Economic events

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This is a subset of the generic events.[1]

Pulse events[edit]

id

Msg event.pngGrowth of Cities attracts Serfs

It seems as if serfs are moving out of the provinces and aim to earn a living in the capital. This is creating turmoil in the country, but our capital may benefit in the long run.
 
Trigger conditions

The country:

  • owns at least 5 cities.
  • owns a province that:
    • has a base tax of at least 2 but less than 5.
    • is not the capital.
    • is connected to the capital.
  • does not have the modifier ‘Increased Serfdom’.

It is before 1650.

Is triggered only by

the bi-yearly pulse I.

Base weight
100
Weight modifiers

The country:


Immediate effects

Mark a random province of the country that:

  • has a base tax of at least 2 but less than 5,
  • is not the capital,
  • is connected to the capital.

Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
We have to accept this.

The country's capital:

  • gains Tax Base Icon.png1 base tax.

The marked province:

  • loses Tax Base Icon.png1 base tax.
  • gains Local autonomy.png25% local autonomy.

If the country has the Nobility.png nobility estate,

  • then the estate loses Estate loyalty 10 loyalty,
  • else if the country has the Rajputs.png rajputs estate,
    • then the estate loses Estate loyalty 10 loyalty,
    • else if the country has the Marathas marathas estate,
      • then the estate loses Estate loyalty 10 loyalty.

Event trigger.pngAlways enabled:

Event button 547.png
The serfs belong on their turf.

The country gets the modifier ‘Increased Serfdom’ for 20 years, with the following effects:

    • Stability cost modifier.png −15% stability cost modifier
    • Morale of armies.png −10% morale of armies
    • Corruption.png +0.1 yearly corruption

If the country has the Nobility.png nobility estate,

  • then the estate gains Estate loyalty 10 loyalty,
  • else if the country has the Rajputs.png rajputs estate,
    • then the estate gains Estate loyalty 10 loyalty,
    • else if the country has the Marathas marathas estate,
      • then the estate gains Estate loyalty 10 loyalty.

Event trigger.pngEnabled if: the country's ruler has the Stability cost modifier.png ‘Calm’ personality.

Event button 547 green.png
Let's keep calm and ensure no damage is done.

The country's capital:

  • gains Tax Base Icon.png1 base tax.

The marked province:

  • gains Local autonomy.png25% local autonomy.
id

Msg event.pngImprove the Capital

The glory of our capital has long been neglected. We now have an opportunity to improve the city and make it a beacon of cultural pride. This may prove costly, but there is an alternative solution.
 
Trigger conditions

The country:

  • is not at war
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
Use the Military as Workforce

The country:

  • loses Manpower.png manpower equal to 50% of yearly manpower recovery.

The capital of the country:

  • gains Tax Base Icon.png1 base tax.

Event trigger.pngAlways enabled:

Event button 547.png
Spend Money

The country:

  • loses Gold Icon.png0.25 years of income.

The capital of the country:

  • gains Tax Base Icon.png1 base tax.

Event trigger.pngEnabled if: the country's ruler has the Construction cost.png ‘Architectural Visionary’ personality.

Event button 547 green.png
Our [Monarch.GetTitle] will oversee this project personally.

The country:

  • loses Gold Icon.png0.15 years of income.

The capital of the country:

  • gains Tax Base Icon.png1 base tax.

Event trigger.pngEnabled if: the country's ruler has the Obsessive Perfectionist.png ‘Obsessive Perfectionist’ personality.

Event button 547 green.png
Our [Monarch.GetTitle] will oversee this project personally.

The country:

  • loses Gold Icon.png0.35 years of income.

The capital of the country:

  • gains Tax Base Icon.png2 base tax.
id

Msg event.pngSmugglers running rampant

People are finding lots of ways of getting around paying taxes and fees on moving goods, smuggling them past our authorities through a variety of clandestine channels. This is cutting into our income, but stopping it would cost quite a lot in the short-term.
 
Trigger conditions

The country:

Is triggered only by

the bi-yearly pulse IV.

Base weight
100
Weight modifiers

The country:


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
Stop them!

The country:

  • loses Gold Icon.png0.35 years of income.

Event trigger.pngAlways enabled:

Event button 547.png
It is too expensive

The country:

  • gets the modifier ‘Smugglers Dominating’ for 10 years, with the following effects:
    • National tax modifier.png −10% national tax modifier
    • Trade efficiency.png −10% trade efficiency

Event trigger.pngEnabled if: the country's ruler has the Trade efficiency.png ‘Entrepreneur’ personality.

Event button 547 green.png
Our [Monarch.GetTitle] knows ways to close off some of the worst ways to exploit the system.

The country:

  • loses Gold Icon.png0.2 years of income.

Event trigger.pngEnabled if: the country's ruler has the Embezzler.png ‘Embezzler’ personality.

Event button 547 green.png
As long as they don't hurt our interests directly...

The country:

  • gets the modifier ‘Smugglers Dominating’ for 5 years, with the following effects:
    • National tax modifier.png −10% national tax modifier
    • Trade efficiency.png −10% trade efficiency
id

Msg event.pngGreat Economic Policy

With the great administrative leadership of $MONARCH$, we've been able to reduce the accumulated inflation of our country quite dramatically this last year.
 
Trigger conditions

The country:

  • has inflation of at least 3%.
  • has a ruler with an administrative skill of at least 5.
Is triggered only by

the bi-yearly pulse IV.

Base weight
100
Weight modifiers

The country:


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
Good News!

The country:

  • loses Inflation reduction.png1 inflation.

Event trigger.pngEnabled if: the country's ruler has the National tax modifier.png ‘Midas Touched’ personality.

Event button 547 green.png
Imagine what our [Monarch.GetTitle] could do with more resources...

The country:

  • loses Inflation reduction.png2 inflation.
id

Msg event.pngA Bountiful Harvest

This year's harvests have been exceptional! Rarely in our nation's history has the earth brought forth so much of its bounty. The populace are already interpreting this as a sign of divine favor for our rule.
 
Trigger conditions

It is at least August.

Is triggered only by

the bi-yearly pulse IV.

Base weight
100

Event button 547.png
We are blessed!

The country:

  • gains Gold Icon.png0.25 years of income.
id

Msg event.pngDebased Currency

Despite our promises to maintain sound monetary policies, we have debased our currency. The $COUNTRY_ADJ$ Ducat is now being dumped in banks and merchant houses around the world, and the value of it is sinking faster than a scurvy-ridden, rat-infested galley in a typhoon.
 
Trigger conditions

The country:

  • has at least 10% of its income from gold.
  • has an inflation of at least 1%.
Is triggered only by

the bi-yearly pulse IV.

Base weight
100

Event button 547.png
But I was only printing a little!

The country:

  • gains Inflation reduction.png1% inflation.
  • loses Prestige.png5 prestige.
id

Msg event.pngBenign Neglect

It seems that the government that governs the least governs the best as far as those outside the capital are concerned. Our non-involvement in [benign_neglect_province.GetName]'s affairs has proved beneficial, and the local economy is booming.
 
Trigger conditions

The country:

Is triggered only by

the bi-yearly pulse IV.

Base weight
100

Event button 547.png
They can do things on their own...?

1 random city of the country other than the capital:

  • gets the modifier ‘Benign Neglect’ for 5 years, with the following effect:
    • Local trade power.png +100% local trade power.
Event button 547.png
If it moves, tax it.

1 random city of the country other than the capital:

  • gets the modifier ‘Benign Neglect’ for 5 years, with the following effect:
    • Local tax modifier.png +100% local tax modifier
Event button 547.png
If it moves, draft it

1 random city of the country other than the capital:

  • gets the modifier ‘Benign Neglect’ for 5 years, with the following effect:
    • Local manpower modifier.png +100% local manpower modifier

Further events[edit]

id

Msg event.pngProvince icon.pngInfluenza!

Rumors say that sailors came back from a trip sick like hell, and the ones who didn't die onboard infested the whole of [Root.GetCapitalName] with their disease. It is time to act before the whole country dies from coughing and cold sweat.
 
Trigger conditions

The province:

  • has a port.
  • is not the capital.
  • has never had an influenza outbreak or the last one was at least 30 years ago.[2]

The province owner:

  • is not primitive.
  • knows another country with its capital not in North America or South America.
  • does not have competent doctors.[3]
Mean time to happen:

600 months (scaled to the number of provinces the trigger applies to)

Modifiers

The province:


Immediate effects

The province has an influenza outbreak.[4]


Event button 547.png
Quarantine the port and let them die!

The province:

  • gets the modifier ‘Quarantined Influenza’ for 10 years, with the following effects:
    • Local trade power.png −25% local trade power,
    • Local manpower modifier.png −25% local manpower modifier,
    • Local manpower modifier.png −25% local tax modifier,
    • Local goods produced −0.25 local goods produced.

The owner of the province:

  • loses Administrative power.png50 administrative power.
Event button 547.png
This is not the first flu in our country, I don't care!

The province:

  • gets the modifier ‘Influenza’ for 10 years, with the following effects:
    • Local manpower modifier.png −25% local manpower modifier,
    • Local manpower modifier.png −25% local tax modifier,
    • Local goods produced −0.25 local goods produced.

Influenza can spread from non-quarantined provinces into adjacent provinces.

id

Msg event.pngProvince icon.pngInfluenza Spreads

Influenza has spread to [Root.GetName]! How should we handle this growing epidemic?
 
Trigger conditions

The province:

  • has at least 8 development.
  • has never had an influenza outbreak or the last one was at least 30 years ago.[2]
  • has a neighboring province with the modifier ‘Influenza’.

The province owner:

Mean time to happen:

120 months


Immediate effects

The province has an influenza outbreak.[4]


Event button 547.png
Quarantine the province!

The province:

  • gets the modifier ‘Quarantined Influenza’ for 10 years, with the following effects:
    • Local trade power.png −25% local trade power,
    • Local manpower modifier.png −25% local manpower modifier,
    • Local manpower modifier.png −25% local tax modifier,
    • Local goods produced −0.25 local goods produced.

Every neighboring province with the same owner:

  • gets the modifier ‘Quarantined Influenza’ for 10 years, with the following effects:
    • Local trade power.png −25% local trade power,
    • Local manpower modifier.png −25% local manpower modifier,
    • Local manpower modifier.png −25% local tax modifier,
    • Local goods produced −0.25 local goods produced.

Every province of the same owner that has the modifier ‘Influenza’:

  • loses the modifier ‘Influenza’.
  • gets the modifier ‘Quarantined Influenza’ for 10 years, with the following effects:
    • Local trade power.png −25% local trade power,
    • Local manpower modifier.png −25% local manpower modifier,
    • Local manpower modifier.png −25% local tax modifier,
    • Local goods produced −0.25 local goods produced.
Event button 547.png
It will soon go away

The province:

  • gets the modifier ‘Influenza’ for 10 years, with the following effects:
    • Local manpower modifier.png −25% local manpower modifier,
    • Local manpower modifier.png −25% local tax modifier,
    • Local goods produced −0.25 local goods produced.

Influenza can spread from non-quarantined provinces into adjacent provinces.

Footnotes[edit]

  1. The script code of the events can be found in /Europa Universalis IV/events/RandomEvents.txt.
  2. 2.0 2.1 I.e. the province does not have the flag province_had_influenza or has had it for over 30 years.
  3. I.e. the country does not have the flag has_competent_doctors, which is set by the French mission ‘Les Invalides’ and the Venetian mission ‘Plague Doctor Training’.
  4. 4.0 4.1 I.e. the province gets the flag province_had_influenza.