Colonial Life events

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These are generic events which are related to the Colonization[1] and Conquest of Paradise.png Conquest of Paradise DLC.

id

Msg event.pngBan Fur Trade


The people in the province are too friendly with the Indians. A proposal has been put forward for a ban on all private trading with Indians, including the death penalty for anyone caught teaching an Indian how to fire a gun. This new law will injure the local economy of both the Indians and the local population but will ensure our security from armed Indian raids.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Province owner is a colonial nation
  • Is not a colony
  • Produces Fur.png Fur
  • Has empty adjacent_province
  • Province owner does not own any province with province modifier “Ban Fur Trade”
Mean time to happen

2000 months


Event button 547.png
Approve the law.
  • Gain province modifier “Ban Fur Trade” for Time Icon.png2 years:
    • Local production efficiency.png -50% Local production efficiency
    • Local unrest.png 1 Local unrest
Event button 547.png
Ignore the issue.
  • Province owner:
    • Lose Prestige.png 5 Prestige
    • Lose Diplomatic power.png 5 Diplomatic power


id

Msg event.pngThe Harvest of Year


The crop harvest in the province has been very poor this year and the shortage of food is already felt across the colony. The prices are soaring and some predict a harsh winter might be coming. The nearby Indians have found out about our difficult situation and have volunteered some of their food supplies. What they brought isn't nearly enough to sustain us through the winter, but there must be more corn where the gift came from. Some propose that we send soldiers to the Indian villages and seize their food.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Province owner is a colonial nation
  • Is not a colony
  • Does not produce Grain.png Grain or Fish.png Fish
  • Has empty adjacent province
  • Month is between March and September
Mean time to happen

2000 months


Event button 547.png
Take what we need.
  • Province owner loses Military power.png 10 Military power
Event button 547.png
We will solve this ourselves.
  • Province owner loses Administrative power.png 5 Administrative power


id

Msg event.pngWage Laws for Builders


The prices of construction are going up because skilled labor is in shortage as new colonists flowing into the colony greatly demand their services. A proposal has been put forth that a maximum wage should be set across country for all carpenters, sawyers, masons and bricklayers. The price will be set at fair levels, and everyone demanding higher payment or offering to pay more for construction work would be subject to a penalty. How do we vote?


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is a colonial nation
Mean time to happen

2000 months


Event button 547.png
Vote yes, it's a sound idea.
  • Lose Administrative power.png 25 Administrative power
  • Gain country modifier “Construction Wages” for Time Icon.png3 years:
    • Construction cost.png 5% Build cost
Event button 547.png
We don't need to regulate that.
  • Gain Administrative power.png 10 Administrative power


id

Msg event.pngIron Discovered


To sustain ourselves, our country must seek new sources of revenue and reduce our dependence on imports. A great opportunity has presented itself though, as bog iron ore has been discovered! The proposition is to mandate the owner to construct a furnace and a forge and immediately begin production. In exchange the owner will be guaranteed a 10-year-long tax break to subsidize the initial cost.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is not a colony
  • Produces Fur.png Fur or Grain.png Grain
  • Does not have Plantation.png Plantations building
  • Does not have Trade Company Trade Station building
  • Has at least 1 free building slot
  • Province owner:
    • Does not have country flag iron_discovered
    • Is a colonial nation
    • Is Age of Absolutism.png Age of Absolutism or Age of Revolutions.png Age of Revolutions
    • Owns no produces that produce Iron.png Iron
    • Owns at least 5 non-colony provinces
Mean time to happen

2000 months
Modifiers

  • Is Age of Revolutions.png Age of Revolutions: ×0.9

Immediate effects
  • Hidden effect:
    • Province owner set country flag iron_discovered

Event button 547.png
Sounds like a good opportunity.
  • Change province's goods produced to Iron.png Iron
  • Build Weapons manufactory.png Weapons Manufactory
  • Gain province modifier “Tax Break” for Time Icon.png10 years:
    • Local tax modifier.png -1 Local tax
Event button 547.png
No, thanks.
  • Province owner gains Military power.png 25 Military power


id

Msg event.pngDomestic Wool Industry


The dwindling profits of the colonial trade and our reliance on imported goods are starting to hurt our country. We must seek economic independence from imports and for that end a new proposal has been presented. By outlawing exports of sheep and ordering more wool to be produced locally we'll ensure enough warm clothes are being offered to the colonists. For this a Textile Manufactory should be started in the province.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is not a colony
  • Produces Fur.png Fur or Grain.png Grain
  • Does not have Plantation.png Plantations building
  • Does not have Trade Company Trade Station building
  • Has at least 1 free building slot
  • Province owner:
    • Does not have country flag domestic_wool_industry
    • Is a colonial nation
    • Is Age of Absolutism.png Age of Absolutism or Age of Revolutions.png Age of Revolutions
    • Owns no produces that produce Wool.png Wool
    • Owns at least 5 non-colony provinces
Mean time to happen

2000 months
Modifiers

  • Is Age of Revolutions.png Age of Revolutions: ×0.9

Immediate effects
  • Hidden effect:
    • Province owner set country flag domestic_wool_industry

Event button 547.png
Sounds like a good opportunity.
  • Province owner loses Administrative power.png 10 Administrative power
  • Change province's goods produced to Wool.png Wool
  • Build Textile manufactory.png Textile Manufactory
Event button 547.png
No, thanks.
  • Province owner gains Administrative power.png 25 Administrative power


id

Msg event.pngA Wharf Needed


If our country wants to become less dependent on colonial parent and move towards self-sufficiency, we need to be able to secure enough salt and naval supplies. A prominent citizen living in capital has assured us that with a little help he could construct a new Wharf. In exchange for his investment he asks for 10 years of subsidies.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is not a colony
  • Produces Fur.png Fur or Grain.png Grain
  • Does not have Plantation.png Plantations building
  • Does not have Trade Company Trade Station building
  • Has at least 1 free building slot
  • Province owner:
    • Does not have country flag a_wharf_needed
    • Is a colonial nation
    • Is Age of Absolutism.png Age of Absolutism or Age of Revolutions.png Age of Revolutions
    • Owns no produces that produce Salt.png Salt or Naval supplies.png Naval Supplies
    • Owns at least 5 non-colony provinces
Mean time to happen

2000 months
Modifiers

  • Is Age of Revolutions.png Age of Revolutions: ×0.9

Immediate effects
  • Hidden effect:
    • Province owner set country flag a_wharf_needed

Event button 547.png
Sounds like a good opportunity.
  • 50% chance to change province's goods produced to Salt.png Salt
  • or 50% chance to change province's goods produced to Naval supplies.png Naval Supplies
  • Build Naval equipment.png Naval Equipment Manufactory
  • Gain province modifier “Tax Break” for Time Icon.png10 years:
    • Local tax modifier.png -1 Local tax
Event button 547.png
No, thanks.
  • Province owner gains Military power.png 25 Military power


id

Msg event.pngCash Crop Ban


Unlike the founders of our country, new settlers tend to be short-sighted and put profits ahead of securing the future existence of themselves and their families. They ignore the necessity to produce food for the colony and go straight for cash crop believing that they will be able to sell it and purchase food from other farmers. If this continues, our colony will eventually face famine and disorder. To prevent this, a law enforcing that new farmers produce food in at least a part of their fields has been suggested.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is not a colony
  • Produces at least one of:
    • Wine.png Wine
    • Wool.png Wool
    • Coffee.png Coffee
    • Cotton.png Cotton
    • Sugar.png Sugar
    • Tobacco.png Tobacco
    • Cocoa.png Cocoa
  • Province owner:
    • Does not have country flag cash_crop_ban
    • Is a colonial nation
Mean time to happen

2000 months


Immediate effects
  • Hidden effect:
    • Province owner set country flag cash_crop_ban

Event button 547.png
A law seems necessary.
  • Province owner loses Administrative power.png 10 Administrative power
  • Gain Local unrest.png 1 Local unrest
  • Gain Tax Base Icon.png 1 Base tax
Event button 547.png
It's none of our business.
  • Province owner gains Administrative power.png 10 Administrative power


id

Msg event.pngBanned Tobacco Planting


When we first arrived here the prices of Tobacco were soaring, and the profits were immense. Now, as more farmers arrive and start their own plantations, the supply of Tobacco has quickly risen and caused the prices in Europe to drop year after year. A proposal has been made by established planters to ban the planting of Tobacco for one year, so prices have time to recover. New farmers are obviously opposing this proposal but we must do what we must do to protect our livelihoods.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is not a colony
  • Produces Tobacco.png Tobacco
  • Province owner:
    • Does not have country flag banned_tobacco_planting
    • Is a colonial nation
Mean time to happen

2000 months
Modifiers

  • Province owner has at least 2 provinces producing Tobacco.png Tobacco: ×0.75
  • Province owner has at least 3 provinces producing Tobacco.png Tobacco: ×0.75
  • Province owner has at least 4 provinces producing Tobacco.png Tobacco: ×0.75

Immediate effects
  • Hidden effect:
    • Province owner set country flag banned_tobacco_planting

Event button 547.png
Enforce it.
  • Province owner loses Administrative power.png 10 administrative power
  • Gain Local unrest.png 1 Local unrest
  • Gain Tax Base Icon.png 1 Base tax
  • Gain province modifier “Banned Tobacco Planting” for Time Icon.png1 year:
    • Local production efficiency.png -100% Local production efficiency
    • Local unrest.png 1 Local unrest
Event button 547.png
Reject their proposal.
  • Province owner gains Administrative power.png 10 Administrative power


id

Msg event.pngColonial Border Conflict 1


Settlers from another of our colonial parent's colonies have breached our borders! In search of resources they have expanded into land part of us and gotten into conflict with the local population. This cannot be tolerated!


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is not a colony
  • Province owner:
    • Does not have country flag colonial_border_conflict
    • Is a colonial nation
  • Any neighbouring province:
    • Is not a colony
    • Has same colonial parent as this province but is owned by different colonial nation
    • Province owner:
      • Does not have country flag colonial_border_conflict
      • Is a colonial nation
Mean time to happen

2000 months


Immediate effects
  • Hidden effect:
    • Province owner set country flag colonial_border_conflict

Event button 547.png
Send the local militia to drive them out!
  • Province owner loses Military power.png 10 Military power
  • One random neighbouring province:
    • Is not a colony
    • Has same colonial parent as this province but is owned by different colonial nation
    • Province owner:
      • Does not have country flag colonial_border_conflict
      • Is a colonial nation
    • Trigger province event “Colonial Border Conflict 2” in 3 days
Event button 547.png
Let the situation resolve itself.
  • Province owner loses Prestige.png 10 Prestige
  • Gain province modifier “Foreign Settlers” for Time Icon.png1 year:
    • Local production efficiency.png -75% Local production efficiency


id

Msg event.pngColonial Border Conflict 2


In search of new land and resources, settlers from our province have ventured across the border into neighbouring land which has caused conflicts with the local population there. Our neighbour then sent their militia to drive them out, but their militia seems to have gone too far and their mission degenerated into a vengeful raid into our province. This cannot be tolerated!


 
Trigger conditions
  • None
Is triggered only by

From event “Colonial Border Conflict 1”


Immediate effects
  • Hidden effect:
    • Province owner set country flag colonial_border_conflict

Event button 547.png
Send in our local militia as well!
  • Province owner loses Military power.png 10 Military power
  • Gain province modifier “Militia Raid” for Time Icon.png1 year:
    • Local production efficiency.png -10% Local production efficiency
  • Country triggering this event:
    • Trigger province event “Colonial Border Conflict 3” in 3 days
    • Hidden effect:
      • Province owner set country flag colonial_border_conflict_country_1
  • Hidden effect:
    • Province owner set country flag colonial_border_conflict_country_2
    • This country's colonial parent:
      • Trigger country event “Colonial Border Conflict 4” in 10 days
Event button 547.png
Let the situation resolve itself
  • Province owner loses Prestige.png 10 Prestige
  • Gain province modifier “Foreign Settlers” for Time Icon.png1 year:
    • Local production efficiency.png -75% Local production efficiency


id

Msg event.pngColonial Border Conflict 3


Sending our militia to drive out the competing settlers from the province might have been a mistake. Encouraged by their easy success, our troops got carried away and continued into neighbouring province, raiding the border villages there. This has greatly upset neighbouring country and they in turn sent their militia into our province...


 
Trigger conditions
  • None
Is triggered only by

From event “Colonial Border Conflict 2”


Event button 547.png
Damn them!
  • Gain province modifier “Militia Raid” for Time Icon.png1 year:
    • Local production efficiency.png -10% Local production efficiency


id

Msg event.pngColonial Border Conflict 4


Sigh... where to begin? It seems that settlers from one of our colonial nation have ventured into other colonial nation - in search of new land and resources. Second country then sent their militia to drive them out, but they got overzealous and pursued the settlers back into neighbouring province, raiding and burning. The conflict then escalated when frist country sent their militia to drive out the foreign militia and carry out raids of their own...

The Governor of one country is blaming the other Governor, and vice versa. How do we solve this without losing face?


 
Trigger conditions
  • None
Is triggered only by

From event “Colonial Border Conflict 2”


Event button 547.png
Let them sort it out themselves.
  • Lose Prestige.png 10 Prestige
Event button 547.png
Remove Governor 1.
  • Our colonial nation:
    • Has country flag colonial_border_conflict_country_1
    • Trigger country event “Colonial Border Conflict 5” in 3 days
    • Clear country flag colonial_border_conflict_country_1
  • Our colonial nation:
    • Has country flag colonial_border_conflict_country_2
    • Trigger country event “Colonial Border Conflict 6” in 3 days
    • Clear country flag colonial_border_conflict_country_2
Event button 547.png
Remove Governor 2.
  • Our colonial nation:
    • Has country flag colonial_border_conflict_country_2
    • Trigger country event “Colonial Border Conflict 7” in 3 days
    • Clear country flag colonial_border_conflict_country_2
  • Our colonial nation:
    • Has country flag colonial_border_conflict_country_1
    • Trigger country event “Colonial Border Conflict 8” in 3 days
    • Clear country flag colonial_border_conflict_country_1
Event button 547.png
Sort out their differences
  • Lose Diplomatic power.png 50 Diplomatic power


id

Msg event.pngColonial Border Conflict 5


In the recent conflict along the border, our colonial parent nation has taken the side of our opponent! Ruler has decided to blame our Governor for the incident and has dismissed Governor.


 
Trigger conditions
  • None
Is triggered only by

From event “Colonial Border Conflict 4”


Event button 547.png
What does that ruler think?!
  • A new ruler comes to power
  • Gain Liberty desire.png 10% Liberty desire


id

Msg event.pngColonial Border Conflict 6


In the recent conflict along the border, our colonial parent nation has taken our side! Ruler has decided to blame other Governor for the incident and has dismissed the Governor.


 
Trigger conditions
  • None
Is triggered only by

From event “Colonial Border Conflict 4”


Event button 547.png
Well done!
  • Gain Liberty desire.png 5% Liberty desire


id

Msg event.pngColonial Border Conflict 7


In the recent conflict along the border, our colonial parent nation has taken the side of our opponent! Ruler has decided to blame our Governor for the incident and has dismissed Governor.


 
Trigger conditions
  • None
Is triggered only by

From event “Colonial Border Conflict 4”


Event button 547.png
What does that ruler think?!
  • A new ruler comes to power
  • Gain Liberty desire.png 10% Liberty desire


id

Msg event.pngColonial Border Conflict 8


In the recent conflict along the border, our colonial parent nation has taken our side! Ruler has decided to blame other Governor for the incident and has dismissed the Governor.


 
Trigger conditions
  • None
Is triggered only by

From event “Colonial Border Conflict 4”


Event button 547.png
Well done!
  • Gain Liberty desire.png 5% Liberty desire


id

Msg event.pngEnhanced Colonial Militia


The assembly has proposed that we set aside substantial resources to enhance our militia. The colony needs better protection from native attacks and raids from other colonies. It will also strengthen us if we at some point should find ourselves at war with our colonial parent.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is a colonial nation
  • Has country modifier “Colonial Assembly”
  • Has idea “Colonial Militia”
  • Liberty desire.png Liberty desire is at least 25%
Is triggered only by

1 day


Event button 547.png
Establish it.
  • Lose Military power.png 100 Military power
  • Gain country modifier “Enhanced Colonial Militia”:
    • Land force limit modifier.png 10% Land forcelimit modifier
    • Fort defense.png 10% Fort defense
Event button 547.png
Don't establish it.
  • Gain Military power.png 50 Military power


id

Msg event.pngPurchase of Land


Settlers are complaining that there are still natives living in parts of the province. This land could be used more effectively if settled and cultivated. They suggest we purchase this land from the local natives.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is not a colony
  • Has empty adjacent province
  • Province owner:
    • Does not have country flag native_purchase_small
    • Is a colonial nation
    • Has at least Gold Icon.png 200 ducats
Mean time to happen

2000 months


Immediate effects
  • Hidden effect:
    • Province owner set country flag native_purchase_small

Event button 547.png
Good idea.
  • Province owner loses Gold Icon.png 150 Ducats
  • Gain Tax Base Icon.png 1 Base tax
Event button 547.png
It's too costly.
  • Gain Local unrest.png 1 Local unrest


id

Msg event.pngPurchase of Land


To be able to compete with other colonies we must sustain the growth of [Root.GetName]. The natives in a neighboring province have proved willing to sell their lands to us. This seems like an ideal solution.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Does not have country flag native_purchase
  • Is a colonial nation
  • Does not own at least 10 non-colony provinces
  • Has at least Gold Icon.png 600 ducats
  • Any owned province:
    • Is in North America or South America continent
    • Has empty adjacent province
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • Set country flag native_purchase

Event button 547.png
Good idea.
  • Lose Gold Icon.png 500 Ducats
  • One random owned province:
    • Is in North America or South America continent
    • Has empty adjacent province
      • One random neighbouring uncolonized province:
        • Create new colony with Global settler increase.png 300 Population
Event button 547.png
It's too costly.
  • Gain Administrative power.png 10 Administrative power


id

Msg event.pngLast of the Mahican


A small group of Natives, long since pacified and now decimated by warfare and disease, are seeking to live under the protection of our colony. Though they are few, they can still be of some assistance to us with their knowledge of local ways, and are willing to help us in return for our protection of their village. But their native enemies would look poorly on us...


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Is not a colony
  • Is a core of Flag of Mahican Mahican
  • Flag of Mahican Mahican Does not exist
  • Province owner:
    • Does not have country flag last_of_the_mahican
    • Is a colonial nation
Mean time to happen

2000 months


Immediate effects
  • Hidden effect:
    • Province owner set country flag last_of_the_mahican

Event button 547.png
Offer them protection.
  • Province owner loses Military power.png 10 Military power
  • Gain province modifier “Last of the Mahican”:
    • Trade power.png 1 Local trade power
Event button 547.png
Deny them.
  • Province owner loses Prestige.png 15 Prestige


id

Msg event.pngThe local Boys


News of native assaults on our people along the frontiers have spread across the colony. Reasoning that all natives are somehow allied and cannot in any event be trusted, an angry armed mob has descended on the peaceful remnant of the Mahican living in the province. Only a handful, the very last of their people, remains, and the mob, against whom no one will testify, remains at large...


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Has province modifier “Last of the Mahican”
  • Province owner:
    • Country flag last_of_the_mahican is set
    • Is a colonial nation
Mean time to happen

120 months


Event button 547.png
Protect the remnant at all cost
  • Province owner loses Military power.png 10 Military power
  • Local unrest.png +3 Local unrest
Event button 547.png
We cannot save them...
  • Province owner loses Prestige.png 10 Prestige
  • Remove province modifier "Last of the Mahican"
  • Local unrest.png -1 Local unrest


id

Msg event.pngThe Last to Die


Years ago, we granted our protection to the last remnant of the Mahican tribe. In the years since, disease and war have made further ravages, until at last only one remained - the last of his people. He was a faithful ally, guiding our people in battle and helping our colonists, but the laws of life are harsh, and now he too, has passed on. With him die not only a man, but a people and a way of life.


 
Trigger conditions
  • DLC Conquest of Paradise.png Conquest of Paradise is active
  • Has province modifier “Last of the Mahican”
  • Province owner has country flag last_of_the_mahican
    • Has had country flag Last of the Mahican for at least Time Icon.png10 years
Mean time to happen

2000 months


Event button 547.png
We can only mourn...
  • Remove province modifier "Last of the Mahican"
  1. As defined in /Europa Universalis IV/events/ColonialLifeEvents.txt