Difference between revisions of "Generic missions"

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|[[File:Mission conquer 50 development.png]] || Expand Nation
 
|[[File:Mission conquer 50 development.png]] || Expand Nation
 
| Total development has grown by at least 50
 
| Total development has grown by at least 50
| The capital
+
| The capital gains:
* gains {{icon|base tax}}{{green|+1}} base tax, {{icon|production}}{{green|+1}} base production, and {{icon|manpower}}{{green|+1}} base manpower.
+
* {{icon|base tax}}{{green|+1}} base tax
 +
* {{icon|production}}{{green|+1}} base production
 +
* {{icon|manpower}}{{green|+1}} base manpower
 
All owned provinces within the area of the capital get ''“Growth of Capital”'' for {{icon|Time}} 25 years, giving the following effects:
 
All owned provinces within the area of the capital get ''“Growth of Capital”'' for {{icon|Time}} 25 years, giving the following effects:
 
* {{icon|Local construction cost}} {{green|−10%}} Local construction cost  
 
* {{icon|Local construction cost}} {{green|−10%}} Local construction cost  
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|[[File:Mission unite home region.png]] || Unite Home Region
 
|[[File:Mission unite home region.png]] || Unite Home Region
 
| All provinces in the region of the capital are owned directly and colonized
 
| All provinces in the region of the capital are owned directly and colonized
| Country
+
| Country gains:
* gains {{icon|dip}} {{green|+50}} Diplomatic power, {{icon|adm}} {{green|+50}} Administrative power, and {{icon|mil}} {{green|+50}} Military power
+
* {{icon|dip}} {{green|+50}} Diplomatic power
* gets ''“Hegemonic Ambitions”'' for {{icon|Time}} 25 years, giving the following effect:
+
* {{icon|adm}} {{green|+50}} Administrative power
** {{icon|autonomy}} {{green|−0.05}} Monthly autonomy change  
+
* {{icon|mil}} {{green|+50}} Military power
 +
Country gets ''“Hegemonic Ambitions”'' for {{icon|Time}} 25 years, giving the following effect:
 +
* {{icon|autonomy}} {{green|−0.05}} Monthly autonomy change  
 
| [[File:Mission assemble an army.png|24px]] Assemble an Army
 
| [[File:Mission assemble an army.png|24px]] Assemble an Army
 
|}<section end=military/>
 
|}<section end=military/>
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|[[File:Mission early game buildings.png]] || Build Buildings
 
|[[File:Mission early game buildings.png]] || Build Buildings
 
| Have at least 5 [[temple]]s and 5 [[workshop]]s
 
| Have at least 5 [[temple]]s and 5 [[workshop]]s
| Country
+
| Country gains {{icon|adm}} {{green|+50}} Administrative power
* gains {{icon|adm}} {{green|+50}} Administrative power
+
Country gets ''“Building Spree”'' for {{icon|Time}} 25 years, giving the following effect:
* gets ''“Building Spree”'' for {{icon|Time}} 25 years, giving the following effect:
+
* {{icon|Tax Income}} {{green|+10}} Tax income (This is yearly, not per month)
** {{icon|Tax Income}} {{green|+10}} Tax income (This is yearly, not per month)
 
 
| [[File:Mission high income.png|24px]] High Income
 
| [[File:Mission high income.png|24px]] High Income
  
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| Have at least 2000 ducats
 
| Have at least 2000 ducats
 
| Country gets ''“Strong Treasury Department”'' for {{icon|Time}} 25 years, giving the following effects:
 
| Country gets ''“Strong Treasury Department”'' for {{icon|Time}} 25 years, giving the following effects:
*{{icon|yearly inflation reduction}} {{green|+0.1}} Yearly inflation reduction  
+
* {{icon|yearly inflation reduction}} {{green|+0.1}} Yearly inflation reduction  
 
| [[File:Mission early game buildings.png|24px]] Build Buildings
 
| [[File:Mission early game buildings.png|24px]] Build Buildings
  
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|[[File:Mission have manufactories.png]] || Build Manufactories
 
|[[File:Mission have manufactories.png]] || Build Manufactories
 
| Have at least 20 manufactories
 
| Have at least 20 manufactories
| Country
+
| Country gains {{icon|income}} {{green|1.5}} years of income
* gains {{icon|income}} {{green|1.5}} years of income.
+
Country gets ''“Proto-Industrialization”'' for {{icon|Time}} 25 years, giving the following effect:
* gets ''“Proto-Industrialization”'' for {{icon|Time}} 25 years, giving the following effect:
+
* {{icon|Production Efficiency}} {{green|+10%}} Production efficiency  
** {{icon|Production Efficiency}} {{green|+10%}} Production efficiency  
 
 
| [[File:Mission war chest.png|24px]] Build a Treasury
 
| [[File:Mission war chest.png|24px]] Build a Treasury
  
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|[[File:Mission empire.png]] || Imperial Conquest
 
|[[File:Mission empire.png]] || Imperial Conquest
 
| Have at least 1000 development
 
| Have at least 1000 development
| Country
+
| Country gains {{icon|Prestige}} {{green|30}} prestige
* gains {{icon|Prestige}} {{green|30}} prestige.
+
Country gets ''“Imperial Ambition”'' for {{icon|Time}} 25 years, giving the following effect:
* gets ''“Imperial Ambition”'' for {{icon|Time}} 25 years, giving the following effect:
+
* {{green|−5}} {{icon|years of separatism}} Years of separatism  
** {{green|−5}} {{icon|years of separatism}} Years of separatism  
 
 
| [[File:Mission have manufactories.png|24px]] Build Manufactories
 
| [[File:Mission have manufactories.png|24px]] Build Manufactories
 
|}<section end=administrative/><section end=generic/>
 
|}<section end=administrative/><section end=generic/>

Revision as of 10:02, 26 August 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]

High IncomeBuild BuildingsBuild a TreasuryBuild ManufactoriesImperial ConquestTrustworthy AlliesAcquire SubjectsCreate a Grand FleetDominate TradeExpand OverseasBuild to Force LimitExpand NationConquer New StatesAssemble an ArmyUnite Home RegionGeneric Missions.png

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 Time Icon.png 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
  • Manpower.png+1 base manpower

All owned provinces within the area of the capital get “Growth of Capital” for Time Icon.png 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 Time Icon.png 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 Time Icon.png 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 region of the capital are owned directly and colonized Country gains:
  • Diplomatic power.png +50 Diplomatic power
  • Administrative power.png +50 Administrative power
  • Military power.png +50 Military power

Country gets “Hegemonic Ambitions” for Time Icon.png 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 Time Icon.png 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 Time Icon.png 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 Time Icon.png 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” until the end of the game, 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 Time Icon.png 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 Time Icon.png 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

Country gets “Building Spree” for Time Icon.png 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 Time Icon.png 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

Country gets “Proto-Industrialization” for Time Icon.png 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

Country gets “Imperial Ambition” for Time Icon.png 25 years, 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.