Difference between revisions of "Generic missions"

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These missions are not tied to a specific country, culture, or religion.
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{{Version|1.29}}
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The generic [[mission]] tree<ref>The script code is located in {{path|missions/00_Generic_missions.txt}}.</ref> 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.
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{{clear}}
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{{Mission tree
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|image=Generic Missions
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|missions=
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{{mpos/gen|generic}}
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}}
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<!-- For transclusion use {{#lst:Generic missions|generic}} --><section begin=generic/>
 +
== Generic missions ==
 +
<!-- For transclusion use {{#lst:Generic missions|military}} --><section begin=military/>
 +
=== Military missions ===
 +
{{SVersion|1.30}}
 +
{| class="mildtable"
 +
! width="2%" | !! width="17%" | Mission
 +
! width="20%" | Completion requirements
 +
! width="30%" | Effects
 +
! width="20%" | Prerequisites
  
== Anti Rival Missions ==
+
|- id="Build to Force Limit"
=== Claim On Rival ===
+
|[[File:Mission build up to force limit.png]] || Build to Force Limit
'''Requirements:'''
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| Country has '''100%''' of the {{icon|Land force limit modifier}} force limit total army size
* Country:
+
| Country gets ''“Thriving Arms Industry”'' for {{icon|Time}} 25 years, giving the following effects:
** Is not subject.
+
* {{icon|Morale of armies}} {{green|+5%}} morale of armies
** Has not regency.
+
* {{icon|Land Maintenance}} {{green|−5%}} land maintenance modifier
* Owner: Country: Is rival Them.
+
|
* None of the following:
+
 
** Is core Country.
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|- id="Expand Nation"
** Is claim Country.
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|[[File:Mission conquer 50 development.png]] || Expand Nation
* Any of the following:
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| Country's {{icon|development}} total development has grown by at least '''50'''
** Is not capital.
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| The {{icon|capital}} capital gains:
** Owner: Number of cities is less than 2.
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* {{icon|base tax}} {{green|1}} base tax
'''Chance of appearing:'''
+
* {{icon|production}} {{green|1}} base production
* Base weight: 1000
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* {{icon|manpower}} {{green|1}} base manpower
* 1.2 times as likely if:
+
All owned provinces within the area of the capital get ''“Growth of Capital”'' for {{icon|Time}} 25 years, giving the following effects:
** Country: MIL is at least 5.
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* {{icon|Local construction cost}} {{green|−10%}} local construction cost
* 1.5 times as likely if:
+
* {{icon|Local development cost}} {{green|−10%}} local development cost
** Country: MIL is at least 7.
+
| [[File:Mission build up to force limit.png|24px]] Build to Force Limit
* 0.5 times as likely if:
+
 
** Owner: Country: Has casus belli against Them.
+
|- id ="Conquer New States"
'''Rewards:'''
+
|[[File:Mission cannons firing.png]] || Conquer New States
* Country:
+
| Country assigns '''5''' new {{icon|states}} states
** Add prestige 5.
+
| Country gets ''“Expansionist Policies”'' for {{icon|Time}} 25 years, giving the following effects:
** Add mil power 25.
+
* {{icon|State maintenance}} {{green|−25%}} state maintenance
'''Success:'''
+
* {{icon|Harsh treatment cost}} {{green|−33%}} harsh treatment cost
* Is claim Country.
+
| [[File:Mission conquer 50 development.png|24px]] Expand Nation
'''Failure:'''
+
 
* Any of the following:
+
|- id ="Assemble an Army"
** Is core Country.
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|[[File:Mission assemble an army.png]] || Assemble an Army
** Is claim Country.
+
| Country has an army with at least '''80,000''' {{icon|manpower}} troops
** Is capital.
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| Country gets ''“Army Enthusiasm”'' for {{icon|Time}} 25 years, giving the following effects:
* Any neighbor province: Is not owned by Country.
+
* {{icon|Manpower recovery speed}} {{green|+10%}} manpower recovery speed
* Country: Any of the following:
+
* {{icon|army tradition}} {{green|+1}} yearly army tradition
** Is subject.
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| [[File:Mission cannons firing.png|24px]] Conquer New States
** Has regency.
+
 
=== Take From Rival ===
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|- id="Unite Home Region"
'''Requirements:'''
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|[[File:Mission unite home region.png]] || Unite Home Region
* Country:
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| All provinces in the region of the capital are owned directly and colonized
** Is not subject.
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| Country gains:
** Has not regency.
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* {{icon|adm}} {{green|50}} administrative power
* Owner: Country: Is rival Them.
+
* {{icon|dip}} {{green|50}} diplomatic power
* Any of the following:
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* {{icon|mil}} {{green|50}} military power
** Is core Country.
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Country gets ''“Hegemonic Ambitions”'' for {{icon|Time}} 25 years, giving the following effect:
** Is claim Country.
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* {{icon|autonomy}} {{green|−0.05}} monthly autonomy change
* Any of the following:
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| [[File:Mission assemble an army.png|24px]] Assemble an Army
** Is not capital.
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|}<section end=military/>
** Owner: Number of cities is less than 2.
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'''Chance of appearing:'''
+
<!-- For transclusion use {{#lst:Generic missions|diplomatic}} --><section begin=diplomatic/>
* Base weight: 1000
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* 1.5 times as likely if:
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=== Diplomatic missions ===
** Has culture Country.
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{{SVersion|1.30}}
* 1.5 times as likely if:
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{| class="mildtable"
** Has religion Country.
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! width="2%" | !! width="17%" | Mission
* 1.2 times as likely if:
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! width="20%" | Completion requirements
** Country: MIL is at least 5.
+
! width="30%" | Effects
* 0.5 times as likely if:
+
! width="20%" | Prerequisites
** Country: MIL is less than 2.
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* 0.1 times as likely if:
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|- id="Trustworthy Allies"
** Owner: Has truce with Country.
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|[[File:Mission alliances.png]] || Trustworthy Allies
'''Rewards:'''
+
| Country has at least two {{icon|alliance}} allies with at least '''150''' opinion.
* Country:
+
| Country gets ''“Influential Diplomats”'' for {{icon|Time}} 25 years, giving the following effect:
** Add prestige 10.
+
* {{icon|Diplomatic reputation}} {{green|+1}} diplomatic reputation
** Add adm power 25.
+
|
'''Success:'''
+
 
* Is owned by Country.
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|- id="Acquire Subjects"
'''Failure:'''
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|[[File:Mission have two subjects.png]] || Acquire Subjects
* Country: Any of the following:
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| Country has at least two non-tributary {{icon|vassal}} subjects
** Is subject.
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| Country gets ''“Obedient Subjects”'' for {{icon|Time}} 25 years, giving the following effect:
** Has regency.
+
* {{icon|Diplomatic annexation cost}} {{green|−15%}} diplomatic annexation cost
* None of the following:
+
| [[File:Mission alliances.png|24px]] Trustworthy Allies
** Is core Country.
+
 
** Is claim Country.
+
|- id ="Create a Grand Fleet"
=== Take From Rival Culture ===
+
|[[File:Mission establish high seas navy.png]] || Create a Grand Fleet
'''Requirements:'''
+
| Country has at least one of the following:
* Country:
+
* {{icon|heavy ship}} '''10''' heavy ships
** Is not subject.
+
* {{icon|galley}} '''30''' galleys
** Is not at war.
+
| Country gets ''“Naval Enthusiasm”'' for {{icon|Time}} 25 years, giving the following effects:
* Has culture Country.
+
* {{icon|Morale of navies}} {{green|+10%}} morale of navies
* Owner:
+
* {{icon|national sailors modifier}} {{green|+20%}} national sailors modifier
** Has not primary culture Country.
+
* {{icon|navy tradition}} {{green|+1}} yearly naval tradition
** Country: Is rival Them.
+
| [[File:Mission have two subjects.png|24px]] Acquire Subjects
* Owner: Has not alliance with Country.
+
 
* Has discovered Country.
+
|- id ="Dominate Trade"
* Any of the following:
+
|[[File:Mission dominate home trade node.png]] || Dominate Trade
** Owner: Is not part of hre.
+
| Country has at least '''75%''' {{icon|Trade power}} trade power in the home [[trade node]]
** Country: Is not part of hre.
+
| A random owned province in the home trade node gets ''“Dominant Trade Hub”'' until the end of the game, giving the following effects:
* Any of the following:
+
* {{icon|local development cost}} {{green|−5%}} local development cost
** Is not owned by PAP.
+
* {{icon|local trade power}} {{green|+10}} local trade power
** Is not capital.
+
| [[File:Mission establish high seas navy.png|24px]] Create a Grand Fleet
'''Chance of appearing:'''
+
 
* Base weight: 1000
+
|- id="Expand Overseas"
* 1.5 times as likely if:
+
|[[File:Mission trade company region abroad.png]] || Expand Overseas
** Has religion Country.
+
| Country owns at least 3 [[trade company|trade companies]] which are not on the same continent as the capital, with each having at least 5 provinces
* 1.2 times as likely if:
+
| Country gets ''“Growing East-Indian Trade”'' for {{icon|Time}} 25 years, giving the following effects:
** Country: MIL is at least 5.
+
* {{icon|Trade efficiency}} {{green|+30%}} trade efficiency
* 0.5 times as likely if:
+
* {{icon|Global Trade Power}} {{green|+2%}} global trade power
** Country: MIL is less than 2.
+
| [[File:Mission dominate home trade node.png|24px]] Dominate Trade
* 0.1 times as likely if:
+
|}<section end=diplomatic/>
** Owner: Has truce with Country.
+
 
'''Rewards:'''
+
<!-- For transclusion use {{#lst:Generic missions|administrative}} --><section begin=administrative/>
* Country:
+
 
** Add prestige 10.
+
=== Administrative missions ===
** Add adm power 25.
+
{{SVersion|1.30}}
'''Success:'''
+
{| class="mildtable"
* Is owned by Country.
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! width="2%" | !! width="17%" | Mission
'''Failure:'''
+
! width="20%" | Completion requirements
* Any of the following:
+
! width="30%" | Effects
** Has not culture Country.
+
! width="20%" | Prerequisites
** Owner: Has alliance with Country.
+
 
** Owner: Has primary culture Country.
+
|- id="High Income"
=== Take From Rival Religion ===
+
|[[File:Mission high income.png]] || High Income
'''Requirements:'''
+
| Country's {{icon|income}} monthly income has increased to '''150%''' of the starting monthly income.
* Country:
+
| Country gets ''“Growing Economy”'' for {{icon|Time}} 25 years, giving the following effects:
** Is not subject.
+
* {{icon|Construction Cost}} {{green|−10%}} construction cost
** Is not at war.
+
* {{icon|Construction Time}} {{green|−25%}} construction time
* Owner: Country: Is rival Them.
+
|
* Has religion Country.
+
 
* Owner: Has not religion Country.
+
|- id="Build Buildings"
* Owner: Has not alliance with Country.
+
|[[File:Mission early game buildings.png]] || Build Buildings
* Has discovered Country.
+
| Country has at least '''5''' [[temple|temples]] and '''5''' [[workshop|workshops]]
'''Chance of appearing:'''
+
| Country gains {{icon|adm}} {{green|50}} administrative power
* Base weight: 1000
+
Country gets ''“Building Spree”'' for {{icon|Time}} 25 years, giving the following effect:
* 1.5 times as likely if:
+
* {{icon|Tax Income}} {{green|+10}} tax income (This is yearly, not per month)
** Has culture Country.
+
| [[File:Mission high income.png|24px]] High Income
* 2 times as likely if:
+
 
** Country: Is defender of faith.
+
|- id ="Build a Treasury"
* 1.2 times as likely if:
+
|[[File:Mission war chest.png]] || Build a Treasury
** Country: MIL is at least 5.
+
| Country has at least {{icon|ducats}} '''2000''' ducats
* 0.5 times as likely if:
+
| Country gets ''“Strong Treasury Department”'' for {{icon|Time}} 25 years, giving the following effects:
** Country: MIL is less than 2.
+
* {{icon|yearly inflation reduction}} {{green|+0.1}} yearly inflation reduction
* 0.1 times as likely if:
+
| [[File:Mission early game buildings.png|24px]] Build Buildings
** Owner: Has truce with Country.
+
 
'''Rewards:'''
+
|- id ="Build Manufactories"
* Country:
+
|[[File:Mission have manufactories.png]] || Build Manufactories
** Add prestige 10.
+
| Country has at least '''20''' [[manufactories]]
** Add adm power 25.
+
| Country gains {{icon|ducats}} {{green|1.5}} years of income
'''Success:'''
+
Country gets ''“Proto-Industrialization”'' for {{icon|Time}} 25 years, giving the following effect:
* Is owned by Country.
+
* {{icon|Production Efficiency}} {{green|+10%}} production efficiency
'''Failure:'''
+
| [[File:Mission war chest.png|24px]] Build a Treasury
* Any of the following:
+
 
** Has not religion Country.
+
|- id="Imperial Conquest"
** Owner: Has alliance with Country.
+
|[[File:Mission empire.png]] || Imperial Conquest
** Owner: Has religion Country.
+
| Country has at least '''1000''' {{icon|Development}} total development
=== Insult Rival ===
+
| Country gains {{icon|Prestige}} {{green|30}} prestige
'''Requirements:'''
+
Country gets ''“Imperial Ambition”'' for {{icon|Time}} 25 years, giving the following effect:
* Country:
+
* {{icon|years of separatism}} {{green|−5}} years of separatism
** Has not always.
+
| [[File:Mission have manufactories.png|24px]] Build Manufactories
** Is not subject.
+
|}<section end=administrative/><section end=generic/>
** Is not at war.
+
 
* Any of the following:
+
== References ==
** Has not number of infantry Country.
+
<references/>
** Is not neighbor of Country.
+
 
'''Chance of appearing:'''
+
[[Category:Missions]]
* Base weight: 1100
 
* No modifiers.
 
'''Rewards:'''
 
* Country:
 
** Add prestige 5.
 
** Add mil power 25.
 
'''Success:'''
 
* Has not always.
 
'''Failure:'''
 
* Has war with Country.
 
=== Befriend Rival Rival ===
 
'''Requirements:'''
 
* Is not rival Country.
 
* Has opinion of Country less than 50.
 
* Has not war with Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2 times as likely if:
 
** Country: DIP is at least 6.
 
* 0.5 times as likely if:
 
** DIP is less than 3.
 
'''Rewards:'''
 
* Country:
 
** Add prestige 5.
 
** Add dip power 25.
 
'''Success:'''
 
* Has opinion of Country at least 125.
 
'''Failure:'''
 
* Any of the following:
 
** Has war with Country.
 
** Is rival Country.
 
== Anti Threat Missions ==
 
=== Befriend Threat Rival ===
 
'''Requirements:'''
 
* Country: Is not subject.
 
* Is not rival Country.
 
* Has opinion of Country less than 50.
 
'''Chance of appearing:'''
 
* Base weight: 1100
 
* 2 times as likely if:
 
** Country: DIP is at least 6.
 
* 0.5 times as likely if:
 
** DIP is less than 3.
 
'''Rewards:'''
 
* Country:
 
** Add prestige 5.
 
** Add dip power 25.
 
'''Success:'''
 
* Has opinion of Country at least 125.
 
'''Failure:'''
 
* Country: Is subject.
 
* Any of the following:
 
** Has war with Country.
 
** Is rival Country.
 
=== Improve Fort Threat 1 ===
 
'''Requirements:'''
 
* Has building Fort1.
 
* Has not building Fort2.
 
* Can build Fort2.
 
* Owner: Is not at war.
 
* Any neighbor province:
 
** Is not owned by Country.
 
** Owner: Country: Is threat Them.
 
'''Chance of appearing:'''
 
* Base weight: 1100
 
* 1.5 times as likely if:
 
** Is capital.
 
'''Rewards:'''
 
* Owner: Add army tradition 5.
 
'''Success:'''
 
* Has building Fort2.
 
'''Failure:'''
 
* Is not owned by Country.
 
=== Improve Fort Threat 2 ===
 
'''Requirements:'''
 
* Has building Fort2.
 
* Has not building Fort3.
 
* Can build Fort3.
 
* Owner: Is not at war.
 
* Any neighbor province:
 
** Is not owned by Country.
 
** Owner: Country: Is threat Them.
 
'''Chance of appearing:'''
 
* Base weight: 1100
 
* 1.5 times as likely if:
 
** Is capital.
 
'''Rewards:'''
 
* Owner: Add army tradition 5.
 
'''Success:'''
 
* Has building Fort3.
 
'''Failure:'''
 
* Is not owned by Country.
 
=== Improve Relations Threat ===
 
'''Requirements:'''
 
* Is not at war.
 
* Has opinion of Country less than 50.
 
* Has opinion of Country at least 0.
 
* Has not government Daimyo.
 
* Has not government Shogunate.
 
'''Chance of appearing:'''
 
* Base weight: 1100
 
* 1.25 times as likely if:
 
** Has primary culture Country.
 
* 1.1 times as likely if:
 
** Has religion Country.
 
* 1.1 times as likely if:
 
** Country: DIP is at least 3.
 
* 0.8 times as likely if:
 
** Country: DIP is less than 2.
 
'''Rewards:'''
 
* Country:
 
** Add prestige 5.
 
** Add dip power 25.
 
'''Success:'''
 
* Has opinion of Country at least 100.
 
'''Failure:'''
 
* Any of the following:
 
** Has war with Country.
 
** Has not exists.
 
=== Royal Marriage Threat ===
 
'''Requirements:'''
 
* Is not at war.
 
* Country:
 
** Has government Monarchy.
 
** Is not subject.
 
* Has government Monarchy.
 
* Has religion group Country.
 
* Is not subject.
 
* None of the following:
 
** Has marriage with Country.
 
** Has war with Country.
 
* Has opinion of Country at least 60.
 
* Has not government Daimyo.
 
* Has not government Shogunate.
 
'''Chance of appearing:'''
 
* Base weight: 1100
 
* 1.12 times as likely if:
 
** Has primary culture Country.
 
* 1.03 times as likely if:
 
** Has religion Country.
 
* 1.1 times as likely if:
 
** Has opinion of Country at least 50.
 
* 1.1 times as likely if:
 
** Country: DIP is at least 3.
 
* 1.04 times as likely if:
 
** Has prestige Country.
 
* 1.08 times as likely if:
 
** Has not legitimacy Country.
 
'''Rewards:'''
 
* Country:
 
** Add prestige 5.
 
** Add dip power 25.
 
'''Success:'''
 
* Has marriage with Country.
 
'''Failure:'''
 
* Any of the following:
 
** Number of cities is less than 1.
 
** Has war with Country.
 
** Country: Any of the following:
 
*** Has not government Monarchy.
 
*** Is subject.
 
** Has not government Monarchy.
 
** Is subject.
 
== Colonial Missions ==
 
=== Discover Mission ===
 
'''Requirements:'''
 
* Country: Has idea Quest For The New World.
 
* Has range Country.
 
* Has port.
 
* Has not discovered Country.
 
* Country:
 
** Is not at war.
 
** Number of ports is at least 1.
 
* Country: Has country modifier Colonial Enthusiasm.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 0 times as likely if:
 
** Country: Has TAG POR.
 
** Has continent North America.
 
* 1.25 times as likely if:
 
** Country: Has TAG POR.
 
** Any of the following:
 
*** Has region Brazil Region.
 
*** Has region West African Coast.
 
* 0 times as likely if:
 
** Country: Any of the following:
 
*** Has TAG SPA.
 
*** Has TAG CAS.
 
** Any of the following:
 
*** Has continent North America.
 
*** Has region Brazil Region.
 
*** Has region West African Coast.
 
* 1.25 times as likely if:
 
** Country: Any of the following:
 
*** Has TAG SPA.
 
*** Has TAG CAS.
 
** Any of the following:
 
*** Has region The Spanish Main.
 
*** Has region Central America.
 
*** Has region The Carribean.
 
*** Has region La Plata Region.
 
* 1.25 times as likely if:
 
** Country: Any of the following:
 
*** Has TAG ENG.
 
*** Has TAG GBR.
 
*** Has TAG FRA.
 
** Has continent North America.
 
'''Rewards:'''
 
* Country: Add country modifier Colonial Enthusiasm for 5.0 years:
 
** Colonist placement chance 0.05.
 
** Global colonial growth 25.
 
** Colonist time -0.33.
 
'''Success:'''
 
* Has discovered Country.
 
'''Failure:'''
 
* Any of the following:
 
** Country: Number of ports is less than 1.
 
=== Build Colony To City ===
 
'''Requirements:'''
 
* Country: Is not at war.
 
* Is colony.
 
* Owner:
 
** Number of colonists is at least 1.
 
** Monthly income is at least 10.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* No modifiers.
 
'''Rewards:'''
 
* Add base tax 1.
 
* Add province manpower 0.2.
 
'''Success:'''
 
* Is colony False.
 
* Is owned by Country.
 
'''Failure:'''
 
* Is not owned by Country.
 
=== Establish Colony Mission ===
 
'''Requirements:'''
 
* Country:
 
** Number of ports is at least 1.
 
** Number of colonists is at least 1.
 
* Has range Country.
 
* Has port.
 
* Has discovered Country.
 
* Country: Has country modifier Colonial Enthusiasm.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 0 times as likely if:
 
** Country: Has TAG POR.
 
** Has continent North America.
 
* 1.15 times as likely if:
 
** Country: Has TAG POR.
 
** Any of the following:
 
*** Has region Brazil Region.
 
*** Has region West African Coast.
 
* 0 times as likely if:
 
** Country: Any of the following:
 
*** Has TAG SPA.
 
*** Has TAG CAS.
 
** Any of the following:
 
*** Has continent North America.
 
*** Has region Brazil Region.
 
*** Has region West African Coast.
 
* 1.15 times as likely if:
 
** Country: Any of the following:
 
*** Has TAG SPA.
 
*** Has TAG CAS.
 
** Any of the following:
 
*** Has region The Spanish Main.
 
*** Has region Central America.
 
*** Has region The Carribean.
 
*** Has region La Plata Region.
 
* 1.15 times as likely if:
 
** Country: Any of the following:
 
*** Has TAG ENG.
 
*** Has TAG GBR.
 
*** Has TAG FRA.
 
** Has continent North America.
 
'''Rewards:'''
 
* Country: Add country modifier Colonial Enthusiasm for 5.0 years:
 
** Colonist placement chance 0.05.
 
** Global colonial growth 25.
 
** Colonist time -0.33.
 
'''Success:'''
 
* Is owned by Country.
 
'''Failure:'''
 
* Any of the following:
 
** Is not empty.
 
** Country: Number of ports is less than 1.
 
== Conquest Missions ==
 
=== Conquer A Port ===
 
'''Requirements:'''
 
* Country:
 
** Is not subject.
 
** Is not at war.
 
** Number of total ports is less than 1.
 
* Owner: Has not truce with Country.
 
* Has port.
 
* Has discovered Country.
 
* Any of the following:
 
** Owner: Is not part of hre.
 
** Country: Is not part of hre.
 
* Any of the following:
 
** Is not owned by PAP.
 
** Is not capital.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 0.75 times as likely if:
 
** Has not culture Country.
 
* 0.75 times as likely if:
 
** Has not religion Country.
 
* 1.5 times as likely if:
 
** Country: MIL is at least 4.
 
'''Rewards:'''
 
* Country: Add navy tradition 5.
 
'''Success:'''
 
* Is owned by Country.
 
'''Failure:'''
 
* Country: Number of total ports is at least 1.
 
=== Get Control Of Naval Supplies ===
 
'''Requirements:'''
 
* Naval supplies is less than 1.
 
* Number of heavy ship is at least 30.
 
* Number of ports is at least 1.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2.0 times as likely if:
 
** Has idea Press Gangs.
 
* 10.0 times as likely if:
 
** Has idea Grand Navy.
 
* 2.0 times as likely if:
 
** Has idea Sea Hawks.
 
* 2.0 times as likely if:
 
** Has idea Superior Seamanship.
 
* 2.0 times as likely if:
 
** Has idea Naval Fighting Instruction.
 
* 2.0 times as likely if:
 
** Has idea Excellent Shipwrights.
 
* 2.0 times as likely if:
 
** Has idea Naval Glory.
 
'''Rewards:'''
 
* Add navy tradition 5.
 
'''Success:'''
 
* Naval supplies is at least 1.
 
'''Failure:'''
 
* No conditions.
 
=== Protect Religious Minority ===
 
'''Requirements:'''
 
* Country:
 
** Is not subject.
 
** Is not at war.
 
* Has religion Country.
 
* Owner: Has not religion Country.
 
* Owner: Has not alliance with Country.
 
* Owner: Is not subject of Country.
 
* Has discovered Country.
 
* Any of the following:
 
** Is not capital.
 
** Owner: Number of cities is less than 2.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Has culture Country.
 
* 1.5 times as likely if:
 
** Has religion Country.
 
* 1.5 times as likely if:
 
** Country: MIL is at least 3.
 
* 0.5 times as likely if:
 
** Country: MIL is less than 2.
 
* 0.5 times as likely if:
 
** Owner: Has truce with Country.
 
'''Rewards:'''
 
* Country: Add prestige 5.
 
'''Success:'''
 
* Is owned by Country.
 
'''Failure:'''
 
* Any of the following:
 
** Has not religion Country.
 
** Owner: Has alliance with Country.
 
** Owner: Has religion Country.
 
** Owner: Is subject of Country.
 
=== Protect Cultural Minority ===
 
'''Requirements:'''
 
* Country:
 
** Is not subject.
 
** Is not at war.
 
* Has culture Country.
 
* Owner: Has not primary culture Country.
 
* Owner: Has not alliance with Country.
 
* Owner: Is not subject of Country.
 
* Has discovered Country.
 
* Any of the following:
 
** Is not capital.
 
** Owner: Number of cities is less than 2.
 
* Any of the following:
 
** Owner: Is not part of hre.
 
** Country: Is not part of hre.
 
* Any of the following:
 
** Is not owned by PAP.
 
** Is not capital.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Has culture Country.
 
* 1.5 times as likely if:
 
** Has religion Country.
 
* 1.5 times as likely if:
 
** Country: MIL is at least 3.
 
* 0.5 times as likely if:
 
** Country: MIL is less than 2.
 
* 0.5 times as likely if:
 
** Owner: Has truce with Country.
 
'''Rewards:'''
 
* Country: Add prestige 5.
 
'''Success:'''
 
* Is owned by Country.
 
'''Failure:'''
 
* Any of the following:
 
** Has not culture Country.
 
** Owner: Has primary culture Country.
 
** Owner: Has alliance with Country.
 
** Owner: Is subject of Country.
 
=== Keep Rival Out Of Italy ===
 
'''Requirements:'''
 
* Country:
 
** Is not subject.
 
** Number of cities is at least 10.
 
** Is not at war.
 
* Number of cities is at least 5.
 
* Has not culture group Latin.
 
* Italian region: Is owned by Country.
 
* Has opinion of Country less than 100.
 
* Any owned province: Has region Italian Region.
 
* Any of the following:
 
** Is not part of hre.
 
** Country: Is not part of hre.
 
* Has not truce with Country.
 
* Has not alliance with Country.
 
* Is not subject.
 
* Country: Is not subject.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Country: MIL is at least 3.
 
* 0.5 times as likely if:
 
** Country: DIP is less than 2.
 
'''Rewards:'''
 
* Country: Add prestige 5.
 
'''Success:'''
 
* Any owned province: Has region Italian Region.
 
'''Failure:'''
 
* Italian region: Is owned by Country.
 
== Construction Missions ==
 
=== Construct Grand Fleet ===
 
'''Requirements:'''
 
* Number of ports is at least 5.
 
* Naval forcelimit is at least 40.
 
* Has technology group Western.
 
* Number of heavy ship is less than 20.
 
* Number of heavy ship is at least 10.
 
* Has not technology group Nomad Group.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Number of ports is at least 10.
 
* 1.5 times as likely if:
 
** Prestige is at least 10.
 
* 2.0 times as likely if:
 
** Has idea Press Gangs.
 
* 10.0 times as likely if:
 
** Has idea Grand Navy.
 
* 2.0 times as likely if:
 
** Has idea Sea Hawks.
 
* 2.0 times as likely if:
 
** Has idea Superior Seamanship.
 
* 2.0 times as likely if:
 
** Has idea Naval Fighting Instruction.
 
* 2.0 times as likely if:
 
** Has idea Excellent Shipwrights.
 
* 2.0 times as likely if:
 
** Has idea Naval Glory.
 
'''Rewards:'''
 
* Add prestige 2.
 
'''Success:'''
 
* Number of heavy ship is at least 30.
 
'''Failure:'''
 
* Number of ports is less than 1.
 
=== Rule The Seas ===
 
'''Requirements:'''
 
* Number of ports is at least 5.
 
* Number of heavy ship is at least 25.
 
* Naval forcelimit is at least 25.
 
* Has technology group Western.
 
* Any known country: Has number of heavy ship Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Number of ports is at least 10.
 
* 1.5 times as likely if:
 
** Prestige is at least 10.
 
* 2.0 times as likely if:
 
** Has idea Press Gangs.
 
* 10.0 times as likely if:
 
** Has idea Grand Navy.
 
* 2.0 times as likely if:
 
** Has idea Sea Hawks.
 
* 2.0 times as likely if:
 
** Has idea Superior Seamanship.
 
* 2.0 times as likely if:
 
** Has idea Naval Fighting Instruction.
 
* 2.0 times as likely if:
 
** Has idea Excellent Shipwrights.
 
* 2.0 times as likely if:
 
** Has idea Naval Glory.
 
'''Rewards:'''
 
* Add navy tradition 10.
 
* Add prestige 2.
 
'''Success:'''
 
* Any known country: Has number of heavy ship Country.
 
'''Failure:'''
 
* Number of ports is less than 1.
 
=== Construct Shipyard ===
 
'''Requirements:'''
 
* Is not at war.
 
* Number of ports is at least 5.
 
* Has technology group Western.
 
* Shipyard is less than 1.
 
* Any owned province: Can build Shipyard.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Number of ports is at least 10.
 
* 1.5 times as likely if:
 
** Prestige is at least 10.
 
* 2.0 times as likely if:
 
** Has idea Press Gangs.
 
* 10.0 times as likely if:
 
** Has idea Grand Navy.
 
* 2.0 times as likely if:
 
** Has idea Sea Hawks.
 
* 2.0 times as likely if:
 
** Has idea Superior Seamanship.
 
* 2.0 times as likely if:
 
** Has idea Naval Fighting Instruction.
 
* 2.0 times as likely if:
 
** Has idea Excellent Shipwrights.
 
* 2.0 times as likely if:
 
** Has idea Naval Glory.
 
'''Rewards:'''
 
* Add navy tradition 25.
 
* Define advisor:
 
** Type Naval Reformer.
 
** Skill 3.
 
'''Success:'''
 
* Shipyard is at least 1.
 
'''Failure:'''
 
* Number of ports is less than 1.
 
=== Improve Key Defensive Position Small ===
 
'''Requirements:'''
 
* Has building Fort1.
 
* Has not building Fort2.
 
* Can build Fort2.
 
* Owner: Is not at war.
 
* Any neighbor province: Is not owned by Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2.0 times as likely if:
 
** Any neighbor province: Owner: Has casus belli against Country.
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
* 2.0 times as likely if:
 
** Any neighbor province: Owner: Has not religion group Country.
 
'''Rewards:'''
 
* Owner: Add army tradition 5.
 
'''Success:'''
 
* Has building Fort2.
 
'''Failure:'''
 
* Is not owned by Country.
 
=== Improve Key Defensive Position Medium ===
 
'''Requirements:'''
 
* Has building Fort2.
 
* Has not building Fort4.
 
* Can build Fort4.
 
* Owner: Is not at war.
 
* Any neighbor province: Is not owned by Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2.0 times as likely if:
 
** Any neighbor province: Owner: Has casus belli against Country.
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
* 2.0 times as likely if:
 
** Any neighbor province: Owner: Has not religion group Country.
 
'''Rewards:'''
 
* Owner: Add army tradition 5.
 
'''Success:'''
 
* Has building Fort4.
 
'''Failure:'''
 
* Is not owned by Country.
 
=== Improve Key Defensive Position Hard ===
 
'''Requirements:'''
 
* Has building Fort4.
 
* Has not building College.
 
* Has not building Arsenal.
 
* Has not building Naval Arsenal.
 
* Has not building Mint.
 
* Has not building Post Office.
 
* Has not building Fort6.
 
* Can build Fort6.
 
* Owner: Is not at war.
 
* Any neighbor province: Is not owned by Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2.0 times as likely if:
 
** Any neighbor province: Owner: Has casus belli against Country.
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
* 2.0 times as likely if:
 
** Any neighbor province: Owner: Has not religion group Country.
 
'''Rewards:'''
 
* Owner: Add army tradition 5.
 
'''Success:'''
 
* Has building Fort6.
 
'''Failure:'''
 
* Is not owned by Country.
 
=== Build Refinery ===
 
'''Requirements:'''
 
* Owner:
 
** Monthly income is at least 40.
 
** Is not at war.
 
* Can build Refinery.
 
* Has not building Refinery.
 
* Has not building Wharf.
 
* Has not building Textile.
 
* Has not building Weapons.
 
* Has not building Fine Arts Academy.
 
* Has not building University.
 
* Any of the following:
 
** Has trade goods Wine.
 
** Has trade goods Sugar.
 
* Is core.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
'''Rewards:'''
 
* Owner: Define advisor:
 
** Type Master Of Mint.
 
** Skill 2.
 
'''Success:'''
 
* Has building Refinery.
 
'''Failure:'''
 
* Any of the following:
 
** Has building Wharf.
 
** Has building Textile.
 
** Has building Weapons.
 
** Has building Fine Arts Academy.
 
** Has building University.
 
** Is not owned by Country.
 
=== Build Wharf ===
 
'''Requirements:'''
 
* Owner:
 
** Monthly income is at least 40.
 
** Is not at war.
 
* Can build Wharf.
 
* Has not building Refinery.
 
* Has not building Wharf.
 
* Has not building Textile.
 
* Has not building Weapons.
 
* Has not building Fine Arts Academy.
 
* Has not building University.
 
* Has trade goods Naval Supplies.
 
* Is core.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
'''Rewards:'''
 
* Owner: Define advisor:
 
** Type Naval Reformer.
 
** Skill 2.
 
'''Success:'''
 
* Has building Wharf.
 
'''Failure:'''
 
* Any of the following:
 
** Has building Refinery.
 
** Has building Textile.
 
** Has building Weapons.
 
** Has building Fine Arts Academy.
 
** Has building University.
 
** Is not owned by Country.
 
=== Build Weapons ===
 
'''Requirements:'''
 
* Owner:
 
** Monthly income is at least 40.
 
** Is not at war.
 
* Can build Weapons.
 
* Has not building Refinery.
 
* Has not building Wharf.
 
* Has not building Textile.
 
* Has not building Weapons.
 
* Has not building Fine Arts Academy.
 
* Has not building University.
 
* Any of the following:
 
** Has trade goods Copper.
 
** Has trade goods Iron.
 
* Is core.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
'''Rewards:'''
 
* Owner: Define advisor:
 
** Type Grand Captain.
 
** Skill 2.
 
'''Success:'''
 
* Has building Weapons.
 
'''Failure:'''
 
* Any of the following:
 
** Has building Refinery.
 
** Has building Textile.
 
** Has building Wharf.
 
** Has building Fine Arts Academy.
 
** Has building University.
 
** Is not owned by Country.
 
=== Build Textile ===
 
'''Requirements:'''
 
* Owner:
 
** Monthly income is at least 40.
 
** Is not at war.
 
* Can build Textile.
 
* Has not building Refinery.
 
* Has not building Wharf.
 
* Has not building Textile.
 
* Has not building Weapons.
 
* Has not building Fine Arts Academy.
 
* Has not building University.
 
* Any of the following:
 
** Has trade goods Wool.
 
** Has trade goods Cloth.
 
* Is core.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
'''Rewards:'''
 
* Owner: Define advisor:
 
** Type Natural Scientist.
 
** Skill 2.
 
'''Success:'''
 
* Has building Textile.
 
'''Failure:'''
 
* Any of the following:
 
** Has building Refinery.
 
** Has building Weapons.
 
** Has building Wharf.
 
** Has building Fine Arts Academy.
 
** Has building University.
 
** Is not owned by Country.
 
=== Build Fine Arts Academy ===
 
'''Requirements:'''
 
* Owner:
 
** Monthly income is at least 40.
 
** Is not at war.
 
* Can build Fine Arts Academy.
 
* Has not building Refinery.
 
* Has not building Wharf.
 
* Has not building Textile.
 
* Has not building Weapons.
 
* Has not building Fine Arts Academy.
 
* Has not building University.
 
* Is core.
 
* Base tax is at least 3.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
'''Rewards:'''
 
* Owner: Define advisor:
 
** Type Artist.
 
** Skill 2.
 
'''Success:'''
 
* Has building Fine Arts Academy.
 
'''Failure:'''
 
* Any of the following:
 
** Has building Refinery.
 
** Has building Weapons.
 
** Has building Wharf.
 
** Has building Textile.
 
** Has building University.
 
** Is not owned by Country.
 
=== Build University ===
 
'''Requirements:'''
 
* Owner:
 
** Monthly income is at least 40.
 
** Is not at war.
 
* Can build University.
 
* Has not building Refinery.
 
* Has not building Wharf.
 
* Has not building Textile.
 
* Has not building Weapons.
 
* Has not building Fine Arts Academy.
 
* Has not building University.
 
* Is core.
 
* Base tax is at least 3.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
'''Rewards:'''
 
* Owner: Define advisor:
 
** Type Philosopher.
 
** Skill 2.
 
'''Success:'''
 
* Has building University.
 
'''Failure:'''
 
* Any of the following:
 
** Has building Refinery.
 
** Has building Weapons.
 
** Has building Wharf.
 
** Has building Textile.
 
** Has building Fine Arts Academy.
 
** Is not owned by Country.
 
=== Construct Army ===
 
'''Requirements:'''
 
* Any of the following:
 
** Has not country flag Construct Army Mission.
 
** Had country flag:
 
*** Has flag Construct Army Mission.
 
*** Days is at least 7300.
 
* Army size percentage is less than 0.5.
 
* Is not emperor.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2.0 times as likely if:
 
** Is at war.
 
* 2.0 times as likely if:
 
** Army size percentage is less than 0.5.
 
* 2.0 times as likely if:
 
** Army size percentage is less than 0.3.
 
* 1.5 times as likely if:
 
** Has idea Grand Army.
 
* 1.5 times as likely if:
 
** Has idea Military Drill.
 
* 1.5 times as likely if:
 
** Has idea Engineer Corps.
 
* 1.5 times as likely if:
 
** Has idea Battlefield Commisions.
 
* 1.5 times as likely if:
 
** Has idea Glorious Arms.
 
* 2.0 times as likely if:
 
** Has idea National Conscripts.
 
* 2.0 times as likely if:
 
** Has idea Regimental System.
 
* 2.0 times as likely if:
 
** Has idea Napoleonic Warfare.
 
'''Rewards:'''
 
* Set country flag Construct Army Mission.
 
* Add army tradition 5.
 
* Add prestige 5.
 
'''Success:'''
 
* Army size percentage is at least 0.75.
 
'''Failure:'''
 
* No conditions.
 
=== Construct Navy ===
 
'''Requirements:'''
 
* Any owned province:
 
** Has port.
 
** Is core Country.
 
* Any of the following:
 
** Has not country flag Construct Navy Mission.
 
** Had country flag:
 
*** Has flag Construct Navy Mission.
 
*** Days is at least 7300.
 
* Navy size percentage is less than 0.5.
 
* Has not technology group Sub Saharan.
 
* Has not technology group New World.
 
* Has not technology group Nomad Group.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2.0 times as likely if:
 
** Is at war.
 
* 2.0 times as likely if:
 
** Navy size percentage is less than 0.5.
 
* 2.0 times as likely if:
 
** Navy size percentage is less than 0.3.
 
* 2.0 times as likely if:
 
** Has idea Press Gangs.
 
* 2.0 times as likely if:
 
** Has idea Grand Navy.
 
* 2.0 times as likely if:
 
** Has idea Sea Hawks.
 
* 2.0 times as likely if:
 
** Has idea Superior Seamanship.
 
* 2.0 times as likely if:
 
** Has idea Naval Fighting Instruction.
 
* 2.0 times as likely if:
 
** Has idea Excellent Shipwrights.
 
* 2.0 times as likely if:
 
** Has idea Naval Glory.
 
'''Rewards:'''
 
* Set country flag Construct Navy Mission.
 
* Add navy tradition 5.
 
* Add prestige 5.
 
'''Success:'''
 
* Navy size percentage is at least 0.75.
 
'''Failure:'''
 
* Any owned province:
 
** Has port.
 
** Is core Country.
 
=== Fortify Province ===
 
'''Requirements:'''
 
* Has not building Fort1.
 
* Can build Fort1.
 
* Owner: Is not at war.
 
* Is not colony.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2.0 times as likely if:
 
** Any neighbor province: Owner: Has casus belli against Country.
 
* 1.5 times as likely if:
 
** Is capital.
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
* 2.0 times as likely if:
 
** Any neighbor province: Owner: Has not religion group Country.
 
'''Rewards:'''
 
* Add province manpower 0.05.
 
* Owner: Add army tradition 1.
 
'''Success:'''
 
* Has building Fort1.
 
'''Failure:'''
 
* Is not owned by Country.
 
=== Rival Army ===
 
'''Requirements:'''
 
* Country: Has not army size Country.
 
* Has not alliance with Country.
 
* Is not subject of Country.
 
* Has not overlord of Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Country: MIL is at least 3.
 
'''Rewards:'''
 
* Country: Add army tradition 5.
 
'''Success:'''
 
* Country: Has army size Country.
 
'''Failure:'''
 
* Any of the following:
 
** Has alliance with Country.
 
** Is subject of Country.
 
** Has overlord of Country.
 
=== Rival Navy ===
 
'''Requirements:'''
 
* Country: Has not navy size Country.
 
* Has not alliance with Country.
 
* Is not subject of Country.
 
* Has not overlord of Country.
 
* Number of ports is at least 1.
 
* Country:
 
** Has not technology group Sub Saharan.
 
** Has not technology group New World.
 
** Has not technology group Nomad Group.
 
** Any owned province:
 
*** Has port.
 
*** Is core.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Country: MIL is at least 3.
 
'''Rewards:'''
 
* Country: Add navy tradition 5.
 
'''Success:'''
 
* Country: Has navy size Country.
 
'''Failure:'''
 
* Any of the following:
 
** Country: Any owned province:
 
*** Has port.
 
*** Is core.
 
** Has alliance with Country.
 
** Is subject of Country.
 
** Has overlord of Country.
 
=== Improve Tariff Mission ===
 
'''Requirements:'''
 
* Number of ports is at least 1.
 
* Tariff efficiency is less than 0.8.
 
* Overseas provinces percentage is at least 0.001.
 
* Has not technology group Sub Saharan.
 
* Has not technology group New World.
 
* Has not technology group Nomad Group.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2.0 times as likely if:
 
** Overseas provinces percentage is at least 0.2.
 
* 2.0 times as likely if:
 
** Overseas provinces percentage is at least 0.3.
 
* 2.0 times as likely if:
 
** Tariff efficiency is less than 0.5.
 
'''Rewards:'''
 
* Add country modifier Colonial Enthusiasm for 1.0 years:
 
** Colonist placement chance 0.05.
 
** Global colonial growth 25.
 
** Colonist time -0.33.
 
* Add navy tradition 2.
 
'''Success:'''
 
* Tariff efficiency is at least 1.0.
 
'''Failure:'''
 
* None of the following:
 
** Number of ports is at least 1.
 
** Overseas provinces percentage is at least 0.001.
 
== Culture Missions ==
 
=== Recover Abysmal Prestige ===
 
'''Requirements:'''
 
* Prestige is less than -50.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.05 times as likely if:
 
** Is at war.
 
** Has idea Naval Glory.
 
* 1.05 times as likely if:
 
** Is at war.
 
** Has idea Glorious Arms.
 
* 1.05 times as likely if:
 
** Has idea Patron Of Art.
 
* 1.05 times as likely if:
 
** Stability is less than 1.
 
* 1.05 times as likely if:
 
** Stability is less than 3.
 
'''Rewards:'''
 
* Add stability 1.
 
'''Success:'''
 
* Prestige is at least 0.
 
'''Failure:'''
 
* No conditions.
 
=== Improve Prestige ===
 
'''Requirements:'''
 
* Prestige is at least -25.
 
* Prestige is less than 25.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.05 times as likely if:
 
** Is at war.
 
** Has idea Naval Glory.
 
* 1.05 times as likely if:
 
** Is at war.
 
** Has idea Glorious Arms.
 
* 1.05 times as likely if:
 
** Has idea Patron Of Art.
 
* 1.05 times as likely if:
 
** Stability is less than 1.
 
* 1.05 times as likely if:
 
** Stability is less than 3.
 
'''Rewards:'''
 
* Add stability 1.
 
'''Success:'''
 
* Prestige is at least 50.
 
'''Failure:'''
 
* No conditions.
 
== Daimyo Missions ==
 
=== Restore Stability ===
 
'''Requirements:'''
 
* Has government Daimyo.
 
* Stability is less than 1.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 2 times as likely if:
 
** Stability is less than -2.
 
* 2 times as likely if:
 
** Stability is less than -1.
 
* 2 times as likely if:
 
** Stability is less than 0.
 
'''Rewards:'''
 
* Add prestige 5.
 
* Add years of income 0.1.
 
'''Success:'''
 
* Stability is at least 1.
 
'''Failure:'''
 
* No conditions.
 
=== View The Hanami ===
 
'''Requirements:'''
 
* Has government Daimyo.
 
* Prestige is less than 30.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 0.5 times as likely if:
 
** Stability is less than -2.
 
* 0.5 times as likely if:
 
** War exhaustion is at least 5.
 
* 0.5 times as likely if:
 
** Stability is less than -1.
 
'''Rewards:'''
 
* Add prestige 15.
 
'''Success:'''
 
* Prestige is at least 50.
 
'''Failure:'''
 
* No conditions.
 
=== Improve The Han ===
 
'''Requirements:'''
 
* Has government Daimyo.
 
* Inflation is at least 10.
 
* Inflation is less than 15.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* No modifiers.
 
'''Rewards:'''
 
* Add inflation -2.
 
* Add years of income 0.05.
 
'''Success:'''
 
* Inflation is less than 9.
 
'''Failure:'''
 
* Inflation is at least 15.
 
=== Sankin Kotai ===
 
'''Requirements:'''
 
* Has government Daimyo.
 
* Is not at war.
 
* Treasury is less than 250.
 
* Adm power is less than 100.
 
* JAP:
 
** Has government Shogunate.
 
** Has overlord of Country.
 
** Has opinion of Country at least -100.
 
** Has opinion of Country less than 50.
 
** Has opinion modifier:
 
*** Has WHO Country.
 
*** Has modifier Sankin Kotai.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* No modifiers.
 
'''Rewards:'''
 
* Add treasury -50.
 
* Add adm power -25.
 
* JAP: Opinion of us modified by 50.
 
'''Success:'''
 
* Treasury is at least 250.
 
* Adm power is at least 100.
 
'''Failure:'''
 
* Any of the following:
 
** JAP: Has opinion of Country less than -100.
 
** Has not vassal of JAP.
 
=== Strengthen The Bushido ===
 
'''Requirements:'''
 
* Has government Daimyo.
 
* Army tradition is less than 25.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 0.5 times as likely if:
 
** Army tradition is at least 15.
 
* 0.5 times as likely if:
 
** Overextension percentage is at least 0.05.
 
* 2 times as likely if:
 
** Legitimacy is less than 50.
 
'''Rewards:'''
 
* Add prestige 5.
 
* Add legitimacy 5.
 
'''Success:'''
 
* Army tradition is at least 25.
 
'''Failure:'''
 
* No conditions.
 
=== Support The Kabuki ===
 
'''Requirements:'''
 
* Has government Daimyo.
 
* Any of the following:
 
** Legitimacy is at least 75.
 
** Stability is at least 3.
 
** Prestige is at least 75.
 
* Year is at least 1600.
 
* Has not advisor Artist.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* No modifiers.
 
'''Rewards:'''
 
* Add legitimacy 5.
 
* Add prestige 5.
 
'''Success:'''
 
* Has advisor Artist.
 
'''Failure:'''
 
* No conditions.
 
=== Strengthen The Shinobi ===
 
'''Requirements:'''
 
* Has government Daimyo.
 
* Has not advisor Spymaster.
 
* Any owned province: Is not core Country.
 
* Has not idea Vetting.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 0.5 times as likely if:
 
** Overextension percentage is at least 0.045.
 
* 0.5 times as likely if:
 
** Overextension percentage is at least 0.1.
 
'''Rewards:'''
 
* Add legitimacy 5.
 
* Add prestige 5.
 
'''Success:'''
 
* Has advisor Spymaster.
 
* Has idea Vetting.
 
'''Failure:'''
 
* No conditions.
 
=== The Divine Wind ===
 
'''Requirements:'''
 
* Naval forcelimit is at least 20.
 
* Has government Daimyo.
 
* None of the following:
 
** Number of heavy ship is at least 10.
 
** Has idea Grand Navy.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 0.8 times as likely if:
 
** Number of ports is at least 10.
 
* 0.8 times as likely if:
 
** Number of ports is at least 15.
 
'''Rewards:'''
 
* Add navy tradition 20.
 
* Add prestige 10.
 
* Add adm power 30.
 
'''Success:'''
 
* Any of the following:
 
** Number of heavy ship is at least 15.
 
** Has idea Grand Navy.
 
'''Failure:'''
 
* No conditions.
 
== Diplomatic Missions ==
 
=== Get An Alliance Mission ===
 
'''Requirements:'''
 
* Country: Number of allies is less than 2.
 
* Number of allies is less than 2.
 
* Is not enemy Country.
 
* Is not at war.
 
* Has opinion of Country at least 10.
 
* Has not alliance with Country.
 
* Is not subject.
 
* Country: Is not subject.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.1 times as likely if:
 
** Has primary culture Country.
 
* 1.5 times as likely if:
 
** Has religion Country.
 
* 1.15 times as likely if:
 
** Country: DIP is at least 3.
 
* 0.85 times as likely if:
 
** Country: DIP is less than 2.
 
* 1.1 times as likely if:
 
** Number of cities is at least 10.
 
'''Rewards:'''
 
* Country:
 
** Add prestige 10.
 
** Add dip power 25.
 
'''Success:'''
 
* Has alliance with Country.
 
'''Failure:'''
 
* Any of the following:
 
** Has war with Country.
 
** Country: Number of allies is at least 3.
 
** Number of cities is less than 1.
 
=== Improve Relations Mission ===
 
'''Requirements:'''
 
* Is not at war.
 
* Has religion group Country.
 
* Has opinion of Country less than 50.
 
* Has opinion of Country at least 0.
 
* Has not government Daimyo.
 
* Has not government Shogunate.
 
* Any of the following:
 
** Is not subject.
 
** Overlord: Has TAG Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.25 times as likely if:
 
** Has primary culture Country.
 
* 1.1 times as likely if:
 
** Has religion Country.
 
* 1.1 times as likely if:
 
** Country: DIP is at least 3.
 
* 0.8 times as likely if:
 
** Country: DIP is less than 2.
 
'''Rewards:'''
 
* Country: Add prestige 3.
 
'''Success:'''
 
* Has opinion of Country at least 100.
 
'''Failure:'''
 
* Any of the following:
 
** Has war with Country.
 
** Has not exists.
 
=== Generic Annex Vassal Mission ===
 
'''Requirements:'''
 
* Country: Is not at war.
 
* Has vassal of Country.
 
* Has not number of cities Country.
 
* Has religion group Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.1 times as likely if:
 
** Country: DIP is at least 3.
 
* 1.1 times as likely if:
 
** Country: DIP is at least 5.
 
'''Rewards:'''
 
* Country:
 
** Add prestige 5.
 
** Add adm power 25.
 
'''Success:'''
 
* Has not exists.
 
* All target province: Is owned by Country.
 
'''Failure:'''
 
* Any of the following:
 
** Has not exists.
 
** Has not vassal of Country.
 
** Has not religion group Country.
 
=== Improve Reputation Mission ===
 
'''Requirements:'''
 
* Overextension percentage is at least 0.5.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.05 times as likely if:
 
** DIP is at least 3.
 
* 1.1 times as likely if:
 
** DIP is at least 5.
 
* 1.1 times as likely if:
 
** Overextension percentage is at least 0.75.
 
'''Rewards:'''
 
* Define advisor:
 
** Type Diplomat.
 
** Skill 3.
 
'''Success:'''
 
* Overextension percentage is less than 0.01.
 
'''Failure:'''
 
* No conditions.
 
=== Vassalize Mission ===
 
'''Requirements:'''
 
* Has not government Steppe Horde.
 
* Has not government Daimyo.
 
* Has not government Shogunate.
 
* Is not subject.
 
* Has not regency.
 
* Country:
 
** Is not subject.
 
** Has not government Steppe Horde.
 
** Has not government Daimyo.
 
** Number of cities is at least 5.
 
* Number of cities is less than 4.
 
* Has religion group Country.
 
* Has not war with Country.
 
* Has not alliance with Country.
 
* Has opinion of Country at least 50.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.15 times as likely if:
 
** Has primary culture Country.
 
* 1.1 times as likely if:
 
** Has religion Country.
 
* 1.1 times as likely if:
 
** Capital scope: Base tax is at least 5.
 
* 1.1 times as likely if:
 
** Number of cities is less than 2.
 
'''Rewards:'''
 
* Country:
 
** Add dip power 25.
 
** Add adm power 25.
 
* Hidden effect: Remove casus belli:
 
** Type Cb Vassalize Mission.
 
** Target Country.
 
'''Success:'''
 
* Has vassal of Country.
 
'''Failure:'''
 
* Any of the following:
 
** Number of cities is less than 1.
 
** All of the following:
 
*** Is subject.
 
*** Has not vassal of Country.
 
=== Royal Marriage Mission ===
 
'''Requirements:'''
 
* Is not at war.
 
* Country:
 
** Has government Monarchy.
 
** Is not subject.
 
* Has government Monarchy.
 
* Has religion group Country.
 
* Is not subject.
 
* None of the following:
 
** Has marriage with Country.
 
** Has war with Country.
 
* Has opinion of Country at least 10.
 
* Has not government Daimyo.
 
* Has not government Shogunate.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.12 times as likely if:
 
** Has primary culture Country.
 
* 1.03 times as likely if:
 
** Has religion Country.
 
* 1.1 times as likely if:
 
** Has opinion of Country at least 50.
 
* 1.1 times as likely if:
 
** Country: DIP is at least 3.
 
* 1.04 times as likely if:
 
** Has prestige Country.
 
* 1.08 times as likely if:
 
** Has not legitimacy Country.
 
'''Rewards:'''
 
* Country:
 
** Add prestige 5.
 
** Add dip power 25.
 
'''Success:'''
 
* Has marriage with Country.
 
'''Failure:'''
 
* Any of the following:
 
** Number of cities is less than 1.
 
** Has war with Country.
 
** Country: Any of the following:
 
*** Has not government Monarchy.
 
*** Is subject.
 
** Has not government Monarchy.
 
** Is subject.
 
=== Improve Relations With Rival ===
 
'''Requirements:'''
 
* Is not at war.
 
* Is rival Country.
 
* Has opinion of Country less than 0.
 
* Has not army size Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.05 times as likely if:
 
** Has primary culture Country.
 
* 1.05 times as likely if:
 
** Has not religion Country.
 
* 1.05 times as likely if:
 
** Has not religion group Country.
 
* 1.1 times as likely if:
 
** Country: DIP is at least 3.
 
* 0.9 times as likely if:
 
** Country: DIP is less than 2.
 
* 1.05 times as likely if:
 
** Has manpower Country.
 
'''Rewards:'''
 
* Country: Add dip power 25.
 
'''Success:'''
 
* Has opinion of Country at least 50.
 
'''Failure:'''
 
* Any of the following:
 
** Has war with Country.
 
** Has not exists.
 
== Economical Missions ==
 
=== Get Minor Cash Reserve ===
 
'''Requirements:'''
 
* Years of income is less than 0.5.
 
* Number of loans is less than 1.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* No modifiers.
 
'''Rewards:'''
 
* Add years of income 0.25.
 
'''Success:'''
 
* Years of income is at least 1.0.
 
'''Failure:'''
 
* Number of loans is at least 1.
 
=== Amass Wealth ===
 
'''Requirements:'''
 
* Treasury is less than 1000.
 
* Monthly income is at least 100.
 
* Treasury is at least 300.
 
* Is not at war.
 
* Number of loans is less than 1.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.02 times as likely if:
 
** Inflation is at least 1.
 
* 1.05 times as likely if:
 
** Has full idea group Economic Ideas.
 
* 1.02 times as likely if:
 
** Has full idea group Administrative Ideas.
 
'''Rewards:'''
 
* Add prestige 10.
 
* Add treasury 500.
 
'''Success:'''
 
* Treasury is at least 2000.
 
'''Failure:'''
 
* Any of the following:
 
** Treasury is less than 200.
 
** Number of loans is at least 1.
 
=== Recover Negative Stability ===
 
'''Requirements:'''
 
* Is not at war.
 
* Stability is less than 0.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.25 times as likely if:
 
** ADM is at least 3.
 
* 1.1 times as likely if:
 
** Stability is less than -2.
 
* 1.05 times as likely if:
 
** Stability is less than -1.
 
'''Rewards:'''
 
* Add prestige 5.
 
'''Success:'''
 
* Stability is at least 0.
 
'''Failure:'''
 
* No conditions.
 
=== Improve Economical Mismanagement ===
 
'''Requirements:'''
 
* Is not at war.
 
* Number of loans is at least 10.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.05 times as likely if:
 
** ADM is at least 2.
 
'''Rewards:'''
 
* Add inflation -1.
 
'''Success:'''
 
* Number of loans is less than 1.
 
'''Failure:'''
 
* Is bankrupt.
 
=== Restore Currency ===
 
'''Requirements:'''
 
* Inflation is at least 5.
 
* Inflation is less than 20.
 
* Has idea group Economic Ideas.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Has full idea group Economic Ideas.
 
* 1.1 times as likely if:
 
** Is bankrupt.
 
'''Rewards:'''
 
* Add country modifier Boom Economy for 5.0 years:
 
** Global trade income modifier 0.3.
 
** Prestige 3.
 
* Add inflation -1.
 
* Add prestige 10.
 
'''Success:'''
 
* Inflation is less than 1.
 
'''Failure:'''
 
* Inflation is at least 20.
 
=== Recover From Warexhaustion ===
 
'''Requirements:'''
 
* War exhaustion is at least 5.
 
* Is not at war.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.11 times as likely if:
 
** War exhaustion is at least 8.
 
* 1.17 times as likely if:
 
** War exhaustion is at least 12.
 
'''Rewards:'''
 
* Add prestige 10.
 
'''Success:'''
 
* War exhaustion is less than 1.
 
* Is not at war.
 
'''Failure:'''
 
* Is at war.
 
=== Buildup Manpower Reserves ===
 
'''Requirements:'''
 
* Max manpower is at least 5.
 
* Manpower percentage is less than 0.5.
 
* Is not at war.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.06 times as likely if:
 
** Manpower percentage is less than 0.4.
 
* 1.08 times as likely if:
 
** Manpower percentage is less than 0.3.
 
* 1.05 times as likely if:
 
** Manpower percentage is less than 0.2.
 
'''Rewards:'''
 
* Add prestige 5.
 
* Add army tradition 10.
 
'''Success:'''
 
* Manpower percentage is at least 0.9.
 
'''Failure:'''
 
* Is at war.
 
== Emperor Missions ==
 
=== Improved Relations With Electors ===
 
'''Requirements:'''
 
* Country: Is emperor.
 
* Is elector.
 
* Is not emperor.
 
* Has opinion of Country less than 50.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.05 times as likely if:
 
** Has opinion of Country less than 0.
 
* 1.07 times as likely if:
 
** Has preferred emperor Country.
 
* 1.04 times as likely if:
 
** Number of cities is at least 4.
 
* 1.2 times as likely if:
 
** Has religion Country.
 
* 1.15 times as likely if:
 
** Has primary culture Country.
 
* 1.05 times as likely if:
 
** Has dynasty Country.
 
* 1.02 times as likely if:
 
** Is neighbor of Country.
 
'''Rewards:'''
 
* Country:
 
** Add stability 1.
 
** Add imperial influence 5.
 
'''Success:'''
 
* Has opinion of Country at least 100.
 
'''Failure:'''
 
* Country: Is not emperor.
 
=== Become Emperor ===
 
'''Requirements:'''
 
* Is not emperor.
 
* Any of the following:
 
** Is elector.
 
** Capital scope: Is part of hre.
 
* Is not subject.
 
* Is not lesser in union.
 
* Has not regency.
 
* Has government Monarchy.
 
* Number of cities is at least 4.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.25 times as likely if:
 
** Number of cities is at least 8.
 
* 1.5 times as likely if:
 
** Number of cities is at least 12.
 
* 1.1 times as likely if:
 
** Has culture group Germanic.
 
'''Rewards:'''
 
* Add stability 1.
 
* Add imperial influence 10.
 
'''Success:'''
 
* Is emperor.
 
'''Failure:'''
 
* Has regency.
 
== Government Missions ==
 
=== Go Legitimate ===
 
'''Requirements:'''
 
* Has government Monarchy.
 
* Has not regency.
 
* Legitimacy is less than 90.
 
* Is not at war.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.05 times as likely if:
 
** Legitimacy is less than 50.
 
* 1.05 times as likely if:
 
** Legitimacy is less than 60.
 
* 1.05 times as likely if:
 
** Legitimacy is less than 70.
 
* 1.05 times as likely if:
 
** Legitimacy is less than 80.
 
'''Rewards:'''
 
* Add prestige 10.
 
* Add adm power 25.
 
'''Success:'''
 
* Legitimacy is at least 100.
 
'''Failure:'''
 
* Any of the following:
 
** Has not government Monarchy.
 
** Has regency.
 
=== Make Core Province ===
 
'''Requirements:'''
 
* Is not core Owner.
 
* Owner: Is not at war.
 
* Is not colony.
 
* Has not construction Core.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
'''Rewards:'''
 
* Owner: Add adm power 10.
 
'''Success:'''
 
* Is core Owner.
 
'''Failure:'''
 
* Is not owned by Country.
 
=== Change Province Culture ===
 
'''Requirements:'''
 
* Has not owner culture.
 
* Has not owner accepted culture.
 
* Is core Owner.
 
* Has owner religion.
 
* Owner: Is not at war.
 
* Is not colony.
 
* Has not construction Culture.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Base tax is at least 5.
 
* 1.5 times as likely if:
 
** Owner: Has not accepted culture Country.
 
* 0.75 times as likely if:
 
** Owner: Has culture group Country.
 
'''Rewards:'''
 
* Owner: Add dip power 10.
 
'''Success:'''
 
* Has culture Owner.
 
'''Failure:'''
 
* Is not owned by Country.
 
== Religious Missions ==
 
=== Convert Province Mission ===
 
'''Requirements:'''
 
* Country:
 
** Is not at war.
 
** Number of missionaries is at least 1.
 
* Has not religion Country.
 
* Has not province modifier Religious Migration.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.05 times as likely if:
 
** Country: Has idea group Religious Ideas.
 
* 1.05 times as likely if:
 
** Country: Number of missionaries is at least 2.
 
* 1.05 times as likely if:
 
** Country: Is defender of faith.
 
'''Rewards:'''
 
* Owner: Add prestige 10.
 
'''Success:'''
 
* Has religion Country.
 
'''Failure:'''
 
* Any of the following:
 
** Has province modifier Religious Migration.
 
** Is not owned by Country.
 
=== Achive Religious Unity ===
 
'''Requirements:'''
 
* Religious unity is less than 1.
 
* Has not idea Ecumenism.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.1 times as likely if:
 
** Is defender of faith.
 
* 1.1 times as likely if:
 
** Has idea group Religious Ideas.
 
* 1.1 times as likely if:
 
** Religious unity is less than 0.5.
 
* 1.1 times as likely if:
 
** Religious unity is less than 0.6.
 
* 1.1 times as likely if:
 
** Religious unity is less than 0.7.
 
* 1.1 times as likely if:
 
** Religious unity is less than 0.8.
 
* 1.5 times as likely if:
 
** Has idea Devoutness.
 
'''Rewards:'''
 
* Add prestige 10.
 
* Add adm power 25.
 
* Add dip power 25.
 
'''Success:'''
 
* Religious unity is at least 1.
 
'''Failure:'''
 
* Has idea Ecumenism.
 
== Revolts ==
 
=== Defeat Rebels Mission ===
 
'''Requirements:'''
 
* Is not at war.
 
* Number of revolts is at least 1.
 
* Stability is less than 3.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.1 times as likely if:
 
** Revolt percentage is at least 0.25.
 
* 1.2 times as likely if:
 
** Revolt percentage is at least 0.5.
 
* 1.5 times as likely if:
 
** Revolt percentage is at least 0.7.
 
'''Rewards:'''
 
* Add stability 2.
 
'''Success:'''
 
* Number of revolts is less than 1.
 
'''Failure:'''
 
* Is at war.
 
== Trade Missions ==
 
=== Gain Tradepost In China ===
 
'''Requirements:'''
 
* Is not at war.
 
* Capital scope: Has continent Europe.
 
* Number of ports is at least 6.
 
* Chinaware is less than 1.
 
* Chinese coast:
 
** Has port.
 
** Has range Country.
 
** Has discovered Country.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.15 times as likely if:
 
** Has full idea group Naval Ideas.
 
* 1.1 times as likely if:
 
** Has full idea group Expansion Ideas.
 
* 1.05 times as likely if:
 
** Has full idea group Exploration Ideas.
 
* 1.12 times as likely if:
 
** Any owned province: Has continent Asia.
 
'''Rewards:'''
 
* Add prestige 10.
 
* Add adm power 50.
 
'''Success:'''
 
* Chinaware is at least 1.
 
'''Failure:'''
 
* Number of ports is less than 1.
 
=== Increase Spices Trade ===
 
'''Requirements:'''
 
* Is not at war.
 
* Capital scope: Any of the following:
 
** Has continent Europe.
 
** Has continent Africa.
 
* Number of ports is at least 3.
 
* Spices is at least 1.
 
* Spices is less than 3.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.15 times as likely if:
 
** Has full idea group Naval Ideas.
 
* 1.1 times as likely if:
 
** Has full idea group Expansion Ideas.
 
* 1.05 times as likely if:
 
** Has full idea group Exploration Ideas.
 
'''Rewards:'''
 
* Add prestige 10.
 
* Add adm power 50.
 
'''Success:'''
 
* Spices is at least 3.
 
'''Failure:'''
 
* Number of ports is less than 1.
 
=== Earn More From Trade ===
 
'''Requirements:'''
 
* Is not at war.
 
* Number of merchants is at least 3.
 
* Trade income percentage is less than 0.55.
 
* Has not last mission Earn More From Trade.
 
'''Chance of appearing:'''
 
* Base weight: 1000
 
* 1.5 times as likely if:
 
** Has full idea group Expansion Ideas.
 
* 1.5 times as likely if:
 
** Has full idea group Trade Ideas.
 
'''Rewards:'''
 
* Add prestige 10.
 
* Add mercantilism 0.01.
 
'''Success:'''
 
* Trade income percentage is at least 0.6.
 
'''Failure:'''
 
* No conditions.
 

Revision as of 13:13, 1 July 2020

The generic mission tree[1] 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.

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 −5% land maintenance modifier
Mission conquer 50 development.png Expand Nation Country's Development.png total development has grown by at least 50 The Capital.png 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 has 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:
  • Administrative power.png 50 administrative power
  • Diplomatic power.png 50 diplomatic 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:
  • Heavy ship.png 10 heavy ships
  • Galley.png 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 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 3 trade companies which are not on the same continent as the capital, with each having at least 5 provinces 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's 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 Gold Icon.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 total development Country gains Prestige.png 30 prestige

Country gets “Imperial Ambition” for Time Icon.png 25 years, giving the following effect:

  • Years of separatism.png −5 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.