bonus to national trade
Mage: can utilize one artifact at a time
Healer: -10% casualties to one host
Normal Units(Must be raised from a single province):
Scout, 1 population, 50 gold, Can see information about one province
Militia 50 strength, 50 population and 50 gold
Platoon 100 strength, 50 population and 100 gold
Company 200 strength, 75 population and 200 gold
Cohort 1000 strength, 200 population and 500 gold
Regiment 5600 strength, 800 population and 750 gold
Legion 50000 strength, 5000 population and 2500 gold
Corvette 25 strength, 25 population and 100 gold
Frigate 75 strength, 50 population and 250 gold
Cruiser 250 strength, 75 population and 750 gold
Destroyer 1500 strength, 250 population, 2000 gold
Battleship 5000 strength, 500 population, 5000 gold
Dreadnaught 25000 strength, 1000 population, 10000 gold
Troopship 0 strength, 25 population, 250 gold, holds 100 troops
Troop Carrier 0 strength, 250 population, 5000 gold, holds 5000 troops
Operative 10 strength, 1 population and 100 gold
Agent Cell 100 strength, 5 population and 750 gold
Cabal 1000 strength, 25 population and 2500 gold
Spying missions have a required strength to complete successfully. Success rate effectively multiplies strength, but not against the base. So 1.5 from a Spy courtier and 1.2 and 1.3 from racial bonuses are not 4.0 but rather 2.34, multiplicative and not additive.
I'll put the missions up later.
Below are the races in the game. There are a lot and you have a lot of choices. Some races are more cost efficient but have more particular uses and consume a lot of your total points. Higher costs also make it difficult to use all 20 points.
Races and Cultures(20 points):
Artisanal Craftsmen(4): 1.5x income
Early Industrialist(6): 1.7x income
Brownies(2): -3 month building time
Diplomats(5): +3 to treaty success
Tolerant(3): +1 to treaty success, +1 to vassalization
Inspiring(7): +3 to vassalization
Glories(10): +6 to vassalization
Illithids(12): 2.5x to foment revolution, +2 to vassalization
Philosophers(5): 1.5 to foment revolution
Dwarfs(2): -1 month building time | -1 month artifact forging time
Dark Dwarfs(3): -2 month artifact forging time
Gnomes(2): -3 month building time
Humans(2): 1.1x income, 1.1x trade, -1 month building time
Cities of the South(4): 1.3x income, 1.2x trade
Travelers(4): 1.5x trade
Men of the North(5): +2 visions, +1 concealment, 1.2x land movement speed
Horselords(4): 1.1x army strength, 1.5x land movement speed
High Humans(8|): -2 month mage cool down | -4 month enchantment research time, 1.5x income
Dragons(10): 1.3x army strength | 1.5x income
Sappers(3): 0.7x building defensive bonus
Dominionists(5): 1.3x population growth, -25 army cost
Gaians(7): 2.0x population growth
Nymps/Satyrs(4): 1.5x population growth
Goblins(2): 1.2x Population Growth
Kobolds(3): 1.2x population, 1.1x spying success
Insects(8|): -2 month build time, 1.5x population growth, +1 concealment, 1.2x spying success
Imps(7): +2 to concealment, 1.4x spying success, -2 months artifact forgings
Tengri(2): +2 vision
Naiad(5): 0.8x casualties
Gremlins(3) 1.3x spying success
Halflings(3): +1 concealment, 1.2x spying success
Undead(5): -2 month building time, 1.1x army strength
Fae(8|): -2 month artifact forging, -2 month spell research, +1 concealment, 1.2x spying success, 1.2x income
Wood Elves(5): +2 vision, +2 concealment
Shadow Elves(5): +2 concealment, 1.2x land movement speed
Deep Elves(3): -3 month enchantment research time
Dark Elves(5): -1 month enchantment research time, +2 concealment, 1.2x spying success
Blood Elves(4): -3 month mage cool down, 1.1x spying success
High Elves(2): -2 month mage cool down
Orcs(3): 1.1x army strength
Trolls(7): 1.3x army strength, 1.2x population growth
Nereid(4): 1.3x sea movement speed, 1.2x population growth
Siren(3): 1.2x navy strength, 1.1x population growth, 1.1x sea movement speed
Pirates(4): 1.1x navy strength, 1.2x income, -25 gold off ships
Mermen(4): 1.2x navy strength, 1.2x income per bordering coastal province
Atlantians(6): 1.1x navy strength, 1.1x income and 1.3x trade per bordering coastal province
Sharks(5): 1.1x navy strength, 1.2x sea movement speed, sentient sharks replace frigates no population cost or construction time
Serpents(7): 1.2x navy strength, 1.3x sea movement speed, sentient serpents replace cruisers no pop cost or training time
Lemurians(8|): 1.4x population growth, -75 gold off sentient sea animals, 1.2x sea movement