Generic missions

From Europa Universalis 4 Wiki
Revision as of 03:56, 26 August 2013 by Evil4Zerggin (talk | contribs) (Created page with "These missions are not tied to a specific country, culture, or religion. == Anti Rival Missions == === Claim On Rival === '''Requirements:''' * Country: ** Is not subject. **...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

These missions are not tied to a specific country, culture, or religion.

Contents

Anti Rival Missions

Claim On Rival

Requirements:

  • Country:
    • Is not subject.
    • Has not regency.
  • Owner: Country: Is rival Them.
  • None of the following:
    • Is core Country.
    • Is claim Country.
  • Any of the following:
    • Is not capital.
    • Owner: Number of cities is less than 2.

Chance of appearing:

  • Base weight: 1000
  • 1.2 times as likely if:
    • Country: MIL is at least 5.
  • 1.5 times as likely if:
    • Country: MIL is at least 7.
  • 0.5 times as likely if:
    • Owner: Country: Has casus belli against Them.

Rewards:

  • Country:
    • Add prestige 5.
    • Add mil power 25.

Success:

  • Is claim Country.

Failure:

  • Any of the following:
    • Is core Country.
    • Is claim Country.
    • Is capital.
  • Any neighbor province: Is not owned by Country.
  • Country: Any of the following:
    • Is subject.
    • Has regency.

Take From Rival

Requirements:

  • Country:
    • Is not subject.
    • Has not regency.
  • Owner: Country: Is rival Them.
  • Any of the following:
    • Is core Country.
    • Is claim 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.
  • 1.2 times as likely if:
    • Country: MIL is at least 5.
  • 0.5 times as likely if:
    • Country: MIL is less than 2.
  • 0.1 times as likely if:
    • Owner: Has truce with Country.

Rewards:

  • Country:
    • Add prestige 10.
    • Add adm power 25.

Success:

  • Is owned by Country.

Failure:

  • Country: Any of the following:
    • Is subject.
    • Has regency.
  • None of the following:
    • Is core Country.
    • Is claim Country.

Take From Rival Culture

Requirements:

  • Country:
    • Is not subject.
    • Is not at war.
  • Has culture Country.
  • Owner:
    • Has not primary culture Country.
    • Country: Is rival Them.
  • Owner: Has not alliance with Country.
  • 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
  • 1.5 times as likely if:
    • Has religion Country.
  • 1.2 times as likely if:
    • Country: MIL is at least 5.
  • 0.5 times as likely if:
    • Country: MIL is less than 2.
  • 0.1 times as likely if:
    • Owner: Has truce with Country.

Rewards:

  • Country:
    • Add prestige 10.
    • Add adm power 25.

Success:

  • Is owned by Country.

Failure:

  • Any of the following:
    • Has not culture Country.
    • Owner: Has alliance with Country.
    • Owner: Has primary culture Country.

Take From Rival Religion

Requirements:

  • Country:
    • Is not subject.
    • Is not at war.
  • Owner: Country: Is rival Them.
  • Has religion Country.
  • Owner: Has not religion Country.
  • Owner: Has not alliance with Country.
  • Has discovered Country.

Chance of appearing:

  • Base weight: 1000
  • 1.5 times as likely if:
    • Has culture Country.
  • 2 times as likely if:
    • Country: Is defender of faith.
  • 1.2 times as likely if:
    • Country: MIL is at least 5.
  • 0.5 times as likely if:
    • Country: MIL is less than 2.
  • 0.1 times as likely if:
    • Owner: Has truce with Country.

Rewards:

  • Country:
    • Add prestige 10.
    • Add adm power 25.

Success:

  • Is owned by Country.

Failure:

  • Any of the following:
    • Has not religion Country.
    • Owner: Has alliance with Country.
    • Owner: Has religion Country.

Insult Rival

Requirements:

  • Country:
    • Has not always.
    • Is not subject.
    • Is not at war.
  • Any of the following:
    • Has not number of infantry Country.
    • Is not neighbor of Country.

Chance of appearing:

  • 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.