Naval idea group events

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

Five years pulse events[edit | edit source]

id

Msg event.pngHardened 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 idea group.png naval ideas.
  • does not have the modifier “Hardened Oak”.
Is triggered only by

the five year pulse I.

Base weight: 100

Event button 547.png
We fear no Capes.

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

  • Ship durability +10% ship durability.
id

Msg event.pngAn 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 idea group.png naval ideas.
Is triggered only by

the five year pulse I.

Base weight: 100

Event button 547.png
To sea, to smite our enemies!

The country:

  • gains an Admiral.png admiral as of Navy tradition.png 50 navy tradition.
Event button 547.png
To the academy, to teach.

The country:

  • gains Military power.png25 military power.
id

Msg event.pngImproved 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 idea group.png naval ideas.
  • does not have the modifier “Patriotic Curriculum”.
  • does not have the modifier “Maintenance Curriculum”.
Is triggered only by

the five year pulse I.

Base weight: 100

Event button 547.png
Patriotic duty, of course.

The country

  • gains Sailors.png75% of a yearly sailors gain.
  • gets the modifier “Patriotic Curriculum” for 10 years with the following effect:
    • Morale of navies.png +5% morale of navies.
Event button 547.png
Seamanship and maintenance.

The country:

  • gains Sailors.png75% of a yearly sailors gain.
  • gets the modifier “Maintenance Curriculum” for 10 years with the following effect:
    • Ship durability +5% ship durability.
id

Msg event.pngTactical 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 idea group.png 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 I.

Base weight: 100

Event button 547.png
Row, row, row your galley.

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

  • Galley combat ability.png +10% galley combat ability.
Event button 547.png
Our heavy ships will clear the seas.

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

  • Heavy ship combat ability.png +5% heavy ship combat ability.
id

Msg event.pngSmugglers 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 idea group.png naval ideas.
  • owns a province with a port.
Is triggered only by

the five year pulse I.

Base weight: 100

Event button 547.png
A win is a win, even over scum.

The country:

  • gains Navy tradition.png +10 navy tradition.

If the country has at least Corruption.png 0.01 corruption then it:

  • loses Corruption.png 0.5 corruption.
Event button 547.png
Invest the seized property.

The country:

  • gains Income.png25% of an annual income.
id

Msg event.pngA 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 idea group.png naval ideas.
Is triggered only by

the five year pulse I.

Base weight: 100

Event button 547.png
Huzzah!

The country:

  • gains Yearly prestige.png10 prestige.


id

Msg event.pngA 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 idea group.png naval ideas.
  • owns a province with a port.
Is triggered only by

the five year pulse I.

Base weight: 100

Event button 547.png
Excellent.

The country gains Heavy ship.png 3 heavy ships in a random own province with a port.

id

Msg event.pngDisaster 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 idea group.png naval ideas.
  • does not have the modifier “Grieving Sailors”.
Is triggered only by

the five year pulse I.

Base weight: 100

Event button 547.png
Let them grieve.

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

  • Morale of navies.png −10% morale of navies.
Event button 547.png
So, we lose some readiness.

The country:

  • loses Military power.png25 military power.
id

Msg event.pngMissed 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 idea group.png naval ideas.
Is triggered only by

the five year pulse I.

Base weight: 100

Event button 547.png
May the sea consume them.

The country:

  • loses Manpower.png70% of a yearly manpower growth.
id

Msg event.pngRotting 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 idea group.png 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 I.

Base weight: 100

Event button 547.png
Fix it where you can.

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

  • Naval maintenance modifier.png +10% naval maintenance modifier.
Event button 547.png
Stick to the normal schedule.

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

  • Ship durability −5% ship durability.
id

Msg event.pngShipyard 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 idea group.png 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 I.

Base weight: 100

Event button 547.png
Curses!

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

  • Local shipbuilding time.png +25% local shipbuilding time.

Footnotes[edit | edit source]

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