Naval idea group events
Naval idea group events[1] are the part of the idea group events which require to have unlocked the naval idea group.
Five years pulse events[edit | edit source]
Hardened Oak On Our Ships
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An experienced shipbuilder has found a way to strengthen the hulls of our ships, so they can weather the storms and other trials of sea more easily. The technique is secret, but for a short time the oceans hold less terror.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
We fear no Capes. The country gets the modifier “Hardened Oak” for 10 years with the following effect: |
An Admiral Worth His Title
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
An excellent naval officer has come to our attention, one who shows not only mastery of the art of war, but also the ability to pass on this knowledge to others. How should we make use of this remarkable talent?
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
To sea, to smite our enemies! The country: To the academy, to teach. The country: |
Improved Training
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
There is room at the naval academy for a new instructor, and the Chancellor has asked us to suggest a course of study for the sailors. Where should we direct the energies of the curriculum?
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
Patriotic duty, of course. The country
Seamanship and maintenance. The country: |
Tactical Innovation
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
Years at sea have given us veteran crews able to perform amazing feats in battle. Some of these techniques can be standardized and used to give us an edge over our enemies.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
Row, row, row your galley. The country gets the modifier “Galley Veterans” for 10 years with the following effect: Our heavy ships will clear the seas. The country gets the modifier “Heavy Ship Veterans” for 10 years with the following effect: |
Smugglers Caught
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
We rule the seas so we can rule the trade routes. So it is vital to clear the home waters of smugglers trafficking in contraband and foreign wares that might undermine our domestic markets.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
A win is a win, even over scum. The country: If the country has at least Invest the seized property. The country: |
A Royal Guest
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
Word of our talented shipbuilders and naval system has spread throughout the known world, and a foreign prince has asked to tour our docks and speak with our men. This is a great honor that we cannot refuse!
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
Huzzah! The country: |
A Patriotic Donation
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
A powerful merchant wants to show gratitude for our efforts at patrolling the seas and keeping the lanes free for trade and exploration. The mercantile company has built new vessels for our war fleet, and is willing to donate them to the Crown.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
Excellent. The country gains |
Disaster at Sea
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
An entire trading fleet has been lost at sea, taking all aboard to a watery grave. News of the disaster is sweeping the docks and our superstitious sailors are taking the loss deeply to heart.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
Let them grieve. The country gets the modifier “Grieving Sailors” for 10 years with the following effect: So, we lose some readiness. The country: |
Missed Recruiting Target
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The rapid expansion of our ports and docks has led to more young men leaving the farms and finding work on ships for trading companies. It's getting harder to find men we can count on to march to war.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
May the sea consume them. The country: |
Rotting Wood
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
Our voyages into strange waters with ill-prepared ships mean that the wood is decaying faster than expected. Humidity, rot, termites... there is a price for finding new markets.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
Fix it where you can. The country gets the modifier “Repairing Decayed Ships” for 10 years with the following effect: Stick to the normal schedule. The country gets the modifier “Rotting Wood” for 10 years with the following effect: |
Shipyard Fire
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Please help with verifying or updating this infobox. It was last verified for version 1.32. |
It was only a matter of time before the dangerous mix of tar, wood and gunpowder would lead to a fire at a major port. It will take some time to get production back up to normal levels.
Trigger conditions
The country: |
Is triggered only by
the five year pulse I. Base weight: 100
|
Curses! A random owned province with a port gets the modifier “Shipyard Fire” for 10 years with the following effect: |
Footnotes[edit | edit source]
- ↑ These events can be found in /Europa Universalis IV/events/ideagroups.txt.