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Republic events

This is a list of events available to republics (from /Europa Universalis IV/events/Republics.txt). An event may occur every 3 years.

Contents

Rise of a despotEdit

id

 Rise of a Despot (republic)

The lack of respect for the republic has slowly eroded its foundations. To preserve the stability of the state, $MONARCHTITLE$ $MONARCH$ has proclaimed $RULER_O_PRONOUN$self dictator for life.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, does not have government reform Dutch Republic
  • Is not a colonial nation
  •   Republican tradition is less than 1, or 40 if DLC   Res Publica is active
  • Does not have government reform Revolutionary Republic, Pirate Republic, Pirate King, War Against the World Doctrine or Black Market Consortium
Mean time to happen

240 months
Modifiers

  •   Republican tradition is less than
    • 30: ×0.5
    • 20: ×0.5
    • 10: ×0.5
    • 1: ×0.01

Immediate effects

Hidden effect:

  • If the   Res Publica expansion is active and the country is not   tribal,

 
Long live $MONARCH$!
  • None
id

 Rise of a Despot (revolutionary republic at low tradition)

The lack of respect for the republic has slowly eroded its foundations. To preserve the stability of the state, $MONARCHTITLE$ $MONARCH$ has proclaimed $RULER_O_PRONOUN$self dictator for life.
 
Trigger conditions
  •   Republican tradition is less than 1
  • Has the Revolutionary Republic government reform
Mean time to happen

1 month


 
Long live $MONARCH$!
  • If government is not   monarchy, change to monarchy, with a free choice of tier 1 reform
  • Enact the Revolutionary Empire reform
id

 Rise of a Despot (revolutionary republic via faction)

The lack of respect for the republic has slowly eroded its foundations. To preserve the stability of the state, $MONARCHTITLE$ $MONARCH$ has proclaimed $RULER_O_PRONOUN$self dictator for life.
 
Trigger conditions
  • DLC   Rights of Man is active
  • The   Imperials faction is in power
  •   Republican tradition is less than 41
  • Has the Revolutionary Republic government reform
Mean time to happen

12 months


 
Long live $MONARCH$!
  • If government is not   monarchy, change to monarchy, with a free choice of tier 1 reform
  • Enact the Revolutionary Empire government reform

GenericEdit

id

 Republican Traditions debated

Our young and fragile republic is experiencing severe debates, some even turning violent, between supporters of the old regime, and the sturdy defenders of liberty and freedom. How shall we react to this?
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
  •   Republican tradition is less than 50
Mean time to happen

120 months


 
We need a King!
  • Lose   25 republican tradition
  • Gain   10 prestige
 
The Republic is sacred!
  • Gain   20 republican tradition
  • Lose   1 stability
id

 Freetraders winning debates

The freetraders are increasingly popular, and seem to have how a majority of the support in the parliament now. They are advocating that we must reduce our mercantilistic tendencies.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
  •   Republican tradition is less than 50
Mean time to happen

120 months


 
Freetraders we must be
  • Gain   2 republican tradition
  • Lose   3% mercantilism
 
Mercantilism is vital for the state
  • Lose   2 republican tradition
  • Gain   3% mercantilism
id

 The Trial

My most noble $MONARCHTITLE$, your eldest son is on trial for corruption and bribery. There is no doubt that the charges are true, the conviction of your eldest son would be a serious personal blow to you. On the other hand we could of course interfere in the trial and secure his innocence.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
Is triggered only by

a three year pulse.
Modifiers

  • Is at war: ×3

 
Withdraw from public life
  • Gain   5 republican tradition
  • Lose   40 administrative power
  • Lose   40 diplomatic power
  • Lose   40 military power
  • If   corruption is at least 0.01:
    • Lose   0.5 corruption
 
See him acquitted
  • Lose   5 republican tradition
  • Gain   20 administrative power
  • Gain   20 diplomatic power
  • Gain   20 military power
  • Gain   0.5 corruption
id

 A New Coin

In times past the $MONARCHTITLE$ used to be on the reverse side of the coins, now the republic rejects such personality cults. If we were to issue a new high purity coin we could improve people's faith in the coinage and of course all should remember who did this.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
Is triggered only by

a three year pulse.


 
Reject the Reform
  • Gain   2% inflation
 
Let the coins be issued
  • Lose   10 republican tradition
id

 Foreign Plots?

Wild rumors are circulating about our nobility plotting with foreign powers. Hysteria grows and the mood is fearful. The people demand that we strike at the traitors, but wiser minds say that we must let the tradition of republican justice take its course.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
Is triggered only by

a three year pulse.
Modifiers

  • Treasury contains less than   0.5 years' worth of income: ×1.5

 
Seize them and their wealth
  • Gain   ducats equal to 0.5 years of income
  • Lose   10 republican tradition
 
Justice is above all
  • Lose   1 stability
id

 Expand the Bodyguard

The office of $MONARCHTITLE$ is challenged by enemies within and without, and thus a strong personal bodyguard is essential to ensure that [Root.Monarch.GetSheHe] remains in power. The turbulent politics of our time require this, but there are those who decry it, claiming that this new trend displays aristocratic tendencies and subverts the traditions of the Republic.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
  •   Stability is less than +3
  •   Republican tradition less than 80
Is triggered only by

a three year pulse.
Modifiers

  • Treasury contains less than   0.5 years' worth of income: ×2

 
Do it!
  • Gain   1 stability or, if stability is +3, gain   100 administrative power
  • Lose   10 republican tradition
 
It would violate our Republican Ideals!
  • Gain   5 republican tradition
id

 The Firebrand Preacher

A preacher has appeared prophesying the end of all we know and a new beginning. The preacher gained traction with our recent war but he isn't really pushing for the kind of republic we know. We could challenge him to a trail by fire, but this could create internal problems just when we need unity.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
  • Religion is in Christian group
  • Is at war
  •   War exhaustion is at least 10
Is triggered only by

a three year pulse.


 
Allow it!
  • Lose   10 war exhaustion
  • Lose   10 republican tradition
 
Give him a Trial by Fire!
  • Lose   1 stability
id

 Noble Plot

With the republic looking fragile rumors have reached us that nobles are plotting to bring in hereditary succession to our great Republic.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
  •   Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers

  •   Republican tradition is less than 70: ×1.5
  •   Republican tradition is less than 50: ×2
  •   Republican tradition is less than 30: ×3
  •   Republican tradition is less than 10: ×5

 
This is concerning
  • Lose   1 stability
id

 Division in the Council

The republic functions because of the agreed common purpose of the rulers who in turn represent the settled will of the ruled. Our republic has been turning back on the traditions that made us strong. The lack of cohesion in our ruling council is costing us militarily.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
  •   Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers

  •   Republican tradition is less than 70: ×1.5
  •   Republican tradition is less than 50: ×2
  •   Republican tradition is less than 30: ×3
  •   Republican tradition is less than 10: ×5

 
This is not good!
  • Lose   50 military power
id

 Disputes affecting governments

Republic's are successful when the important families are ready to put the republic's interest on a par with their own. Currently our republican traditions are under pressure and families are putting their own interests ahead of the republics. This is hurting our ability to govern, as consensus is harder to achieve.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
  Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers

  •   Republican tradition is less than 70: ×1.5
  •   Republican tradition is less than 50: ×2
  •   Republican tradition is less than 30: ×3
  •   Republican tradition is less than 10: ×5

 
This is bad!
  • Lose   50 administrative power
id

 Trade Wars

We always encouraged health competition between our merchants, but at the same time they always put the greater interest of the republic first. We would work together to ensure that the republic's trade was strengthened against the interest of rivals. Now this tradition is waning and the merchant class is becoming increasing fratricidal. This is hurting our country...
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
  •   Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers

  •   Republican tradition is less than 70: ×1.5
  •   Republican tradition is less than 50: ×2
  •   Republican tradition is less than 30: ×3
  •   Republican tradition is less than 10: ×5

 
Something has to be done!
  • Lose   50 diplomatic power
id

 Ceremony Disrupted

One of the core parts of a republic are the great ceremonies of state. This is a time where disagreements and disputes between the patricians are put on hold so we can display our unity of purpose and show the world our strength. At a recent ceremony disgruntled elements turned their backs on our traditions to air their disagreements with the ruling council.
 
Trigger conditions
  • Government is republic
  • If DLC   Res Publica is active, government is not Dutch Republic
  •   Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers

  •   Republican tradition is less than 70: ×1.5
  •   Republican tradition is less than 50: ×2
  •   Republican tradition is less than 30: ×3
  •   Republican tradition is less than 10: ×5

 
Far from ideal!
  • Lose   10 prestige

Merchant republicsEdit

See also: Republic factions events
id

 Trade Focus


Some members of our parliament feel that we're not putting enough focus on national trade. It's pretty clear to everyone that we're not exactly dominating trade in this area but we could certainly do worse, at least that's what the other members are claiming. If our previous track record is anything to go by, our parliament are not very likely to come to any sort of agreement anytime soon unless someone is able to talk some sense into them.


 
Trigger conditions
  • Country flag trade_focus is not set
  • Government is Merchant Republic
  • Does not have country modifier “Recruitment of Merchants” or “Increased Merchant Efficiency”
Is triggered only by

(please describe trigger here) 1 day


 
We need more merchants
  • Set country flag trade_focus
  • Gain country modifier “Recruitment of Merchants” for 1825 days
 
It's efficiency we lack
  • Set country flag trade_focus
  • Gain country modifier “Increased Merchant Efficiency” for 1825 days
id

 Trade Expansion


Discussions regarding ways to expand our trade have been ongoing in the Parliament for some time now. We already have exclusive control over a local trade node but there are many who are enticed by the possibilities of overseas trading. Others are convinced that the risks are too great and that more money could be made at home.


 
Trigger conditions
  • Government is Merchant Republic
  • Has at least 1 port
  • None of:
    • colony = 1
  • Has   Maritime idea 2 “Merchant Marine”
  • Has discovered North America, South America, South China, or Japan
  • Does not have country modifier “Local Trade Focus” or “Overseas Trade Focus”
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Ruler's   military skill is at least 4: ×0.9
  • Ruler's   military skill is at least 5: ×0.9
  • Ruler's   military skill is at least 6: ×0.9
  • Ruler's   military skill is less than 1: ×1.1
  • Has idea “Quest for the New World”: ×0.9
  • Has idea “Merchant Adventures”: ×0.9
  • Has idea “Land of Opportunity”: ×0.9
  • Has idea “Colonial Ventures”: ×0.9

 
Local trade is where our focus should be
  • Gain country modifier “Local Trade Focus” for 3650 days
 
Perhaps it's time to broaden our horizons
  • Gain country modifier “Overseas Trade Focus” for 3650 days
id

 Budgetary Disagreements


Our parliament seems to have some real difficulties coming to terms with how to govern our nation, whether it's agreeing on a budget, taxes, port duties or trade and customs policies. This time it's the budget, should more money be invested into research or be set aside for unforeseen expenses in the future?


 
Trigger conditions
  • Government is Merchant Republic
  • Does not have   Treasurer advisor
  • Ruler's   administrative skill is less than 1
  • Does not have country modifier “budgetary_disagreements_timer”
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Stability is less than −1: ×0.8
  •   Stability is less than −2: ×0.8
  •   Stability is at least +2: ×1.2
  •   Stability is at least +3: ×1.2
  • Has at least 1 loan: ×0.8
  • Has at least 2 loans: ×0.9
  •   Trade efficiency is less than 30%: ×0.9
  •   Trade efficiency is less than 20%: ×0.9
  •   Trade efficiency is at least 70%: ×1.1
  •   Trade efficiency is at least 80%: ×1.1
  •   Production efficiency is less than 30%: ×0.9
  •   Production efficiency is less than 20%: ×0.9
  •   Production efficiency is at least 70%: ×1.1
  •   Production efficiency is at least 80%: ×1.1

 
Invest it all in research
  • Gain   35 diplomatic power
  • (Hidden effect) Gain country modifier “budgetary_disagreements_timer” for 5 days
 
Save some for future expenses
  • Gain   ducats equal to 0.1 years of income
  • (Hidden effect) Gain country modifier “budgetary_disagreements_timer” for 5 days
id

 Disagreements in the Parliament


Our Parliament is divided regarding the proposal to establish a new trade node. Most of them can't see any logical reason to why such a prominent trading nation as our own shouldn't have its own trade node, but as we all know, these things don't come cheap and therefore require careful consideration.


 
Trigger conditions
  • Does not have country modifier “disagreements_in_the_parliament_timer”
  • Government is Merchant Republic
  • Does not have the most   trade power in any node with a merchant present
  • Has at least   250 ducats or monthly income is at least 50 ducats
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Mercantilism is at least 80: ×0.9
  •   Mercantilism is at least 90: ×0.9
  •   Mercantilism is at least 100: ×0.9
  •   Trade efficiency is at least 70%: ×0.9
  •   Trade efficiency is at least 80%: ×0.9
  •   Trade efficiency is less than 30%: ×1.1
  •   Trade efficiency is less than 20%: ×1.1
  •   Production efficiency is less than 30%: ×1.1
  •   Production efficiency is less than 20%: ×1.1
  • Has   Trader advisor: ×0.9

 
Try to mediate between the two parties
  • (Hidden effect) Gain country modifier “disagreements_in_the_parliament_timer” for 3650 days
  • Gain   1 republican tradition
  • Lose   25 diplomatic power
  • Lose   25 military power
 
Propose some other changes
  • (Hidden effect) Gain country modifier “disagreements_in_the_parliament_timer” for 3650 days
  • Lose   1 stability
id

 Misdirected Focus


A few members of our parliament are convinced that we're putting too much focus on military operations instead of concentrating on expanding our trade. They are complaining that too many investments are being directed into financing our military but almost nothing to improve our trade conditions.


 
Trigger conditions
  • Does not have country modifier “Military Focus” or “Trade Focus”
  • Government is Merchant Republic
  • Trade accounts for less than 25% of national income
  • Is at war
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Trade efficiency is less than 40%: ×0.9
  •   Trade efficiency is less than 30%: ×0.9
  •   Trade efficiency is less than 20%: ×0.9
  •   Mercantilism is at least 80: ×0.9
  •   Mercantilism is at least 90: ×0.9
  •   Mercantilism is at least 100: ×0.9
  •   Mercantilism is less than 30: ×1.1
  •   Mercantilism is less than 20: ×1.1
  •   Mercantilism is less than 10: ×1.1
  • Has   Trader advisor: ×0.9
  • Has at least   5 merchants: ×0.9
  • Has at least   4 merchants: ×0.9

 
It's all according to plan
  • Gain country modifier “Military Focus” for 730 days
  • Lose   3 republican tradition
 
Perhaps our focus has been a bit misdirected
  • Gain country modifier “Trade Focus” for 730 days
  • Lose   10 administrative power

Administrative republicsEdit

id

 Parliamentary Problems


$STATESMAN$ has been quite busy lately, proposing new changes, one after the other. Although you could argue that they are only doing their job, their constant interference and attitude of 'knowing it all' in any matter even remotely related to politics is causing quite a rift in our parliament, there are even those that think we would do better without $STATESMAN$.


 
Trigger conditions
  • Does not have country modifier “parliamentary_problems_timer”
  • Government is Administrative Republic
  • Has a   Statesman advisor of skill exactly 1
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Does not have   Innovative idea 2 “Pragmatism”: ×0.9
  • Does not have   Innovative idea 1 “Patron of the Arts”: ×0.9
  • Has   Innovative idea 7 “Formalized Officer Corps”: ×1.1
  • Ruler's   administrative skill is less than 2: ×0.9
  • Ruler's   administrative skill is less than 1: ×0.9
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1

Immediate effects
  • Semi-randomly pick a religion for a new advisor, weighted at 75% state religion, 25% minority religion, 10% heathen[2]

 
Find someone to replace $STATESMAN_S_PRONOUN$.
  • (Hidden effect) Gain country modifier “parliamentary_problems_timer” for 1825 days
  • Statesman leaves the country's court
  • Generate a discounted skill 1   Statesman advisor of previously selected religion[3]
  • Lose   10 republican tradition
 
Give the advisor another chance
  • (Hidden effect) Gain country modifier “parliamentary_problems_timer” for 1825 days
  • Lose   1 stability
  • Gain   10 republican tradition

Effects after selecting any option
  • Clean up advisor flags[4]
id

 Heated Debates


Some members of the parliament are having some concerns regarding our increasingly bad reputation, they are claiming that it's having a negative effect on our trade relations. This question has been raised numerous times in the past but not that many have thought it of any consequence. This time the matter is causing some really heated debates though, perhaps we should try to settle things before they get out of hand.


 
Trigger conditions
  • Does not have country modifier “heated_debates_timer”
  • Government is Administrative Republic
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Is at war: ×0.9
  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +3: ×1.1
  •   Stability is at least +2: ×1.1
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1

 
That is probably wise
  • (Hidden effect) Gain country modifier “heated_debates_timer” for 1825 days
  • Lose   ducats equal to 0.25 years of income
 
It's not really a problem
  • (Hidden effect) Gain country modifier “heated_debates_timer” for 1825 days
  • Lose   1 stability
id

 Offense or Defense


The ongoing war has led to some serious conflicts in parliament. On the one side there are those arguing that there is nothing to be gained by allowing the war to drag on while others are convinced that there's no turning back. Unfortunately their inability to come to some sort of agreement does nothing to improve our current situation but rather the contrary.


 
Trigger conditions
  • Does not have country modifier “Increased Offensive” or “Increased Defensive”
  • Government is Administrative Republic
  • Is at war
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.1
  •   Stability is at least +3: ×1.1
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1
  • Ruler's   military skill is at least 4: ×1.1
  • Ruler's   military skill is at least 5: ×1.1
  • Ruler's   military skill is at least 6: ×1.1

 
Offense is probably the only option
  • Gain country modifier “Increased Offensive” for 3650 days
  • Lose   1 stability
 
Defense sounds better at this stage
  • Gain country modifier “Increased Defensive” for 3650 days
  • Lose   1 stability
id

 Conflicting Opinions


It seems there is always a small group of the parliament that can't agree with the others. Regardless of the matter at hand this particular group always have a different opinion than everyone else.


 
Trigger conditions
  • Does not have country modifier “conflicting_opinions_timer”
  • Government is Administrative Republic
  • Ruler's   military or   administrative skill is less than 2
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Has   Economic idea 7 “Smithian Economics”: ×1.1
  • Does not have   Economic idea 1 “Bureaucracy”: ×0.9
  • At least 1 province is controlled by rebels: ×0.9
  • At least 2 provinces are controlled by rebels: ×0.9
  • Has   Statesman advisor: ×1.1
  • Has a level 3   Statesman advisor: ×1.1

 
It's probably best to leave things as they are
  • (Hidden effect) Gain country modifier “conflicting_opinions_timer” for 3650 days
  • Lose   8 prestige
 
Some restructuring might be needed
  • (Hidden effect) Gain country modifier “conflicting_opinions_timer” for 3650 days
  • Lose   1 stability
id

 An infiltrator in Parliament


There is a spy among us! Somehow a spy has managed to infiltrate our parliament and all of a sudden everyone is a suspect. We haven't managed to find out who sent him yet but since our relations with some of our neighbors are somewhat strained at the moment it was probably one of them.


 
Trigger conditions
  • Does not have country modifier “traitor_in_parliament_timer”
  • Government is Administrative Republic
  • Any known country:
    • Is at war with (Our country)
    • Has   Spymaster or   Inquisitor advisor
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   War exhaustion is at least 2: ×0.9
  •   War exhaustion is at least 4: ×0.9
  •   War exhaustion is at least 6: ×0.9
  •   War exhaustion is at least 8: ×0.9
  •   Stability is at least +2: ×1.1
  •   Stability is at least +3: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 4: ×1.1

 
That's not possible
  • (Hidden effect) Gain country modifier “traitor_in_parliament_timer” for 1825 days
  • Every country that we are at war with:
    • Gain   5 army tradition
 
That's the only reasonable explanation
  • (Hidden effect) Gain country modifier “traitor_in_parliament_timer” for 1825 days
  • Gain   2 unrest in the capital
id

 A Traitor in the Parliament


It would appear as though a member of our parliament has been selling secrets to our enemies. How would you otherwise explain the fact that they all of a sudden seem able to predict our every move? These were decisions that were never discussed outside the Parliament building.


 
Trigger conditions
  • Does not have country modifier “bad_relations_timer”
  • Government is Noble Republic
  • Any neighbouring country:
    • Opinion of (Our country) is less than 0
    • Has   Spymaster or   Inquisitor advisor
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Has a level 3   Spymaster advisor: ×1.2
  • Has   Spymaster advisor: ×1.2
  • Has   Inquisitor advisor: ×1.2

 
Of course it was one of them
  • (Hidden effect) Gain country modifier “bad_relations_timer” for 1825 days
  • One random country that has a border with us and opinion of us less than 0:
    • Gain opinion modifier “Traitor” towards (Our country)
 
It's better to play it safe until we know more
  • (Hidden effect) Gain country modifier “bad_relations_timer” for 1825 days
  • Lose   8 prestige

Noble republicsEdit

id

 Political Chaos


Our Parliament's indecisiveness and inability to make any kind of decision has created near chaos. Every member is trying their utmost to get their voice heard but refusing to acknowledge the opinions of anyone else.


 
Trigger conditions
  • Does not have country modifier “political_chaos_timer”
  • Government is Noble Republic
  • Ruler's   administrative skill is less than 2
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Ruler's   military skill is less than 2: ×0.9
  • Ruler's   military skill is at least 4: ×1.1
  • Ruler's   military skill is at least 5: ×1.1
  • Ruler's   military skill is at least 6: ×1.1
  •   Stability is at least +3: ×1.1
  •   Stability is at least +2: ×1.1
  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9

 
That's just the nature of politics
  • (Hidden effect) Gain country modifier “political_chaos_timer” for 1825 days
  • Gain   2 unrest in the capital
 
Some restructuring might be necessary
  • (Hidden effect) Gain country modifier “political_chaos_timer” for 1825 days
  • Lose   ducats equal to 0.1 years of income
  • Gain   1 stability or, if stability is +3, gain   100 administrative power
id

 Influenced Decisions


It has been brought to your attention that a certain member of our Parliament has been accepting bribes from several different sources for influencing all kinds of national decisions.


 
Trigger conditions
  • Does not have country modifier “influenced_decisions_timer”
  • Government is Noble Republic
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.1
  •   Stability is at least +3: ×1.1
  • Ruler's   administrative skill is less than 1: ×0.9
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1

 
It has to stop
  • (Hidden effect) Gain country modifier “influenced_decisions_timer” for 1825 days
  • 50% chance of:
    • Lose   1 stability
 
That can't be true
  • (Hidden effect) Gain country modifier “influenced_decisions_timer” for 1825 days
  • Gain   0.5 corruption
id

 Financial Disagreements


Our economy isn't what it has been. The treasury is almost empty and our parliament can't seem to figure out how to handle the situation or the reasons for it to happen in the first place. Minting more money is always an option of course or raising taxes, either way they are waiting for you to make a decision.


 
Trigger conditions
  • Does not have country modifier “financial_disagreements_timer”
  • Government is Noble Republic
  • Has at least 1 loan
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Has   Treasurer advisor: ×1.2
  • Has   Master of Mint advisor: ×1.2
  • Has level 3   Treasurer advisor: ×1.2
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1
  • Has at least 2 loans: ×0.8
  •   Inflation is at least 4%: ×0.9
  •   Inflation is at least 6%: ×0.9
  •   Inflation is at least 8%: ×0.9
  •   Inflation is at least 10%: ×0.9
  • Ruler's   administrative skill is less than 1: ×0.9

 
Mint more money
  • (Hidden effect) Gain country modifier “financial_disagreements_timer” for 1825 days
  • Gain   ducats equal to 0.25 years of income
  • Gain   4% inflation
 
Raise taxes
  • (Hidden effect) Gain country modifier “financial_disagreements_timer” for 1825 days
  • Gain   ducats equal to 0.25 years of income
  • Lose   1 stability
id

 Military Spending


Some members of parliament are complaining that we're spending too much money on our military. Many of them are convinced that our production and trade will suffer if we don't cut back on military expenses.


 
Trigger conditions
    • Does not have country modifier “Trade and Production Cutbacks” or “Military Cutbacks”
  • Government is Noble Republic
  • Is at war
  • At least one of:
    •   Trade efficiency is less than 40%
    •   Production efficiency is less than 40%
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Manpower reserves are at least 70% of maximum: ×0.9
  •   Manpower reserves are at least 80% of maximum: ×0.9
  •   Manpower reserves are at least 90% of maximum: ×0.9
  •   Production efficiency is less than 30%: ×0.9
  •   Production efficiency is less than 20%: ×0.9
  •   Trade efficiency is less than 30%: ×0.9
  •   Trade efficiency is less than 20%: ×0.9
  • Ruler is a   general: ×0.9
  • Ruler's   military skill is at least 6: ×0.9
  • Ruler's   military skill is at least 5: ×0.9
  • Ruler's   military skill is less than 1: ×1.2
  • Has   Army Reformer advisor: ×0.9
  • Has   Army Organizer advisor: ×0.9
  • Has   Military Engineer advisor: ×0.9
  • Has   Naval Reformer advisor: ×0.9
  • Has   Natural Scientist advisor: ×1.2
  • Has   Trader advisor: ×1.2

 
Well, trade and production aren't as important
  • Gain country modifier “Trade and Production Cutbacks” for 730 days
 
Cut back on military expenses
  • Gain country modifier “Military Cutbacks” for 730 days

Constitutional republicsEdit

 A Strong Army or Navy?

Our Parliament is divided in regards to our military focus, some of them are advocating for a grand navy while others are more interested in a large army. Although some sort of middle way would be possible, most of them would prefer that we increased the size of our navy.
 
Trigger conditions
  • Does not have country modifier “Increased Naval”
  • Does not have country modifier “Increased Land”
  • Government is Constitutional Republic
  • Has   Maritime idea 1 “Seahawks”
  • Has   Offensive idea 1 “Bayonet Leaders”
  • Has at least 1 port
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Has at least 2 ports: ×0.9
  • Ruler's   military skill is at least 4: ×0.9
  • Ruler's   military skill is at least 5: ×0.9
  • Ruler's   military skill is at least 6: ×0.9
  • Ruler is a   general: ×0.9
  • Has   Naval Reformer advisor: ×0.9
  • Has   Navigator advisor: ×0.9
  • Has   Army Reformer advisor: ×1.1
  • Has   Grand Captain advisor: ×1.1
  • Has   Army Organizer advisor: ×1.1

 
A large navy is the only option
  • Gain country modifier “Increased Naval” for 3650 days
 
A large army would be more beneficial
  • Gain country modifier “Increased Land” for 3650 days
  • 20% chance of:
    • Lose   1 stability
id

 Military Leniency


Some members of our parliament feel that we are too lenient when it comes to asserting control over what is rightfully ours. They can't understand how we can allow a core province like $PROVINCENAME$ to be controlled by some other country and just sit idly by.


 
Trigger conditions
  • Does not have country modifier “foreign_control_timer”
  • Government is Constitutional Republic
  • Is not at war
  • Any owned core province neighbours a non-owned core province
Is triggered only by

(please describe trigger here) 1 day


 
They fail to see the bigger picture
  • (Hidden effect) Gain country modifier “foreign_control_timer” for 1825 days
  • Lose   5 prestige
  • Lose   2 republican tradition
 
It's not of any interest anymore
  • (Hidden effect) Gain country modifier “foreign_control_timer” for 1825 days
  • Lose   1 stability
  • Gain   1 republican tradition
id

 Too many liberties


A few members of our parliament are of the opinion that $MONARCH$ has been taking a few too many liberties lately when it comes to governing our nation. Some are even claiming that $MONARCH$ seem to lack any respect whatsoever for both the constitution and the rest of the parliament.


 
Trigger conditions
  • Does not have country modifier “too_many_liberties_timer”
  • Government is Constitutional Republic
  • Is not in a regency
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Ruler is a   general: ×0.9
  • Ruler's   diplomatic skill is less than 1: ×0.9
  • Ruler's   diplomatic skill is at least 4: ×1.1
  • Ruler's   diplomatic skill is at least 5: ×1.1
  • Ruler's   diplomatic skill is at least 6: ×1.1

 
They are exaggerating
  • (Hidden effect) Gain country modifier “too_many_liberties_timer” for 1825 days
  • Lose   2 prestige
  • Gain   1 republican tradition
 
Take appropriate measurements
  • (Hidden effect) Gain country modifier “too_many_liberties_timer” for 1825 days
  • Gain   2 unrest in the capital
  • Lose   1 republican tradition
id

 Economic Decisions


Our parliament is constantly exploring different ways to bring more money into our state treasury but as always there are disagreements regarding the best strategy. A heavy tax raise would improve the state of our treasury considerably but it is also very likely to upset the populace, a small raise on the other hand wouldn't improve our finances as much but wouldn't cause that many protests either.


 
Trigger conditions
  • Does not have country modifier “Short Term Boost” or “Long Term Boost”
  • Government is Constitutional Republic
  • Has a   Treasurer,   Master of Mint or   Trader advisor
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Is bankrupt: ×0.8
  • Has at least 1 loan: ×0.9
  • Has at least 2 loans: ×0.9
  • Has at least 3 loans: ×0.9
  • Has a skill 2   Treasurer advisor: ×0.9
  • Has a skill 3   Treasurer advisor: ×0.9
  • Has a skill 3   Statesman advisor: ×0.9

 
A short-term solution is probably the best option
  • Gain country modifier “Short Term Boost” for 365 days
 
Consider the long-term consequences
  • Gain country modifier “Long Term Boost” for 730 days
  • Gain   1 republican tradition
id

 Military Expenses


Several members of our parliament are complaining that the costs of maintaining such a large army are too big for our current budget.


 
Trigger conditions
  • Does not have country modifier “military_maintenance_timer”
  • Does not have country modifier “Decreased Military Funding”
  • Government is Constitutional Republic
  • army_size_percentage = 0.7
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Has   Treasurer advisor: ×0.9
  • Has   Master of Mint advisor: ×0.9
  • Has   Naval Reformer advisor: ×1.1
  • Has   Army Reformer advisor: ×1.1
  • Has   Army Organizer advisor: ×1.1
  • Ruler is a   general: ×1.2
  • Ruler's   military skill is at least 4: ×1.1
  • Ruler's   military skill is at least 5: ×1.1
  • Ruler's   military skill is at least 6: ×1.1
  • Has at least 1 loan: ×0.9
  • Has at least 2 loans: ×0.9

 
Convince them that we can afford it
  • (Hidden effect) Gain country modifier “military_maintenance_timer” for 730 days
  • Lose   ducats equal to 0.1 years of income
 
Agree to make some cutbacks
  • Set country flag military_maintenance
  • Gain country modifier “Decreased Military Funding” for 730 days
  • Gain   1 republican tradition

Revolutionary republicsEdit

See also: Revolutionary republic factions events
id

 Sympathizers of the Old Government


It would appear as though a few members of our parliament still sympathize with the former government. Neither of them will admit it of course, but their behavior is rather suspicious at times. It might be a good idea to investigate where their real allegiances lay.


 
Trigger conditions
  • Does not have country modifier “sympathisers_of_old_government_timer”
  • Government is Revolutionary Republic
  • Ruler's   military skill is less than 2
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Ruler's   administrative skill is less than 1: ×0.9
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1
  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.1
  •   Stability is at least +3: ×1.1
  • Ruler is a   general: ×1.1
  • Has   Statesman advisor: ×1.1

 
That won't be necessary
  • (Hidden effect) Gain country modifier “sympathisers_of_old_government_timer” for 1825 days
  • Gain   5 unrest in the capital
  • Gain   1 republican tradition
 
Get to it
  • (Hidden effect) Gain country modifier “sympathisers_of_old_government_timer” for 1825 days
  • Lose   ducats equal to 0.2 years of income
  • Lose   1 republican tradition
id

 A New Constitution


Despite the considerable time and effort dedicated to the establishment of a new constitution, our parliament can't seem to agree on a common goal. So far, not a single proposition has been accepted by all parties and all normal activities have come to a standstill.


 
Trigger conditions
  • Does not have country modifier “a_new_constitution_timer”
  • Government is Revolutionary Republic
  • Does not have   Economic idea 4 “Debt and Loans”
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Does not have   Economic idea 2 “Organized Construction”: ×0.9
  • Does not have   Economic idea 1 “Bureaucracy”: ×0.9
  • Ruler's   administrative skill is less than 1: ×0.9
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1
  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.1
  •   Stability is at least +3: ×1.1

Immediate effects
  • Semi-randomly pick a religion for a new advisor, weighted at 75% state religion, 25% minority religion, 10% heathen[2]

 
It will be solved soon enough
  • (Hidden effect) Gain country modifier “a_new_constitution_timer” for 1825 days
  • 40% chance of:
    • Lose   1 stability
  • Gain   2 republican tradition
 
Request some help
  • (Hidden effect) Gain country modifier “a_new_constitution_timer” for 1825 days
  • Lose   ducats equal to 0.3 years of income
  • Generate a discounted skill 3   Statesman advisor of previously selected religion[3]
  • Gain   1 republican tradition

Effects after selecting any option
  • Clean up advisor flags[4]
id

 Areas of Research


Every member of our parliament is requesting more money to be invested in a different area. Our army needs funding but so does our trade and production and let's not forget about our navy.


 
Trigger conditions
  • Does not have country modifier “Even Spread of Investment”
  • Does not have country modifier “areas_of_research_timer”
  • Government is Revolutionary Republic
  • Has one of the following advisor types:
    •   Naval Reformer
    •   Army Reformer
    •   Army Organizer
    •   Master Recruiter
    •   Trader
    •   Natural Scientist
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.1
  •   Stability is at least +3: ×1.1
  • Ruler's   administrative skill is less than 1: ×0.9
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1
  • Has a level 3   Statesman advisor: ×1.1

 
An even spread should do the trick
  • Gain country modifier “Even Spread of Investment” for 730 days
  • Gain   1 republican tradition
 
There's no need for any extra investments
  • (Hidden effect) Gain country modifier “areas_of_research_timer” for 730 days
  • Gain   3% inflation
  • Gain   ducats equal to 0.25 years of income
id

 Lack of Support


Some members of our parliament seem to think that $MONARCH$ has held his office long enough and are arguing for a new election. Apparently the reason for this is grounded in a disagreement they had with $MONARCH$ a short while ago regarding the implementation of a new financial reform.


 
Trigger conditions
  • Does not have country modifier “premature_election_timer”
  • Does not have country modifier “Financial Arguments”
  • Government is Revolutionary Republic
  • Is not in a regency
  • Ruler's   diplomatic skill is less than 2
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Ruler's   diplomatic skill is less than 1: ×0.9
  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.1
  •   Stability is at least +3: ×1.1
  • Has at least 1 loan: ×0.9
  • Has at least 2 loans: ×0.9
  •   Inflation is at least 4%: ×0.9
  •   Inflation is at least 8%: ×0.9
  •   Inflation is at least 12%: ×0.9

 
Ignore them
  • Gain country modifier “Financial Arguments” for 730 days
  • Lose   1 republican tradition
 
Agree to hear them out once more
  • (Hidden effect) Gain country modifier “premature_election_timer” for 730 days
  • Lose   ducats equal to 0.2 years of income
  • Gain   1 republican tradition
id

 Anxious Parliament


$SPYMASTER$, always being a rather suspicious person has managed to convince several members of parliament that a counter revolution is under works. $SPYMASTER_CAP_ADJ$ doesn't have any real evidence so far but most members seem to take $SPYMASTER_S_PRONOUN$ seriously and are therefore demanding appropriate measures to be taken.


 
Trigger conditions
  • Does not have country modifier “anxious_parliament_timer”
  • Does not have country modifier “Emergency Plan”
  • Government is Revolutionary Republic
  • Has   Spymaster advisor
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Has a skill 3   Spymaster advisor: ×0.8
  • Has   Inquisitor advisor: ×0.8
  • Has a skill 3   Inquisitor advisor: ×0.8
  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.1
  •   Stability is at least +3: ×1.1
  • Ruler's   military skill is less than 1: ×0.8
  • Ruler's   military skill is at least 4: ×1.1
  • Ruler's   military skill is at least 5: ×1.1
  • Ruler's   military skill is at least 6: ×1.1

 
It's nothing to worry about
  • (Hidden effect) Gain country modifier “anxious_parliament_timer” for 730 days
  • 40% chance of:
    • One random owned core province:
 
It's better to be safe than sorry
  • Lose   ducats equal to 0.2 years of income
  • Gain country modifier “Emergency Plan” for 730 days

Republican dictatorshipsEdit

id

 Troublesome Parliament


Our parliament seems to have some difficulties understanding who's in charge of our government. They seem to think it's fully acceptable to make decisions without either informing or discussing the matter with you first. Whatever gave them that idea?


 
Trigger conditions
  • Has country modifier “Increased Centralization” or “Troublesome Parliament”
  • Government is Republican Dictatorship
  • Is not in a regency
  • Ruler's   military or   administrative skill is less than 2
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Ruler's   military skill is less than 1: ×0.9
  • Ruler's   administrative skill is less than 1: ×0.9
  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.1
  •   Stability is at least +3: ×1.1
  • Ruler is a   general: ×1.1

 
Make it a bit more clear to them
  • Gain country modifier “Increased Centralization” for 3650 days
  • Gain   3 unrest in the capital
  • Lose   1 republican tradition
 
Let them think they have a say in things
  • Gain country modifier “Troublesome Parliament” for 730 days
  • Gain   2 republican tradition
id

 Overspending


$TREASURER$ has been complaining constantly for the last few weeks that we're spending more money than our budget allows. $TREASURER_CAP_ADJ$ has always been a bit overdramatic of course but this time $TREASURER_ADJ$ has even managed to convince some of the other members of parliament that it's a real problem.


 
Trigger conditions
  • Does not have country modifier “over_budget_timer”
  • Government is Republican Dictatorship
  •   Stability is at least −2
  • Has   Treasurer advisor
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Has   Statesman advisor: ×1.1
  • Has   Master of Mint advisor: ×0.9
  • Has at least 1 loan: ×0.9
  • Has at least 2 loans: ×0.9
  •   Inflation is at least 5%: ×0.9
  •   Inflation is at least 10%: ×0.9
  • Ruler's   administrative skill is less than 1: ×0.9
  • Ruler's   administrative skill is less than 2: ×0.9
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1

 
Try to convince $TREASURER_O_PRONOUN$ otherwise
  • (Hidden effect) Gain country modifier “over_budget_timer” for 1825 days
  • Lose   ducats equal to 0.1 years of income
 
Let $TREASURER_O_PRONOUN$ worry
  • (Hidden effect) Gain country modifier “over_budget_timer” for 1825 days
  • Lose   1 stability
id

 Embezzlement


It's becoming more and more clear to you that there aren't that many members of the parliament that you can really trust. One of your closest advisors has just been exposed stealing money from the state treasury.


 
Trigger conditions
  • Does not have country modifier “embezzlement_timer”
  • Government is Republican Dictatorship
  • Has advisor yes
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • Is bankrupt: ×0.8
  •   Stability is at least +3: ×1.1
  •   Stability is at least +2: ×1.1
    •   Stability is less than −1: ×0.9
    •   Stability is less than −2: ×0.9
  • Ruler's   administrative skill is at least 6: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 4: ×1.1
    • Ruler's   administrative skill is less than 1: ×0.9

 
There's probably a good explanation for this
  • (Hidden effect) Gain country modifier “embezzlement_timer” for 1825 days
  • Lose   5 prestige
  • Lose   1 republican tradition
 
Get rid of them
  • (Hidden effect) Gain country modifier “embezzlement_timer” for 1825 days
  • 50% chance of:
    • Gain   5 unrest in the capital
  • Gain   1 republican tradition
id

 Planned Coup


According to some fairly trustworthy sources a few members of parliament are planning a coup to have $MONARCH$ replaced. It might be wise to investigate the matter further.


 
Trigger conditions
  • Does not have country modifier “planned_coup_timer”
  • Does not have country modifier “Send out the Spies!”
  • Government is Republican Dictatorship
  • Is not in a regency
  • At least one of:
    • Has a level 3   Army Reformer,   Grand Captain or   Commandant advisor
    •   Overextension is at least 25%
    •   Prestige is less than +1
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.2
  •   Stability is at least +3: ×1.3
  • Ruler's   military skill is at least 6: ×1.1
  • Ruler's   military skill is at least 5: ×1.1
  • Ruler's   military skill is at least 4: ×1.1
    • Ruler's   military skill is less than 1: ×0.9
    • Ruler's   administrative skill is less than 1: ×0.9

 
You can never be too careful
  • Lose   ducats equal to 0.3 years of income
  • Gain country modifier “Send out the Spies!” for 1825 days
  • 20% chance of:
 
They wouldn't dare!
  • (Hidden effect) Gain country modifier “planned_coup_timer” for 1825 days
  • 50% chance of:
id

 Possible Traitors


There are some rumors floating around that certain members of our parliament are actually spies sent by a rivaling nation to infiltrate our government. Apparently you can't trust anyone.


 
Trigger conditions
  • Does not have country modifier “possible_traitors_timer”
  • Does not have country modifier “Counter Espionage”
  • Government is Republican Dictatorship
  • Any neighbouring country:
    • Ruler's   military skill is at least 3
    • Is not allied with our country
    • Does not have a royal marriage with our country
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Stability is less than −1: ×0.9
  •   Stability is less than −2: ×0.9
  •   Stability is at least +2: ×1.2
  •   Stability is at least +3: ×1.3
  • Is at war: ×0.9
  • Ruler's   military skill is less than 1: ×0.9
  • Ruler's   administrative skill is less than 1: ×0.9
  • Ruler's   administrative skill is at least 4: ×1.1
  • Ruler's   administrative skill is at least 5: ×1.1
  • Ruler's   administrative skill is at least 6: ×1.1

 
Confront them
  • (Hidden effect) Gain country modifier “possible_traitors_timer” for 1825 days
  • Choose one random country such that that country:
    • Has a border with our country
    • Ruler's   military skill is at least 3
    • Is not allied to our country
    • Does not have a royal marriage with our country
  • That country:
    • Gains opinion modifier “Confront Spies” towards our country
 
Send a few spies of your own
  • Gain country modifier “Counter Espionage” for 1825 days
  • Lose   10 prestige
  1. Without the   Dharma expansion, change to Despotic Monarchy instead.
  2. 2.0 2.1 See check_if_non_state_advisor_effect in /Europa Universalis IV/common/scripted_effects/01_scripted_effects_for_advisors.txt for details.
  3. 3.0 3.1 See generate_advisor_of_type_and_semi_random_religion_effect in /Europa Universalis IV/common/scripted_effects/01_scripted_effects_for_advisors.txt for details.
  4. 4.0 4.1 See erase_advisor_flags_effect in /Europa Universalis IV/common/scripted_effects/01_scripted_effects_for_advisors.txt for details.