Berber missions

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Berber missions is a group of generic missions for countries from Maghrebi culture, having their capital into the Maghreb region.[1]

Build to Force LimitExpand NationConquer New StatesAssemble an ArmyUnite Home RegionHigh IncomeBuild BuildingsBuild a TreasuryBuild ManufactoriesImperial ConquestConstruct a Raiding FleetRaid the MediterraneanTurkish DiplomacyCorsairs of the New WorldInvade IberiaBerber Missions.png

Clicking on a mission icon leads to the appropriate table row. "Repeat" action to return.

Regional missions[edit]

Mission Completion requirements Effects Prerequisites
Mission galleys in port.png Construct a Raiding Fleet This nation:
  • has at least 20 Naval forcelimit.png naval force limit
  • navy is at least 100% of the total Naval forcelimit.png force limit size
If Golden Century.png Golden Century or Wealth of Nations.png Wealth of Nations are enabled:
  • this nation gains "Barbary Fleet" for Time Icon.png 20 years, giving the following effects:
    • Privateer efficiency.png +20% privateer efficiency

Otherwise, this nation gains Mercantilism.png 3 mercantilism

Mission sea battles.png Raid the Mediterranean If Golden Century.png Golden Century or Wealth of Nations.png Wealth of Nations are enabled:

Otherwise, this nation has at least 25% trade share in the Genoa trade node

This nation gains "Barbary Piracy" for Time Icon.png 20 years, giving the following effects:
  • Galley combat ability.png 20% galley combat ability
  • Light ship combat ability.png 20% light ship combat ability
Mission galleys in port.png Construct a Raiding Fleet
Mission ottoman harem.png Turkish Diplomacy One of the following must be true:
  • This nation is allied with the Flag of Ottomans Ottomans
  • This nation is a rival of the Ottomans
  • The Ottomans do not exist
This nation gains "Turkish Diplomacy" for Time Icon.png 20 years, giving the following effects:
  • Diplomatic reputation.png +1 diplomatic reputation
  • Aggressive expansion impact.png -15% aggressive expansion impact
Mission sea battles.png Raid the Mediterranean
Mission iberian conquistador.png Corsairs of the New World If Golden Century.png Golden Century or Wealth of Nations.png Wealth of Nations are enabled and is not using a Random New World:

Otherwise, if Golden Century.png Golden Century or Wealth of Nations.png Wealth of Nations are disabled and is not using a Random New World:

  • this nation has at least 25% trade share in the Caribbean trade node

Otherwise, if using a Random New World:

  • This nation or their non-tributary subjects own at least 10 fully colonized provinces in the New World.
This nation:
  • gains "Raiders of the New World" for Time Icon.png 20 years, giving the following effects:
    • Trade steering.png +10% trade steering
    • Naval attrition.png -25% naval attrition
  • gains permanent claims on the following areas:
    • Lower Andalusia
    • Upper Andalusia
Mission ottoman harem.png Turkish Diplomacy
Mission invade island.png Invade Iberia No independent Christian country with capital in the Iberia region has 100 or more Development.png total development

This nation owns 5 provinces in the Iberia region

This nation:
  • gains Administrative power.png 100 Administrative power
  • gains Diplomatic power.png 100 Diplomatic power
  • gains Military power.png 100 Military power
Mission iberian conquistador.png Corsairs of the New World

Generic missions[edit]

Military missions[edit]

Mission Completion requirements Effects Prerequisites
Mission build up to force limit.png Build to Force Limit Country has 100% of the Land force limit modifier.png force limit total army size Country gets “Thriving Arms Industry” for Time Icon.png 25 years, giving the following effects:
  • Morale of armies.png +5% morale of armies
  • Land maintenance modifier.png −5% land maintenance modifier
Mission conquer 50 development.png Expand Nation Country's Development.png total development has grown by at least 50 The Capital.png capital gains:
  • Tax Base Icon.png 1 base tax
  • Production.png 1 base production
  • Manpower.png 1 base manpower

All owned provinces within the area of the capital get “Growth of Capital” for Time Icon.png 25 years, giving the following effects:

  • Local construction cost −10% local construction cost
  • Local development cost −10% local development cost
Mission build up to force limit.png Build to Force Limit
Mission cannons firing.png Conquer New States Country assigns 5 new Icon states.png states Country gets “Expansionist Policies” for Time Icon.png 25 years, giving the following effects:
  • State maintenance.png −25% state maintenance
  • Harsh treatment cost.png −33% harsh treatment cost
Mission conquer 50 development.png Expand Nation
Mission assemble an army.png Assemble an Army Country has an army with at least 80,000 Manpower.png troops Country gets “Army Enthusiasm” for Time Icon.png 25 years, giving the following effects:
  • Manpower recovery speed.png +10% manpower recovery speed
  • Army tradition.png +1 yearly army tradition
Mission cannons firing.png Conquer New States
Mission unite home region.png Unite Home Region All provinces in the region of the capital are owned directly and colonized Country gains:
  • Administrative power.png 50 administrative power
  • Diplomatic power.png 50 diplomatic power
  • Military power.png 50 military power

Country gets “Hegemonic Ambitions” for Time Icon.png 25 years, giving the following effect:

  • Autonomy.png −0.05 monthly autonomy change
Mission assemble an army.png Assemble an Army


Administrative missions[edit]

Mission Completion requirements Effects Prerequisites
Mission high income.png High Income Country's Income.png monthly income has increased to 150% of the starting monthly income. Country gets “Growing Economy” for Time Icon.png 25 years, giving the following effects:
  • Construction cost.png −10% construction cost
  • Construction time.png −25% construction time
Mission early game buildings.png Build Buildings Country has at least 5 temples and 5 workshops Country gains Administrative power.png 50 administrative power

Country gets “Building Spree” for Time Icon.png 25 years, giving the following effect:

  • Tax income.png +10 tax income (This is yearly, not per month)
Mission high income.png High Income
Mission war chest.png Build a Treasury Country has at least Gold Icon.png 2000 ducats Country gets “Strong Treasury Department” for Time Icon.png 25 years, giving the following effects:
  • Inflation reduction.png +0.1 yearly inflation reduction
Mission early game buildings.png Build Buildings
Mission have manufactories.png Build Manufactories Country has at least 20 manufactories Country gains Gold Icon.png 1.5 years of income

Country gets “Proto-Industrialization” for Time Icon.png 25 years, giving the following effect:

  • Production efficiency.png +10% production efficiency
Mission war chest.png Build a Treasury
Mission empire.png Imperial Conquest Country has at least 1000 Development.png total development Country gains Prestige.png 30 prestige

Country gets “Imperial Ambition” for Time Icon.png 25 years, giving the following effect:

  • Years of separatism.png −5 years of separatism
Mission have manufactories.png Build Manufactories

References[edit]

  1. The script code is located in /Europa Universalis IV/missions/Berber_Missions.txt.