Republic factions events

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This is a list of all Republic factions events. One event may occur every three years.[1]


id

Msg event.pngGuild Restrictions on [Root.GetTradeGoodsName]

The trade of [Root.GetTradeGoodsName] in [Root.Owner.GetName] has sparked conflict in [Root.GetName]. Merchants who want free reins to buy and sells these goods believe the guild controlling its manufacture have grown too powerful. In their eyes, it is now nothing but a cartel causing harm to the economy.

The guild leaders, on the other hand, argue that their organization is making the production of [Root.GetTradeGoodsName] more efficient. Whichever side we come down on, those who oppose our policies are likely to suffer, or even sabotage their own activities to make a point.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • Province owner:
    • At least one of:
      • Has government type where: Is a Merchant Republic
      • Has enacted the “Veche Republic” government reform
  • None of:
    • Has province modifier “Free Trade of Goods”
  • None of:
    • Has province modifier “Strong Guild”
  • None of:
    • Produces Unknown Unknown
Mean time to happen

800 months


Event button 547.png
We must work for statutes to weaken this cartel.
  • Province owner:
    • Gain Traders influence 10 influence for the The Traders faction
    • Lose Guilds influence 10 influence for the The Guilds faction
    • Every owned province:
      • Limited to:
        • Produces the same goods as The currently considered province
        • Is in the same area as The currently considered province
      • Gain province modifier “Free Trade of Goods” for 3 years, giving the following effects:
        • Local trade power.png +2 Local trade power
        • Local production efficiency.png −20% Local production efficiency
Event button 547.png
A strong guild is necessary to ensure quality.
  • Province owner:
    • Gain Guilds influence 10 influence for the The Guilds faction
    • Lose Traders influence 10 influence for the The Traders faction
    • Every owned province:
      • Limited to:
        • Produces the same goods as The currently considered province
        • Is in the same area as The currently considered province
      • Gain province modifier “Strong Guild” for 3 years, giving the following effects:
        • Local production efficiency.png +25% Local production efficiency
        • Local unrest.png +3 Local unrest


id

Msg event.pngGuilds Push for Mercantilist Reforms

Mercantilist economic theory has become fashionable among influential guild members lately. They are, of course, highly knowledgeable in these matters... and also, coincidentally, likely to benefit from the policies they are backing.

Others are not as likely to benefit. Powerful traders operating internationally claim that these theories constitute a dead end, and will fight tooth and nail to prevent the republic from adopting them. With the support of the guilds, it may be possible, but not without political upheaval.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
We can't afford to explore dead ends.
  • Gain Traders influence 10 influence for the The Traders faction
  • Lose Guilds influence 10 influence for the The Guilds faction
  • Gain Diplomatic power.png 50 diplomatic power
Event button 547.png
Mercantilism is the future, whether traders know it or not.
  • Gain Guilds influence 10 influence for the The Guilds faction
  • Lose Traders influence 10 influence for the The Traders faction
  • Gain Mercantilism.png 1% mercantilism
  • Lose Administrative power.png 50 administrative power
  • Lose Diplomatic power.png 50 diplomatic power


id

Msg event.pngMerchants Call for Increased Imports

The influence of a powerful guild has driven up prices on [Root.GetTradeGoodsName] in [Root.Owner.GetName]. It has come to the point where traders are finding it cheaper to import goods from abroad to compete with local prices, something they claim is becoming more difficult due to the current [Root.Owner.GetAdjective] legislation on imports.

Relaxing customs would give our merchants a chance to make beneficial agreements where [Root.GetTradeGoodsName] is produced, but the guilds, who are vehemently opposed to this, do serve their purpose as well.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • Province owner:
    • At least one of:
      • Has government type where: Is a Merchant Republic
      • Has enacted the “Veche Republic” government reform
  • None of:
    • Has province modifier “Strong Guild”
  • None of:
    • the owner of the currently considered province has trade modifier “Allowed Imports”
Mean time to happen

800 months


Event button 547.png
Our concern must be efficient trade first and foremost.
  • Province owner:
    • Gain Traders influence 10 influence for the The Traders faction
    • Lose Guilds influence 10 influence for the The Guilds faction
    • Every trade node with a merchant present:
      • Limited to:
        • Any province in this trade node:
          • Produces the same goods as The currently considered province
      • the owner of the currently considered province gains trade modifier “Allowed Imports” (+10 Power) for 3 years
Event button 547.png
We will make no concessions that may harm the guilds.
  • Province owner:
    • Gain Guilds influence 10 influence for the The Guilds faction
    • Lose Traders influence 10 influence for the The Traders faction
    • Every owned province:
      • Limited to:
        • Produces the same goods as The currently considered province
      • Gain province modifier “Strong Guild” for 3 years, giving the following effects:
        • Local production efficiency.png +25% Local production efficiency
        • Local unrest.png +3 Local unrest


id

Msg event.pngGuild Leaders Rival Nobles' Status

In [Root.GetName], the presence of guilds has bred a new sort of influence, and a new sort of influential person. Leading figures in the guild of [Root.GetCapitalName] are not only growing richer than many aristocrats in the province, they also wield power, all while lacking the familial ties that have defined the rulers of the city for a long time.

Perhaps this sort of shift is inevitable, especially considering the nature of our republic. Nevertheless, at this stage, the only thing that's certain is that the nobles in [Root.GetName] have an aversion to these ill-mannered new rich and would like to see them ousted from local political proceedings.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • Province owner:
    • At least one of:
      • Has government type where: Is a Merchant Republic
      • Has enacted the “Veche Republic” government reform
  • None of:
    • Has province modifier “Influential Nobles”
  • None of:
    • Has province modifier “Influential Guild Members”
Mean time to happen

800 months


Event button 547.png
Money is money, new or old.
  • Province owner:
    • Gain Guilds influence 10 influence for the The Guilds faction
    • Lose Aristocrats influence 10 influence for the The Aristocrats faction
    • Lose Yearly prestige.png 15 prestige
  • Gain province modifier “Influential Guild Members” for 3 years, giving the following effects:
    • Local production efficiency.png +20% Local production efficiency
Event button 547.png
If they do us a few favors, we can keep the upstarts out.
  • Province owner:
    • Gain Aristocrats influence 10 influence for the The Aristocrats faction
    • Lose Guilds influence 10 influence for the The Guilds faction
    • Lose Administrative power.png 10 administrative power
    • Lose Diplomatic power.png 10 diplomatic power
    • Lose Military power.png 10 military power
  • Gain province modifier “Influential Nobles” for 3 years, giving the following effects:
    • Local manpower modifier.png +40% Local manpower modifier


id

Msg event.pngSecret Societies in Government

The full extent of a guild's activity is really only known to members. Since guilds exist in part to manage knowledge, this is inevitable, but also leads to allegations of conspiracies. You have paid little attention to these ideas, considering them paranoid delu-

'[Root.Monarch.GetTitle], our republic is in danger! We cannot speak here.'
A noble drags you to the side and talks in a whispered voice at length of who may or may not be part of secret guilds within the government of [Root.GetName]. He names other nobles who are equally concerned... so many, in fact, that his own side seems more like a conspiracy than the ones he accuses. Even so, there is no doubt that the aristocrats of [Root.GetName] feel threatened by these possible secret societies the guilds have brought into existence.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Has country modifier “Paranoid Recruitment”
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
Who cares? Maybe these conspiracies can make politicians agree for once.
  • Gain Guilds influence 10 influence for the The Guilds faction
  • Lose Aristocrats influence 10 influence for the The Aristocrats faction
  • If the country has a stability of less than +3,
    • then it gains Stability.png1 stability,
    • else it gains Administrative power.png50 administrative power.
  • Lose Yearly prestige.png 15 prestige
  • Hidden effect:
    • One of the following at random:
      • 30% chance of:
        • Trigger country event “Guild Before Country” in 2 years
      • 20% chance of:
        • Trigger country event “Guild Before Country” in 4 years
      • 50% chance of:
Event button 547.png
Fine. Let those known to be loyal investigate this.
  • Gain Aristocrats influence 10 influence for the The Aristocrats faction
  • Lose Guilds influence 10 influence for the The Guilds faction
  • Gain Yearly prestige.png 10 prestige
  • Gain country modifier “Paranoid Recruitment” for 3 years, giving the following effects:
    • Advisor cost.png +25% Advisor cost


id

Msg event.pngGuild Before Country

When aristocrats warned us of the secret societies that had supposedly infiltrated [Root.GetAdjective] politics, we chose not to listen. They predicted that we might very well pay with our lives, when this conspiracy turned against us.

Nothing quite so dramatic has happened, but one of our close advisors has made some very dubious decisions lately, and eventually admitted these were services to a 'secret' society that the advisor was indeed part of. Other politicians are up in arms about this, and there is no avoiding a scandal at this stage.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • Has advisor yes
Is triggered only by
  • The event “Secret Societies in Government” option “Who cares? Maybe these conspiracies can make politicians agree for once.”
  • The event “Secret Societies in Government” option “Who cares? Maybe these conspiracies can make politicians agree for once.”

Event button 547.png
Their disloyalty to [Root.GetName] must be punished.
  • Advisor random dies
  • Lose Administrative power.png 50 administrative power
Event button 547.png
Try to defuse the situation.
  • Lose Administrative power.png 100 administrative power


id

Msg event.pngInternational Guild Contacts

One of our diplomatic envoys with strong connections to a domestic guild has been accused by some older ambassadors of cutting deals with a guild across the border. While he admits to attending to guild business while abroad, he denies accusations of compromising his political missions. On the other hand he says he is open to the idea of attempting to use his connections abroad to our advantage.

The old guard of aristocratic diplomats find this practice highly dubious, but leveraging connections between guilds could give us an edge in clandestine operations.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Has country modifier “Foreign Guild Infiltrated”
  • None of:
    • Has country modifier “Guilds Compromised”
  • None of:
    • Has country modifier “Suspended Diplomat”
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
We'll see whose guild members show the most loyalty to their country.
  • Gain Guilds influence 10 influence for the The Guilds faction
  • Lose Aristocrats influence 10 influence for the The Aristocrats faction
  • One of the following at random:
    • 50% chance of:
      • Gain country modifier “Foreign Guild Infiltrated” for 3 years, giving the following effects:
        • Spy network construction.png +25% Spy network construction
    • 50% chance of:
      • Gain country modifier “Guilds Compromised” for 3 years, giving the following effects:
        • Foreign spy detection.png −25% Foreign spy detection
Event button 547.png
Suspend their service until we have straightened things out.
  • Gain Aristocrats influence 10 influence for the The Aristocrats faction
  • Lose Guilds influence 10 influence for the The Guilds faction
  • Gain country modifier “Suspended Diplomat” for 3 years, giving the following effects:
    • Diplomat.png −1 Diplomats


id

Msg event.pngNoble Legacy of [Root.GetName]

Our republican nation has given up many of the old ideas about nobility and feudal rule, but sometimes, when they are of use to us, we are willing to reconsider them on a situational basis. Such a situation has arisen in [Root.GetName], where a local aristocrat claims that land just across our border is in fact part of his family's rightful demesne.

Local merchants have petitioned against this claim, having just negotiated a major trade deal with the neighboring nation. For a republic, they argue, trade should be the first concern - the claims of nobles lead only to war and misery.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • Province owner:
    • At least one of:
      • Has government type where: Is a Merchant Republic
      • Has enacted the “Veche Republic” government reform
  • None of:
    • Has province modifier “Trade with Neighbor”
  • Any neighbouring province:
    • None of:
      • Province owner:
        • Is the owner of the currently considered province
    • None of:
      • the owner of the currently considered province has a claim on this province
Mean time to happen

800 months


Event button 547.png
War perhaps, but who said anything about misery?
  • Province owner:
    • Gain Aristocrats influence 10 influence for the The Aristocrats faction
    • Lose Traders influence 10 influence for the The Traders faction
  • One random neighbouring province:
    • Limited to:
      • None of:
        • Province owner:
          • Is the owner of the currently considered province
      • None of:
        • the owner of the currently considered province has a claim on this province
    • the owner of the currently considered province gains a claim on this province
Event button 547.png
They are right. We should put these petty squabbles behind us.
  • Province owner:
    • Gain Traders influence 10 influence for the The Traders faction
    • Lose Aristocrats influence 10 influence for the The Aristocrats faction
  • Gain province modifier “Trade with Neighbor” for 3 years, giving the following effects:
    • Local trade power.png +5 Local trade power
  • One random neighbouring province:
    • Limited to:
      • None of:
        • Province owner:
          • Is the owner of the currently considered province
    • Province owner:
      • Gain opinion modifier “Goods Crossing Borders” (Opinion.png +40 opinion / 3 years) towards the owner of the currently considered province


id

Msg event.pngCandidates Vie for Opportunities

As a republic, we strive to strike a balance between economic interests and tradition. We choose our advisors accordingly. Families who know this, patricians and aristocrats alike, try to plan ahead and get their representatives into positions of opportunity before they seek to advise the [Root.Monarch.GetName] directly.

A position offering such opportunities recently opened, and now different parties are pressuring us for it. There can be no pleasing everyone, and someone has to be appointed soon.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Immediate effects
  • Randomly set a country flag to determine the religion (state, secondary, tertiary, or Jewish) of an advisor based on location of the capital and state religion group

Event button 547.png
Someone experienced in military matters would be of use.
  • Gain Aristocrats influence 10 influence for the The Aristocrats faction
  • Lose Traders influence 10 influence for the The Traders faction
  • Gain access to a discounted Commandant Advisor Commandant.png advisor, where:
    • Skill level is based on monthly income (1 if less than 15, 2 if less than 25, 3 otherwise)
  • Lose Diplomatic power.png 30 diplomatic power
Event button 547.png
Commerce comes first in [Root.GetName].
  • Gain Traders influence 10 influence for the The Traders faction
  • Lose Aristocrats influence 10 influence for the The Aristocrats faction
  • Gain access to a discounted Trader Advisor Trader.png advisor, where:
    • Skill level is based on monthly income (1 if less than 15, 2 if less than 25, 3 otherwise)
  • Lose Military power.png 30 military power

Effects after selecting any option
  • Leagues for the religion of the Holy Roman Empire begin to form.


id

Msg event.pngTrade between Rivals

We are open to business with everyone... as long as we can control it. What business we can and cannot control is open to debate, and as most question open to debate in our republic, it has become subject to it. Merchants have started trading on friendly terms with one of our rivals, claiming it's necessary despite political disagreements. Aristocrats find this questionable and call for an immediate end to the exchanges.
 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • Any rival:
    • None of:
      • Is at war with Our country
    • None of:
      • The country is embargoed by Our country
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
We can afford to cut ties with these swine.
  • Gain Aristocrats influence 10 influence for the The Aristocrats faction
  • Lose Traders influence 10 influence for the The Traders faction
  • Lose Gold Icon.png ducats equal to 0.3 years of income
  • Gain Military power.png 25 military power
Event button 547.png
We cannot afford to cut ties with these swine.
  • Gain Traders influence 10 influence for the The Traders faction
  • Lose Aristocrats influence 10 influence for the The Aristocrats faction
  • One random rival:
    • Trigger country event “[From.GetName] Opens for Trade” in 7 days
  • Gain Diplomatic power.png 25 diplomatic power


id

Msg event.png[From.GetName] Opens for Trade

Despite their open hatred of us and everything we stand for, the [From.GetAdjective] have allowed their traders the opportunity to make deals with us. This has granted us a chance to wield some power where they would normally oust our merchants.
 
Trigger conditions
  • None
Is triggered only by

The event “Trade between Rivals” option “We cannot afford to cut ties with these swine.”


Event button 547.png
They should trust us with this more often.
  • FROM:
    • One random trade node with a merchant present:
      • Our country gains trade modifier “Enemy Allowed Trade” (+10 Power) for 3 years


id

Msg event.pngOffer from $ARTIST$

The guilds of [Root.GetName] have outmaneuvered their competitors in the political arena, wresting control over the [Root.GetAdjective] government, but their power is far from uncontested.

$ARTIST$, valued by the republic for his unparalleled skill as a craftsman and artist, approaches you with a solution to this problem.
'[Root.Monarch.GetTitle],' $ARTIST$ says, 'a shift in power now may undo everything the guilds have wisely worked towards. We know you are a wise [Root.Monarch.GetWomanMan], but if you need an additional incentive, the guilds do not lack funds for political donations...'

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • Guilds The Guilds faction is in power
  • Has Advisor Artist.png Artist advisor
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
Do you not think I recognize a bribe when I see one?
  • Advisor Artist leaves the country's court
  • Lose Guilds influence 15 influence for the The Guilds faction
  • If:
    • Limited to:
      • Corruption.png Corruption is at least 0.01
    • Lose Corruption.png 0.5 corruption
Event button 547.png
A donation used to fund public projects seems perfectly innocent.
  • Gain Gold Icon.png ducats equal to 0.5 years of income
  • Gain Corruption.png 0.5 corruption
  • Lose Republican tradition.png 5 republican tradition


id

Msg event.pngOffer from $TRADER$

'We're losing ground, [Root.Monarch.GetTitle],' $TRADER$ claims in a private conversation after a recent political debate. 'Our republic depends on trade. It is at the very core of our sovereignty. If we put other interests ahead of those of the merchants, we will soon find ourselves ruled not by a [Root.Monarch.GetTitle], but by confused minds who will abandon what has brought us to greatness.'

You know all too well what comes next. Promises of the wealth the continued rule of the traders will bring to [Root.GetName]... and much more tangible promises of what wealth it will bring to you.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • Traders The Traders faction is in power
  • Has Advisor Trader.png Trader advisor
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
What this republic needs least of all is corruption.
  • Advisor Trader leaves the country's court
  • Lose Traders influence 15 influence for the The Traders faction
  • Lose Corruption.png 0.5 corruption
Event button 547.png
What you are saying is true. [Root.GetName] needs money.
  • Gain Gold Icon.png ducats equal to 0.5 years of income
  • Lose Republican tradition.png 3 republican tradition
  • Gain Corruption.png 0.5 corruption


id

Msg event.pngOffer from $COMMANDANT$

In many other nations, aristocrats enjoy much greater power than here. In [Root.GetName], money is what matters, not rank. $COMMANDANT$, a person lacking neither, is well aware of this.

'Ultimately,' they say, 'if [Root.GetName] is to flourish, it needs a strong ruler. The military is standing by you, [Root.Monarch.GetTitle], if you would be willing to restore some of its old glory. Many among the nobility would be willing to back such a cause with considerable funds.'

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • Aristocrats The Aristocrats faction is in power
  • Has Advisor Commandant.png Commandant advisor
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
The republic cannot be bought!
  • Advisor Commandant leaves the country's court
  • Lose Aristocrats influence 15 influence for the The Aristocrats faction
  • If:
    • Limited to:
      • Corruption.png Corruption is at least 1
    • Lose Corruption.png 2 corruption
Event button 547.png
Your loyalty is highly appreciated.
  • Gain Gold Icon.png ducats equal to 0.6 year of income
  • Gain Corruption.png 2 corruption
  • Lose Republican tradition.png 10 republican tradition


id

Msg event.pngThe Inner Circle

You have tried to maintain a relative neutrality as [Root.Monarch.GetTitle] to guilds, especially since they have somewhat fallen out of favor in [Root.GetName]. You are not the member of any guild, nor would it in the current political climate be appropriate for you to be. Yet that situation may change. The republic's most prominent guild has offered you membership, even promising to maintain secrecy regarding this as long as needed. Quite a bold suggestion, although refusing would still put you on bad terms with the guild.
 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Guilds The Guilds faction is in power
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
I can't swear loyalty to anything but the republic.
  • Lose Administrative power.png 50 administrative power
Event button 547.png
I can keep a secret if they can.
  • Lose Republican tradition.png 5 republican tradition
  • Gain Guilds influence 15 influence for the The Guilds faction


id

Msg event.pngA Beneficial Transaction

In [Root.GetName], business and politics have been irreversibly intertwined since time immemorial. Sometimes, we may be faced with deals that benefit many parties but not the republic itself. When the [From.Monarch.GetTitle] [From.Monarch.GetHerselfHimself] is one of those parties, the situation becomes all the more precarious.

A good business agreement builds stronger relations with key merchants, something we could certainly use. We can avoid alienating these partners if we are willing to sacrifice some of our integrity as a representative of the republic.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Traders The Traders faction is in power
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
Integrity is worth more in the long run.
  • Lose Diplomatic power.png 50 diplomatic power
Event button 547.png
We cannot be expected to go against our own interests for the sake of [Root.GetName].
  • Lose Republican tradition.png 5 republican tradition
  • Gain Traders influence 15 influence for the The Traders faction


id

Msg event.pngThicker Than Water

To many powerful people in [Root.GetName], contacts or wealth determine status, but nobles still value blood ties highly. Even though the nobles are far from the most powerful faction in our republic at this time, they still use the same methods to ensure loyalty.

A recent request for the hand of your daughter from a well-known aristocratic family is clearly such an attempt. You know that this will force you to steer politics closer to their line and weaken the republic, but refusing will make it even more difficult to compel them to support your planned military reforms.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Aristocrats The Aristocrats faction is in power
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
Decline as politely as possible.
  • Lose Military power.png 50 military power
Event button 547.png
We need to maintain close ties to this family.
  • Lose Republican tradition.png 5 republican tradition
  • Gain Aristocrats influence 15 influence for the The Aristocrats faction


id

Msg event.pngGuilds in Cooperation

Since the guilds came to become the dominant power not only in [Root.GetAdjective] business, but also in politics, the guilds have increasingly seen the strength in cooperation. Organizations that may otherwise have seen each other as rivals are now operating efficiently together to maintain power in governing the nation and as a fortunate side effect, their control over the quality and trade of [Root.GetAdjective] goods has grown less narrow and more broad and efficient.
 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • Guilds The Guilds faction is in power
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
If only they could be this reasonable when they're not as fortunate...
  • Gain country modifier “Guilds Cooperating” for 3 years, giving the following effects:
    • Production efficiency.png +10% Production efficiency
    • Trade power.png +5% Domestic trade power


id

Msg event.pngTraders Look Abroad

Having wrested control over the [Root.GetAdjective] republic, our merchants are now looking to wrest control over trade worldwide. Their domination of political matters in [Root.GetName] has given them less to worry about domestically and emboldened them to take risks that would be unthinkable if they had to worry about being overruled at home. Ultimately, this may benefit not just them, but the republic itself.
 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • Traders The Traders faction is in power
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
Let them bring the wealth of the world to us.
  • Gain country modifier “Traders Look Abroad” for 3 years, giving the following effects:
    • Trade efficiency.png +10% Trade efficiency
    • Trade power abroad.png +5% Trade power abroad


id

Msg event.pngAristocrats Put Differences Aside

Since [Root.GetName] began to serve the aristocrats, the aristocrats have begun to serve [Root.GetName]. Once afraid that they were seen as a relic of old government forms, the nobles have realized that they can maintain power as long as they are willing to work together. While this may put them at odds with other [Root.GetAdjective] political forces, it has served to put ambitions of overthrowing the republic at rest and helped them organizing their efforts much more efficiently.
 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • Has government type where: Is a Merchant Republic
  • Aristocrats The Aristocrats faction is in power
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
Our great republic unites even the old families!
  • Gain country modifier “Aristocracy United” for 3 years, giving the following effects:
    • Discipline.png +5% Discipline
    • National unrest.png −1 National unrest


id

Msg event.pngGuilds Obstruct Trade

Guild leaders can be ruthless power brokers and don't take kindly to being opposed politically. Since the guilds haven't controlled the government of [Root.Owner.GetName] for some time, some of them have started to use more intimidating methods to show their influence. Knowing that the republic depends on trade, the guild controlling [Root.GetTradeGoodsName] have begun to prevent it from being freely traded, knowingly harming the national economy and the affairs of their political opponents.
 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • Province owner:
    • At least one of:
      • Has government type where: Is a Merchant Republic
      • Has enacted the “Veche Republic” government reform
    • None of:
      • Guilds The Guilds faction is in power
Mean time to happen

800 months


Event button 547.png
Do they think they'll gain the [Root.Owner.Monarch.GetTitle]'s favor this way?
  • Province owner:
    • Every owned province:
      • Limited to:
        • Produces the same goods as The currently considered province
      • Gain province modifier “Guilds Obstruct Trade” for 3 years, giving the following effects:
        • Local trade power.png −5 Local trade power


id

Msg event.pngTrader Refuses to Serve Republic

Despite [Root.GetName]'s unquestionable devotion to trade, many of its most prominent traders are now claiming that the [Root.Monarch.GetTitle] refuses to listen to them and are putting other interests ahead of those which have made our country rich. One of the merchants we rely on for our international trade has threatened to cease working with the republic altogether. Although we are sure to come to an agreement eventually, this will hamper our cooperation before it blows over.
 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Traders The Traders faction is in power
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
What does he plan to accomplish with this?
  • One random trade node with a merchant present:
    • Our country gains trade modifier “Uncooperative Trader” (−15 Power) for 3 years


id

Msg event.pngAristocrats Reject Republic

In many ways, our republic has been remarkably efficient in removing power from the aristocratic rulers who normally take it for granted. They accept that they cannot claim it as their right, as they could in many other nations. There are times when these old ideas of aristocratic glory reawaken, however, as the nobles of [Root.GetName] feel like they cannot impact its politics in any relevant way but by the sword. Accordingly, the sword is what they have taken up, in open rebellion against the republic.
 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Aristocrats The Aristocrats faction is in power
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
If they want power, teach them to fight with the pen instead!
  • One random owned province:
    • Limited to:
      • Is not overseas
    • Noble rebels.png Noble rebels (size 2) rise in revolt


id

Msg event.pngThe Family Act

The aristocrats of [Root.GetName] have been pushing for a legislation popularly referred to as the Family Act, an effort to prevent innocent minds from the twisted plays and novels spewed forth by 'libertine' authors of recent years. The main outrage behind the initiative for the Family Act is an obscene play, a family act, travelling the country which satirizes the excesses of the aristocratic classes. Humiliated and revolted, the victims of its mockery are now demanding that the republic prevents it from spreading further.
 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Aristocrats The Aristocrats faction is in power
Is triggered only by

The 4 year pulse (Base weight: 100/19125)


Event button 547.png
Interesting. What do they call an act like that?
  • Lose Aristocrats influence 20 influence for the The Aristocrats faction
Event button 547.png
Liberty does not exist to serve obscenities!
  • Lose Stability.png 1 stability


id

Msg event.pngRevolution in $COUNTRY$

For some time now, the Republic has seen an increased control of the Guilds on the [Root.GetAdjective] political stage. Relying on a large number of apprentices, small shop owners and craftsmen, this faction has been able to confiscate all power within the government, and to monopolize all offices in the administration.

Rather than risk lasting marginalization the Aristocrats and Traders have begun to speculate in grain. This has quickly drained the state reserves of bread and grain and lead to a severe increase in prices. Until now, the Guilds have disregarded the developing crisis, as poor people requesting loans to buy food seemed to be an opportunity for tidy profits. That is until they began to crowd the Main Plaza of [Root.Capital.GetCapitalName], at the foot of the [Root.Monarch.GetTitle]'s palace, going as far as slaughtering half a score guards that had ordered them to disperse.

Worst of all, they have begun to loot dozens shops!

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Ruler flag republic_revolution is set
  • The Guilds faction has at least Guilds influence 80 influence
Mean time to happen

300 months
Modifiers

  • The Guilds faction has at least Guilds influence 90 influence: ×0.9
  • The Guilds faction has at least Guilds influence 95 influence: ×0.9
  • The Guilds faction has at least Guilds influence 100 influence: ×0.9
  • None of:
    • The Traders faction has at least Traders influence 5 influence: ×0.9
  • None of:
    • The Aristocrats faction has at least Aristocrats influence 5 influence: ×0.9
  • None of:
    • Stability.png Stability is at least +2: ×0.95
  • None of:
    • Stability.png Stability is at least +1: ×0.95
  • None of:
    • Stability.png Stability is at least 0: ×0.95
  • None of:
    • Stability.png Stability is at least +2: ×0.8
  • None of:
    • Republican tradition.png Republican tradition is at least 80: ×0.9
  • None of:
    • Republican tradition.png Republican tradition is at least 60: ×0.9
  • None of:
    • Republican tradition.png Republican tradition is at least 40: ×0.9

Immediate effects
  • Set ruler flag republic_revolution

Event button 547.png
We cannot allow the masses to engulf the Republic in anarchy.
  • Lose Stability.png 1 stability
  • Lose Yearly prestige.png 15 prestige
  • Lose Republican tradition.png 20 republican tradition
  • If:
    • Limited to:
      • Owns at least 2 non-colony provinces
      • Any owned province:
        • Is not the country's capital
        • Is connected to the capital of its owner
    • One random owned province:
      • Limited to:
        • Is not the country's capital
        • Is connected to the capital of its owner
        • Province owner:
          • Administrative technology.png Administrative technology is at least 22
      • Revolutionary rebels.png Revolutionaries (size 2) rise in revolt
    • One random owned province:
      • Limited to:
        • Is not the country's capital
        • Is connected to the capital of its owner
        • Province owner:
          • None of:
            • Administrative technology.png Administrative technology is at least 22
      • Noble rebels.png Noble rebels (size 2) rise in revolt
  • If:
    • Limited to:
      • At least one of:
        • None of:
          • Owns at least 2 non-colony provinces
        • None of:
          • Any owned province:
            • Is not the country's capital
            • Is connected to the capital of its owner
      • Capital
        • None of:
          • Has province modifier “Wrecked by Factional Riots”
    • Capital
      • Gain province modifier “Wrecked by Factional Riots” for 5 years, giving the following effects:
        • Local unrest.png +8 Local unrest
        • Local tax modifier.png −25% Local tax modifier
        • Local trade power.png −5 Local trade power
Event button 547.png
Give in to their demands.
  • Lose Stability.png 1 stability
  • Lose Gold Icon.png ducats equal to 0.25 years of income
  • Gain Republican tradition.png 5 republican tradition
  • Lose Guilds influence 60 influence for the The Guilds faction
  • Set ruler flag leader_has_been_pushed_out
  • Trigger country event “Election!”


id

Msg event.pngRevolution in $COUNTRY$

By sampling the riches of far-away countries and selling them on the markets in [Root.Capital.GetCapitalName], the [Root.GetAdjective] Traders have managed to progressively impose themselves on the Parliament. This done, it was easy to take control of all offices that could assure their power over the Republic. And who would hold this against them? Never has [Root.GetName] been so flourishing, and the gold is pouring in as never before.

Yes, who? Squires, maybe, seeing their houses threatened with ruin as their estates are bought by the men in power? Presumably the Guilds also, as Traders favor profits on import more than protection of the home-made products. Maybe commoners also, growing tired of price increases on market stalls and of seeing rents double, for the greater benefit of Traders always eager to increase their wealth…

In the morning, upset crowds gather at the gates of the [Root.Monarch.GetTitle]'s palace, ready to batter them down.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • None of:
    • Ruler flag republic_revolution is set
  • The Traders faction has at least Traders influence 80 influence
Mean time to happen

300 months
Modifiers

  • The Traders faction has at least Traders influence 90 influence: ×0.9
  • The Traders faction has at least Traders influence 95 influence: ×0.9
  • The Traders faction has at least Traders influence 100 influence: ×0.9
  • None of:
    • The Guilds faction has at least Guilds influence 5 influence: ×0.9
  • None of:
    • The Aristocrats faction has at least Aristocrats influence 5 influence: ×0.9
  • None of:
    • Stability.png Stability is at least +2: ×0.95
  • None of:
    • Stability.png Stability is at least +1: ×0.95
  • None of:
    • Stability.png Stability is at least 0: ×0.95
  • None of:
    • Stability.png Stability is at least +2: ×0.8
  • None of:
    • Republican tradition.png Republican tradition is at least 80: ×0.9
  • None of:
    • Republican tradition.png Republican tradition is at least 60: ×0.9
  • None of:
    • Republican tradition.png Republican tradition is at least 40: ×0.9

Immediate effects
  • Set ruler flag republic_revolution

Event button 547.png
Let us not be intimidated by a bunch of scoundrels!
  • Lose Stability.png 1 stability
  • Lose Yearly prestige.png 15 prestige
  • Lose Republican tradition.png 20 republican tradition
  • If:
    • Limited to:
      • Owns at least 2 non-colony provinces
      • Any owned province:
        • Is not the country's capital
        • Is connected to the capital of its owner
    • One random owned province:
      • Limited to:
        • Is not the country's capital
        • Is connected to the capital of its owner
        • Province owner:
          • Administrative technology.png Administrative technology is at least 22
      • Revolutionary rebels.png Revolutionaries (size 2) rise in revolt
    • One random owned province:
      • Limited to:
        • Is not the country's capital
        • Is connected to the capital of its owner
        • Province owner:
          • None of:
            • Administrative technology.png Administrative technology is at least 22
      • Noble rebels.png Noble rebels (size 2) rise in revolt
  • If:
    • Limited to:
      • At least one of:
        • None of:
          • Owns at least 2 non-colony provinces
        • None of:
          • Any owned province:
            • Is not the country's capital
            • Is connected to the capital of its owner
      • Capital
        • None of:
          • Has province modifier “Wrecked by Factional Riots”
    • Capital
      • Gain province modifier “Wrecked by Factional Riots” for 5 years, giving the following effects:
        • Local unrest.png +8 Local unrest
        • Local tax modifier.png −25% Local tax modifier
        • Local trade power.png −5 Local trade power
Event button 547.png
Give in to their demands.
  • Lose Stability.png 1 stability
  • Lose Gold Icon.png ducats equal to 0.25 years of income
  • Gain Republican tradition.png 5 republican tradition
  • Lose Traders influence 60 influence for the The Traders faction
  • Set ruler flag leader_has_been_pushed_out
  • Trigger country event “Election!”


id

Msg event.pngRevolution in $COUNTRY$

Using every means of pressure available, the nobility of [Root.GetName] has managed to seize control of power in our Republic. The sons of powerful aristocratic families parade in the streets, as well as in the palaces of the Republic. At this point their rivals could never hope to find a legal way to re-establish the influence that they have lost.

A legal way? Last night, a young noble was killed during a sordid fight in a tavern. The murderer is a widely known noble himself, the first son of his family. As the authorities intervene, however, the one who stands accused of this crime is someone else entirely, coincidentally the son of a master weaver who is also a prominent spokesman for the Guilds.

Next morning, Guilds and Traders have begun distributing bread and weapons to the commoners; the upset crowds rally around the [Root.Monarch.GetTitle]'s palace, and a first charge by the urban militia has caused great loss of blood and lives, before the mob could violently avenge itself. [Root.Monarch.GetName] is under siege.

 
Trigger conditions
  • DLC Res Publica.png Res Publica is active
  • At least one of:
    • Has government type where: Is a Merchant Republic
    • Has enacted the “Veche Republic” government reform
  • At least one of:
    • None of:
      • Ruler flag republic_revolution is set
    • Has had ruler flag republic_revolution for at least 10 years
  • The Aristocrats faction has at least Aristocrats influence 80 influence
Mean time to happen

400 months
Modifiers

  • The Aristocrats faction has at least Aristocrats influence 90 influence: ×0.9
  • The Aristocrats faction has at least Aristocrats influence 95 influence: ×0.9
  • The Aristocrats faction has at least Aristocrats influence 100 influence: ×0.9
  • None of:
    • The Guilds faction has at least Guilds influence 5 influence: ×0.9
  • None of:
    • The Traders faction has at least Traders influence 5 influence: ×0.9
  • None of:
    • Stability.png Stability is at least +2: ×0.95
  • None of:
    • Stability.png Stability is at least +1: ×0.95
  • None of:
    • Stability.png Stability is at least 0: ×0.95
  • None of:
    • Stability.png Stability is at least +2: ×0.8
  • None of:
    • Republican tradition.png Republican tradition is at least 80: ×0.9
  • None of:
    • Republican tradition.png Republican tradition is at least 60: ×0.9
  • None of:
    • Republican tradition.png Republican tradition is at least 40: ×0.9

Immediate effects
  • Set country flag republic_revolution

Event button 547.png
We cannot possibly surrender to grocers!
  • Lose Stability.png 1 stability
  • Lose Yearly prestige.png 15 prestige
  • Lose Republican tradition.png 20 republican tradition
  • If:
    • Limited to:
      • Owns at least 2 non-colony provinces
      • Any owned province:
        • Is not the country's capital
        • Is connected to the capital of its owner
    • One random owned province:
      • Limited to:
        • Is not the country's capital
        • Is connected to the capital of its owner
        • Province owner:
          • Administrative technology.png Administrative technology is at least 22
      • Revolutionary rebels.png Revolutionaries (size 2) rise in revolt
    • One random owned province:
      • Limited to:
        • Is not the country's capital
        • Is connected to the capital of its owner
        • Province owner:
          • None of:
            • Administrative technology.png Administrative technology is at least 22
      • Anti tax rebels.png Peasants (size 2) rise in revolt
  • If:
    • Limited to:
      • At least one of:
        • None of:
          • Owns at least 2 non-colony provinces
        • None of:
          • Any owned province:
            • Is not the country's capital
            • Is connected to the capital of its owner
      • Capital
        • None of:
          • Has province modifier “Wrecked by Factional Riots”
    • Capital
      • Gain province modifier “Wrecked by Factional Riots” for 5 years, giving the following effects:
        • Local unrest.png +8 Local unrest
        • Local tax modifier.png −25% Local tax modifier
        • Local trade power.png −5 Local trade power
Event button 547.png
Give in to their demands.
  • Lose Stability.png 1 stability
  • Lose Gold Icon.png ducats equal to 0.25 years of income
  • Gain Republican tradition.png 5 republican tradition
  • Lose Aristocrats influence 60 influence for the The Aristocrats faction
  • Set ruler flag leader_has_been_pushed_out
  • Trigger country event “Election!”


Footnotes[edit | edit source]

  1. These events can be found in /Europa Universalis IV/events/RepublicFactions.txt.