Open main menu

Estates events

Revision as of 11:26, 8 September 2017 by Malkanto (talk | contribs) ({{icon|dhimmi}}Dhimmi events: no such icon exists)

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
  • None of:
    •   Burghers estate has influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Decline of the Merchant Classes: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Ok.
  •   Burghers gains influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!" (10 influence) for 5 475 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 willing to give the state a part of the share they take.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  •   Nobility estate exists
  •   Nobility has at least 25 influence
  • Any owned province:
    • Has estate   Nobility
  • None of:
    •   Burghers estate has influence modifier "Robber Barons: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Robber Barons Chastised: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
They only take what is their right.
  • One random owned province:
    • Limited to:
      • Has estate   Nobility
    • Gain   1 base tax
  •   Nobility gains 15 loyalty
  •   Burghers loses 15 loyalty
  •   Burghers gains influence modifier "Robber Barons: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Nobility gains influence modifier "Robber Barons: §Y$VAL$%§!" (10 influence) for 5 475 days
 
We must curb such excesses!
  • One random owned province:
    • Limited to:
      • Has estate   Nobility
    • Gain   1 base production
  •   Nobility loses 15 loyalty
  •   Burghers gains 15 loyalty
  •   Nobility gains influence modifier "Robber Barons Chastised: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Burghers gains influence modifier "Robber Barons Chastised: §Y$VAL$%§!" (10 influence) for 5 475 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
  • None of:
    •   Burghers estate has influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Decline of the Merchant Classes: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Ok.
  •   Burghers gains influence modifier "Decline of the Merchant Classes: §Y$VAL$%§!" (10 influence) for 5 475 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
  • Any owned province:
    • Is not overseas
    • Does not have a seat in Parliament
    • At least one of:
      •   Development is at least 10
      • Has province modifier "Important Natural Harbor"
      • Has province modifier "Coastal Center of Trade"
      • Has province modifier "Inland Center of Trade"
    • None of:
      • Has estate   yes
    • Is not the country's capital
    • is_territory = no
  • None of:
    •   Burghers estate has influence modifier "Advancement of the Merchant Classes: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • None of:
    • Religion is in Christian group: ×0.5
  • Any owned province:
    • Is not overseas
    • Is not the country's capital
    • None of:
      • Has estate   yes
    • Does not have a seat in Parliament
    • At least one of:
      •   Development is at least 10
      • Has province modifier "Important Natural Harbor"
      • Has province modifier "Coastal Center of Trade"
      • Has province modifier "Inland Center of Trade"
    • At least one of:
      • Has province modifier "River Estuary"
      • Has province modifier "Neva Estuary"
      • Has province modifier "Daugava Estuary"
      • Has province modifier "Neman Estuary"
      • Has province modifier "Vistula Estuary"
      • Has province modifier "Oder Estuary"
      • Has province modifier "Elbe Estuary"
      • Has province modifier "Weser Estuary"
      • Has province modifier "Ems Estuary"
      • Has province modifier "Rhine Estuary"
      • Has province modifier "Thames Estuary"
      • Has province modifier "Rhône Estuary"
      • Has province modifier "Gironde Estuary"
      • Has province modifier "Loire Estuary"
      • Has province modifier "Seine Estuary"
      • Has province modifier "Ebro Estuary"
      • Has province modifier "Douro Estuary"
      • Has province modifier "Tagus Estuary"
      • Has province modifier "Guadiana Estuary"
      • Has province modifier "Po Estuary"
      • Has province modifier "Danube Estuary"
      • Has province modifier "Dnestr Estuary"
      • Has province modifier "Dnieper Estuary"
      • Has province modifier "Volga Estuary"
      • Has province modifier "Don Estuary"
      • Has province modifier "Yangtze Estuary"
      • Has province modifier "Huang He Estuary"
      • Has province modifier "Ganges Estuary"
      • Has province modifier "Indus Estuary"
      • Has province modifier "Euphrates Estuary"
      • Has province modifier "The Nile Estuary"
      • Has province modifier "Gambia Estuary"
      • Has province modifier "Pearl Estuary"
      • Has province modifier "Parana Estuary"
      • Has province modifier "Mekong Estuary"
      • Has province modifier "Mississippi Estuary"
      • Has province modifier "Rio Grande Estuary"
      • Has province modifier "Niger Estuary"
      • Has province modifier "Saint Lawrence Estuary"
      • Has province modifier "Hudson Estuary"
      • Has province modifier "Nelson Estuary"
      • Has province modifier "Godavari Estuary"
      • Has province modifier "Krishna Estuary"
      • Has province modifier "Kura Estuary"
      • Has province modifier "Taz Estuary"
      • Has province modifier "Columbia Estuary"
      • Has province modifier "Delaware Estuary"
      • Has province modifier "James Estuary"
      • Has province modifier "Santee Estuary"
      • Has province modifier "Guayas Estuary"
      • Has province modifier "Senegal Estuary"
      • Has province modifier "Zambezi Estuary"
      • Has province modifier "Red River Estuary"
      • Has province modifier "Irrawaddy Estuary" : ×1.2

 
Accept the Petition.
  •   Burghers gains 15 loyalty
  • One random owned province:
    • Limited to:
      •   Development is at least 10
      • None of:
        • Has estate   yes
      • Is not the country's capital
      • Does not have a seat in Parliament
      • is_territory = no
    • Assign province to the   Burghers estate
    • Gain   2 base tax
 
Reject the Petition.
  •   Burghers loses 15 loyalty
  •   Burghers gains influence modifier "Denied City Privileges: §Y$VAL$%§!" (10 influence) for 5 475 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
  • Any owned province:
    • Has estate   Burghers
  • None of:
    •   Burghers estate has influence modifier "No Price Meddling: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Price Meddling: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Inflation is at least 5%: ×2

Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
      • Set province flag bread_revolt_vs_burghers
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag bread_revolt_vs_burghers is set
        • Province owner:
          • Owns at least 12 non-colony provinces
      • Set province flag bread_revolt_vs_burghers
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag bread_revolt_vs_burghers is set
        • Province owner:
          • Owns at least 18 non-colony provinces
      • Set province flag bread_revolt_vs_burghers
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag bread_revolt_vs_burghers is set
        • Province owner:
          • Owns at least 24 non-colony provinces
      • One of the following at random:
        • Set province flag bread_revolt_vs_burghers
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag bread_revolt_vs_burghers is set
        • Province owner:
          • Owns at least 28 non-colony provinces
      • 75% chance of:
        • Set province flag bread_revolt_vs_burghers
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag bread_revolt_vs_burghers is set
        • Province owner:
          • Owns at least 32 non-colony provinces
      • 75% chance of:
        • Set province flag bread_revolt_vs_burghers

 
Force the Merchants to lower their prices.
  • Hidden effect:
    • Every owned province:
      • Limited to:
        • Province flag bread_revolt_vs_burghers is set
      • Clear province flag bread_revolt_vs_burghers
  •   Burghers loses 20 loyalty
  •   Burghers gains influence modifier "Price Meddling: §Y$VAL$%§!" (10 influence) for 5 475 days
 
We should not meddle in these things.
  •   Burghers gains influence modifier "No Price Meddling: §Y$VAL$%§!" (10 influence) for 5 475 days
  • Every owned province:
    • Limited to:
      • Province flag bread_revolt_vs_burghers is set
    • Clear province flag bread_revolt_vs_burghers
    •   Peasant rabble (size 1) rise in revolt
  •   Burghers gains 15 loyalty
 
We must pay for and distribute what bread there is.
  • Lose   ducats equal to 0.15 years of income
  •   Burghers gains influence modifier "No Price Meddling: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Burghers gains 15 loyalty
  • Hidden effect:
    • Every owned province:
      • Limited to:
        • Province flag bread_revolt_vs_burghers is set
      • Clear province flag bread_revolt_vs_burghers

 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 has at least 25 influence
  •   Clergy has at least 25 influence
  • None of:
    •   Burghers estate has influence modifier "Burgher Authority Asserted: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Burgher Authority Questioned: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Side with the $ESTATE_BURGHERS$.
  •   Burghers gains 15 loyalty
  •   Clergy loses 15 loyalty
  •   Burghers gains influence modifier "Burgher Authority Asserted: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Clergy gains influence modifier "Burgher Authority Asserted: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Side with the $ESTATE_CHURCH$.
  •   Burghers loses 15 loyalty
  •   Clergy gains 15 loyalty
  •   Burghers gains influence modifier "Burgher Authority Questioned: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Clergy gains influence modifier "Burgher Authority Questioned: §Y$VAL$%§!" (10 influence) for 5 475 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 tariffs 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 has at least 70 influence
  • Any owned province:
    • Has estate   Burghers
  • None of:
    •   Burghers estate has influence modifier "Rights Extended: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Refused to Extend Rights: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Let us remove these obstacles!
  •   Burghers gains influence modifier "Rights Extended: §Y$VAL$%§!" (10 influence) for 5 475 days
  • Every owned province:
    • Limited to:
      • Has estate   Burghers
    • Gain   33% local autonomy
 
The $ESTATE_BURGHERS$ need to know their place!
  •   Burghers loses 20 loyalty
  •   Burghers gains influence modifier "Refused to Extend Rights: §Y$VAL$%§!" (10 influence) for 5 475 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 country
  • None of:
    •   Burghers estate has influence modifier "Right to Bypass Trade Restrictions: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Denied Right to Bypass Trade Restrictions: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
We must support the $ESTATE_BURGHERS$.
  • Gain country modifier "Merchants Favored" for 3650 days
  •   Burghers gains 15 loyalty
  •   Burghers gains influence modifier "Right to Bypass Trade Restrictions: §Y$VAL$%§!" (10 influence) for 3 650 days
 
We cannot let our trade policy be decided by these peddlers.
  • Gain country modifier "Unfavorable Trade Policies" for 3650 days
  •   Burghers loses 15 loyalty
  •   Burghers gains influence modifier "Denied Right to Bypass Trade Restrictions: §Y$VAL$%§!" (10 influence) for 3 650 days

 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
  • Any owned province:
    • Has estate   Burghers
  • None of:
    •   Burghers estate has influence modifier "Growth of the Putting-Out System: §Y$VAL$%§!"
  • None of:
    • Any owned province:
      • Has province modifier "Guild Privileges Defended"
  • None of:
    • Any owned province:
      • Has province modifier "Conflict within City"
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
      • Set province flag putting_out_system
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag putting_out_system is set
        • Province owner:
          • Owns at least 12 non-colony provinces
      • Set province flag putting_out_system
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag putting_out_system is set
        • Province owner:
          • Owns at least 18 non-colony provinces
      • 75% chance of:
        • Set province flag putting_out_system
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag putting_out_system is set
        • Province owner:
          • Owns at least 24 non-colony provinces
      • 55% chance of:
        • Set province flag putting_out_system

 
We cannot stand in the way of progress.
  •   Burghers loses 15 loyalty
  • Every owned province:
    • Limited to:
      • Province flag putting_out_system is set
    • Gain   1 base production
    • Gain province modifier "Conflict within City" for 3650 days
    • Clear province flag putting_out_system
 
We must safeguard the guild privileges.
  •   Burghers gains 15 loyalty
  •   Burghers gains influence modifier "Growth of the Putting-Out System: §Y$VAL$%§!" (10 influence) for 3 650 days
  • Every owned province:
    • Limited to:
      • Province flag putting_out_system is set
    • Gain province modifier "Guild Privileges Defended" for 3650 days
    • Clear province flag putting_out_system

 Social Mobility


The growing power of the $ESTATE_BURGHERS$ has led 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 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 has at least 70 influence
  • None of:
    •   Burghers estate has influence modifier "Homines Novi: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Barred from State Careers: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
We must not stand in the way of these new men.
  •   Burghers gains influence modifier "Homines Novi: §Y$VAL$%§!" (10 influence) for 7 300 days
  • Gain country modifier "New Men" for 3650 days
  • If:
    • Limited to:
      •   Nobility estate exists
    •   Nobility loses 20 loyalty
  • If:
    • Limited to:
      •   Clergy estate exists
    •   Clergy loses 20 loyalty
 
We must protect the ancient rights of the other Estates.
  •   Burghers gains influence modifier "Barred from State Careers: §Y$VAL$%§!" (10 influence) for 7 300 days
  • Gain country modifier "Disloyal New Men" for 5475 days
  •   Burghers loses 20 loyalty
  • If:
    • Limited to:
      •   Nobility estate exists
    •   Nobility gains 15 loyalty
    • Lose   15 army tradition
    • Lose   15 navy tradition
  • If:
    • Limited to:
      •   Clergy estate exists
    •   Clergy gains 15 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 our influence in international trade is growing rapidly.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • Any owned province:
    • Has estate   Burghers
  •   Burghers has at least 60 influence
  •   Burghers has at least 60 loyalty
  • None of:
    • Any trade node with a merchant present:
      • has_merchant = prev
      • has_trade_modifier = {
who = ROOT key = STRONG_MERCHANTS }
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • One of the following at random:
      • Province München:
        • Set country flag growing_trade_influence
      • Province Ösel:
        • Set country flag growing_cities

 
Great.
  • The first of the following that is true:
    • If Country flag growing_trade_influence is set:
        • One random owned province:
          • Limited to:
            • Has estate   Burghers
          • (Our country) gains trade modifier "Close ties with Merchant Community" (+15 Power) for 5 475 days
        • Clear country flag growing_trade_influence
    • If Country flag growing_cities is set:
        • One random owned province:
          • Limited to:
            • Has estate   Burghers
          • Gain   1 base production
        • Clear country flag growing_cities

 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 mishaps 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 bankruptcy. 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
  • None of:
    •   Burghers estate has influence modifier "Compensated Losses: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Bad Fortunes: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Compensate the Traders.
  • Lose   ducats equal to 0.5 years of income
  • Gain   100% mercantilism
  •   Burghers gains 15 loyalty
  •   Burghers gains influence modifier "Compensated Losses: §Y$VAL$%§!" (10 influence) for 5 475 days
 
They knew what they were getting into.
  •   Burghers loses 15 loyalty
  •   Burghers gains influence modifier "Bad Fortunes: §Y$VAL$%§!" (10 influence) for 5 475 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 urbanization actually lead to something good.


 
Trigger conditions
  • DLC   The Cossacks is active
  •   Burghers estate exists
  • Any owned province:
    • Has estate   Burghers
  • None of:
    •   Burghers estate has influence modifier "Unhygienic Cities: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Supported Urbanization: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
      • Set province flag urbanisation
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag urbanisation is set
        • Province owner:
          • Owns at least 8 non-colony provinces
      • Set province flag urbanisation
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag urbanisation is set
        • Province owner:
          • Owns at least 14 non-colony provinces
      • Set province flag urbanisation
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag urbanisation is set
        • Province owner:
          • Owns at least 18 non-colony provinces
      • Set province flag urbanisation
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag urbanisation is set
        • Province owner:
          • Owns at least 22 non-colony provinces
      • 75% chance of:
        • Set province flag urbanisation
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag urbanisation is set
        • Province owner:
          • Owns at least 28 non-colony provinces
      • 75% chance of:
        • Set province flag urbanisation

 
Attempt to improve conditions.
  • Lose   ducats equal to 0.25 years of income
  • Every owned province:
    • Limited to:
      • Province flag urbanisation is set
    • Gain   1 base tax
    • Clear province flag urbanisation
  •   Burghers gains influence modifier "Supported Urbanization: §Y$VAL$%§!" (10 influence) for 7 300 days
 
This is nothing unusual, the $ESTATE_BURGHERS$ can handle it.
  • Every owned province:
    • Limited to:
      • Province flag urbanisation is set
    • Gain province modifier "Unsanitary Suburbs" for 7300 days
    • Clear province flag urbanisation
  •   Burghers loses 15 loyalty
  •   Burghers gains influence modifier "Unhygienic Cities: §Y$VAL$%§!" (10 influence) for 7 300 days

 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 has at least 70 influence
  • None of:
    •   Burghers estate has influence modifier "Refused to Change Trade Policy: §Y$VAL$%§!"
  • None of:
    •   Burghers estate has influence modifier "Changed Trade Policy: §Y$VAL$%§!"
  •   Mercantilism is at least 1 500%
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Diplomatic technology is at least 20: ×2

 
Reduce Mercantilism.
  • Lose   300% mercantilism
  •   Burghers gains influence modifier "Changed Trade Policy: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Refuse to change the Trade Policy.
  •   Burghers loses 20 loyalty
  •   Burghers gains influence modifier "Refused to Change Trade Policy: §Y$VAL$%§!" (5 influence) for 5 475 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
  • None of:
    •   Burghers has at least 30 loyalty
  • Any owned province:
    • Has estate   Burghers
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • None of:
    •   Burghers has at least 15 loyalty: ×2

Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
      • Set province flag city_protests
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag city_protests is set
      • Set province flag city_protests
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag city_protests is set
      • Set province flag city_protests
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag city_protests is set
      • Set province flag city_protests
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • None of:
          • Province flag city_protests is set
      • Set province flag city_protests
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 15
}
        • None of:
          • Province flag city_protests is set
      • Set province flag city_protests
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 15
}
        • None of:
          • Province flag city_protests is set
      • Set province flag city_protests
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 20
}
        • None of:
          • Province flag city_protests is set
      • Set province flag city_protests
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 20
}
        • None of:
          • Province flag city_protests is set
      • Set province flag city_protests
    • One random owned province:
      • Limited to:
        • Has estate   Burghers
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 20
}
        • None of:
          • Province flag city_protests is set
      • Set province flag city_protests

 
They must be joking!
  • Every owned province:
    • Limited to:
      • Province flag city_protests is set
    • Clear province flag city_protests
    •   Particularist rebels (size 1) rise in revolt
 
Give in to their demands.
  • Every owned province:
    • Limited to:
      • Province flag city_protests is set
    • Clear province flag city_protests
    • Gain   33% local autonomy
  •   Burghers gains 15 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

(please describe trigger here)


 
Ok.

(Nothing)


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 is in Christian group
  •   Clergy has at least 25 influence
  • None of:
    •   Clergy has at least 75 influence
  • None of:
    •   Clergy estate has influence modifier "Demanded Money: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Make it clear that they need to contribute.
  •   Clergy loses 15 loyalty
  • Lose   10% Patriarch authority
  • Lose   10 papal influence
  • Lose   10% Piety
  • Gain   ducats equal to 0.35 years of income
  •   Clergy gains influence modifier "Demanded Money: §Y$VAL$%§!" (10 influence) for 9 125 days
 
We will find the money elsewhere.
  • Gain   5 prestige
  •   Clergy gains 10 loyalty
  •   Clergy gains influence modifier "Independence Preserved: §Y$VAL$%§!" (10 influence) for 9 125 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
  • None of:
    •   Clergy estate has influence modifier "Advancement of the Clergy: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Advancement of the Clergy: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Decline of the Clergy: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Ok.
  •   Clergy gains influence modifier "Advancement of the Clergy: §Y$VAL$%§!" (10 influence) for 5 475 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
  • None of:
    •   Clergy estate has influence modifier "Advancement of the Clergy: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Advancement of the Clergy: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Decline of the Clergy: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Ok.
  •   Clergy gains influence modifier "Decline of the Clergy: §Y$VAL$%§!" (10 influence) for 5 475 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 misuse 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 estate exists
  •   Burghers estate exists
  • Any owned province:
    • Has estate   Burghers
  • None of:
    •   Clergy estate has influence modifier "Tithes Defended: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Tithes Undermined: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Then we must force them to pay!
  • Gain   ducats equal to 0.2 years of income
  • One random owned province:
    • Limited to:
      • Has estate   Burghers
      •   Local autonomy is at least 25%
    • Lose   25% local autonomy
  •   Clergy gains 15 loyalty
  •   Burghers loses 15 loyalty
  •   Clergy gains influence modifier "Tithes Defended: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Burghers gains influence modifier "Tithes Defended: §Y$VAL$%§!" (10 influence) for 5 475 days
 
A mild reprimand will be enough.
  •   Clergy loses 15 loyalty
  •   Clergy gains influence modifier "Tithes Undermined: §Y$VAL$%§!" (10 influence) for 5 475 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 centers 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
  • None of:
    •   Clergy has at least 30 loyalty
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
      • Set province flag peasant_clergy_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
        • None of:
          • Province flag peasant_clergy_revolt is set
      • Set province flag peasant_clergy_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
        • None of:
          • Province flag peasant_clergy_revolt is set
      • Set province flag peasant_clergy_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
        • None of:
          • Province flag peasant_clergy_revolt is set
      • Set province flag peasant_clergy_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 15
}
        • None of:
          • Province flag peasant_clergy_revolt is set
      • Set province flag peasant_clergy_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 15
}
        • None of:
          • Province flag peasant_clergy_revolt is set
      • Set province flag peasant_clergy_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 15
}
        • None of:
          • Province flag peasant_clergy_revolt is set
      • Set province flag peasant_clergy_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 15
}
        • None of:
          • Province flag peasant_clergy_revolt is set
      • Set province flag peasant_clergy_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 20
}
        • None of:
          • Province flag peasant_clergy_revolt is set
      • Set province flag peasant_clergy_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Clergy
        • Province owner:
          • num_of_owned_provinces_with = {
   has_estate = estate_church
   value = 20
}
        • None of:
          • Province flag peasant_clergy_revolt is set
      • Set province flag peasant_clergy_revolt

 
Ok.
  • Lose   1 stability
  • If:
    • Limited to:
      • Any owned province:
        • Has estate   Clergy
    • Every owned province:
      • Limited to:
        • Province flag peasant_clergy_revolt is set
      • Clear province flag peasant_clergy_revolt
      •   Peasant rabble (size 1) 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] depends 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 has at least 70 influence
  • None of:
    •   Clergy estate has influence modifier "Accepted Holy Law: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Rejected Holy Law: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Follow the recommendations of the $ESTATE_CHURCH$.
  • Gain country modifier "Clerical Dominance" for 5475 days
  •   Clergy gains influence modifier "Accepted Holy Law: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Reject their authority.
  • Lose   1 stability
  •   Clergy loses 20 loyalty
  •   Clergy gains influence modifier "Rejected Holy Law: §Y$VAL$%§!" (10 influence) for 5 475 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 has at least 70 loyalty
  •   Clergy has at least 70 influence
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • If:
      • Limited to:
        • None of:
          •   Stability is at least +3
      • One of the following at random:
        • Province München:
          • Set country flag loyalty_to_the_crown
        • Province Ösel:
          • Set country flag efficient_administration
    • If:
      • Limited to:
        •   Stability is at least +3
      • Set country flag loyalty_to_the_crown

 
Great.
  • The first of the following that is true:
    • If Country flag loyalty_to_the_crown is set:
        • Gain   15 legitimacy
        • Gain   15 horde unity
        • Gain   7.000 000 000 000 001 republican tradition
        • Gain   7 devotion
        • Gain 15 authority
        • Gain   15% Piety
        • Gain   10 papal influence
        • Gain   10% Patriarch authority
        • Clear country flag loyalty_to_the_crown
    • If Country flag efficient_administration is set:
        • add_stability_or_adm_power = yes
        • Clear country flag efficient_administration

 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 estate exists
  •   Nobility estate exists
  • Any owned province:
    • Is not overseas
    • Is not a colony
    • Is not the country's capital
    • None of:
      • Has estate   yes
    • is_territory = no
  • None of:
    •   Clergy estate has influence modifier "Property Defended: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Land Theft Tolerated: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Side with the $ESTATE_CHURCH$.
  • One random owned province:
    • Limited to:
      • Is not overseas
      • Is not the country's capital
      • Is not a colony
      • None of:
        • Has estate   yes
      • is_territory = no
    • Assign province to the   Clergy estate
  •   Clergy gains 15 loyalty
  •   Nobility loses 15 loyalty
  •   Clergy gains influence modifier "Property Defended: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Nobility gains influence modifier "Property Defended: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Side with the $ESTATE_NOBLES$.
  • One random owned province:
    • Limited to:
      • Is not overseas
      • Is not the country's capital
      • Is not a colony
      • None of:
        • Has estate   yes
      • is_territory = no
    • Assign province to the   Nobility estate
  •   Clergy loses 15 loyalty
  •   Nobility gains 15 loyalty
  •   Clergy gains influence modifier "Land Theft Tolerated: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Nobility gains influence modifier "Land Theft Tolerated: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Favor neither party.
  •   Clergy loses 15 loyalty
  •   Nobility loses 15 loyalty
  •   Clergy gains influence modifier "Land Theft Tolerated: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Nobility gains influence modifier "Land Theft Tolerated: §Y$VAL$%§!" (10 influence) for 5 475 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 estate exists
  •   Nobility estate exists
  • Any owned province:
    • Has a different religion from its owner
  • None of:
    •   Clergy estate has influence modifier "Fought Syncretism: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Syncretism: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Attempt to root out this syncretism.
  • Gain country modifier "Campaign against Syncretism" for 5475 days
  •   Clergy gains 15 loyalty
  •   Clergy gains influence modifier "Fought Syncretism: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Better let this run its course.
  • Gain country modifier "Missionary Syncretism" for 5475 days
  •   Clergy loses 15 loyalty
  •   Clergy gains influence modifier "Syncretism: §Y$VAL$%§!" (10 influence) for 5 475 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
  • None of:
    •   Clergy estate has influence modifier "Independent Clergy: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Political Meddling: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Do not meddle in the affairs of the $ESTATE_CHURCH$.
  •   Clergy gains influence modifier "Independent Clergy: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Support the younger candidate.
  • Lose   ducats equal to 0.25 years of income
  • Lose   10 prestige
  •   Clergy gains 10 loyalty
  •   Clergy gains influence modifier "Political Meddling: §Y$VAL$%§!" (10 influence) for 5 475 days

 Revolt of the [Root.GetName] $ESTATE_CHURCH$


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


 
Trigger conditions
  • None
Is triggered only by

(please describe trigger here)


 
Ok.

(Nothing)

 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 has at least 25 influence
  • None of:
    •   Clergy has at least 75 influence
  • None of:
    •   Clergy estate has influence modifier "Demanded Money: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Make it clear that they need to contribute.
  •   Clergy loses 15 loyalty
  • Gain   ducats equal to 0.35 years of income
  •   Clergy gains influence modifier "Demanded Money: §Y$VAL$%§!" (10 influence) for 9 125 days
 
We will find the money elsewhere.
  • Gain   5 prestige
  •   Clergy gains 10 loyalty
  •   Clergy gains influence modifier "Independence Preserved: §Y$VAL$%§!" (10 influence) for 9 125 days

 The Riches of the $ESTATE_CHURCH$


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 is in Pagan group
  •   Clergy has at least 25 influence
  • None of:
    •   Clergy has at least 75 influence
  • None of:
    •   Clergy estate has influence modifier "Demanded Money: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Make it clear that they need to contribute.
  •   Clergy loses 15 loyalty
  • Gain 5 doom
  • Lose 10 authority
  • Gain   ducats equal to 0.35 years of income
  •   Clergy gains influence modifier "Demanded Money: §Y$VAL$%§!" (10 influence) for 9 125 days
 
We will find the money elsewhere.
  • Gain   5 prestige
  •   Clergy gains 10 loyalty
  •   Clergy gains influence modifier "Independence Preserved: §Y$VAL$%§!" (10 influence) for 9 125 days

 The Riches of the $ESTATE_CHURCH$


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 is in Muslim group
  •   Clergy has at least 25 influence
  • None of:
    •   Clergy has at least 75 influence
  • None of:
    •   Clergy estate has influence modifier "Demanded Money: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Make it clear that they need to contribute.
  •   Clergy loses 15 loyalty
  • Lose   10% Piety
  • Gain   ducats equal to 0.35 years of income
  •   Clergy gains influence modifier "Demanded Money: §Y$VAL$%§!" (10 influence) for 9 125 days
 
We will find the money elsewhere.
  • Gain   5 prestige
  •   Clergy gains 10 loyalty
  •   Clergy gains influence modifier "Independence Preserved: §Y$VAL$%§!" (10 influence) for 9 125 days

 The Riches of the $ESTATE_CHURCH$


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
  • None of:
    • Religion is in Muslim group
  • None of:
    • Religion is in Christian group
  • None of:
    • Religion is in Pagan group
  • None of:
    • Religion is   Hindu
  • None of:
    • Religion is   Theravada
  • None of:
    • Religion is   Mahayana
  • None of:
    • Religion is   Vajrayana
  •   Clergy has at least 25 influence
  • None of:
    •   Clergy has at least 75 influence
  • None of:
    •   Clergy estate has influence modifier "Demanded Money: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Make it clear that they need to contribute.
  •   Clergy loses 15 loyalty
  • Gain   ducats equal to 0.35 years of income
  •   Clergy gains influence modifier "Demanded Money: §Y$VAL$%§!" (10 influence) for 9 125 days
 
We will find the money elsewhere.
  • Gain   5 prestige
  •   Clergy gains 10 loyalty
  •   Clergy gains influence modifier "Independence Preserved: §Y$VAL$%§!" (10 influence) for 9 125 days

 The Riches of the $ESTATE_CHURCH$


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
  • At least one of:
    • Religion is   Theravada
    • Religion is   Mahayana
    • Religion is   Vajrayana
  •   Clergy has at least 25 influence
  • None of:
    •   Clergy has at least 75 influence
  • None of:
    •   Clergy estate has influence modifier "Demanded Money: §Y$VAL$%§!"
  • None of:
    •   Clergy estate has influence modifier "Independence Preserved: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Make it clear that they need to contribute.
  •   Clergy loses 15 loyalty
  • Lose   10 karma
  • Gain   ducats equal to 0.35 years of income
  •   Clergy gains influence modifier "Demanded Money: §Y$VAL$%§!" (10 influence) for 9 125 days
 
We will find the money elsewhere.
  • Gain   5 prestige
  • Gain   10 karma
  •   Clergy gains 10 loyalty
  •   Clergy gains influence modifier "Independence Preserved: §Y$VAL$%§!" (10 influence) for 9 125 days


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 latifundia 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
  • Any owned province:
    • Has Steppes terrain
  •   Nobility has at least 50 influence
  •   Cossacks has at least 25 influence
  • None of:
    •   Cossacks estate has influence modifier "Hunted Serfs: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Defecting Serfs: §Y$VAL$%§!"
  • Any owned province:
    •   Base production is at least 2
    • At least one of:
      • Has Steppes terrain
      • Any neighbouring province:
        • Province is owned by (Our country)
        • Has Steppes terrain
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • Set country flag colonization_of_the_steppes_flag
    • One random owned province:
      • Limited to:
        • At least one of:
          • Has Steppes terrain
          • Any neighbouring province:
            • Province is owned by (Our country)
            • Has Steppes terrain
      • Set province flag serfs_are_fleeing
    • One random owned province:
      • Limited to:
        • Has Steppes terrain
      • Set province flag serfs_are_arriving

 
These Serfs must be brought back.
  •   Cossacks loses 15 loyalty
  •   Cossacks gains influence modifier "Hunted Serfs: §Y$VAL$%§!" (10 influence) for 3 650 days
  •   Nobility gains influence modifier "Hunted Serfs: §Y$VAL$%§!" (10 influence) for 3 650 days
  • One random owned province:
    • Limited to:
      • Province flag serfs_are_fleeing is set
    • Gain   1 base production
    • Clear province flag serfs_are_fleeing
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Province flag serfs_are_arriving is set
      • Clear province flag serfs_are_arriving
 
We cannot afford to anger the $ESTATE_COSSACKS$.
  •   Nobility loses 15 loyalty
  •   Cossacks gains influence modifier "Defecting Serfs: §Y$VAL$%§!" (10 influence) for 3 650 days
  •   Nobility gains influence modifier "Defecting Serfs: §Y$VAL$%§!" (10 influence) for 3 650 days
  • One random owned province:
    • Limited to:
      • Province flag serfs_are_arriving is set
    • Gain   1 base manpower
    • Clear province flag serfs_are_arriving
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Province flag serfs_are_fleeing is set
      • Clear province flag serfs_are_fleeing

 Cossack Aggression


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 non-colony provinces
  • Any owned province:
    •   Base tax is at least 2
    • Any neighbouring province:
      • None of:
        • Province is owned by (Our country)
      • Province owner:
        • None of:
          • Is at war with (Our country)
        •   Cossacks has at least 15 influence
        • None of:
          •   Cossacks estate has influence modifier "Protected Raiders: §Y$VAL$%§!"
        • None of:
          •   Cossacks estate has influence modifier "Interfered with Raiding: §Y$VAL$%§!"
Mean time to happen

400 months


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        •   Base tax is at least 2
        • Any neighbouring province:
          • None of:
            • Province is owned by (Our country)
          • Province owner:
            • None of:
              • Is at war with (Our country)
            •   Cossacks has at least 15 influence
            • None of:
              •   Cossacks estate has influence modifier "Protected Raiders: §Y$VAL$%§!"
            • None of:
              •   Cossacks estate has influence modifier "Interfered with Raiding: §Y$VAL$%§!"
      • One random neighbouring province:
        • Limited to:
          • None of:
            • Province is owned by (Our country)
          • Province owner:
            • None of:
              • Is at war with (Our country)
            •   Cossacks has at least 15 influence
            • None of:
              •   Cossacks estate has influence modifier "Protected Raiders: §Y$VAL$%§!"
            • None of:
              •   Cossacks estate has influence modifier "Interfered with Raiding: §Y$VAL$%§!"
        • Province owner:
          • Set country flag cossack_raids_started_here

 
Demand that these Cossacks be brought to Justice!
  • One random neighbouring country:
    • Limited to:
      • Country flag cossack_raids_started_here is set
    • Trigger country event "Cossack Aggression"
 
We will just have to let this slide.
  • If:
    • Limited to:
      •   Burghers estate exists
    •   Burghers loses 10 loyalty
  • If:
    • Limited to:
      •   Nobility estate exists
    •   Nobility loses 10 loyalty
  • If:
    • Limited to:
      •   Tribes estate exists
    •   Tribes loses 10 loyalty
  • One random owned province:
    • Limited to:
      •   Base tax is at least 2
      • Any neighbouring province:
        • Province owner:
          • Country flag cossack_raids_started_here is set
    • Lose   1 base tax
    • Province owner:
      • Clear country flag cossack_raids_started_here

 Cossack Aggression


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

(please describe trigger here)


 
This matter is beyond our control.
  •   Cossacks gains 15 loyalty
  •   Cossacks gains influence modifier "Protected Raiders: §Y$VAL$%§!" (10 influence) for 5 475 days
  • FROM:
    • Trigger country event "The [From.GetAdjective] Response"
  • Gain opinion modifier "Cossack Raids" towards FROM
  • (explanatory tooltip - delete this line)
 
Bring them to justice!
  •   Cossacks loses 15 loyalty
  •   Cossacks gains influence modifier "Interfered with Raiding: §Y$VAL$%§!" (10 influence) for 5 475 days
  • FROM:
    • Trigger country event "The [From.GetAdjective] Response"

 The [From.GetAdjective] Response


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

(please describe trigger here)


 
We care little for such excuses.
  • One random owned province:
    • Limited to:
      •   Base tax is at least 2
      • Any neighbouring province:
        • Province is owned by FROM
    • Lose   1 base tax
  • Gain Border Friction casus belli against FROM for 120 months
  • FROM:
    • Clear country flag cossack_raids_started_here

 The [From.GetAdjective] Response


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

(please describe trigger here)


 
If we could only believe that.
  • Gain   5 prestige
  • FROM:
    • Clear country flag cossack_raids_started_here

 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 latifundia 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
  • Any owned province:
    • Has Steppes terrain
  • None of:
    •   Cossacks estate has influence modifier "Growth of Cossack Influence: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Growth of Cossack Influence: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Decline of Cossack Power: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Ok.
  •   Cossacks gains influence modifier "Growth of Cossack Influence: §Y$VAL$%§!" (10 influence) for 5 475 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
  • Any owned province:
    • Has Steppes terrain
  • None of:
    •   Cossacks estate has influence modifier "Growth of Cossack Influence: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Growth of Cossack Influence: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Decline of Cossack Power: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Ok.
  •   Cossacks gains influence modifier "Decline of Cossack Power: §Y$VAL$%§!" (10 influence) for 5 475 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
  • Any owned province:
    • Has Steppes terrain
  • None of:
    •   Manpower reserves are at least 95% of maximum
  • None of:
    •   Cossacks estate has influence modifier "Cossack Privileges: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Denied Privileges: §Y$VAL$%§!"
  • Any owned province:
    • Has estate   Cossacks
Is triggered only by

(please describe trigger here) 1 day


 
We need more registered Cossacks!
  • Gain   1 year's worth of manpower
  •   Cossacks gains 15 loyalty
  •   Cossacks gains influence modifier "Cossack Privileges: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Let them tend to their Steppes.
  •   Cossacks loses 15 loyalty
  •   Cossacks gains influence modifier "Denied Privileges: §Y$VAL$%§!" (10 influence) for 5 475 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 were 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
  • Any owned province:
    • Has Steppes terrain
  • None of:
    •   Cossacks estate has influence modifier "Supplied Cossacks with Food and Arms: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Left to fend for themselves: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Send them what they need.
  • Lose   ducats equal to 0.25 years of income
  •   Cossacks gains 15 loyalty
  •   Cossacks gains influence modifier "Supplied Cossacks with Food and Arms: §Y$VAL$%§!" (10 influence) for 5 475 days
 
They'll have to make do themselves.
  •   Cossacks loses 15 loyalty
  •   Cossacks gains influence modifier "Left to fend for themselves: §Y$VAL$%§!" (10 influence) for 5 475 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
  • Any owned province:
    • Has Steppes terrain
  • None of:
    •   Cossacks estate has influence modifier "Supported Cossacks: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Supported Burghers against Cossacks: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Support the $ESTATE_COSSACKS$.
  •   Cossacks gains 15 loyalty
  •   Burghers loses 15 loyalty
  •   Cossacks gains influence modifier "Supported Cossacks: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Burghers gains influence modifier "Supported Cossacks: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Support the $ESTATE_BURGHERS$.
  •   Cossacks loses 15 loyalty
  •   Burghers gains 15 loyalty
  •   Cossacks gains influence modifier "Supported Burghers against Cossacks: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Burghers gains influence modifier "Supported Burghers against Cossacks: §Y$VAL$%§!" (10 influence) for 5 475 days

 Cossack Settlers


The life of the Steppes has 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
  • Any owned province:
    • Has Steppes terrain
  • Has at least   1 colonist
  • Any owned province:
    • At least one of:
      • Province is in Central Asia region
      • Province is in West Siberia region
      • Province is in East Siberia region
    • None of:
      • Has estate   yes
    • Has Steppes terrain
  • None of:
    •   Cossacks estate has influence modifier "Cossack Settlers: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "No Cossack Settlers: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Enlist $ESTATE_COSSACKS$ Settlers.
  • Gain country modifier "Cossack Settlers" for 5475 days
  • One random owned province:
    • Limited to:
      • Has Steppes terrain
      • None of:
        • Has estate   yes
      • At least one of:
        • Province is in West Siberia region
        • Province is in East Siberia region
        • Province is in Central Asia region
      • is_territory = no
    • Assign province to the   Cossacks estate
  •   Cossacks gains 15 loyalty
  •   Cossacks gains influence modifier "Cossack Settlers: §Y$VAL$%§!" (10 influence) for 5 475 days
 
We cannot trust the $ESTATE_COSSACKS$.
  •   Cossacks loses 15 loyalty
  •   Cossacks gains influence modifier "No Cossack Settlers: §Y$VAL$%§!" (10 influence) for 5 475 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
  • Any owned province:
    • Has Steppes terrain
  • None of:
    •   Cossacks has at least 30 loyalty
  • Any owned province:
    • Has estate   Cossacks
  • None of:
    •   Cossacks estate has influence modifier "Cossack Independence: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Cossack Uprising: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Leave them alone, relations will improve in due time.
  •   Cossacks gains influence modifier "Cossack Independence: §Y$VAL$%§!" (10 influence) for 7 300 days
  • Every owned province:
    • Limited to:
      • Has estate   Cossacks
    • Gain   33% local autonomy
 
Crush the dissenters.
  •   Cossacks gains influence modifier "Cossack Uprising: §Y$VAL$%§!" (15 influence) for 7 300 days
  • Every owned province:
    • Limited to:
      • Has estate   Cossacks
    • If:
      • Limited to:
        • Province's most likely rebel type is   Nationalist rebels
      •   Nationalist rebels (size 1) rise in revolt
    • If:
      • Limited to:
        • None of:
          • Province's most likely rebel type is   Nationalist rebels
      •   Peasant rabble (size 1) rise in revolt

 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
  • Any owned province:
    • Has Steppes terrain
    • Is not the country's capital
    • Is not overseas
    • None of:
      • Has estate   yes
    • is_territory = no
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Has Steppes terrain
        • Is not the country's capital
        • Is not overseas
        • None of:
          • Has estate   yes
        • is_territory = no
      • Set province flag growing_cossack_communities

 
Accept the new Status Quo.
  • One random owned province:
    • Limited to:
      • Province flag growing_cossack_communities is set
    • Assign province to the   Cossacks estate
    • Gain   1 base manpower
    • Clear province flag growing_cossack_communities
 
Reclaim the land from the $ESTATE_COSSACKS$.
  •   Cossacks loses 15 loyalty
  • One random owned province:
    • Limited to:
      • Province flag growing_cossack_communities is set
    • Clear province flag growing_cossack_communities
    • One of the following at random:
      • Province Gotland:
        •   Peasant rabble (size 1) rise in revolt
      • Province Elsass:

 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
  • Any owned province:
    • Has Steppes terrain
  •   Cossacks has at least 70 influence
  • None of:
    •   Cossacks estate has influence modifier "Extended Cossack Privileges: §Y$VAL$%§!"
  • None of:
    •   Cossacks estate has influence modifier "Refused to Extend Cossack Privileges: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Preposterous.
  •   Cossacks loses 20 loyalty
  •   Cossacks gains influence modifier "Refused to Extend Cossack Privileges: §Y$VAL$%§!" (10 influence) for 3 650 days
 
Give in to their demands.
  •   Cossacks gains influence modifier "Extended Cossack Privileges: §Y$VAL$%§!" (10 influence) for 7 300 days
  •   Burghers loses 25 loyalty
  •   Nobility loses 25 loyalty
  •   Clergy loses 25 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

(please describe trigger here)


 
Ok.

(Nothing)


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

(please describe trigger here) 1 day


 
Stand by the Qadi.
  • Gain country modifier "Stood by Religious Fanatic" for 3650 days
  •   Clergy gains 15 loyalty
  •   Dhimmi loses 15 loyalty
  •   Dhimmi gains influence modifier "Unchecked Discrimination: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Clergy gains influence modifier "Stood by Qadi: §Y$VAL$%§!" (10 influence) for 5 475 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:
        • Province flag overzealous_qazi is set
      • Clear province flag overzealous_qazi
  •   Clergy loses 15 loyalty
  •   Dhimmi gains 15 loyalty
  •   Dhimmi gains influence modifier "Protected Dhimmi: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Clergy gains influence modifier "Protected Dhimmi: §Y$VAL$%§!" (10 influence) for 5 475 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 has at least 70 influence
  • Any owned province:
    • None of:
      • Religion is in Muslim group
Is triggered only by

(please describe trigger here) 1 day


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:
          • Province flag demanding_dhimmi is set
        • Province owner:
          • Owns at least 8 non-colony provinces
      • Set province flag demanding_dhimmi
    • One random owned province:
      • Limited to:
        • None of:
          • Religion group is same as (Our country)
        • None of:
          • Province flag demanding_dhimmi is set
        • Province owner:
          • Owns at least 15 non-colony provinces
      • Set province flag demanding_dhimmi
    • One random owned province:
      • Limited to:
        • None of:
          • Religion group is same as (Our country)
        • None of:
          • Province flag demanding_dhimmi is set
        • Province owner:
          • Owns at least 25 non-colony provinces
      • Set province flag demanding_dhimmi

 
Trample the dissenters!
  •   Dhimmi loses 15 loyalty
  • Every owned province:
    • Limited to:
      • Province flag demanding_dhimmi is set
    • Religious zealots (size 1) rise in revolt
    • Clear province flag demanding_dhimmi
 
Revoke some of the Taxes!
  •   Dhimmi gains 15 loyalty
  •   Clergy gains influence modifier "Dhimmi Tax Exemptions: ยงY$VAL$%ยง!" (10 influence) for 5 475 days
  • Gain 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 is in Muslim group
  • 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

(please describe trigger here) 1 day


 
Ok.
  •   Dhimmi gains influence modifier "Rise of Dhimmi Influence: §Y$VAL$%§!" (10 influence) for 5 475 days

 Marginalization 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 is in Muslim group
  •   Dhimmi 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

(please describe trigger here) 1 day


 
Ok.
  •   Dhimmi gains influence modifier "Decline of Dhimmi Influence: §Y$VAL$%§!" (10 influence) for 5 475 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 is in Muslim group
  • 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 has at least 40 influence
  • Any owned province:
    • Has estate   Dhimmi
Is triggered only by

(please describe trigger here) 1 day


 
We must listen to the $ESTATE_NOBLES$.
  • One random owned province:
    • Limited to:
      • Has estate   Dhimmi
    • Remove province from the   Dhimmi estate
    • Gain province modifier "Chastised Prominent Heathens" for 3650 days
  •   Dhimmi loses 20 loyalty
  •   Nobility gains 15 loyalty
  •   Clergy gains 15 loyalty
  •   Dhimmi gains influence modifier "Dhimmi Holy Places Destroyed: §Y$VAL$%§!" (15 influence) for 5 475 days
 
Stand by the $ESTATE_DHIMMI$.
  •   Dhimmi gains 15 loyalty
  •   Nobility loses 15 loyalty
  •   Clergy loses 15 loyalty
  •   Dhimmi gains influence modifier "Dhimmi Holy Places Protected: §Y$VAL$%§!" (10 influence) for 5 475 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 is in Muslim group
Is triggered only by

(please describe trigger here) 1 day


 
Let's put these learned men to good use.
  • Gain country modifier "Dhimmi Administrators" for 5475 days
  •   Dhimmi gains influence modifier "Dhimmi Administrators: §Y$VAL$%§!" (10 influence) for 5 475 days
 
We cannot risk their assimilative capabilities.
  •   Clergy gains 15 loyalty
  •   Dhimmi gains influence modifier "Heathens Denied Higher Offices: §Y$VAL$%§!" (10 influence) for 5 475 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 is in Muslim group
  • None of:
    •   Dhimmi estate has influence modifier "Concessions: §Y$VAL$%§!"
  • Any owned province:
    • Has estate   Dhimmi
  • None of:
    •   Dhimmi has at least 30 loyalty
Is triggered only by

(please describe trigger here) 1 day


 
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:
      • Has estate   Dhimmi
    • Gain   33% local autonomy
 
Make concessions to alleviate the situation.
  • Lose   1 stability
  •   Dhimmi gains 15 loyalty
  •   Clergy loses 15 loyalty
  •   Dhimmi gains influence modifier "Concessions: §Y$VAL$%§!" (10 influence) for 5 475 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 $ESTATE_DHIMMI$ receive 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 is in Muslim group
  • At least one of:
    •   War exhaustion is at least 4
    • Has at least 2 loans
  • None of:
    •   Dhimmi estate has influence modifier "Dhimmi Investments: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Convince the $ESTATE_DHIMMI$ to invest in economic recovery.
  • Gain   ducats equal to 0.25 years of income
  •   Clergy loses 15 loyalty
  •   Dhimmi gains influence modifier "Dhimmi Investments: §Y$VAL$%§!" (15 influence) for 9 125 days
 
We must not make ourselves dependent on infidels.
  •   Clergy gains 15 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

(please describe trigger here)


 
Ok.

(Nothing)


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 unusual. Members of the Nobility 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 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

(please describe trigger here) 1 day


 
Guarantee their right to command our armies.
  •   Nobility gains 15 loyalty
  •   Burghers loses 20 loyalty
  • Gain country modifier "Officers of Noble Birth" for 7300 days
  •   Nobility gains influence modifier "Exclusively Noble Officers: §Y$VAL$%§!" (10 influence) for 7 300 days
 
We cannot commit to such promises.
  •   Nobility loses 20 loyalty
  •   Burghers gains 15 loyalty
  •   Nobility gains influence modifier "Denied Exclusively Noble Officers: §Y$VAL$%§!" (10 influence) for 7 300 days

 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 Nobility: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Advancement of the Nobility: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Advancement of the Nobility: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Ok.
  •   Nobility gains influence modifier "Advancement of the Nobility: §Y$VAL$%§!" (10 influence) for 5 475 days

 Encroachment of the $ESTATE_NOBLES$


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 non-colony provinces
  • Any owned province:
    • None of:
      • Has estate   yes
    • Is not overseas
    • Is not the country's capital
    • Is not a colony
    • Does not have a seat in Parliament
    • is_territory = no
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  • ×2:
    •   Nobility has at least 80 influence
    • None of:
      •   Nobility has at least 80 loyalty

Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • None of:
          • Has estate   yes
        • Is not the country's capital
        • Is not overseas
        • Is not a colony
        • Does not have a seat in Parliament
        • is_territory = no
      • Set province flag noble_encroachment

 
Let it slide.
  • One random owned province:
    • Limited to:
      • Province flag noble_encroachment is set
    • Assign province to the   Nobility estate
    • Clear province flag noble_encroachment
 
Demand that the land be returned.
  • One random owned province:
    • Limited to:
      • Province flag noble_encroachment is set
    • One of the following at random:
      • Province Berlin:
        •   Noble rebels (size 1) rise in revolt
      • Province Berlin:
    • Clear province flag noble_encroachment
  •   Nobility loses 15 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:
    • Has estate   Nobility
    •   Base tax is at least 2
Is triggered only by

(please describe trigger here) 1 day
Modifiers

  •   Nobility has at least 80 influence: ×1.1

 
Turn a blind eye.
  • One random owned province:
    • Limited to:
      • Has estate   Nobility
      •   Base tax is at least 2
    • Lose   1 base tax
  •   Nobility gains 15 loyalty
 
Chastise the landowner.
  •   Nobility loses 15 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 has at least 15 influence
  • None of:
    •   Nobility estate has influence modifier "Decline of the Nobility: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Advancement of the Nobility: §Y$VAL$%§!"
  • None of:
    •   Nobility estate has influence modifier "Advancement of the Nobility: §Y$VAL$%§!"
Is triggered only by

(please describe trigger here) 1 day


 
Ok.
  •   Nobility gains influence modifier "Decline of the Nobility: §Y$VAL$%§!" (10 influence) for 5 475 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 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

(please describe trigger here) 1 day


 
Bend to the wishes of the $ESTATE_NOBLES$.
  • Gain country modifier "Harsh Sumptuary Restrictions" for 5475 days
  •   Nobility gains influence modifier "Sumptuary Restrictions: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Burghers gains influence modifier "Sumptuary Restrictions: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Burghers loses 20 loyalty
 
Refuse to obey the $ESTATE_NOBLES$.
  •   Nobility loses 20 loyalty
  •   Nobility gains influence modifier "Denied Sumptuary Restrictions: §Y$VAL$%§!" (10 influence) for 5 475 days
  •   Burghers gains influence modifier "Denied Sumptuary Restrictions: §Y$VAL$%§!" (10 influence) for 5 475 days

 The Levee


In time many of the everyday occurrences in the life of our [Root.Monarch.GetTitle] and [Root.Monarch.GetHerHis] predecessors has become the subject of ceremony. Being able to attend the bedroom of the ruler as [Root.Monarch.GetSheHe] 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:
      • Country flag normal_court_life is set
    • Has had country flag normal_court_life for at least 9 125 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

(please describe trigger here) 1 day


 
Let's keep it at a modest level.
  •   Nobility loses 10 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
  • Gain country modifier "Elaborate Court Life" for 9125 days
  •   Nobility gains 20 loyalty
  •   Nobility gains influence modifier "Nobles expected to be in Capital: §Y$VAL$%§!" (15 influence) for 9 125 days
 
We have no need of such things.
  • Lose   5 prestige
  •   Nobility loses 15 loyalty
  •   Nobility gains influence modifier "Alienated Nobles: §Y$VAL$%§!" (10 influence) for 9 125 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 has at least 30 loyalty
  • Any owned province:
    • Has estate   Nobility
  • 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

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Has estate   Nobility
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Nobility
        • None of:
          • Province flag noble_estate_revolt is set
        • Province owner:
          • Owns at least 8 non-colony provinces
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Nobility
        • None of:
          • Province flag noble_estate_revolt is set
        • Province owner:
          • Owns at least 14 non-colony provinces
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Nobility
        • None of:
          • Province flag noble_estate_revolt is set
        • Province owner:
          • Owns at least 18 non-colony provinces
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Nobility
        • None of:
          • Province flag noble_estate_revolt is set
        • Province owner:
          • Owns at least 25 non-colony provinces
      • Set province flag noble_estate_revolt
    • One random owned province:
      • Limited to:
        • Has estate   Nobility
        • None of:
          • Province flag noble_estate_revolt is set
        • Province owner:
          • Owns at least 30 non-colony provinces
      • Set province flag noble_estate_revolt

 
Leave them be.
  •   Nobility gains influence modifier "Extorted Further Rights: §Y$VAL$%§!" (10 influence) for 5 475 days
  • Every owned province:
    • Limited to:
      • Has estate   Nobility
    • Gain   33% local autonomy
  • Hidden effect:
    • Every owned province:
      • Limited to:
        • Province flag noble_estate_revolt is set
      • Clear province flag noble_estate_revolt
 
Force them to accept state authority.
  •   Nobility gains influence modifier "Asserted Authority over rural Nobles: §Y$VAL$%§!" (10 influence) for 5 475 days
  • Every owned province:
    • Limited to:
      • Province flag noble_estate_revolt is set
    • Clear province flag noble_estate_revolt
    •   Noble 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 has 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 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

(please describe trigger here) 1 day


Option conditions

 Enabled if: Always enabled:

 
Unfortunate.
  • Gain country modifier "Disloyal Officers" for 3650 days

 Enabled if: Enabled if:

  •   Burghers estate exists
  •   Burghers has at least 60 loyalty
 
It is high time we replaced them with men of true ability.
  •   Burghers gains influence modifier "Burgher Commanders: §Y$VAL$%§!" (10 influence) for 3 650 days
  •   Nobility loses 15 loyalty
  •   Nobility gains influence modifier "Burgher Commanders: §Y$VAL$%§!" (10 influence) for 3 650 days

 Enabled if: Enabled if:

  •   Dhimmi estate exists
  •   Dhimmi has at least 60 loyalty
 
It is high time we replaced them with men we can trust.
  •   Dhimmi gains influence modifier "Dhimmi Commanders: §Y$VAL$%§!" (10 influence) for 3 650 days
  •   Nobility loses 15 loyalty
  •   Nobility gains influence modifier "Dhimmi Commanders: §Y$VAL$%§!" (10 influence) for 3 650 days

 Enabled if: Enabled if:

  •   Clergy estate exists
  • Religion is   Hindu
  •   Clergy has at least 60 loyalty
 
Let us consult the Brahmins, some of these learned men are clearly fit to lead.
  •   Clergy gains influence modifier "Brahmin Commanders: §Y$VAL$%§!" (10 influence) for 3 650 days
  •   Nobility loses 15 loyalty
  •   Nobility gains influence modifier "Brahmin Commanders: §Y$VAL$%§!" (10 influence) for 3 650 days

 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

(please describe trigger here) 1 day


Option conditions

 Enabled if: Always enabled:

 
With a great pedigree come great abilities.
  • Gain country modifier "Noble Councilor" for 3650 days
  •   Nobility gains 15 loyalty
  •   Burghers loses 20 loyalty
  •   Nobility gains influence modifier "Nobles in Administration: §Y$VAL$%§!" (15 influence) for 3 650 days

 Enabled if: Always enabled:

 
Self-made men are what we need to run this country.
  • Gain country modifier "Merchant Councilor" for 3650 days
  •   Nobility loses 20 loyalty
  •   Burghers gains 15 loyalty
  •   Burghers gains influence modifier "Merchants in Administration: §Y$VAL$%§!" (15 influence) for 3 650 days

 Enabled if: Always enabled:

 
Let us turn to the $ESTATE_CHURCH$ instead.
  • Gain country modifier "Councilor of the Clergy" for 3650 days
  •   Nobility loses 20 loyalty
  •   Clergy gains 15 loyalty
  •   Clergy gains influence modifier "Clergy in Administration: §Y$VAL$%§!" (15 influence) for 3 650 days

 Enabled if: Enabled if:

  •   Dhimmi estate exists
 
Let us turn to the $ESTATE_DHIMMI$ instead.
  • Gain country modifier "Dhimmi Councilor" for 3650 days
  •   Dhimmi gains influence modifier "Dhimmi in Administration: §Y$VAL$%§!" (15 influence) for 3 650 days
  •   Nobility loses 20 loyalty
  •   Clergy loses 20 loyalty
  •   Dhimmi gains 15 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 has at least 80 loyalty
  •   Nobility has at least 60 influence
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • If:
      • Limited to:
        • Has at least 1 port
      • 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
      • 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!
  • The first of the following that is true:
    • If Country flag noble_general is set:
        • Gain   general with 50 army tradition
        • Clear country flag noble_general
    • If Country flag noble_admiral is set:
        • Gain   admiral with 50 navy tradition
        • Clear country flag noble_admiral
    • If Country flag noble_statesman is set:
        • If:
          • Limited to:
            •   Monthly income is at least 25 ducats
          • Gain skill 3 Statesman advisor (50% cheaper to employ)
        • If:
          • Limited to:
            • None of:
              •   Monthly income is at least 25 ducats
          • Gain skill 2 Statesman advisor (50% cheaper to employ)
        • Clear country flag noble_statesman
    • If Country flag noble_army_reformer is set:
        • If:
          • Limited to:
            •   Monthly income is at least 25 ducats
          • Gain skill 3 Army Reformer advisor (50% cheaper to employ)
        • If:
          • Limited to:
            • None of:
              •   Monthly income is at least 25 ducats
          • Gain skill 2 Army Reformer advisor (50% cheaper to employ)
        • 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

(please describe trigger here)


 
Ok.

(Nothing)


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 non-colony provinces
  • Any owned province:
    • Has estate   Tribes
    • Province's most likely rebel type is   Nationalist rebels
Is triggered only by

(please describe trigger here) 1 day


Immediate effects
  • Hidden effect:
    • One random owned province:
      • Limited to:
        • Has estate   Tribes
        • Province's most likely rebel type is   Nationalist rebels
      • Area containing this province:
        • Limited to:
          • Province's most likely rebel type is   Nationalist rebels
          • Province is owned by (Our country)
        • Set province flag conflict_regarding_tax_collection

 
Reprimand the Chiefs.
  •   Tribes loses 15 loyalty
  •   Tribes gains influence modifier "Tribes Reprimanded: §Y$VAL$%§!" (10 influence) for 5 475 days
 
Support the Chiefs.
  • One random owned province:
    • Limited to:
      • Province flag conflict_regarding_tax_collection is set
    •   Nationalist rebels (size 1) rise in revolt
    • Clear province flag conflict_regarding_tax_collection
  • One random owned province:
    • Limited to:
      • Province flag conflict_regarding_tax_collection is set
      • Province owner:
        • Owns at least 10 non-colony provinces
    •   Nationalist rebels (size 1) rise in revolt
    • Clear province flag conflict_regarding_tax_collection
  • One random owned province:
    • Limited to:
      • Province flag conflict_regarding_tax_collection is set
      • Province owner:
        • Owns at least 15 non-colony provinces
    •   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 gains 15 loyalty
  •   Tribes gains influence modifier "Tribes Allowed Free Reign: §Y$VAL$%§!" (10 influence) for 5 475 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

(please describe trigger here) 1 day


 
Ok.
  •   Tribes gains influence modifier "Rising Tribal Influence: §Y$VAL$%§!" (10 influence) for 5 475 days

 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 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

(please describe trigger here) 1 day


 
Ok.
  •   Tribes gains influence modifier "Decline of Tribal Influence: §Y$VAL$%§!" (10 influence) for 5 475 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 clan's army first. What shall we do?


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

(please describe trigger here) 1 day


 
Send the young men home.
  • Lose   10 army tradition
  •   Tribes gains 15 loyalty
 
Keep them in the army.
  • Gain   10 army tradition
  •   Tribes loses 15 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 lands. 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

(please describe trigger here) 1 day


 
Their land, their rules!
  • Lose   10 prestige
  •   Tribes gains 15 loyalty
 
They bend knee to ME!
  • Gain   ducats equal to 0.25 years of income
  •   Tribes loses 15 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 we would be increasing their influence over our state.


 
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:
      • Country flag refused_tribal_stability_aid is set
    • Has had country flag refused_tribal_stability_aid for at least 7 300 days
Is triggered only by

(please describe trigger here) 1 day


 
Rely on the $ESTATE_NOMADIC_TRIBES$!
  • add_stability_or_adm_power = yes
  •   Tribes gains influence modifier "Stabilized the Horde: §Y$VAL$%§!" (10 influence) for 7 300 days
 
We do not need their help.
  • Set country flag refused_tribal_stability_aid
  •   Tribes loses 10 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:
      • Country flag refused_tribal_armies is set
    • Has had country flag refused_tribal_armies for at least 7 300 days
Is triggered only by

(please describe trigger here) 1 day


 
Rely on the $ESTATE_NOMADIC_TRIBES$!
  • Gain   10 army tradition
  •   Tribes gains influence modifier "Army Strengthened: §Y$VAL$%§!" (10 influence) for 7 300 days
 
We do not need their help.
  • Set country flag refused_tribal_armies
  •   Tribes loses 10 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:
      • Country flag refused_tribal_unity_aid is set
    • Has had country flag refused_tribal_unity_aid for at least 7 300 days
Is triggered only by

(please describe trigger here) 1 day


 
Rely on the $ESTATE_NOMADIC_TRIBES$!
  • Gain   20 horde unity
  •   Tribes gains influence modifier "Horde Unified: §Y$VAL$%§!" (10 influence) for 7 300 days
 
We do not need their help.
  • Set country flag refused_tribal_unity_aid
  •   Tribes loses 10 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 has at least 50 influence
  • None of:
    • Has country modifier "The Proper Old Ways"
Is triggered only by

(please describe trigger here) 1 day


 
That is what is good in life.
  • Gain country modifier "The Proper Old Ways" for 3650 days
 
That is in the past.
  •   Tribes loses 15 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

(please describe trigger here)


 
Ok.

(Nothing)

 [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 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

(please describe trigger here) 1 day


 
A new heir it is!
  • If:
    • Limited to:
      • Has an heir
    • Heir dies
  • Gain a new 45 year old heir of the same dynasty as (Our country) with claim strength 15
  •   Tribes gains influence modifier "Kingmakers: §Y$VAL$%§!" (10 influence) for 3 650 days
 
These tribes must know their place!
  •   Tribes loses 20 loyalty
  •   Tribes gains influence modifier "Refused to alter succession: §Y$VAL$%§!" (10 influence) for 3 650 days

 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 land 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 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

(please describe trigger here) 1 day


 
Of course they shall have our men!
  • Lose   manpower equal to 10% of maximum
  •   Tribes gains influence modifier "Tribes using state Manpower: §Y$VAL$%§!" (10 influence) for 3 650 days
 
This is an excuse to weaken us!
  •   Tribes gains influence modifier "Refused to supply men to Tribes: §Y$VAL$%§!" (10 influence) for 3 650 days
  •   Tribes loses 20 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 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

(please describe trigger here) 1 day


 
We must leave them alone then.
  • (custom tooltip - delete this line)
  • Hidden effect:
    • Every province in the world:
      • Limited to:
        • Has estate   Tribes
      • Gain   35% local autonomy
  •   Tribes gains influence modifier "Tribal Self-Rule: §Y$VAL$%§!" (10 influence) for 3 650 days
 
We can tolerate no states within our state!
  •   Tribes gains influence modifier "Refused Tribes Autonomy: §Y$VAL$%§!" (10 influence) for 3 650 days
  •   Tribes loses 20 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 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

(please describe trigger here) 1 day


 
Agree.
  • Gain country modifier "Reduced Number of Generals" for 1825 days
  •   Tribes gains influence modifier "Tribal Leaders free of Service: §Y$VAL$%§!" (10 influence) for 1 825 days
 
They will do no such thing!
  •   Tribes gains influence modifier "Refused Tribal Leaders Freedom of Service: §Y$VAL$%§!" (10 influence) for 1 825 days
  •   Tribes loses 20 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.