Army professionalism events

From Europa Universalis 4 Wiki
Jump to navigation Jump to search

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
  • Is not Flag of Rebels Rebels
  • At least one of:
    • Sieged province's owner is our rival
    • Army professionalism.png Army professionalism is less than 50%
  • Does not have country modifier “Enemy Atrocities”
  • Did not had this event in the last Time Icon.png 35 years
  • Sieged province:
    • Development.png Development is at least 15
    • Fort level.png Fort level is at least 1
    • Did not had this event in the last Time Icon.png 50 years
    • Province owner:
      • Did not had this event in the last Time Icon.png 40 years
      • Is not the sieging country
Is triggered only by

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

Weight modifiers

  • Army professionalism.png Army professionalism is at least 30%: ×0.5
  • Sieged province is Flag of The Papal State The Papal State's capital: ×0.5

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
  • Sieged province:

Event trigger.pngAlways enabled:

Event button 547.png
We must punish the perpetrators!

Event trigger.pngEnabled if: Sieged province is not Flag of The Papal State The Papal State's capital

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
  • Sieged province:

Event trigger.pngEnabled if:

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
  • Sieged province:

id

Msg event.pngProvince icon.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!

The province:

  • Gain Devastation.png 50 devastation

Province owner:

  • Gain opinion modifier “Sacked City” (Opinion.png −75 opinion / +2 yearly decay) towards sacking country
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.
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] - options:

  • “Such are the rules of warfare.”
  • “Plunder the Curia Treasury!”

Option conditions

Event trigger.pngEnabled if: At least one of:

Event button 547.png
Our people will never forget the atrocities of [From.GetName]!

The province:

  • Gain Devastation.png 100 devastation
  • Lose Production.png 2 base production

Province owner:

  • Gain country modifier “Enemy Atrocities” for Time Icon.png 10 years, giving the following effect:
    • National unrest.png −2 National unrest
  • Gain opinion modifier “Sacked City” (Opinion.png −75 opinion / +2 yearly decay) towards sacking country

Event trigger.pngEnabled if:

Event button 547.png
All this for thirty pieces of silver.

The province:

  • 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 Time Icon.png 10 years, giving the following effect:
    • National unrest.png −2 National unrest
  • Gain opinion modifier “Sacked City” (Opinion.png −75 opinion / +2 yearly decay) towards sacking country

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!

The province:

  • Gain Devastation.png 75 devastation

Province owner:

  • Gain opinion modifier “Sacked City” (Opinion.png −75 opinion / +2 yearly decay) towards sacking country
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
  • Is at war
  • Army professionalism.png Army professionalism is at least 10%
  • Any neighbouring country:
    • Is at war with us
    • Owns any province controlled by us (saved as targeted province)
Is triggered only by

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


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
  • All provinces in the area of targeted province:
    • Limited to:
      • Is controlled by us or controlled by the enemy and neighbouring a province controlled by us
    • 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
  • Is not at war
  • Was not at war within the last 10 years
  • 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
    • Does not have province modifier “Economic Stimulation”
Is triggered only by

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

Weight modifiers

  • Was not at war within the last 20 years: ×1.1

Immediate effects

3 provinces are saved as targeted province:

  • Is connected to the capital of its owner
  • Is connected to the capital of its owner and is not the country's capital
  • Has the same criteria than trigger conditions

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
  • All owned provinces in the area of the targeted provinces:
    • Gain province modifier “Economic Stimulation” for Time Icon.png 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
  • Gold Icon.png Monthly income is at least 6 ducats
  • Army professionalism.png Army professionalism is less than 80%
  • Is not a subject nation
  • Any neighbouring country (saved as targeted country):
    • Is not a subject nation
    • Is not our overlord nor our ally
    • Is not at war with us
    • Does not have a truce with Our country
    • Army professionalism.png Army professionalism is at least 25%
    • Army professionalism.png Army professionalism is greater than ours
Is triggered only by

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


Event button 547.png
Hire [professional_country.GetAdjective] officers
  • If 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
  • Targeted country:
    • Gain opinion modifier “Hired Defectors” (Opinion.png −50 opinion / +2 yearly decay) towards us
    • Hidden effect:
Event button 547.png
Let us continue to rely on our own people.
  • Targeted country:
    • Gain opinion modifier “Turned Down Defecting Officers” (Opinion.png +50 opinion / −2 yearly decay) towards us
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” (25% chance)


Event button 547.png
Excellent...
  • Gain Spy network construction.png 75 spy network strength on originator country


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
  • Is not at war
  • Army professionalism.png Army professionalism is at least 60%, but less than 100%'
  • Does not have 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 Time Icon.png 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
  • Is at war
  • Army professionalism.png Army professionalism is at least 10%
  • Any neighbouring country:
    • Is at war with us
    • Any owned province is controlled by us
Is triggered only by

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


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
  • Is at war
  • Army professionalism.png Army professionalism is less than 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
  • Is at war
  • 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
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
  • 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 Time Icon.png 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
  • Army professionalism.png Army professionalism is at least 50%, but less than 100%
  • Does not have country modifier “Integration of Local Militias”
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
  • Lose Manpower.png 1 years' worth of manpower
  • Gain country modifier “Integration of Local Militias” for Time Icon.png 10 years, giving the following effects:
    • Fort defense.png +25% Fort defense
    • Manpower recovery speed.png −20% Manpower recovery speed
id

Msg event.pngProvince icon.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

The province:

  • Has Weapons manufactory.png Weapons Manufactory building
  • Does not have province modifier “Thriving Weapons Industry”

Province owner:

  • Army professionalism.png Army professionalism is at least 40%
Mean time to happen:

600 months
Modifiers
Army professionalism.png Army professionalism is:

  • At least 60%: ×0.9
  • At least 80%: ×0.9

Event button 547.png
The foundries of [Root.GetCapitalName] shall supply the nation!

The province:

  • Gain province modifier “Thriving Weapons Industry” for Time Icon.png 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.pngProvince icon.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

The province:

  • 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
  • Never had this event before
  • Does not have province modifier “Regimental City”

Province owner:

  • Army professionalism.png Army professionalism is at least 40%
Mean time to happen:

700 months
Modifiers
Army professionalism.png Army professionalism is:

  • At least 60%: ×0.8
  • At least 80%: ×0.8

Event button 547.png
Great.

The province:

  • Gain Base tax.png 1 base tax
  • Gain province modifier “Regimental City” for Time Icon.png 10 years, giving the following effects:
    • Local manpower modifier.png +25% Local manpower modifier
    • Local development cost −15% Local development cost
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
  • Army professionalism.png Army professionalism is less than 40%
  • Owns at least 5 non-colony provinces
  • Any owned province (saved as targeted province):
    • Is not the country's capital
    • Does not have province modifiers “Reassessment Survey” or “Corrupted Army Rolls”
    • Is in a state
  • Dis not had this event in the last Time Icon.png 20 years
Is triggered only by

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

Weight modifiers

  • Army professionalism.png Army professionalism is less than 20%: ×1.25
  • The year is before 1500: ×0.5

Event button 547.png
This is unfortunate.
  • Lose Army professionalism.png 2.5% army professionalism
  • All owned provinces without province modifiers “Reassessment Survey” or “Corrupted Army Rolls” in the area of targeted province:
    • Gain province modifier “Corrupted Army Rolls” for Time Icon.png 10 years, giving the following effect:
      • 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
  • All owned provinces without province modifiers “Reassessment Survey” or “Corrupted Army Rolls” in the area of targeted province:
    • Gain province modifier “Reassessment Survey” for Time Icon.png 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
  • 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 enacted the decision State Firearm Regiments at least Time Icon.png 10 years ago
      • Army professionalism.png Army professionalism is less than 100%
    • Gain Army professionalism.png 2.5% army professionalism
  • Remove country modifier "Elite Regiments"

Footnotes[edit | edit source]

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