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Army professionalism events

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These are generic events which are related to Army professionalism.png army professionalism.[1]



id

Msg event.pngSack of [From.GetCapitalName]


Traditionally advancing armies have been expected to supply themselves from what they can plunder in the area they move through. This is often the only way for soldiers to survive in wartime as payments from the [Root.GovernmentName] treasury can rarely be brought in a timely manner to the men. In fact, by paying retroactively many also avoid the strain of paying for the fallen.
As [From.GetCapitalName] fell it was therefore expected that our soldiers be allowed to loot the city to enrich themselves. What was less expected was the total and utter destruction of the city that took place. Refusing to follow orders our men descended upon the helpless burghers, doing despicable things and ruining the area for a long time to come.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • None of:
  • At least one of:
    • FROM:
      • Province owner:
        • Our country is a rival
    • None of:
      • Army professionalism.png Army professionalism is at least 50%
  • None of:
    • Has country modifier “Enemy Atrocities”
  • At least one of:
    • None of:
      • Country flag had_living_of_the_land is set
    • Has had country flag had_living_of_the_land for at least 35 years
  • FROM:
    • Development.png Development is at least 15
    • Fort level.png Fort level is at least 1
    • At least one of:
      • None of:
        • Province flag was_magdeburgerized is set
      • Has had province flag was_magdeburgerized for at least 50 years
    • Province owner:
      • At least one of:
        • None of:
          • Country flag was_plundered is set
        • Has had country flag was_plundered for at least 40 years
Is triggered only by

Our country winning a siege in From (Base weight: 10/110)

Weight modifiers

  • Army professionalism.png Army professionalism is at least 30%: ×0.5
  • FROM:

Immediate effects
  • Hidden effect:
    • Set country flag had_living_of_the_land
    • FROM:
      • Set province flag was_magdeburgerized
      • Province owner:
        • Save as event target named attacked_country
        • Set country flag was_plundered

Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
We need better payment routines and harder discipline!
  • Gain Army professionalism.png 5% army professionalism
  • Lose Gold Icon.png ducats equal to 0.25 years of income
  • FROM:
    • Trigger province event “[Root.GetCapitalName] Looted!”

Event trigger.pngAlways enabled:

Event button 547.png
We must punish the perpetrators!
  • Lose Yearly prestige.png 5 prestige
  • FROM:
    • Trigger province event “[Root.GetCapitalName] Looted!”

Event trigger.pngEnabled if:

  • None of:
    • DLC Emperor Emperor is active
    • FROM:
Event button 547.png
Such are the rules of warfare.
  • Lose Army professionalism.png 5% army professionalism
  • Lose Yearly prestige.png 10 prestige
  • Gain Horde unity 5 horde unity
  • Gain Gold Icon.png ducats and Military power.png military power scaling with province development
  • FROM:
    • Trigger province event “The Sack of [Root.GetCapitalName]”

Event trigger.pngEnabled if:

  • DLC Emperor Emperor is active
  • FROM:
Event button 547.png
Plunder the Curia Treasury!
  • Gain Gold Icon.png 1 000 ducats
  • Lose Army professionalism.png 5% army professionalism
  • Lose Yearly prestige.png 10 prestige
  • Gain Horde unity 5 horde unity
  • Gain Gold Icon.png ducats and Military power.png military power scaling with province development
  • FROM:
    • Trigger province event “The Sack of [Root.GetCapitalName]”

id

Msg event.png[Root.GetCapitalName] Looted!


Following the fall of [Root.GetCapitalName], the armies of [From.GetName] have devastated the city and the surrounding countryside.


 
Trigger conditions
  • None
Is triggered only by

The event “Sack of [From.GetCapitalName]” option “We need better payment routines and harder discipline!”


Event button 547.png
Barbarians!
  • Gain Devastation.png 50 devastation
  • Province owner:
    • Gain opinion modifier “Sacked City” (Opinion.png −75 Opinion / +2 Yearly decay) towards [From]
id

Msg event.pngThe Sack of [Root.GetCapitalName]


Event trigger.png The description below is one of several available for this event.
The following description is used if:

As the city of [Root.GetCapitalName] fell into enemy hands, the advancing armies of [From.GetAdjective] embarked on several days of plundering. Inside the city walls a smoldering ruin is all that remains of the once thriving city and the survivors are seeking refuge as far away as they can.

The following description is used if:

As the city of [Root.GetCapitalName] fell into enemy hands, the advancing armies of [From.GetAdjective] embarked on several days of plundering. Inside the city walls a smoldering ruin is all that remain of the once thriving city and the survivors are seeking refuge as far away as they can. Worse, the godless invaders have plundered the curia treasury, looting the coffers of God himself.''

 
Trigger conditions
  • None
Is triggered only by
  • The event “Sack of [From.GetCapitalName]” option “Such are the rules of warfare.”
  • The event “Sack of [From.GetCapitalName]” option “Plunder the Curia Treasury!”

Option conditions

Event trigger.pngEnabled if:

Event button 547.png
Our people will never forget the atrocities of [From.GetName]!
  • Gain Devastation.png 100 devastation
  • Lose Production.png 2 base production
  • Province owner:
    • Gain country modifier “Enemy Atrocities” for 10 years, giving the following effects:
      • National unrest.png −2 National unrest
    • Gain opinion modifier “Sacked City” (Opinion.png −75 Opinion / +2 Yearly decay) towards [From]

Event trigger.pngEnabled if:

Event button 547.png
All this for thirty pieces of silver.
  • Gain Devastation.png 100 devastation
  • Lose Production.png 2 base production
  • Reduce curia treasury by Gold Icon.png 100 ducats
  • Province owner:
    • Gain country modifier “Enemy Atrocities” for 10 years, giving the following effects:
      • National unrest.png −2 National unrest
    • Gain opinion modifier “Sacked City” (Opinion.png −75 Opinion / +2 Yearly decay) towards [From]

id

Msg event.pngDelayed Salaries


The campaign in [enemy_country.GetName] has run into some severe logistical problems. As the season for salary payment draws nearer, it is becoming abundantly clear that we will not be able to pay all troops as there is simply no way for the money to get to them on time. Our generals blame constant enemy raids on the baggage train and insist they planned everything in detail, but the problem is now [Root.Monarch.GetName]'s to solve.
If we only pay a fraction of our troops many will no doubt desert.
We could also choose to pay none of them and tell them to live off the land, but that would likely devastate the entire area.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Is at war
  • Army professionalism.png Army professionalism is at least 10%
  • Any neighbouring country:
    • Is at war with Our country
    • Any owned province:
      • Province is controlled by Our country
Is triggered only by

The bi-yearly pulse IV (Base weight: 100/18455)


Immediate effects
  • Hidden effect:
    • One random neighbouring country:
      • Limited to:
        • Is at war with Our country
        • Any owned province:
          • Province is controlled by Our country
      • Save as event target named enemy_country
      • One random owned province:
        • Limited to:
          • Province is controlled by Our country
        • Save as event target named delayed_salaries_province

Event button 547.png
We must pay the elite troops
  • Lose Manpower.png 1.5 years' worth of manpower
Event button 547.png
Let them live off the land
  • Lose Army professionalism.png 5% army professionalism
  • Event target delayed_salaries_province:
    • Area containing this province:
      • Limited to:
        • At least one of:
          • Province is controlled by Our country
          • All of:
            • Province is controlled by event target enemy_country
            • Any neighbouring province:
              • Province is controlled by Our country
      • Gain Devastation.png 45 devastation
id

Msg event.pngThe many jobs of a Soldier


Prolonged peacetime and changes in the economy has lead to many of our salaried soldiers no longer considering the pensions we pay them sufficient. An increasing number of them have turned to other daily work such as shopkeeping or craftsmanship, earning a better living in their city homes.
While this can stimulate the local economy it does mean that these troopers are no longer maintaining, or practicing with, the equipment we have provided them. In order to stop this trend, we would have to increase their pay substantially.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Is not at war
  • None of:
    • Was at war within the last 10 months
  • Army professionalism.png Army professionalism is at least 20%
  • Any owned province:
    • At least one of:
      • Is connected to the capital of its owner
      • Fort level.png Fort level is at least 2
      • Has Latin barracks.png Barracks building
      • Has Latin training fields.png Training Fields building
      • Has Latin regimental camp.png Regimental Camp building
      • Has Latin conscription center.png Conscription Center building
    • None of:
      • Has province modifier “Economic Stimulation”
Is triggered only by

The bi-yearly pulse IV (Base weight: 100/18455)

Weight modifiers

  • None of:
    • Was at war within the last 20 months: ×1.1

Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Is connected to the capital of its owner
      • Save as event target named soldier_province
    • One random owned province:
      • Limited to:
        • Is not the country's capital
        • Is connected to the capital of its owner
      • Save as event target named soldier_province
    • One random owned province:
      • Limited to:
        • Is not the country's capital
        • At least one of:
          • Fort level.png Fort level is at least 2
          • Has Latin barracks.png Barracks building
          • Has Latin training fields.png Training Fields building
          • Has Latin regimental camp.png Regimental Camp building
          • Has Latin conscription center.png Conscription Center building
      • Save as event target named soldier_province

Event button 547.png
They must not be allowed to do dabble in the roles other occupations.
  • Lose Gold Icon.png ducats equal to 0.45 years of income
Event button 547.png
We will allow it for now.
  • Lose Army professionalism.png 5% army professionalism
  • Event target soldier_province:
    • Area containing this province:
      • Limited to:
        • Province is owned by Our country
      • Gain province modifier “Economic Stimulation” for 10 years, giving the following effects:
        • Local production efficiency.png +10% Local production efficiency
        • Local tax modifier.png +10% Local tax modifier
id

Msg event.pngForeign Talent


Our drillmasters stand in awe of the [professional_country.GetAdjective] armies and the methods they have so successfully employed to organize army routines and practices. We are not the only ones who have taken notice, [professional_country.GetAdjective] officers are in high demand in many countries. Of course the [professional_country.GetStateForm] of [professional_country.GetName] does not take kindly upon those of its officers that would seek employment abroad and would likely disapprove if we tried to entice any subject of theirs.
That does not mean, however, that there are not individuals who would be interested in such a career opportunity, if we made it worth their while.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Gold Icon.png Monthly income is at least 6 ducats
  • None of:
    • Army professionalism.png Army professionalism is at least 80%
  • Is not a subject nation
  • Any neighbouring country:
    • Is not a subject nation
    • None of:
      • Is the overlord of Our country
    • None of:
      • Is allied to Our country
    • None of:
      • Is at war with Our country
    • None of:
      • Has a truce with Our country
    • Army professionalism.png Army professionalism is at least 25%
    • Army professionalism.png Army professionalism is at least that of Our country
Is triggered only by

The bi-yearly pulse IV (Base weight: 75/18455)


Immediate effects
  • Hidden effect:
    • One random neighbouring country:
      • Limited to:
        • Is not a subject nation
        • None of:
          • Is the overlord of Our country
        • None of:
          • Is allied to Our country
        • None of:
          • Is at war with Our country
        • None of:
          • Has a truce with Our country
        • Army professionalism.png Army professionalism is at least 25%
        • Army professionalism.png Army professionalism is at least that of Our country
      • Save as event target named professional_country

Event button 547.png
Hire [professional_country.GetAdjective] officers
  • If:
    • Limited to:
      • Gold Icon.png Monthly income is at least 10 ducats
    • Lose Gold Icon.png ducats equal to 0.5 years of income
  • Else:
    • Lose Gold Icon.png 60 ducats
  • Gain Army professionalism.png 5% army professionalism
  • Event target professional_country:
    • Gain opinion modifier “Hired Defectors” (Opinion.png −50 Opinion / +2 Yearly decay) towards Our country
    • Hidden effect:
      • One of the following at random:
        • 25% chance of:
          • Trigger country event “Infiltration of [From.GetName]” in 7 days
        • 75% chance of:
Event button 547.png
Let us continue to rely on our own people.
  • Event target professional_country:
    • Gain opinion modifier “Turned Down Defecting Officers” (Opinion.png +50 Opinion / −2 Yearly decay) towards Our country
id

Msg event.pngInfiltration of [From.GetName]


Our military professionalism has made our retired deserting officers very attractive to the other countries in the region. So much so that they are not properly vetting the defectors they recruit.
Our spymaster reports that we have managed to get a number of agents into the service of the [From.GetAdjective] [From.GetStateForm].


 
Trigger conditions
  • None
Is triggered only by

The event “Foreign Talent” option “Hire [professional_country.GetAdjective] officers”


Event button 547.png
Excellent...
  • FROM:
    • Our country gains 75 spy network strength


id

Msg event.pngWargames


Our generals have asked us for funds to conduct a massive military field exercise to re-enact one of the great [Root.GetOldEra] battles. This would be quite costly, and take up a lot of their time, but they insist it would both provide valuable insights to them, be a good way to drill the troops and perhaps intimidate our neighbors as well.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Is not at war
  • Army professionalism.png Army professionalism is at least 60%
  • None of:
    • Army professionalism.png Army professionalism is at least 100%
  • None of:
    • Has country modifier “Wargames”
Is triggered only by

The bi-yearly pulse IV (Base weight: 100/18455)


Event button 547.png
Allow them to re-enact the battle.
  • Lose Gold Icon.png ducats equal to 0.25 years of income
  • Lose Manpower.png 0.25 years' worth of manpower
  • Gain Yearly prestige.png 5 prestige
  • Gain Army professionalism.png 5% army professionalism
  • Gain country modifier “Wargames” for 10 years, giving the following effects:
    • Yearly army professionalism +1% Yearly army professionalism
    • Land maintenance modifier.png +10% Land maintenance modifier
Event button 547.png
We will soon give them a real war to try their theories in.
  • Lose Yearly prestige.png 5 prestige
id

Msg event.pngPrivate Contractors


Due to lack of permanent structures many armies rely on private contractors to provide everything from equipment to entire regiments. Usually these entrepreneurs receive a sum in advance that they can then use to procure what the army needs on short notice. This often works well to meet the swiftly changing needs of our troops during campaigns, but there are those that would take advantage of the system.
As our armies in [enemy_country.GetName] advance deeper into enemy territory there are increasing reports of corruption and unwarranted cooperation between our logistical officers and local entrepreneurs. If we are to maintain efficiency we must root out these practices, but in the short run we will risk disrupting the system even more by fighting the corruption.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Is at war
  • Army professionalism.png Army professionalism is at least 10%
  • Any neighbouring country:
    • Is at war with Our country
    • Any owned province:
      • Province is controlled by Our country
Is triggered only by

The bi-yearly pulse IV (Base weight: 100/18455)


Immediate effects
  • Hidden effect:
    • One random neighbouring country:
      • Limited to:
        • Is at war with Our country
        • Any owned province:
          • Province is controlled by Our country
      • Save as event target named enemy_country

Event button 547.png
Root out the rot!
  • Lose Army professionalism.png 2.5% army professionalism
Event button 547.png
We will have to let it be.
  • Gain Corruption.png 0.25 corruption
id

Msg event.pngAn Army Career


With the growth of our professional army, new career opportunities abound for those with ability and ambition. The old [Root.GetNoblesReplacementForOtherGovernments], however, still expect to be awarded all the most valuable commissions out of tradition and the centuries during which their lineages have served the [Root.GetStateForm] faithfully.
Some of our higher officers are now imploring us to open more opportunities for able men to rise in the ranks, while others oppose this vehemently and maintain that there are qualities only blood can assure.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Is at war
  • None of:
    • Army professionalism.png Army professionalism is at least 100%
Is triggered only by

The bi-yearly pulse IV (Base weight: 100/18455)


Event button 547.png
We must safeguard the ancient traditions of our officer corps.
  • Gain Army tradition.png 15 army tradition
  • If the country has the Nobility.png nobility estate,
  • then the estate gains Estate loyalty 10 loyalty,
  • else if the country has the Rajputs.png rajputs estate,
    • then the estate gains Estate loyalty 10 loyalty,
    • else if the country has the Marathas marathas estate,
      • then the estate gains Estate loyalty 10 loyalty.
  • If the country has the Burghers.png burghers estate,
  • then the estate loses Estate loyalty 10 loyalty,
  • else if the country has the Vaishyas.png vaishyas estate,
    • then the estate loses Estate loyalty 10 loyalty,
    • else if the country has the Jains.png jains estate,
      • then the estate loses Estate loyalty 10 loyalty.
Event button 547.png
We can make room for newcomers in the higher parts of the hierarchy.
  • Lose Army tradition.png 10 army tradition
  • Gain Army professionalism.png 2.5% army professionalism
  • If the country has the Nobility.png nobility estate,
  • then the estate loses Estate loyalty 10 loyalty,
  • else if the country has the Rajputs.png rajputs estate,
    • then the estate loses Estate loyalty 10 loyalty,
    • else if the country has the Marathas marathas estate,
      • then the estate loses Estate loyalty 10 loyalty.
  • If the country has the Burghers.png burghers estate,
  • then the estate gains Estate loyalty 10 loyalty,
  • else if the country has the Vaishyas.png vaishyas estate,
    • then the estate gains Estate loyalty 10 loyalty,
    • else if the country has the Jains.png jains estate,
      • then the estate gains Estate loyalty 10 loyalty.
id

Msg event.pngEsprit de Corps


The strain that the military lifestyle puts the men who serve under can, under good circumstances, lead to the development of a spirit of belonging and cooperation that greatly strengthens the armed forces. During the recent conflict with [enemy_country.GetName], we have seen clear signs that our troops are working better together, and that they have formed strong bonds of loyalty and duty to the [Root.GetAdjective] [Root.GetStateForm] that would have seemed hard to imagine just a few years ago.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Is at war
  • None of:
    • Army professionalism.png Army professionalism is at least 100%
Is triggered only by

The bi-yearly pulse IV (Base weight: 100/18455)


Immediate effects
  • Hidden effect:
    • One random country:
      • Limited to:
        • Is at war with Our country
      • Save as event target named enemy_country

Event button 547.png
This is what separates the [Root.GetAdjective] troops from all other.
  • Gain Army professionalism.png 3% army professionalism
id

Msg event.pngLack of Officers


In order to keep a sizable professional army efficient, a sufficient number of trained officers are required to carry out the orders and will of the [Root.GetStateForm]. However, the increased demand on quality leadership is not matched by the number of officers on our rolls.
With increased demands on quality, new officers also take longer to train and are harder to recruit.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Army professionalism.png Army professionalism is at least 50%
Is triggered only by

The bi-yearly pulse IV (Base weight: 75/18455)


Event button 547.png
Shorten the training.
  • Lose Army professionalism.png 5% army professionalism
Event button 547.png
We shall overcome this in time.
  • Gain country modifier “Shortage of Officers” for 15 years, giving the following effects:
    • Army tradition.png −0.5 Yearly army tradition
    • Reinforce speed.png −20% Reinforce speed
id

Msg event.pngLocal Militias


Many military duties are not performed by the professional armies of the [Root.GetStateForm] but rather by local militias based around the cities, castles and forts in the various parts of our country. These militias often know the local area well and provide very good value for money as garrisons, scouts and gatherers of intelligence but their quality as regular troops are very varied to say the least.
It has been suggested that we send professional soldiers to at least instruct all militias in the country and that we rely less on them when conducting operations in many areas. This would, according to our generals, lead to an increase in quality and make us less vulnerable to things we cannot control. It would, however, also most likely mean dismissing a great number of our reserve troops.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Army professionalism.png Army professionalism is at least 50%
  • None of:
    • Has country modifier “Integration of Local Militias”
  • None of:
    • Army professionalism.png Army professionalism is at least 100%
Is triggered only by

The bi-yearly pulse IV (Base weight: 100/18455)


Event button 547.png
We need the militias.
  • Lose Army professionalism.png 5% army professionalism
Event button 547.png
Let us not rely on local abilities.
  • Gain Army professionalism.png 2.5% army professionalism
  • Gain country modifier “Integration of Local Militias” for 10 years, giving the following effects:
    • Fort defense.png +25% Fort defense
    • Manpower recovery speed.png −20% Manpower recovery speed
  • Lose Manpower.png 1 years' worth of manpower
id

Msg event.pngFires of Industry


The growing needs of our professional army has had a profound effect on the local business in [Root.GetCapitalName]. The manufactories in and around the city can hardly keep up with rising demand and both investors and workers are now flocking from all over our country to [Root.GetName] to expand the business.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Has Weapons manufactory.png Weapons Manufactory building
  • None of:
    • Has province modifier “Thriving Weapons Industry”
  • Province owner:
    • Army professionalism.png Army professionalism is at least 40%
Mean time to happen

600 months
Modifiers

  • Province owner:
    • Army professionalism.png Army professionalism is at least 60%: ×0.9
  • Province owner:
    • Army professionalism.png Army professionalism is at least 80%: ×0.9

Event button 547.png
The foundries of [Root.GetCapitalName] shall supply the nation!
  • Gain province modifier “Thriving Weapons Industry” for 10 years, giving the following effects:
    • Local development cost −15% Local development cost
    • Local goods produced modifier +35% Local goods produced modifier
id

Msg event.pngGrowth of Regimental Towns


As the army becomes a way to earn a livelihood for an increasing number of our subjects, the cities that house the army installations and barracks are starting to grow under the supervision of army engineers and renovators. In [Root.GetName] the growth of [Root.GetCapitalName] has come to benefit the entire province.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • At least one of:
    • Has Latin barracks.png Barracks building
    • Has Latin training fields.png Training Fields building
    • Has Latin conscription center.png Conscription Center building
    • Has Latin regimental camp.png Regimental Camp building
  • Is not the country's capital
  • None of:
    • Province flag regimental_town_flag is set
  • None of:
    • Has province modifier “Regimental City”
  • Province owner:
    • Army professionalism.png Army professionalism is at least 40%
Mean time to happen

700 months
Modifiers

  • Province owner:
    • Army professionalism.png Army professionalism is at least 60%: ×0.8
  • Province owner:
    • Army professionalism.png Army professionalism is at least 80%: ×0.8

Event button 547.png
Great.
  • Gain Base tax.png 1 base tax
  • Gain province modifier “Regimental City” for 10 years, giving the following effects:
    • Local manpower modifier.png +25% Local manpower modifier
    • Local development cost −15% Local development cost
  • Set province flag regimental_town_flag
id

Msg event.pngTreason against [Root.GetDefiniteArticleBeforePluralCountry][Root.GetName]


Recruitment is out of necessity something that has to be a somewhat decentralized affair. Often it will be entrusted to [Root.GetNoblesReplacementForOtherGovernments] in the capital, and then they are responsible to turn up a set number of men in the various provinces under our control.
This is a system that to some extent relies on trust as the central government is not involved in the details of countryside mustering, and the only form of control we have are the, often sporadic, inspections the army itself conducts. One such inspection in [cheating_rolls.GetName] has unearthed quite a local scandal. The rolls we have for the area is full of fictional names and nobody seems to know what we could actually muster from the region.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • None of:
    • Army professionalism.png Army professionalism is at least 40%
  • Owns at least 5 non-colony provinces
  • Any owned province:
    • Is not the country's capital
    • None of:
      • Has province modifier “Reassessment Survey”
    • None of:
      • Has province modifier “Corrupted Army Rolls”
    • Is in a state
  • None of:
    • Has country modifier “corrupt_rolls_cooldown_timer”
Is triggered only by

The bi-yearly pulse IV (Base weight: 75/18455)

Weight modifiers

  • None of:
    • Army professionalism.png Army professionalism is at least 20%: ×1.25
  • None of:
    • Year is 1500 or later: ×0.5

Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Is not the country's capital
        • Is in a state
        • None of:
          • Has province modifier “Reassessment Survey”
        • None of:
          • Has province modifier “Corrupted Army Rolls”
      • Save as event target named cheating_rolls
    • Gain country modifier “corrupt_rolls_cooldown_timer” for 20 years, giving the following effects:

Event button 547.png
This is unfortunate.
  • Lose Army professionalism.png 2.5% army professionalism
  • Event target cheating_rolls:
    • Area containing this province:
      • Limited to:
        • Province is owned by Our country
        • None of:
          • Has province modifier “Reassessment Survey”
        • None of:
          • Has province modifier “Corrupted Army Rolls”
      • Gain province modifier “Corrupted Army Rolls” for 10 years, giving the following effects:
        • Local manpower modifier.png −50% Local manpower modifier
Event button 547.png
We must punish the perpetrator and conduct our own survey.
  • If the country has the Nobility.png nobility estate,
  • then the estate loses Estate loyalty 10 loyalty,
  • else if the country has the Rajputs.png rajputs estate,
    • then the estate loses Estate loyalty 10 loyalty,
    • else if the country has the Marathas marathas estate,
      • then the estate loses Estate loyalty 10 loyalty.
  • Gain Army professionalism.png 2.5% army professionalism
  • Event target cheating_rolls:
    • Area containing this province:
      • Limited to:
        • Province is owned by Our country
        • None of:
          • Has province modifier “Reassessment Survey”
        • None of:
          • Has province modifier “Corrupted Army Rolls”
      • Gain province modifier “Reassessment Survey” for 10 years, giving the following effects:
        • Local unrest.png +8 Local unrest
        • Local manpower modifier.png −25% Local manpower modifier
id

Msg event.pngProliferation of the Musket


As firearms have grown commonplace our old regiments of elite troops no longer fills the same function as sharpshooters and pioneers. They have done much to develop our armies over time and they will now be dispersed among our other regiments.


 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Has country modifier “Elite Regiments”
  • Military technology.png Military technology is at least 19
Mean time to happen

12 months


Event button 547.png
Ok.
  • If:
    • Limited to:
      • Has had country flag gunpowder_core_activated for at least 10 years
      • None of:
        • Army professionalism.png Army professionalism is at least 100%
    • Gain Army professionalism.png 2.5% army professionalism
  • Remove country modifier "Elite Regiments"
id

Msg event.png[Root.GetCapitalName] Looted!


Following the fall of [Root.GetCapitalName], the armies of [From.GetName] have devastated the city and the surrounding countryside.


 
Trigger conditions
  • None
Is triggered only by

The event “Sack of [From.GetCapitalName]” option “We must punish the perpetrators!”


Event button 547.png
Barbarians!
  • Gain Devastation.png 75 devastation
  • Province owner:
    • Gain opinion modifier “Sacked City” (Opinion.png −75 Opinion / +2 Yearly decay) towards [From]

Footnotes[edit]

  1. These events can be found in /Europa Universalis IV/events/ArmyProfessionalism.txt.