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Envoys are a special type of agent which help a country undertake certain actions. Each country has a limited number of each envoy, depending on its technology level, idea groups and other factors. It takes a certain amount of time for an envoy to complete assigned missions. There are four types of envoys: Diplomat.png diplomats, Missionaries.png missionaries, Merchants.png merchants, and Colonists.png colonists.


Diplomats icon
Diplomats are used to send in Diplomatic Actions to send Diplomatic Offers to other nations. Once they have delivered the offer, they will have to return home before you can give them a new order.
See also: Diplomacy#Diplomats

Diplomats are able to execute both official and covert diplomatic actions. The default number of available diplomats is two.

Gaining diplomats

Diplomat.png Traditions Ideas Bonuses Policies
  • Aachen traditions
  • Ajami traditions
  • Hausan traditions
  • Kurdish traditions
  • Mori traditions
  • Samtskhe traditions
  • Sligonian traditions
  • Thüringian traditions
  • Westphalian traditions
  • Aristocratic idea 6: International Nobility
  • Diplomatic idea 1: Foreign Embassies
  • Diplomatic idea 3: Grand Banquets
  • Espionage idea 2: Agent Training
  • Aq Qoyunlu idea 5: Expansive Diplomacy
  • Assamese idea 7: Ahom Diplomacy
  • Asturian idea 3: Asturian Aristocracy
  • Ayutthayan idea 4: Embassies
  • Baden idea 3: Active Diplomacy
  • Bosnian idea 6: Flexible Diplomacy
  • Butuan idea 7: Long Range Diplomacy
  • Cherokee idea 7: Cherokee Emperor
  • Chagatai idea 6: Scheming Nobility
  • Cilli idea 3: Political Maneuvering
  • Circassian idea 6: Steppe Diplomats
  • Gelre idea 1: Feudal Elevation
  • Iroquois idea 4: Keepers of the Fire
  • Karamanid idea 4: Seize the Opportunity
  • Krakowian idea 7: The Free City
  • Lorraine idea 4: Flexible Diplomacy
  • Luxembourg idea 7: Rivals On All Sides
  • Manx idea 1: The Stanleys
  • Medri Bahri idea 3: Diplomatic Flexibility
  • Moluccan idea 7: Pragmatic Diplomacy
  • Mushasha idea 6: Outward Pragmatism
  • Nanbu idea 3: Connection With Kyoto
  • Odoyev idea 2: Dynamic Diplomacy
  • Ragusan idea 3: Patronage
  • Rostov idea 6: Political Influence
  • Saxon idea 1: Albertine and Ernestine lines
  • Shawnee idea 6: Far−Reaching Relations
  • Shiba idea 3: Consolidation of the Kanrei Position
  • Shoni idea 3: Diplomacy through Tsushima
  • Siddi idea 5: Siddi Diplomacy
  • Trebizondian idea 4: Komnenoi Princesses
  • Tyrone idea 5: Catholic Diplomacy
  • Utsunomiya idea 1: Fujiwara Descendant
  • Venetian idea 2: Printing Industry
  • Vijayanagar idea 6: Adroit Diplomacy
  • Yamana idea 1: Descendant of Nitta
  • Yemeni idea 7: Foreign Embassies
  • Antemoro ambition
  • Mapuche ambition
  • West African ambition
  • Administrative-Diplomatic: The Recordkeeping Act
  • Diplomatic-Aristocratic: The Tenures Abolition Act
  • Diplomatic-Defensive: The Diplomatic Defense Act
  • Espionage-Economic: The Foreign Support Act
  • Espionage-Offensive: The Black Chamber Act
  • Innovative-Espionage: The Espionage Act
Diplomat.png Triggers


Missionaries icon
Missionaries are envoys used to convert the religion in provinces. When a province is not the same religion as your state religion, you can send a Missionary to begin converting the province. When he is finished, he will return home and be ready for another order.
See also: Religion#Conversion

Missionaries are religious envoys that can be tasked (for a monetary cost) with converting the religion of a province a country owns to that of the country's official religion. The default number of available missionaries is one.

Gaining missionaries

Missionaries.png Traditions Ideas Bonuses Policies
  • Asturian traditions
  • Bamberger traditions
  • Colognian traditions
  • Divine traditions
  • Sindhi traditions
  • Religious idea 1: Missionary Schools
  • Ajuuraan idea 3: Gareen Imams
  • Castilian idea 2: Spanish Inquisition
  • Circassian idea 4: Franciscan Missionaries
  • Ethiopian idea 5: The Ark of the Covenant
  • Fulani Jihad idea 1: Wandering Scholars
  • Herzegovinian idea 2: Saint Sava
  • Jerusalem idea 4: Land of the Heathen
  • Lotharingian idea 6: Land of Bishops
  • Münster idea 3: Founding of Monasteries
  • Mushasha idea 2: Messianic Legacy of Muhammad bin Falah
  • Najdi idea 2: Hanbali School
  • Otomo idea 5: Christian Converts
  • Perugian idea 5: Heartbeat of Christianity
  • Teutonic idea 6: Promote Prussian Bishops
  • Tyrconnell idea 4: St Patrick’s Purgatory
  • Utrecht idea 5: City of Churches
  • Bremish ambition
  • Leinster ambition
  • Munster ambition
  • Najdi ambition
  • Northumbrian ambition

The tables below group the additional missionaries that can be gained by religion type in order to compare them more easily:

All religions

  • +1 base value for all nations
  • +1 taking the Religious-Indigenous Policy 'Ancestor Worship'
  • +1 with Parliament.png parliament, no Humanist Ideas, and ‘Propagation of State Religion’ as active issue for 10 years
  • +1 missionary from having the Feudal Theocracy government reform
  • +1 missionary from being a Theocracy and taking the 7th tier government reform "God and Man"

All Christians regardless of denomination

  • +1 missionary from being Defender of the Faith (Christian or Muslim only)
  • +1 missionary from being Christian and owning Mecca
  • +1 missionary from being Christian, Muslim or Jewish and completing level 3 monument Holy City of Jerusalem in Al-Quds province (it changes its name to Jerusalem on being converted); each level upgrade of the monument also increases missionary strength on heretics by +1
  • +1 missionary from being Christian and completing level 2 monument Heddal Stave Church in the province Bratsberg in Norway
  Catholic Christians
  +2 missionaries from joining the Counter-Reformation if Catholic
  Protestant/Reformed/Hussite/Anglican Christians
  +1 missionary from being non-Catholic Christian or Muslim and owning Rome
  Coptic Christians
  +1 missionary from being non-Catholic Christian or Muslim and owning Rome
  +1 missionary from being Coptic and owning Alexandria
  Orthodox Christians
  +1 missionary from being non-Catholic Christian or Muslim and owning Rome
  +1 missionary from being Orthodox and owning and converting Rome, Constantinople, Antioch, Jerusalem, and Alexandria; causing the event and modifier 'The Pentarchy'


  • +1 missionary from being Defender of the Faith (Christian or Muslim only)
  • +1 missionary from being Muslim and owning both Mecca and Medina
  • +1 missionary from being Christian, Muslim or Jewish and completing level 3 monument Holy City of Jerusalem in Al-Quds province; each level upgrade of the monument also increases missionary strength on heretics by +1
  • +1 missionary from assimilating the Cushitic culture group with the Mughal Diwan government reform
  • +1 missionary from being Muslim and completing level 2 or level 3 monument Great Mosque of Djenné in Jenne province

Note that Muslim nations have access to the "Propagate Religion" Trade Policy in all Trade Company regions where they have a merchant present and more than 50% trade power. This acts like a Centre of Religion propagating the Muslim faith in the entire trade company region.


  • +1 missionary from being Mahayana, Theravada or Vajrayana Buddhist and owning Pataliputra
    • +1 missionary from being Mahayana Buddhist and owning Luoyang
    • +1 missionary from being Vajrayana Buddhist and owning Lhasa
    • +1 missionary from being Theravada Buddhist and owning Kandy
  • +1 missionary from being Shinto and having Isolationism level 3
  • +1 missionary from being Buddhist and completing level 2 or level 3 monument Buddha Statues in Bamyan province
  • +1 missionary from being Buddhist and completing level 2 monument Bagan Temples in Pagan province
  • +2 missionary from being Buddhist and completing level 3 monument Bagan Temples in Pagan province


  • +1 missionary from being Hindu and owning Varanasi
  • +1 missionary from being Sikh and owning Doaba
  • +1 missionary from being Dharmic and completing level 3 monument Prambanan Temple in Kotagede province


  • +1 missionary from being fully reformed Mayan and owning Sotuta
  • +1 missionary from being fully reformed Nahuatl religion nation and owning Cholula
  • +1 missionary from being fully reformed Inti and owning Pachacamac
  • +1 missionary from selecting the Cult 'The Spirits' while being Alcheringa

Additional religions - Jewish and Zoroastrian

  • +1 missionary from being Christian, Muslim or Jewish and completing level 3 monument Holy City of Jerusalem in Al-Quds province (it changes its name to Jerusalem on being converted); each level upgrade of the monument also increases missionary strength on heretics by +1


Merchants icon
Merchants can be used to perform one of two actions in a Trade Node. They can either Collect from Trade or Transfer Trade Value. A Merchant that is performing Collect from Trade will increase the income generated from that Trade Node, while a Merchant performing Transfer Trade Value will be able to steer Trade Value.
See also: Trade#Merchants

Merchants manipulate the flow of ducats at trade nodes, where they can either transfer trade on to the next node in the route, or collect trade for their country's treasury in trade nodes other than their capital's. If collecting in their capital, they will increase the ducats collected by +10%, but are not needed to collect trade in the capital. The default number of available merchants is two.

Gaining merchants

  • +1 from the East India Merchant Company event
  • +1 merchant for each colonial nation they control with more than 10 provinces.
  • With the Wealth of Nations.png Wealth of Nations DLC, any nation gains +1 merchant for each trade company they control with the majority (>50%) of the provincial trade power in a region. The trade power being evaluated is province-specific only and ignores global trade power modifiers, also it only aggregates the values from provinces allocated to trade companies in that node (hence normal territories or states in that node are not counted).
Merchants.png Traditions Ideas Bonuses Policies
  • American traditions
  • Asturian traditions
  • Bengali traditions
  • Bulgarian traditions
  • Catalan traditions
  • Epirote traditions
  • Gujarati Princedom traditions
  • Hormuz traditions
  • Pegu traditions
  • Pskovian traditions
  • West Indies traditions
  • Expansion idea 2: Additional Merchants
  • Plutocratic idea 4: Free Merchants
  • Trade idea 2: Free Trade
  • Trade idea 5: Overseas Merchants
  • Ando idea 4: Trade Expansion
  • Arakanese idea 3: Bay of Bengal Trade
  • Butuan idea 3: Butuan Trade Connections
  • Canadian idea 2: The Hudson Bay Company
  • Candarid idea 1: Genoese Connections
  • Cascadian idea 6: The Hudson Bay Company
  • Caspian idea 7: Promote Foreign Trade
  • Dithmarscher idea 3: Trade Missions
  • Dortmund idea 5: Dortmund Moneylending Families
  • Dutch idea 2: Dutch Trading Spirit
  • Estonian idea 5: Baltic Trade
  • Gujarat Sultanate idea 7: Gujarati Diaspora Descends on Africa
  • Gutnish idea 5: Gutnish Merchant Adventurers
  • Hanseatic idea 2: Strong League Obligations
  • Holstein idea 4: Kieler Umschlag
  • Huron idea 1: Great Lakes Trade
  • Javan idea 4: Pan-Asia Trade
  • Kievan idea 6: Support Local Traders
  • Malabari idea 4: Trade Factors
  • Malayan sultanate idea 1: Indian Ocean Trade
  • Malian idea 6: Seek New Markets for Salt
  • Mogadishan idea 1: Indian Ocean Trade
  • Moluccan idea 3: Agents of Trade
  • Nepalese Princedom idea 2: Invite Kashmiri Traders
  • Novgorod idea 4: Control of the Hanseatic Kontor
  • Omani idea 7: Expansion of Trade Contacts
  • Ouchi idea 4: The Merchants of Hakata City
  • Pattani idea 5: Entrepôt
  • Pomeranian idea 2: Pomeranian Merchants
  • Portuguese idea 5: Encourage the Bandeirantes
  • Sami idea 3: Regulate Trade with the Southerners
  • Shirvani idea 7: Merchants of Baku
  • Shoni idea 4: Nagasaki City
  • Sinhalese idea 3: Pearl of the Indian Ocean
  • South Indian idea 7: Merchant Capitalists
  • Sumatran idea 5: Merchants of The Indian Ocean
  • Tumbuka idea 7: Welcome Swahili Merchants
  • Yemeni idea 6: Promoting the Yemeni Trade Ports
  • Full Trade Focus
  • Ashanti ambition
  • Clanricarde ambition
  • Galician ambition
  • Gond ambition
  • Interlacustrine ambition
  • Ionian ambition
  • Odoyev ambition
  • Aristocratic-Trade: Trade Connections Policy
  • Defensive-Trade: The Armed Neutrality Act
  • Plutocratic-Trade: Trade Kontor Network


Colonists icon
Colonists are used to found new colonies in Uncolonized Land.
See also: Colonization#Colonists

Colonists are sent to uncolonised provinces to govern and expand a colony. They can be kept in a colony in order to increase the chance of gaining extra settlers each month, but can also be recalled from a colony in progress for other missions after setting up a colony (such as setting up an additional colony, although each colony over the number of available colonists will rapidly grow in cost). With Dharma.png, colonists can be sent to provinces to allow the province to increase Development.png development; when and which area (base tax, production, and manpower) the increase in development occurs is random, with chances decreasing as the province becomes more developed.

The default number of available colonists is zero; unlike the other types of envoys, countries generally do not begin the game with colonists, and instead gain them by taking ideas or as part of their national ideas.

If a Colonists.png colonist is present when a colony in a Trade Company Region is finished, the province will be converted to the religion of the parent nation on the following day (when the Colonists.png colonist returns to the capital). [verify]

Gaining colonists

Colonists.png Traditions Ideas Bonuses Policies
  • Expansion idea 1: Additional Colonists
  • Expansion idea 6: General Colonization Law
  • Exploration idea 2: Colonial Ventures
  • American idea 3: Manifest Destiny
  • Andalusian idea 6: Expeditionary Sentiment
  • Asturian idea 4: Voyage to the New World
  • Australian idea 1: Outback Stations
  • Canadian idea 3: Settling the Interior
  • Carib idea 5: Carib Seafarers
  • Castilian idea 4: Inter Caetera
  • Leonese idea 3: Conquest of the New World
  • Majapahit idea 4: Nusa Tenggara Colonies
  • Nizhny Novgorod idea 5: To The East!
  • Norwegian idea 3: Pioneer Spirit
  • Russian idea 2: Siberian Frontier
  • Spanish idea 2: Inter Caetera
  • Hadramhi ambition
  • Icelandic ambition
  • Kiwi ambition
  • West Indies ambition

Mesoamerican religions also gain additional bonuses. Passing a Mayan, Inti, and Nahuatl religious reform allows a nation to select a Colonist as one of the five options. Selecting the Clan Migration Native idea, for nations with a Native Council government, also provides a Colonist. Parliament.png Parliaments also may pass a bill granting an extra colonist for 10 years.

Travel time

Travel time depends on the distance envoys must travel from the player's capital. It differs between the different envoy-types:

  • A Diplomat.png diplomat performs (or, for maintained actions, begins) their action instantly, then spends time travelling back.
  • A Merchants.png merchant spends time travelling both to and from the destination. A merchant can be sent directly between trade nodes without having to return to the capital.
  • A Missionaries.png missionary is both sent and recalled instantly.
  • A Colonists.png colonist spends time travelling to the destination, but is recalled instantly after waiting one day. (See Colonization#Travel_time for further information on colonist travel time).

Envoy travel time

Envoy travel time.png Envoy travel time influences the travel speed of diplomats, merchants and colonists.

Envoy travel time.png Traditions Ideas Bonuses Policies
  • Spanish idea 5: Casa de Contratación
  • Brazilian traditions
  • Influence idea 6: Postal Service
  • Ajami idea 4: Persian Language and Court Culture
  • Ilkhanid idea 4: The Yam
  • Kamilaroi ide 4: Dhulu
  • Kongo idea 4: Diplomacy With European Monarchs
  • Mongolian idea 5: Yams of the Great Khan
  • Sulu idea 3: Across the Sulu Sea
  • West African idea 6: The Great River
  • Exploration idea 5: Viceroys
  • Planes Native idea 7: Horse Riders
  • Great Yuan idea 5: A Thousand Miles as if at Home

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology