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Colonization events

This is a subset of the generic events from /Europa Universalis IV/events/RandomEvents.txt.

Contents

Pulse eventsEdit

id

 Rush of Colonists


Demographic, economic and political pressure at home made way for sudden increases in the number of people looking for a better life in rich uncharted lands and businessmen in search of adventure and wealth in overseas trade.


 
Trigger conditions

The country:

Is triggered only by

a bi-yearly pulse.

Weight modifiers

The country:


Option conditions

 Always enabled:

 
Receive extra colonists.

The country gains the modifier "Colonial Enthusiasm" for 5 years, with the following effects:

  •   +5% settler chance
  •   +25 global settler increase

 Always enabled:

 
Receive monetary benefits.

The country gains the modifier "Monetary Benefits" for 5 years, with the following effect:

  +10% national tax modifier

 Enabled if:

  • the country's ruler has the Expansionist personality.
  • the country does not have the modifier "Colonial Enthusiasm".
 
Let us make the most of this, it's a fantastic new world!

The country gains the modifier "Colonial Enthusiasm" for 10 years, with the following effects:

  •   +5% settler chance
  •   +25 global settler increase
id

 The New World beckons!


Words about the prospects of the New World in the west are attracting quite a lot of people who wish to enhance their future there. The question is who to send on the next ship?


 
Trigger conditions

The country:

  • has exploration idea 2 "Quest for the New World".
  • has its capital in Europe.
  • owns a colony in North America or South America.
  • does not have the modifier "Colonial Enthusiasm".
Is triggered only by

a bi-yearly pulse.


Option conditions

 Always enabled:

 
We can always use some peasants.

The country gains the modifier "Colonial Enthusiasm" for 5 years, with the following effects:

  •   +5% settler chance
  •   +25 global settler increase

 Always enabled:

 
A nobleman can be useful!

The country gains a   conquistador with 25 army tradition.


 Enabled if: the country's ruler has the Expansionist personality.

 
We need both!

The country:

  • gains a   conquistador with 25 army tradition.
  • gains the modifier "Colonial Enthusiasm" for 5 years, with the following effects:
    •   +5% settler chance
    •   +25 global settler increase
id

 Merchant arranges an expedition.


After recent suggestions of a trade route to India a merchant has gathered a fleet and hired an explorer to explore the uncharted waters of the west.


 
Trigger conditions

The country:

Is triggered only by

a bi-yearly pulse.


Option conditions

 Always enabled:

 
Support the expedition.

The country:

  • gains a   heavy ship in a random coastal province of the country.
  • gains an   explorer with 20 navy tradition.

 Enabled if: the country's ruler has the Navigator personality.

 
Help them find a more suitable captain for the endeavor.

The country:

  • gains a   heavy ship in a random coastal province of the country.
  • gains an   explorer with 50 navy tradition.
id

 Colonial Discovery!


Our colonists have stumbled upon an amazing discovery, and it is a real delicacy back in Europe. The major trading houses are importing this curiosity by the barrel load. They have discovered enough to supply your Kingdom, Sire, until the end of time.


 
Trigger conditions

The country:

Is triggered only by

a bi-yearly pulse.


Option conditions

 Always enabled:

 
The merchants can learn from it

The country gains   15 diplomatic power.


 Always enabled:

 
The manufactories can benefit!

The country gains   15 administrative power.


 Enabled if: the country's ruler has the Entrepreneur personality.

 
I know a good opportunity when I see one.

The country gains   ducats equal to 0.2 years of income.

Further eventsEdit

id

  Establish Penal Colony in [Root.GetName]


Our colony in [Root.GetName] has not been progressing as quickly as we would like. One of your advisors has however come up with a plan to speed up growth. They are proposing that we send thieves, debtors and other criminals to [Root.GetName] and have them pay their debts to society by working to develop the colony and eventually become settlers once their sentence is done. While this plan might seem good on paper there is a chance a rebellion may occur due to having all these dangerous individuals in a single location.


 
Trigger conditions
  • The country does not have the has_penal_colony flag.

The province:

  • is a colony.
  • has less than 500 settlers.
Mean time to happen:

2000 months

Modifiers:

The province is in the Australia region: ×0.9


Immediate effects

The country gains the has_penal_colony flag.


 
Sounds good, set it up

The province gets the modifier "Penal Colony" for 25 years, with the following effects:

  •   +10 local settler increase
  •   +3 local unrest
 
We can't trust these people! Keep them in prison over here

The country loses   10 administrative power.