Difference between revisions of "Generic missions"

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Line 20: Line 20:
 
|- id="Build to Force Limit"
 
|- id="Build to Force Limit"
 
|[[File:Mission build up to force limit.png]] || Build to Force Limit
 
|[[File:Mission build up to force limit.png]] || Build to Force Limit
| Total army size is '''100%''' of the {{icon|Land force limit modifier}} Force limit
+
| Country has '''100%''' of the {{icon|Land force limit modifier}} Force limit total army size
 
| Country gets ''“Thriving Arms Industry”'' for {{icon|Time}} 25 years, giving the following effects:
 
| Country gets ''“Thriving Arms Industry”'' for {{icon|Time}} 25 years, giving the following effects:
 
* {{icon|Land Morale}} {{green|+5%}} Morale of armies  
 
* {{icon|Land Morale}} {{green|+5%}} Morale of armies  
Line 28: Line 28:
 
|- id="Expand Nation"
 
|- id="Expand Nation"
 
|[[File:Mission conquer 50 development.png]] || Expand Nation
 
|[[File:Mission conquer 50 development.png]] || Expand Nation
| Total {{icon|development}} Development has grown by at least '''50'''
+
| Country total {{icon|development}} Development has grown by at least '''50'''
 
| The capital gains:
 
| The capital gains:
 
* {{icon|base tax}}{{green|+1}} base tax
 
* {{icon|base tax}}{{green|+1}} base tax
Line 40: Line 40:
 
|- id ="Conquer New States"
 
|- id ="Conquer New States"
 
|[[File:Mission cannons firing.png]] || Conquer New States
 
|[[File:Mission cannons firing.png]] || Conquer New States
| Assign '''5''' new {{icon|states}} States
+
| Country assigns '''5''' new {{icon|states}} States
 
| Country gets ''“Expansionist Policies”'' for {{icon|Time}} 25 years, giving the following effects:
 
| Country gets ''“Expansionist Policies”'' for {{icon|Time}} 25 years, giving the following effects:
 
*{{icon|State maintenance}} {{green|−25%}} State maintenance  
 
*{{icon|State maintenance}} {{green|−25%}} State maintenance  
Line 48: Line 48:
 
|- id ="Assemble an Army"
 
|- id ="Assemble an Army"
 
|[[File:Mission assemble an army.png]] || Assemble an Army
 
|[[File:Mission assemble an army.png]] || Assemble an Army
| Have an army with at least '''80,000''' {{icon|manpower}} troops
+
| Country havs an army with at least '''80,000''' {{icon|manpower}} troops
 
| Country gets ''“Army Enthusiasm”'' for {{icon|Time}} 25 years, giving the following effects:
 
| Country gets ''“Army Enthusiasm”'' for {{icon|Time}} 25 years, giving the following effects:
 
*{{icon|Manpower recovery speed}} {{green|+10%}} Manpower recovery speed  
 
*{{icon|Manpower recovery speed}} {{green|+10%}} Manpower recovery speed  
Line 77: Line 77:
 
|- id="Trustworthy Allies"
 
|- id="Trustworthy Allies"
 
|[[File:Mission alliances.png]] || Trustworthy Allies
 
|[[File:Mission alliances.png]] || Trustworthy Allies
| Have at least two {{icon|alliance}} allies with at least '''150''' opinion.
+
| Country has at least two {{icon|alliance}} allies with at least '''150''' opinion.
 
| Country gets ''“Influential Diplomats”'' for {{icon|Time}} 25 years, giving the following effect:
 
| Country gets ''“Influential Diplomats”'' for {{icon|Time}} 25 years, giving the following effect:
 
* {{icon|Diplomatic reputation}} {{green|+1}} Diplomatic reputation  
 
* {{icon|Diplomatic reputation}} {{green|+1}} Diplomatic reputation  
Line 84: Line 84:
 
|- id="Acquire Subjects"
 
|- id="Acquire Subjects"
 
|[[File:Mission have two subjects.png]] || Acquire Subjects
 
|[[File:Mission have two subjects.png]] || Acquire Subjects
| Have at least two non-tributary {{icon|vassal}} Subjects
+
| Country has at least two non-tributary {{icon|vassal}} Subjects
 
| Country gets ''“Obedient Subjects”'' for {{icon|Time}} 25 years, giving the following effect:
 
| Country gets ''“Obedient Subjects”'' for {{icon|Time}} 25 years, giving the following effect:
 
* {{icon|Diplomatic annexation cost}} {{green|−15%}} Diplomatic annexation cost  
 
* {{icon|Diplomatic annexation cost}} {{green|−15%}} Diplomatic annexation cost  
Line 91: Line 91:
 
|- id ="Create a Grand Fleet"
 
|- id ="Create a Grand Fleet"
 
|[[File:Mission establish high seas navy.png]] || Create a Grand Fleet
 
|[[File:Mission establish high seas navy.png]] || Create a Grand Fleet
| Have at least one of the following:
+
| Country has at least one of the following:
 
* '''10''' {{icon|heavy ship}} Heavy ships  
 
* '''10''' {{icon|heavy ship}} Heavy ships  
 
* '''30''' {{icon|galley}} Galleys
 
* '''30''' {{icon|galley}} Galleys
Line 102: Line 102:
 
|- id ="Dominate Trade"
 
|- id ="Dominate Trade"
 
|[[File:Mission dominate home trade node.png]] || Dominate Trade
 
|[[File:Mission dominate home trade node.png]] || Dominate Trade
| Have at least '''75%''' {{icon|Trade power}} Trade power in the home [[trade node]]
+
| Country has at least '''75%''' {{icon|Trade power}} 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:
 
| A random owned province in the home trade node gets ''“Dominant Trade Hub”'' until the end of the game, giving the following effects:
 
* {{icon|local development cost}} {{DLC-only|Local development cost|−5}}
 
* {{icon|local development cost}} {{DLC-only|Local development cost|−5}}
Line 110: Line 110:
 
|- id="Expand Overseas"
 
|- id="Expand Overseas"
 
|[[File:Mission trade company region abroad.png]] || Expand Overseas
 
|[[File: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 owns 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 {{icon|Time}} 25 years, giving the following effects:
 
| Country gets ''“Growing East-Indian Trade”'' for {{icon|Time}} 25 years, giving the following effects:
 
*{{icon|Trade efficiency}} {{green|+30%}} Trade efficiency  
 
*{{icon|Trade efficiency}} {{green|+30%}} Trade efficiency  
Line 128: Line 128:
 
|- id="High Income"
 
|- id="High Income"
 
|[[File:Mission high income.png]] || High Income
 
|[[File:Mission high income.png]] || High Income
| {{icon|income}} Monthly income has increased to '''150%''' of the starting monthly income.
+
| Country {{icon|income}} Monthly income has increased to '''150%''' of the starting monthly income.
 
| Country gets ''“Growing Economy”'' for {{icon|Time}} 25 years, giving the following effects:
 
| Country gets ''“Growing Economy”'' for {{icon|Time}} 25 years, giving the following effects:
 
* {{icon|Construction Cost}} {{green|−10%}} Construction cost  
 
* {{icon|Construction Cost}} {{green|−10%}} Construction cost  
Line 136: Line 136:
 
|- id="Build Buildings"
 
|- id="Build Buildings"
 
|[[File:Mission early game buildings.png]] || Build Buildings
 
|[[File:Mission early game buildings.png]] || Build Buildings
| Have at least '''5''' [[temple|temples]] and '''5''' [[workshop|workshops]]
+
| Country has at least '''5''' [[temple|temples]] and '''5''' [[workshop|workshops]]
 
| Country gains {{icon|adm}} {{green|+50}} Administrative power
 
| Country gains {{icon|adm}} {{green|+50}} Administrative power
 
Country gets ''“Building Spree”'' for {{icon|Time}} 25 years, giving the following effect:
 
Country gets ''“Building Spree”'' for {{icon|Time}} 25 years, giving the following effect:
Line 144: Line 144:
 
|- id ="Build a Treasury"
 
|- id ="Build a Treasury"
 
|[[File:Mission war chest.png]] || Build a Treasury
 
|[[File:Mission war chest.png]] || Build a Treasury
| Have at least {{icon|ducats}} '''2000''' ducats
+
| Country has at least {{icon|ducats}} '''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  
Line 151: Line 151:
 
|- id ="Build Manufactories"
 
|- id ="Build Manufactories"
 
|[[File:Mission have manufactories.png]] || Build Manufactories
 
|[[File:Mission have manufactories.png]] || Build Manufactories
| Have at least '''20''' [[manufactories]]
+
| Country has at least '''20''' [[manufactories]]
 
| Country gains {{icon|income}}  {{green|1.5}} years of income
 
| Country gains {{icon|income}}  {{green|1.5}} years of income
 
Country gets ''“Proto-Industrialization”'' for {{icon|Time}} 25 years, giving the following effect:
 
Country gets ''“Proto-Industrialization”'' for {{icon|Time}} 25 years, giving the following effect:
Line 159: Line 159:
 
|- id="Imperial Conquest"
 
|- id="Imperial Conquest"
 
|[[File:Mission empire.png]] || Imperial Conquest
 
|[[File:Mission empire.png]] || Imperial Conquest
| Have at least '''1000''' {{icon|Development}} Development
+
| Country has at least '''1000''' {{icon|Development}} Development
 
| Country gains {{icon|Prestige}} {{green|30}} prestige
 
| Country gains {{icon|Prestige}} {{green|30}} prestige
 
Country gets ''“Imperial Ambition”'' for {{icon|Time}} 25 years, giving the following effect:
 
Country gets ''“Imperial Ambition”'' for {{icon|Time}} 25 years, giving the following effect:

Revision as of 11:57, 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 Country has 100% of the Land force limit modifier.png Force limit total army size 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 Country total Development.png 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 Country assigns 5 new Icon states.png 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 Country havs an army with at least 80,000 Manpower.png 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 Country has at least two Alliance.png 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 Country has at least two non-tributary Vassal.png 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 Country has at least one of the following:
  • 10 Heavy ship.png Heavy ships
  • 30 Galley.png 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 Country has at least 75% Trade power.png 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 Country owns 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 Country Income.png Monthly income has increased to 150% 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 Country has 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 Country has at least Gold Icon.png 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 Country has 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 Country has at least 1000 Development.png 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.