Difference between revisions of "Military events"

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m (army professionalism icons)
(refactoring to full sentences)
Line 11: Line 11:
 
| event_text = The establishment of a permanent recruiting area for armies of the age has made it much easier for us to extract men from the population to serve in the army.
 
| event_text = The establishment of a permanent recruiting area for armies of the age has made it much easier for us to extract men from the population to serve in the army.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Is a lucky nation: '''×2'''
+
The country:
* Ruler's {{icon|mil|24px}} military skill is less than 1: '''×0.66'''
+
* is a [[lucky nation]]: {{green|×2}}
| trigger =  
+
The country's [[ruler]]:
* Year is 1600 or later
+
* has a [[military skill]] of less than 1: {{red|×0.66}}
 +
| trigger = The year is 1600 or later.
 
| options =  
 
| options =  
 
{{Option
 
{{Option
 
| option_text = Draft citizens
 
| option_text = Draft citizens
| effect = One random owned province gains {{icon|manpower|24px}} {{green|1}} base manpower.
+
| effect = One random province owned by the country gains {{icon|manpower|24px}} {{green|1}} base manpower.
 
}}
 
}}
 
{{Option
 
{{Option
 
| option_text = Mass draft with financial incentive
 
| option_text = Mass draft with financial incentive
 
| effect =
 
| effect =
* Lose {{icon|ducats|24px}} {{red|60}} ducats.
+
* The country loses {{icon|ducats|24px}} {{red|60}} ducats.
* One random owned province gains {{icon|manpower|24px}} {{green|2}} base manpower.
+
* One random province owned by the country gains {{icon|manpower|24px}} {{green|2}} base manpower.
 
}}
 
}}
 
}}
 
}}
Line 35: Line 36:
 
| event_text = During the period 1450-1600, Italian siege engineers were highly sought after to teach the ways of the trace Italienne to the militaries of Europe. In most cases, these engineers had no national identity and simply worked for whoever could afford to pay them.
 
| event_text = During the period 1450-1600, Italian siege engineers were highly sought after to teach the ways of the trace Italienne to the militaries of Europe. In most cases, these engineers had no national identity and simply worked for whoever could afford to pay them.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Has {{icon|defensive|24px}} Defensive idea 5 ''"Defensive Mentality"'': '''×2'''
+
The country:
* Has {{icon|offensive|24px}} Offensive idea 5 ''"Engineer Corps"'': '''×0.66'''
+
* has the [[defensive]] idea 5 ''"Defensive Mentality"'': {{green|×2}}
| immediate = A random known country with a {{icon|culture|24px}} culture in the Latin group becomes the ''italian_engineer_country'' target.
+
* has the [[offensive]] idea 5 ''"Engineer Corps"'': {{red|×0.66}}
 +
| immediate = A random known country with a culture in the [[Culture#Latin|Latin]] group becomes the ''italian_engineer_country'' target.
 
| trigger =  
 
| trigger =  
* Capital is in Europe
+
* The country has its [[capital]] in Europe.
* Any known country has a {{icon|culture|24px}} culture in the Latin group
+
* Any known country has a culture in the [[Culture#Latin|Latin]] group.
 
| options conditions = yes
 
| options conditions = yes
 
| options =  
 
| options =  
Line 47: Line 49:
 
| trigger = always
 
| trigger = always
 
| option_text = Hire the engineer.
 
| option_text = Hire the engineer.
| effect =
+
| effect = The country:
* Gain {{icon|mil|24px}} {{green|40}} military power
+
* gains{{icon|mil|24px}} {{green|40}} military power.
* Lose {{icon|ducats|24px}} ducats equal to {{red|0.25}} years of income.
+
* loses {{icon|ducats|24px}} ducats equal to {{red|0.25}} years of income.
* A skill 2 {{icon|military engineer|24px}} Military Engineer advisor with the culture and religion of the ''italian_engineer_country'' target becomes available.  This advisor is 50% cheaper to hire.
+
* has a skill 2 {{icon|military engineer|24px}} military engineer advisor with the culture and religion of the ''italian_engineer_country'' target become available.  This advisor is 50% cheaper to hire.
 
}}
 
}}
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
 
| option_text = Decline the offer.
 
| option_text = Decline the offer.
| effect =
+
| effect = The country loses {{icon|prestige|24px}} {{red|5}} prestige.
* Lose {{icon|prestige|24px}} {{red|5}} prestige
 
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Fierce Negotiator|Fierce Negotiator]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Fierce Negotiator|Fierce Negotiator]] {{DLC-only|personality}}.
 
|option_text = Renegotiate the price.
 
|option_text = Renegotiate the price.
 
|highlight = yes
 
|highlight = yes
|effect =  
+
|effect = The country:
* Gain {{icon|mil|24px}} {{green|40}} military power
+
* gains {{icon|mil|24px}} {{green|40}} military power.
* Lose {{icon|ducats|24px}} ducats equal to {{red|0.15}} years of income.
+
* loses {{icon|ducats|24px}} ducats equal to {{red|0.15}} years of income.
* A skill 2 {{icon|military engineer|24px}} Military Engineer advisor with the culture and religion of the ''italian_engineer_country'' target becomes available.  This advisor is 50% cheaper to hire.
+
* has a skill 2 {{icon|military engineer|24px}} military engineer advisor with the culture and religion of the ''italian_engineer_country'' target become available.  This advisor is 50% cheaper to hire.
 
|end}}
 
|end}}
 
}}
 
}}
Line 75: Line 76:
 
| event_text = Maurice of Orange pioneered new drills for firearms that made the new weapons much more effective. This drill technique was not a secret and numerous military entrepreneurs learned the drill and placed their service at the disposal of the crowned heads of Europe.
 
| event_text = Maurice of Orange pioneered new drills for firearms that made the new weapons much more effective. This drill technique was not a secret and numerous military entrepreneurs learned the drill and placed their service at the disposal of the crowned heads of Europe.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Has a level 3 {{icon|army reformer|24px}} Army Reformer advisor: '''×2'''
+
The country:
* Is a lucky nation: '''×0.5'''
+
* has a level 3 [[army reformer]] advisor: {{green|×2}}
* Does ''not'' have {{icon|army reformer|24px}} Army Reformer advisor: '''×0.66'''
+
* is a [[lucky nation]]: {{red|×0.5}}
 +
* does ''not'' have an [[army reformer]] advisor: {{red|×0.66}}
 
| trigger =  
 
| trigger =  
* Capital is in Europe
+
* The country has its [[capital]] in Europe.
* Any known country has Dutch as the {{icon|primary culture|24px}} primary culture
+
* Any known country has [[Culture#Germanic|Dutch]] as the primary culture.
| immediate = A random known country with Dutch as its {{icon|primary culture|24px}} primary culture becomes the ''drill_instructor_country'' target.
+
| immediate = A random known country with [[Culture#Germanic|Dutch]] as its primary culture becomes the ''drill_instructor_country'' target.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 88: Line 90:
 
| trigger = always
 
| trigger = always
 
| option_text = Hire him.
 
| option_text = Hire him.
| effect =
+
| effect = The country:
* Gain {{icon|army professionalism|24px}} {{green|2%}} {{DLC-only|army professionalism}}.
+
* gains {{icon|army professionalism|24px}} {{green|2%}} {{DLC-only|army professionalism}}.
* Lose {{icon|ducats|24px}} ducats equal to {{red|0.25}} years of income.
+
* loses {{icon|ducats|24px}} ducats equal to {{red|0.25}} years of income.
* A skill 2 {{icon|army reformer|24px}} Army Reformer advisor with the culture and religion of the ''drill_instructor_country'' target becomes available.  This advisor is 50% cheaper to hire.
+
* has a skill 2 {{icon|army reformer|24px}} army reformer advisor with the culture and religion of the ''drill_instructor_country'' target become available.  This advisor is 50% cheaper to hire.
 
}}
 
}}
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
 
| option_text = Decline the offer.
 
| option_text = Decline the offer.
| effect = Lose {{icon|prestige|24px}} {{red|5}} prestige.
+
| effect = The country loses {{icon|prestige|24px}} {{red|5}} prestige.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Fierce Negotiator|Fierce Negotiator]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Fierce Negotiator|Fierce Negotiator]] {{DLC-only|personality}}.
 
|option_text = Renegotiate the price.
 
|option_text = Renegotiate the price.
 
|highlight = yes
 
|highlight = yes
|effect =  
+
|effect = The country:
* Gain {{icon|army professionalism|24px}} {{green|2%}} {{DLC-only|army professionalism}}.
+
* gains {{icon|army professionalism|24px}} {{green|2%}} {{DLC-only|army professionalism}}.
* Lose {{icon|ducats|24px}} ducats equal to {{red|0.15}} years of income.
+
* loses {{icon|ducats|24px}} ducats equal to {{red|0.15}} years of income.
* A skill 2 {{icon|army reformer|24px}} Army Reformer advisor with the culture and religion of the ''drill_instructor_country'' target becomes available.  This advisor is 50% cheaper to hire.
+
* has a skill 2 {{icon|army reformer|24px}} army reformer advisor with the culture and religion of the ''drill_instructor_country'' target become available.  This advisor is 50% cheaper to hire.
 
|end}}
 
|end}}
 
}}
 
}}
Line 115: Line 117:
 
| event_text = Lately, our focus has been primarily army oriented. Perhaps we shouldn't overlook the possibility of a strong navy and invest more time in naval research.
 
| event_text = Lately, our focus has been primarily army oriented. Perhaps we shouldn't overlook the possibility of a strong navy and invest more time in naval research.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Has {{icon|offensive|24px}} Offensive idea 6 ''"Grand Army"'': '''×2'''
+
The country:
* Is a lucky nation: '''×0.5'''
+
* has the [[offensive]] idea 6 ''"Grand Army"'': {{green|×2}}
* Has {{icon|maritime|24px}} Maritime idea 3 ''"Sheltered Ports"'': '''×0.66'''
+
* is a [[lucky nation]]: {{red|×0.5}}
| trigger =  
+
* has the [[maritime]] idea 3 ''"Sheltered Ports"'': {{red|×0.66}}
* {{icon|navy tradition|24px}} Navy tradition is at least 10
+
| trigger = The country:
* {{icon|navy tradition|24px}} Navy tradition is less than 40
+
* has a [[navy tradition]] of at least 10.
* {{icon|army tradition|24px}} Army tradition is at least 40
+
* has a [[navy tradition]] of less than 40.
 +
* has an [[army tradition]] of at least 40.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 128: Line 131:
 
| trigger = always
 
| trigger = always
 
| option_text = This is good, land is where it's at.
 
| option_text = This is good, land is where it's at.
| effect =
+
| effect = The country:
* Lose {{icon|navy tradition|24px}} {{red|20}} navy tradition.
+
* loses {{icon|navy tradition|24px}} {{red|20}} navy tradition.
* Gain {{icon|army tradition|24px}} {{green|10}} army tradition.
+
* gains {{icon|army tradition|24px}} {{green|10}} army tradition.
 
}}
 
}}
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
 
| option_text = We must stop this deterioration.
 
| option_text = We must stop this deterioration.
| effect =
+
| effect = The country gains {{icon|navy tradition|24px}} {{red|5}} navy tradition.
* Lose {{icon|navy tradition|24px}} {{red|5}} navy tradition.
 
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Navigator|Navigator]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Navigator|Navigator]] {{DLC-only|personality}}.
 
|option_text = Promote the Navy.
 
|option_text = Promote the Navy.
 
|highlight = yes
 
|highlight = yes
|effect = Gain {{icon|navy tradition|24px}} {{green|5}} navy tradition.
+
|effect = The country gains {{icon|navy tradition|24px}} {{green|5}} navy tradition.
 
|end}}
 
|end}}
 
}}
 
}}
Line 152: Line 154:
 
| event_text = Lately, our focus has been primarily naval oriented. Perhaps we shouldn't overlook the possibility of a strong army and invest more time in army research.
 
| event_text = Lately, our focus has been primarily naval oriented. Perhaps we shouldn't overlook the possibility of a strong army and invest more time in army research.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Has activated the {{icon|maritime|24px}} Maritime idea group: '''×5'''
+
The country:
* Is a lucky nation: '''×0.5'''
+
* has activated the [[maritime]] idea group: {{green|×5}}
* Has idea ''"Grand Army"'': '''×0.66'''
+
* is a [[lucky nation]]: {{red|×0.5}}
| trigger =  
+
* has the [[offensive]] idea 6 ''"Grand Army"'': {{red|×0.66}}
* Has at least 1 port
+
| trigger = The country:
* {{icon|army tradition|24px}} Army tradition is at least 10
+
* has at least 1 [[port]].
* {{icon|army tradition|24px}} Army tradition is less than 40
+
* has [[army tradition]] of at least 10.
* {{icon|navy tradition|24px}} Navy tradition is at least 40
+
* has [[army tradition]] of less than 40.
* Is ''not'' primitive
+
* has [[navy tradition]] of at least 40.
 +
* is ''not'' [[primitive]].
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 167: Line 170:
 
| trigger = always
 
| trigger = always
 
| option_text = The fleet is our wooden wall!
 
| option_text = The fleet is our wooden wall!
| effect =
+
| effect = The country:
* Lose {{icon|army tradition|24px}} {{red|20}} army tradition.
+
* loses {{icon|army tradition|24px}} {{red|20}} army tradition.
* Gain {{icon|navy tradition|24px}} {{green|10}} navy tradition.
+
* gains {{icon|navy tradition|24px}} {{green|10}} navy tradition.
 
}}
 
}}
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
 
| option_text = We must stop this deterioration.
 
| option_text = We must stop this deterioration.
| effect =
+
| effect = The country loses {{icon|army tradition|24px}} {{red|5}} army tradition.
* Lose {{icon|army tradition|24px}} {{red|5}} army tradition.
 
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Strict|Strict]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Strict|Strict]] {{DLC-only|personality}}.
 
|option_text = The [Monarch.GetTitle] expects better of you!
 
|option_text = The [Monarch.GetTitle] expects better of you!
 
|highlight = yes
 
|highlight = yes
|effect = Gain {{icon|army tradition|24px}} {{green|5}} army tradition.
+
|effect = The country gains {{icon|army tradition|24px}} {{green|5}} army tradition.
 
|end}}
 
|end}}
 
}}
 
}}
Line 191: Line 193:
 
| event_text = We have two factions of the military who are very close to breaking out in a civil war over what tactics our country should endorse. We need to back one of them, to end the bickering.
 
| event_text = We have two factions of the military who are very close to breaking out in a civil war over what tactics our country should endorse. We need to back one of them, to end the bickering.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
| trigger =  
+
| trigger = The country:
* Does ''not'' have country modifier ''"Increased Defensive"''
+
* does ''not'' have the modifier ''"Increased Defensive"''.
* Does ''not'' have country modifier ''"Increased Offensive"''
+
* does ''not'' have the modifier ''"Increased Offensive"''.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 200: Line 202:
 
| option_text = The forts are our strength!
 
| option_text = The forts are our strength!
 
| effect =
 
| effect =
Gain country modifier ''"Increased Defensive"'' for 10 years, with the following effect:
+
The country gains the modifier ''"Increased Defensive"'' for 10 years, with the following effect:
: {{icon|fort defense|24px}} {{green|+20%}} Fort defense.
+
: {{icon|fort defense|24px}} {{green|+20%}} fort defense
 
}}
 
}}
 
{{Option
 
{{Option
Line 207: Line 209:
 
| option_text = We must always attack!
 
| option_text = We must always attack!
 
| effect =
 
| effect =
Gain country modifier ''"Increased Offensive"'' for 10 years, with the following effect:
+
The country gains the modifier ''"Increased Offensive"'' for 10 years, with the following effect:
: {{icon|siege ability|24px}} {{green|+10%}} Siege ability.
+
: {{icon|siege ability|24px}} {{green|+10%}} siege ability
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Martial Educator|Martial Educator]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Martial Educator|Martial Educator]] {{DLC-only|personality}}.
 
|option_text = Attempt to combine the best aspects of both schools.
 
|option_text = Attempt to combine the best aspects of both schools.
 
|highlight = yes
 
|highlight = yes
 
|effect =  
 
|effect =  
*Gain country modifier ''"Increased Defensive"'' for 5 years, with the following effect:
+
The country gains the modifier ''"Increased Defensive"'' for 5 years, with the following effect:
*: {{icon|fort defense|24px}} {{green|+20%}} Fort defense.
+
: {{icon|fort defense|24px}} {{green|+20%}} fort defense
*Gain country modifier ''"Increased Offensive"'' for 5 years, with the following effect:
+
The country gains the modifier ''"Increased Offensive"'' for 5 years, with the following effect:
*: {{icon|siege ability|24px}} {{green|+10%}} Siege ability.
+
: {{icon|siege ability|24px}} {{green|+10%}} siege ability
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Bold Fighter|Bold Fighter]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Bold Fighter|Bold Fighter]] {{DLC-only|personality}}.
 
|option_text = The [Monarch.GetTitle] favors offense.
 
|option_text = The [Monarch.GetTitle] favors offense.
 
|highlight = yes
 
|highlight = yes
 
|effect =  
 
|effect =  
*Gain country modifier ''"Increased Offensive"'' for 15 years, with the following effect:
+
The country gains the modifier ''"Increased Offensive"'' for 15 years, with the following effect:
*: {{icon|siege ability|24px}} {{green|+10%}} Siege ability.
+
: {{icon|siege ability|24px}} {{green|+10%}} siege ability
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Tactical Genius|Tactical Genius]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Tactical Genius|Tactical Genius]] {{DLC-only|personality}}.
 
|option_text = The [Monarch.GetTitle] favors defense.
 
|option_text = The [Monarch.GetTitle] favors defense.
 
|highlight = yes
 
|highlight = yes
 
|effect =  
 
|effect =  
*Gain country modifier ''"Increased Defensive"'' for 15 years, with the following effect:
+
The country gains the modifier ''"Increased Defensive"'' for 15 years, with the following effect:
*: {{icon|fort defense|24px}} {{green|+20%}} Fort defense.
+
: {{icon|fort defense|24px}} {{green|+20%}} fort defense
 
|end}}
 
|end}}
 
}}
 
}}
Line 244: Line 246:
 
| event_text = Our realm has been ravaged by war, and the people, from the highest noble down to the poorest serf, are tired of it. We need to enact some temporary laws to let our country recover quicker.
 
| event_text = Our realm has been ravaged by war, and the people, from the highest noble down to the poorest serf, are tired of it. We need to enact some temporary laws to let our country recover quicker.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Is a lucky nation: '''×0.5'''
+
The country:
| trigger =  
+
* is a [[lucky nation]]: {{red|×0.5}}
* {{icon|war exhaustion|24px}} War exhaustion is at least {{red|5}}
+
| trigger = The country:
* Is ''not'' at war
+
* has [[war exhaustion]] of at least {{red|5}}.
 +
* is ''not'' at war.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 254: Line 257:
 
| trigger = always
 
| trigger = always
 
| option_text = Enact Strong Laws
 
| option_text = Enact Strong Laws
| effect =
+
| effect = The country:
* Lose {{icon|war exhaustion|24px}} {{green|3}} war exhaustion.
+
* loses {{icon|war exhaustion|24px}} {{green|3}} war exhaustion.
* Gain {{icon|inflation|24px}} {{red|1%}} inflation.
+
* gains {{icon|inflation|24px}} {{red|1%}} inflation.
 
}}
 
}}
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
 
| option_text = Be more lenient.
 
| option_text = Be more lenient.
| effect = Lose {{icon|war exhaustion|24px}} {{green|1}} war exhaustion.
+
| effect = The country loses {{icon|war exhaustion|24px}} {{green|1}} war exhaustion.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Kind Hearted|Kind Hearted]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Kind Hearted|Kind Hearted]] {{DLC-only|personality}}.
 
|option_text = Those poor people...
 
|option_text = Those poor people...
 
|highlight = yes
 
|highlight = yes
|effect = Lose {{icon|war exhaustion|24px}} {{green|2}} war exhaustion.
+
|effect = The country loses {{icon|war exhaustion|24px}} {{green|2}} war exhaustion.
 
|end}}
 
|end}}
 
}}
 
}}
Line 277: Line 280:
 
| event_text = Our recent wars have given the rise to competent leaders, even from the peasant stock. We could prosper from their skills, or we could reject them as they, after all, are not noble. Accepting them may upset factions in our country though.
 
| event_text = Our recent wars have given the rise to competent leaders, even from the peasant stock. We could prosper from their skills, or we could reject them as they, after all, are not noble. Accepting them may upset factions in our country though.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Is a lucky nation: '''×0.5'''
+
The country:
| trigger =  
+
* is a [[lucky nation]]: {{red|×0.5}}
* {{icon|stability|24px}} Stability is at least '''0'''
+
| trigger = The country:
* {{icon|army tradition|24px}} Army tradition is at least 50
+
* has a [[stability]] of at least '''0'''.
 +
* has an [[army tradition]] of at least 50.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 288: Line 292:
 
| option_text = $COUNTRY$ needs them all!
 
| option_text = $COUNTRY$ needs them all!
 
| effect =
 
| effect =
* Lose {{icon|stability|24px}} {{red|1}} stability.
+
* The country loses {{icon|stability|24px}} {{red|1}} stability.
* If DLC {{icon|cos|24px}} [[The Cossacks]] is active and the {{icon|nobles|24px}} nobility estate exists:
+
* If [[The Cossacks]] DLC is active and the [[nobility]] estate exists:
*: The {{icon|nobles|24px}} nobility lose {{icon|loyalty|24px}} {{red|10}} loyalty.
+
*: the {{icon|nobles|24px}} nobility estate loses {{icon|loyalty|24px}} {{red|10}} loyalty.
 
}}
 
}}
 
{{Option
 
{{Option
Line 296: Line 300:
 
| option_text = Restrict the non-nobility.
 
| option_text = Restrict the non-nobility.
 
| effect =
 
| effect =
* Lose {{icon|army tradition|24px}} {{red|20}} army tradition.
+
* The country loses {{icon|army tradition|24px}} {{red|20}} army tradition.
* If DLC {{icon|cos|24px}} [[The Cossacks]] is active and the {{icon|nobles|24px}} nobility estate exists:
+
* If [[The Cossacks]] DLC is active and the [[nobility]] estate exists:
*: The {{icon|nobles|24px}} nobility gain {{icon|loyalty|24px}} {{green|10}} loyalty.
+
*: the {{icon|nobles|24px}} nobility estate gains {{icon|loyalty|24px}} {{green|10}} loyalty.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Martial Educator|Martial Educator]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Martial Educator|Martial Educator]] {{DLC-only|personality}}.
 
|option_text = We must be willing to learn even from our lessers.
 
|option_text = We must be willing to learn even from our lessers.
 
|highlight = yes
 
|highlight = yes
|effect = Lose {{icon|army tradition|24px}} {{red|10}} army tradition.
+
|effect = The country loses {{icon|army tradition|24px}} {{red|10}} army tradition.
 
|end}}
 
|end}}
 
}}
 
}}
Line 314: Line 318:
 
| event_text = The only thing that can truly create a good commander at sea is the experience of being at sea. Competent people can be promoted, and this is what creates a strong navy. However, some factions in the country truly dislike such egalitarianism.
 
| event_text = The only thing that can truly create a good commander at sea is the experience of being at sea. Competent people can be promoted, and this is what creates a strong navy. However, some factions in the country truly dislike such egalitarianism.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Is a lucky nation: '''×0.5'''
+
The country:
| trigger =  
+
* is a [[lucky nation]]: {{red|×0.5}}
* {{icon|stability|24px}} Stability is at least '''0'''
+
| trigger = The country:
* {{icon|navy tradition|24px}} Naval tradition is at least 50
+
* has a [[stability]] of at least '''0'''.
 +
* has a [[navy tradition]] of at least 50.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 325: Line 330:
 
| option_text = A cabin boy can become Captain!
 
| option_text = A cabin boy can become Captain!
 
| effect =
 
| effect =
* Lose {{icon|stability|24px}} {{red|1}} stability.
+
* The country loses {{icon|stability|24px}} {{red|1}} stability.
* If DLC {{icon|cos|24px}} [[The Cossacks]] is active and the {{icon|nobles|24px}} nobility estate exists:
+
* If [[The Cossacks]] DLC is active and the [[nobility]] estate exists:
 
*: The {{icon|nobles|24px}} nobility lose {{icon|loyalty|24px}} {{red|10}} loyalty.
 
*: The {{icon|nobles|24px}} nobility lose {{icon|loyalty|24px}} {{red|10}} loyalty.
 
}}
 
}}
Line 333: Line 338:
 
| option_text = Never!
 
| option_text = Never!
 
| effect =
 
| effect =
* If DLC {{icon|cos|24px}} [[The Cossacks]] is active and the {{icon|nobles|24px}} nobility estate exists:
+
* The country loses {{icon|navy tradition|24px}} {{red|20}} navy tradition.
*: The {{icon|nobles|24px}} nobility gain {{icon|loyalty|24px}} {{green|10}} loyalty.
+
* If [[The Cossacks]] DLC is active and the [[nobility]] estate exists:
* Lose {{icon|navy tradition|24px}} {{red|20}} navy tradition.
+
*: the {{icon|nobles|24px}} nobility estate gains {{icon|loyalty|24px}} {{green|10}} loyalty.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Navigator|Navigator]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Navigator|Navigator]] {{DLC-only|personality}}.
 
|option_text = Everyone must focus on the sea.
 
|option_text = Everyone must focus on the sea.
 
|highlight = yes
 
|highlight = yes
|effect = Lose {{icon|dip|24px}} {{red|25}} diplomatic power.
+
|effect = The country loses {{icon|dip|24px}} {{red|25}} diplomatic power.
 
|end}}
 
|end}}
 
}}
 
}}
Line 351: Line 356:
 
| event_text = We are in a war with one of our enemies. Everyone in the realm feels that this is a fight we have to win, and they are doing their part.
 
| event_text = We are in a war with one of our enemies. Everyone in the realm feels that this is a fight we have to win, and they are doing their part.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Is a lucky nation: '''×2'''
+
The country:
* {{icon|war exhaustion|24px}} War exhaustion is at least {{red|10}}: '''×2'''
+
* is a [[lucky nation]]: {{green|×2}}
| trigger =  
+
* has [[war exhaustion]] of at least {{red|10}}: {{green|×2}}
* Any enemy country is at war with our country
+
| trigger = The country:
* {{icon|war exhaustion|24px}} War exhaustion is at least {{red|5}}
+
* has an enemy country at war with this country.
 +
* has [[war exhaustion]] of at least {{red|5}}.
 
| options =  
 
| options =  
 
{{Option
 
{{Option
 
| option_text = Hold the Line!
 
| option_text = Hold the Line!
| effect = Lose {{icon|war exhaustion|24px}} {{green|1}} war exhaustion.
+
| effect = The country loses {{icon|war exhaustion|24px}} {{green|1}} war exhaustion.
 
}}
 
}}
 
}}
 
}}
Line 370: Line 376:
 
| event_text = Many long years of peace have caused a disturbing lack of manly virtues in the common man. This could be disastrous, since far too many of our recruits turn out to be cowards...
 
| event_text = Many long years of peace have caused a disturbing lack of manly virtues in the common man. This could be disastrous, since far too many of our recruits turn out to be cowards...
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Is a lucky nation: '''×0.5'''
+
The country:
| trigger =  
+
* is a [[lucky nation]]: {{red|×0.5}}
* {{icon|stability|24px}} Stability is at least '''0'''
+
| trigger = The country:
* Is ''not'' at war
+
* has a [[stability]] of at least '''0'''.
* The country does ''not'' have a truce with another country
+
* is ''not'' at war.
* War exhaustion is less than {{icon|war exhaustion|24px}} {{red|1}}
+
* does ''not'' have a truce with another country.
* No provinces are controlled by rebels
+
* has [[war exhaustion]] of less than {{red|1}}.
* Does ''not'' have country modifier ''"Bad Discipline"''
+
* has no provinces controlled by rebels.
 +
* does ''not'' have country modifier ''"Bad Discipline"''.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 384: Line 391:
 
| trigger = always
 
| trigger = always
 
| option_text = Purge them!
 
| option_text = Purge them!
| effect =  Lose {{icon|manpower|24px}} manpower equal to {{red|250%}} of yearly manpower recovery.
+
| effect =  The country loses {{icon|manpower|24px}} manpower equal to {{red|250%}} of yearly manpower recovery.
 
}}
 
}}
 
{{Option
 
{{Option
Line 390: Line 397:
 
| option_text = We need them.
 
| option_text = We need them.
 
| effect =
 
| effect =
Gain country modifier ''"Bad Discipline"'' for 10 years, with the following effect:
+
The country gains the modifier ''"Bad Discipline"'' for 10 years, with the following effect:
: {{icon|discipline|24px}} {{red|-5%}} discipline.
+
: {{icon|discipline|24px}} {{red|-5%}} discipline
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Bold Fighter|Bold Fighter]], [[Personalities#Martial Educator|Martial Educator]], or [[Personalities#Strict|Strict]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Bold Fighter|Bold Fighter]], [[Personalities#Martial Educator|Martial Educator]], or [[Personalities#Strict|Strict]] {{DLC-only|personality}}.
 
|option_text = A life in the army will harden them again!
 
|option_text = A life in the army will harden them again!
 
|highlight = yes
 
|highlight = yes
|effect = Lose {{icon|mil|24px}} {{red|5}} military power.
+
|effect = The country loses {{icon|mil|24px}} {{red|5}} military power.
 
|end}}
 
|end}}
 
}}
 
}}
Line 408: Line 415:
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
 
| trigger =  
 
| trigger =  
* Owns at least 2 non-colony provinces
+
* The country owns at least 2 non-[[colony]] provinces.
* Any owned non-overseas province other than the capital:
+
* Any owned non-overseas province of the country, other than the [[capital]]:
** {{icon|fort level|24px}} Fort level is at least 1
+
** has a [[fort level]] of at least 1.
** Does ''not'' have province modifier ''"Local Fortifications"''
+
** does ''not'' have the modifier ''"Local Fortifications"''.
 
| immediate = One random non-overseas owned province other than the capital with {{icon|fort level|24px}} fort level at least 1 becomes the ''local_fortification_expert_province'' target.
 
| immediate = One random non-overseas owned province other than the capital with {{icon|fort level|24px}} fort level at least 1 becomes the ''local_fortification_expert_province'' target.
 
| option conditions = yes
 
| option conditions = yes
Line 418: Line 425:
 
| trigger = always
 
| trigger = always
 
| option_text = The entire country needs him
 
| option_text = The entire country needs him
| effect =
+
| effect = The country:
* Gain {{icon|meritocracy|24px}} {{green|5}} {{DLC-only|meritocracy}}.
+
* gains {{icon|meritocracy|24px}} {{green|5}} {{DLC-only|meritocracy}}.
* A skill 2 {{icon|military engineer|24px}} Military Engineer advisor with the culture and religion of the ''local_fortification_expert_province'' target becomes available.  This advisor is 50% cheaper to hire.
+
* has a skill 2 {{icon|military engineer|24px}} military engineer advisor with the culture and religion of the ''local_fortification_expert_province'' target become available.  This advisor is 50% cheaper to hire.
 
}}
 
}}
 
{{Option
 
{{Option
Line 426: Line 433:
 
| option_text = Let him stay home
 
| option_text = Let him stay home
 
| effect =
 
| effect =
* The ''local_fortification_expert_province'' target gains province modifier ''"Local Fortifications"'' for the rest of the campaign, providing the following effect:
+
The ''local_fortification_expert_province'' target gains the province modifier ''"Local Fortifications"'' for the rest of the campaign, providing the following effect:
*: {{icon|local defensiveness|24px}} {{green|+25%}} Local defensiveness.
+
: {{icon|local defensiveness|24px}} {{green|+25%}} local defensiveness
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Well Connected|Well Connected]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Well Connected|Well Connected]] {{DLC-only|personality}}.
 
|option_text = This will be an excellent opportunity, for him.
 
|option_text = This will be an excellent opportunity, for him.
 
|highlight = yes
 
|highlight = yes
|effect =  
+
|effect = The country:
* Gain {{icon|meritocracy|24px}} {{green|5}} {{DLC-only|meritocracy}}.
+
* gains {{icon|meritocracy|24px}} {{green|5}} {{DLC-only|meritocracy}}.
* A skill 3 {{icon|military engineer|24px}} Military Engineer advisor with the culture and religion of the ''local_fortification_expert_province'' target becomes available.  This advisor is 50% cheaper to hire.
+
* has a skill 3 {{icon|military engineer|24px}} military engineer advisor with the culture and religion of the ''local_fortification_expert_province'' target become available.  This advisor is 50% cheaper to hire.
 
|end}}
 
|end}}
 
}}
 
}}
Line 445: Line 452:
 
| event_text = We are at war, and our manpower reserves are slowly disappearing. Our great and competent ruler has come up with a plan to recruit more men for military duties. However, this may cause problems in the countryside.
 
| event_text = We are at war, and our manpower reserves are slowly disappearing. Our great and competent ruler has come up with a plan to recruit more men for military duties. However, this may cause problems in the countryside.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Is a lucky nation: '''×1.25'''
+
The country:
| trigger =  
+
* is a [[lucky nation]]: {{green|×1.25}}
* Ruler's {{icon|mil|24px}} military skill is at least 4
+
| trigger = The country:
* Ruler is a {{icon|ruler general|24px}} general
+
* has [[manpower]] reserves of less than 60% of maximum.
* {{icon|manpower|24px}} Manpower reserves are less than 60% of maximum
+
* is at war.
* Is at war
+
* has [[war exhaustion]] of less than {{red|10}}.
* War exhaustion is less than {{icon|war exhaustion|24px}} {{red|10}}
+
* has a [[stability]] of at least {{red|-1}}.
* {{icon|stability|24px}} Stability is at least {{red|-1}}
+
 
 +
The country's [[ruler]]:
 +
* has a [[military skill]] of at least 4.
 +
* is a [[general]].
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
| option_text = As many as Possible!
+
| option_text = As many as possible!
| effect =
+
| effect = The country:
* Gain {{icon|manpower|24px}} manpower equal to {{green|150%}} of yearly manpower recovery.
+
* gains {{icon|manpower|24px}} manpower equal to {{green|150%}} of yearly manpower recovery.
* Gain {{icon|war exhaustion|24px}} {{red|1}} war exhaustion.
+
* gains {{icon|war exhaustion|24px}} {{red|1}} war exhaustion.
 
}}
 
}}
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
 
| option_text = Only take what can be spared.
 
| option_text = Only take what can be spared.
| effect = Gain {{icon|manpower|24px}} manpower equal to {{green|50%}} of yearly manpower recovery.
+
| effect = The country gains {{icon|manpower|24px}} manpower equal to {{green|50%}} of yearly manpower recovery.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Strict|Strict]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Strict|Strict]] {{DLC-only|personality}}.
 
|option_text = We need more men of quality, not just more men.
 
|option_text = We need more men of quality, not just more men.
 
|highlight = yes
 
|highlight = yes
|effect = Gain {{icon|army tradition|24px}} {{green|10}} army tradition.
+
|effect = The country gains {{icon|army tradition|24px}} {{green|10}} army tradition.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Inspiring Leader|Inspiring Leader]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Inspiring Leader|Inspiring Leader]] {{DLC-only|personality}}.
 
|option_text = Let our [Monarch.GetTitle] go on a recruitment campaign.
 
|option_text = Let our [Monarch.GetTitle] go on a recruitment campaign.
 
|highlight = yes
 
|highlight = yes
|effect = Gain {{icon|manpower|24px}} manpower equal to {{green|120%}} of yearly manpower recovery.
+
|effect = The country gains {{icon|manpower|24px}} manpower equal to {{green|120%}} of yearly manpower recovery.
 
|end}}
 
|end}}
 
}}
 
}}
Line 488: Line 498:
 
| event_text = Our peasants are tired of our war and our soldiers are exhausted. This may have some repercussions on our ability to finish this war in a positive way.
 
| event_text = Our peasants are tired of our war and our soldiers are exhausted. This may have some repercussions on our ability to finish this war in a positive way.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
* Is at war
+
| trigger = The country:
* {{icon|war exhaustion|24px}} War exhaustion is at least {{red|2}}
+
* is at war.
 +
* has a [[war exhaustion]] of at least {{red|2}}.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 495: Line 506:
 
| trigger = always
 
| trigger = always
 
| option_text = The peasants are to be ignored
 
| option_text = The peasants are to be ignored
| effect = Gain {{icon|war exhaustion|24px}} {{red|2}} war exhaustion.
+
| effect = The country gains {{icon|war exhaustion|24px}} {{red|2}} war exhaustion.
 
}}
 
}}
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
 
| option_text = Soldiers are just peasants in uniform
 
| option_text = Soldiers are just peasants in uniform
| effect =
+
| effect = The country:
* Lose {{icon|army tradition|24px}} {{red|5}} army tradition.
+
* loses {{icon|army tradition|24px}} {{red|5}} army tradition.
* Lose {{icon|navy tradition|24px}} {{red|5}} navy tradition.
+
* loses {{icon|navy tradition|24px}} {{red|5}} navy tradition.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Strict|Strict]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Strict|Strict]] {{DLC-only|personality}}.
 
|option_text = Get back in line!
 
|option_text = Get back in line!
 
|highlight = yes
 
|highlight = yes
|effect = Gain {{icon|war exhaustion|24px}} {{red|1}} war exhaustion.
+
|effect = The country gains {{icon|war exhaustion|24px}} {{red|1}} war exhaustion.
 
|end}}
 
|end}}
 
}}
 
}}
Line 518: Line 529:
 
| event_text = While $COUNTRY$ is tired of war, there is still hope and a positive spirit in the chest of everyone from the lowliest peasant to $MONARCH$. We will get through this war, and we will win it.
 
| event_text = While $COUNTRY$ is tired of war, there is still hope and a positive spirit in the chest of everyone from the lowliest peasant to $MONARCH$. We will get through this war, and we will win it.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
| trigger =  
+
| trigger = The country:
* Is at war
+
* is at war.
* {{icon|war exhaustion|24px}} War exhaustion is at least {{red|5}}
+
* has a [[war exhaustion]] of at least {{red|5}}.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
| option_text = Once more into the breach
+
| option_text = Once more into the breach.
| effect = Lose {{icon|war exhaustion|24px}} {{green|2}} war exhaustion.
+
| effect = The country loses {{icon|war exhaustion|24px}} {{green|2}} war exhaustion.
 
}}
 
}}
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
 
| option_text = My band of Brothers...
 
| option_text = My band of Brothers...
| effect =
+
| effect = The country:
* Gain {{icon|army tradition|24px}} {{green|5}} army tradition.
+
* gains {{icon|army tradition|24px}} {{green|5}} army tradition.
* Gain {{icon|navy tradition|24px}} {{green|5}} navy tradition.
+
* gains {{icon|navy tradition|24px}} {{green|5}} navy tradition.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Inspiring Leader|Inspiring Leader]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Inspiring Leader|Inspiring Leader]] {{DLC-only|personality}}.
 
|option_text = That's the spirit!
 
|option_text = That's the spirit!
 
|highlight = yes
 
|highlight = yes
|effect =
+
|effect = The country:
* Lose {{icon|war exhaustion|24px}} {{green|1}} war exhaustion.
+
* loses {{icon|war exhaustion|24px}} {{green|1}} war exhaustion.
* Gain {{icon|army tradition|24px}} {{green|5}} army tradition.
+
* gains {{icon|army tradition|24px}} {{green|5}} army tradition.
* Gain {{icon|navy tradition|24px}} {{green|5}} navy tradition.
+
* gains {{icon|navy tradition|24px}} {{green|5}} navy tradition.
 
|end}}
 
|end}}
 
}}
 
}}
Line 552: Line 563:
 
| event_text = Our decision to start favoring the Army more has led to a crop of promising young naval officers to retire from service. They claim that there are not as many opportunities for advancement as there used to be.
 
| event_text = Our decision to start favoring the Army more has led to a crop of promising young naval officers to retire from service. They claim that there are not as many opportunities for advancement as there used to be.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
| trigger =  
+
| trigger = The country:
* Has at least 1 port
+
* has at least 1 [[port]].
* Is ''not'' primitive
+
* is ''not'' [[primitive]].
* Has ''not'' activated the {{icon|maritime|24px}} Maritime Ideas idea group
+
* has ''not'' activated the [[maritime]] ideas group.
* Has activated the {{icon|offensive|24px}} Offensive or {{icon|defensive|24px}} Defensive idea group
+
* has activated the [[offensive]] or [[defensive]] idea group.
 
| options conditions = yes
 
| options conditions = yes
 
| options =  
 
| options =  
Line 562: Line 573:
 
| trigger = always
 
| trigger = always
 
| option_text = Damn
 
| option_text = Damn
| effect = Lose {{icon|navy tradition|24px}} {{red|10}} navy tradition.
+
| effect = The country loses {{icon|navy tradition|24px}} {{red|10}} navy tradition.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Navigator|Navigator]] {{DLC-only|personality}}
+
|trigger = the country's [[ruler]] has the [[Personalities#Navigator|Navigator]] {{DLC-only|personality}}
 +
|option_text = Attempt to create more career opportunities.
 
|highlight = yes
 
|highlight = yes
|effect = Lose {{icon|navy tradition|24px}} {{red|5}} navy tradition.
+
|effect = The country loses {{icon|navy tradition|24px}} {{red|5}} navy tradition.
 
|end}}
 
|end}}
 
}}
 
}}
Line 578: Line 590:
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
 
| trigger =  
 
| trigger =  
* Year is before 1500
+
* The year is before 1500.
* Government is one of the following:
+
* The country's government is one of the following:
** {{icon|monarchy|24px}} Despotic Monarchy
+
** [[Despotic Monarchy]]
** {{icon|monarchy|24px}} Feudal Monarchy
+
** [[Feudal Monarchy]]
** {{icon|monarchy|24px}} Administrative Monarchy
+
** [[Administrative Monarchy]]
** {{icon|monarchy|24px}} Constitutional Monarchy
+
** [[Constitutional Monarchy]]
** {{icon|monarchy|24px}} Enlightened Despotism
+
** [[Enlightened Despotism]]
** {{icon|monarchy|24px}} Revolutionary Empire
+
** [[Revolutionary Empire]]
* Is ''not'' a lesser partner in a {{icon|personal union|24px}} personal union
+
* The country:
* Religion is in Christian group
+
** is ''not'' a lesser partner in a [[personal union]].
 +
** has a religion in the [[Christian]] group.
 
| options =  
 
| options =  
 
{{Option
 
{{Option
 
| option_text = The man must lead our armies!
 
| option_text = The man must lead our armies!
| effect =
+
| effect = The country:
* Gain {{icon|general|24px}} general with 100 army tradition.
+
* gains {{icon|general|24px}} general with 100 army tradition.
* Lose {{icon|prestige|24px}} {{red|25}} prestige.
+
* loses {{icon|prestige|24px}} {{red|25}} prestige.
* Lose {{icon|legitimacy|24px}} {{red|25}} legitimacy.
+
* loses {{icon|legitimacy|24px}} {{red|25}} legitimacy.
 
}}
 
}}
 
{{Option
 
{{Option
 
| option_text = Tighten the rules to make sure this doesn't happen again!
 
| option_text = Tighten the rules to make sure this doesn't happen again!
| effect = Gain {{icon|legitimacy|24px}} {{green|25}} legitimacy.
+
| effect = The country gains {{icon|legitimacy|24px}} {{green|25}} legitimacy.
 
}}
 
}}
 
}}
 
}}
Line 608: Line 621:
 
| event_text = Our fleet can't be complete without a glorious flagship.
 
| event_text = Our fleet can't be complete without a glorious flagship.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
| trigger =  
+
| trigger = The country:
* {{icon|naval force limit|24px}} Naval forcelimit is at least 90
+
* has a [[naval force limit]] of at least 90.
* Has at least 1 port
+
* owns and controls at least one core province with a [[port]].
* Owns and controls at least one core province with a port
+
* is ''not'' [[primitive]].
* Is ''not'' primitive
 
 
| options =  
 
| options =  
 
{{Option
 
{{Option
 
| option_text = A golden figurehead sounds nice!
 
| option_text = A golden figurehead sounds nice!
| effect =
+
| effect = The country:
* Lose {{icon|ducats|24px}} {{red|50}} ducats.
+
* loses {{icon|ducats|24px}} {{red|50}} ducats.
* Gain {{icon|prestige|24px}} {{green|5}} prestige.
+
* gains  {{icon|prestige|24px}} {{green|5}} prestige.
* One random owned and controlled core province with a port creates a {{icon|heavy ship|24px}} heavy ship belonging to our country.
+
* has a random owned and controlled core province with a port create a {{icon|heavy ship|24px}} heavy ship belonging to the country.
 
}}
 
}}
 
{{Option
 
{{Option
 
| option_text = I guess so...
 
| option_text = I guess so...
| effect =
+
| effect = The country:
* Lose {{icon|ducats|24px}} {{red|20}} ducats.
+
* loses {{icon|ducats|24px}} {{red|20}} ducats.
* Gain {{icon|prestige|24px}} {{green|2}} prestige.
+
* gains {{icon|prestige|24px}} {{green|2}} prestige.
* One random owned and controlled core province with a port creates a {{icon|light ship|24px}} light ship belonging to our country.
+
* has a random owned and controlled core province with a port create a {{icon|light ship|24px}} light ship belonging to the country.
 
}}
 
}}
 
{{Option
 
{{Option
 
| option_text = The cheapest design available sounds appropriate
 
| option_text = The cheapest design available sounds appropriate
| effect =
+
| effect = The country:
* Lose {{icon|ducats|24px}} {{red|10}} ducats.
+
* loses {{icon|ducats|24px}} {{red|10}} ducats.
* Gain {{icon|prestige|24px}} {{green|1}} prestige.
+
* gains {{icon|prestige|24px}} {{green|1}} prestige.
* One random owned and controlled core province with a port creates a {{icon|galley|24px}} galley belonging to our country.
+
* has a random owned and controlled core province with a port create a {{icon|galley|24px}} galley belonging to the country.
 
}}
 
}}
 
}}
 
}}
Line 643: Line 655:
 
| event_text = Our country is at war, but our leadership is not ready! Today a foreign military expert arrived in our court. His reputation precedes him and has a reasonable grasp of our language but his prices are steep. What should we do with him?
 
| event_text = Our country is at war, but our leadership is not ready! Today a foreign military expert arrived in our court. His reputation precedes him and has a reasonable grasp of our language but his prices are steep. What should we do with him?
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
| trigger =  
+
| trigger = The country:
* Is at war
+
* is at war.
* {{icon|army tradition|24px}} Army tradition is less than 20
+
* has an [[army tradition]] of less than 20.
 
| options =  
 
| options =  
 
{{Option
 
{{Option
 
| option_text = Ask him to train our officers
 
| option_text = Ask him to train our officers
| effect =
+
| effect = The country:
* Lose {{icon|ducats|24px}} ducats equal to {{red|0.25}} years of income.
+
* loses {{icon|ducats|24px}} ducats equal to {{red|0.25}} years of income.
* Gain {{icon|general|24px}} general with 100 army tradition.
+
* gains a {{icon|general|24px}} general with 100 army tradition.
 
}}
 
}}
 
{{Option
 
{{Option
 
| option_text = Put him in command of our armies
 
| option_text = Put him in command of our armies
| effect =
+
| effect = The country:
* Lose {{icon|ducats|24px}} ducats equal to {{red|0.1}} years of income.
+
* loses {{icon|ducats|24px}} ducats equal to {{red|0.1}} years of income.
* Gain {{icon|general|24px}} general with 50 army tradition.
+
* gains a {{icon|general|24px}} general with 50 army tradition.
 
}}
 
}}
 
{{Option
 
{{Option
 
| option_text = We do not need foreign aid!
 
| option_text = We do not need foreign aid!
| effect = Gain {{icon|legitimacy|24px}} {{green|5}} legitimacy.
+
| effect = The country gains {{icon|legitimacy|24px}} {{green|5}} legitimacy.
 
}}
 
}}
 
}}
 
}}
Line 671: Line 683:
 
| event_text = An argument has broken out in court over the importance of Musket compared to the traditional archery regiments. With the hopes of convincing $MONARCHTITLE$ $MONARCH$ that their role in the army is not becoming obsolete a group of veteran archers have put on an impressive demonstration. Their grace, skill and accuracy was admired by many who were present.
 
| event_text = An argument has broken out in court over the importance of Musket compared to the traditional archery regiments. With the hopes of convincing $MONARCHTITLE$ $MONARCH$ that their role in the army is not becoming obsolete a group of veteran archers have put on an impressive demonstration. Their grace, skill and accuracy was admired by many who were present.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
| trigger =  
+
| trigger = The country:
* {{icon|mil tech|24px}} Military technology is at least 8 but less than 14
+
* has a [[military technology]] level of at least 8 but less than 14.
* Is ''not'' in a regency
+
* is ''not'' in a [[regency]].
* Does ''not'' have ruler modifier ''"Archery vs Muskets"''
+
 
 +
The country's [[ruler]]:
 +
* does ''not'' have the modifier ''"Archery vs Muskets"''.
 
| option conditions = yes
 
| option conditions = yes
 
| options =  
 
| options =  
Line 681: Line 695:
 
| option_text = Of course archery should serve a primary role
 
| option_text = Of course archery should serve a primary role
 
| effect =
 
| effect =
Ruler gains modifier ''"Archery vs Muskets"'' until death, giving the following effect:
+
The country's [[ruler]] gains the modifier ''"Archery vs Muskets"'' until death, giving the following effect:
: {{icon|mil tech cost|24px}} {{red|+5%}} Military technology cost.
+
: {{icon|mil tech cost|24px}} {{red|+5%}} military technology cost
 
}}
 
}}
 
{{Option
 
{{Option
 
| trigger = always
 
| trigger = always
 
| option_text = It's time for these old men to retire.
 
| option_text = It's time for these old men to retire.
| effect = Lose {{icon|army tradition|24px}} {{red|15}} army tradition.
+
| effect = The country loses {{icon|army tradition|24px}} {{red|15}} army tradition.
 
}}
 
}}
 
{{Option
 
{{Option
|trigger = Ruler has the [[Personalities#Bold Fighter|Bold Fighter]] {{DLC-only|personality}}.
+
|trigger = the country's [[ruler]] has the [[Personalities#Bold Fighter|Bold Fighter]] {{DLC-only|personality}}.
 
|option_text = Courage is what wins battles, not weapons.
 
|option_text = Courage is what wins battles, not weapons.
 
|highlight = yes
 
|highlight = yes
|effect = Lose {{icon|mil|24px}} {{red|10}} military power.
+
|effect = The country loses {{icon|mil|24px}} {{red|10}} military power.
 
|end}}
 
|end}}
 
}}
 
}}
Line 703: Line 717:
 
| event_text = My lord, a prominent privateer is able to avoid the blockade and get essential supplies into the country, but to continue the runs he is requesting increasingly large sums.
 
| event_text = My lord, a prominent privateer is able to avoid the blockade and get essential supplies into the country, but to continue the runs he is requesting increasingly large sums.
 
| triggered only = Bi-yearly pulse
 
| triggered only = Bi-yearly pulse
<br />'''Modifiers'''
+
<div class="subheading">Weight modifiers</div>
* Has country modifier ''"Privateers"'': '''×2'''
+
The country:
* Has idea ''"Naval Fighting Instruction"'': '''×2'''
+
* has the modifier ''"Privateers"'': {{green|×2}}
| trigger =  
+
* has the [[maritime]] idea 7 ''"Naval Fighting Instruction"'': {{green|×2}}
* Is at war
+
| trigger = The country:
* Is at least {{icon|blockade|24px}} 75% blockaded
+
* is at war.
* Does ''not'' have country modifier ''"A Gap in the Blockade"''
+
* is at least 75% [[blockade]]d.
* Does ''not'' have country modifier ''"Merchants and the Gap in the Blockade"''
+
* does ''not'' have the modifier ''"A Gap in the Blockade"''.
 +
* does ''not'' have the modifier ''"Merchants and the Gap in the Blockade"''.
 
| options =  
 
| options =  
 
{{Option
 
{{Option
 
| option_text = The supplies must get through
 
| option_text = The supplies must get through
 
| effect =
 
| effect =
* Gain country modifier ''"A Gap in the Blockade"'' for 1 year, with the following effects:
+
The country gains the modifier ''"A Gap in the Blockade"'' for 1 year, with the following effects:
** {{icon|national tax modifier|24px}} {{red|-5%}} National tax modifier.
+
* {{icon|national tax modifier|24px}} {{red|-5%}} national tax modifier
** {{icon|war exhaustion|24px}} {{green|-0.05}} Monthly war exhaustion.
+
* {{icon|war exhaustion|24px}} {{green|-0.05}} monthly war exhaustion
 
}}
 
}}
 
{{Option
 
{{Option
 
| option_text = Make the merchants pay
 
| option_text = Make the merchants pay
 
| effect =
 
| effect =
* Gain country modifier ''"Merchants and the Gap in the Blockade"'' for 1 year, with the following effects:
+
The country gains the modifier ''"Merchants and the Gap in the Blockade"'' for 1 year, with the following effects:
** {{icon|national tax modifier|24px}} {{red|-10%}} Trade efficiency.
+
* {{icon|national tax modifier|24px}} {{red|-10%}} trade efficiency
** {{icon|war exhaustion|24px}} {{green|-0.05}} Monthly war exhaustion.
+
* {{icon|war exhaustion|24px}} {{green|-0.05}} monthly war exhaustion
 
}}
 
}}
 
}}
 
}}

Revision as of 04:24, 10 December 2017

This is a subset of the generic events from /Europa Universalis IV/events/RandomEvents.txt.

id

Msg event.pngEstablish Cantonments


The establishment of a permanent recruiting area for armies of the age has made it much easier for us to extract men from the population to serve in the army.


 
Trigger conditions

The year is 1600 or later.

Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:

The country's ruler:


Event button 547.png
Draft citizens

One random province owned by the country gains Manpower.png 1 base manpower.

Event button 547.png
Mass draft with financial incentive
  • The country loses Gold Icon.png 60 ducats.
  • One random province owned by the country gains Manpower.png 2 base manpower.
id

Msg event.pngItalian Engineer Available


During the period 1450-1600, Italian siege engineers were highly sought after to teach the ways of the trace Italienne to the militaries of Europe. In most cases, these engineers had no national identity and simply worked for whoever could afford to pay them.


 
Trigger conditions
  • The country has its capital in Europe.
  • Any known country has a culture in the Latin group.
Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:

  • has the defensive idea 5 "Defensive Mentality": ×2
  • has the offensive idea 5 "Engineer Corps": ×0.66

Immediate effects

A random known country with a culture in the Latin group becomes the italian_engineer_country target.


Event trigger.pngAlways enabled:

Event button 547.png
Hire the engineer.

The country:

  • gainsMilitary power.png 40 military power.
  • loses Gold Icon.png ducats equal to 0.25 years of income.
  • has a skill 2 Advisor Military Engineer.png military engineer advisor with the culture and religion of the italian_engineer_country target become available. This advisor is 50% cheaper to hire.

Event trigger.pngAlways enabled:

Event button 547.png
Decline the offer.

The country loses Prestige.png 5 prestige.


Event trigger.pngEnabled if: the country's ruler has the Fierce Negotiator personality.

Event button 547 green.png
Renegotiate the price.

The country:

  • gains Military power.png 40 military power.
  • loses Gold Icon.png ducats equal to 0.15 years of income.
  • has a skill 2 Advisor Military Engineer.png military engineer advisor with the culture and religion of the italian_engineer_country target become available. This advisor is 50% cheaper to hire.
id

Msg event.pngForeign Drill Instructor Available


Maurice of Orange pioneered new drills for firearms that made the new weapons much more effective. This drill technique was not a secret and numerous military entrepreneurs learned the drill and placed their service at the disposal of the crowned heads of Europe.


 
Trigger conditions
  • The country has its capital in Europe.
  • Any known country has Dutch as the primary culture.
Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:


Immediate effects

A random known country with Dutch as its primary culture becomes the drill_instructor_country target.


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
Hire him.

The country:

  • gains Army professionalism.png 2% army professionalism.
  • loses Gold Icon.png ducats equal to 0.25 years of income.
  • has a skill 2 Advisor Army Reformer.png army reformer advisor with the culture and religion of the drill_instructor_country target become available. This advisor is 50% cheaper to hire.

Event trigger.pngAlways enabled:

Event button 547.png
Decline the offer.

The country loses Prestige.png 5 prestige.


Event trigger.pngEnabled if: the country's ruler has the Fierce Negotiator personality.

Event button 547 green.png
Renegotiate the price.

The country:

  • gains Army professionalism.png 2% army professionalism.
  • loses Gold Icon.png ducats equal to 0.15 years of income.
  • has a skill 2 Advisor Army Reformer.png army reformer advisor with the culture and religion of the drill_instructor_country target become available. This advisor is 50% cheaper to hire.
id

Msg event.pngNaval Traditions Scorned


Lately, our focus has been primarily army oriented. Perhaps we shouldn't overlook the possibility of a strong navy and invest more time in naval research.


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
This is good, land is where it's at.

The country:

  • loses Navy tradition.png 20 navy tradition.
  • gains Army tradition.png 10 army tradition.

Event trigger.pngAlways enabled:

Event button 547.png
We must stop this deterioration.

The country gains Navy tradition.png 5 navy tradition.


Event trigger.pngEnabled if: the country's ruler has the Navigator personality.

Event button 547 green.png
Promote the Navy.

The country gains Navy tradition.png 5 navy tradition.

id

Msg event.pngLand Traditions Scorned


Lately, our focus has been primarily naval oriented. Perhaps we shouldn't overlook the possibility of a strong army and invest more time in army research.


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
The fleet is our wooden wall!

The country:

  • loses Army tradition.png 20 army tradition.
  • gains Navy tradition.png 10 navy tradition.

Event trigger.pngAlways enabled:

Event button 547.png
We must stop this deterioration.

The country loses Army tradition.png 5 army tradition.


Event trigger.pngEnabled if: the country's ruler has the Strict personality.

Event button 547 green.png
The [Monarch.GetTitle] expects better of you!

The country gains Army tradition.png 5 army tradition.

id

Msg event.pngMilitary Divided!


We have two factions of the military who are very close to breaking out in a civil war over what tactics our country should endorse. We need to back one of them, to end the bickering.


 
Trigger conditions

The country:

  • does not have the modifier "Increased Defensive".
  • does not have the modifier "Increased Offensive".
Is triggered only by

Bi-yearly pulse


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
The forts are our strength!

The country gains the modifier "Increased Defensive" for 10 years, with the following effect:

Fort defense.png +20% fort defense

Event trigger.pngAlways enabled:

Event button 547.png
We must always attack!

The country gains the modifier "Increased Offensive" for 10 years, with the following effect:

Siege ability.png +10% siege ability

Event trigger.pngEnabled if: the country's ruler has the Martial Educator personality.

Event button 547 green.png
Attempt to combine the best aspects of both schools.

The country gains the modifier "Increased Defensive" for 5 years, with the following effect:

Fort defense.png +20% fort defense

The country gains the modifier "Increased Offensive" for 5 years, with the following effect:

Siege ability.png +10% siege ability

Event trigger.pngEnabled if: the country's ruler has the Bold Fighter personality.

Event button 547 green.png
The [Monarch.GetTitle] favors offense.

The country gains the modifier "Increased Offensive" for 15 years, with the following effect:

Siege ability.png +10% siege ability

Event trigger.pngEnabled if: the country's ruler has the Tactical Genius personality.

Event button 547 green.png
The [Monarch.GetTitle] favors defense.

The country gains the modifier "Increased Defensive" for 15 years, with the following effect:

Fort defense.png +20% fort defense
id

Msg event.pngThe Fortunes of War


Our realm has been ravaged by war, and the people, from the highest noble down to the poorest serf, are tired of it. We need to enact some temporary laws to let our country recover quicker.


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
Enact Strong Laws

The country:

  • loses Icon war exhaustion.png 3 war exhaustion.
  • gains Inflation reduction.png 1% inflation.

Event trigger.pngAlways enabled:

Event button 547.png
Be more lenient.

The country loses Icon war exhaustion.png 1 war exhaustion.


Event trigger.pngEnabled if: the country's ruler has the Kind Hearted personality.

Event button 547 green.png
Those poor people...

The country loses Icon war exhaustion.png 2 war exhaustion.

id

Msg event.pngStrong Military Leadership


Our recent wars have given the rise to competent leaders, even from the peasant stock. We could prosper from their skills, or we could reject them as they, after all, are not noble. Accepting them may upset factions in our country though.


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
$COUNTRY$ needs them all!
  • The country loses Icon stability.png 1 stability.
  • If The Cossacks DLC is active and the nobility estate exists:
    the Nobility.png nobility estate loses Estate loyalty 10 loyalty.

Event trigger.pngAlways enabled:

Event button 547.png
Restrict the non-nobility.
  • The country loses Army tradition.png 20 army tradition.
  • If The Cossacks DLC is active and the nobility estate exists:
    the Nobility.png nobility estate gains Estate loyalty 10 loyalty.

Event trigger.pngEnabled if: the country's ruler has the Martial Educator personality.

Event button 547 green.png
We must be willing to learn even from our lessers.

The country loses Army tradition.png 10 army tradition.

id

Msg event.pngThe Naval Tradition


The only thing that can truly create a good commander at sea is the experience of being at sea. Competent people can be promoted, and this is what creates a strong navy. However, some factions in the country truly dislike such egalitarianism.


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
A cabin boy can become Captain!
  • The country loses Icon stability.png 1 stability.
  • If The Cossacks DLC is active and the nobility estate exists:
    The Nobility.png nobility lose Estate loyalty 10 loyalty.

Event trigger.pngAlways enabled:

Event button 547.png
Never!
  • The country loses Navy tradition.png 20 navy tradition.
  • If The Cossacks DLC is active and the nobility estate exists:
    the Nobility.png nobility estate gains Estate loyalty 10 loyalty.

Event trigger.pngEnabled if: the country's ruler has the Navigator personality.

Event button 547 green.png
Everyone must focus on the sea.

The country loses Diplomatic power.png 25 diplomatic power.

id

Msg event.pngFight the Good Fight!


We are in a war with one of our enemies. Everyone in the realm feels that this is a fight we have to win, and they are doing their part.


 
Trigger conditions

The country:

  • has an enemy country at war with this country.
  • has war exhaustion of at least 5.
Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:


Event button 547.png
Hold the Line!

The country loses Icon war exhaustion.png 1 war exhaustion.

id

Msg event.pngA Generation of Cowards


Many long years of peace have caused a disturbing lack of manly virtues in the common man. This could be disastrous, since far too many of our recruits turn out to be cowards...


 
Trigger conditions

The country:

  • has a stability of at least 0.
  • is not at war.
  • does not have a truce with another country.
  • has war exhaustion of less than 1.
  • has no provinces controlled by rebels.
  • does not have country modifier "Bad Discipline".
Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
Purge them!

The country loses Manpower.png manpower equal to 250% of yearly manpower recovery.


Event trigger.pngAlways enabled:

Event button 547.png
We need them.

The country gains the modifier "Bad Discipline" for 10 years, with the following effect:

Discipline.png -5% discipline

Event trigger.pngEnabled if: the country's ruler has the Bold Fighter, Martial Educator, or Strict personality.

Event button 547 green.png
A life in the army will harden them again!

The country loses Military power.png 5 military power.

id

Msg event.pngLocal fortification expert discovered


It seems as if there is a great man in one of the provinces, who has some rather intriguing ideas on how to create better fortifications. However, he is reluctant to leave his hometown.


 
Trigger conditions
  • The country owns at least 2 non-colony provinces.
  • Any owned non-overseas province of the country, other than the capital:
    • has a fort level of at least 1.
    • does not have the modifier "Local Fortifications".
Is triggered only by

Bi-yearly pulse


Immediate effects

One random non-overseas owned province other than the capital with Fort level.png fort level at least 1 becomes the local_fortification_expert_province target.


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
The entire country needs him

The country:

  • gains Meritocracy.png 5 meritocracy.
  • has a skill 2 Advisor Military Engineer.png military engineer advisor with the culture and religion of the local_fortification_expert_province target become available. This advisor is 50% cheaper to hire.

Event trigger.pngAlways enabled:

Event button 547.png
Let him stay home

The local_fortification_expert_province target gains the province modifier "Local Fortifications" for the rest of the campaign, providing the following effect:

Local defensiveness.png +25% local defensiveness

Event trigger.pngEnabled if: the country's ruler has the Well Connected personality.

Event button 547 green.png
This will be an excellent opportunity, for him.

The country:

  • gains Meritocracy.png 5 meritocracy.
  • has a skill 3 Advisor Military Engineer.png military engineer advisor with the culture and religion of the local_fortification_expert_province target become available. This advisor is 50% cheaper to hire.
id

Msg event.pngExtraordinary Recruiting Policies


We are at war, and our manpower reserves are slowly disappearing. Our great and competent ruler has come up with a plan to recruit more men for military duties. However, this may cause problems in the countryside.


 
Trigger conditions

The country:

The country's ruler:

Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
As many as possible!

The country:

  • gains Manpower.png manpower equal to 150% of yearly manpower recovery.
  • gains Icon war exhaustion.png 1 war exhaustion.

Event trigger.pngAlways enabled:

Event button 547.png
Only take what can be spared.

The country gains Manpower.png manpower equal to 50% of yearly manpower recovery.


Event trigger.pngEnabled if: the country's ruler has the Strict personality.

Event button 547 green.png
We need more men of quality, not just more men.

The country gains Army tradition.png 10 army tradition.


Event trigger.pngEnabled if: the country's ruler has the Inspiring Leader personality.

Event button 547 green.png
Let our [Monarch.GetTitle] go on a recruitment campaign.

The country gains Manpower.png manpower equal to 120% of yearly manpower recovery.

id

Msg event.pngWar-weary Population


Our peasants are tired of our war and our soldiers are exhausted. This may have some repercussions on our ability to finish this war in a positive way.


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
The peasants are to be ignored

The country gains Icon war exhaustion.png 2 war exhaustion.


Event trigger.pngAlways enabled:

Event button 547.png
Soldiers are just peasants in uniform

The country:

  • loses Army tradition.png 5 army tradition.
  • loses Navy tradition.png 5 navy tradition.

Event trigger.pngEnabled if: the country's ruler has the Strict personality.

Event button 547 green.png
Get back in line!

The country gains Icon war exhaustion.png 1 war exhaustion.

id

Msg event.pngThere is still hope


While $COUNTRY$ is tired of war, there is still hope and a positive spirit in the chest of everyone from the lowliest peasant to $MONARCH$. We will get through this war, and we will win it.


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
Once more into the breach.

The country loses Icon war exhaustion.png 2 war exhaustion.


Event trigger.pngAlways enabled:

Event button 547.png
My band of Brothers...

The country:

  • gains Army tradition.png 5 army tradition.
  • gains Navy tradition.png 5 navy tradition.

Event trigger.pngEnabled if: the country's ruler has the Inspiring Leader personality.

Event button 547 green.png
That's the spirit!

The country:

  • loses Icon war exhaustion.png 1 war exhaustion.
  • gains Army tradition.png 5 army tradition.
  • gains Navy tradition.png 5 navy tradition.
id

Msg event.pngNaval Officers are retiring


Our decision to start favoring the Army more has led to a crop of promising young naval officers to retire from service. They claim that there are not as many opportunities for advancement as there used to be.


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse


Event trigger.pngAlways enabled:

Event button 547.png
Damn

The country loses Navy tradition.png 10 navy tradition.


Event trigger.pngEnabled if: the country's ruler has the Navigator personality

Event button 547 green.png
Attempt to create more career opportunities.

The country loses Navy tradition.png 5 navy tradition.

id

Msg event.pngA new champion of the joust


During a recent jousting tournament, an unheralded commoner surprised all in attendance by besting everyone who faced him until he was declared the champion. Now we face the awkward decision of what to do with him.


 
Trigger conditions Is triggered only by

Bi-yearly pulse


Event button 547.png
The man must lead our armies!

The country:

  • gains General.png general with 100 army tradition.
  • loses Prestige.png 25 prestige.
  • loses Legitimacy.png 25 legitimacy.
Event button 547.png
Tighten the rules to make sure this doesn't happen again!

The country gains Legitimacy.png 25 legitimacy.

id

Msg event.pngA new flagship!


Our fleet can't be complete without a glorious flagship.


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse


Event button 547.png
A golden figurehead sounds nice!

The country:

  • loses Gold Icon.png 50 ducats.
  • gains Prestige.png 5 prestige.
  • has a random owned and controlled core province with a port create a Heavy ship.png heavy ship belonging to the country.
Event button 547.png
I guess so...

The country:

  • loses Gold Icon.png 20 ducats.
  • gains Prestige.png 2 prestige.
  • has a random owned and controlled core province with a port create a Light ship.png light ship belonging to the country.
Event button 547.png
The cheapest design available sounds appropriate

The country:

  • loses Gold Icon.png 10 ducats.
  • gains Prestige.png 1 prestige.
  • has a random owned and controlled core province with a port create a Galley.png galley belonging to the country.
id

Msg event.pngForeign Military Expert


Our country is at war, but our leadership is not ready! Today a foreign military expert arrived in our court. His reputation precedes him and has a reasonable grasp of our language but his prices are steep. What should we do with him?


 
Trigger conditions

The country:

Is triggered only by

Bi-yearly pulse


Event button 547.png
Ask him to train our officers

The country:

  • loses Gold Icon.png ducats equal to 0.25 years of income.
  • gains a General.png general with 100 army tradition.
Event button 547.png
Put him in command of our armies

The country:

  • loses Gold Icon.png ducats equal to 0.1 years of income.
  • gains a General.png general with 50 army tradition.
Event button 547.png
We do not need foreign aid!

The country gains Legitimacy.png 5 legitimacy.

id

Msg event.pngMusket or Bow?


An argument has broken out in court over the importance of Musket compared to the traditional archery regiments. With the hopes of convincing $MONARCHTITLE$ $MONARCH$ that their role in the army is not becoming obsolete a group of veteran archers have put on an impressive demonstration. Their grace, skill and accuracy was admired by many who were present.


 
Trigger conditions

The country:

The country's ruler:

  • does not have the modifier "Archery vs Muskets".
Is triggered only by

Bi-yearly pulse


Option conditions

Event trigger.pngAlways enabled:

Event button 547.png
Of course archery should serve a primary role

The country's ruler gains the modifier "Archery vs Muskets" until death, giving the following effect:

Military technology cost +5% military technology cost

Event trigger.pngAlways enabled:

Event button 547.png
It's time for these old men to retire.

The country loses Army tradition.png 15 army tradition.


Event trigger.pngEnabled if: the country's ruler has the Bold Fighter personality.

Event button 547 green.png
Courage is what wins battles, not weapons.

The country loses Military power.png 10 military power.

id

Msg event.pngGaps in the Blockade


My lord, a prominent privateer is able to avoid the blockade and get essential supplies into the country, but to continue the runs he is requesting increasingly large sums.


 
Trigger conditions

The country:

  • is at war.
  • is at least 75% blockaded.
  • does not have the modifier "A Gap in the Blockade".
  • does not have the modifier "Merchants and the Gap in the Blockade".
Is triggered only by

Bi-yearly pulse

Weight modifiers

The country:

  • has the modifier "Privateers": ×2
  • has the maritime idea 7 "Naval Fighting Instruction": ×2

Event button 547.png
The supplies must get through

The country gains the modifier "A Gap in the Blockade" for 1 year, with the following effects:

  • National tax modifier.png -5% national tax modifier
  • Icon war exhaustion.png -0.05 monthly war exhaustion
Event button 547.png
Make the merchants pay

The country gains the modifier "Merchants and the Gap in the Blockade" for 1 year, with the following effects:

  • National tax modifier.png -10% trade efficiency
  • Icon war exhaustion.png -0.05 monthly war exhaustion