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Naval idea group events

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

Contents

Five years pulse eventsEdit

id

 Hardened Oak On Our Ships


An experienced shipbuilder has found a way to strengthen the hulls of our ships, so they can weather the storms and other trials of sea more easily. The technique is secret, but for a short time the oceans hold less terror.


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
  • does not have the modifier “Hardened Oak”.
Is triggered only by

the five year pulse.

Base weight: 100

 
We fear no Capes.

This country gets the modifier “Hardened Oak” for 10 years with the following effect:

  •   +10% ship durability.
id

 An Admiral Worth His Title


An excellent naval officer has come to our attention, one who shows not only mastery of the art of war, but also the ability to pass on this knowledge to others. How should we make use of this remarkable talent?


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
Is triggered only by

the five year pulse.

Base weight: 100

 
To sea, to smite our enemies!

This country:

  • gains an   admiral as of   50 navy tradition.
 
To the academy, to teach.

This country:

  • gains  25 military power.
id

 Improved Training


There is room at the naval academy for a new instructor, and the Chancellor has asked us to suggest a course of study for the sailors. Where should we direct the energies of the curriculum?


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
  • does not have the modifier “Patriotic Curriculum”.
  • does not have the modifier “Maintenance Curriculum”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Patriotic duty, of course.

This country

  • gains  75% of a yearly sailors gain.
  • gets the modifier “Patriotic Curriculum” for 10 years with the following effect:
  •   +5% morale of navies.
 
Seamanship and maintenance.

This country:

  • gains  75% of a yearly sailors gain.
  • gets the modifier “Maintenance Curriculum” for 10 years with the following effect:
  •   +5% ship durability.
id

 Tactical Innovation


Years at sea have given us veteran crews able to perform amazing feats in battle. Some of these techniques can be standardized and used to give us an edge over our enemies.


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
  • does not have the modifier “Galley Veterans”.
  • does not have the modifier “Heavy Ship Veterans”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Row, row, row your galley.

This country gets the modifier “Galley Veterans” for 10 years with the following effect:

  •   +10% galley combat ability.
 
Our heavy ships will clear the seas.

This country gets the modifier “Heavy Ship Veterans” for 10 years with the following effect:

  •   +5% heavy ship combat ability.
id

 Smugglers Caught


We rule the seas so we can rule the trade routes. So it is vital to clear the home waters of smugglers trafficking in contraband and foreign wares that might undermine our domestic markets.


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
  • owns a province with a port.
Is triggered only by

the five year pulse.

Base weight: 100

 
A win is a win, even over scum.

This country:

  • gains   +10 navy tradition.

If this country has at least   1 corruption then it:

  • loses   0.5 corruption.
 
Invest the seized property.

This country:

  • gains  25% of an annual income.
id

 A Royal Guest


Word of our talented shipbuilders and naval system has spread throughout the known world, and a foreign prince has asked to tour our docks and speak with our men. This is a great honor that we cannot refuse!


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
Is triggered only by

the five year pulse.

Base weight: 100

 
Huzzah!

This country:

  • gains  10 prestige.


id

 A Patriotic Donation


A powerful merchant wants to show gratitude for our efforts at patrolling the seas and keeping the lanes free for trade and exploration. The mercantile company has built new vessels for our war fleet, and is willing to donate them to the Crown.


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
  • owns a province with a port.
Is triggered only by

the five year pulse.

Base weight: 100

 
Excellent.

This country gains   3 heavy ships in a random own province with a port.

id

 Disaster at Sea


An entire trading fleet has been lost at sea, taking all aboard to a watery grave. News of the disaster is sweeping the docks and our superstitious sailors are taking the loss deeply to heart.


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
  • does not have the modifier “Grieving Sailors”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Let them grieve.

This country gets the modifier “Grieving Sailors” for 10 years with the following effect:

  •   −10% morale of navies.
 
So, we lose some readiness.

This country:

  • loses  25 military power.
id

 Missed Recruiting Target


The rapid expansion of our ports and docks has led to more young men leaving the farms and finding work on ships for trading companies. It's getting harder to find men we can count on to march to war.


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
Is triggered only by

the five year pulse.

Base weight: 100

 
May the sea consume them.

This country:

  • loses  70% of a yearly manpower growth.
id

 Rotting Wood


Our voyages into strange waters with ill-prepared ships mean that the wood is decaying faster than expected. Humidity, rot, termites... there is a price for finding new markets.


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
  • owns a province with a port.
  • does not have the modifier “Repairing Decayed Ships”.
  • does not have the modifier “Rotting Wood”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Fix it where you can.

This country gets the modifier “Repairing Decayed Ships” for 10 years with the following effect:

  •   +10% naval maintenance modifier.
 
Stick to the normal schedule.

This country gets the modifier “Rotting Wood” for 10 years with the following effect:

  •   −5% ship durability.
id

 Shipyard Fire


It was only a matter of time before the dangerous mix of tar, wood and gunpowder would lead to a fire at a major port. It will take some time to get production back up to normal levels.


 
Trigger conditions

The country:

  • has enabled the   naval ideas.
  • owns at least 1 province that:
  • has a port.
  • does not have the modifier “Shipyard Fire”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Curses!

A random owned province with a port gets the modifier “Shipyard Fire” for 10 years with the following effect:

  •   +25% local shipbuilding time.

FootnotesEdit

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