Civil War
Civil War The nation has effectively split in two, with brother fighting against brother. A house divided against itself cannot stand.
|
Civil War[1] is a general disaster that can occur in monarchies with low legitimacy or
horde unity or the Empire of China with low
mandate.
Contents
PrerequisitesEdit
This country:
- owns at least 5 cities.
- owns a province with base tax of at least 5 that is not the capital.
- is a monarchy.
- is not a subject nation other than a tributary state.
- does not have doom.
- did not have this disaster before.
If these prerequisites are met, the monthly progress can begin.
Monthly progress starts if | Monthly progress halts if | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
this country:
|
at least one of the following is true for this country: |
StartEdit
If the progress reaches 100%, the disaster will start with the following event:
id
Civil War!
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
$MONARCH$'s continuous scheming and plotting has infuriated the nobles and made $MONARCH$ some powerful enemies among the aristocracy. It won't take long before the whispers and rumors of plots to end the misrule will turn into reality and our nation will be plunged into a drawn-out power struggle.
Trigger conditions
|
Is triggered only by
the start of the ‘Civil War’ disaster. |
Immediate effects
A random own core province with a development of at least 10 that is not the capital: | |
Crush the opposition! |
While the disaster is ongoing the country gets:
Also the following events are triggered by a monthly pulse.
Monthly eventsEdit
The weight that no event is triggered is 1000 and for each monthly event 100.
id
A Cry for Help
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
The opposition against $MONARCH$ has been attracting more supporters by the day and the possibility of a deposition is becoming very plausible. In a desperate attempt to save the throne and restore order, $MONARCH$ has turned to $COUNTRY$'s foreign allies asking for help.
Trigger conditions
The country: |
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
Request aid from your allies The country loses 100 diplomatic power. Rely on your own strength The country Pretender rebels (size 1) rise up in revolt and occupy a random own core province. They follow the state religion. |
id
Unscrupulous In-laws
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
A Royal Marriage can sometimes be a blessing but in our weakened state, due to the clash between the monarch and the aristocracy, it is nothing less than a curse. Opportunistic in-laws are regarding this as the perfect timing to expand their influence and obtain more power.
Trigger conditions
The country:
|
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
Take appropriate measures The country loses 25 administrative power. Ignore their pathetic attempts The country loses 20 prestige. The AI chooses this option in 60% of cases. |
id
Army Deserters
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
The morale of our troops is sinking and groups of deserters have been spotted joining the rebel ranks. If this continues there is no way we can stop them from taking control over $PROVINCENAME$.
Trigger conditions
The country:
|
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
Try to strengthen their morale The country:
We have no resources for that The country: |
id
Rebel Support in $CAPITAL$
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
There is now even support in our capital for the pretender. There is an army just outside the gates of $CAPITAL_CITY$, and the city is about to fall!"
id
Civil War Brings our Nation to its Knees
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
Political conflicts have tormented our nation for far too long. We are at an evolutionary standstill and drastic measures must be taken to reclaim our nation's prominence and put an end to the infighting before it is too late.
Trigger conditions
|
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
There is nothing we can do Every own core province except the capital province gets: Support one of the factions The country: Start negotiations to minimize the damage The country: |
id
Civil Disorder Transfer into Chaos
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
Minor political conflicts have tormented our nation for some time now. We are at an evolutionary standstill and drastic measures must be taken to reclaim our nation's prominence and put an end to the infighting before it is too late.
Trigger conditions
|
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
There is nothing we can do The country loses 1 stability. We will stop this at any cost The country: The AI chooses this option in 80% of cases. |
id
New Factional Powers
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
In the midst of the ongoing chaos small but powerful factions have emerged and each one of them is trying to gain the upper hand by swaying important nobles from our court to side with them and their cause.
Trigger conditions
|
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
Support one side The country: Pretender rebels (size 1) rise up in revolt in a random own core province. Don't support any faction |
id
Faction Requests Financial Aid
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
The war chest is beginning to run low for several of the combatants and as a result some are asking for financial support. If we invest our money wisely our favored faction may be able to overcome the other opponents and put and end to the turmoil.
Trigger conditions
The country had the event ‘New Factional Powers’ and thereby chosen the option “Support one side”. |
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
Lend support The country: Ignore their pleas The country: |
id
Favored Faction Threatens to Splinter
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
It has come to our attention that an individual of unknown origin has managed to sway the opinions of the leader of our favored faction. As a consequence we are now facing two new groups thirsting for individual power instead of one.
Trigger conditions
The country:
|
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
Let them splinter The country: A random own province that is not the capital and does not have the primary culture of the owner gets: Summon the faction leaders to begin negotiations The country: |
id
Total War Emerges Internally
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
What initially began as minor clashes between different factions has turned into pure mayhem. We don't have much time to turn this around, if we are to act this is the time or our nation will likely crumble before us.
Trigger conditions
The country:
This event fires only once for a country. |
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
We can't do anything about it The country: Every own core province except the capital province gets: Try to suppress the worst spots The country: |
id
Dominant Factions Emerge
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
The conflict has taken a most unexpected turn, some of the smaller factions have increased their power and influence immensely during the past few weeks. These groups could pose a serious threat if not handled carefully.
Trigger conditions
The country:
|
Is triggered only by
the monthly pulse of the ‘Civil War’ disaster |
Fight it out The country: Pretender rebels (size 1) rise up in revolt in a random own core province. Negotiate a settlement between all major factions The country: |
End eventEdit
If this country:
- has a legitimacy or horde unity of at least 90 or if the country is the Empire of China with a mandate of at least 90
then it loses the above-mentioned effects and the following event is triggered:
id
End of Civil War
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
Our troops are gaining ground. It seems that many of the rebels have lost their incentive to fight and as a result large groups are retreating. This is our chance to end this madness and restore order.
The disaster also ends if the pretender rebels can enforce their demands.
Related eventsEdit
The following event may also occur during this disaster.
id
$PROVINCENAME$ is Lost
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25. |
$PROVINCENAME$ has fallen into the hands of the rebel forces. They have managed to overthrow the local government and have proclaimed $PROVINCENAME$ as theirs. News have reached us that they are preparing for a new attack as we speak.
Trigger conditions
The province is under siege.
The province owner:
- has an ongoing Civil War disaster.
- is not at war.
Mean time to happen:
120 months
We'll have to accept defeat, for now
The siege status of the province is increased by 3.
FootnotesEdit
- ↑ See in /Europa Universalis IV/common/disasters/civil_war.txt and for the events in /Europa Universalis IV/events/disaster_CivilWar.txt.