Difference between revisions of "Generic missions"

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Revision as of 06:30, 30 July 2018

The generic mission tree is composed of three branches, focused on different types of expansion. The branches focus on expanding through conquest, expanding through diplomatic and naval means, and economic investment respectively. Almost every country has access to this branch. Some countries have unique missions which either replace or expand on these missions.[1]

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Clicking on a mission icon leads to the appropriate table row. "Repeat" action to return.

Generic missions

Military missions

Mission Completion requirements Effects Prerequisites
Mission build up to force limit.png Build to Force Limit Total army size is 100% of the force limit Country gets “Thriving Arms Industry” for 25 years, giving the following effects:
  • Morale of armies.png +5% Morale of armies
  • Land maintenance modifier.png −10% Land maintenance modifier
Mission conquer 50 development.png Expand Nation Total development has grown by at least 50 The capital
  • gains Tax Base Icon.png+1 base tax, Production.png+1 base production, and Manpower.png+1 base manpower.

All owned provinces within the area of the capital get “Growth of Capital” for 25 years, giving the following effects:

  • Local construction cost −10% Local construction cost
  • Local development cost −10% Local development cost
Mission build up to force limit.png Build to Force Limit
Mission cannons firing.png Conquer New States Assign 5 new states Country gets “Expansionist Policies” for 25 years, giving the following effects:
  • State maintenance.png −25% State maintenance
  • Harsh treatment cost.png −33% Harsh treatment cost
Mission conquer 50 development.png Expand Nation
Mission assemble an army.png Assemble an Army Have an army with at least 80,000 troops Country gets “Army Enthusiasm” for 25 years, giving the following effects:
  • Manpower recovery speed.png +10% Manpower recovery speed
  • Army tradition.png +1 Yearly army tradition
Mission cannons firing.png Conquer New States
Mission unite home region.png Unite Home Region All provinces in the capital region are owned directly and colonized Country
  • gains Diplomatic power.png +50 Diplomatic power, Administrative power.png +50 Administrative power, and Military power.png +50 Military power
  • gets “Hegemonic Ambitions” for 25 years, giving the following effect:
    • Autonomy.png −0.05 Monthly autonomy change
Mission assemble an army.png Assemble an Army

Diplomatic missions

Mission Completion requirements Effects Prerequisites
Mission alliances.png Trustworthy Allies Have at least two allies with at least 150 opinion. Country gets “Influential Diplomats” for 25 years, giving the following effect:
  • Diplomatic reputation.png +1 Diplomatic reputation
Mission have two subjects.png Acquire Subjects Have at least two non-tributary subjects Country gets “Obedient Subjects” for 25 years, giving the following effect:
  • Diplomatic annexation cost −15% Diplomatic annexation cost
Mission alliances.png Trustworthy Allies
Mission establish high seas navy.png Create a Grand Fleet Have at least 10 heavy ships “or” at least 30 galleys Country gets “Naval Enthusiasm” for 25 years, giving the following effects:
  • Morale of navies.png +10% Morale of navies
  • National sailors modifier.png +20% National sailors modifier
  • Navy tradition.png +1 Yearly naval tradition
Mission have two subjects.png Acquire Subjects
Mission dominate home trade node.png Dominate Trade Have at least 75% trade power in the home trade node A random owned province in the home trade node gets “Dominant Trade Hub”, giving the following effects:
  • Local development cost −5% Local development cost
  • Local trade power.png +10 Local trade power
Mission establish high seas navy.png Create a Grand Fleet
Mission trade company region abroad.png Expand Overseas Own at least 5 provinces over 3 trade companies which are not on the same continent as the capital Country gets “Growing East-Indian Trade” for 25 years, giving the following effects:
  • Trade efficiency.png +30% Trade efficiency
  • Trade power.png +2% Global trade power
Mission dominate home trade node.png Dominate Trade

Administrative missions

Mission Completion requirements Effects Prerequisites
Mission high income.png High Income Monthly income has increased to 150% (1.5x) of the starting monthly income. Country gets “Growing Economy” for 25 years, giving the following effects:
  • Construction cost.png −10% Construction cost
  • Construction time.png −25% Construction time
Mission early game buildings.png Build Buildings Have at least 5 temples and 5 workshops Country
  • gains Administrative power.png +50 Administrative power
  • gets “Building Spree” for 25 years, giving the following effect:
    • Tax income.png +10 Tax income (This is yearly, not per month)
Mission high income.png High Income
Mission war chest.png Build a Treasury Have at least 2000 ducats Country gets “Strong Treasury Department” for 25 years, giving the following effects:
  • Inflation reduction.png +0.1 Yearly inflation reduction
Mission early game buildings.png Build Buildings
Mission have manufactories.png Build Manufactories Have at least 20 manufactories Country
  • gains Income.png 1.5 years of income.
  • gets “Proto-Industrialization” for 25 years, giving the following effect:
    • Production efficiency.png +10% Production efficiency
Mission war chest.png Build a Treasury
Mission empire.png Imperial Conquest Have at least 1000 development Country
  • gains Prestige.png 30 prestige.
  • gets “Imperial Ambition”, giving the following effect:
    • −5 Years of separatism.png Years of separatism
Mission have manufactories.png Build Manufactories

References

  1. The script code is located in /Europa Universalis IV/missions/00_Generic_missions.txt.