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Republic events

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This is a list of events available to republics [1]. An event may occur every 3 years.

Rise of a despot[edit]

id

Msg event.pngRise 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 type is Government republic.png Republic
  • Either:
  • If DLC Res Publica.png Res Publica is active, Republican tradition.png Republican tradition is less than 40, else it is less than 1
  • Has not enacted following Government reforms:
    • Revolutionary Republic
    • Pirate Republic
    • Pirate King
    • War Against the World Doctrine
    • Black Market Consortium
    • Protectorate Parliament
    • Admirality
Mean time to happen

240 months
Modifiers Republican tradition.png Republican tradition is less than

  • 30: ×0.5
  • 20: ×0.5
  • 10: ×0.5
  • 1: ×0.01

Event button 547.png
Long live $MONARCH$!

If the Res Publica.png Res Publica expansion is active and the country is not Government tribal.png tribal:

Else change to Government monarchy.png Monarchy

id

Msg event.pngRise 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.png Republican tradition is less than 1
  • Has the "Revolutionary Republic" government reform
Mean time to happen

1 month


Event button 547.png
Long live $MONARCH$!
id

Msg event.pngRise 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
  • The Imperials Imperials faction is in power
  • Republican tradition.png Republican tradition is less than 41
  • Has the "Revolutionary Republic" government reform
Mean time to happen

12 months


Event button 547.png
Long live $MONARCH$!


id

Msg event.pngThe Stability of the [Root.GovernmentName]

The following description is used if:
  • Has enacted the “Pirate Republic” government reform
Disputes between the pirate captains and [Root.Monarch.GetTitle] [Root.Monarch.GetName] have spiralled out of control. Not trusting [Root.Monarch.GetName] to give up power of [Root.Monarch.GetHerHis] own accord, the captains have joined forces to depose [Root.Monarch.GetHerHim]. With [Root.Monarch.GetHerHis] body safely swinging from the gallows, they have come together to form a "Mutineer Council" that will guide the [Root.GovernmentName] through this troubled time.
  • Has enacted the “Revolutionary State” government reform
Confidence in the Republic's institutions have deteriorated to the point that there has been widespread talk of a counter-revolutionary coup. With suspicions running high, [Root.Monarch.GetTitle] [Root.Monarch.GetName]'s position has become untenable. In this time of troubles, [Root.GetName]'s leading men in the Committee of Public Safety have taken control of the Republic until stability is restored.''

 
Trigger conditions
  • Republican tradition.png Republican tradition is lower than 20
  • Has enacted the “Revolutionary State” or “Pirate Republic” government reform

Can only happen once per country

Mean time to happen

12 months


Option conditions

Event trigger.pngEnabled if: Has enacted the “Pirate Republic” government reform

Event button 547.png
Long live the mutineers!
  • A new regent (Mutineer Council) comes to power with the following attributes:
    • Fixed Administrative power.png 2 administrative skill
    • Fixed Diplomatic power.png 2 diplomatic skill
    • Fixed Military power.png 2 military skill

Event trigger.pngEnabled if: Has enacted the “Revolutionary State” government reform

Event button 547.png
May their rule be short and successful!
  • A new regent (Committee of Public Safety) comes to power with the following attributes:
    • Fixed Administrative power.png 2 administrative skill
    • Fixed Diplomatic power.png 2 diplomatic skill
    • Fixed Military power.png 2 military skill

Generic[edit]

id

Msg event.pngRepublican 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 type is Government republic.png Republic
  • Either:
  • Republican tradition.png Republican tradition is less than 50
Mean time to happen

120 months


Event button 547.png
We need a King!
  • Lose Republican tradition.png 25 republican tradition
  • Gain Yearly prestige.png 10 prestige
Event button 547.png
The Republic is sacred!
  • Gain Republican tradition.png 20 republican tradition
  • Lose Stability.png 1 stability
id

Msg event.pngFreetraders 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 type is Government republic.png Republic
  • Either:
  • Republican tradition.png Republican tradition is less than 50
Mean time to happen

120 months


Event button 547.png
Freetraders we must be
  • Gain Republican tradition.png 2 republican tradition
  • Lose Mercantilism.png 3% mercantilism
Event button 547.png
Mercantilism is vital for the state
  • Lose Republican tradition.png 2 republican tradition
  • Gain Mercantilism.png 3% mercantilism
id

Msg event.pngThe 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 type is Government republic.png Republic
  • Either:
Is triggered only by

a three year pulse.
Modifiers
Is at war: ×3


Event button 547.png
Withdraw from public life
  • Gain Republican tradition.png 5 republican tradition
  • Lose Administrative power.png 40 administrative power
  • Lose Diplomatic power.png 40 diplomatic power
  • Lose Military power.png 40 military power
  • If Corruption.png corruption is at least 0.01:
    • Lose Corruption.png 0.5 corruption
Event button 547.png
See him acquitted
  • Lose Republican tradition.png 5 republican tradition
  • Gain Administrative power.png 20 administrative power
  • Gain Diplomatic power.png 20 diplomatic power
  • Gain Military power.png 20 military power
  • Gain Corruption.png 0.5 corruption
id

Msg event.pngA 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 type is Government republic.png Republic
  • Either:
Is triggered only by

a three year pulse.


Event button 547.png
Reject the Reform
  • Gain Yearly inflation reduction.png 2% inflation
Event button 547.png
Let the coins be issued
  • Lose Republican tradition.png 10 republican tradition
id

Msg event.pngForeign 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 type is Government republic.png Republic
  • Either:
Is triggered only by

a three year pulse.
Modifiers
Has less than Gold Icon.png 0.5 years' worth of income: ×1.5


Event button 547.png
Seize them and their wealth
  • Gain Gold Icon.png ducats equal to 0.5 years of income
  • Lose Republican tradition.png 10 republican tradition
Event button 547.png
Justice is above all
  • Lose Stability.png 1 stability
id

Msg event.pngExpand 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 type is Government republic.png Republic
  • Either:
  • Stability.png Stability is less than +3
  • Republican tradition.png Republican tradition less than 80
Is triggered only by

a three year pulse.
Modifiers
Has less than Gold Icon.png 0.5 years' worth of income: ×2


Event button 547.png
Do it!
If the country has a stability of less than +3,
  • then it gains Stability.png1 stability,
  • else it gains Administrative power.png50 administrative power.
  • Lose Republican tradition.png 10 republican tradition
Event button 547.png
It would violate our Republican Ideals!
  • Gain Republican tradition.png 5 republican tradition
id

Msg event.pngThe 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 type is Government republic.png Republic
  • Either:
  • Religion is Christian
  • Is at war
  • War exhaustion.png War exhaustion is at least 10
Is triggered only by

a three year pulse.


Event button 547.png
Allow it!
  • Lose War exhaustion.png 10 war exhaustion
  • Lose Republican tradition.png 10 republican tradition
Event button 547.png
Give him a Trial by Fire!
  • Lose Stability.png 1 stability
id

Msg event.pngNoble 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 type is Government republic.png Republic
  • Either:
  • Republican tradition.png Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers
Republican tradition.png Republican tradition is:

  • Less than 70: ×1.5
  • Less than 50: ×2
  • Less than 30: ×3
  • Less than 10: ×5

Event button 547.png
This is concerning
  • Lose Stability.png 1 stability
id

Msg event.pngDivision 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 type is Government republic.png Republic
  • Either:
  • Republican tradition.png Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers
Republican tradition.png Republican tradition is:

  • Less than 70: ×1.5
  • Less than 50: ×2
  • Less than 30: ×3
  • Less than 10: ×5

Event button 547.png
This is not good!
  • Lose Military power.png 50 military power
id

Msg event.pngDisputes 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 type is Government republic.png Republic
  • Either:
  • Republican tradition.png Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers
Republican tradition.png Republican tradition is:

  • Less than 70: ×1.5
  • Less than 50: ×2
  • Less than 30: ×3
  • Less than 10: ×5

Event button 547.png
This is bad!
  • Lose Administrative power.png 50 administrative power
id

Msg event.pngTrade 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 type is Government republic.png Republic
  • Either:
  • Republican tradition.png Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers
Republican tradition.png Republican tradition is:

  • Less than 70: ×1.5
  • Less than 50: ×2
  • Less than 30: ×3
  • Less than 10: ×5

Event button 547.png
Something has to be done!
  • Lose Diplomatic power.png 50 diplomatic power
id

Msg event.pngCeremony 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 type is Government republic.png Republic
  • Either:
  • Republican tradition.png Republican tradition is less than 80
Is triggered only by

a three year pulse.
Modifiers
Republican tradition.png Republican tradition is:

  • Less than 70: ×1.5
  • Less than 50: ×2
  • Less than 30: ×3
  • Less than 10: ×5

Event button 547.png
Far from ideal!
  • Lose Yearly prestige.png 10 prestige

Merchant republics[edit]

See also: Republic factions events
id

Msg event.pngTrade 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
  • Uses Merchant Republic Mechanics
  • Does not have country modifier “Recruitment of Merchants” or “Increased Merchant Efficiency”

Can only happen once per country

Is triggered only by

a three year pulse.


Event button 547.png
We need more merchants
  • Gain country modifier “Recruitment of Merchants” for Time Icon.png 5 years, giving the following effects:
  • Merchants.png +1 Merchant
Event button 547.png
It's efficiency we lack
  • Gain country modifier “Increased Merchant Efficiency” for Time Icon.png 5 years, giving the following effects:
  • Trade power.png +15% Global trade power
id

Msg event.pngTrade 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
  • Uses Merchant Republic Mechanics
  • Has at least 1 costal province
  • Does not have any colony
  • Has Maritime idea group.png Maritime idea 2 “Merchant Marine”
  • Has discovered North America, South America, South China, or Japan region
  • Does not have country modifier “Local Trade Focus” or “Overseas Trade Focus”
Is triggered only by

a three year pulse.
Modifiers
Ruler's Military power.png military skill is:

  • At least 4: ×0.9
  • At least 5: ×0.9
  • At least 6: ×0.9
  • Less than 1: ×1.1

Has the idea:

  • “Quest for the New World”: ×0.9
  • “Merchant Adventures”: ×0.9
  • “Land of Opportunity”: ×0.9
  • “Colonial Ventures”: ×0.9

Event button 547.png
Local trade is where our focus should be
  • Gain country modifier “Local Trade Focus” for Time Icon.png 10 years, giving the following effects:
  • Trade power.png +5% Domestic trade power
  • Trade power abroad.png -5% Foreign trade power
Event button 547.png
Perhaps it's time to broaden our horizons
  • Gain country modifier “Overseas Trade Focus” for Time Icon.png 10 years, giving the following effects:
  • Trade power.png -5% Domestic trade power
  • Trade power abroad.png +5% Foreign trade power
id

Msg event.pngBudgetary 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
  • Uses Merchant Republic Mechanics
  • Does not have Advisor Treasurer.png Treasurer advisor
  • Ruler's Administrative power.png administrative skill is less than 1
  • Did not had this event in the last 5 days
Is triggered only by

a three year pulse.
Modifiers
Stability.png Stability is:

  • Less than −1: ×0.8
  • Less than −2: ×0.8
  • At least +2: ×1.2
  • At least +3: ×1.2

Has at least:

  • 1 loan: ×0.8
  • 2 loans: ×0.9

Trade efficiency.png Trade efficiency is:

  • Less than 30%: ×0.9
  • Less than 20%: ×0.9
  • At least 70%: ×1.1
  • At least 80%: ×1.1

Production efficiency.png Production efficiency is:

  • Less than 30%: ×0.9
  • Less than 20%: ×0.9
  • At least 70%: ×1.1
  • At least 80%: ×1.1

Event button 547.png
Invest it all in research
  • Gain Diplomatic power.png 35 diplomatic power
Event button 547.png
Save some for future expenses
  • Gain Gold Icon.png ducats equal to 0.1 years of income
id

Msg event.pngDisagreements 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
  • Uses Merchant Republic Mechanics
  • Is not the strongest Trade power.png trade power in any node with a merchant present
  • Has at least Gold Icon.png 250 ducats or monthly income is at least 50 ducats
  • Did not had this event in the last 1 year
Is triggered only by

a three year pulse.
Modifiers
Mercantilism.png Mercantilism is:

  • At least 80: ×0.9
  • At least 90: ×0.9
  • At least 100: ×0.9

Trade efficiency.png Trade efficiency is:

  • At least 70%: ×0.9
  • At least 80%: ×0.9
  • Less than 30%: ×1.1
  • Less than 20%: ×1.1

Production efficiency.png Production efficiency is

  • Less than 30%: ×1.1
  • Less than 20%: ×1.1

Has Advisor Trader.png Trader advisor: ×0.9


Event button 547.png
Try to mediate between the two parties
  • Gain Republican tradition.png 1 republican tradition
  • Lose Diplomatic power.png 25 diplomatic power
  • Lose Military power.png 25 military power
Event button 547.png
Propose some other changes
  • Lose Stability.png 1 stability
id

Msg event.pngMisdirected 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
  • Uses Merchant Republic Mechanics
  • Trade accounts for less than 25% of national income
  • Is at war
  • Does not have country modifier “Military Focus” or “Trade Focus”
Is triggered only by

a three year pulse.
Modifiers
Trade efficiency.png Trade efficiency is:

  • Less than 40%: ×0.9
  • Less than 30%: ×0.9
  • Less than 20%: ×0.9

Mercantilism.png Mercantilism is:

  • At least 80: ×0.9
  • At least 90: ×0.9
  • At least 100: ×0.9
  • Less than 30: ×1.1
  • Less than 20: ×1.1
  • Less than 10: ×1.1

Has at least:

  • Merchants.png 5 merchants: ×0.9
  • Merchants.png 4 merchants: ×0.9

Has Advisor Trader.png Trader advisor: ×0.9


Event button 547.png
It's all according to plan
  • Gain country modifier “Military Focus” for Time Icon.png 2 years, giving the following effects:
    • Infantry cost.png -5% Infantry cost
    • Cavalry cost.png -5% Cavalry cost
    • Trade efficiency.png -2% Trade efficiency
  • Lose Republican tradition.png 3 republican tradition
Event button 547.png
Perhaps our focus has been a bit misdirected
  • Gain country modifier “Trade Focus” for Time Icon.png 2 years, giving the following effects:
    • Infantry cost.png +5% Infantry cost
    • Cavalry cost.png +5% Cavalry cost
    • Trade efficiency.png +2% Trade efficiency
  • Lose Administrative power.png 10 administrative power

Administrative republics[edit]

id

Msg event.pngParliamentary 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
  • Government Type is Government republic.png Republic
  • Has a Advisor Statesman.png Statesman advisor of skill exactly 1
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Has Innovative idea group.png Innovative idea:

  • not Idea 2 “Pragmatism”: ×0.9
  • not Idea 1 “Patron of the Arts”: ×0.9
  • Idea 7 “Formalized Officer Corps”: ×1.1

Ruler's Administrative power.png administrative skill is:

  • Less than 2: ×0.9
  • Less than 1: ×0.9
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Event button 547.png
Find someone to replace $STATESMAN_S_PRONOUN$.
  • Current Advisor Statesman.png Statesman leaves the country's court
  • Gain skill 1 Advisor Statesman.png Statesman advisor (50% cheaper to employ)[2]
  • Lose Republican tradition.png 10 republican tradition
Event button 547.png
Give the advisor another chance
  • Lose Stability.png 1 stability
  • Gain Republican tradition.png 10 republican tradition
id

Msg event.pngHeated 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
  • Government Type is Government republic.png Republic
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +3: ×1.1
  • At least +2: ×1.1

Ruler's Administrative power.png administrative skill is:

  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Is at war: ×0.9


Event button 547.png
That is probably wise
  • Lose Gold Icon.png ducats equal to 0.25 years of income
Event button 547.png
It's not really a problem
  • Lose Stability.png 1 stability
id

Msg event.pngOffense 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
  • Government Type is Government republic.png Republic
  • Is at war
  • Does not have country modifier “Increased Offensive” or “Increased Defensive”
Is triggered only by

a three year pulse.
Modifiers
Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +3: ×1.1
  • At least +2: ×1.1

Ruler's Administrative power.png administrative skill is:

  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Ruler's Military power.png military skill is:

  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Event button 547.png
Offense is probably the only option
  • Gain country modifier “Increased Offensive” for Time Icon.png 10 years, giving the following effects:
    • Siege ability.png +10% Siege ability
  • Lose Stability.png 1 stability
Event button 547.png
Defense sounds better at this stage
  • Gain country modifier “Increased Defensive” for Time Icon.png 10 years, giving the following effects:
    • Fort defense.png +20% Fort defense
  • Lose Stability.png 1 stability
id

Msg event.pngConflicting 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
  • Government Type is Government republic.png Republic
  • Ruler's Military power.png military or Administrative power.png administrative skill is less than 2
  • Did not had this event in the last 10 years
Is triggered only by

a three year pulse.
Modifiers
Has Economic idea group.png Economic idea

  • Idea 7 “Smithian Economics”: ×1.1
  • not Idea 1 “Bureaucracy”: ×0.9

Province is controlled by Flag of rebels rebels:

  • At least 1: ×0.9
  • At least 2: ×0.9

Has Advisor Statesman.png Statesman advisor:

  • At least skill 1: ×1.1
  • At least skill 3: ×1.1

Event button 547.png
It's probably best to leave things as they are
  • Lose Yearly prestige.png 8 prestige
Event button 547.png
Some restructuring might be needed
  • Lose Stability.png 1 stability
id

Msg event.pngAn 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
  • Government Type is Government republic.png Republic
  • Any known country:
    • Is at war with us
    • Has Advisor Spymaster.png Spymaster or Advisor inquisitor.png Inquisitor advisor
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.1
  • At least +3: ×1.1

War exhaustion.png War exhaustion is:

  • At least 2: ×0.9
  • At least 4: ×0.9
  • At least 6: ×0.9
  • At least 8: ×0.9

Ruler's Administrative power.png administrative skill is:

  • At least 6: ×1.1
  • At least 5: ×1.1
  • At least 4: ×1.1

Event button 547.png
That's not possible
  • Every countries that we are War.png at war with:
    • Gain Army tradition.png 5 army tradition
Event button 547.png
That's the only reasonable explanation
  • Gain Local unrest.png 2 unrest in the Capital.png capital

Noble republics[edit]

id

Msg event.pngA 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
  • Has enacted "Noble Republic" government reform
  • Any neighbouring country:
    • Opinion towards us is less than 0
    • Has Advisor Spymaster.png Spymaster or Advisor inquisitor.png Inquisitor advisor
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Has a Advisor Spymaster.png Spymaster advisor:

  • At least skill 1: ×1.2
  • At least skill 3: ×1.2

Has Advisor inquisitor.png Inquisitor advisor: ×1.2


Event button 547.png
Of course it was one of them
  • One random neighbouring country with negative opinion towards us:
    • Gain Icon diplomacy relations.png opinion modifier “Traitor” towards us for 5 years, worth:
      • Opinion.png -50 opinion with a yearly decay of 2
Event button 547.png
It's better to play it safe until we know more
  • Lose Yearly prestige.png 8 prestige
id

Msg event.pngPolitical 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
  • Has enacted "Noble Republic" government reform
  • Ruler's Administrative power.png administrative skill is less than 2
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Ruler's Military power.png military skill is:

  • Less than 2: ×0.9
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Stability.png Stability is:

  • At least +3: ×1.1
  • At least +2: ×1.1
  • Less than −1: ×0.9
  • Less than −2: ×0.9

Event button 547.png
That's just the nature of politics
  • Gain Local unrest.png 2 unrest in the capital
Event button 547.png
Some restructuring might be necessary
  • Lose Gold Icon.png ducats equal to 0.1 years of income
If the country has a stability of less than +3,
  • then it gains Stability.png1 stability,
  • else it gains Administrative power.png50 administrative power.
id

Msg event.pngInfluenced 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
  • Has enacted "Noble Republic" government reform
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.1
  • At least +3: ×1.1

Ruler's Administrative power.png administrative skill is:

  • Less than 1: ×0.9
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Event button 547.png
It has to stop

50% chance: Lose Stability.png 1 stability

Event button 547.png
That can't be true
  • Gain Corruption.png 0.5 corruption
id

Msg event.pngFinancial 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
  • Has enacted "Noble Republic" government reform
  • Has at least 1 loan
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Has a Advisor Treasurer.png Treasurer advisor:

  • At least skill 1: ×1.2
  • At least skill 3: ×1.2

Has Advisor Master of Mint.png Master of Mint advisor: ×1.2 Ruler's Administrative power.png administrative skill is:

  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1
  • Less than 1: ×0.9

Yearly inflation reduction.png Inflation is:

  • At least 4%: ×0.9
  • At least 6%: ×0.9
  • At least 8%: ×0.9
  • At least 10%: ×0.9

Has at least 2 loans: ×0.8


Event button 547.png
Mint more money
  • Gain Gold Icon.png ducats equal to 0.25 years of income
  • Gain Yearly inflation reduction.png 4% inflation
Event button 547.png
Raise taxes
  • Gain Gold Icon.png ducats equal to 0.25 years of income
  • Lose Stability.png 1 stability
id

Msg event.pngMilitary 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
  • Has enacted "Noble Republic" government reform
  • Is at war
  • At least one of:
    • Trade efficiency.png Trade efficiency is less than 40%
    • Production efficiency.png Production efficiency is less than 40%
  • Does not have country modifier “Trade and Production Cutbacks” or “Military Cutbacks”
Is triggered only by

a three year pulse.
Modifiers
Manpower.png Manpower reserves are:

  • At least 70% of maximum: ×0.9
  • At least 80% of maximum: ×0.9
  • At least 90% of maximum: ×0.9

Production efficiency.png Production efficiency is:

  • Less than 30%: ×0.9
  • Less than 20%: ×0.9

Trade efficiency.png Trade efficiency is:

  • Less than 30%: ×0.9
  • Less than 20%: ×0.9

Ruler is a Ruler general general: ×0.9
Ruler's Military power.png military skill is:

  • At least 6: ×0.9
  • At least 5: ×0.9
  • Less than 1: ×1.2

Has following advisor:

  • Advisor Army Reformer.png Army Reformer: ×0.9
  • Advisor Army Organiser.png Army Organizer: ×0.9
  • Advisor Military Engineer.png Military Engineer: ×0.9
  • Advisor Naval reformer.png Naval Reformer: ×0.9
  • Advisor Natural Scientist.png Natural Scientist: ×1.2
  • Advisor Trader.png Trader: ×1.2

Event button 547.png
Well, trade and production aren't as important
  • Gain country modifier “Trade and Production Cutbacks” for Time Icon.png 2 years, giving the following effects:
    • Trade efficiency.png -8% trade efficiency
    • Production efficiency.png -8% production efficiency
    • National manpower modifier.png +6% global manpower modifier
    • Shipbuilding time.png -5% global ship recruit speed
    • Recruitment time.png -5% global regiment recruit speed
Event button 547.png
Cut back on military expenses
  • Gain country modifier “Military Cutbacks” for Time Icon.png 2 years, giving the following effects:
    • Trade efficiency.png +8% trade efficiency
    • Production efficiency.png +8% production efficiency
    • National manpower modifier.png -6% global manpower modifier
    • Shipbuilding time.png +5% global ship recruit speed
    • Recruitment time.png +5% global regiment recruit speed

Constitutional republics[edit]

id

Msg event.pngA 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
  • Government Type is Government republic.png Republic
  • Has a Parliament.png Parliament
  • Has Maritime idea group.png Maritime idea 1 “Seahawks”
  • Has Offensive idea group.png Offensive idea 1 “Bayonet Leaders”
  • Has at least 1 costal province
  • Does not have country modifier “Increased Naval” or “Increased Land”
Is triggered only by

a three year pulse.
Modifiers
Has at least 2 costal provinces: ×0.9
Ruler's Military power.png military skill is:

  • At least 4: ×0.9
  • At least 5: ×0.9
  • At least 6: ×0.9

Ruler is a Ruler general general: ×0.9
Has following advisor:

  • Advisor Naval reformer.png Naval Reformer: ×0.9
  • Advisor Navigator.png Navigator: ×0.9
  • Advisor Army Reformer.png Army Reformer: ×1.1
  • Advisor Grand Captain.png Grand Captain: ×1.1
  • Advisor Army Organiser.png Army Organizer: ×1.1

Event button 547.png
A large navy is the only option
  • Gain country modifier “Increased Naval” for Time Icon.png 10 years, giving the following effects:
    • Heavy ship cost -10% heavy ship cost
    • Light ship cost.png -10% light ship cost
    • Galley cost.png -10% galley cost
Event button 547.png
A large army would be more beneficial
  • Gain country modifier “Increased Land” for Time Icon.png 10 years, giving the following effects:
    • Infantry cost.png -20% infantry cost
    • Cavalry cost.png -20% cavalry cost
  • 20% chance: Lose Stability.png 1 stability
id

Msg event.pngMilitary 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
  • Government Type is Government republic.png Republic
  • Has a Parliament.png Parliament
  • Is not at war
  • Any owned core province neighbours a non-owned core province
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.


Event button 547.png
They fail to see the bigger picture
  • Lose Yearly prestige.png 5 prestige
  • Lose Republican tradition.png 2 republican tradition
Event button 547.png
It's not of any interest anymore
  • Lose Stability.png 1 stability
  • Gain Republican tradition.png 1 republican tradition
id

Msg event.pngToo 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
  • Government Type is Government republic.png Republic
  • Has a Parliament.png Parliament
  • Is not in a regency
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Ruler is a Ruler general general: ×0.9
Ruler's Diplomatic power.png diplomatic skill is:

  • Less than 1: ×0.9
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Event button 547.png
They are exaggerating
  • Lose Yearly prestige.png 2 prestige
  • Gain Republican tradition.png 1 republican tradition
Event button 547.png
Take appropriate measurements
  • Gain Local unrest.png 2 unrest in the Capital.png capital
  • Lose Republican tradition.png 1 republican tradition
id

Msg event.pngEconomic 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
  • Government Type is Government republic.png Republic
  • Has a Parliament.png Parliament
  • Has any of following advisor:
    • Advisor Treasurer.png Treasurer
    • Advisor Master of Mint.png Master of Mint
    • Advisor Trader.png Trader
  • Does not have country modifier “Short Term Boost” or “Long Term Boost”
Is triggered only by

a three year pulse.
Modifiers
Is bankrupted: ×0.8
Has at least:

  • 1 loan: ×0.9
  • 2 loans: ×0.9
  • 3 loans: ×0.9

Has a Advisor Treasurer.png Treasurer advisor:

  • At least skill 2: ×0.9
  • At least skill 3: ×0.9

Has a skill 3 Advisor Statesman.png Statesman advisor: ×0.9


Event button 547.png
A short-term solution is probably the best option
  • Gain country modifier “Short Term Boost” for Time Icon.png 1 year, giving the following effects:
    • National tax modifier.png +12% global tax
    • National unrest.png +4 global unrest
Event button 547.png
Consider the long-term consequences
  • Gain country modifier “Long Term Boost” for Time Icon.png 2 years, giving the following effects:
    • National tax modifier.png +6% global tax
    • National unrest.png +1 global unrest
  • Gain Republican tradition.png 1 republican tradition
id

Msg event.pngMilitary 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
  • Government Type is Government republic.png Republic
  • Has a Parliament.png Parliament
  • Has an army of at elast 70% of Land forcelimit.png land force limit
  • Did not had this event in the last 2 years
Is triggered only by

a three year pulse.
Modifiers
Has any of following advisor:

  • Advisor Treasurer.png Treasurer: ×0.9
  • Advisor Master of Mint.png Master of Mint: ×0.9
  • Advisor Naval reformer.png Naval Reformer: ×1.1
  • Advisor Army Reformer.png Army Reformer: ×1.1
  • Advisor Army Organiser.png Army Organizer: ×1.1

Ruler is a Ruler general general: ×1.2
Ruler's Military power.png military skill is:

  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Has at least:

  • 1 loan: ×0.9
  • 2 loans: ×0.9

Event button 547.png
Convince them that we can afford it
  • Lose Gold Icon.png ducats equal to 0.1 years of income
Event button 547.png
Agree to make some cutbacks
  • Set country flag military_maintenance
  • Gain country modifier “Decreased Military Funding” for Time Icon.png 2 years, giving the following effects:
    • Morale of armies.png -10% land morale
    • Discipline.png -5% discipline
    • National manpower modifier.png -5% global manpower modifier
  • Gain Republican tradition.png 1 republican tradition

Revolutionary republics[edit]

See also: Revolutionary republic factions events
id

Msg event.pngSympathizers 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
  • Government Type is Government republic.png Republic
  • Is Revolutionary
  • Ruler's Military power.png military skill is less than 2
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Ruler's Administrative power.png administrative skill is:

  • Less than 1: ×0.9
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.1
  • At least +3: ×1.1

Ruler is a Ruler general general: ×1.1
Has Advisor Statesman.png Statesman advisor: ×1.1


Event button 547.png
That won't be necessary
  • Gain Local unrest.png 5 unrest in the Capital.png capital
  • Gain Republican tradition.png 1 republican tradition
Event button 547.png
Get to it
  • Lose Gold Icon.png ducats equal to 0.2 years of income
  • Lose Republican tradition.png 1 republican tradition
id

Msg event.pngA 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
  • Government Type is Government republic.png Republic
  • Is Revolutionary
  • Does not have Economic idea group.png Economic idea 4 “Debt and Loans”
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Has Economic idea group.png Economic idea:

  • not Idea 2 “Organized Construction”: ×0.9
  • not Idea 1 “Bureaucracy”: ×0.9

Ruler's Administrative power.png administrative skill is:

  • Less than 1: ×0.9
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.1
  • At least +3: ×1.1

Event button 547.png
It will be solved soon enough
  • 40% chance: Lose Stability.png 1 stability
  • Gain Republican tradition.png 2 republican tradition
Event button 547.png
Request some help
  • Lose Gold Icon.png ducats equal to 0.3 years of income
  • Gain skill 3 Advisor Statesman.png Statesman advisor (50% cheaper to employ)[2]
  • Gain Republican tradition.png 1 republican tradition
id

Msg event.pngAreas 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
  • Government Type is Government republic.png Republic
  • Is Revolutionary
  • Has one of the following advisor:
    • Advisor Naval reformer.png Naval Reformer
    • Advisor Army Reformer.png Army Reformer
    • Advisor Army Organiser.png Army Organizer
    • Advisor Master recruiter.png Master Recruiter
    • Advisor Trader.png Trader
    • Advisor Natural Scientist.png Natural Scientist
  • Did not had this event in the last 2 years
Is triggered only by

a three year pulse.
Modifiers
Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.1
  • At least +3: ×1.1

Ruler's Administrative power.png administrative skill is:

  • Less than 1: ×0.9
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Has a level 3 Advisor Statesman.png Statesman advisor: ×1.1


Event button 547.png
An even spread should do the trick
  • Gain country modifier “Even Spread of Investment” for Time Icon.png 2 years, giving the following effects:
    • Stability cost modifier.png +10% Stability cost modifier
    • Technology cost.png -6% Technology cost modifier
  • Gain Republican tradition.png 1 republican tradition
Event button 547.png
There's no need for any extra investments
  • Gain Yearly inflation reduction.png 3% inflation
  • Gain Gold Icon.png ducats equal to 0.25 years of income
id

Msg event.pngLack 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
  • Government Type is Government republic.png Republic
  • Is Revolutionary
  • Is not in a regency
  • Ruler's Diplomatic power.png diplomatic skill is less than 2
  • Did not had this event in the last 2 years
Is triggered only by

a three year pulse.
Modifiers
Ruler's Diplomatic power.png diplomatic skill is less than 1: ×0.9
Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.1
  • At least +3: ×1.1

Has at least:

  • 1 loan: ×0.9
  • 2 loans: ×0.9

Yearly inflation reduction.png Inflation is:

  • At least 4%: ×0.9
  • At least 8%: ×0.9
  • At least 12%: ×0.9

Event button 547.png
Ignore them
  • Gain country modifier “Financial Arguments” for Time Icon.png 2 years, giving the following effects:
    • Stability cost modifier.png +20% Stability cost modifier
  • Lose Republican tradition.png 1 republican tradition
Event button 547.png
Agree to hear them out once more
  • Lose Gold Icon.png ducats equal to 0.2 years of income
  • Gain Republican tradition.png 1 republican tradition
id

Msg event.pngAnxious 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
  • Government Type is Government republic.png Republic
  • Is Revolutionary
  • Has Advisor Spymaster.png Spymaster advisor
  • Did not had this event in the last 2 years
Is triggered only by

a three year pulse.
Modifiers
Has a skill 3 Advisor Spymaster.png Spymaster advisor: ×0.8
Has Advisor inquisitor.png Inquisitor advisor:

  • At least skill 1: ×0.8
  • At least skill 3: ×0.8

Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.1
  • At least +3: ×1.1

Ruler's Military power.png military skill is:

  • Less than 1: ×0.8
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Event button 547.png
It's nothing to worry about
  • 40% chance: Flag of rebels Rebels (size 1) rise in revolt in a random owned core province
Event button 547.png
It's better to be safe than sorry
  • Lose Gold Icon.png ducats equal to 0.2 years of income
  • Gain country modifier “Emergency Plan” for Time Icon.png 2 years, giving the following effects:
    • Spy network construction.png +30% spy network construction

Presidential dictatorships[edit]

id

Msg event.pngTroublesome 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
  • Government is a Gov parliament hall.png Presidential Dictator
  • Is not in a regency
  • Ruler's Military power.png military or Administrative power.png administrative skill is less than 2
  • Does not have country modifier “Increased Centralization” or “Troublesome Parliament”
Is triggered only by

a three year pulse.
Modifiers
Ruler's Military power.png military skill is less than 1: ×0.9
Ruler's Administrative power.png administrative skill is less than 1: ×0.9
Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.1
  • At least +3: ×1.1

Ruler is a Ruler general general: ×1.1


Event button 547.png
Make it a bit more clear to them
  • Gain country modifier “Increased Centralization” for Time Icon.png 10 years, giving the following effects:
    • Autonomy.png -5% global autonomy
    • National unrest.png +1 global unrest
  • Gain Local unrest.png 3 unrest in the Capital.png capital
  • Lose Republican tradition.png 1 republican tradition
Event button 547.png
Let them think they have a say in things
  • Gain country modifier “Troublesome Parliament” for Time Icon.png 2 years, giving the following effects:
    • Diplomatic reputation.png -1 diplomatic reputation
  • Gain Republican tradition.png 2 republican tradition
id

Msg event.pngOverspending

$TREASURER$ 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
  • Government is a Gov parliament hall.png Presidential Dictator
  • Stability.png Stability is at least −2
  • Has Advisor Treasurer.png Treasurer advisor
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Has Advisor Statesman.png Statesman advisor: ×1.1
Has Advisor Master of Mint.png Master of Mint advisor: ×0.9
Has at least:

  • 1 loan: ×0.9
  • 2 loans: ×0.9

Yearly inflation reduction.png Inflation is:

  • At least 5%: ×0.9
  • At least 10%: ×0.9

Ruler's Administrative power.png administrative skill is:

  • Less than 1: ×0.9
  • Less than 2: ×0.9
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Event button 547.png
Try to convince $TREASURER_O_PRONOUN$ otherwise
  • Lose Gold Icon.png ducats equal to 0.1 years of income
Event button 547.png
Let $TREASURER_O_PRONOUN$ worry
  • Lose Stability.png 1 stability
id

Msg event.pngEmbezzlement

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 Is triggered only by

a three year pulse.
Modifiers
Is bankrupted: ×0.8
Stability.png Stability is:

  • At least +3: ×1.1
  • At least +2: ×1.1
  • Less than −1: ×0.9
  • Less than −2: ×0.9

Ruler's Administrative power.png administrative skill is:

  • At least 6: ×1.1
  • At least 5: ×1.1
  • At least 4: ×1.1
  • Less than 1: ×0.9

Event button 547.png
There's probably a good explanation for this
  • Lose Yearly prestige.png 5 prestige
  • Lose Republican tradition.png 1 republican tradition
Event button 547.png
Get rid of them
  • 50% chance: Gain Local unrest.png 5 unrest in the Capital.png capital
  • Gain Republican tradition.png 1 republican tradition
id

Msg event.pngPlanned 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
  • Government is a Gov parliament hall.png Presidential Dictator
  • Is not in a regency
  • At least one of:
    • Has an Advisor Army Reformer.png Army Reformer level 3
    • Has a Advisor Grand Captain.png Grand Captain level 3
    • Has a Advisor Commandant.png Commandant level 3
    • Overextension.png Overextension is at least 25%
    • Yearly prestige.png Prestige is less than +1
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.2
  • At least +3: ×1.3

Ruler's Military power.png military skill is:

  • At least 6: ×1.1
  • At least 5: ×1.1
  • At least 4: ×1.1
  • Less than 1: ×0.9

Ruler's Administrative power.png administrative skill is less than 1: ×0.9


Event button 547.png
You can never be too careful
  • Lose Gold Icon.png ducats equal to 0.3 years of income
  • Gain country modifier “Send out the Spies!” for Time Icon.png 5 years, giving the following effects:
    • Spy network construction.png +20% spy network construction
  • 20% chance: Flag of rebels Rebels (Size 1) rise in revolt in the Capital.png capital
Event button 547.png
They wouldn't dare!
  • 50% chance: Flag of rebels Rebels (Size 1) rise in revolt in the Capital.png capital
id

Msg event.pngPossible 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
  • Government is a Gov parliament hall.png Presidential Dictator
  • Any neighbouring country:
    • Ruler's Military power.png military skill is at least 3
    • Is not allied with us
    • Does not have a royal marriage with us
  • Did not had this event in the last 5 years
Is triggered only by

a three year pulse.
Modifiers
Stability.png Stability is:

  • Less than −1: ×0.9
  • Less than −2: ×0.9
  • At least +2: ×1.2
  • At least +3: ×1.3

Is at war: ×0.9
Ruler's Military power.png military skill is less than 1: ×0.9
Ruler's Administrative power.png administrative skill is:

  • Less than 1: ×0.9
  • At least 4: ×1.1
  • At least 5: ×1.1
  • At least 6: ×1.1

Event button 547.png
Confront them
  • A random country following trigger conditions:
    • Gains Icon diplomacy relations.png opinion modifier “Confront Spies” towards us, worth:
      • Opinion.png -70 opinion with a yearly decay of 2
Event button 547.png
Send a few spies of your own
  • Gain country modifier “Counter Espionage” for Time Icon.png 5 years, giving the following effects:
    • Spy network construction.png +20% spy network construction
  • Lose Yearly prestige.png 10 prestige
  1. from /Europa Universalis IV/events/Republics.txt)
  2. 2.0 2.1 Semi-randomly pick a religion for a new advisor, weighted at 75% state religion, 25% minority religion, 10% heathen. See check_if_non_state_advisor_effect in /Europa Universalis IV/common/scripted_effects/01_scripted_effects_for_advisors.txt for details.