Envoy
Envoys are a special type of agent which help a country undertake certain actions. Each country has a limited number of each envoy, depending on its technology level, idea groups and other factors. It takes a certain amount of time for an envoy to complete assigned missions. There are four types of envoys: diplomats,
missionaries,
merchants, and
colonists.
Diplomat[edit | edit source]

- See also: Diplomacy#Diplomats
Diplomats are able to execute both official and covert diplomatic actions. The default number of available diplomats is two.
Gaining diplomats
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Triggers |
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+1 |
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Missionary[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.31. |

- See also: Religion#Conversion
Missionaries are religious envoys that can be tasked (for a monetary cost) with converting the religion of a province a country owns to that of the country's official religion. The default number of available missionaries is one.
Gaining missionaries
The tables below group the additional missionaries that can be gained by religion type in order to compare them more easily:
All religions
- +1 base value for all nations
- +1 religious idea 1: Missionary Schools
- +1 taking the Religious-Indigenous Policy 'Ancestor Worship'
- +1 with
parliament, no Humanist Ideas, and 'Propagation of State Religion' as active issue for 10 years
All Christians regardless of denomination
- +1 missionary from being Defender of the Faith (Christian or Muslim only)
- +1 missionary from being Christian and owning Mecca
- +1 missionary from being Christian, Muslim or Jewish and completing level 3 monument Holy City of Jerusalem in Jerusalem (379)
- +1 missionary from being Christian and completing level 2 monument Heddal Stave Church in the province Bratsberg in Norway
- Catholic Christians
- +1 missionaries from being Catholic and completing level 3 monument San Antonio Missions in the province Tanu (4627)
- +2 missionaries from joining the Counter-Reformation if Catholic
- Protestant/Reformed/Hussite/Anglican Christians
- +1 missionary from being non-Catholic Christian or Muslim and owning Rome
- Coptic Christians
- +1 missionary from being non-Catholic Christian or Muslim and owning Rome
- +1 missionary from being Coptic and owning Alexandria
- Orthodox Christians
- +1 missionary from being non-Catholic Christian or Muslim and owning Rome
- +1 missionary from being Orthodox and owning and converting Rome, Constantinople, Antioch, Jerusalem, and Alexandria; causing the event and modifier 'The Pentarchy'
Muslim
- +1 missionary from being Defender of the Faith (Christian or Muslim only)
- +1 missionary from being Muslim and owning both Mecca and Medina
- +1 missionary from being Christian, Muslim or Jewish and completing level 3 monument Holy City of Jerusalem in Jerusalem (379)
- +1 missionary from being non-Catholic Christian or Muslim and owning Rome
- +1 missionary from assimilating the Cushitic culture group with the Mughal Diwan government reform
- +1 missionary from being Muslim and completing level 2 or level 3 monument Great Mosque of Djenné in Jenne province
Note that Muslim nations have access to the "Propagate Religion" Trade Policy in all Trade Company regions where they have a merchant present and more than 50% trade power. This acts like a Centre of Religion propagating the Muslim faith in the entire trade company region.
Eastern
- +1 missionary from being Mahayana, Theravada or Vajrayana Buddhist and owning Pataliputra
- +1 missionary from being Mahayana Buddhist and owning Luoyang
- +1 missionary from being Vajrayana Buddhist and owning Lhasa
- +1 missionary from being Theravada Buddhist and owning Kandy
- +1 missionary from being Shinto and having Isolationism level 3
- +1 missionary from being from being Mahayana, Theravada, Vajrayanaand, Shinto or Confucian with a harmonized Buddhist religion and completing level 2 or level 3 monument Buddha Statues in Bamyan province
- +1 missionary from being Mahayana, Theravada, Vajrayanaand, Shinto or Confucian with a harmonized Buddhist religion and completing level 2 monument Bagan Temples in Pagan province
- +2 missionary from being Mahayana, Theravada, Vajrayanaand, Shinto or Confucian with a harmonized Buddhist religion and completing level 3 monument Bagan Temples in Pagan province
Dharmic
- +1 missionary from being Hindu and completing level 2 or level 3 monument Buddha Statues in Bamyan province, while Bamyan is Hindu and Buddha has been chosen as personal deity.
- +1 missionary from being Hindu and completing level 2 monument Bagan Temples in Pagan province, while Pagan is Hindu and Buddha has been chosen as personal deity.
- +2 missionary from being Hindu and completing level 3 monument Bagan Temples in Pagan province, while Pagan is Hindu and Buddha has been chosen as personal deity.
- +1 missionary from being Hindu and owning Varanasi
- +1 missionary from being Sikh and owning Doaba
- +1 missionary from being Dharmic and completing level 3 monument Prambanan Temple in Kotagede province
Pagan
- +1 missionary from being Fetishist and owning Ife while Ife is Fetishist
- +1 missionary from being Fetishist and completing level 2 or level 3 monument Buddha Statues in Bamyan province, while Bamyan is Fetishist and the Buddhadharma cult is unlocked.
- +1 missionary from being Fetishist and completing level 2 monument Bagan Temples in Pagan province, while Pagan is Fetishist and the Buddhadharma cult is unlocked.
- +2 missionary from being Fetishist and completing level 3 monument Bagan Temples in Pagan province, while Pagan is Fetishist and the Buddhadharma cult is unlocked.
- +1 missionary from being fully reformed Mayan and owning Sotuta
- +1 missionary from being fully reformed Nahuatl religion nation and owning Cholula
- +1 missionary from being fully reformed Inti and owning Pachacamac in Lima
- +1 missionary from selecting the Cult 'The Spirits' while being Alcheringa
Additional religions - Jewish and Zoroastrian
- +1 missionary from being Christian, Muslim or Jewish and completing level 3 monument Holy City of Jerusalem in Jerusalem (379)
Specific requirements
- +1 missionary from having the Feudal Theocracy government reform (Available only to Muslim or
Zoroastrian nations that either start with this government type (
Ardabil,
Oman,
Mzab, the
Rassids and the
Mushasha), or have formed
Persia or
Sokoto, or have enacted the
"Unify Islam" decision).
- +1 missionary from being a Theocracy and taking the 2th tier government reform "Mission of Protection".
- +1 missionary from being a Theocracy and taking the 7th tier government reform "God and Man" (only available to non-Pagan religions).
- +1 missionary from completing the japanese mission "A New Buddha?" with the outcome of defeating christianity (the DLC Domination is needed).
Merchant[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |

- See also: Trade#Merchants
Merchants manipulate the flow of ducats at trade nodes, where they can either transfer trade on to the next node in the route, or collect trade for their country's treasury in trade nodes other than their capital's. If collecting in their capital, they will increase the ducats collected by +10%, but are not needed to collect trade in the capital. The default number of available merchants is two.
Gaining merchants
- +1 from the East India Merchant Company event
- +1 merchant for each colonial nation they control with more than 10 provinces.
- With the
Wealth of Nations DLC, any nation gains +1 merchant for each trade company they control with the majority (>50%) of the provincial trade power in a region. The trade power being evaluated is province-specific only and ignores global trade power modifiers, also it only aggregates the values from provinces allocated to trade companies in that node (hence normal territories or states in that node are not counted).
Colonist[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |

- See also: Colonization#Colonists
Colonists are sent to uncolonised provinces to govern and expand a colony. They can be kept in a colony in order to increase the chance of gaining extra settlers each month, but can also be recalled from a colony in progress for other missions after setting up a colony (such as setting up an additional colony, although each colony over the number of available colonists will rapidly grow in cost). With , colonists can be sent to provinces to allow the province to increase
development; when and which area (base tax, production, and manpower) the increase in development occurs is random, with chances decreasing as the province becomes more developed.
The default number of available colonists is zero; unlike the other types of envoys, countries generally do not begin the game with colonists, and instead gain them by taking ideas or as part of their national ideas.
Gaining colonists
- +1 Completing the Spice Islands
mission [Root.GetAdjective] Dominance.
- +1 Completing the New World
mission Native Colonization.
- +1 Completing the Oceania
mission Colonization of Oceania.
- +1 for
100 years for completing one of the following
missions:
Mutapa mission Uncover the South,
Jolof mission Take over Futa Jallon,
Kongo mission Develop Kongo. This colonist gets removed if the country acquires a colonist from another source.
- +1 for
50 years for completing the
Adal
mission Eliminate the Nubian Copts. This colonist gets removed if the country acquires a colonist from another source.
- +1 for
50 years for completing the
Kilwa
mission The Uncharted South.
- +1 for
25 years for completing the
Mali
mission Ko Mamadi's Ambition.
- +1 Having a
Parliament government and passing the "Charter Colonies" issue, duration 10 years.
- +1 from Mesoamerican religious reforms: Tribal Expansion for
Mayan and
Nahuatl, and Expanded Mitma Policy for
Inti.
- +1 from being
Alcheringa and selecting the Baiame cult.
- +1 for 10 years from Protestantism event "Protestant Diaspora", received by the colonial parent.
- +1 Being a Self-Governing Colony.
Travel time[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.30. |
Travel time depends on the distance envoys must travel from the player's capital. It differs between the different envoy-types:
- A
diplomat performs (or, for maintained actions, begins) their action instantly, then spends time travelling back.
- A
merchant spends time travelling both to and from the destination. A merchant can be sent directly between trade nodes without having to return to the capital.
- A
missionary is both sent and recalled instantly.
- A
colonist spends time travelling to the destination, but is recalled instantly after waiting one day. (See Colonization#Travel_time for further information on colonist travel time).
Envoy travel time[edit | edit source]
Envoy travel time influences the travel speed of diplomats, merchants and colonists.
Diplomacy | Diplomacy • Diplomatic feedback • Envoy • Espionage |
Other | Defender of the Faith • Great power • Hegemon • Prestige • Regions |
Political structures | Emperor of China • Holy Roman Empire • Papacy |
Relations | Personal union • Relations • Subject nation |
Concepts | Corruption • Governing capacity • Overextension • Power projection • Rebellion • Regions • Stability • States and territories |
Court | Advisors • Consort • Monarch power • National focus • Ruler • Ruler personalities |
Estates and Factions | Base estates • Cossacks estates • Dharma estates • Estates • Factions |
Events and Missions | Decisions • Disasters • Events • List of decisions • Missions |
Goverment | Absolutism • Culture • Government • Government rank • Modifiers • Policies |
Province mechanics | Autonomy • Buildings • Canal • Capital • Core • Province |
Religions | Christian denominations • Eastern denominations • Muslim denominations • Other denominations • Pagan denominations • Religion |
Specific governments | Native council • Parliament • Steppe hordes |
Colonisation | Exploration • Colonisation • Colonial nation • Tariffs • Trade company |
Economy | Debase currency • Development • Economy • Privateering • Production • Raid coasts • Tax |
Trade | Trade • Trade company • Trade goods • Trade nodes |
Ideas and Policies | Idea groups • National ideas • Policies |
Ages and Institutions | Ages • Institutions |
Innovativeness and Technology | Innovativeness • Technology |
Declaring war | Alliance • Casus belli • Claim • Peace • War exhaustion • Warfare |
Defense | Fort • Zone of control |
Land warfare | Army • Condottieri • Discipline • Drilling • Land units • Land warfare • Manpower • Militarisation • Mercenaries • Professionalism |
Naval warfare | Flagship • Naval blockade • Naval doctrine • Naval units • Naval warfare • Navy • Sailors |
Other | Force limit • Military leader • Military tradition |