Open main menu

Estates events

Revision as of 07:36, 29 August 2016 by Lillebror (talk | contribs) (replaced: Noble → Nobility (30×))

This is a list of all events associated with estates.[1]

The five-year pulse that triggers estates events is different from the one that triggers idea group events.

Contents

Burghers.pngBurghers events

 Advancement of the Merchant Classes


The status of the $ESTATE_BURGHERS$ does not rest on the same old traditions as that of the $ESTATE_NOBLES$ or the $ESTATE_CHURCH$. Instead they have had to make their own fortunes by working diligently and then risking the profit to again expand their businesses. As a rule however this has gone very well for them lately. While not as prestigious business is in many ways the backbone of our economy and through their control of the coins the $ESTATE_BURGHERS$ have managed to increase their power over our country.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  •   Burghers estate does not have influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Decline of the Merchant Classes: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Ok.
  • One of the following at random (selected when the event fires):
    • Burghers estate gains influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!" (+10 influence) for 5475 days
    • Burghers estate gains influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!" (+20 influence) for 5475 days

 Robber Barons


The $ESTATE_BURGHERS$ are concerned with the great influence of the $ESTATE_NOBLES$ in our state. They claim that many lower members of the nobility are disregarding the peace and law of the land, using their position of power and the lands they hold to take up unreasonable tolls and taxes for traders passing by. Some are even said to attack and waylay merchants, robbing or extorting them of their money.
Representatives of the [Root.GetAdjective] $ESTATE_BURGHERS$ now claim that the economic development of our country is held back by these excesses. The $ESTATE_NOBLES$ on the other hand argue that they are simply charging reasonably for the use of their roads property. Some are however willing to give the state a part of the share of what they take.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers and   Nobility estates exist
  • Nobility estate has at least 25 influence
  •   Nobility have at least one province assigned to them
  •   Burghers estate does not have influence modifier "Robber Barons: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Robber Barons Chastised: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
They only take what is their right.
  • One random owned province assigned to the   Nobility:
    • Gain   +1 base tax
  • Nobility estate gains +10 loyalty
  • Burghers estate loses -10 loyalty
  • Burghers estate gains influence modifier "Robber Barons: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Nobility estate gains influence modifier "Robber Barons: §Y$VAL$%§!" (+10 influence) for 5475 days
 
We must curb such excesses!
  • One random owned province assigned to the   Nobility:
    • Gain   +1 base production
  • Nobility estate loses -10 loyalty
  • Burghers estate gains +10 loyalty
  • Nobility estate gains influence modifier "Robber Barons Chastised: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Burghers estate gains influence modifier "Robber Barons Chastised: §Y$VAL$%§!" (+10 influence) for 5475 days

 Decline of the Merchant Classes


Without the old privileges and pedigrees of other factions the status and influence of the $ESTATE_BURGHERS$ is rarely quite as secure as that of those born into power. Lately a combination of financial misfortune and misdirected political ambitions have resulted in a loss of power and influence for the $ESTATE_BURGHERS$ of [Root.GetName].


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  •   Burghers estate does not have influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Decline of the Merchant Classes: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Ok.
  • Burghers estate gains influence modifier "Decline of the Merchant Classes: §Y$VAL$%§!" (-10 influence) for 5475 days

 Growing City Request Privileges


The $ESTATE_BURGHERS$ of an increasingly important trading city have approached the [Root.Monarch.GetTitle] today asking to be granted privileges to be able to make the region thrive without the hindrance of many of our normal taxes. Should we provide them with these means to grow they assure us that the economy of the area would quickly improve, resulting in more wealth for the state.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • At least one owned, non-capital, non-overseas province that is not assigned to any estate and has no seat in Parliament either:
    • Has at least 10   development
    • Has province modifier "Important Natural Harbor"
    • Has province modifier "Coastal Center of Trade"
    • Has province modifier "Inland Center of Trade"
  •   Burghers estate does not have influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Accept the Petition.
  • Burghers estate gains +10 loyalty
  • One random non-capital owned province with at least 10 development that is not assigned to any estate and has no seat in parliament:
    • Assign to estate   Burghers
    • Gain   +2 base tax
 
Reject the Petition.
  • Burghers estate loses -10 loyalty
  • Burghers estate gains influence modifier "Denied City Privileges: §Y$VAL$%§!" (-10 influence) for 5475 days

 Immoral Prices


Grain prices are notoriously unstable, anything from the weather where it is grown to incidents hurting its distribution can suddenly cause the price to rise significantly. As a result of one such sudden change there is currently an acute shortage of grain in many of our larger cities. Desperate to feed themselves the common people are directing their anger at the merchants who they feel are making good use of this situation to overcharge for their wares. The Merchant's themselves on the other hand claim that this is a natural result of the shortage and that there simply isn't enough bread to go around.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  •   Burghers estate does not have influence modifier "No Price Meddling: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Price Meddling: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Force the Merchants to lower their prices.
  • Burghers estate loses -15 loyalty
  • Burghers estate gains influence modifier "Price Meddling: §Y$VAL$%§!" (-10 influence) for 5475 days
 
We should not meddle in these things.
  • Burghers estate gains influence modifier "No Price Meddling: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Four different random owned provinces, and a 75% chance of each of two more, that are assigned to   Burghers (chosen when this event fires):
    •   Peasant rebels (size 1) rise in revolt
  • Burghers estate gains +10 loyalty
 
We must pay for and distribute what bread there is.
  • Lose   ducats equal to 0.15 years of income
  • Burghers estate gains influence modifier "No Price Meddling: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Burghers estate gains +10 loyalty

 Parallel Authority


The $ESTATE_BURGHERS$ are not the sole authority within their cities, the $ESTATE_CHURCH$ also have a strong presence in most big cities going back to their initial founding. Conflicts sometimes arise when the councils of the $ESTATE_BURGHERS$ implement rules that the $ESTATE_CHURCH$ disapprove of.
Such conflicts have become more and more commonplace and members of the $ESTATE_CHURCH$ are openly acting in defiance of the various rules the $ESTATE_BURGHERS$ have agreed upon in their cities. Delegates from various $ESTATE_BURGHERS$ dominated cities are now urging us to clarify the situation.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • Burghers estate has at least 25 influence
  • Clergy estate has at least 25 influence
  •   Burghers estate does not have influence modifier "Burgher Authority Asserted: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Burgher Authority Questioned: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Side with the $ESTATE_BURGHERS$.
  • Burghers estate gains +10 loyalty
  • Clergy estate loses -10 loyalty
  • Burghers estate gains influence modifier "Burgher Authority Asserted: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Clergy estate gains influence modifier "Burgher Authority Asserted: §Y$VAL$%§!" (-10 influence) for 5475 days
 
Side with the $ESTATE_CHURCH$.
  • Burghers estate loses -10 loyalty
  • Clergy estate gains +10 loyalty
  • Burghers estate gains influence modifier "Burgher Authority Questioned: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Clergy estate gains influence modifier "Burgher Authority Questioned: §Y$VAL$%§!" (+10 influence) for 5475 days

 Extended Privileges for the $ESTATE_BURGHERS$


The $ESTATE_BURGHERS$ feel that they are unduly taxed and regulated when taking in mind the great importance of their work for our country. Tolls, taxes and various tarriffs are holding them back from being able to accomplish even greater things and they will not hesitate to use all of their influence to abolish them.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • Burghers estate has at least 70 influence
  •   Burghers have at least one province assigned to them
  •   Burghers estate does not have influence modifier "Rights Extended: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Refused to Extend Rights: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Let us remove these obstacles!
  • Burghers estate gains influence modifier "Rights Extended: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Every owned province assigned to   Burghers gains   +33% local autonomy
 
The $ESTATE_BURGHERS$ need to know their place!
  • Burghers estate loses -15 loyalty
  • Burghers estate gains influence modifier "Refused to Extend Rights: §Y$VAL$%§!" (-10 influence) for 5475 days

 Hurtful Trade Policies


The interests of prominent merchant households are being hurt by our repressive trade policies towards other countries. The $ESTATE_BURGHERS$ support these families and have now petitioned us to compensate them by at least opening up some other restrictions on trade to compensate for their loss of income.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • Is embargoing at least 1 other nation(s)
  •   Burghers estate does not have influence modifier "Right to Bypass Trade Restrictions: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Denied Right to Bypass Trade Restrictions: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
We must support the $ESTATE_BURGHERS$.
  • Add country modifier "Merchants Favored" for 10 years
  • Burghers estate gains +10 loyalty
  • Burghers estate gains influence modifier "Right to Bypass Trade Restrictions: §Y$VAL$%§!" (+10 influence) for 10 years
 
We cannot let our trade policy be decided by these peddlers.
  • Add country modifier "Unfavorable Trade Policies" for 10 years
  • Burghers estate loses -10 loyalty
  • Burghers estate gains influence modifier "Denied Right to Bypass Trade Restrictions: §Y$VAL$%§!" (-10 influence) for 10 years

 Cottage Industry


Economic development is not always without conflict. It seems rich Merchants in some of our $ESTATE_BURGHERS$ dominated cities have been attempting to bypass various guild privileges by outsourcing work to the homes of families living outside the city. The fact that this 'Putting-out System' has been a very profitable strategy only further enflame the Artisans in the city who feel their ancient rights have been trampled and that the carefully managed prices of their products will suffer. The [Root.GetAdjective] artisans now turn to the [Root.Monarch.GetTitle] to defend their privileges as the city councils has been unable to root out competition not based in the cities.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  •   Diplomatic technology is at least 5
  • Owns at least 8 non-colony provinces
  •   Burghers estate does not have influence modifier "Growth of the Putting-Out System: §Y$VAL$%§!"
  • No owned province has province modifier "Guild Privileges Defended"
  • No owned province has province modifier "Conflict within City"
Is triggered only by

Five year event pulse


 
We cannot stand in the way of progress.
  • Burghers estate loses -10 loyalty
  • Burghers estate gains influence modifier "Growth of the Putting-Out System: §Y$VAL$%§!" (+10 influence) for 10 years
  • One owned province assigned to   Burghers, plus additional ones if the country has at least 12 citites, plus a 75% chance each of another at 18 cities and 55% of another at 24 cities (chosen when this event fires):
    • Gain   +1 base production
    • Add province modifier "Conflict within City" for 10 years
 
We must safeguard the guild privileges.
  • Burghers estate gains +10 loyalty
  • One owned province assigned to   Burghers, plus additional ones if the country has at least 12 citites, plus a 75% chance of a third at 18 cities and 55% of a fourth at 24 cities (chosen when this event fires):
    • Add province modifier "Guild Privileges Defended" for 10 years

 Social Mobility


The growing power of the $ESTATE_BURGHERS$ has lead to individuals from within their ranks to seek their fortunes in areas traditionally dominated by other groups. The sons of mid to low prominence families of the $ESTATE_BURGHERS$ now have the education and the ambition to match the more privileged classes and as a result an increasing number of them are now being employed as administrators, lawyers, officers as well as in other positions traditionally dominated by another estate. The $ESTATE_BURGHERS$ still feel they are being unduly held back by the archaic rights and privileges of another era but their adversaries are growing very weary even of the current 'unnatural' social mobility.
Unless we do something we risk losing the support of the privileged classes but if we withdraw our support of the $ESTATE_BURGHERS$ at this point this will likely have grave effects on our relations with them.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • Burghers estate has at least 70 influence
  •   Burghers estate does not have influence modifier "Homines Novi: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Barred from State Careers: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
We must not stand in the way of these new men.
  • Burghers estate gains influence modifier "Homines Novi: §Y$VAL$%§!" (+10 influence) for 20 years
  • Add country modifier "New Men" for 10 years
  • Nobility estate loses -15 loyalty (if it exists)
  • Clergy estate loses -15 loyalty (if it exists)
 
We must protect the ancient rights of the other Estates.
  • Burghers estate gains influence modifier "Barred from State Careers: §Y$VAL$%§!" (-10 influence) for 20 years
  • Add country modifier "Disloyal New Men" for 5475 days
  • Burghers estate loses -15 loyalty
  • If   Nobility estate exists:
    • Nobility estate gains +10 loyalty
    • Lose   -15 army tradition
    • Lose   -15 navy tradition
  • If   Clergy estate exists:
    • Clergy estate gains +10 loyalty
    • Lose   -75 administrative power

 Growth of the Economy


Our policy of cooperation with the $ESTATE_BURGHERS$ has come to bear fruit in the form of economic development in many fields. The cities of the $ESTATE_BURGHERS$ are prospering and influence in international trade is growing rapidly.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  •   Burghers have at least one province assigned to them
  • Burghers estate has at least 60 influence
  • Burghers estate has at least 60 loyalty
  • No trade node with a merchant present has trade modifier "Close ties with Merchant Community" for this country
Is triggered only by

Five year event pulse


 
Great.
  • One of the following at random (chosen when the event fires):
    • One random owned province assigned to   Burghers:
      • Our country gains trade modifier "Close ties with Merchant Community" (+15 Power) for 5475 days
    • One random owned province assigned to   Burghers:
      • Gain   +1 base production

 The risks of Trade


Trade over large distances can be risky, if profitable. The weather, brigands and pirates remain a threat on land as well as on water. Normally the $ESTATE_BURGHERS$ can cope with a certain amount of misshaps and have their own ways to protect themselves and insure their cargo. Lately however things have been going badly for a large number of Merchant families and some are at risk of bancruptcy. It may be prudent to offer some financial compensation to get them back on their feet.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  •   Burghers estate does not have influence modifier "Compensated Losses: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Bad Fortunes: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Compensate the Traders.
  • Lose   ducats equal to 0.35 years of income
  • Gain   +3% mercantilism
  • Burghers estate gains +10 loyalty
  • Burghers estate gains influence modifier "Compensated Losses: §Y$VAL$%§!" (+10 influence) for 5475 days
 
They knew what they were getting into.
  • Burghers estate loses -10 loyalty
  • Burghers estate gains influence modifier "Bad Fortunes: §Y$VAL$%§!" (-10 influence) for 5475 days

 Urbanization


While only a small portion of our population live in the cities the growing prosperity of the $ESTATE_BURGHERS$ is attracting an increasing number of people from the countryside. Some cities are growing so quickly that existing problems in terms of sanitation and overcrowding have gone from troubling to catastrophic according to the $ESTATE_BURGHERS$. The poor have taken up residence outside the city walls where filthy suburbs have sprung up and disease thrives.
The $ESTATE_BURGHERS$ find the situation intolerable and are now requesting that the state step in to provide help both in terms of resources and enforcement of rules outside of the walls. Only this way can this increasing urbanisation actually lead to something good.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  •   Burghers have at least one province assigned to them
  •   Burghers estate does not have influence modifier "Unhygenic Cities: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Supported Urbanization: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Attempt to improve conditions.
  • Lose   ducats equal to 0.25 years of income
  • One random owned province assigned to   Burghers, plus additional ones if the country has at least 8, 14 or 18 cities, plus a 75% chance each if it has at least 22 or 28 cities (chosen when the event fires):
    • Gain   +1 base tax
  • Burghers estate gains influence modifier "Supported Urbanization: §Y$VAL$%§!" (+10 influence) for 20 years
 
This is nothing unusual, the $ESTATE_BURGHERS$ can handle it.
  • One random owned province assigned to   Burghers, plus additional ones if the country has at least 8, 14 or 18 cities, plus a 75% chance each if it has at least 22 or 28 cities (chosen when the event fires):
    • Add province modifier "Unsanitary Suburbs" for 20 years
  • Burghers estate loses -10 loyalty
  • Burghers estate gains influence modifier "Unhygenic Cities: §Y$VAL$%§!" (-10 influence) for 20 years

 Economic Policy


As the $ESTATE_BURGHERS$ grow in power their calls for fewer trade regulations and taxes become more and more frequent. Many feel our country has an old fashioned and repressive trade policy and that we would benefit from reducing the amount of taxes and tolls that hinder commerce.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • Burghers estate has at least 70 influence
  •   Burghers estate does not have influence modifier "Refused to Change Trade Policy: §Y$VAL$%§!"
  •   Burghers estate does not have influence modifier "Changed Trade Policy: §Y$VAL$%§!"
  • Mercantilism is at least 15%
Is triggered only by

Five year event pulse


 
Reduce Mercantilism.
  • Lose   -3% mercantilism
  • Burghers estate gains influence modifier "Changed Trade Policy: §Y$VAL$%§!" (+10 influence) for 5475 days
 
Refuse to change the Trade Policy.
  • Burghers estate loses -15 loyalty
  • Burghers estate gains influence modifier "Refused to Change Trade Policy: §Y$VAL$%§!" (-5 influence) for 5475 days

 Protests among the $ESTATE_BURGHERS$


The continuously deteriorating relationship between the state and the $ESTATE_BURGHERS$ has reached the point where there is little trust at all for the [Root.Monarch.GetTitle] in our major cities. Every state initiative is suspected at being aimed to contain the power of the $ESTATE_BURGHERS$ and tax evasion has become widespread.
It has now come to the point that a number of guilds have begun a general strike, demanding greater autonomy and freedom from the overbearing state.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • Burghers estate has less than 30 loyalty
  •   Burghers have at least one province assigned to them
Is triggered only by

Five year event pulse


 
They must be joking!
  • Every owned province assigned to   Burghers:
    •   Particularist rebels (size 2) rise in revolt
 
Give in to their demands.
  • Every owned province assigned to   Burghers:
    • Gain   +33% local autonomy
  • Burghers estate gains +10 loyalty

 Revolt of the [Root.GetName] $ESTATE_BURGHERS$


Appalled at the loss of their privileges the $ESTATE_BURGHERS$ of the [Root.GetName] province have taken up arms against us!


 
Trigger conditions
  • None
Is triggered only by

removing a province from   Burghers when they have loyalty less than 40


 
Ok.

 Wavering Loyalty of the $ESTATE_BURGHERS$


Good relations need to be maintained. As their numbers grow and some of the $ESTATE_BURGHERS$ grow older our warm relations has grown colder. We need to make create arrangements with the current breed of nobles in order to be sure of their loyalty.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • Burghers estate has at least 50 loyalty
Is triggered only by

Five year event pulse


 
Ok.
  • Burghers estate loses -10 loyalty

Clergy.pngClergy events

 Libertas Ecclesiae


The $ESTATE_CHURCH$ has long been one of the foremost pillars of the [Root.GetAdjective] realm, providing not only spiritual guidance but also administrators, judges and diplomats for the benefit of our [Root.Monarch.GetTitle]. In return for these great services no ecclesiastical manor, monastery or other estate pay any taxes to the state and the temporal authorities do not meddle in the internal affairs of the $ESTATE_CHURCH$.
Times grow dire however and the state has to cover an increasing number of expenses. Suggestions that perhaps the $ESTATE_CHURCH$ might make a voluntary contribution have not been favorably received.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Religion group is Christian
  • Clergy estate has at least 25 but less than 75 influence
  •   Clergy estate does not have influence modifier "Demanded Money: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Make it clear that they need to contribute.
  • Clergy estate loses -15 loyalty
  • Lose   -10 patriarch authority (if appropriate)
  • Lose   -10 papal influence (if appropriate)
  • Lose   -10 piety (if appropriate)
  • Gain   ducats equal to 0.35 years of income
  • Clergy estate gains influence modifier "Demanded Money: §Y$VAL$%§!" (-10 influence) for 9125 days
 
We will find the money elsewhere.
  • Gain   +5 prestige
  • Clergy estate gains +10 loyalty
  • Clergy estate gains influence modifier "Independence Preserved: §Y$VAL$%§!" (+10 influence) for 9125 days

 Temple Lands


The $ESTATE_CHURCH$ has long been one of the foremost pillars of the [Root.GetAdjective] realm, providing not only spiritual guidance but also administrators, judges and diplomats for the benefit of our [Root.Monarch.GetTitle]. In return for these great services many donations have been made over the years, both by the state and by others, in the form of villages to support the Brahman communities. These Brahmadeyas have over the centuries made our $ESTATE_CHURCH$ quite rich.
Times grow dire however and the state has to cover an increasing number of expenses. Suggestions that perhaps the $ESTATE_CHURCH$ might make a voluntary contribution have not been favorably received.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Religion is   Hindu
  • Clergy estate has at least 25 but less than 75 influence
  •   Clergy estate does not have influence modifier "Demanded Money: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Make it clear that they need to contribute.
  • Clergy estate loses -15 loyalty
  • Gain   ducats equal to 0.35 years of income
  • Clergy estate gains influence modifier "Demanded Money: §Y$VAL$%§!" (-10 influence) for 9125 days
 
We will find the money elsewhere.
  • Gain   +5 prestige
  • Clergy estate gains +10 loyalty
  • Clergy estate gains influence modifier "Independence Preserved: §Y$VAL$%§!" (+10 influence) for 9125 days

 The Riches of the $ESTATE_CHURCH$ (pagan)


The $ESTATE_CHURCH$ has long been one of the foremost pillars of the [Root.GetAdjective] realm, providing not only spiritual guidance but also administrators, judges and diplomats for the benefit of our [Root.Monarch.GetTitle]. In return for these great services many donations have been made over the years, both by the state and by others, to the $ESTATE_CHURCH$ and the gods they serve. These gifts have over the centuries made the $ESTATE_CHURCH$ quite rich and influential.
Times grow dire however and the state has to cover an increasing number of expenses. Suggestions that perhaps the $ESTATE_CHURCH$ might make a voluntary contribution have not been favorably received.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Religion group is Pagan
  • Clergy estate has at least 25 but less than 75 influence
  •   Clergy estate does not have influence modifier "Demanded Money: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Make it clear that they need to contribute.
  • Clergy estate loses -15 loyalty
  • Gain +5 doom
  • Lose -10 authority
  • Gain   ducats equal to 0.35 years of income
  • Clergy estate gains influence modifier "Demanded Money: §Y$VAL$%§!" (-10 influence) for 9125 days
 
We will find the money elsewhere.
  • Gain   +5 prestige
  • Clergy estate gains +10 loyalty
  • Clergy estate gains influence modifier "Independence Preserved: §Y$VAL$%§!" (+10 influence) for 9125 days

 The Riches of the $ESTATE_CHURCH$ (Muslim)


The $ESTATE_CHURCH$ have always been the foremost pillars of the [Root.GetAdjective] realm, providing not only spiritual guidance but also administrators, judges and diplomats for the benefit of our [Root.Monarch.GetTitle]. In return for these great services many lands have been set aside as religious properties, exempt from most of our taxes. This way the $ESTATE_CHURCH$ and the many fine projects they support can be provided for.
Times grow dire however and the state has to cover an increasing number of expenses. Suggestions that perhaps the $ESTATE_CHURCH$ might make a voluntary contribution have not been favorably received.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Religion group is Muslim
  • Clergy estate has at least 25 but less than 75 influence
  •   Clergy estate does not have influence modifier "Demanded Money: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Make it clear that they need to contribute.
  • Clergy estate loses -15 loyalty
  • Lose   -10 piety
  • Gain   ducats equal to 0.35 years of income
  • Clergy estate gains influence modifier "Demanded Money: §Y$VAL$%§!" (-10 influence) for 9125 days
 
We will find the money elsewhere.
  • Gain   +5 prestige
  • Clergy estate gains +10 loyalty
  • Clergy estate gains influence modifier "Independence Preserved: §Y$VAL$%§!" (+10 influence) for 9125 days

 The Riches of the $ESTATE_CHURCH$ (other religions)


The $ESTATE_CHURCH$ has long been one of the foremost pillars of the [Root.GetAdjective] realm, providing not only spiritual guidance but also administrators, judges and diplomats for the benefit of our [Root.Monarch.GetTitle]. In return for these great services many donations have been made over the years, both by the state and by others, to the $ESTATE_CHURCH$. These gifts have over the centuries made the $ESTATE_CHURCH$ quite rich and influential.
Times grow dire however and the state has to cover an increasing number of expenses. Suggestions that perhaps the $ESTATE_CHURCH$ might make a voluntary contribution have not been favorably received.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Religion group is not Muslim, Christian or Pagan
  • Religion is not   Hindu, Theravada, Mahayana or Vajrayana
  • Clergy estate has at least 25 but less than 75 influence
  •   Clergy estate does not have influence modifier "Demanded Money: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Make it clear that they need to contribute.
  • Clergy estate loses -15 loyalty
  • Gain   ducats equal to 0.35 years of income
  • Clergy estate gains influence modifier "Demanded Money: §Y$VAL$%§!" (-10 influence) for 9125 days
 
We will find the money elsewhere.
  • Gain   +5 prestige
  • Clergy estate gains +10 loyalty
  • Clergy estate gains influence modifier "Independence Preserved: §Y$VAL$%§!" (+10 influence) for 9125 days

 The Riches of the $ESTATE_CHURCH$ (Buddhist)


The $ESTATE_CHURCH$ have long been one of the foremost pillars of the [Root.GetAdjective] realm, providing not only spiritual guidance but also administrators, law scholars and diplomats for the benefit of our [Root.Monarch.GetTitle]. In return for these great services many donations have been made over the years, both by the state and by others, to the great $ESTATE_CHURCH$ and their extensive land properties. These gifts have over the centuries made the $ESTATE_CHURCH$ quite rich and influential.
Times grow dire however and the state has to cover an increasing number of expenses. Suggestions that perhaps the $ESTATE_CHURCH$ might make a voluntary contribution have not been favorably received.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Religion is   Theravada,   Mahayana or   Vajrayana
  • Clergy estate has at least 25 but less than 75 influence
  •   Clergy estate does not have influence modifier "Demanded Money: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Make it clear that they need to contribute.
  • Clergy estate loses -15 loyalty
  • Lose   -10 karma
  • Gain   ducats equal to 0.35 years of income
  • Clergy estate gains influence modifier "Demanded Money: §Y$VAL$%§!" (-10 influence) for 9125 days
 
We will find the money elsewhere.
  • Gain   +5 prestige
  • Gain   +10 karma
  • Clergy estate gains +10 loyalty
  • Clergy estate gains influence modifier "Independence Preserved: §Y$VAL$%§!" (+10 influence) for 9125 days

 Advancement of the $ESTATE_CHURCH$


The power of the $ESTATE_CHURCH$ has never relied on the state itself. Rather it is in many ways the $ESTATE_CHURCH$ who through their ties to the spiritual realm lend their legitimacy to the [Root.Monarch.GetTitle]. A combination of deft political maneuvering, perceived bad omens and generous donations from our subjects have lately cemented the power of this estate.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  •   Clergy estate does not have influence modifier "Advancement of the Clergy: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Advancement of the Clergy: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Decline of the Clergy: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Ok.
  • One of the following at random (chosen when the event fires):
    • Clergy estate gains influence modifier "Advancement of the Clergy: §Y$VAL$%§!" (+10 influence) for 5475 days
    • Clergy estate gains influence modifier "Advancement of the Clergy: §Y$VAL$%§!" (+20 influence) for 5475 days

 $ESTATE_CHURCH$ losing Power


More than any other Estate the influence of the $ESTATE_CHURCH$ is dependent on their standing with the common man. It has been hard to put the finger at exactly why but over the recent years the $ESTATE_CHURCH$ has come to be seen less as the spiritual guardians of our country and more as rich and corrupted intrigue-makers. Combined with some unfortunate investments in the $ESTATE_CHURCH$ properties themselves and poor political maneuvering the $ESTATE_CHURCH$ have been losing both power and influence.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  •   Clergy estate does not have influence modifier "Advancement of the Clergy: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Advancement of the Clergy: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Decline of the Clergy: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Ok.
  • Clergy estate gains influence modifier "Decline of the Clergy: §Y$VAL$%§!" (-10 influence) for 5475 days

 Anticlericalism


The $ESTATE_BURGHERS$ of several prominent cities are accusing the $ESTATE_CHURCH$ of being greedy and indolent. The pious commoners are now withholding the tithe in a protest against a particularly bad example of missuse of the authority of the $ESTATE_CHURCH$. Pious $ESTATE_BURGHERS$ are now objecting to paying tithes to the $ESTATE_CHURCH$ as they consider the $ESTATE_CHURCH$ unfit to receive them.
The $ESTATE_CHURCH$ are furious and demand that we fine the obstinate $ESTATE_BURGHERS$.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy and   Burghers estates exist
  •   Burghers have at least one province assigned to them
  •   Clergy estate does not have influence modifier "Tithes Defended: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Tithes Undermined: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Then we must force them to pay!
  • Gain   ducats equal to 0.2 years of income
  • One random owned province assigned to   Burghers with at least 25% local autonomy:
    • Lose   -25% local autonomy
  • Clergy estate gains +10 loyalty
  • Burghers estate loses -10 loyalty
  • Clergy estate gains influence modifier "Tithes Defended: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Burghers estate gains influence modifier "Tithes Defended: §Y$VAL$%§!" (-10 influence) for 5475 days
 
A mild reprimand will be enough.
  • Clergy estate loses -10 loyalty
  • Clergy estate gains influence modifier "Tithes Undermined: §Y$VAL$%§!" (-10 influence) for 5475 days

 Deteriorating Relations with the $ESTATE_CHURCH$


Relations between the state and the $ESTATE_CHURCH$ has now sunk low enough that it is entirely characterized by distrust and even open defiance. The Holy Places of our nation are centres of resistance to the [Root.Monarch.GetTitle] and most of the faithful in our lands are doubting the legitimacy of our rule.
With things as they are it comes as no surprise that all it took for the situation to ignite was one small misstep by our [Root.Monarch.GetTitle] during a religious ceremony last week. The peasants are now rising all over our country with the $ESTATE_CHURCH$ inciting them and directing their anger towards us.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Clergy estate has less than 30 loyalty
Is triggered only by

Five year event pulse


 
Ok.
  • Lose   -2 stability
  • Every owned province assigned to   Clergy:
    •   Peasant rebels (size 2) rise in revolt

 Triumph of the $ESTATE_CHURCH$?


While none would openly defy the $ESTATE_CHURCH$ there are few states where they are as influential as in [Root.GetName]. There isn't a single institution in our country that isn't entirely under the influence of the $ESTATE_CHURCH$ and the power of our [Root.Monarch.GetTitle] depend on them now more than ever.
It is perhaps only natural that the $ESTATE_CHURCH$ now also wishes to take a more active role in the practical ruling of our country. Lately a number of suggestions have been made by their representatives to further harmonize our laws and traditions with those of the spiritual realm. The ambition is to cleanse our court culture from any unorthodoxy and to ensure that the country is governed according to religiously sound rules and ideals.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Clergy estate has at least 70 influence
  •   Clergy estate does not have influence modifier "Accepted Holy Law: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Rejected Holy Law: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Follow the recommendations of the $ESTATE_CHURCH$
  • Add country modifier "Clerical Dominance" for 5475 days
  • Clergy estate gains influence modifier "Accepted Holy Law: §Y$VAL$%§!" (+10 influence) for 5475 days
 
Reject their authority.
  • Lose   -1 stability
  • Clergy estate loses -15 loyalty
  • Clergy estate gains influence modifier "Rejected Holy Law: §Y$VAL$%§!" (-10 influence) for 5475 days

 Strong $ESTATE_CHURCH$


While many rulers can rely on the support of the $ESTATE_CHURCH$ few have as strong supporters as we do. A long tradition of close cooperation and loyalty between us and $ESTATE_CHURCH$ has resulted in a situation where the Church thinks of itself as a part of the state administration rather than an independent actor. Throughout our state the $ESTATE_CHURCH$ are spreading the word of the excellence and spiritual strength of our [Root.Monarch.GetTitle].


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Clergy estate has at least 70 loyalty and at least 70 influence
Is triggered only by

Five year event pulse


 
Great.
  • One of the following at random:
    • All of the following, as appropriate:
      • Gain   +15 legitimacy
      • Gain   +15 horde unity
      • Gain   +7 republican tradition
      • Gain   +7 devotion
      • Gain +15 authority
      • Gain   +1 500 piety
      • Gain   +10 papal influence
      • Gain   +10 patriarch authority
    • Or, if   stability is less than +3:
      • Gain   +1 stability

 Land Theft


Many land donations are quite old and while they are always written down both landscape and names may well have changed since a donation was originally written. Recently the $ESTATE_CHURCH$ have been accusing several members of the $ESTATE_NOBLES$ of outright land theft in the form of encroaching on lands donated to the $ESTATE_CHURCH$ long ago. The $ESTATE_NOBLES$ on the other hand argue that it is the $ESTATE_CHURCH$ who are trying to seize land areas they do not own.
Whoever we decide to side with will become the majority land holder in the area.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy and   Nobility estates exist
  • At least one owned non-capital, non-overseas province is not assigned to an estate
  •   Clergy estate does not have influence modifier "Property Defended: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Land Theft Tolerated: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Side with the $ESTATE_CHURCH$.
  • One random owned non-capital, non-overseas province not assigned to an estate:
    • Assign to estate   Clergy
  • Clergy estate gains +10 loyalty
  • Nobility estate loses -10 loyalty
  • Clergy estate gains influence modifier "Property Defended: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Nobility estate gains influence modifier "Property Defended: §Y$VAL$%§!" (-10 influence) for 5475 days
 
Side with the $ESTATE_NOBLES$.
  • One random owned non-capital, non-overseas province not assigned to an estate:
    • Assign to estate   Nobility
  • Clergy estate loses -10 loyalty
  • Nobility estate gains +10 loyalty
  • Clergy estate gains influence modifier "Land Theft Tolerated: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Nobility estate gains influence modifier "Land Theft Tolerated: §Y$VAL$%§!" (+10 influence) for 5475 days
 
Favor neither party.
  • Clergy estate loses -10 loyalty
  • Nobility estate loses -10 loyalty
  • Clergy estate gains influence modifier "Land Theft Tolerated: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Nobility estate gains influence modifier "Land Theft Tolerated: §Y$VAL$%§!" (-10 influence) for 5475 days

 Popular Religion


There has always been some discrepancy between the religion actually taught and defended by the $ESTATE_CHURCH$ and the actual faith of the people in the provinces. Most of the time the differences are small enough that the $ESTATE_CHURCH$ chooses to ignore them to instead focus on reinforce the more orthodox spiritual ideas of the people.
It seems however that certain ideas that are quite unorthodox, if rooted in old traditions, have begun to spread together with the [Root.Religion.GetName] faith among our non-[Root.Religion.GetName] subjects. The resulting mix of old heathen ideas, popular superstitions and the actual [Root.Religion.GetName] itself has been quite too much for the $ESTATE_CHURCH$ to stomach even if it seems to have made conversion a much more attractive proposition for our heathen subjects.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy and   Nobility estates exist
  • At least one owned province does not have its owner's religion
  •   Clergy estate does not have influence modifier "Fought Syncretism: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Syncretism: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Attempt to root out this syncretism.
  • Add country modifier "Campaign against Syncretism" for 5475 days
  • Clergy estate gains +10 loyalty
  • Clergy estate gains influence modifier "Fought Syncretism: §Y$VAL$%§!" (+10 influence) for 5475 days
 
Better let this run its course.
  • Add country modifier "Missionary Syncretism" for 5475 days
  • Clergy estate loses -10 loyalty
  • Clergy estate gains influence modifier "Syncretism: §Y$VAL$%§!" (-10 influence) for 5475 days

 $ESTATE_CHURCH$ Political Struggle


The time has come for the $ESTATE_CHURCH$ to appoint a new leader to assist our [Root.Monarch.GetTitle] in the capital. The likely candidate is an old cleric with a solid history as a prominent member of the $ESTATE_CHURCH$ behind him. He has however also acquired many enemies during his life who now hope to see a somewhat younger candidate with a less ugly past be appointed. As [Root.Monarch.GetTitle] it would not be hard to influence this election to the younger candidate who would likely be more loyal. To be seen to meddle in the affairs of the $ESTATE_CHURCH$ however would very likely weaken the faction in the long run.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  •   Clergy estate does not have influence modifier "Independent Clergy: §Y$VAL$%§!"
  •   Clergy estate does not have influence modifier "Political Meddling: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Do not meddle in the affairs of the $ESTATE_CHURCH$.
  • Clergy estate gains influence modifier "Independent Clergy: §Y$VAL$%§!" (+10 influence) for 5475 days
 
Support the younger candidate.
  • Lose   ducats equal to 0.25 years of income
  • Lose   -10 prestige
  • Clergy estate gains +5 loyalty
  • Clergy estate gains influence modifier "Political Meddling: §Y$VAL$%§!" (-10 influence) for 5475 days

 Revolt of the [Root.GetName] $ESTATE_CHURCH$


In response to the reduction of property of the $ESTATE_CHURCH$ the people of the province has risen up to protect the $ESTATE_CHURCH$ from our soldiers.


 
Trigger conditions
  • None
Is triggered only by

removing a province from   Clergy when they have loyalty less than 40


 
Ok.

 Wavering Loyalty of the $ESTATE_CHURCH$


Good relations need to be maintained. As their numbers grow and some of the leaders of the $ESTATE_CHURCH$ grow older our warm relations has grown colder. We need to make create arrangements with the current breed of nobles in order to be sure of their loyalty.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Clergy estate exists
  • Clergy estate has at least 50 loyalty
Is triggered only by

Five year event pulse


 
Ok.
  • Clergy estate loses -10 loyalty

CossacksCossacks events

 Colonization of the Steppes


The $ESTATE_NOBLES$ complain that an increasing number of serfs are deserting the safe homes provided to them to seek their fortune among the $ESTATE_COSSACKS$ of the Steppes. They feel we are to blame as we have allowed the $ESTATE_COSSACKS$ to grow too powerful which is inspiring the serfs to abandon their rightful masters.
Representatives of the major families now demand that we limit the power of the $ESTATE_COSSACKS$ so that they can expand their latifundias in the regions bordering the steppe. This way, they argue, the wild fields can be tamed and the laws of the realm upheld.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned province has Steppes terrain
  •   Nobility have at least 50 influence
  •   Cossacks have at least 25 influence
  •   Cossacks do not have influence modifier "Hunted Serfs: §Y$VAL$%§!"
  •   Cossacks do not have influence modifier "Defecting Serfs: §Y$VAL$%§!"
  • Any owned province with at least   2 base production either has Steppes terrain or neighbours an owned province with Steppes terrain
Is triggered only by

Five year event pulse


 
These Serfs must be brought back.
  •   Cossacks lose -10 loyalty
  •   Cossacks gain influence modifier "Hunted Serfs: §Y$VAL$%§!" (-10 influence) for 10 years
  •   Nobility gain influence modifier "Hunted Serfs: §Y$VAL$%§!" (+10 influence) for 10 years
  • Random chance of either one random owned province with Steppes terrain or another that either has Steppes terrain or neighbours a province with Steppes terrain:
    • Gain   +1 base production
 
We cannot afford to anger the $ESTATE_COSSACKS$.
  •   Nobility lose -10 loyalty
  •   Cossacks gain influence modifier "Defecting Serfs: §Y$VAL$%§!" (+10 influence) for 10 years
  •   Nobility gain influence modifier "Defecting Serfs: §Y$VAL$%§!" (-10 influence) for 10 years
  • Random chance of either one random owned province with Steppes terrain or another that either has Steppes terrain or neighbours a province with Steppes terrain:
    • Gain   +1 base manpower

 Cossack Aggression (victim)


Moving quickly by boat or on horseback the Cossacks of the steppes are very adept raiders. Several such raids have lately laid waste to our countryside and even major cities some way from our borders. Once a raid has been executed these plunderers retreat back behind the borders of our neighboring countries as quickly as they came. Both the $ESTATE_NOBLES$ and our $ESTATE_BURGHERS$ have interests in the affected areas and both groups now demand that we do something.


 
Trigger conditions
  • DLC   The Cossacks is active
  • Owns at least 6 cities
  • Provinces exist that could be the source and target of Cossack raids (see immediate effects)
Is triggered only by

{{{triggered only}}}


Immediate effects
  • Provinces are chosen to be the victim and source of the Cossack raids:
    • The victim is one random province belonging to this country with at least   2 base tax
    • The source is a random province neighbouring the victim province that is owned by another country in which:
      •   Cossacks have at least 15 influence
      •   Cossacks do not have influence modifier "Protected Raiders: §Y$VAL$%§!"
      •   Cossacks do not have influence modifier "Interfered with Raiding: §Y$VAL$%§!"

 
Demand that these Cossacks be brought to Justice!
  • Trigger country event "Cossack Aggression" for the source province's owner
 
We will just have to let this slide.
  • Nobles lose -5 loyalty
  • Burghers lose -5 loyalty
  • Victim province loses   -1 base tax

 Cossack Aggression (origin)


Moving quickly by boat or on horseback the $ESTATE_COSSACKS$ of the steppes are very adept raiders. Several such raids have lately laid waste to the [From.GetAdjective] countryside and even major cities some way from our borders.
As the $ESTATE_COSSACKS$ responsible are based inside our borders the [From.GetAdjective] have now demanded both compensation and for the culprits to be brought to justice.


 
Trigger conditions
  • None
Is triggered only by

"Cossack Aggression" (victim) event option "Demand that the Cossacks be brought to Justice!"


 
This matter is beyond our control.
  • Cossacks gain +10 loyalty
  • Cossacks gain influence modifier "Protected Raiders: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Trigger country event "The [From.GetAdjective] Response" (refuse) for the victim country
  • Add opinion modifier "Cossack Raids" towards the victim country
 
Bring them to justice!
  • Cossacks lose -10 loyalty
  • Cossacks gain influence modifier "Interfered with Raiding: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Trigger country event "The [From.GetAdjective] Response" (accept) for the victim country

 The [From.GetAdjective] Response (refuse)


The [From.GetAdjective] response is that they refuse to take responsibility for the raids into our country, claiming that they are unable to control the $ESTATE_COSSACKS$ themselves.


 
Trigger conditions
  • None
Is triggered only by

"Cossack Aggresssion" (origin) event option "This matter is beyond our control."


 
We care little for such excuses.
  • One random owned province with at least   2 base tax neighboring the other country:
    • Lose   -1 base tax
  • Gain "Border Friction" casus belli against the other country for 10 years
  • Clear country flag cossack_raids_started_here

 The [From.GetAdjective] Response (accept)


The [From.GetAdjective] response has been to send some monetary compensation for the raids of their Cossack subjects which has made up for the damage to property. They also claim that they have brought the guilty parties to justice.


 
Trigger conditions
  • None
Is triggered only by

"Cossack Aggression" (origin) event option "Bring them to justice!"


 
If we could only believe that.
  • Gain   +5 prestige

 Growth of $ESTATE_COSSACKS$ Power


While few would dispute their influence on the Steppes the $ESTATE_COSSACKS$ have many things working against them when it comes to gaining influence in the halls of power. The $ESTATE_NOBLES$ despise them and would see them all brought to work as serfs on their latifundias and their manners have not brought them many friends in [Root.Capital.GetCapitalName].
Lately however things have been going their way. They have managed to defend their settlements and their services to the state as raiders are undisputable.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned province has Steppes terrain
  •   Cossacks do not have influence modifier "Growth of Cossack Influence: §Y$VAL$%§!"
  •   Cossacks do not have influence modifier "Growth of Cossack Influence: §Y$VAL$%§!"
  •   Cossacks do not have influence modifier "Decline of Cossack Power: §Y$VAL$%§!"
Is triggered only by

Unknown


 
Ok.
  • One of the following at random (chosen when the event fires):
    • Cossacks gain influence modifier "Growth of Cossack Influence: §Y$VAL$%§!" (+10 influence) for 5475 days
    • Cossacks gain influence modifier "Growth of Cossack Influence: §Y$VAL$%§!" (+20 influence) for 5475 days

 Decline of $ESTATE_COSSACKS$ Power


The free nature of the $ESTATE_COSSACKS$ and the distance between them and the halls of power in [Root.Capital.GetCapitalName] has always been a problem for them. Lacking hereditary privileges the number of Cossacks registered with the state as officers with the benefits that entail have been decreasing steadily.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned province has Steppes terrain
  •   Cossacks do not have influence modifier "Growth of Cossack Influence: §Y$VAL$%§!"
  •   Cossacks do not have influence modifier "Growth of Cossack Influence: §Y$VAL$%§!"
  •   Cossacks do not have influence modifier "Decline of Cossack Power: §Y$VAL$%§!"
Is triggered only by

Unknown


 
Ok.
  • Cossacks gain influence modifier "Decline of Cossack Power: §Y$VAL$%§!" (-10 influence) for 5475 days

 Petition for Privileges


Not all $ESTATE_COSSACKS$ are awarded the same privileges by the state. Traditionally rights are awarded to specific $ESTATE_COSSACKS$ that are willing to perform great services to the state in times of war. As these rights are not transferrable upon death this means that the influence of the $ESTATE_COSSACKS$ can vary greatly over time. According to the $ESTATE_COSSACKS$ it is high time we grant them further privileges to bolster our numbers.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned province has Steppes terrain
  • Manpower is less than 95% of maximum
  •   Cossacks do not have influence modifier "Cossack Privileges: §Y$VAL$%§!"
  •   Cossacks do not have influence modifier "Denied Privileges: §Y$VAL$%§!"
  • At least owned province is assigned to   Cossacks
Is triggered only by

Five year event pulse


 
We need more registered Cossacks!
  • Gain   +1 years' worth of manpower
  •   Cossacks gain +10 loyalty
  •   Cossacks gain influence modifier "Cossack Privileges: §Y$VAL$%§!" (+10 influence) for 5475 days
 
Let them tend to their Steppes.
  •   Cossacks lose -10 loyalty
  •   Cossacks gain influence modifier "Denied Privileges: §Y$VAL$%§!" (-10 influence) for 5475 days

 Supplies for the $ESTATE_COSSACKS$


Life on the frontier can be harsh and while the $ESTATE_COSSACKS$ are used to fighting their own battles a little help from the central treasury could probably be put to good use. Last season was unusually harsh and together with an increasing number of Tatar incursions many $ESTATE_COSSACKS$ now have an urgent shortage of food for the coming months. If we where to supply the $ESTATE_COSSACKS$ with grain as well as military supplies such as arms and uniforms we would not only be strengthening our defenders on the Steppes directly we would likely also tie them closer to our state.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned province has Steppes terrain
    •   Cossacks do not have influence modifier "Supplied Cossacks with Food and Arms: §Y$VAL$%§!"
    •   Cossacks do not have influence modifier "Left to fend for themselves: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Send them what they need.
  • Lose   ducats equal to 3 months of income
  • Cossacks gain +10 loyalty
  • Cossacks gain influence modifier "Supplied Cossacks with Food and Arms: §Y$VAL$%§!" (+10 influence) for 5475 days
 
They'll have to make do themselves.
  • Cossacks lose -10 loyalty
  • Cossacks gain influence modifier "Left to fend for themselves: §Y$VAL$%§!" (-10 influence) for 5475 days

 Grain Trade Disturbances


There has always been tension between the $ESTATE_COSSACKS$ and the other estates, if nothing else because of their uncommon manners and diverse backgrounds. Lately however these have increased considerably. The $ESTATE_BURGHERS$ are alarmed at the $ESTATE_COSSACKS$ raids and claim that they are targeting shipments of their grain. The $ESTATE_COSSACKS$ themselves claim that they are only attacking the Tartars and brigands in the area and that the $ESTATE_BURGHERS$ are simply mistaken. As there is little in the way of government representation in the area it is difficult to ascertain the truth but there is clearly friction between these two groups and we are expected to either reprimand or sanction one side in this conflict.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  •   Burghers estate exists
  • At least one owned province has Steppes terrain
    •   Cossacks do not have influence modifier "Supported Cossacks: §Y$VAL$%§!"
    •   Cossacks do not have influence modifier "Supported Burghers against Cossacks: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Support the $ESTATE_COSSACKS$.
  •   Cossacks gain +10 loyalty
  •   Burghers lose -10 loyalty
  •   Cossacks gain influence modifier "Supported Cossacks: §Y$VAL$%§!" (+10 influence) for 5475 days
  •   Burghers gain influence modifier "Supported Cossacks: §Y$VAL$%§!" (-10 influence) for 5475 days
 
Supports the $ESTATE_BURGHERS$.
  • Cossacks lose -10 loyalty
  • Burghers gain +10 loyalty
  • Cossacks gain influence modifier "Supported Burghers against Cossacks: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Burghers gain influence modifier "Supported Burghers against Cossacks: §Y$VAL$%§!" (+10 influence) for 5475 days

 Cossack Settlers


The life of the Steppes have made the $ESTATE_COSSACKS$ used to a frontier living. Constant threats from both a harsh climate in an unsettled land and of Tartar raiders have made the $ESTATE_COSSACKS$ both feared warriors and hardy settlers.
As we turn our sights on the lands of Central Asia and Siberia it is becoming apparent that life on the eastern frontier is not that different from that of the Steppes we already control.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned province has Steppes terrain
  • Country has at least 1 colonist(s)
  • At least one province with Steppes terrain in Central Asia or Siberia regions is not assigned to any estate
  •   Cossacks do not have influence modifier "Cossack Settlers: §Y$VAL$%§!"
  •   Cossacks do not have influence modifier "No Cossack Settlers: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Enlist $ESTATE_COSSACKS$ Settlers.
  • Add country modifier "Cossack Settlers" for 5475 days
  • One random owned province with Steppe terrain in Siberia or Central Asia regions that is not assigned to any estate:
    • Assign to   Cossacks
  • Cossacks gain +10 loyalty
  • Cossacks gain influence modifier "Cossack Settlers: §Y$VAL$%§!" (+10 influence) for 5475 days
 
We cannot trust the $ESTATE_COSSACKS$.
  • Cossacks lose -10 loyalty
  • Cossacks gain influence modifier "No Cossack Settlers: §Y$VAL$%§!" (-10 influence) for 5475 days

 Unrest among the $ESTATE_COSSACKS$


The deep distrust of the $ESTATE_COSSACKS$ for the state in general and our [Root.Monarch.GetTitle] in particular has culminated in a total breakdown of authority on the steppes. The communities of the $ESTATE_COSSACKS$ are openly hostile to our emissaries and de facto now act entirely independent from central authority.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned province has Steppes terrain
  • Cossacks have less than 30 loyalty
  • At least one owned province is assigned to   Cossacks
  •   Cossacks do not have influence modifier "Cossack Independence: §Y$VAL$%§!"
  •   Cossacks do not have influence modifier "Cossack Uprising: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Leave them alone, relations will improve in due time.
  • Cossacks gain influence modifier "Cossack Independence: §Y$VAL$%§!" (+10 influence) for 20 years
  • Every owned province assigned to   Cossacks:
    • Gain   +33% local autonomy
 
Crush the dissenters.
  • Cossacks gain influence modifier "Cossack Uprising: §Y$VAL$%§!" (-15 influence) for 20 years
  • Every owned province assigned to   Cossacks:
    • Rebels (size 1) rise in revolt (  Separatists if they are present, otherwise   Peasants)

 Cossack Expansion


Borders can often be theoretical things, especially in the wild fields. It seems the $ESTATE_COSSACKS$ have expanded rapidly into an area that previously wasn't under their control. We could attempt to reverse this development but the $ESTATE_COSSACKS$ would likely not take kindly to being removed from land they have worked hard to settle.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned non-capital, non-overseas province with Steppes terrain is not assigned to any estate
Is triggered only by

Five year event pulse


Immediate effects
  • Hidden effect:
    • One random owned non-capital, non-overseas province with Steppes terrain that is not assigned to any estate:
      • Set province flag growing_cossack_communities

 
Accept the new Status Quo.
  • One random owned non-capital, non-overseas province with Steppes terrain that is not assigned to any estate:
    • Assign to estate   Cossacks
    • Gain   +1 base manpower
 
Reclaim the land from the $ESTATE_COSSACKS$.
  • Cossacks lose -10 loyalty
  • One random owned non-capital, non-overseas province with Steppes terrain that is not assigned to any estate:
    • 50% chance of:[2]
      •   Peasant rebels (size 1) rise in revolt

 Demands for Extended Privileges


The old dream of the $ESTATE_COSSACKS$ has always been to be accepted as the equals to the established estates such as the $ESTATE_NOBLES$ or $ESTATE_BURGHERS$. Never has this dream been closer to realization than now. The $ESTATE_COSSACKS$ have achieved great influence in our state and in many ways we rely on their support.
Given the favorable circumstances many $ESTATE_COSSACKS$ are now voicing their old demands for official recognition and privileges.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned province has Steppes terrain
  • Cossacks have at least 70 influence
  •   Cossacks do not have influence modifier "Extended Cossack Privileges: §Y$VAL$%§!"
  •   Cossacks do not have influence modifier "Refused to Extend Cossack Privileges: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Preposterous.
  •   Cossacks lose -15 loyalty
  •   Cossacks gain influence modifier "Refused to Extend Cossack Privileges: §Y$VAL$%§!" (-10 influence) for 10 years
 
Give in to their demands.
  •   Cossacks gain influence modifier "Extended Cossack Privileges: §Y$VAL$%§!" (+10 influence) for 20 years
  •   Burghers lose -20 loyalty
  •   Nobility lose -20 loyalty
  •   Clergy lose -20 loyalty

 [Root.GetName] Cossacks Revolt


Unimpressed by our decree to vacate [Root.GetName] the Cossack host there has risen in revolt.


 
Trigger conditions
  • None
Is triggered only by

removing a province from   Cossacks when they have loyalty less than 40


 
Ok.

 Wavering Loyalty of the $ESTATE_COSSACKS$


Good relations need to be maintained. As their numbers grow and some of the $ESTATE_COSSACKS$ grow older our warm relations has grown colder. We need to make create arrangements with the current breed of nobles in order to be sure of their loyalty.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Cossacks estate exists
  • At least one owned province has Steppes terrain
  • Cossacks have at least 50 loyalty
Is triggered only by

Five year event pulse


 
Ok.
  • Cossacks lose -10 loyalty

Dhimmi.pngDhimmi events

 Overzealous Qadi


The Qadi in one of our major cities has been using his influence to interpret Islamic law as well as the edicts of our [Root.Monarch.GetTitle] a bit too zealously. Not content to keep the status quo in the largely non-Muslim city he has been trying to actively force the non-believers to convert while systematically closing down their centers of worship.
After a recent suicide by a force-converted trader non-Muslims are now leaving the city en masse to settle somewhere more welcoming. While even the $ESTATE_CHURCH$ largely seem to find these actions too extreme they would likely consider any action taken against the Qadi to be much worse.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Dhimmi estate exists
  •   Clergy estate exists
  • Any owned province:
    • None of:
      • Religion group is Muslim
  • None of:
    •   Dhimmi estate has influence modifier "Unchecked Discrimination: §Y$VAL$%§!"
  • None of:
    •   Dhimmi estate has influence modifier "Protected Dhimmi: §Y$VAL$%§!"
  • Clergy estate has at least 25 influence
  • Any owned province:
    •   Dhimmi estate exists
    • None of:
      • Religion group is same as owner
Is triggered only by

Five year event pulse


 
Stand by the Qadi.
  • Add country modifier "Stood by Religious Fanatic" for 10 years
  • Clergy estate gains +10 loyalty
  • Dhimmi estate loses -10 loyalty
  • Dhimmi estate gains influence modifier "Unchecked Discrimination: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Clergy estate gains influence modifier "Stood by Qazi: §Y$VAL$%§!" (+10 influence) for 5475 days
 
Replace the Qadi and try to make amends.
  • Lose   ducats equal to 0.1 years of income
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Has province flag overzealous_qazi
      • Clear province flag overzealous_qazi
  • Clergy estate loses -10 loyalty
  • Dhimmi estate gains +10 loyalty
  • Dhimmi estate gains influence modifier "Protected Dhimmi: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Clergy estate gains influence modifier "Protected Dhimmi: §Y$VAL$%§!" (-10 influence) for 5475 days

 Demands to lessen Taxes on Heathens


As our [Root.Monarch.GetTitle] was on his way to the weekly procession to the royal Mosque a large number of $ESTATE_DHIMMI$ had assembled in front of the building, preventing the passage of our [Root.Monarch.GetTitle] and demanding that some of the discriminatory taxes against non-Muslims such as the temple or pilgrimage taxes be revoked.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Dhimmi estate exists
  • Dhimmi estate has at least 70 influence
  • Any owned province:
    • None of:
      • Religion group is Muslim
Is triggered only by

Five year event pulse


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • None of:
          • Religion group is same as Our country
      • Set province flag demanding_dhimmi
    • One random owned province:
      • Limited to:
        • None of:
          • Religion group is same as Our country
        • None of:
          • Has province flag demanding_dhimmi
        • Province owner:
          • Owns at least 8 cities
      • Set province flag demanding_dhimmi
    • One random owned province:
      • Limited to:
        • None of:
          • Religion group is same as Our country
        • None of:
          • Has province flag demanding_dhimmi
        • Province owner:
          • Owns at least 15 cities
      • Set province flag demanding_dhimmi
    • One random owned province:
      • Limited to:
        • None of:
          • Religion group is same as Our country
        • None of:
          • Has province flag demanding_dhimmi
        • Province owner:
          • Owns at least 25 cities
      • Set province flag demanding_dhimmi

 
Trample the dissenters!
  • Dhimmi estate loses -10 loyalty
  • Every owned province:
    • Limited to:
      • Has province flag demanding_dhimmi
    • Religious zealots (size 1) rise in revolt
    • Clear province flag demanding_dhimmi
 
Revoke some of the Taxes!
  • Dhimmi estate gains +10 loyalty
  • Clergy estate gains influence modifier "Dhimmi Tax Exemptions: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Add country modifier "Abolished Discriminatory Taxes" for 5475 days
  • Lose   ducats equal to 0.35 years of income

 Religious Pragmatism


While not everyone may like it the non-Muslims in our realm have been growing in influence over the last few years. Members of the Dhimmi are frequently seen even among the more important Trade Guilds of our country and many serve as administrators in our provinces or have been allowed to keep their hereditary titles.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Dhimmi estate exists
  • Any owned province:
    • None of:
      • Religion group is Muslim
  • None of:
    •   Dhimmi estate has influence modifier "Decline of Dhimmi Influence: §Y$VAL$%§!"
  • None of:
    •   Dhimmi estate has influence modifier "Rise of Dhimmi Influence: §Y$VAL$%§!"
  • None of:
    •   Dhimmi estate has influence modifier "Rise of Dhimmi Influence: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


Immediate effects
  • Hidden effect:
    • One of the following at random:
      • Province Trier:
      • Set country flag growing_influence_dhimmi_10
      • Province Trøndelag:
      • Set country flag growing_influence_dhimmi_20

 
Ok.
  • If Has country flag growing_influence_dhimmi_10:
    • Dhimmi estate gains influence modifier "Rise of Dhimmi Influence: §Y$VAL$%§!" (+10 influence) for 5475 days
    • Clear country flag growing_influence_dhimmi_10
  • If Has country flag growing_influence_dhimmi_20:
    • Dhimmi estate gains influence modifier "Rise of Dhimmi Influence: §Y$VAL$%§!" (+20 influence) for 5475 days
    • Clear country flag growing_influence_dhimmi_20

 Marginalisation of the Dhimmi


While they make up an important part of our society the non-Muslims have lately been losing ground to other groups. They are regularly looked over for any type of government service, have to pay a number of discriminatory taxes and often see business deals going to their Muslim competitors.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Dhimmi estate exists
  • Any owned province:
    • None of:
      • Religion group is Muslim
  • Dhimmi estate has at least 15 influence
  • None of:
    •   Dhimmi estate has influence modifier "Decline of Dhimmi Influence: §Y$VAL$%§!"
  • None of:
    •   Dhimmi estate has influence modifier "Rise of Dhimmi Influence: §Y$VAL$%§!"
  • None of:
    •   Dhimmi estate has influence modifier "Rise of Dhimmi Influence: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Ok.
  • Dhimmi estate gains influence modifier "Decline of Dhimmi Influence: §Y$VAL$%§!" (-10 influence) for 5475 days

 The $ESTATE_DHIMMI$ and the $ESTATE_NOBLES$


Many among the Muslim $ESTATE_NOBLES$ have been voicing complaints at what they feel is an unjust and unfair favoring of infidels in our government. Having sought the support of the $ESTATE_CHURCH$ they now claim that we are running our country contrary to established Islamic customs and that we must ensure that the infidel are kept out of positions of influence.
The construction of a new shrine in a province largely dominated by the $ESTATE_DHIMMI$ entirely funded by local nobles and merchants has escalated the situation further with the $ESTATE_CHURCH$ and the $ESTATE_NOBLES$ demanding that we tear down the holy building and put the infidels in their place.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Dhimmi estate exists
  •   Nobility estate exists
  •   Clergy estate exists
  • Any owned province:
    • None of:
      • Religion group is Muslim
  • None of:
    •   Dhimmi estate has influence modifier "Dhimmi Holy Places Destroyed: §Y$VAL$%§!"
  • None of:
    •   Dhimmi estate has influence modifier "Dhimmi Holy Places Protected: §Y$VAL$%§!"
  • Dhimmi estate has at least 40 influence
  • Any owned province:
    •   Dhimmi estate exists
Is triggered only by

Five year event pulse


 
We must listen to the $ESTATE_NOBLES$.
  • One random owned province:
    • Limited to:
      •   Dhimmi estate exists
    • Remove province from the Dhimmi estate
    • Add province modifier "Chastised Prominent Heathens" for 10 years
  • Dhimmi estate loses -15 loyalty
  • Nobility estate gains +10 loyalty
  • Clergy estate gains +10 loyalty
  • Dhimmi estate gains influence modifier "Dhimmi Holy Places Destroyed: §Y$VAL$%§!" (-15 influence) for 5475 days
 
Stand by the $ESTATE_DHIMMI$.
  • Dhimmi estate gains +10 loyalty
  • Nobility estate loses -10 loyalty
  • Clergy estate loses -10 loyalty
  • Dhimmi estate gains influence modifier "Dhimmi Holy Places Protected: §Y$VAL$%§!" (+10 influence) for 5475 days

 Administrators from the $ESTATE_DHIMMI$.


Traditionally the $ESTATE_DHIMMI$ are excluded from service in many of the higher positions in the administration. Instead these are generally given to faithful Muslim literati. As our government apparatus grows however it has a constant thirst for more learned men and among the $ESTATE_DHIMMI$ there are many that would fit this description. While some would consider it unorthodox we could probably greatly benefit from recruiting from their numbers.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Dhimmi estate exists
  • Any owned province:
    • None of:
      • Religion group is Muslim
Is triggered only by

Five year event pulse


 
Let's put these learned men to good use.
  • Add country modifier "Dhimmi Administrators" for 5475 days
  • Dhimmi estate gains influence modifier "Dhimmi Administrators: §Y$VAL$%§!" (+10 influence) for 5475 days
 
We cannot risk their assimilative capabilities.
  • Clergy estate gains +10 loyalty
  • Dhimmi estate gains influence modifier "Heathens Denied Higher Offices: §Y$VAL$%§!" (-10 influence) for 5475 days

 Infidel Brigands


The quickly deteriorating relations between the state and the $ESTATE_DHIMMI$ have resulted in local relations breaking down entirely in some areas. Tax collectors tell tales of convoys vanishing on the route between areas dominated by the Dhimmi, together with what had been collected. In the cities the priests and leaders of the $ESTATE_DHIMMI$ agitate against us and it has become increasingly hard to keep track of our subjects even within the walls. Even those opposed to $ESTATE_DHIMMI$ influence now find that they question our ability to rule.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Dhimmi estate exists
  • Any owned province:
    • None of:
      • Religion group is Muslim
  • None of:
    •   Dhimmi estate has influence modifier "Concessions: §Y$VAL$%§!"
  • Any owned province:
    •   Dhimmi estate exists
  • None of:
    • Dhimmi estate has at least 30 loyalty
Is triggered only by

Five year event pulse


 
Untrustworthy Infidels!
  • Lose   -15 legitimacy
  • Lose   -15 horde unity
  • Lose   -7.000 000 000 000 001 republican tradition
  • Lose   -7 devotion
  • One random owned province:
    • Limited to:
      •   Dhimmi estate exists
    • Gain   +33% local autonomy
 
Make concessions to alleviate the situation.
  • Lose   -1 stability
  • Dhimmi estate gains +10 loyalty
  • Clergy estate loses -10 loyalty
  • Dhimmi estate gains influence modifier "Concessions: §Y$VAL$%§!" (+10 influence) for 5475 days

 Riches of the $ESTATE_DHIMMI$


Throughout the Islamic world the term $ESTATE_DHIMMI$ has come to be applied to a wide and disparate variety of people. The traditional and more restrictive definition of only Christians and Jews has quickly been abandoned by Muslim states where the majority populations are Hindus or Buddhists. Regardless of who are included the $ESTATE_DHIMMI$ recieve protection in exchange for being exempt from many of the laws of the realm.
While this may seem unfortunate for them it is quite fortunate for us right now, while the general economy is currently still recovering from recent wars many families of the Dhimmi still hold quite large cash reserves and they have no laws or rules forbidding them from investing or lending it to others.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Dhimmi estate exists
  • Any owned province:
    • None of:
      • Religion group is Muslim
  • At least one of:
    •   War exhaustion is at least 4
    • Has at least 2 loan(s)
  • None of:
    •   Dhimmi estate has influence modifier "Dhimmi Investments: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Convince the $ESTATE_DHIMMI$ to invest in economic recovery.
  • Gain   ducats equal to 0.25 years of income
  • Clergy estate loses -10 loyalty
  • Dhimmi estate gains influence modifier "Dhimmi Investments: §Y$VAL$%§!" (+15 influence) for 9125 days
 
We must not make ourselves dependent on infidels.
  • Clergy estate gains +10 loyalty

 Revolt of the [Root.GetName] Dhimmi


Desperate to have their privileges redacted the Dhimmi of [Root.GetName] have taken up arms against us!


 
Trigger conditions
  • None
Is triggered only by

removing a province from   Dhimmi when they have loyalty less than 40


 
Ok.

 Wavering Loyalty of the $ESTATE_DHIMMI$


Good relations need to be maintained. As their numbers grow and some of the $ESTATE_DHIMMI$ grow older our warm relations has grown colder. We need to make create arrangements with the current breed of nobles in order to be sure of their loyalty.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Dhimmi estate exists
  • Dhimmi estate has at least 50 loyalty
Is triggered only by

Five year event pulse


 
Ok.
  • Dhimmi estate loses -10 loyalty

Nobility.pngNobility events

 Noble Birth


Many of the families of the $ESTATE_NOBLES$ won their current position due to the actions of a forefather who served the state in times of war. For most of their sons a life in the field is therefore the only imaginable career. With the modernization of the army however common officers are no longer entirely unsual. Members of the Nobles have now approached us asking that we guarantee what they feel is the given right of their class. No man should be able to take service as a commander in the [Root.GetAdjective] armies who is not of noble birth!


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • Nobility estate has at least 70 influence
  • None of:
    •   Nobility estate has influence modifier "Exclusively Noble Officers: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Denied Exclusively Noble Officers: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Guarantee their right to command our armies.
  • Nobility estate gains +10 loyalty
  • Burghers estate loses -15 loyalty
  • Add country modifier "Officers of Noble Birth" for 20 years
  • Nobility estate gains influence modifier "Exclusively Noble Officers: §Y$VAL$%§!" (+10 influence) for 20 years
 
We cannot commit to such promises
  • Nobility estate loses -15 loyalty
  • Burghers estate gains +10 loyalty
  • Nobility estate gains influence modifier "Denied Exclusively Noble Officers: §Y$VAL$%§!" (-10 influence) for 20 years

 Advancement of the $ESTATE_NOBLES$


The state is not the sole source of influence in our country. Over the last few decades a charismatic champion of the $ESTATE_NOBLES$ has successfully managed to increase the power of the leading families of the $ESTATE_NOBLES$ over most of the institutions of our country.
Contacts and privileges can be powerful things, especially combined with ambition.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • None of:
    •   Nobility estate has influence modifier "Decline of the Nobles: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Advancement of the Nobles: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Advancement of the Nobles: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


Immediate effects
  • Hidden effect:
    • One of the following at random:
      • Province Trier:
      • Set country flag growing_influence_nobles_10
      • Province Trøndelag:
      • Set country flag growing_influence_nobles_20

 
Ok.
  • If Has country flag growing_influence_nobles_10:
    • Nobility estate gains influence modifier "Advancement of the Nobles: §Y$VAL$%§!" (+10 influence) for 5475 days
    • Clear country flag growing_influence_nobles_10
  • If Has country flag growing_influence_nobles_20:
    • Nobility estate gains influence modifier "Advancement of the Nobles: §Y$VAL$%§!" (+20 influence) for 5475 days
    • Clear country flag growing_influence_nobles_20

 $ESTATE_NOBLES$ Encroachment


It's hard to monitor everyone everywhere all the time and the boundaries between individual land properties are often grounded in old traditions or documents written when the landscape may have looked quite different. For someone with the right resources this can be exploited. A number of prominent $ESTATE_NOBLES$ families have used their considerable influence in [Root.Capital.GetCapitalName] to get away with expanding their properties considerably. If we want to protect the property of the state we must act soon.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • Owns at least 15 cities
  • Any owned province:
    • None of:
      •   yes estate exists
    • Is NOT overseas
    • Is NOT capital
    • Does NOT have a seat in Parliament
Is triggered only by

Five year event pulse


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • None of:
          •   yes estate exists
        • Is NOT capital
        • Is NOT overseas
        • Does NOT have a seat in Parliament
      • Set province flag noble_encroachment

 
Let it slide.
  • One random owned province:
    • Limited to:
      • Has province flag noble_encroachment
    • Assign to estate   Nobility
    • Clear province flag noble_encroachment
 
Demand that the land be returned.
  • One random owned province:
    • Limited to:
      • Has province flag noble_encroachment
    • One of the following at random:
      • Province Berlin:
      •   Noble rebels rebels (size 1) rise in revolt
      • Province Berlin:
    • Clear province flag noble_encroachment
  • Nobility estate loses -10 loyalty

 Tyrannical Nobles


A representative of the people living in an area dominated by one of the most prominent families of the $ESTATE_NOBLES$ has approached the throne today imploring the [Root.Monarch.GetTitle] to take action against what he claims are systematic abuses of power against the people there. As the ruler of [Root.GetName] [Root.Monarch.GetName] has a responsibility to protect his people, not doing so will make us appear weak and may harm the long term growth of the province. The $ESTATE_NOBLES$ would likely not take kindly to chastising such a powerful member of their ranks however.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • Any owned province:
    •   Nobility estate exists
    • Base tax is at least 2
Is triggered only by

Five year event pulse


 
Turn a blind eye.
  • One random owned province:
    • Limited to:
      •   Nobility estate exists
      • Base tax is at least 2
    • Lose   -1 base tax
  • Nobility estate gains +10 loyalty
 
Chastise the landowner.
  • Nobility estate loses -10 loyalty

 Declining Power of the $ESTATE_NOBLES$


As both influential land owners and the traditional warrior class in our state the $ESTATE_NOBLES$ have not fared well lately. Through a combination of excessive infighting and poorly coordinated power plays the $ESTATE_NOBLES$ have lost influence in [Root.Capital.GetCapitalName] and many have retired to their properties in the countryside.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • Nobility estate has at least 15 influence
  • None of:
    •   Nobility estate has influence modifier "Decline of the Nobles: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Advancement of the Nobles: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Advancement of the Nobles: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Ok.
  • Nobility estate gains influence modifier "Decline of the Nobles: §Y$VAL$%§!" (-10 influence) for 5475 days

 $ESTATE_NOBLES$ demand Stricter Sumptuary Laws


Expensive clothes, great banquettes and impressive palaces are some of the most visible symbols of the $ESTATE_NOBLES$ but the degree to which one family has money to spend on such things can vary greatly. In some cases the $ESTATE_BURGHERS$ of our country are able to spend just as lavishly if not more so than the average noble. While there are old rules and traditions restricting such things for those of less noble birth these are hard to enforce efficiently. This is unacceptable to the powerful $ESTATE_NOBLES$ of our country who are now demanding that we update our laws on what an outsider can and cannot wear. They now suggest a number of heavy fines for anyone trying to rise visibly above their betters.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  •   Burghers estate exists
  • Nobility estate has at least 70 influence
  • None of:
    •   Nobility estate has influence modifier "Sumptuary Restrictions: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Denied Sumptuary Restrictions: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Bend to the wishes of the $ESTATE_NOBLES$
  • Add country modifier "Harsh Sumptuary Restrictions" for 5475 days
  • Nobility estate gains influence modifier "Sumptuary Restrictions: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Burghers estate gains influence modifier "Sumptuary Restrictions: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Burghers estate loses -15 loyalty
 
Refuse to obey the $ESTATE_NOBLES$
  • Nobility estate loses -15 loyalty
  • Nobility estate gains influence modifier "Denied Sumptuary Restrictions: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Burghers estate gains influence modifier "Denied Sumptuary Restrictions: §Y$VAL$%§!" (+10 influence) for 5475 days

 The Levee


In time many of the everyday occurrences in the life of our [Root.Monarch.GetTitle] and his predecessors has become the subject of ceremony. Being able to attend the bedroom of the ruler as he dresses for instance is considered by many to be the best way to gain the ear of the [Root.Monarch.GetTitle]. An elaborate court life will certainly limit the power of our nobles to plot against us in their countryside properties but it could also prove quite expensive. Denying them the right to be part of the daily life of our [Root.Monarch.GetTitle] entirely on the other hand would also limit their influence but the $ESTATE_NOBLES$ would likely resent it.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • At least one of:
    • None of:
      • Has country flag normal_court_life
    • Has had country flag normal_court_life for at least 9125 days
  • None of:
    •   Nobility estate has influence modifier "Alienated Nobles: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Nobles expected to be in Capital: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Let's keep it at a modest level.
  • Nobility estate loses -5 loyalty
  • Set country flag normal_court_life
 
An elaborate and lengthy ceremony for the most influential.
  • Lose   ducats equal to 0.4 years of income
  • Add country modifier "Elaborate Court Life" for 9125 days
  • Nobility estate gains +15 loyalty
  • Nobility estate gains influence modifier "Nobles expected to be in Capital: §Y$VAL$%§!" (-15 influence) for 9125 days
 
We have no need of such things.
  • Lose   -5 prestige
  • Nobility estate loses -10 loyalty
  • Nobility estate gains influence modifier "Alienated Nobles: §Y$VAL$%§!" (-10 influence) for 9125 days

 Deteriorating Relations with the $ESTATE_NOBLES$


Relations between the $ESTATE_NOBLES$ and the [Root.Monarch.GetTitle] could hardly be worse. The great sense of distrust is plainly visible by the almost deserted court in [Root.Capital.GetCapitalName] as most prominent families keep to their countryside manors. Unless we do something soon state authority will deteriorate in the areas controlled by the $ESTATE_NOBLES$ but any demands from the state will likely be met with arms in hand at this point.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • None of:
    • Nobility estate has at least 30 loyalty
  • Any owned province:
    •   Nobility estate exists
  • None of:
    •   Nobility estate has influence modifier "Extorted Further Rights: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Asserted Authority over rural Nobles: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        •   Nobility estate exists
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        •   Nobility estate exists
        • None of:
          • Has province flag noble_estate_revolt
        • Province owner:
          • Owns at least 8 cities
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        •   Nobility estate exists
        • None of:
          • Has province flag noble_estate_revolt
        • Province owner:
          • Owns at least 14 cities
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        •   Nobility estate exists
        • None of:
          • Has province flag noble_estate_revolt
        • Province owner:
          • Owns at least 18 cities
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        •   Nobility estate exists
        • None of:
          • Has province flag noble_estate_revolt
        • Province owner:
          • Owns at least 25 cities
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        •   Nobility estate exists
        • None of:
          • Has province flag noble_estate_revolt
        • Province owner:
          • Owns at least 30 cities
      • Set province flag noble_estate_revolt

 
Leave them be.
  • Nobility estate gains influence modifier "Extorted Further Rights: §Y$VAL$%§!" (+10 influence) for 5475 days
  • Every owned province:
    • Limited to:
      •   Nobility estate exists
    • Gain   +33% local autonomy
  • Hidden effect:
    • Every owned province:
      • Limited to:
        • Has province flag noble_estate_revolt
      • Clear province flag noble_estate_revolt
 
Force them to accept state authority.
  • Nobility estate gains influence modifier "Asserted Authority over rural Nobles: §Y$VAL$%§!" (-10 influence) for 5475 days
  • Every owned province:
    • Limited to:
      • Has province flag noble_estate_revolt
    • Clear province flag noble_estate_revolt
    •   Noble rebels rebels (size 1) rise in revolt

 Insubordinate $ESTATE_NOBLES$


None of our subjects are more associated with war than the $ESTATE_NOBLES$. Generations ago their families served us or the states before us and won their current status on the field of battle. Ever since then most of them have kept their old traditions alive, training for a life in the field and making connections with others of the same inclination.
The current state of affairs in our country however has left us with few members of the $ESTATE_NOBLES$ willing to fight our battles. Insubordination have become widespread among the higher officers and we have good reason to suspect more than a few hope for an unsuccessful war.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • Is at war
  • None of:
    • Nobility estate has at least 30 loyalty
  • None of:
    • Has country modifier "Disloyal Officers"
  • None of:
    •   Nobility estate has influence modifier "Burgher Commanders: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Dhimmi Commanders: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Brahmin Commanders: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


Option conditions
 
Unfortunate.
  • Add country modifier "Disloyal Officers" for 10 years

 Enabled if:

  •   Burghers estate exists
  • Burghers estate has at least 60 loyalty
 
It is high time we replaced them with men of true ability.
  • Burghers estate gains influence modifier "Burgher Commanders: §Y$VAL$%§!" (+10 influence) for 10 years
  • Nobility estate loses -10 loyalty
  • Nobility estate gains influence modifier "Burgher Commanders: §Y$VAL$%§!" (-10 influence) for 10 years

 Enabled if:

  •   Dhimmi estate exists
  • Dhimmi estate has at least 60 loyalty
 
It is high time we replaced them with men we can trust.
  • Dhimmi estate gains influence modifier "Dhimmi Commanders: §Y$VAL$%§!" (+10 influence) for 10 years
  • Nobility estate loses -10 loyalty
  • Nobility estate gains influence modifier "Dhimmi Commanders: §Y$VAL$%§!" (-10 influence) for 10 years

 Enabled if:

  •   Clergy estate exists
  • Religion is   Hindu
  • Clergy estate has at least 60 loyalty
 
Let us consult the Brahmin, some of these learned men are clearly fit to lead.
  • Clergy estate gains influence modifier "Brahmin Commanders: §Y$VAL$%§!" (+10 influence) for 10 years
  • Nobility estate loses -10 loyalty
  • Nobility estate gains influence modifier "Brahmin Commanders: §Y$VAL$%§!" (-10 influence) for 10 years

 Growth of the Administration


As the state and its bureaucracy grow there is an ever growing need of people to oversee and administrate various lands and functions. The $ESTATE_NOBLES$ have traditionally been more associated with military services to the state but have increasingly made it clear that they still expect to be first in line when government offices are being handed out. The $ESTATE_BURGHERS$ on the other hand claim that the $ESTATE_NOBLES$ considers such appointments as mere rewards and will use them only to enrich themselves. Instead the $ESTATE_BURGHERS$ argue we should appoint men out of individual merit.
The unexpected death of a trusted secretary has left a vacant position to be filled at the center of this conflict, with the $ESTATE_BURGHERS$ supporting one candidate and the $ESTATE_NOBLES$ expecting us to pick another. While both candidates are talented men this has to be a political decision.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • None of:
    •   Nobility estate has influence modifier "Nobles in Administration: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Merchants in Administration: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Clergy in Administration: §Y$VAL$%§!"
  • None of:
    •   Dhimmi estate has influence modifier "Dhimmi in Administration: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


Option conditions
 
With a great pedigree come great abilities.
  • Add country modifier "Noble Councilor" for 10 years
  • Nobility estate gains +10 loyalty
  • Burghers estate loses -15 loyalty
  • Nobility estate gains influence modifier "Nobles in Administration: §Y$VAL$%§!" (+15 influence) for 10 years
 
Self-made men are what we need to run this country.
  • Add country modifier "Merchant Councilor" for 10 years
  • Nobility estate loses -15 loyalty
  • Burghers estate gains +10 loyalty
  • Burghers estate gains influence modifier "Merchants in Administration: §Y$VAL$%§!" (+15 influence) for 10 years
 
Let us turn to the $ESTATE_CHURCH$ instead.
  • Add country modifier "Councilor of the Clergy" for 10 years
  • Nobility estate loses -15 loyalty
  • Clergy estate gains +10 loyalty
  • Clergy estate gains influence modifier "Clergy in Administration: §Y$VAL$%§!" (+15 influence) for 10 years

 Enabled if:

  •   Dhimmi estate exists
 
Let us turn to the $ESTATE_DHIMMI$ instead.
  • Add country modifier "Dhimmi Councilor" for 10 years
  • Dhimmi estate gains influence modifier "Dhimmi in Administration: §Y$VAL$%§!" (+15 influence) for 10 years
  • Nobility estate loses -15 loyalty
  • Clergy estate loses -15 loyalty
  • Dhimmi estate gains +10 loyalty

 Tradition of Service


The $ESTATE_NOBLES$ have a long tradition of service to the state both as military leaders or more recently as dependable administrators. In a state where the $ESTATE_NOBLES$ are as strongly entrenched and loyal as ours this means that from time to time nobles of great talent and loyalty will emerge to lead the country to greatness.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • Nobility estate has at least 80 loyalty
  • Nobility estate has at least 60 influence
Is triggered only by

Five year event pulse


Immediate effects
  • Hidden effect:
    • If:
      • Limited to:
        • Has at least 1 port(s)
      • One of the following at random:
        • Province Gotland:
        • Set country flag noble_general
        • Province Gotland:
        • Set country flag noble_admiral
        • Province Gotland:
        • Set country flag noble_statesman
        • Province Gotland:
        • Set country flag noble_army_reformer
    • If:
      • Limited to:
        • None of:
          • Has at least 1 port(s)
      • One of the following at random:
        • Province Neva:
        • Set country flag noble_general
        • Province Neva:
        • Set country flag noble_statesman
        • Province Neva:
        • Set country flag noble_army_reformer

 
Great!
  • If Has country flag noble_general:
    • Gain leader with 50 army tradition
    • Clear country flag noble_general
  • If Has country flag noble_admiral:
    • Gain admiral with 50 navy tradition
    • Clear country flag noble_admiral
  • If Has country flag noble_statesman:
    • If:
      • Limited to:
        • Monthly income is at least   25 ducats
      • Gain skill 3 Statesman
    • If:
      • Limited to:
        • None of:
          • Monthly income is at least   25 ducats
      • Gain skill 2 Statesman
    • Clear country flag noble_statesman
  • If Has country flag noble_army_reformer:
    • If:
      • Limited to:
        • Monthly income is at least   25 ducats
      • Gain skill 3 Army Reformer
    • If:
      • Limited to:
        • None of:
          • Monthly income is at least   25 ducats
      • Gain skill 2 Army Reformer
    • Clear country flag noble_army_reformer

 Rise of the [Root.GetName] $ESTATE_NOBLES$


The $ESTATE_NOBLES$ are refusing to accept the confiscation of their property in [Root.GetName] and have risen in revolt against us!


 
Trigger conditions
  • None
Is triggered only by

removing a province from   Nobility when they have loyalty less than 40


 
Ok.

 Wavering Loyalty of the $ESTATE_NOBLES$


Good relations need to be maintained. As their numbers grow and some of the $ESTATE_NOBLES$ grow older our warm relations has grown colder. We need to make create arrangements with the current breed of nobles in order to be sure of their loyalty.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Nobility estate exists
  • Nobility estate has at least 50 loyalty
Is triggered only by

Five year event pulse


 
Ok.
  • Nobility estate loses -10 loyalty

TribesTribes events

 Tensions between Nomads and Sedentary Population


The difference between tax collection, extortion or demanding tribute can sometimes be somewhat vague. In many parts of our country taxes are collected by the Nomadic Clans in ways very similar to how they would have conducted themselves during a raid.
Today an emissary from some of our more well to do subjects arrived to tell a tale of how the would-be tax collectors pillaged their lands and then laid siege to their fortified homes. They now demand retribution from the [Root.Monarch.GetTitle] and for the perpetrators to be punished. The tribes would however likely not take kindly to any such restrictions of their conduct.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • Owns at least 5 cities
  • Any owned province:
    •   Tribes estate exists
    • Province has   Nationalist rebels
Is triggered only by

Five year event pulse


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        •   Tribes estate exists
        • Province has   Nationalist rebels
      • Area containing this province:
        • Limited to:
          • Province has   Nationalist rebels
          • Is owned by Our country
        • Set province flag conflict_regarding_tax_collection

 
Reprimand the Chiefs.
  • Tribes estate loses -10 loyalty
  • Tribes estate gains influence modifier "Tribes Reprimanded: §Y$VAL$%§!" (-10 influence) for 5475 days
 
Support the Chiefs.
  • One random owned province:
    • Limited to:
      • Has province flag conflict_regarding_tax_collection
    •   Nationalist rebels (size 1) rise in revolt
    • Clear province flag conflict_regarding_tax_collection
  • One random owned province:
    • Limited to:
      • Has province flag conflict_regarding_tax_collection
      • Province owner:
        • Owns at least 10 cities
    •   Nationalist rebels (size 1) rise in revolt
    • Clear province flag conflict_regarding_tax_collection
  • One random owned province:
    • Limited to:
      • Has province flag conflict_regarding_tax_collection
      • Province owner:
        • Owns at least 15 cities
    •   Nationalist rebels (size 1) rise in revolt
    • Clear province flag conflict_regarding_tax_collection
  • Every owned province:
    • Clear province flag conflict_regarding_tax_collection
  • Tribes estate gains +10 loyalty
  • Tribes estate gains influence modifier "Tribes Allowed Free Reign: §Y$VAL$%§!" (+10 influence) for 5475 days

 Growth of Tribal Influence


A tribal state is always somewhat unstable. Some clans will quickly increase their influence over the others, only to collapse again just as suddenly. Lately a new group of tribal leaders have come to extend their power over the lesser tribes considerably.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • None of:
    •   Tribes estate has influence modifier "Decline of Tribal Influence: §Y$VAL$%§!"
  • None of:
    •   Tribes estate has influence modifier "Rising Tribal Influence: §Y$VAL$%§!"
  • None of:
    •   Tribes estate has influence modifier "Rising Tribal Influence: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


Immediate effects
  • Hidden effect:
    • One of the following at random:
      • Province Trier:
      • Set country flag growing_influence_tribes_10
      • Province Trøndelag:
      • Set country flag growing_influence_tribes_20

 
Ok.
  • If Has country flag growing_influence_tribes_10:
    • Tribes estate gains influence modifier "Rising Tribal Influence: §Y$VAL$%§!" (+10 influence) for 5475 days
    • Clear country flag growing_influence_tribes_10
  • If Has country flag growing_influence_tribes_20:
    • Tribes estate gains influence modifier "Rising Tribal Influence: §Y$VAL$%§!" (+20 influence) for 5475 days
    • Clear country flag growing_influence_tribes_20

 Decline of Tribal Influence


Due to infighting between clans, poorly thought out political maneuvers and conflicts relating to succession our influence over the other tribes has increased considerably during the last few years. This decline in tribal influence is unlikely to last but comes as a nice respite for now.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • Tribes estate has at least 15 influence
  • None of:
    •   Tribes estate has influence modifier "Decline of Tribal Influence: §Y$VAL$%§!"
  • None of:
    •   Tribes estate has influence modifier "Rising Tribal Influence: §Y$VAL$%§!"
  • None of:
    •   Tribes estate has influence modifier "Rising Tribal Influence: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Ok.
  • Tribes estate gains influence modifier "Decline of Tribal Influence: §Y$VAL$%§!" (-10 influence) for 5475 days

 Local Chiefs Complain


Several Clan Chiefs have complained to us about young men from their area leaving their clans and joining our own army. They claim that this is not how it was done in the days of our father, and that every man should serve in his local clans army first. What shall we do?


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
Is triggered only by

Five year event pulse


 
Send the young men home.
  • Lose   -10 army tradition
  • Tribes estate gains +10 loyalty
 
Keep them in the army
  • Gain   +10 army tradition
  • Tribes estate loses -10 loyalty

 Chiefs are withholding Taxes


One of our closest advisors has come to us with proof of the local Chiefs not paying much tax to us as one should expect from their territories. This is a delicate situation, but we need to come to a decision quickly.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
Is triggered only by

Five year event pulse


 
Their land, their rules!
  • Lose   -10 prestige
  • Tribes estate gains +10 loyalty
 
They bend knee to ME!
  • Gain   ducats equal to 0.25 years of income
  • Tribes estate loses -10 loyalty

 Our Horde is in disarray!


Keeping nomadic tribes together is never an easy task and right now we are living through some dire times. The $ESTATE_NOMADIC_TRIBES$ could very likely help us stabilize the situation so that we can get back on our feet but


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • None of:
    • Stability is at least +0
  • None of:
    •   Tribes estate has influence modifier "Stabilized the Horde: §Y$VAL$%§!"
  • At least one of:
    • None of:
      • Has country flag refused_tribal_stability_aid
    • Has had country flag refused_tribal_stability_aid for at least 20 years
Is triggered only by

Five year event pulse


 
Rely on the $ESTATE_NOMADIC_TRIBES$!
  • Gain   +1 stability
  • Tribes estate gains influence modifier "Stabilized the Horde: §Y$VAL$%§!" (+10 influence) for 20 years
 
We do not need their help.
  • Set country flag refused_tribal_stability_aid
  • Tribes estate loses -5 loyalty

 Our Tribes view the Horde as weak!


Our military leadership is inexperienced and weak. The $ESTATE_NOMADIC_TRIBES$ are questioning if they can really follow such green men into battle, offering instead to supply us with seasoned warriors ready to lead our troops.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • None of:
    • Army tradition is at least 30
  • None of:
    •   Tribes estate has influence modifier "Army Strengthened: §Y$VAL$%§!"
  • At least one of:
    • None of:
      • Has country flag refused_tribal_armies
    • Has had country flag refused_tribal_armies for at least 20 years
Is triggered only by

Five year event pulse


 
Rely on the $ESTATE_NOMADIC_TRIBES$!
  • Gain   +10 army tradition
  • Tribes estate gains influence modifier "Army Strengthened: §Y$VAL$%§!" (+10 influence) for 20 years
 
We do not need their help.
  • Set country flag refused_tribal_armies
  • Tribes estate loses -5 loyalty

 The Horde is not unified!


Our [Root.Monarch.GetTitle] has proven [Root.Monarch.GetHerselfHimself] unable to keep the [Root.GetAdjective] unified and the $ESTATE_NOMADIC_TRIBES$ worry that we are becoming the object of ridicule. Prominent clan leaders have approached the [Root.Monarch.GetTitle] offering to strengthen our rule though some would say that relying on others to enforce this unity makes for an unstable peace.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • None of:
    • Horde unity is at least 70
  • None of:
    •   Tribes estate has influence modifier "Horde Unified: §Y$VAL$%§!"
  • At least one of:
    • None of:
      • Has country flag refused_tribal_unity_aid
    • Has had country flag refused_tribal_unity_aid for at least 20 years
Is triggered only by

Five year event pulse


 
Rely on the $ESTATE_NOMADIC_TRIBES$!
  • Gain   +20 horde unity
  • Tribes estate gains influence modifier "Horde Unified: §Y$VAL$%§!" (+10 influence) for 20 years
 
We do not need their help.
  • Set country flag refused_tribal_unity_aid
  • Tribes estate loses -5 loyalty

 Return to the Old Ways!


One of the Clan Chiefs has come forward, as a spokesman for their group, and urges us to return to the old ways, the ways that made us strong. 'Crush your enemies, drive them before you, and hear the lamentations of their women!'


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • Tribes estate has at least 50 influence
  • None of:
    • Has country modifier "The Proper Old Ways"
Is triggered only by

Five year event pulse


 
That is what is good in life.
  • Add country modifier "The Proper Old Ways" for 10 years
 
That is in the past.
  • Tribes estate loses -10 loyalty

 Revolt of the [Root.GetName] $ESTATE_NOMADIC_TRIBES$


Not content to sit idly by while we take control over their lands the Tribes of [Root.GetName] have taken up arms against us.


 
Trigger conditions
  • None
Is triggered only by

Unknown (probably should trigger when removing land from Tribes when their loyalty is less than 30)


 
Ok.

 [Root.Monarch.GetTitle] after the [Root.Monarch.GetTitle]


A distant cousin of [Root.Monarch.GetName] has managed to gain the gratitude of the tribes. Many strong tribal leaders are now demanding that we change the future plans of succession to ensure that this cousin is guaranteed his rightful place as [Root.Monarch.GetTitle]. Whether they are motivated by true loyalty to our kinsman or feel he could easily be controlled is hard to tell but they would certainly not take refusal to follow their advice very well.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • Is NOT in a regency
  • Tribes estate has at least 70 influence
  • None of:
    •   Tribes estate has influence modifier "Kingmakers: §Y$VAL$%§!"
  • None of:
    •   Tribes estate has influence modifier "Refused to alter succession: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
A new heir it is!
  • If:
    • Limited to:
      • Has an heir
    • Heir dies
  • Gain a new 45 year old heir (with the same dynasty as Our country) with claim strength 15
  • Tribes estate gains influence modifier "Kingmakers: §Y$VAL$%§!" (+10 influence) for 10 years
 
These tribes must know their place!
  • Tribes estate loses -15 loyalty
  • Tribes estate gains influence modifier "Refused to alter succession: §Y$VAL$%§!" (-10 influence) for 10 years

 Tribes demand more men


Prominent Tribal leaders have approached us demanding that we let them make use of the state resources to defend their lands. They claim that neighboring states are making incursions and raids into the territory they control and that the only efficient way to defend them is to put some of our troops directly under their command.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • Tribes estate has at least 70 influence
  • None of:
    •   Tribes estate has influence modifier "Tribes using state Manpower: §Y$VAL$%§!"
  • None of:
    •   Tribes estate has influence modifier "Refused to supply men to Tribes: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Of course they shall have our men!
  • Lose   manpower equal to -0.1% of maximum
  • Tribes estate gains influence modifier "Tribes using state Manpower: §Y$VAL$%§!" (+10 influence) for 10 years
 
This is an excuse to weaken us!
  • Tribes estate gains influence modifier "Refused to supply men to Tribes: §Y$VAL$%§!" (-10 influence) for 10 years
  • Tribes estate loses -15 loyalty

 Independent $ESTATE_NOMADIC_TRIBES$


Several leaders of the powerful $ESTATE_NOMADIC_TRIBES$ in our country have approached the [Root.Monarch.GetTitle] to complain about the unfair interference of [Root.Monarch.GetHerHis] representatives. The $ESTATE_NOMADIC_TRIBES$ feel they should be left alone in accordance with their ancient rights.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • Tribes estate has at least 70 influence
  • None of:
    •   Tribes estate has influence modifier "Tribal Self Rule: §Y$VAL$%§!"
  • None of:
    •   Tribes estate has influence modifier "Refused Tribes Autonomy: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
We must leave them alone then.
  • (custom tooltip - delete this line)
  • Hidden effect:
    • Every province in the world:
      • Limited to:
        •   Tribes estate exists
      • Gain   +35% local autonomy
  • Tribes estate gains influence modifier "Tribal Self Rule: §Y$VAL$%§!" (+10 influence) for 10 years
 
We can tolerate no states within our state!
  • Tribes estate gains influence modifier "Refused Tribes Autonomy: §Y$VAL$%§!" (-10 influence) for 10 years
  • Tribes estate loses -15 loyalty

 Demands of the $ESTATE_NOMADIC_TRIBES$


The $ESTATE_NOMADIC_TRIBES$ feel that the talents of their generals are wasted on our armies and have demanded that their leaders be sent home to marshal their own troops. As we rely on them for most military matters this will result in quite a strain on our remaining leadership.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • Tribes estate has at least 70 influence
  • None of:
    •   Tribes estate has influence modifier "Tribal Leaders free of Service: §Y$VAL$%§!"
  • None of:
    •   Tribes estate has influence modifier "Refused Tribal Leaders Freedom of Service: §Y$VAL$%§!"
Is triggered only by

Five year event pulse


 
Agree.
  • Add country modifier "Reduced Number of Generals" for 5 years
  • Tribes estate gains influence modifier "Tribal Leaders free of Service: §Y$VAL$%§!" (+10 influence) for 5 years
 
They will do no such thing!
  • Tribes estate gains influence modifier "Refused Tribal Leaders Freedom of Service: §Y$VAL$%§!" (-10 influence) for 5 years
  • Tribes estate loses -15 loyalty

 Wavering Loyalty of the $ESTATE_NOMADIC_TRIBES$


Good relations need to be maintained. As their numbers grow and some of the leaders of the $ESTATE_NOMADIC_TRIBES$ grow older our warm relations has grown colder. We need to make create arrangements with the current breed of nobles in order to be sure of their loyalty.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Tribes estate exists
  • Tribes estate has at least 50 loyalty
Is triggered only by

Five year event pulse


 
Ok.
  • Tribes estate loses -10 loyalty

References

  1. In files events/estate_burghers.txt, events/estate_church.txt, events/estate_cossacks.txt, events/estate_dhimmi.txt, events/estate_nobles.txt and events/estate_tribes.txt.
  2. This is chosen using a random scope with two clauses, one of which is empty.