Trade policy events

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This is a list of events relating to trade policies.[1]

Events[edit]

id

Msg event.pngForeign Quarter of [quarter_city.GetCapitalName]

For a long time foreign merchants have been settling in [quarter_city.GetCapitalName] to better conduct trade with our country. Lately, however, with the intensified activity of the [community_country.GovernmentName] of [community_country.GetDefiniteArticleBeforePluralCountry][community_country.GetName] the quarter has grown into a city of its own.
This is not without its problems, our own citizens are complaining that the [community_country.GetAdjective] community is growing at their expense. They demand that we impose harsher rules on foreign merchants and curtail their activities outside of the foreign quarter.

 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any owned province:
    • None of:
      • Has province modifier “Thriving Merchant Community”
    • At least one of:
      • Has Latin marketplace.png Marketplace building
      • Has Latin trade depot.png Trade Depot building
      • Has Latin stock exchange.png Stock Exchange building
      • Has province modifier “Important Natural Harbor”
      • Province has a Province trade power value.png center of trade of at least level 1
      • Has province modifier “Trading Post”
      • Province has a Estuary.png river estuary
  • Any trade node with a merchant present:
    • Any country in the world:
      • None of:
        • Is Our country
      • The previously mentioned trade node has the Establish Communities trading policy
    • Any province in this trade node:
      • Province is owned by Our country
      • At least one of:
        • Has Latin marketplace.png Marketplace building
        • Has Latin trade depot.png Trade Depot building
        • Has Latin stock exchange.png Stock Exchange building
        • Has province modifier “Important Natural Harbor”
        • Province has a Province trade power value.png center of trade of at least level 1
        • Has province modifier “Trading Post”
        • Province has a Estuary.png river estuary
Mean time to happen

560 months


Immediate effects
  • Hidden effect:
    • One random trade node with a merchant present:
      • Limited to:
        • Any country in the world:
          • None of:
            • Is Our country
          • The previously mentioned trade node has the Establish Communities trading policy
        • Any province in this trade node:
          • Province is owned by Our country
          • At least one of:
            • Has Latin marketplace.png Marketplace building
            • Has Latin trade depot.png Trade Depot building
            • Has Latin stock exchange.png Stock Exchange building
            • Has province modifier “Important Natural Harbor”
            • Province has a Province trade power value.png center of trade of at least level 1
            • Has province modifier “Trading Post”
            • Province has a Estuary.png river estuary
      • One random country:
        • Limited to:
          • None of:
            • Is Our country
          • The previously mentioned trade node has the Establish Communities trading policy
        • Save as event target named community_country
      • One random province in the trade node:
        • Limited to:
          • Province is owned by Our country
          • At least one of:
            • Has Latin marketplace.png Marketplace building
            • Has Latin trade depot.png Trade Depot building
            • Has Latin stock exchange.png Stock Exchange building
            • Has province modifier “Important Natural Harbor”
            • Province has a Province trade power value.png center of trade of at least level 1
            • Has province modifier “Trading Post”
            • Province has a Estuary.png river estuary
        • Save as event target named quarter_city

Event button 547.png
No, we should encourage the foreign community to grow instead.
  • Event target community_country:
    • Gain opinion modifier “Growing Merchant Community” (Opinion.png +50 Opinion / −2 Yearly decay) towards Our country
  • Event target quarter_city:
    • Gain province modifier “Thriving Merchant Community” for 10 years, giving the following effects:
      • Local goods produced modifier +25% Local goods produced modifier
      • Local development cost −10% Local development cost
Event button 547.png
We must respect the wishes of the good men of [quarter_city.GetCapitalName].
  • Event target community_country:
    • Gain opinion modifier “Merchants Discriminated” (Opinion.png −50 Opinion / +2 Yearly decay) towards Our country
  • Event target quarter_city:
    • Gain province modifier “Local Traders Strengthened” for 10 years, giving the following effects:
      • Local trade power.png +5 Local trade power
      • Province trade power modifier.png +10% Local trade power modifier


id

Msg event.png[trade_province.Culture.GetName] [trade_province.GetFancyTradeGood]

Due to the long time that many of our merchant families are spending in [trade_province.Culture.GetName] communities and especially among the people of [trade_province.GetAreaName] they have begun to take to the local specialties. Some have begun to market [trade_province.GetFancyTradeGood_LOW] from the area in [Root.Capital.GetCapitalName] at very high prices.
This is an enterprise that is rapidly making both them and the locals very rich...

 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any trade node with a merchant present:
    • Our country
      • The previously mentioned trade node has the Establish Communities trading policy
    • Any province in this trade node:
      • None of:
        • Province is owned by Our country
      • None of:
        • Has province modifier “Luxury Goods In Demand”
      • At least one of:
        • Produces Gems.png Gems
        • Produces Incense.png Incense
        • Produces Spices.png Spices
        • Produces Silk.png Silk
        • Produces Cloth.png Cloth
        • Produces Ivory.png Ivory
        • Produces Tropical Wood.png Tropical Wood
        • Produces Gold Gold
        • Produces Glass.png Glass
        • Produces Paper.png Paper
        • Produces Chinaware.png Chinaware
      • Province owner:
        • None of:
          • Is at war with Our country
Mean time to happen

560 months


Immediate effects
  • Hidden effect:
    • One random trade node with a merchant present:
      • Limited to:
        • Our country
          • The previously mentioned trade node has the Establish Communities trading policy
        • Any province in this trade node:
          • None of:
            • Province is owned by Our country
          • None of:
            • Has province modifier “Luxury Goods In Demand”
          • At least one of:
            • Produces Gems.png Gems
            • Produces Incense.png Incense
            • Produces Spices.png Spices
            • Produces Silk.png Silk
            • Produces Cloth.png Cloth
            • Produces Ivory.png Ivory
            • Produces Tropical Wood.png Tropical Wood
            • Produces Gold Gold
            • Produces Glass.png Glass
            • Produces Paper.png Paper
            • Produces Chinaware.png Chinaware
          • Province owner:
            • None of:
              • Is at war with Our country
      • One random province in the trade node:
        • Limited to:
          • None of:
            • Province is owned by Our country
          • None of:
            • Has province modifier “Luxury Goods In Demand”
          • At least one of:
            • Produces Gems.png Gems
            • Produces Incense.png Incense
            • Produces Spices.png Spices
            • Produces Silk.png Silk
            • Produces Cloth.png Cloth
            • Produces Ivory.png Ivory
            • Produces Tropical Wood.png Tropical Wood
            • Produces Gold Gold
            • Produces Glass.png Glass
            • Produces Paper.png Paper
            • Produces Chinaware.png Chinaware
          • Province owner:
            • None of:
              • Is at war with Our country
        • Save as event target named trade_province
        • Province owner:
          • Save as event target named trade_province_country

Event button 547.png
A great example of private enterprise.
  • If the country has the Burghers.png burghers estate,
  • then the estate gains Estate loyalty 10 loyalty,
  • else if the country has the Vaishyas.png vaishyas estate,
    • then the estate gains Estate loyalty 10 loyalty,
    • else if the country has the Jains.png jains estate,
      • then the estate gains Estate loyalty 10 loyalty.
  • Gain Gold Icon.png ducats equal to 0.2 years of income
  • Event target trade_province_country:
    • Gain opinion modifier “Great Importer” (Opinion.png +50 Opinion / −3 Yearly decay) towards Our country
    • Hidden effect:
      • Trigger country event “[From.GetAdjective] Demand and [Root.GetAdjective] Supply”
Event button 547.png
Beware, for fashion is fickle.
  • If the country has the Burghers.png burghers estate,
  • then the estate loses Estate loyalty 10 loyalty,
  • else if the country has the Vaishyas.png vaishyas estate,
    • then the estate loses Estate loyalty 10 loyalty,
    • else if the country has the Jains.png jains estate,
      • then the estate loses Estate loyalty 10 loyalty.
  • Event target trade_province_country:
    • Gain opinion modifier “Meddled in Our Trade” (Opinion.png −50 Opinion / +3 Yearly decay) towards Our country


id

Msg event.png[From.GetAdjective] Demand and [Root.GetAdjective] Supply

It seems the [trade_province.GetFancyTradeGood_LOW] of [trade_province.GetName] have become increasingly sought after in the [From.GetAdjective] capital, [From.Capital.GetCapitalName]. There was always a high demand for our goods but this exceptional pull has resulted in a great surge of wealth in the province.
 
Trigger conditions
  • None
Is triggered only by

The event “[trade_province.Culture.GetName] [trade_province.GetFancyTradeGood]” option “A great example of private enterprise.”


Event button 547.png
Excellent.
  • If the country has the Burghers.png burghers estate,
  • then the estate gains Estate loyalty 10 loyalty,
  • else if the country has the Vaishyas.png vaishyas estate,
    • then the estate gains Estate loyalty 10 loyalty,
    • else if the country has the Jains.png jains estate,
      • then the estate gains Estate loyalty 10 loyalty.
  • Event target trade_province:
    • Gain province modifier “Luxury Goods In Demand” for 15 years, giving the following effects:
      • Local goods produced +1 Local goods produced
      • Local trade power.png +5 Local trade power


id

Msg event.pngThe Value of a Good Map

It seems the merchants of [spy_country.GetName] have been doing a lot more than just trading. In a routine check our local representatives managed to uncover not only a large selection of contraband, but also a set of very detailed maps over our land. So detailed in fact that they are in many cases better than our own. It seems the merchant was not only a spy but also quite good at finding business opportunities.
 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any trade node with a merchant present:
    • Any country in the world:
      • None of:
        • Is Our country
      • None of:
        • Is at war with Our country
      • The previously mentioned trade node has the Improve Inland Routes trading policy
    • Any province in this trade node:
      • Province is owned by Our country
      • None of:
        • Province flag caught_foreign_agents is set
Mean time to happen

560 months


Immediate effects
  • Hidden effect:
    • One random trade node with a merchant present:
      • Limited to:
        • Any country in the world:
          • None of:
            • Is Our country
          • None of:
            • Is at war with Our country
          • The previously mentioned trade node has the Improve Inland Routes trading policy
        • Any province in this trade node:
          • Province is owned by Our country
          • None of:
            • Province flag caught_foreign_agents is set
      • One random country:
        • Limited to:
          • None of:
            • Is Our country
          • None of:
            • Is at war with Our country
          • The previously mentioned trade node has the Improve Inland Routes trading policy
        • Save as event target named spy_country
      • One random province in the trade node:
        • Limited to:
          • Province is owned by Our country
          • None of:
            • Province flag caught_foreign_agents is set
        • Save as event target named agents_caught_province

Event button 547.png
We will make good use of his information.
  • Event target agents_caught_province:
    • Gain Production.png 1 base production
    • Set province flag caught_foreign_agents


id

Msg event.pngBandits in [banditprovince.GetName]

A young [Root.GetAdjective] Merchant that had been sent to [banditprovince.GetName] with the mission to not only trade but also to map military installations and valuable resources has hit a bit of a snag. The issue is not, as could be expected, the local authorities. Rather the area is plagued by bandits and deserters from the local garrison.
Our agent has now sent for help from us to clear the area of the worst excesses so that it can be properly mapped and analyzed.

 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any trade node with a merchant present:
    • Our country
      • The previously mentioned trade node has the Improve Inland Routes trading policy
    • Any province in this trade node:
      • None of:
        • Province is owned by Our country
      • Province is not wasteland
      • Is not sea
      • None of:
        • Province owner:
          • Is at war with Our country
      • Is not the country's capital
      • None of:
        • Province flag bandits_handled_by_foreigners is set
Mean time to happen

560 months


Immediate effects
  • Hidden effect:
    • One random trade node with a merchant present:
      • Limited to:
        • Our country
          • The previously mentioned trade node has the Improve Inland Routes trading policy
        • Any province in this trade node:
          • None of:
            • Province is owned by Our country
          • Is not the country's capital
          • Province is not wasteland
          • Is not sea
          • None of:
            • Province owner:
              • Is at war with Our country
          • None of:
            • Province flag bandits_handled_by_foreigners is set
      • One random province in the trade node:
        • Limited to:
          • Province is not wasteland
          • Is not sea
          • None of:
            • Province is owned by Our country
          • Is not the country's capital
          • None of:
            • Province owner:
              • Is at war with Our country
          • None of:
            • Province flag bandits_handled_by_foreigners is set
        • Save as event target named banditprovince
        • Province owner:
          • Save as event target named banditprovince_owner

Event button 547.png
We will divert the necessary resources.
  • Lose Gold Icon.png ducats equal to 0.1 years of income
  • Hidden effect:
    • Event target banditprovince_owner:
      • Trigger country event “Foreign Traders Intervene in Local Affairs”
Event button 547.png
No, we would just be aiding the [banditprovince_owner.GetAdjective].
  • Event target banditprovince:
    • Our country gains trade modifier “Merchants Hampered by Bandits” (−10 Power) for 10 years


id

Msg event.pngForeign Traders Intervene in Local Affairs

Local bandits has long been a problem in [banditprovince.GetName] but it seems the matter has finally been resolved. Rather than local authorities dealing with the problem, however, it seems that it was the [From.GetAdjective] merchant community that stepped in to deal with the problem, paying for it from their own pockets.
 
Trigger conditions
  • None
Is triggered only by

The event “Bandits in [banditprovince.GetName]” option “We will divert the necessary resources.”


Event button 547.png
Marvellous
  • Gain opinion modifier “Fought our Bandits” (Opinion.png +50 Opinion / −2 Yearly decay) towards [From]
  • Event target banditprovince:
    • Gain province modifier “Banditry in Check” for 10 years, giving the following effects:
      • Local goods produced +1 Local goods produced
      • Local autonomy.png Monthly autonomy change −0.05


id

Msg event.pngProfiteering in [trade_province.GetCapitalName]

The citizens of [trade_province.GetCapitalName] have grown tired of the local influence of greedy [trader_country.GetAdjective] merchants that they claim are using unfair advantages to out-compete local businesses. They demand that we step in to limit the influence of foreign traders on the area and reaffirm the privileges of our own merchants and artisans.
If we do not act they might take matters in their own hands...

 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any trade node with a merchant present:
    • Any country in the world:
      • None of:
        • Is Our country
      • The previously mentioned trade node has the Maximize Profit trading policy
      • None of:
        • Is at war with Our country
    • Any province in this trade node:
      • Province is owned by Our country
      • Is not the country's capital
      • None of:
        • Has province modifier “Local Protectionism”
      • None of:
        • Has province modifier “Local Merchants Out-competed”
Mean time to happen

560 months


Immediate effects
  • Hidden effect:
    • One random trade node with a merchant present:
      • Limited to:
        • Any country in the world:
          • None of:
            • Is Our country
          • The previously mentioned trade node has the Maximize Profit trading policy
          • None of:
            • Is at war with Our country
        • Any province in this trade node:
          • Province is owned by Our country
          • Is not the country's capital
          • None of:
            • Has province modifier “Local Protectionism”
          • None of:
            • Has province modifier “Local Merchants Out-competed”
      • One random country:
        • Limited to:
          • None of:
            • Is Our country
          • The previously mentioned trade node has the Maximize Profit trading policy
          • None of:
            • Is at war with Our country
        • Save as event target named trader_country
      • One random province in the trade node:
        • Limited to:
          • Province is owned by Our country
          • Is not the country's capital
          • None of:
            • Has province modifier “Local Protectionism”
          • None of:
            • Has province modifier “Local Merchants Out-competed”
        • Save as event target named trade_province

Event button 547.png
We must protect our trade.
  • Event target trader_country:
    • Gain opinion modifier “Protectionism” (Opinion.png −50 Opinion / +2 Yearly decay) towards Our country
  • Event target trade_province:
    • Gain province modifier “Local Protectionism” for 10 years, giving the following effects:
      • Local goods produced modifier −25% Local goods produced modifier
      • Local unrest.png −2 Local unrest
      • Province trade power modifier.png +25% Local trade power modifier
Event button 547.png
Competition is good for everyone.
  • Event target trade_province:
    • Gain province modifier “Local Merchants Out-competed” for 10 years, giving the following effects:
      • Local goods produced modifier +25% Local goods produced modifier
      • Local unrest.png +2 Local unrest
      • Province trade power modifier.png −25% Local trade power modifier


id

Msg event.pngGrowth of the Business of [developing_business_province.GetFancyTradeGood]

Our efforts to maximize trading profits in the area of [developing_business_province.GetAreaName] has born fruit in the province of [developing_business_province.GetName]. Entrepreneurs have managed to greatly increase the output of [developing_business_province.GetFancyTradeGood_LOW] and have found new markets in our capital for the processed goods.
 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any trade node with a merchant present:
    • Our country
      • The previously mentioned trade node has the Maximize Profit trading policy
    • Any province in this trade node:
      • Province is owned by Our country
      • Is not the country's capital
      • None of:
        • Province flag developing_business_here is set
      • At least one of:
        • Has Latin marketplace.png Marketplace building
        • Has Latin trade depot.png Trade Depot building
        • Has Latin stock exchange.png Stock Exchange building
        • Has Latin workshop.png Workshop building
        • Has Latin counting house.png Counting House building
      • At least one of:
        • Produces Gems.png Gems
        • Produces Incense.png Incense
        • Produces Spices.png Spices
        • Produces Silk.png Silk
        • Produces Cloth.png Cloth
        • Produces Ivory.png Ivory
        • Produces Tropical Wood.png Tropical Wood
        • Produces Gold Gold
        • Produces Glass.png Glass
        • Produces Paper.png Paper
        • Produces Chinaware.png Chinaware
Mean time to happen

560 months


Immediate effects
  • Hidden effect:
    • One random trade node with a merchant present:
      • Limited to:
        • Our country
          • The previously mentioned trade node has the Maximize Profit trading policy
        • Any province in this trade node:
          • Province is owned by Our country
          • Is not the country's capital
          • None of:
            • Province flag developing_business_here is set
          • At least one of:
            • Has Latin marketplace.png Marketplace building
            • Has Latin trade depot.png Trade Depot building
            • Has Latin stock exchange.png Stock Exchange building
            • Has Latin workshop.png Workshop building
            • Has Latin counting house.png Counting House building
          • At least one of:
            • Produces Gems.png Gems
            • Produces Incense.png Incense
            • Produces Spices.png Spices
            • Produces Silk.png Silk
            • Produces Cloth.png Cloth
            • Produces Ivory.png Ivory
            • Produces Tropical Wood.png Tropical Wood
            • Produces Gold Gold
            • Produces Glass.png Glass
            • Produces Paper.png Paper
            • Produces Chinaware.png Chinaware
      • One random province in the trade node:
        • Limited to:
          • Province is owned by Our country
          • Is not the country's capital
          • None of:
            • Province flag developing_business_here is set
          • At least one of:
            • Has Latin marketplace.png Marketplace building
            • Has Latin trade depot.png Trade Depot building
            • Has Latin stock exchange.png Stock Exchange building
            • Has Latin workshop.png Workshop building
            • Has Latin counting house.png Counting House building
          • At least one of:
            • Produces Gems.png Gems
            • Produces Incense.png Incense
            • Produces Spices.png Spices
            • Produces Silk.png Silk
            • Produces Cloth.png Cloth
            • Produces Ivory.png Ivory
            • Produces Tropical Wood.png Tropical Wood
            • Produces Gold Gold
            • Produces Glass.png Glass
            • Produces Paper.png Paper
            • Produces Chinaware.png Chinaware
        • Save as event target named developing_business_province

Event button 547.png
Excellent
  • Event target developing_business_province:
    • Gain Production.png 2 base production
    • Set province flag developing_business_here


id

Msg event.png[Root.prominent_merchant.GetName] and his Family

A merchant family from [merchant_family_province.GetName] has come to greatly expand our long range trade with [foreign_province_owner.GetName]. By successfully establishing themselves in both [foreign_province_owner.Capital.GetCapitalName] and the [foreign_province_owner.GetAdjective] hinterlands they have come to be very influential in both our societies, and very rich. This is a situation we could probably make use of…
 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any trade node with a merchant present:
    • Our country
      • The previously mentioned trade node has the Maximize Profit trading policy
    • None of:
      • Our country has trade modifier “Influential Trading Family”
    • Any province in this trade node:
      • None of:
        • Province is owned by Our country
      • Is not the country's capital
      • Province is not wasteland
      • Is not sea
      • Is not open for colonization
      • None of:
        • Continent is the same as Our country
Mean time to happen

560 months


Immediate effects
  • Hidden effect:
    • Save name of Advisor from Our country to prominent_merchant
    • One random trade node with a merchant present:
      • Limited to:
        • Our country
          • The previously mentioned trade node has the Maximize Profit trading policy
        • None of:
          • Our country has trade modifier “Influential Trading Family”
        • Any province in this trade node:
          • None of:
            • Province is owned by Our country
          • Is not the country's capital
          • Province is not wasteland
          • Is not sea
          • Is not open for colonization
          • None of:
            • Continent is the same as Our country
      • One random province in the trade node:
        • Limited to:
          • None of:
            • Province is owned by Our country
          • Is not the country's capital
          • None of:
            • Continent is the same as Our country
          • Province is not wasteland
          • Is not sea
          • Is not open for colonization
        • Save as event target named foreign_province
        • Province owner:
          • Save as event target named foreign_province_owner
    • One random owned province:
      • Limited to:
        • Is the country's capital
      • Save as event target named merchant_family_province
    • One random owned province:
      • Limited to:
        • Is in a state
        • At least one of:
          • Has Latin marketplace.png Marketplace building
          • Has Latin trade depot.png Trade Depot building
          • Has Latin stock exchange.png Stock Exchange building
          • Has province modifier “Important Natural Harbor”
          • Province has a Province trade power value.png center of trade of at least level 1
          • Has province modifier “Trading Post”
          • Province has a Estuary.png river estuary
      • Save as event target named merchant_family_province
    • One random owned province:
      • Limited to:
        • Is in a state
        • At least one of:
          • Has Latin trade depot.png Trade Depot building
          • Has Latin stock exchange.png Stock Exchange building
          • Province has a Province trade power value.png center of trade of at least level 1
          • Province has a Estuary.png river estuary
      • Save as event target named merchant_family_province
    • One random owned province:
      • Limited to:
        • Is in a state
        • At least one of:
          • Has Latin stock exchange.png Stock Exchange building
          • Province has a Province trade power value.png center of trade of at least level 1
      • Save as event target named merchant_family_province

Option conditions

Event trigger.pngEnabled if:

  • Event target foreign_province:
    • Any neighbouring province:
      • None of:
        • Has been discovered by Our country
Event button 547.png
Let us use their influence to extract maps of [foreign_province_owner.GetAdjective] hinterlands.
  • Event target foreign_province:
    • Every neighbouring province:
      • Our country
        • Discover The previously mentioned province
    • Province owner:
      • Our country gains 50 loyalty
  • Hidden effect:
    • Clear saved name prominent_merchant

Event trigger.pngAlways enabled:

Event button 547.png
We should not ask what they can do for us. What is good for them is good for us.
  • Event target foreign_province:
    • Our country gains trade modifier “Influential Trading Family” (+10 Power) for 10 years
  • Hidden effect:
    • Clear saved name prominent_merchant

Event trigger.pngAlways enabled:

Event button 547.png
Let us make [Root.prominent_merchant.GetName] a the new architect for our trade policies.
  • If:
    • Limited to:
      • None of:
        • Gold Icon.png Monthly income is at least 25 ducats
    • Gain skill 2 Trader advisor named prominent_merchant (50% cheaper to employ)
  • Else:
    • Gain skill 2 Trader advisor named prominent_merchant (50% cheaper to employ)


id

Msg event.pngIncreased Demand for [trade_province.GetFancyTradeGood]

[trade_province.GetFancyTradeGood] from [trade_province.GetName] fetch a very good price in foreign as well as domestic markets lately. So much so that it has given rise to a new generation of entrepreneurs and economic speculation.
 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any trade node with a merchant present:
    • The country with the most trade power:
      • None of:
        • Is Our country
      • None of:
        • Is at war with Our country
      • The previously mentioned trade node has the Maximize Profit trading policy
    • Any province in this trade node:
      • Province is owned by Our country
      • Production.png Base production is at least 2
      • None of:
        • Has province modifier “Unregulated Economic Growth”
      • None of:
        • Has province modifier “Regulated Economic Growth”
      • At least one of:
        • Has Latin marketplace.png Marketplace building
        • Has Latin trade depot.png Trade Depot building
        • Has Latin stock exchange.png Stock Exchange building
        • Has Latin workshop.png Workshop building
        • Has Latin counting house.png Counting House building
      • At least one of:
        • Produces Gems.png Gems
        • Produces Incense.png Incense
        • Produces Spices.png Spices
        • Produces Silk.png Silk
        • Produces Cloth.png Cloth
        • Produces Ivory.png Ivory
        • Produces Tropical Wood.png Tropical Wood
        • Produces Glass.png Glass
        • Produces Paper.png Paper
        • Produces Chinaware.png Chinaware
Mean time to happen

660 months


Immediate effects
  • Hidden effect:
    • One random trade node with a merchant present:
      • Limited to:
        • The country with the most trade power:
          • None of:
            • Is Our country
          • None of:
            • Is at war with Our country
          • The previously mentioned trade node has the Maximize Profit trading policy
        • Any province in this trade node:
          • Province is owned by Our country
          • Production.png Base production is at least 2
          • None of:
            • Has province modifier “Unregulated Economic Growth”
          • None of:
            • Has province modifier “Regulated Economic Growth”
          • At least one of:
            • Has Latin marketplace.png Marketplace building
            • Has Latin trade depot.png Trade Depot building
            • Has Latin stock exchange.png Stock Exchange building
            • Has Latin workshop.png Workshop building
            • Has Latin counting house.png Counting House building
          • At least one of:
            • Produces Gems.png Gems
            • Produces Incense.png Incense
            • Produces Spices.png Spices
            • Produces Silk.png Silk
            • Produces Cloth.png Cloth
            • Produces Ivory.png Ivory
            • Produces Tropical Wood.png Tropical Wood
            • Produces Glass.png Glass
            • Produces Paper.png Paper
            • Produces Chinaware.png Chinaware
      • One random province in the trade node:
        • Limited to:
          • Province is owned by Our country
          • Production.png Base production is at least 2
          • None of:
            • Has province modifier “Unregulated Economic Growth”
          • None of:
            • Has province modifier “Regulated Economic Growth”
          • At least one of:
            • Has Latin marketplace.png Marketplace building
            • Has Latin trade depot.png Trade Depot building
            • Has Latin stock exchange.png Stock Exchange building
            • Has Latin workshop.png Workshop building
            • Has Latin counting house.png Counting House building
          • At least one of:
            • Produces Gems.png Gems
            • Produces Incense.png Incense
            • Produces Spices.png Spices
            • Produces Silk.png Silk
            • Produces Cloth.png Cloth
            • Produces Ivory.png Ivory
            • Produces Tropical Wood.png Tropical Wood
            • Produces Glass.png Glass
            • Produces Paper.png Paper
            • Produces Chinaware.png Chinaware
        • Save as event target named trade_province

Event button 547.png
We should step in to limit any excesses.
  • Event target trade_province:
    • Gain province modifier “Regulated Economic Growth” for 10 years, giving the following effects:
      • Local goods produced modifier +15% Local goods produced modifier
      • Trade value modifier.png +15% Trade value modifier
Event button 547.png
Let us lighten regulations to really benefit local entrepreneurs.
  • One of the following at random:
    • 25% chance of:
      • Event target trade_province:
        • Lose Production.png 1 base production
    • 75% chance of:
  • Event target trade_province:
    • Gain province modifier “Unregulated Economic Growth” for 10 years, giving the following effects:
      • Local unrest.png +4 Local unrest
      • Local goods produced modifier +15% Local goods produced modifier
      • Local goods produced +0.25 Local goods produced
      • Trade value modifier.png +15% Trade value modifier


id

Msg event.pngLack of Demand for [trade_province.GetFancyTradeGood]

[trade_province.GetName] has long lived of off the locally produced [trade_province.GetFancyTradeGood_LOW] but lately they have been forced to sell their products at reduced prices. If this is due to the temporary whims of fashion or a more permanent change is hard to say but it is clear that local trade is suffering.
 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any trade node with a merchant present:
    • The country with the most trade power:
      • At least one of:
        • None of:
          • Is Our country
        • All of:
          • Is Our country
          • None of:
            • The previously mentioned trade node has the Maximize Profit trading policy
    • Any province in this trade node:
      • Province is owned by Our country
      • Production.png Base production is at least 2
      • None of:
        • Has province modifier “Lack of Demand for Local Goods”
      • At least one of:
        • Produces Gems.png Gems
        • Produces Incense.png Incense
        • Produces Spices.png Spices
        • Produces Silk.png Silk
        • Produces Cloth.png Cloth
        • Produces Ivory.png Ivory
        • Produces Tropical Wood.png Tropical Wood
        • Produces Gold Gold
        • Produces Glass.png Glass
        • Produces Paper.png Paper
        • Produces Chinaware.png Chinaware
Mean time to happen

660 months


Immediate effects
  • Hidden effect:
    • One random trade node with a merchant present:
      • Limited to:
        • The country with the most trade power:
          • At least one of:
            • None of:
              • Is Our country
            • All of:
              • Is Our country
              • None of:
                • The previously mentioned trade node has the Maximize Profit trading policy
        • Any province in this trade node:
          • Province is owned by Our country
          • Production.png Base production is at least 2
          • None of:
            • Has province modifier “Lack of Demand for Local Goods”
          • At least one of:
            • Produces Gems.png Gems
            • Produces Incense.png Incense
            • Produces Spices.png Spices
            • Produces Silk.png Silk
            • Produces Cloth.png Cloth
            • Produces Ivory.png Ivory
            • Produces Tropical Wood.png Tropical Wood
            • Produces Gold Gold
            • Produces Glass.png Glass
            • Produces Paper.png Paper
            • Produces Chinaware.png Chinaware
      • One random province in the trade node:
        • Limited to:
          • Province is owned by Our country
          • Production.png Base production is at least 2
          • None of:
            • Has province modifier “Lack of Demand for Local Goods”
          • At least one of:
            • Produces Gems.png Gems
            • Produces Incense.png Incense
            • Produces Spices.png Spices
            • Produces Silk.png Silk
            • Produces Cloth.png Cloth
            • Produces Ivory.png Ivory
            • Produces Tropical Wood.png Tropical Wood
            • Produces Gold Gold
            • Produces Glass.png Glass
            • Produces Paper.png Paper
            • Produces Chinaware.png Chinaware
        • Save as event target named trade_province

Event button 547.png
This is regrettable.
  • Event target trade_province:
    • Gain province modifier “Lack of Demand for Local Goods” for 10 years, giving the following effects:
      • Local goods produced −0.25 Local goods produced


id

Msg event.pngSpread of Ideas

With the exchange of money and trade goods there is often a spread of methods and ideas. With the growth of the [merchant_country.GetAdjective] merchant activity in [institution_province.GetCapitalName] there is a clear influence on local society. As customs and local fashions develop, some long for the older, and according to them better, times.
 
Trigger conditions
  • DLC Cradle of Civilization.png Cradle of Civilization is active
  • Any trade node with a merchant present:
    • The country with the most trade power:
      • None of:
        • Is Our country
      • None of:
        • Is at war with Our country
      • The previously mentioned trade node has any trading policy
      • The country has embraced at least 1 more institutions than Our country
    • Any province in this trade node:
      • Province is owned by Our country
      • At least one of:
        • Has Latin marketplace.png Marketplace building
        • Has Latin trade depot.png Trade Depot building
        • Has Latin stock exchange.png Stock Exchange building
        • Has Latin workshop.png Workshop building
        • Has Latin counting house.png Counting House building
      • None of:
        • Has province modifier “Influx of Foreign Ideas”
      • None of:
        • Has province modifier “Traditional Values Entrenched”
Mean time to happen

560 months


Immediate effects
  • Hidden effect:
    • One random trade node with a merchant present:
      • Limited to:
        • The country with the most trade power:
          • None of:
            • Is Our country
          • None of:
            • Is at war with Our country
          • The previously mentioned trade node has any trading policy
          • The country has embraced at least 1 more institutions than Our country
        • Any province in this trade node:
          • Province is owned by Our country
          • At least one of:
            • Has Latin marketplace.png Marketplace building
            • Has Latin trade depot.png Trade Depot building
            • Has Latin stock exchange.png Stock Exchange building
            • Has Latin workshop.png Workshop building
            • Has Latin counting house.png Counting House building
          • None of:
            • Has province modifier “Influx of Foreign Ideas”
          • None of:
            • Has province modifier “Traditional Values Entrenched”
      • The country with the most trade power:
        • Save as event target named merchant_country
      • One random province in the trade node:
        • Limited to:
          • Province is owned by Our country
          • At least one of:
            • Has Latin marketplace.png Marketplace building
            • Has Latin trade depot.png Trade Depot building
            • Has Latin stock exchange.png Stock Exchange building
            • Has Latin workshop.png Workshop building
            • Has Latin counting house.png Counting House building
          • None of:
            • Has province modifier “Influx of Foreign Ideas”
          • None of:
            • Has province modifier “Traditional Values Entrenched”
        • Save as event target named institution_province

Event button 547.png
Our society has only to gain from progress.
  • Event target institution_province:
    • Gain 65 progress towards the next non-present institution
    • Gain province modifier “Influx of Foreign Ideas” for 10 years, giving the following effects:
      • Local institution spread.png +25% Local institution spread
      • Local development cost −15% Local development cost
      • Local unrest.png +8 Local unrest
Event button 547.png
Let us protect traditional [institution_province.culture.GetName] society.
  • Event target institution_province:
    • Gain province modifier “Traditional Values Entrenched” for 10 years, giving the following effects:
      • Local unrest.png −6 Local unrest
      • Local tax modifier.png +15% Local tax modifier


Footnotes[edit]

  1. The script code is located in /Europa Universalis IV/events/TradePolicyEvents.txt