Colonial events

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This is a list of events related to colonization.[1]

id

Msg event.pngColonial Company founded

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 idea group.png Exploration or Expansion idea group.png Expansion Ideas
Is triggered only by

the colonial pulse (Base weight: 100/16625)


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
This can only be good.

One random neighbouring uncolonized province:

  • Create new colony with Global settler increase.png 200 Population
  • Gain "Colonial boom" for Time Icon.png 20 years, giving:
    • Local settler increase.png +15 Local settler increase

Event trigger.pngEnabled if: The country has at least 1 unfinished colony

Event button 547.png
Direct them to an existing colony.

One random owned colony:

  • Gain Global settler increase.png 100 Population
  • Gain "Colonial boom" for Time Icon.png 5 years, giving:
    • Local settler increase.png +15 Local settler increase


id

Msg event.pngFounding 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.png Age of Revolutions.

Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
He can't do any harm.

The province gains “Founding Father” for the rest of the game, giving:

  • Local unrest.png +3 Local unrest
  • Local tax modifier.png +20% Local tax
Event button 547.png
Execute him.

The country:

  • Gain “Increased Narrow-minded” for Time Icon.png 10 years, giving:
    • Technology cost.png +5% Technology cost
    • Missionary strength.png +1% Missionary strength
  • Gain “Increased Serfdom” for Time Icon.png 10 years, giving:
    • Stability cost modifier.png +15% Stability cost modifier
    • Morale of armies.png -10% Land morale
    • Yearly corruption +0.1 Yearly corruption


id

Msg event.pngA 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.
 
Trigger conditions

The province:

The country:

It is the Age of Revolutions.png Age of Revolutions.

Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
And the people listen to him...

The province:

  • Gain Local unrest.png 3 Local unrest


id

Msg event.pngCorrupt Governor in the province

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.png Age of Revolutions.

Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
Replace him, and repay the people.

The province:

  • Gain Local unrest.png +1 Local unrest
  • Gain “Loyalist Stronghold” for the rest of the game, giving:
    • Local unrest.png -1 Local unrest
    • Local autonomy.png -5% Local autonomy

The country:

  • Lose Gold Icon.png 100 Ducats
Event button 547.png
They should not complain!

Particularist rebels.png Particularist rebels (size 1) rise in revolt in the province


id

Msg event.pngMinorities 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 Global settler increase.png 600 Population
  • Is is the same religion group than its owner
  • Does not have province modifier “Religious Migration”

The country:

  • Does not expel minority to this province
  • Owns any province which:
    • Is not overseas
    • Has an heretic religion
    • Is not expelling minority
    • Saved as 'heretic home province'
Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
The natives will deal with them.

The province:

  • Change religion to that of 'heretic home province'
  • Change culture to owner
  • Gain Global settler increase.png 400 Population
  • Gain “Religious Migration” for Time Icon.png 24 years, giving:
    • Local missionary strength.png -25% Local missionary strength
Event button 547.png
They are not part of our Colony!

The province:

  • Lose Global settler increase.png 100 Population

The 'heretic home province':

  • Gain “Enforcing unity” for Time Icon.png 10 years, giving:
    • Local missionary strength.png +3% Local missionary strength
    • Local missionary maintenance.png -50% Local missionary maintenance cost


id

Msg event.pngMinorities 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:

The country:

  • Is a Subject colony icon.png colonial nation
  • Its overlord:
    • Has the same religion
    • Owns any province which:
      • Is not overseas
      • Has an heretic religion
      • Saved as 'heretic home province'
Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
The natives will deal with them.

The province:

  • Change religion to that of 'heretic home province'
  • Change culture to owner
  • Gain Global settler increase.png 400 Population
  • Gain province modifier “Religious Migration” for Time Icon.png 24 years, giving:
    • Local missionary strength.png -25% Local missionary strength
Event button 547.png
They are not part of our Colony!

The province:

  • Lose Global settler increase.png 50 Population


id

Msg event.pngA 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?
 
Trigger conditions

The province is either:

  • Massachusetts (968)
  • Manhattan (965)
  • Connecticut (966)
  • Narraganset (967)
  • Roanoke (2547)
  • Salem (4414)

The country:

It is the Age of Absolutism.png Age of Absolutism.

Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
Burn the witch, burn to ash and bone!
If the country has a stability of less than +3,
  • then it gains Stability.png1 stability,
  • else it gains Administrative power.png50 administrative power.
Event button 547.png
Everyone knows there is no such thing as witches. Free the poor woman.

The country:

  • Gain Diplomatic power.png 50 Diplomatic power


id

Msg event.pngA 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)


Event button 547.png
That settlement will have to be abandoned.

The province:

  • Gain Global settler increase.png 100 Population
Event button 547.png
More people means more taxes.

The province:

  • Gain Base tax.png 1 Base tax
  • Becomes a 'rival settlements'


id

Msg event.pngRival 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)


Event button 547.png
Competition breeds success.

The province:

  • Gain Production.png 1 Base production

The country:

  • Gain Diplomatic power.png 10 Diplomatic power
Event button 547.png
Appoint separate governors.

The province:

  • Gain Base tax.png 1 Base tax

The country:

  • Gain Administrative power.png 10 Administrative power


id

Msg event.pngDefenses 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)


Event button 547.png
Well, they can defend themselves.

The country:

  • Lose Military power.png 25 Military power
Event button 547.png
I suppose we'll have to build another fort.

The country:

  • Lose Gold Icon.png ducats equal to 0.1 years of income


id

Msg event.pngThe 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.
 
Trigger conditions

Any neighbouring uncolonized province:

  • Does not produce Fur.png Fur

The country:

  • Has either a Government tribal.png tribal or Government native.png native governement
  • Is in one of the following Primary culture.png culture group:
    • Eskaleut
    • Central Algonquian
    • Eastern Algonquian
    • Iroquoian
    • Siouan
    • Muskogean
    • Sonoran
Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
Condemn this foolishness.

The province:

  • Gain Manpower.png 2 Base manpower
Event button 547.png
They might as well explore a bit.

The country:

  • Gain Advisor Colonial governor.png Colonial Governor advisor

Event trigger.pngEnabled if: Does not produce Fur.png Fur

Event button 547.png
As long as they bring back some furs...

The province:

  • Change province's goods produced to Fur.png Fur


id

Msg event.pngFur Trade Dwindles

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.
 
Trigger conditions

The province:

  • Produces Fur.png Fur
  • None of the neighbouring provinces:
    • Is empty
    • Is owned or controlled by Government tribal.png Steppe Nomads
    • Is in one of the following Primary culture.png culture group:
      • Eskaleut
      • Central Algonquian
      • Eastern Algonquian
      • Iroquoian
      • Siouan
      • Muskogean
      • Sonoran
Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
If the forests are empty I guess we can cut down the trees...

The province:

  • Change province's goods produced to Naval supplies.png Naval Supplies
Event button 547.png
Maybe they'll finally settle down on their farms!

The province:

  • Change province's goods produced to Grain.png Grain


id

Msg event.pngJesuit 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 Catholicism Catholic
  • Has country modifier “The Societas Jesu”

It is the Age of Reformation.png Age of Reformation.

Is triggered only by

the colonial pulse (Base weight: 100/16625)
Modifiers: The country:

  • Has country modifier “Counter-Reformation” : ×1.5
  • Is in the Primary culture.png culture group: ×1.75

Event button 547.png
Ad Maiorem Dei Gloriam!

The province gains “Jesuit Mission” for the rest of the game, giving:

  • Local settler increase.png +10 Local settler increase


id

Msg event.pngOur 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 Time Icon.png 15 years per country.

Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
Send someone to organize a response.

The province:

  • Gain “Organized Colony” for Time Icon.png 5 years, giving:
    • Local settler increase.png -10 Local settler increase

The country:

  • Lose Administrative power.png 25 Administrative power
Event button 547.png
Quarantine the province!

The province:

  • Gain “Colony in Quarantine” for Time Icon.png 5 years, giving:
    • Local settler increase.png -30 Local settler increase
Event button 547.png
Pray for the best.

The province and a random owned neighbouring colony:

  • Gain “Roman Fever” for Time Icon.png 5 years, giving:
    • Local settler increase.png -15 Local settler increase


id

Msg event.pngColonial 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

Event trigger.pngAlways enabled:

Event button 547.png
Well, who I am to stop them?

One random neighbouring uncolonized province:

  • Create new colony with Global settler increase.png 200 Population
  • Gain "Colonial boom" for Time Icon.png 20 years, giving:
    • Local settler increase.png +15 Local settler increase

Event trigger.pngEnabled if: Has at least 1 unfinished colony

Event button 547.png
Direct them to an existing colony.

One random owned colony:

  • Gain Global settler increase.png 100 Population
  • Gain "Colonial boom" for Time Icon.png 5 years, giving:
    • Local settler increase.png +15 Local settler increase


id

Msg event.pngColonial 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 Global settler increase.png 300 Population, but less than 500

Another owned colonial province:

  • Has at least Global settler increase.png 500 Population
Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
It's hard to keep track of people these days.

The province:

  • Lose Global settler increase.png 200 Population

The other owned colonial province:

  • Gain Global settler increase.png 200 population


id

Msg event.pngNew 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.png Grain
    • Fish.png Fish
    • Wool.png Wool
    • Naval supplies.png Naval Supplies
    • Salt.png Salt
    • Fur.png Fur

It is the Age of Absolutism.png Age of Absolutism.

Is triggered only by

the colonial pulse (Base weight: 100/16625)


Event button 547.png
Some call it the black gold, why not?

The province:

  • Change province's goods produced to Coffee.png Coffee
Event button 547.png
We better not disrupt things.

(Nothing)


id

Msg event.pngGrowth 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.

 
Trigger conditions

The province:

  • Has a Center of trade - level 1 center of trade level 1
  • Has a port
  • Is in North America, South America or New World
  • At least one of:
    • Has at least Development.png 15 Development
    • Has a Latin marketplace.png Market Place building
    • Has fully embraced Feudalism.png Feudalism

The country:

  • Has at least Stability.png +1 Stability
  • Has embraced Feudalism.png Feudalism
Mean time to happen

300 months
Modifiers: The country:

  • Has completed Trade idea group.png Trade Ideas: ×0.9
  • Has Stability.png +3 Stability: ×0.9
  • Has embraced Global Trade.png Global trade: ×0.7

The province:

  • Has at least Development.png 20 Development: ×0.8
  • Has a Latin trade depot.png Trade depot building: ×0.7
  • Has a Latin dock.png Dock building: ×0.9
  • Has at least Development.png 30 Development: ×0.5

It is currently the:

  • Age of Reformation.png Age of Reformation: ×0.95
  • Age of Absolutism.png Age of Absolutism: ×0.9
  • Age of Revolutions.png Age of Revolutions: ×0.85

Event button 547.png
This must be the the result of our wise policies.

The province:

  • If has a Center of trade - level 1 center of trade level 1
    • Increase Center of trade - level 2 center of trade by 1
  • Else,
    • Gain Production.png 2 Base production

Notes[edit | edit source]

  1. /Europa Universalis IV/events/Colonial.txt