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Quantity idea group events

Quantity idea group events[1] are the part of the idea group events which require to have unlocked the quantity idea group.

Contents

Five years pulse eventsEdit

id

 People laugh at our army

Although the decision to go for a massed army makes sense to many inside our country, uncouth foreigners are laughing at us, saying our army is nothing but an undisciplined mob.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
  • has not enabled the   quality ideas.
Is triggered only by

the five year pulse.

Base weight: 100

 
Let them laugh.

The counry:

  • loses  10 prestige.
id

 Leaders harder to find

We have made the wise decision to favor quantity over quality. However, the new larger army has the unforeseen problem of finding it harder to spot officers of talent among the masses.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
  • has not enabled the   quality ideas.
Is triggered only by

the five year pulse.

Base weight: 100

 
Things will no doubt improve

The country:

  • loses  5 army tradition.
  • loses  1% army professionalism.
id

 New organization

Some thought that our decision to favor quantity over quality was foolish, that it would lead to a decline in leadership, or even make our army a bit of a joke - but they were wrong. Our new larger army has unlocked the talents of our military minds, leading to ever better levels of organization.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
  • has not enabled the   quality ideas.
Is triggered only by

the five year pulse.

Base weight: 100

 
Nice

The country:

  • gains  1% army professionalism.
  • gains access to a   army organizer.[2]

If this country is the Emperor of China,

  • then it gains  5 meritocracy.
id

 More men for the Army

Our policy of favoring quantity over quality is paying off, as of today yet more men came available for the army.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
Is triggered only by

the five year pulse.

Base weight: 100

 
You can never have too many men

The country:

  • gains  5000 manpower

A random owned province:

  • gains  1 base manpower.
id

 Horse Population Boom

A horse is best bought as a cavalry mount at the age of 3 or 4. Fortunately for us over the last few years we have an above average amount of horses born. This increase in supply has made the recruitment of cavalrymen much cheaper.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
  • has at least 1 province producing   livestock.
  • does not have the modifier “Horse Population Boom”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Excellent News!

The country gets the modifier “Horse Population Boom” for 10 years with the following effect:

  •   −10% cavalry cost.
id

 Surplus Equipment

Turning a man into a soldier is expensive and time consuming. One of the biggest costs is the necessary equipment that turns a defenseless man into a relentless killing machine. Fortunately we have found that we have a stockpile of such equipment sitting around. It is in poor condition and won't last long, but if we were to use it now we could get men into uniform much cheaper.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
  • does not have the modifier “Surplus Equipment”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Let's make use of it while we still can

The country gets the modifier “Surplus Equipment” for 10 years with the following effect:

  •   −10% infantry cost.
id

 Cheap Iron

Well, not just iron, but the most expensive part of a cannon is the metal. A recent glut in the market has made metal prices cheap for the time being.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
  • has a   military technology level of at least 7.
  • does not have the modifier '“Cheap Iron”.
Is triggered only by

the five year pulse.

Base weight: 100

 
We should take advantage of this

The country gets the modifier “Cheap Iron” for 10 years with the following effect:

  •   −10% artillery cost.
id

 Timber Surplus

Growing trees for timber is a bit of unpredictable business, taking many years before a tree is ready for harvesting. The recent crop of timber has struggled to find a buyer and thus makes the business of ship building timber easier. The wood will not last forever and who knows what future supplies will be like.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
  • has a   diplomacy technology level of at least 3.
  • does not have the modifier “Timber Shortage”.
  • does not have the modifier “Timber Surplus”.
  • has at least 1 home port.
  • is not primitive.
Is triggered only by

the five year pulse.

Base weight: 100

 
Lets build ships!

The country gets the modifier “Timber Surplus” for 10 years with the following effect:

  •   −5% ship cost.
id

 Men flock to the colors

Men are flocking to the colors, begging for a chance to serve in our glorious armed forces. God is truly on the side of the big battalions!
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
Is triggered only by

the five year pulse.

Base weight: 100

 
It is pleasing to see

The country:

  • gains  1 yearly manpower growth.
id

 Timber Shortage

Some sort of strange blight has been affecting our timber. The wood is covered with some sort of fungal growth that renders it useless for anything except burning. It makes sourcing timber for ship construction much harder.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
  • has a   diplomacy technology level of at least 3.
  • does not have the modifier “Timber Shortage”.
  • does not have the modifier “Timber Surplus”.
  • is not primitive.
Is triggered only by

the five year pulse.

Base weight: 100

 
Damn!

The country gets the modifier “Timber Shortage” for 10 years with the following effect:

  •   +10% ship cost.
id

 Administrative Problems

It is becoming increasingly difficult to administer our armies. The men we have in the job are proving inept and far too venal. We search for men who are just corrupt enough to be bought, without being too greedy, until this is done our military administration will prove costly.
 
Trigger conditions

The country:

  • has enabled the   quantity ideas.
  • does not have the modifier “Administrative Problems”.
Is triggered only by

the five year pulse.

Base weight: 100

 
Damn!

The country *gets the modifier “Administrative Problems” for 10 years with the following effect:

  •   +10% land maintenance modifier.

If the country has not enacted one of the highest tier government reforms

  • then it loses 25 government reform progress.
  • else it gains   0.5 corruption.

FootnotesEdit

  1. These events can be found in /Europa Universalis IV/events/ideagroups.txt.
  2. The Religion of this advisor depends on manifold conditions, the settings in the event code and further conditions in /Europa Universalis IV/common/scripted_effects/01_scripted_effects_for_advisors.txt.