Trade goods events

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Revision as of 09:18, 10 December 2017 by Arablue99 (talk | contribs) (refactoring to full sentences)
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This is a subset of the generic events from /Europa Universalis IV/events/RandomEvents.txt.

id

Msg event.pngExcellent Year (Grain)


Some of our grain farms are having an excellent year, allowing us to feed more troops and so increasing our manpower.


 
Trigger conditions

The country:

  • has at least 1 province producing Grain.png grain.
Is triggered only by

Bi-yearly pulse


Event button 547.png
You can never have too much manpower.

The country gains Manpower.png manpower equal to 25% of yearly manpower gain.

id

Msg event.pngExcellent Vintage


Our wine experts believe that a recent vintage from one of our wine producing areas is of superior quality. Our people are happily drinking it.


 
Trigger conditions

The country:

  • has at least 1 province producing Wine.png wine.
  • does not have the modifier "Excellent Vintage".
Is triggered only by

Bi-yearly pulse


Event button 547.png
As long as there is some left for me.

The country:

  • gains the modifier "Excellent Vintage." for 2 years, with the following effect:
    National unrest.png -1 national unrest
  • moves 10% towards Mysticism mysticism (if Muslim).
id

Msg event.pngPoor Vintage


One of our more prestigious vineyards has shockingly produced a wine of vastly inferior quality. Needless to say, people think less of our country for it.


 
Trigger conditions

The country:

  • has at least 1 province producing Wine.png wine.
Is triggered only by

Bi-yearly pulse


Event button 547.png
I hope I never drank any.

The country:

  • loses Prestige.png 5 prestige.
  • moves 10% towards Legalism legalism (if Muslim).
id

Msg event.pngQuality wool


Recent shipments of wool have been of unsurpassed quality, earning our nation extra money.


 
Trigger conditions

The country:

  • has at least 1 province producing Wool.png wool.
Is triggered only by

Bi-yearly pulse


Event button 547.png
You can never have too much money.

The country gains Gold Icon.png ducats equal to 0.1 years of income.

id

Msg event.pngPoor Uniforms


One of our cloth suppliers has been found to be supplying substandard cloth for our army uniforms. We understand that the troops are not impressed.


 
Trigger conditions

The country:

  • has at least 1 province producing Cloth.png cloth.
  • does not have the modifier "Poor Uniforms".
Is triggered only by

Bi-yearly pulse


Event button 547.png
Damn them!

The country gains the modifier "Poor Uniforms" for 2 years, with the following effect:

Morale of armies.png -5% morale of armies
id

Msg event.pngHardy Seamen


Our traditional fisheries are proving excellent grounds for the recruiting of sailors for our fleet. This has filtered through into better leadership in our navy.


 
Trigger conditions

The country:

  • has at least 1 province producing Fish.png fish.
  • has at least 1 port.
  • is not primitive.
Is triggered only by

Bi-yearly pulse


Event button 547.png
Good to see.

The country gains Navy tradition.png 10 navy tradition.

id

Msg event.pngNatives not assisting


Local native 'helpers' are temporarily not assisting our fur trappers, this is leading to reduced production.


 
Trigger conditions

The country:

  • has at least 1 province producing Fur.png fur.
Is triggered only by

Bi-yearly pulse


Event button 547.png
They will help us again.

The country loses Gold Icon.png ducats equal to 0.1 years of income.

id

Msg event.pngSalt Crisis


Rumors are sweeping the country that there has been a shortage in salt production. Although we have tried to quash these rumors, people are certain there will be a salt crisis soon.


 
Trigger conditions

The country:

  • has at least 1 province producing Salt.png salt.
  • does not have the modifier "Salt Crisis".
Is triggered only by

Bi-yearly pulse


Event button 547.png
We will have to live with this

The country gains the modifier "Salt Crisis" for 2 years, with the following effect:

Production efficiency.png -10% production efficiency
id

Msg event.pngExcellent supplies


Our naval supply production has been unusually good. Giving us a boost in ship production.


 
Trigger conditions

The country:

  • has at least 1 province producing Fish.png naval supplies.
  • has at least 1 port.
  • is not primitive.
  • does not have the modifier "Good Supplies".
Is triggered only by

Bi-yearly pulse


Event button 547.png
That is good news.

The country gains the modifier "Good Supplies" for 2 years, with the following effects:

  • Heavy ship cost -10% heavy ship cost
  • Light ship cost.png -10% light ship cost
id

Msg event.pngPoor Quality Copper


Some of our copper mines have hit some below standard ores, this has pushed up the cost of artillery units in our nation.


 
Trigger conditions

The country:

  • has at least 1 province producing Copper.png copper.
  • has military technology of at least 7.
  • does not have the modifier "Poor Copper".
Is triggered only by

Bi-yearly pulse


Event button 547.png
I am disappointed.

The country gains the modifier "Poor Copper" for 2 years, with the following effect:

Artillery cost.png +20% artillery cost
id

Msg event.pngGOLD RUSH!


Our miners have hit a massive deposit of gold. Massive amounts of money are flowing into the treasury.


 
Trigger conditions

The country:

  • has at least 1 province producing Gold gold.
  • has a religion that is not in the Pagan group.
Is triggered only by

Bi-yearly pulse


Event button 547.png
Oh Yes.

The country:

  • gains Gold Icon.png ducats equal to 1 year of income.
  • gains Inflation reduction.png 1 inflation.
id

Msg event.pngIron ore quality problems


One of our iron ore mines has hit some lower quality iron ore. This has made the raising of units more expensive.


 
Trigger conditions

The country:

  • has at least 1 province producing Iron.png iron.
  • does not have the modifier "Poor Iron".
Is triggered only by

Bi-yearly pulse


Event button 547.png
I'm sure we have enough men anyway.

The country gains the modifier "Poor Iron" for 2 years, with the following effects:

  • Infantry cost.png +10% infantry cost
  • Cavalry cost.png +10% cavalry cost
id

Msg event.pngQuality Ivory


Our Ivory production has of late been of much higher quality than usual. People are admiring the quality of the workmanship.


 
Trigger conditions

The country:

  • has at least 1 province producing Ivory.png ivory.
Is triggered only by

Bi-yearly pulse


Event button 547.png
It is a good day.

The country gains Prestige.png 20 prestige.

id

Msg event.pngTea Party


Local residents, upset at seeing their high quality tea shipped abroad have attacked a tea ship and thrown the cargo into the harbor. Although the over all quantity was negligible, the province does have a little discontent.


 
Trigger conditions

The country:

  • owns a non-colony overseas province producing Tea.png tea.
Is triggered only by

Bi-yearly pulse


Event button 547.png
Something must be done.

A random non-colony overseas province owned by this country producing Tea.png tea gains Local unrest.png 10 unrest.

id

Msg event.pngStorms


Heavy Storms have hit some of our porcelain factories. It will take years until they have recovered to full productivity.


 
Trigger conditions

The country:

  • has at least 1 province producing Chinaware.png chinaware.
Is triggered only by

Bi-yearly pulse


Event button 547.png
At least a bull didn't run through...

A random province owned by this country producing Chinaware.png chinaware gains the modifier "Storms" for 2 years, with the following effect:

Local goods produced modifier -50% local goods produced modifier
id

Msg event.pngHarvest failure


The spice harvest in one of our spice producing regions has failed, although not badly. However, production will be reduced due to this.


 
Trigger conditions

The country:

  • has at least 1 province producing Spices.png spices that does not have province modifier "Harvest Fails".
Is triggered only by

Bi-yearly pulse


Event button 547.png
This is not ideal.

A random province owned by this country producing Spices.png spices gains the modifier "Harvest Fails" for 20 years, with the following effect:

Local goods produced modifier -50% local goods produced modifier
id

Msg event.pngPlague!


Epidemics in the early-modern era were far deadlier than wars or even famine. Diseases that with modern medicine are relatively harmless, like smallpox or flu, took a heavy toll whenever they struck, especially among infants.


 
Trigger conditions

The country:

  • has at least 1 province producing Grain.png grain.
  • owns at least 2 non-colony provinces.
  • owns a province other than the capital producing Grain.png grain.
Is triggered only by

Bi-yearly pulse


Event button 547.png
We have to do something!

The country loses Gold Icon.png ducats equal to 0.1 years of income.

Event button 547.png
There is nothing we can do.

A random non-capital province owned by this country producing Grain.png grain:

  • gains Local autonomy.png 25% local autonomy
  • gains the modifier "Plague" for 3 years, with the following effect:
    Local goods produced modifier -25% local goods produced modifier
id

Msg event.pngAgricultural Revolution


We have managed to increase our agricultural production by implementing new farming techniques for plantations, irrigation and land properties organizations and thereby bring higher tax income to our state.


 
Trigger conditions

The country:

  • has at least 1 province producing Grain.png grain.
Is triggered only by

Bi-yearly pulse


Event button 547.png
Invest in a bigger army.

A random province owned by the country producing Grain.png grain gains Manpower.png 1 base manpower.

Event button 547.png
Raise taxes even higher.

A random province owned by the country producing Grain.png grain gains Tax Base Icon.png 1 base tax.

Event button 547.png
Our manufacturies will benefit!

A random province owned by the country producing Grain.png grain gains Production.png 1 base production.

id

Msg event.pngPrivateers bring profits


Our decision to support privateer fleet is paying off. One of our captains has managed to capture a ship full of valuable gold.


 
Trigger conditions

The country:

  • has the modifier "Privateers".
  • has at least 3 ports.
  • has any rival with at least 1 province producing Gold gold.
  • has no provinces producing Gold gold.
Is triggered only by

Bi-yearly pulse


Event button 547.png
That should fill our coffers nicely.
  • The country gains Gold Icon.png ducats equal to 0.1 years of income.
  • Every rival of this country with at least 1 province producing Gold gold gains the opinion modifier "Golden Privateers" (-40, decaying by 2 per year) towards the country for 10 years.