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Trade goods events

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This is a subset of the generic events.[1]

Events[edit]

id

Msg event.pngExcellent Year

Some of our grain farms are having an excellent year, allowing us to feed more troops and so increasing our manpower.
 
Trigger conditions

The country:

  • has at least 1 province producing Grain.png grain.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
You can never have too much manpower.

The country gains Manpower.png25% of a yearly manpower gain.

id

Msg event.pngExcellent Vintage

Our wine experts believe that a recent vintage from one of our wine producing areas is of superior quality. Our people are happily drinking it.
 
Trigger conditions

The country:

  • has at least 1 province producing Wine.png wine.
  • does not have the modifier ‘Excellent Vintage’.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
As long as there is some left for me.

The country:

  • gains the modifier ‘Excellent Vintage’ for 2 years, with the following effect:
    • National unrest.png −1 national unrest
  • moves 10 towards Mysticism mysticism.
id

Msg event.pngPoor Vintage

One of our more prestigious vineyards has shockingly produced a wine of vastly inferior quality. Needless to say, people think less of our country for it.
 
Trigger conditions

The country:

  • has at least 1 province producing Wine.png wine.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
I hope I never drank any.

The country:

  • loses Prestige.png5 prestige.
  • moves 10 towards Legalism legalism.
id

Msg event.pngQuality wool

Recent shipments of wool have been of unsurpassed quality, earning our nation extra money.
 
Trigger conditions

The country:

  • has at least 1 province producing Wool.png wool.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
You can never have too much money.

The country:

  • gains Gold Icon.png0.1 years of income.
id

Msg event.pngPoor Uniforms

One of our cloth suppliers has been found to be supplying substandard cloth for our army uniforms. We understand that the troops are not impressed.
 
Trigger conditions

The country:

  • has at least 1 province producing Cloth.png cloth.
  • does not have the modifier ‘Poor Uniforms’.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
Damn them!

The country:

  • gets the modifier ‘Poor Uniforms’ for 2 years, with the following effect:
    • Morale of armies.png −5% morale of armies.
id

Msg event.pngHardy Seamen

Our traditional fisheries are proving excellent grounds for the recruiting of sailors for our fleet. This has filtered through into better leadership in our navy.
 
Trigger conditions

The country:

Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
Good to see.

The country:

  • gains Navy tradition.png10 navy tradition.
id

Msg event.pngNatives not assisting

Local native 'helpers' are temporarily not assisting our fur trappers, this is leading to reduced production.
 
Trigger conditions

The country:

Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
They will help us again.

The country:

  • loses Gold Icon.png0.1 years of income.
id

Msg event.pngSalt Crisis

Rumors are sweeping the country that there has been a shortage in salt production. Although we have tried to quash these rumors, people are certain there will be a salt crisis soon.
 
Trigger conditions

The country:

  • has at least 1 province producing Salt.png salt.
  • does not have the modifier ‘Salt Crisis’”.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
We will have to live with this

The country:

  • gets the modifier ‘Salt Crisis’” for 2 years, with the following effect:
    • Production efficiency.png −10% production efficiency.
id

Msg event.pngExcellent supplies

Our naval supply production has been unusually good, giving us a boost in ship production.
 
Trigger conditions

The country:

  • has at least 1 province producing Naval supplies.png naval supplies.
  • has at least 1 home port.
  • is not primitive.
  • does not have the modifier ‘Good Supplies’.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
That is good news.

The country:

  • gets the modifier ‘Good Supplies’ for 2 years, with the following effects:
    • Heavy ship cost −10% heavy ship cost,
    • Light ship cost.png −10% light ship cost.
id

Msg event.pngPoor Quality Copper

Some of our copper mines have hit some below standard ores, this has pushed up the cost of artillery units in our nation.
 
Trigger conditions

The country:

  • has at least 1 province producing Copper.png copper.
  • has a military technology of at least level 7.
  • does not have the modifier ‘Poor Copper’.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
I am disappointed.

The country:

  • gets the modifier ‘Poor Copper’ for 2 years, with the following effect:
    • Artillery cost.png +20% artillery cost.
id

Msg event.pngGOLD RUSH!

Our miners have hit a massive deposit of gold. Massive amounts of money are flowing into the treasury.
 
Trigger conditions

The country:

  • has at least 1 province producing Gold gold.
  • has a religion that is not in the Pagan group.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
Oh Yes.

The country:

  • gains Gold Icon.png1 year of income.
  • gains Inflation reduction.png1 inflation.
id

Msg event.pngIron ore quality problems

One of our iron ore mines has hit some lower quality iron ore. This has made outfitting our units more expensive.
 
Trigger conditions

The country:

  • has at least 1 province producing Iron.png iron.
  • does not have the modifier ‘Poor Iron’.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
I'm sure we have enough men anyway.

The country:

  • gets the modifier ‘Poor Iron’ for 2 years, with the following effects:
    • Infantry cost.png +10% infantry cost,
    • Cavalry cost.png +10% cavalry cost.
id

Msg event.pngQuality Ivory

Our ivory production has of late been of much higher quality than usual. People are admiring the quality of the workmanship.
 
Trigger conditions

The country:

  • has at least 1 province producing Ivory.png ivory.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
It is a good day.

The country:

  • gains Prestige.png20 prestige.
id

Msg event.pngTea Party

Local residents in [tea_province.GetName], upset at seeing their high quality tea shipped abroad, have attacked a tea ship and thrown the cargo into the harbor. Although the overall quantity was negligible, the province does have a little discontent.
 
Trigger conditions

The country:

  • owns a province that:
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
Something must be done.

1 random overseas city of the country producing Tea.png tea:

  • gains Local unrest.png10 unrest.
id

Msg event.pngStorms

Heavy storms have hit our porcelain factories in [chinaware_province.GetName]. It will take years until they have recovered to full productivity.
 
Trigger conditions

The country:

  • has at least 1 province producing Chinaware.png chinaware.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
At least a bull didn't run through...

1 random province of the country producing Chinaware.png chinaware:

  • gets the modifier ‘Storms’ for 2 years, with the following effect:
    • Local goods produced modifier −50% local goods produced modifier.
id

Msg event.pngHarvest failure

The spice harvest in one of our spice producing regions has failed, although not badly. However, production will be reduced due to this.
 
Trigger conditions

The country:

  • owns at least 1 province that:
  • is producing Spices.png spices,
  • does not have the modifier ‘Harvest Fails’.
Is triggered only by

the bi-yearly pulse I.

Base weight
100

Event button 547.png
This is not ideal.

1 random province of the country that is producing Spices.png spices and does not have the modifier ‘Harvest Fails’:

  • gets the modifier ‘Harvest Fails’ for 2 years, with the following effect:
    • Local goods produced modifier −50% local goods produced modifier.
id

Msg event.pngPlague!

Our people live in constant fear of epidemics, which have often proven far deadlier than wars or even famine. To their dismay, an outbreak of smallpox has struck [plague_province.GetName]. It looks set to claim many lives, especially among infants, before it runs its course.
 
Trigger conditions

The country:

  • owns at least 2 cities.
  • owns a province that:
    • is not the capital,
    • is producing Grain.png grain.
Is triggered only by

the bi-yearly pulse IV.

Base weight
100

Event button 547.png
We have to do something!

The country:

  • loses Gold Icon.png 0.1 years of income.
Event button 547.png
There is nothing we can do.

A random non-capital province of the country producing Grain.png grain:

  • gains Local autonomy.png 25% local autonomy
  • gets the modifier ‘Plague’ for 3 years, with the following effect:
    • Local goods produced modifier −25% local goods produced modifier.
id

Msg event.pngAgricultural Revolution

We have managed to increase our agricultural production in [province_in_question.GetName] by implementing new farming techniques for plantations, irrigation and land properties organizations and thereby bring higher tax income to our state.
 
Trigger conditions

The country:

  • has at least 1 province producing Grain.png grain.
Is triggered only by

the bi-yearly pulse IV.

Base weight
100

Event button 547.png
Invest in a bigger army.

A random province of the country producing Grain.png grain:

  • gains Manpower.png 1 base manpower.
Event button 547.png
Raise taxes even higher.

A random province of the country producing Grain.png grain:

  • gains Tax Base Icon.png 1 base tax.
Event button 547.png
Our manufacturies will benefit!

A random province of the country producing Grain.png grain:

  • gains Production.png 1 base production.

Footnotes[edit]

  1. The script code of the events can be found in /Europa Universalis IV/events/RandomEvents.txt.