A Colonial Company has decided to expand a colony into an adjacent province.
Trigger conditions
The province:
Has empty adjacent province
The country:
Has less than 2 unfinished colonies
Has activated Exploration or Expansion Ideas
Is triggered only by
the colonial pulse (Base weight: 100/16625)
Option conditions
Always enabled:
This can only be good.
One random neighbouring uncolonized province:
Create new colony with 200 Population
Gain "Colonial boom" for 20 years, giving:
+15 Local settler increase
Enabled if:
The country has at least 1 unfinished colony
Direct them to an existing colony.
One random owned colony:
Gain 100 Population
Gain "Colonial boom" for 5 years, giving:
+15 Local settler increase
id
Founding Father in the Province.
There is a man, who to be honest is not quite a gentleman, preaching ideas about our colonies being self-sufficient and capable of governing themselves on their own. It is sad when children behave this way, or as they say spare children, don't spare the rod.
Trigger conditions
The province:
Is overseas
Is not a colony
Is is the same religion group than its owner
Does not have province modifiers:
“Founding Father”
“Loyalist Stronghold”
The country:
Does not have country modifiers:
“Increased Narrow-minded”
“Increased Serfdom”
It is the Age of Revolutions.
Is triggered only by
the colonial pulse (Base weight: 100/16625)
He can't do any harm.
The province gains “Founding Father” for the rest of the game, giving:
+3 Local unrest
+20% Local tax
Execute him.
The country:
Gain “Increased Narrow-minded” for 10 years, giving:
+5% Technology cost
+1% Missionary strength
Gain “Increased Serfdom” for 10 years, giving:
+15% Stability cost modifier
-10% Land morale
+0.1 Yearly corruption
id
A Firebrand Preacher stirs up a province
An illiterate preacher who doesn't seem to understand his Bible is preaching a message that contradicts Jesus' true message about showing deference to true authority.
It seems that our governor in the province has been taking his office for profit under the crown a little too far...
Trigger conditions
The province:
Is overseas
Is not a colony
Is is the same religion group than its owner
Does not have province modifiers:
“Founding Father”
“Loyalist Stronghold”
It is the Age of Revolutions.
Is triggered only by
the colonial pulse (Base weight: 100/16625)
Replace him, and repay the people.
The province:
Gain +1 Local unrest
Gain “Loyalist Stronghold” for the rest of the game, giving:
-1 Local unrest
-5% Local autonomy
The country:
Lose 100 Ducats
They should not complain!
Particularist rebels (size 1) rise in revolt in the province
id
Minorities flock to province
These so called pilgrims are following the heretic faith, which is an abomination to our church. They are following a wicked faith and will most likely perish in the colonies.
Still they have managed to gain the support of many of our settlers and have made a new home for themselves in this faraway land.
Trigger conditions
The province:
Is overseas
Is a colony with at least 600 Population
Is is the same religion group than its owner
Does not have province modifier “Religious Migration”
Change religion to that of 'heretic home province'
Change culture to owner
Gain 400 Population
Gain “Religious Migration” for 24 years, giving:
-25% Local missionary strength
They are not part of our Colony!
The province:
Lose 100 Population
The 'heretic home province':
Gain “Enforcing unity” for 10 years, giving:
+3% Local missionary strength
-50% Local missionary maintenance cost
id
Minorities flock to province
These so called pilgrims from old world are following the heretic faith, which is an abomination to the our church. In the hopes of finding a more tolerant society in the New World, they have settled in province.
Trigger conditions
The province:
Is a colony with at least 600 Population
Does not have province modifier “Religious Migration”
Change religion to that of 'heretic home province'
Change culture to owner
Gain 400 Population
Gain province modifier “Religious Migration” for 24 years, giving:
-25% Local missionary strength
They are not part of our Colony!
The province:
Lose 50 Population
id
A Witch!
The villagers in the province have caught a witch red-handed as she attempted to cook some children in an oven... the town is in outrage and it seems she is likely to be out to the stake. Should we condemn or condone this trial by fire?
Everyone knows there is no such thing as witches. Free the poor woman.
The country:
Gain 50 Diplomatic power
id
A new Settlement
Our efforts to develop the province go on, but now some of the settlers have rejected our capital city and begun establishing a new settlement quite far from the original one. Now people flock to that second settlement, and we are left to split our efforts.
Trigger conditions
The province:
Is not a 'rival settlements'
Is triggered only by
the colonial pulse (Base weight: 100/16625)
That settlement will have to be abandoned.
The province:
Gain 100 Population
More people means more taxes.
The province:
Gain 1 Base tax
Becomes a 'rival settlements'
id
Rival Cities
Two of our settlements in the province have begun a fierce competition, trying their best to establish their sway over the entire province.
Trigger conditions
The province:
Is a 'rival settlements'
Is triggered only by
the colonial pulse (Base weight: 100/16625)
Competition breeds success.
The province:
Gain 1 Base production
The country:
Gain 10 Diplomatic power
Appoint separate governors.
The province:
Gain 1 Base tax
The country:
Gain 10 Administrative power
id
Defenses are compromised
We have two significant settlements in the province, and many days of travel between them. This has compromised our ability to defend the province effectively!
Trigger conditions
The province:
Is a 'rival settlements'
Is triggered only by
the colonial pulse (Base weight: 100/16625)
Well, they can defend themselves.
The country:
Lose 25 Military power
I suppose we'll have to build another fort.
The country:
Lose ducats equal to 0.1 years of income
id
The Call of the Hunt
Our young men living in the province are at best half-civilized. They learn from and admire the nearby native people, and many yearn to cast aside their home to become wanderers and hunters in the great wilderness beyond our borders.
As civilization marches on, the beasts of the woodlands from which we take our fur have become scarce, and fur hunting is no longer possible in the province.
If the forests are empty I guess we can cut down the trees...
The province:
Change province's goods produced to Naval Supplies
Maybe they'll finally settle down on their farms!
The province:
Change province's goods produced to Grain
id
Jesuit mission founded
A monastic group from the Society of Jesus has traveled to the New World to establish a mission in one of our colonies, to Christianize the natives there.
Trigger conditions
The province:
Is a colony
Is in North America or South America
Does not have province modifier “Jesuit Mission”
The country:
Is Catholic
Has country modifier “The Societas Jesu”
It is the Age of Reformation.
Is triggered only by
the colonial pulse (Base weight: 100/16625)
Modifiers: The country:
The province gains “Jesuit Mission” for the rest of the game, giving:
+10 Local settler increase
id
Our colony has been struck by Roman Fever!
Illness has struck our colony. It is so devastating that there is a serious risk our colony will disappear. The natives seem immune but our colonists are dying daily.
Trigger conditions
The province:
Is a colony
Is in Asia, Africa, South America or Oceania
Can happen only once every 15 years per country.
Is triggered only by
the colonial pulse (Base weight: 100/16625)
Send someone to organize a response.
The province:
Gain “Organized Colony” for 5 years, giving:
-10 Local settler increase
The country:
Lose 25 Administrative power
Quarantine the province!
The province:
Gain “Colony in Quarantine” for 5 years, giving:
-30 Local settler increase
Pray for the best.
The province and a random owned neighbouring colony:
Gain “Roman Fever” for 5 years, giving:
-15 Local settler increase
id
Colonial Expansion
Some of our citizens have decided to strike out and found a new colony.
Trigger conditions
The province:
Has empty adjacent province, discovered by us
The country:
Has less than 3 colonies
Is triggered only by
the colonial pulse (Base weight: 100/16625)
Option conditions
Always enabled:
Well, who I am to stop them?
One random neighbouring uncolonized province:
Create new colony with 200 Population
Gain "Colonial boom" for 20 years, giving:
+15 Local settler increase
Enabled if:
Has at least 1 unfinished colony
Direct them to an existing colony.
One random owned colony:
Gain 100 Population
Gain "Colonial boom" for 5 years, giving:
+15 Local settler increase
id
Colonial Migration
Some of our colonists have decided that the current colony isn't very good and have decided to move elsewhere.
Trigger conditions
The province:
Has at least 300 Population, but less than 500
Another owned colonial province:
Has at least 500 Population
Is triggered only by
the colonial pulse (Base weight: 100/16625)
It's hard to keep track of people these days.
The province:
Lose 200 Population
The other owned colonial province:
Gain 200 population
id
New World Coffee
Coffee has become a product very much in demand as people just can't seem to get enough of it. The climate and the vast expanse of the New World seems like the perfect place to grow coffee. Perhaps we should consider steering the production towards it?
Trigger conditions
The province:
Does not have empty adjacent province
Is located in one of these:
Peru region
Caribbeans region
Central America region
Mexico region
Colombia region
Amapá area
Amazon area
Grao Para area
Sao Francisco area
Bahia area
Pernambuco area
Ceará area
Produces one of:
Grain
Fish
Wool
Naval Supplies
Salt
Fur
It is the Age of Absolutism.
Is triggered only by
the colonial pulse (Base weight: 100/16625)
Some call it the black gold, why not?
The province:
Change province's goods produced to Coffee
We better not disrupt things.
(Nothing)
id
Growth of the port
The growth of our colony has always been closely associated with the Natural Harbor in the area and over time the province has come to act as something of a local trade hub.
As the settlement has grown so has the importance of its port. The settlement has come to act as the entrepôt for the entire region and foreign as well as local traders all go there to conduct their trade.