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Expansion idea group events

Expansion idea group events[1] are the part of the idea group events which require to have unlocked the expansion idea group.

Contents

Five years pulse eventsEdit

id

 Wave of Immigration

One of our colonies has received a surge in immigrants seeking their fortune in our colonies. It will soon be a self-supporting city providing much wealth to our realm.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • has at least 1 colony.
Is triggered only by

the five year pulse.

Base weight: 100

 
This is good to see...

A random owned colony:

  • gains  200 settlers.
id

 Successful Company

Our decision to grant a concession to a merchant company has proven to be wise. Our earning has been greatly enhanced, and this money can be beneficial for other things.
 
Trigger conditions

The country:

Is triggered only by

the five year pulse.

Base weight: 100

 
Good news!

The country:

  • gains   300% of its trade income in the trade node of the capital.
id

 Colonial Enthusiasm

'A new life awaits you in the colonies! A chance to start over in a golden land of opportunity and adventure.' Colonial life isn't like this, but people believe it and are racing to get to the colonies before the opportunities disappear.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • does not have the modifier “Colonial Enthusiasm”.
Is triggered only by

the five year pulse.

Base weight: 100

 
They are fools...

The country gets the modifier “Colonial Enthusiasm” for 10 years with the following effects:

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

 Diplomatic Moves

Our diplomatic corps has been working hard to ensure that our interests are represented in foreign courts. Their efforts have allowed us to spread the net of our influence yet further.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • does not have the modifier “Diplomatic Moves”.
Is triggered only by

the five year pulse.

Base weight: 100

 
This is good news!

The country gets the modifier “Diplomatic Moves” for 10 years with the following effect:

  •   +1 diplomatic relations.
id

 Ship Building Boom

Our ship building industry had experienced a boom in orders for merchant ships. This boom has ended and now there is surplus yard capacity. This will not last long but our navy could profit from it.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • is not primitive.
  • does not have the modifier “Ship Building Boom”.
  • does not have the modifier “Shipbuilding problems”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Let's take advantage of it

The country gets the modifier “Ship Building Boom” for 10 years with the following effect:

  •   −10% shipbuilding time.
id

 Enhanced Reputation

For long have our diplomats worked on ensuring that our reputation is the best it can be. A curious constellation of events has led to us enjoying an enhanced diplomatic reputation.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • does not have the modifier “Enhanced Reputation”.
  • does not have the modifier “Diplomatic Faux Pas”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Let's use it!

The country gets the modifier “Enhanced Reputation” for 10 years with the following effect:

  •   +1 diplomatic reputation.
id

 Trade Success

Our merchant class is enjoying uncanny success around the world. Some say it is just random luck, but we care not, wealth is wealth regardless of how we come by it.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • does not have the modifier “Trade Success”.
  • does not have the modifier “Trade Failure”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Let them share the wealth….with us

The country gets the modifier “Trade Success” for 10 years with the following effect:

  •   +5% trade efficiency.
id

 Colonial Disaster

A disaster has struck one of our colonies, many settlers have died and yet more have returned home. This is a disaster and we may even lose our colony.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • has at least 1 colony.
Is triggered only by

the five year pulse.

Base weight: 100

 
It can't be helped

A random owned colony:

  • loses  200 settlers.
 
Spare no effort

The country:

  • loses  50 diplomatic power.
id

 Trade Failure

Our merchants have been performing poorly as of late, our great emporiums are empty of the goods of the world and more importantly our revenues are down.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • does not have the modifier “Trade Success”.
  • does not have the modifier “Trade Failure”.
Is triggered only by

the five year pulse.

Base weight: 100

 
This is not good!

The country gets the modifier “Trade Success” for 10 years with the following effect:

  •   −10% trade efficiency.

If the country has the   burghers estate,

  • then the estate loses   10 loyalty,
  • else if the country has the   vaishyas estate,
    • then the estate loses   10 loyalty,
    • else if the country has the   jains estate,
      • then the estate loses   10 loyalty.
 
Attempt to avert it!

The country:

  • loses   −50 diplomatic power.

If the country has the   burghers estate,

  • then the estate gains   10 loyalty,
  • else if the country has the   vaishyas estate,
    • then the estate gains   10 loyalty,
    • else if the country has the   jains estate,
      • then the estate gains   10 loyalty.
id

 Ship Building Problems

A surge of requests for ships by various people has led to a surge in demand for shipping from various sources increasing the time and cost of ships. Although no one would dare charge us more for ships, it is taking longer to build them.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • does not have the modifier “Ship Building Boom”.
  • does not have the modifier “Shipbuilding problems”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Do we have the time?

The country gets the modifier “Shipbuilding problems” for 10 years with the following effect:

  •   +50% shipbuilding time.
id

 Diplomatic Faux Pas

In the middle of a very import state event at the court of one of our neighbors, our ambassador committed the most terrible faux pas. Word of this has spread and our diplomats are finding life more difficult as our neighbors devote a large amount of time to laughing at them.
 
Trigger conditions

The country:

  • has enabled the   expansion ideas.
  • does not have the modifier “Enhanced Reputation”.
  • does not have the modifier “Diplomatic Faux Pas”.
Is triggered only by

the five year pulse.

Base weight: 100

 
This is terrible!

The country gets the modifier “Diplomatic Faux Pas” for 10 years with the following effect:

  •   −1 diplomatic reputation.

FootnotesEdit

  1. These events can be found in /Europa Universalis IV/events/ideagroups.txt.