Expansion idea group events
Expansion idea group events[1] are the part of the idea group events which require to have unlocked the expansion idea group.
Five years pulse events[edit | edit source]
Wave of Immigration
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
One of our colonies has received a surge in immigrants seeking their fortune in our colonies. It will soon be a self-supporting city providing much wealth to our realm.
Trigger conditions
The country:
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Is triggered only by
the five year pulse I. Base weight: 100
|
This is good to see... A random owned colony: |
Successful Company
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
Our decision to grant a concession to a merchant company has proven to be wise. Our earning has been greatly enhanced, and this money can be beneficial for other things.
Trigger conditions
The country:
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Is triggered only by
the five year pulse I. Base weight: 100
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Good news! The country: |
Colonial Enthusiasm
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
'A new life awaits you in the colonies! A chance to start over in a golden land of opportunity and adventure.' Colonial life isn't like this, but people believe it and are racing to get to the colonies before the opportunities disappear.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
They are fools... The country gets the modifier “Colonial Enthusiasm” for 10 years with the following effects: |
Diplomatic Moves
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
Our diplomatic corps has been working hard to ensure that our interests are represented in foreign courts. Their efforts have allowed us to spread the net of our influence yet further.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
This is good news! The country gets the modifier “Diplomatic Moves” for 10 years with the following effect: |
Ship Building Boom
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
Our ship building industry had experienced a boom in orders for merchant ships. This boom has ended and now there is surplus yard capacity. This will not last long but our navy could profit from it.
Trigger conditions
The country:
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Is triggered only by
the five year pulse I. Base weight: 100
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Let's take advantage of it The country gets the modifier “Ship Building Boom” for 10 years with the following effect: |
Enhanced Reputation
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
For long have our diplomats worked on ensuring that our reputation is the best it can be. A curious constellation of events has led to us enjoying an enhanced diplomatic reputation.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
Let's use it! The country gets the modifier “Enhanced Reputation” for 10 years with the following effect: |
Trade Success
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
Our merchant class is enjoying uncanny success around the world. Some say it is just random luck, but we care not, wealth is wealth regardless of how we come by it.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
Let them share the wealth….with us The country gets the modifier “Trade Success” for 10 years with the following effect: |
Colonial Disaster
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
A disaster has struck one of our colonies, many settlers have died and yet more have returned home. This is a disaster and we may even lose our colony.
Trigger conditions
The country:
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Is triggered only by
the five year pulse I. Base weight: 100
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It can't be helped A random owned colony: Spare no effort The country: |
Trade Failure
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
Our merchants have been performing poorly as of late, our great emporiums are empty of the goods of the world and more importantly our revenues are down.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
This is not good! The country gets the modifier “Trade Success” for 10 years with the following effect: If the country has the Attempt to avert it! The country: |
Ship Building Problems
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
A surge of requests for ships by various people has led to a surge in demand for shipping from various sources increasing the time and cost of ships. Although no one would dare charge us more for ships, it is taking longer to build them.
Trigger conditions
The country:
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Is triggered only by
the five year pulse I. Base weight: 100
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Do we have the time? The country gets the modifier “Shipbuilding problems” for 10 years with the following effect: |
Diplomatic Faux Pas
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
In the middle of a very import state event at the court of one of our neighbors, our ambassador committed the most terrible faux pas. Word of this has spread and our diplomats are finding life more difficult as our neighbors devote a large amount of time to laughing at them.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
This is terrible! The country gets the modifier “Diplomatic Faux Pas” for 10 years with the following effect: |
Footnotes[edit | edit source]
- ↑ These events can be found in /Europa Universalis IV/events/ideagroups.txt.