Any growing country must maintain a reasonably sized army. By expanding our forces we can both further our political interests abroad and stimulate our domestic economy.
Country has 100% of the force limit total army size
Country gets “Thriving Arms Industry” for 25 years, giving the following effects:
+5% morale of armies
−5% land maintenance modifier
We have been given a strong and viable country by those that came before us. It is time we expand upon our legacy and grow [Root.GetName] so that we may leave a stronger and more influential country to our children.
Country's total development has grown by at least 50
The capital gains:
1 base tax
1 base production
1 base manpower
All owned provinces within the area of the capital get “Growth of Capital” for 25 years, giving the following effects:
As we expand we must ensure that we can truly integrate the new lands we conquer into our administrative apparatus. After conquest comes the hard work of establishing true [Root.GetAdjective] Rule over the conquered territories.
Country assigns 5 new states
Country gets “Expansionist Policies” for 25 years, giving the following effects:
In order to be able to project power overseas a high seas navy is a must. Warships may be expensive but it is an investment that is well worth it if we can find new markets to dominate and peoples to conquer.
Country has at least one of the following:
10 heavy ships
Country gets “Naval Enthusiasm” for 25 years, giving the following effects:
Our merchant communities have been growing stronger and stronger for a long time now. It is time we give them the help they require to truly dominate our domestic trade. No foreign power must be allowed to influence the well being of our subjects.
Country has at least 75% trade power in the home trade node
A random owned province in the home trade node gets “Dominant Trade Hub” until the end of the game, giving the following effects:
As big as the world is it is still interconnected through a number of vital trade routes. In an ancient order cloth, spices, metals, bullion, Chinaware and all kind of manufactured goods are brought across deserts and oceans to those who would pay the most for them. Taking a share of this trade, through acquiring useful ports in trade regions far abroad, could make even the smallest power richer than Croesus.
Country owns at least 3 trade companies which are not on the same continent as the capital, with each having at least 5 provinces
Country gets “Growing East-Indian Trade” for 25 years, giving the following effects:
We must increase state income by any means necessary. Money is a requirement for any endeavor of the state, from the daily expenses of the government to the maintenance of armies to invade our enemies.
Country's monthly income has increased to 150% of the starting monthly income.
Country gets “Growing Economy” for 25 years, giving the following effects:
−10% construction cost
−25% construction time
Let us never sit idle, even in peaceful times. Instead we must use our resources with industry, in order to make sure that we have funds available in time if misfortune should strike upon us.
A large treasury is an imperative buffer for all things that could befall us through. If this is seen as miserly, it is because some do not realize that this vice is the very essence of what it means to reign.
Country has at least 2000 ducats
Country gets “Strong Treasury Department” for 25 years, giving the following effects:
Securing wealth must always be the foremost priority of our state. Let us make use of the expensive armies and fleets that our economic prosperity has bought us to acquire even more resources and subjects for an aspiring empire.
Country has at least 1000 total development
Country gains 30 prestige
Country gets “Imperial Ambition” for 25 years, giving the following effect: