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Envoys are a special type of agent which help a country undertake certain actions. Each country has a limited number of each envoy, depending on its technology level, idea groups and other factors. It takes a certain amount of time for an envoy to complete assigned missions. There are four types of envoys: diplomats, missionaries, merchants, and colonists.

Diplomat.png Diplomat[edit]

See also: Diplomacy#Diplomats

Diplomats are able to execute both official and covert diplomatic actions. The default number of available diplomats is two.

Gaining diplomats

Diplomat.png Traditions Ideas Bonuses Policies
  • Hausan traditions
  • Kurdish traditions
  • Sligonian traditions
  • Thüringian traditions
  • Aristocratic idea 6: International Nobility
  • Diplomatic idea 1: Foreign Embassies
  • Espionage idea 2: Agent Training
  • Assamese idea 7: Ahom Diplomacy
  • Ayutthayan idea 4: Embassies
  • Baden idea 3: Active Diplomacy
  • Bosnian idea 6: Flexible Diplomacy
  • Cherokee idea 7: Cherokee Emperor
  • Circassian idea 6: Steppe Diplomats
  • Iroquois idea 4: Keepers of the Fire
  • Karamanid idea 4: Seize the Opportunity
  • Krakowian idea 7: The Free City
  • Lorraine idea 4: Flexible Diplomacy
  • Luxembourg idea 7: Rivals On All Sides
  • Medri Bahri idea 3: Diplomatic Flexibility
  • Moluccan idea 7: Pragmatic Diplomacy
  • Nanbu idea 3: Connection with Kyoto
  • Odoyev idea 2: Dynamic Diplomacy
  • Ragusan idea 3: Patronage
  • Rostov idea 6: Political Influence
  • Shawnee idea 6: Far−Reaching Relations
  • Shiba idea 3: Consolidation of the Kanrei Position
  • Shoni idea 3: Diplomacy through Tsushima
  • Siddi idea 5: Siddi Diplomacy
  • Trebizondian idea 4: Komnenoi Princesses
  • Utsunomiya idea 1: Fujiwara Descendant
  • Venetian idea 2: Printing Industry
  • Vijayanagar idea 6: Adroit Diplomacy
  • Yamana idea 1: Descendant of Nitta
  • Antemoro ambition
  • Mapuche ambition
  • West African ambition
  • Administrative-Diplomatic: The Recordkeeping Act
  • Aristocratic-Exploration: The Nobility Embassy Act
  • Espionage-Economic: The Foreign Support Act
  • Espionage-Offensive: The Field Agent Act
Diplomat.png Triggers

Missionaries.png Missionary[edit]

See also: Religion#Conversion

Missionaries are religious envoys that can be tasked (for a monetary cost) with converting the religion of a province a country owns to that of the country's official religion. The default number of available missionaries is one.

Gaining missionaries

Missionaries.png Traditions Ideas Bonuses Policies
  • Divine traditions
  • Spanish traditions
  • Religious idea 1: Missionary Schools
  • Ajuuraan idea 3: Gareen Imams
  • Circassian idea 4: Franciscan Missionaries
  • Ethiopian idea 5: The Ark of the Covenant
  • Fulani Jihad idea 1: Wandering Scholars
  • Jerusalem idea 4: Land of the Heathen
  • Münster idea 3: Founding of Monasteries
  • Najdi idea 2: Hanbali School
  • Otomo idea 5: Christian Converts
  • Teutonic idea 6: Promote Prussian Bishops
  • Bremish ambition
  • Najdi ambition
  • Northumbrian ambition
  • +1 missionary from being Defender of the Faith (Christian or Muslim only)
  • The following triggered modifiers award more missionaries:
    • +1 missionary from being Christian and owning Mecca.
    • +1 missionary from being Muslim and owning Mecca and Medina.
    • +1 missionary from being Christian, Muslim or Jewish and owning Jerusalem.
    • +1 missionary from being non-Catholic Christian or Muslim and owning Rome.
    • +1 missionary from being Orthodox and owning and converting Rome, Constantinople, Aleppo, Jerusalem, and Alexandria.
    • +1 missionary from being Mahayana, Theravada or Vajrayana Buddhist and owning Patna.
      • +1 missionary from being Mahayana Buddhist and owning Louyang.
      • +1 missionary from being Vajrayana Buddhist and owning Lhasa.
      • +1 missionary from being Theravada Buddhist and owning Kandy.
    • +1 missionary from being Hindu and owning Varanasi
    • +1 missionary from being Sikh and owning Amritsar.
    • +1 missionary from being fully reformed Mayan and owning Sotuta.
    • +1 missionary from being fully reformed Aztec and owning Cholula.
    • +1 missionary from being fully reformed Inti and owning Pachacamac.
  • +2 missionaries from joining the Counter-Reformation.

Merchants.png Merchant[edit]

See also: Trade#Merchants

Merchants manipulate the flow of ducats at trade nodes, where they can either transfer trade on to the next node in the route, or collect trade for their country's treasury in trade nodes other than their capital's. If collecting in their capital, they will increase the ducats collected by +10%, but are not needed to collect trade in the capital. The default number of available merchants is two.

Gaining merchants

Colonists.png Colonist[edit]

See also: Colonization#Colonists

Colonists are sent to uncolonised provinces to govern and expand a colony. They can be kept in a colony in order to increase the chance of gaining extra settlers each month, but can also be recalled from a colony in progress for other missions after setting up a colony (such as setting up an additional colony, although each colony over the number of available colonists will rapidly grow in cost). The default number of available colonists is zero; unlike the other types of envoys, countries generally do not begin the game with colonists, and instead gain them by taking ideas or as part of their national ideas.

Gaining colonists

Colonists.png Traditions Ideas Bonuses Policies
  • Expansion idea 1: Additional Colonists
  • Exploration idea 1: Colonial Ventures
  • Exploration idea 6: Free Colonies
  • American idea 3: Empire of Liberty
  • Canadian idea 3: Settling the Interior
  • Carib idea 5: Carib Seafarers
  • Leonese idea 3: Conquest of the New World
  • Malayan sultanate idea 7: Settle the Islands
  • Moluccan idea 5: Dominance over the Outer Islands
  • Nizhny Novgorod idea 5: To The East!
  • Norwegian idea 3: Pioneer Spirit
  • Russian idea 2: Siberian Frontier
  • Spanish idea 3: Inter Caetera

Mesoamerican religions also gain additional bonuses. Passing a Mayan, Inti, and Nahuatl religious reform allows a nation to select a Colonist as one of the five options. Selecting the Clan Migration Native idea, for nations with a Native Council government, also provides a Colonist. Parliament.png Parliaments also may pass a bill granting an extra colonist for 10 years.

Envoy travel time.png Envoy travel time[edit]

The travel time for envoys are dependent on the distance they must travel from the player's capital, and differs between the different envoy-types:

  • Diplomat.png Diplomats perform its action instantly, then spends time travelling back.
  • Missionaries.png Missionaries are both sent and recalled instantly.
  • Merchants.png Merchants spend time travelling both to and from the destination. A merchant can be sent directly between trade nodes without having to return to the capital.
  • Colonists.png Colonists spend time travelling to the destination, but are recalled instantly after waiting one day.


The speed at which envoys travel are modified by the following:

  • Certain Events that can trigger if the player is caught repeatedly trying to build a spy network against a nation that is friendly towards them.

Envoy travel time.png Traditions Ideas Bonuses Policies
  • Brazilian traditions
  • Influence idea 6: Postal Service
  • Kongo idea 4: Diplomacy With European Monarchs
  • West African idea 6: The Great River
  • Administrative-Diplomatic: The Recordkeeping Act
  • Diplomatic-Quality: Professional Diplomatic Corps
  • Great Yuan idea 5: A Thousand Miles As If At Home
Subject nations Client stateColonial nationMarchPersonal unionTrade companyTributaryVassal
Other EnvoyAllianceRelationsDiplomatic feedbackEspionageColonizationPapacyHoly Roman Empire