Generic events

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This article is considered accurate for the current version of the game.

This is a generic list of events available to all countries. An event may occur every 2 years.

Other events that may occur on the same pulse include: Trade events, and Catholic events

Contents

Gift to the State[edit]

  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Ruler's administrative skill is at least 4
  • Multiplies value by 2.0:
    • Is a lucky nation

Option: Put into the treasury:

  • AI chance:
    • Base chance of 55
  • Modifies treasury by 0.2 years worth of income

Option: Gain prestige:

  • AI chance:
    • Base chance of 45
  • Changes prestige by 10

Temporary Insanity of Monarch[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the Feudal Monarchy government type
    • Has the Despotic Monarchy government type
    • Has the Administrative Monarchy government type
    • Has the Absolute Monarchy government type
    • Has the Constitutional Monarchy government type
    • Has the Enlightened Despotism government type
    • Has the Bureaucratic Despotism government type
    • Has the Empire government type
  • Ruler's administrative skill is less than 2
  • Is not a lucky nation
  • Is not in regency

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Does not have a Statesman advisor
  • Multiplies value by 0.66:
    • Has a Statesman with a skill of at least 3

Option: Request military guidance:

  • AI chance:
    • Base chance of 55
  • Changes prestige by -25
  • Modifies treasury by -0.1 years worth of income
  • Changes army tradition by 5
  • Changes navy tradition by 5

Option: Request administrative guidance:

  • AI chance:
    • Base chance of 45
  • Changes prestige by -25
  • Modifies treasury by -0.1 years worth of income
  • Changes administrative power stored by 25

Excellent Minister[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the Feudal Monarchy government type
    • Has the Despotic Monarchy government type
    • Has the Administrative Monarchy government type
    • Has the Absolute Monarchy government type
    • Has the Constitutional Monarchy government type
    • Has the Enlightened Despotism government type
    • Has the Bureaucratic Despotism government type
    • Has the Empire government type
  • 2 prestige
  • Is not in regency

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 2.0:
    • Has a Statesman with a skill of at least 3
  • Multiplies value by 0.66:
    • Does not have a Statesman advisor

Option: Reap the administrative benefits:

  • AI chance:
    • Base chance of 55
  • Changes stability by 1
  • Changes prestige by 25
  • Changes administrative power stored by 40

Option: Reap the military benefits:

  • AI chance:
    • Base chance of 45
  • Changes army tradition by 10
  • Changes navy tradition by 10
  • Changes military power stored by 100

Scandal at the Court[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 2 royal marriages

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Take the blame and move on:

  • AI chance:
    • Base chance of 45
  • Changes stability by -1

Option: Bribe an advisor to take the blame:

  • AI chance:
    • Base chance of 55
  • Modifies treasury by -0.33 years worth of income

Wave of Obscurantism[edit]

  • Cannot fire randomly

Trigger:

  • Does not have the country modifier "Obscurantism"

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has less than 1 Innovative ideas
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Natural Scientist advisor

Option: Knowledge is power:

  • AI chance:
    • Base chance of 45
  • Adds the modifier "Obscurantism" for 2 years:
    • +2 global unrest

Option: Ignorance is bliss:

  • AI chance:
    • Base chance of 55
  • Changes prestige by -33

Exceptional Year[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the Treasurer advisor
    • Has the Trader advisor
    • Has the Statesman advisor
    • Has the Natural Scientist advisor
  • Year is at least 1450
  • Year is less than 1550

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • 50% production efficiency
  • Multiplies value by 0.8:
    • Stability is lower than 0
  • Multiplies value by 1.25:
    • Stability is at least 1
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Is bankrupt

Option: Collect the benefits over time:

  • AI chance:
    • Base chance of 45
  • Adds the modifier "Exceptional Year" for 12 months:
    • +50% global tax modifier

Option: Take advantage of the benefits at once:

  • AI chance:
    • Base chance of 55
  • Modifies treasury by 0.1 years worth of income

Exceptional Year[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the Treasurer advisor
    • Has the Trader advisor
    • Has the Statesman advisor
    • Has the Natural Scientist advisor
  • Year is at least 1550
  • Year is less than 1650

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • 50% production efficiency
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Is bankrupt

Option: Collect the benefits over time:

  • AI chance:
    • Base chance of 45
  • Adds the modifier "Exceptional Year" for 12 months:
    • +50% global tax modifier

Option: Take advantage of the benefits at once:

  • AI chance:
    • Base chance of 55
  • Modifies treasury by 0.08 years worth of income

Exceptional Year[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the Treasurer advisor
    • Has the Trader advisor
    • Has the Statesman advisor
    • Has the Natural Scientist advisor
  • Year is at least 1650

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • 50% production efficiency
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Is bankrupt

Option: Collect the benefits over time:

  • AI chance:
    • Base chance of 45
  • Adds the modifier "Exceptional Year" for 12 months:
    • +50% global tax modifier

Option: Take advantage of the benefits at once:

  • AI chance:
    • Base chance of 55
  • Modifies treasury by 0.05 years worth of income

Rush of Colonists[edit]

  • Cannot fire randomly

Trigger:

  • Has the idea Quest for the New World
  • Has at least 1 ports
  • Does not have the country modifier "Colonial Enthusiasm"
  • Does not have the country modifier "Monetary Benefits"
  • Has at least 1 colonial subjects

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has the idea Colonial Ventures
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has at least 5 Offensive ideas

Option: Receive extra colonists:

  • AI chance:
    • Base chance of 45
  • Adds the modifier "Colonial Enthusiasm" for 5 years:
    • +5% colonist chance
    • +25 global settler increase

Option: Receive monetary benefits:

  • AI chance:
    • Base chance of 55
  • Adds the modifier "Monetary Benefits" for 5 years:
    • +5% global tariffs

Rush of Merchants[edit]

  • Cannot fire randomly

Trigger:

  • Has the Trader advisor
  • Does not have the country modifier "Rush of Merchants"
  • Does not have the country modifier "Monetary Benefits"

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Trade efficiency is at least 50%
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Is bankrupt

Option: Receive extra merchants:

  • AI chance:
    • Base chance of 45
  • Adds the modifier "Rush of Merchants" for 5 years:
    • +1 merchants

Option: Receive monetary benefits:

  • AI chance:
    • Base chance of 55
  • Adds the modifier "Monetary Benefits" for 5 years:
    • +5% global tariffs

Diplomatic Move[edit]

  • Cannot fire randomly

Trigger:

  • Ruler's diplomatic skill is at least 4

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has the Diplomat advisor
  • Multiplies value by 2.0:
    • Is a lucky nation

Option: Appoint new diplomats:

  • AI chance:
    • Base chance of 60
  • Changes diplomatic power stored by 30

Option: Improve relations with neighboring states:

  • AI chance:
    • Base chance of 40
  • Changes diplomatic power stored by 10
  • Random country:
    • Limited to:
      • Is a neighbor of our country
    • Adds the opinion modifier "Improved Relations" towards our country

Excellent Diplomacy[edit]

  • Cannot fire randomly

Trigger:

  • Has a Diplomat with a skill of at least 2

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Ruler's diplomatic skill is at least 4
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Ruler's diplomatic skill is less than 1

Option: Bask in the glory:

  • AI chance:
    • Base chance of 55
  • Changes prestige by 5

Option: Improve our reputation:

  • AI chance:
    • Base chance of 45
  • Changes diplomatic power stored by 25

Reformation of the Army[edit]

  • Cannot fire randomly

Trigger:

  • Has an Army Reformer with a skill of at least 2

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Ruler's military skill is at least 4
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Ruler's military skill is less than 1

Option: Invest in army technology:

  • AI chance:
    • Base chance of 55
  • Changes military power stored by 50

Option: Improve our existing army:

  • AI chance:
    • Base chance of 45
  • Changes army tradition by 20

Reformation of the Navy[edit]

  • Cannot fire randomly

Trigger:

  • Has a Naval Reformer with a skill of at least 2

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Ruler's military skill is at least 4
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Ruler's military skill is less than 1

Option: Invest in naval technology:

  • AI chance:
    • Base chance of 55
  • Changes diplomatic power stored by 50

Option: Improve our existing navy:

  • AI chance:
    • Base chance of 45
  • Changes navy tradition by 20

Good Government Policies[edit]

  • Cannot fire randomly

Trigger:

  • Ruler's administrative skill is at least 5

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has the Statesman advisor
  • Multiplies value by 2.0:
    • Is a lucky nation

Option: Use the money to increase stability:

  • Trigger:
    • Stability is lower than 3
  • AI chance:
    • Base chance of 40
  • Changes stability by 1

Option: Invest the money in our government:

  • AI chance:
    • Base chance of 30
  • Changes administrative power stored by 25
  • Changes diplomatic power stored by 25
  • Changes military power stored by 25

Option: Let's fill our treasury:

  • AI chance:
    • Base chance of 30
  • Modifies treasury by 0.20 years worth of income

Poor Government Policies[edit]

  • Cannot fire randomly

Trigger:

  • Ruler's administrative skill is less than 5

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Statesman advisor

Option: We have chosen the right path:

  • AI chance:
    • Base chance of 55
  • Changes stability by -1

Option: Attempt to improve the situation:

  • AI chance:
    • Base chance of 45
  • Modifies treasury by -0.25 years worth of income

Unhappiness Among the Clergy[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Follows the Catholic religion
    • Follows the Orthodox religion
    • Is in the Muslim religion group

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Does not have a Theologian advisor
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has a Theologian with a skill of at least 3

Option: Ignore their demands:

  • AI chance:
    • Base chance of 55
  • If:
    • Limited to:
      • Is in the Muslim religion group
    • Changes piety by -10%
  • If:
    • Limited to:
      • Follows the Catholic religion
    • Changes Papal Influence by -10
  • If:
    • Limited to:
      • Follows the Orthodox religion
    • Changes Patriarch authority by -10%
  • Changes prestige by 10

Option: Agree to their demands:

  • AI chance:
    • Base chance of 45
  • If:
    • Limited to:
      • Is in the Muslim religion group
    • Changes piety by 20%
  • If:
    • Limited to:
      • Follows the Catholic religion
    • Changes Papal Influence by 10
  • If:
    • Limited to:
      • Follows the Orthodox religion
    • Changes Patriarch authority by 5%
  • Changes prestige by -25

Unhappiness Among the Artisans[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has at least 7 Aristocratic ideas
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Stability is at least 3

Option: Execute the troublemakers:

  • AI chance:
    • Base chance of 55
  • Changes stability by -1

Option: Abolish a tax:

  • AI chance:
    • Base chance of 45
  • Modifies treasury by -0.50 years worth of income

Unhappiness Among the Peasantry[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • War taxes are active
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Stability is at least 3
    • At least 0% of provinces are in revolt

Option: We rule as we see fit:

  • AI chance:
    • Base chance of 55
  • Changes prestige by 10
  • Changes stability by -1

Option: Try to improve their situation:

  • AI chance:
    • Base chance of 45
  • Modifies treasury by -0.25 years worth of income

Unhappiness Among the Merchants[edit]

  • Cannot fire randomly

Trigger:

  • Mercantilism is less than 30%

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has the Merchant Republic government type
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Trader advisor

Option: Reduce trade investment:

  • AI chance:
    • Base chance of 55
  • Changes diplomatic power stored by -50

Option: Get rid of the troublemakers:

  • AI chance:
    • Base chance of 45
  • Adds -2.5% mercantilism

Political Crisis[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the monarchy government type
    • Has the republic government type
    • Has the dictatorship government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • At least 10% of provinces are in revolt
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Statesman advisor

Option: Given time, a solution will present itself:

  • AI chance:
    • Base chance of 55
  • Changes stability by -1

Option: Reputation isn't everything:

  • AI chance:
    • Base chance of 45
    • Multiplies value by 0.5:
      • Has the republic government type
  • Changes republican tradition by -20%
  • Adds -25 legitimacy

Corruption[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has at least 1 active loans
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Treasurer advisor

Option: Try to eradicate the problems:

  • AI chance:
    • Base chance of 55
  • Changes stability by -1

Option: Ignore them:

  • AI chance:
    • Base chance of 45
  • Changes inflation by 3

Diplomatic Insult[edit]

  • Cannot fire randomly

Trigger:

  • Any neighbor country:
    • Is not at war

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.66:
    • Ruler's diplomatic skill is at least 5

Option: We won't forget this:

  • AI chance:
    • Base chance of 55
  • Random country:
    • Limited to:
      • Is a neighbor of our country
    • Gives the Diplomatic Insult casus belli against the country to our country

Option: Try to ease the tension:

  • AI chance:
    • Base chance of 45
  • Every neighbor country:
    • Limited to:
      • Is not at war
    • Adds the opinion modifier "Eased Tension" towards our country

Nobles Demand Privileges[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Ruler's administrative skill is at least 4
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Any of the following:
      • Has the Merchant Republic government type
      • Has the Administrative Republic government type
      • Has the Constitutional Republic government type
      • Has the Papacy government type
      • Has the Tribal Federation government type
      • Has the Tribal Democracy government type

Option: Accept their rightful claims:

  • AI chance:
    • Base chance of 55
  • Changes prestige by -10

Option: Ignore their demands:

  • AI chance:
    • Base chance of 45
  • Adds the modifier "Disorder" for 12 months:
    • +2 global unrest

Trading Company's bubble bursts[edit]

  • Cannot fire randomly

Trigger:

  • Year is at least 1700
  • Is in the Christian religion group

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Trade efficiency is less than 50%
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Trade efficiency is at least 60%

Option: Cut down on our expenses:

  • AI chance:
    • Base chance of 55
  • Adds the modifier "Trade Disaster" for 12 months:
    • Trade efficiency is at least -15%

Option: This isn't anything we can't handle:

  • AI chance:
    • Base chance of 45
  • Modifies treasury by -0.1 years worth of income

Comet Sighted[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.1:
    • Has the idea Comets?
  • Multiplies value by 0.5:
    • Has a Natural Scientist with a skill of at least 1
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 1.1:
    • Stability is at least 2
  • Multiplies value by 1.1:
    • Stability is at least 3

Option: It's an omen:

  • Changes stability by -1

Option: The end is nigh!:

  • Changes stability by -1

Option: The economy, fools!:

  • Changes stability by -1

Option: I wish I lived in more enlightened times...:

  • Changes stability by -1

Saint Performs Miracle[edit]

  • Cannot fire randomly

Trigger:

  • Year is less than 1700
  • Follows the Catholic religion
  • Stability is lower than 2

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has less than 2 Innovative ideas
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has at least 6 Innovative ideas

Option: We have truly been blessed:

  • AI chance:
    • Base chance of 55
  • Changes stability by 1
  • Adds 0.5% reform desire

Option: Their actions have shown us the true path:

  • AI chance:
    • Base chance of 45
  • Changes Papal Influence by 20

Nobles Ally with Foreign Power[edit]

  • Cannot fire randomly

Trigger:

  • Capital:
    • In the continent Europe
  • Ruler's diplomatic skill is less than 4

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has less than 2 Economic ideas
  • Multiplies value by 1.25:
    • Stability is lower than 0
  • Multiplies value by 0.8:
    • Stability is at least 1
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Any of the following:
      • Has the Merchant Republic government type
      • Has the Administrative Republic government type
      • Has the Constitutional Republic government type
      • Has the Papacy government type
      • Has the Tribal Federation government type
      • Has the Tribal Democracy government type

Option: They will pay for their treachery:

  • AI chance:
    • Base chance of 55
  • Random country:
    • Limited to:
      • Is a neighbor of our country
    • Gives the Diplomatic Insult casus belli against the country to our country
  • Changes administrative power stored by -33

Option: We'll deal with them later:

  • AI chance:
    • Base chance of 45
  • Changes prestige by -25

Assassination of Noble[edit]

  • Cannot fire randomly

Trigger:

  • Has the monarchy government type
  • Ruler's diplomatic skill is less than 3
  • Is not a vassal

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has at least 5 Aristocratic ideas
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Statesman advisor

Option: Let them solve it among themselves:

  • AI chance:
    • Base chance of 55
  • Adds -30 legitimacy

Option: Take control of the situation:

  • AI chance:
    • Base chance of 45
  • Changes administrative power stored by -50

Cessation of Church Functions[edit]

  • Cannot fire randomly

Trigger:

  • Follows the Catholic religion
  • Does not have the country modifier "Cessation of Church Functions"

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Any of the following:
      • Has at least 2 active loans
      • Is bankrupt
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Treasurer advisor

Option: Accept:

  • AI chance:
    • Base chance of 55
  • Modifies treasury by 0.50 years worth of income
  • Adds the modifier "Cessation of Church Functions" for 20 years:
    • -15% global tax modifier
    • +0.5 Papal influence per year

Option: Decline:

  • AI chance:
    • Base chance of 45
  • Changes stability by -1
  • Changes Papal Influence by -20

Sale of Offices[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has at least 25 active loans
    • Is bankrupt

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Is at war
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Treasurer advisor

Option: Accept:

  • AI chance:
    • Base chance of 55
  • Modifies treasury by 1 years worth of income
  • Adds the modifier "Reduced Tax Income" for 20 years:
    • -10% global tax modifier

Option: Decline:

  • AI chance:
    • Base chance of 45
  • Changes prestige by 5

Monopoly Company Formed[edit]

  • Cannot fire randomly

Trigger:

  • Mercantilism is less than 50%

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Trade efficiency is at least 60%
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Trade efficiency is less than 50%

Option: Make a long-term investment:

  • AI chance:
    • Base chance of 55
  • Adds the modifier "Trade Income Increase" for 10 years:
    • Trade efficiency is at least 15%
  • Changes diplomatic power stored by 50

Option: Demand payment in full:

  • AI chance:
    • Base chance of 45
  • Modifies treasury by 1.5 years worth of income

Nobles Demand Increased Pensions[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the monarchy government type
    • Has the Noble Republic government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Stability is lower than 0
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Stability is at least 3

Option: Accept their demands:

  • AI chance:
    • Base chance of 55
  • Adds the modifier "Tax Income Loss" for 20 years:
    • -10% global tax modifier

Option: Refuse their demands:

  • AI chance:
    • Base chance of 45
  • Changes stability by -1

Grant Export Licenses[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has a Trader with a skill of at least 2
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Does not have a Trader advisor

Option: Grant privileges:

  • AI chance:
    • Base chance of 55
  • Random country:
    • Limited to:
      • Is a neighbor of our country
    • Adds the opinion modifier "Granted the Nobles privileges" towards our country
  • Adds -10 legitimacy
  • Changes republican tradition by -5%
  • Adds the modifier "Tax Income Boost" for 5 years:
    • +10% global tax modifier

Option: Privileges have to be earned:

  • AI chance:
    • Base chance of 45
  • Adds 20 legitimacy
  • Changes republican tradition by 5%
  • Random country:
    • Limited to:
      • Is a neighbor of our country
    • Adds the opinion modifier "Did not grant the Nobles privileges" towards our country

Establish Cantonments[edit]

  • Cannot fire randomly

Trigger:

  • Year is at least 1600

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Ruler's military skill is less than 1

Option: Draft citizens:

  • AI chance:
    • Base chance of 90
  • Random owned province:
    • Changes province manpower by 1

Option: Mass draft with financial incentive:

  • AI chance:
    • Base chance of 10
  • Changes treasury by -60 ducats
  • Random owned province:
    • Changes province manpower by 2

Nobles Demand Old Rights[edit]

  • Cannot fire randomly

Trigger:

  • Has the monarchy government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Ruler's administrative skill is less than 1
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Ruler's administrative skill is at least 5

Option: Accept demands:

  • Every owned province:
    • add_local_autonomy = 5

Option: Reject demands:

  • Changes stability by -1

Cities Demand Old Rights[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the monarchy government type
    • Has the republic government type
    • Has the theocracy government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • At least 10% of provinces are in revolt
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Stability is at least 3

Option: Deny old rights:

  • AI chance:
    • Base chance of 55
  • Changes stability by -1

Option: Accept:

  • AI chance:
    • Base chance of 45
  • Adds -30 legitimacy
  • Changes republican tradition by -10%
  • If:
    • Limited to:
      • Has the theocracy government type
    • Changes prestige by -25

Non-enforcement of Ordinances[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Any of the following:
      • Has less than 1 of the Constable building
      • Has less than 1 of the Courthouse building
  • Multiplies value by 1.25:
    • Stability is lower than 0
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.8:
    • Stability is at least 1
  • Multiplies value by 0.66:
    • Any of the following:
      • Has at least 2 of the Constable building
      • Has at least 2 of the Courthouse building

Option: Let them handle it:

  • AI chance:
    • Base chance of 25
  • Random owned province:
    • add_unrest = 10

Option: Increase attempts:

  • AI chance:
    • Base chance of 100
  • Changes administrative power stored by -30

Bourgeoisie Request Privileges[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 1.25:
    • Does not have the Merchant Republic government type
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Stability is at least 3

Option: Grant them privileges:

  • AI chance:
    • Base chance of 55
  • Changes diplomatic power stored by -50

Option: Deny them privileges:

  • AI chance:
    • Base chance of 45
  • Changes administrative power stored by -50

Italian Engineer Available[edit]

  • Cannot fire randomly

Trigger:

  • Capital:
    • In the continent Europe

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has at least 5 Defensive ideas
  • Multiplies value by 0.66:
    • Has at least 5 Offensive ideas

Option: Hire the engineer:

  • AI chance:
    • Base chance of 55
  • Changes military power stored by 40
  • Modifies treasury by -0.15 years worth of income

Option: Decline the offer:

  • AI chance:
    • Base chance of 45
  • Changes prestige by -10

Foreign Drill Instructor Available[edit]

  • Cannot fire randomly

Trigger:

  • Capital:
    • In the continent Europe

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has an Army Reformer with a skill of at least 3
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Does not have a Army Reformer advisor

Option: Hire him:

  • AI chance:
    • Base chance of 55
  • Changes army tradition by 20
  • Modifies treasury by -0.25 years worth of income

Option: Decline the offer:

  • AI chance:
    • Base chance of 45
  • Changes prestige by -10

Build a Great Palace[edit]

  • Cannot fire randomly

Trigger:

  • Has the monarchy government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has a Artist with a skill of at least 3
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Does not have a Artist advisor

Option: Build the palace:

  • AI chance:
    • Base chance of 40
  • Changes prestige by 10
  • Adds 20 legitimacy
  • Modifies treasury by -0.25 years worth of income

Option: Don't build it:

  • AI chance:
    • Base chance of 60
  • Changes prestige by -10

Uncooperative Philosopher[edit]

  • Cannot fire randomly

Trigger:

  • Has the Philosopher advisor

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has less than 3 Innovative ideas
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has at least 4 Innovative ideas

Option: Imprison him:

  • AI chance:
    • Base chance of 60
  • Changes stability by -1

Option: Allow him to remain free:

  • AI chance:
    • Base chance of 40
  • Changes prestige by -33

Merchants harassed[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 2 merchants
  • Overextension is at least 25%
  • Any country:
    • Is a neighbor of our country
    • Has an opinion of less than 50 with our country

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has the idea Merchant Adventures
    • Has the Merchant Republic government type
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Trader advisor

Option: Escalate complaint:

  • AI chance:
    • Base chance of 55
  • Random country:
    • Limited to:
      • Is a neighbor of our country
      • Has an opinion of less than 50 with our country
    • Gives the Diplomatic Insult casus belli against the country to our country

Option: Seek a diplomatic solution:

  • AI chance:
    • Base chance of 45
  • Random country:
    • Limited to:
      • Is a neighbor of our country
      • Has an opinion of less than 50 with our country
    • Adds the opinion modifier "Diplomatic Solution" towards our country

Petition for Redress[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Technology group is Western
    • Technology group is Eastern

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Stability is lower than 0
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Ruler's administrative skill is at least 5

Option: Accept petition:

  • AI chance:
    • Base chance of 70
  • Changes prestige by -25

Option: Deny petition:

  • AI chance:
    • Base chance of 30
  • Random owned province:
    • Limited to:
      • The province is not a colony
      • The province is not overseas
    • Spawns 1 revolt size of peasant rebels

Noble Family Requests Aid[edit]

  • Cannot fire randomly

Trigger:

  • Has the monarchy government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has at least 300 ducats in the treasury
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Grant aid:

  • AI chance:
    • Base chance of 55
  • Modifies treasury by -0.5 years worth of income

Option: Deny aid:

  • AI chance:
    • Base chance of 45
  • Changes administrative power stored by -50

Support for Dissidents Abroad[edit]

  • Cannot fire randomly

Trigger:

  • Ruler's administrative skill is less than 3

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has a Statesman with a skill of at least 2
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Does not have a Statesman advisor

Option: Support:

  • AI chance:
    • Base chance of 55
  • Modifies treasury by -0.1 years worth of income
  • Random country:
    • Limited to:
      • Is a neighbor of our country
      • Is not a vassal
    • Adds the opinion modifier "Supports Dissidents" towards our country

Option: Decline:

  • AI chance:
    • Base chance of 45
  • Changes prestige by -10

Foreign Trade Competition Rises[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 3 merchants

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Trade efficiency is less than 50%
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Trade efficiency is at least 60%

Option: Impose new tariff:

  • AI chance:
    • Base chance of 70
  • Adds 2.5% mercantilism

Option: Deny new tariff:

  • AI chance:
    • Base chance of 30
  • Changes diplomatic power stored by 33

Removal of Advisor[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the Constitutional Monarchy government type
    • Has the Constitutional Republic government type
  • Has the Statesman advisor

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Does not have a Statesman with a skill of at least 1
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has a Statesman with a skill of at least 3

Option: Fire him!:

  • AI chance:
    • Base chance of 40
  • Removes the Statesman advisor

Option: We have faith in him:

  • AI chance:
    • Base chance of 60
  • Changes stability by -1

Heretic Advisor[edit]

  • Cannot fire randomly

Trigger:

  • Has the Theocracy government type
  • Has the Statesman advisor

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Does not have a Statesman with a skill of at least 1
    • Has less than 2 Innovative ideas
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has a Statesman with a skill of at least 3

Option: Fire him!:

  • AI chance:
    • Base chance of 40
  • Removes the Statesman advisor

Option: We have faith in him:

  • AI chance:
    • Base chance of 60
  • Changes stability by -1

Statesman gains power[edit]

  • Cannot fire randomly

Trigger:

  • Has a Statesman with a skill of at least 2

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Ruler's administrative skill is less than 1
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Ruler's administrative skill is at least 4

Option: Fire him!:

  • AI chance:
    • Base chance of 40
  • Removes the Statesman advisor

Option: He is doing a great job:

  • AI chance:
    • Base chance of 60
  • Changes prestige by -10

Influenced elections[edit]

  • Cannot fire randomly

Trigger:

  • Is an elector in the Holy Roman Empire
  • Isn't the Holy Roman Emperor

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has at least 1 active loans
  • Multiplies value by 2.0:
    • Is a lucky nation

Option: How thoughtful:

  • AI chance:
    • Base chance of 70
  • Modifies treasury by 0.2 years worth of income
  • Random country:
    • Limited to:
      • Is an elector in the Holy Roman Empire
    • Adds the opinion modifier "Accepted Bribe" towards our country

Option: Bribes are beyond me:

  • AI chance:
    • Base chance of 30
  • Changes prestige by 15
  • Random country:
    • Limited to:
      • Is an elector in the Holy Roman Empire
    • Adds the opinion modifier "Declined Bribe" towards our country

Peasants getting uppity[edit]

  • Cannot fire randomly

Trigger:

  • Has the monarchy government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Stability is lower than 0
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Stability is at least 1

Option: Enforce serfdom:

  • AI chance:
    • Base chance of 80
  • Changes administrative power stored by -25

Option: These things happen:

  • AI chance:
    • Base chance of 20
  • Adds -10 legitimacy

Corruption in the Church[edit]

  • Cannot fire randomly

Trigger:

  • Stability is lower than -1
  • Has the Theocracy government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Any owned province:
      • Has the Treasury building
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Treasurer advisor

Option: Cleanse the temple:

  • AI chance:
    • Base chance of 55
  • Changes stability by 1

Option: Fine the sinners:

  • AI chance:
    • Base chance of 45
  • Modifies treasury by 0.20 years worth of income

Merchant Fractures[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 3 merchants

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has the Merchant Republic government type
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the Trader advisor

Option: Support mercantilist faction:

  • AI chance:
    • Base chance of 15
  • Adds 2.5% mercantilism

Option: This isn't a matter for the crown:

  • AI chance:
    • Base chance of 70
  • Trigger:
    • Has the monarchy government type
  • Changes prestige by 10
  • Adds 10 legitimacy

Option: Propose free trade:

  • AI chance:
    • Base chance of 0
  • Adds -2.5% mercantilism
  • Modifies treasury by 0.10 years worth of income

Naval Traditions Scorned[edit]

  • Cannot fire randomly

Trigger:

  • 10 navy tradition
  • Less than 40 navy tradition
  • 40 army tradition

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has at least 6 Offensive ideas
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • maritime_ideas = 3

Option: This is good, land is where it's at:

  • AI chance:
    • Base chance of 60
  • Changes navy tradition by -20
  • Changes army tradition by 10

Option: We must stop this deterioration:

  • AI chance:
    • Base chance of 40
  • Changes navy tradition by -5

Land Traditions Scorned[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 1 ports
  • 10 army tradition
  • Less than 40 army tradition
  • 40 navy tradition

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 5.0:
    • Has the idea group Maritime Ideas
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Has the idea Grand Army

Option: The fleet is our wooden wall!:

  • AI chance:
    • Base chance of 60
  • Changes army tradition by -20
  • Changes navy tradition by 10

Option: We must stop this deterioration:

  • AI chance:
    • Base chance of 40
  • Changes army tradition by -5

Opposing Military Schools[edit]

  • Cannot fire randomly

Trigger:

  • Does not have the country modifier "Increased Offensive"
  • Does not have the country modifier "Increased Defensive"

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Stability is lower than 0
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Stability is at least 3

Option: Attack is always the best option:

  • AI chance:
    • Base chance of 55
  • Changes stability by -1
  • Adds the modifier "Increased Offensive" for 10 years:
    • +25% land forcelimit
    • +2.5% discipline

Option: Let them come to us:

  • AI chance:
    • Base chance of 45
  • Changes stability by -1
  • Adds the modifier "Increased Defensive" for 10 years:
    • +10% fort defence
    • +10% land morale

National Institutions[edit]

  • Cannot fire randomly

Trigger:

  • Has the monarchy government type
  • Technology group is Western
  • Administrative technology is at least 10

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has less than 1 Economic ideas
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Ruler's administrative skill is less than 1

Option: L'etat, c'est moi!:

  • AI chance:
    • Base chance of 30
  • Changes stability by -1

Option: Give them what they want:

  • AI chance:
    • Base chance of 70
  • Changes administrative power stored by -35
  • Changes diplomatic power stored by -35
  • Changes military power stored by -35

Vatican Infiltration[edit]

  • Cannot fire randomly

Trigger:

  • Follows the Catholic religion
  • Does not have the Papacy government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has the idea Espionage
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • 2 prestige

Option: Instruct him to go forward:

  • AI chance:
    • Base chance of 30
  • Changes Papal Influence by 5

Option: Let the matter drop:

  • AI chance:
    • Base chance of 70
  • Changes prestige by 5

City-state Wants Independence[edit]

  • Cannot fire randomly

Trigger:

  • Genoa does not exist
  • Owns Liguria
  • Year is at least 1700

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Stability is lower than 0
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Stability is at least 3

Option: Nah...:

  • AI chance:
    • Base chance of 60
  • Liguria:
    • Spawns 1 revolt size of nationalist rebels

Option: We'll consider it:

  • AI chance:
    • Base chance of 40
  • Genoa:
    • Adds core on Liguria
  • Removes core on Liguria

City-state Wants Independence[edit]

  • Cannot fire randomly

Trigger:

  • Venice does not exist
  • Year is at least 1700
  • Owns Venezia

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Stability is lower than 0
  • Multiplies value by 0.5:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Stability is at least 3

Option: Nah...:

  • AI chance:
    • Base chance of 70
  • Venezia:
    • Spawns 1 revolt size of nationalist rebels

Option: We'll consider it:

  • AI chance:
    • Base chance of 30
  • Venice:
    • Adds core on Venezia
  • Removes core on Venezia

Court Painter Available[edit]

  • Cannot fire randomly

Trigger:

  • Overextension is less than 1%
  • Capital:
    • In the continent Europe
  • Is not at war

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • 10 prestige
  • Multiplies value by 0.66:
    • Has the Artist advisor

Option: Hire him:

  • AI chance:
    • Base chance of 65
  • Modifies treasury by -0.25 years worth of income
  • Changes prestige by 10
  • Changes stability by 1

Option: Decline his services:

  • AI chance:
    • Base chance of 35
  • Changes prestige by -5

Grand Ball in $CAPITAL$[edit]

  • Cannot fire randomly

Trigger:

  • Is in the Christian religion group
  • Is not at war

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Has a Artist with a skill of at least 3
  • Multiplies value by 0.66:
    • Does not have a Artist advisor

Option: Arrange a ball:

  • AI chance:
    • Base chance of 60
  • Changes prestige by 10
  • Modifies treasury by -0.10 years worth of income

Option: Don't arrange a ball:

  • AI chance:
    • Base chance of 40
  • Changes prestige by -5

Festivities[edit]

  • Cannot fire randomly

Trigger:

  • Is not at war
  • Overextension is less than 1%
  • Ruler's administrative skill is at least 3

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Ruler's administrative skill is at least 5
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 0.66:
    • Lower than 50% production efficiency modifier

Option: Arrange festivities:

  • AI chance:
    • Base chance of 30
  • Changes stability by 1

Option: Such nonsense, wasting money like that!:

  • AI chance:
    • Base chance of 70
  • Random owned province:
    • Changes base tax by 1

Complaints about Bailiff[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Execute the Bailiff!:

  • Changes prestige by -33

Option: Ignore Complaints:

  • Changes stability by -1

Priests are preaching Heresy![edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • Follows the Catholic religion
  • Is not at war

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Ignore Heresy:

  • Changes prestige by -5
  • Random owned province:
    • Adds the modifier "Heresy" until the end of the campaign:
      • -40% manpower modifier
      • local_unrest = 2
      • -33% provincial tax income
      • local_autonomy = 0.05

Option: Crack down on it!:

  • Changes diplomatic power stored by -30

Dramatic Currency Revaluation[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • Inflation is less than 5

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Heed this advice.:

  • Changes stability by -1

Option: Who cares about the economy?:

  • Changes inflation by 3

Decadence[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • Is not at war
  • Less than 0.1 war exhaustion

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: We needed a shakeup.:

  • Changes stability by -1

Military Divided![edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • Is not at war
  • Does not have the country modifier "Increased Defensive"
  • Does not have the country modifier "Increased Offensive"

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: The forts are our strength!:

  • Changes military power stored by -25
  • Adds the modifier "Increased Defensive" for 10 years:
    • +10% fort defence
    • +10% land morale

Option: We must always attack!:

  • Changes military power stored by -25
  • Adds the modifier "Increased Offensive" for 10 years:
    • +25% land forcelimit
    • +2.5% discipline

$MONARCH$ embarrasses the court[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • Has the monarchy government type
  • Is not in regency
  • Ruler's diplomatic skill is less than 4

Mean time to happen

  • Base mean time to happen of 1 days

Option: Blame the $MONARCHTITLE$:

  • Changes stability by -1

Nobles Demand Recompensation[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 1

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Ignore them!:

  • Changes stability by -2

Option: Very well, pay them off.:

  • Changes stability by -1
  • Modifies treasury by -0.5 years worth of income

Monetary Reforms[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Enact them!:

  • Changes stability by -1
  • Changes inflation by -1

Option: There is no need for reforms.:

  • Changes inflation by 3

The Fortunes of War[edit]

  • Cannot fire randomly

Trigger:

  • 5 war exhaustion
  • Is not at war

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Enact Strong Laws:

  • Changes war exhaustion by -3
  • Changes inflation by 1

Option: Be more lenient.:

  • Changes war exhaustion by -1

Strong Military Leadership[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • 50 army tradition

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: $COUNTRY$ needs them all!:

  • Changes stability by -1

Option: Restrict the non-nobility.:

  • Changes army tradition by -20

The Naval Tradition[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • 50 navy tradition

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: A cabin boy can become Captain!:

  • Changes stability by -1

Option: Never!:

  • Changes navy tradition by -20

Sickness of $MONARCHTITLE$[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • Is not in regency
  • Has the monarchy government type
  • Does not have the ruler modifier Powerful Nobles
  • Does not have the ruler modifier Decentralized Ruling

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: More power to the Nobles:

  • Adds the ruler modifier "Powerful Nobles" until the ruler's death:
    • +5% production efficiency

Option: Delegate more to the provinces:

  • Adds the ruler modifier "Decentralized Ruling" until the ruler's death:
    • Trade efficiency is at least 5%

Regional Nobles challenge $COUNTRY$[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 30 provinces
  • Any owned province:
    • The province has a different culture than its owner

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Crush them!:

  • Random owned province:
    • Limited to:
      • The province has a different culture than its owner
    • Spawns 2 revolt size of noble rebels

Option: Give them more local authority.:

  • Random owned province:
    • Limited to:
      • The province has a different culture than its owner
    • Adds the modifier "Powerful Noble" until the end of the campaign:
      • -50% manpower modifier
      • -50% provincial tax income

Option: Reform Society:

  • Changes stability by -1

Clergy condemns a philosopher as heretic![edit]

  • Cannot fire randomly

Trigger:

  • Follows the Catholic religion
  • Does not have the country modifier "Increased Narrowminded"
  • Does not have the country modifier "Increased Innovative"

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Support Clergy:

  • Changes stability by -1
  • Adds the modifier "Increased Narrowminded" for 10 years:
    • +5% technology cost
    • +1% global missionary strength

Option: Support Philosopher:

  • Changes stability by -1
  • Adds the modifier "Increased Innovative" for 10 years:
    • -5% technology cost
    • -1% global missionary strength

Growth of Cities attracts Serfs[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 5 provinces
  • Any owned province:
    • Has a base tax lower than 5
    • Has a base tax of at least 2
    • The province is not the capital of the country
    • The province is not overseas
  • Year is less than 1650

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: We have to accept this.:

  • Random owned province:
    • Limited to:
      • Has a base tax lower than 5
      • Has a base tax of at least 2
      • The province is not the capital of the country
      • The province is not overseas
    • Changes base tax by -1
    • add_local_autonomy = 25
  • Capital:
    • Changes base tax by 1

Option: The serfs belong on their turf.:

  • Adds the modifier "Increased Serfdom" for 20 years:
    • -10% stability cost modifier
    • -10% land morale

$MONARCHTITLE$'s reputation tarnished![edit]

  • Cannot fire randomly

Trigger:

  • Ruler's diplomatic skill is less than 5
  • Is not in regency
  • Stability is at least -1

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Embrace the reputation!:

  • Changes diplomatic power stored by -100

Option: Execute someone for this!:

  • Changes stability by -1

Fight the Good Fight![edit]

  • Cannot fire randomly

Trigger:

  • Any enemy country:
    • At war with our country
  • 5 war exhaustion

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.0:
    • Is a lucky nation
  • Multiplies value by 2.0:
    • 10 war exhaustion

Option: Hold the Line!:

  • Changes war exhaustion by -1

Claims on Our Rivals![edit]

  • Cannot fire randomly

Trigger:

  • Ruler's diplomatic skill is at least 3
  • Any rival country:
    • Any owned province:
      • The province is not claimed by our country
      • Any of the following:
        • The province is not the capital of the country
        • The owner of the province:
          • Has less than 2 provinces
      • Any bordering province:
        • The province is owned by our country

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 1.15:
    • Ruler's administrative skill is at least 4
  • Multiplies value by 1.15:
    • Ruler's administrative skill is at least 5
  • Multiplies value by 1.15:
    • Ruler's administrative skill is at least 6
  • Multiplies value by 1.15:
    • Ruler's military skill is at least 4
  • Multiplies value by 1.15:
    • Ruler's military skill is at least 5
  • Multiplies value by 1.15:
    • Ruler's military skill is at least 6
  • Multiplies value by 1.15:
    • Ruler's diplomatic skill is at least 4
  • Multiplies value by 1.15:
    • Ruler's diplomatic skill is at least 5
  • Multiplies value by 1.15:
    • Ruler's diplomatic skill is at least 6

Option: Glorious will $COUNTRY$ be!:

  • Random rival country:
    • Limited to:
      • Any owned province:
        • The province is not claimed by our country
        • Any of the following:
          • The province is not the capital of the country
          • The owner of the province:
            • Has less than 2 provinces
        • Any bordering province:
          • The province is owned by our country
    • Random owned province:
      • Limited to:
        • The province is not claimed by our country
        • Any of the following:
          • The province is not the capital of the country
          • The owner of the province:
            • Has less than 2 provinces
        • Any bordering province:
          • The province is owned by our country
      • Adds claim to our country
  • Changes prestige by 10

Improve the Capital[edit]

  • Cannot fire randomly

Trigger:

  • Is not at war
  • Is in the Christian religion group
  • 50 prestige

Mean time to happen

  • Base mean time to happen of 1 days

Option: Use the Military as Workforce:

  • Changes prestige by 5
  • Changes national manpower reserves by -0.1 years worth

Option: Spend Money:

  • Changes prestige by 5
  • Modifies treasury by -0.1 years worth of income

Land Technology Research Useless[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: They have a point!:

  • Changes military power stored by -50

Option: Ignore them:

  • Changes prestige by -10

Naval Research Wrong![edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: They must be right!:

  • Changes diplomatic power stored by -50

Option: Ignore them:

  • Changes prestige by -10

New Trade Research is Heretical[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Accept the demands.:

  • Changes diplomatic power stored by -50

Option: Ignore them:

  • Changes prestige by -10

Production Research Flawed[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: They must be right!:

  • Changes administrative power stored by -50

Option: Ignore them:

  • Changes prestige by -10

There should be a Stable Government[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Accept the demands.:

  • Changes administrative power stored by -50

Option: Ignore them:

  • Changes prestige by -10

A Generation of Cowards[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • Is not at war
  • Has no truces
  • Less than 1 war exhaustion
  • Has less than 1 active revolts

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Purge them!:

  • Changes national manpower reserves by -0.25 years worth

Option: We need them.:

  • Adds the modifier "Bad Discipline" for 10 years:
    • -5% discipline

Death of a Merchant[edit]

  • Cannot fire randomly

Trigger:

  • Is in the Christian religion group

Mean time to happen

  • Base mean time to happen of 1 days

Option: The state needs the money.:

  • Modifies treasury by 0.25 years worth of income

Option: Use them as he would have.:

  • One of the following will happen:
    • 10 relative chance:
      • Creates a Theologian advisor
    • 10 relative chance:
      • Creates a Artist advisor
    • 10 relative chance:
      • Creates a Philosopher advisor

Local fortification expert discovered[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 2 provinces
  • Any owned province:
    • The province is not overseas
    • The province is not the capital of the country

Mean time to happen

  • Base mean time to happen of 1 days

Option: The entire country needs him:

  • Creates a Military Engineer advisor

Option: Let him stay home:

  • Random owned province:
    • Limited to:
      • The province is not overseas
      • The province is not the capital of the country
    • Adds the modifier "Local Fortifications" until the end of the campaign:
      • +25% local defensiveness

Naive Relative[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0
  • Is not in regency
  • Has the monarchy government type

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Execute him for Treason!:

  • Changes administrative power stored by -25

Option: He is a relative after all...:

  • Adds the modifier "Compromised Spy Defense" for 10 years:
    • -25% global spy defence

Saint Proclaimed[edit]

  • Cannot fire randomly

Trigger:

  • Follows the Catholic religion
  • Does not have the country modifier "Smugglers Dominating"
  • Stability is lower than 3

Mean time to happen

  • Base mean time to happen of 1 days

Option: Te Deum!:

  • Changes stability by 1

Smugglers running rampant[edit]

  • Cannot fire randomly

Trigger:

  • Stability is at least 0

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 0.5:
    • Is a lucky nation

Option: Stop them!:

  • Changes stability by -1
  • Modifies treasury by -0.25 years worth of income

Option: It is too expensive:

  • Adds the modifier "Smugglers Dominating" for 10 years:
    • -10% global tax modifier
    • Trade efficiency is at least -10%

Printing Press gives Benefits[edit]

  • Cannot fire randomly

Trigger:

  • Year is at least 1500
  • Capital:
    • In the continent Europe

Mean time to happen

  • Base mean time to happen of 1 days

Option: Good News!:

  • Changes military power stored by 20
  • Changes diplomatic power stored by 20
  • Changes administrative power stored by 20

Extraordinary Recruiting Policies[edit]

  • Cannot fire randomly

Trigger:

  • Ruler's military skill is at least 4
  • Ruler is leading an army
  • Manpower are less than 60% of maximum
  • Is at war
  • Less than 10 war exhaustion
  • Stability is at least -1

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 1.25:
    • Is a lucky nation

Option: As many as Possible!:

  • Changes national manpower reserves by 0.15 years worth
  • Changes war exhaustion by 1

Option: Only take what can be spared.:

  • Changes national manpower reserves by 0.05 years worth

Glory for $DYNASTY$[edit]

  • Cannot fire randomly

Trigger:

  • Has the monarchy government type
  • Is not in regency
  • Legitimacy is less than 90
  • Capital:
    • In the continent Europe

Mean time to happen

  • Base mean time to happen of 1 days

Option: Use it to strengthen the throne:

  • Adds 5 legitimacy

Option: Publish the knowledge abroad.:

  • Changes prestige by 5

The House of $DYNASTY$ is shaken[edit]

  • Cannot fire randomly

Trigger:

  • Has the monarchy government type
  • Legitimacy is at least 20
  • Is not in regency

Mean time to happen

  • Base mean time to happen of 1 days

Option: Deny it fervently.:

  • Adds -5 legitimacy

Option: Acknowledge the fact.:

  • Changes prestige by -5

Brilliant Government.[edit]

  • Cannot fire randomly

Trigger:

  • Has the republic government type

Mean time to happen

  • Base mean time to happen of 1 days

Option: Money is always good...:

  • Modifies treasury by 0.10 years worth of income

Option: But prestige is better:

  • Changes prestige by 10

Great Economic Policy[edit]

  • Cannot fire randomly

Trigger:

  • Ruler's administrative skill is at least 5
  • Inflation is less than 3

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 1.25:
    • Is a lucky nation
  • Multiplies value by 1.25:
    • Has the Master of Mint advisor

Option: Good News!:

  • Changes inflation by -1

A Golden Era for Culture![edit]

  • Cannot fire randomly

Trigger:

  • Is not at war

Mean time to happen

  • Base mean time to happen of 1 days

Option: This is great!:

  • Changes prestige by 5

Warriors do not read books[edit]

  • Cannot fire randomly

Trigger:

  • Is at war

Mean time to happen

  • Base mean time to happen of 1 days

Option: The sword is stronger than the book.:

  • Changes stability by -1

Competent Diplomacy![edit]

  • Cannot fire randomly

Trigger:

  • Is not at war
  • Ruler's diplomatic skill is at least 4
  • Overextension is at least 25%
  • Is not in regency
  • Does not have the country modifier "Competent Diplomacy"

Mean time to happen

  • Base mean time to happen of 1 days

Option: $MONARCH$ can always be trusted...:

  • Adds the modifier "Competent Diplomacy" for 5 years:
    • +10% better relations over time

Incompetent Diplomacy![edit]

  • Cannot fire randomly

Trigger:

  • Ruler's diplomatic skill is less than 4
  • Overextension is at least 25%
  • Is not in regency
  • Does not have the country modifier "Incompetent Diplomacy"

Mean time to happen

  • Base mean time to happen of 1 days

Option: How can it be possible?:

  • Adds the modifier "Incompetent Diplomacy" for 5 years:
    • -10% better relations over time

War-weary Population[edit]

  • Cannot fire randomly

Trigger:

  • Is at war
  • 2 war exhaustion

Mean time to happen

  • Base mean time to happen of 1 days

Option: The peasants are to be ignored:

  • Changes war exhaustion by 2

Option: Soldiers are just peasants in uniform:

  • Changes army tradition by -5
  • Changes navy tradition by -5

There is still hope[edit]

  • Cannot fire randomly

Trigger:

  • Is at war
  • 5 war exhaustion

Mean time to happen

  • Base mean time to happen of 1 days

Option: Once more into the breach:

  • Changes war exhaustion by -2

Option: My band of Brothers...:

  • Changes army tradition by 5
  • Changes navy tradition by 5

Visit from some shady people[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days

Option: It's an offer...:

  • Adds the modifier "Shady People" for 5 years:
    • +10% spy offense

Option: ...we can refuse actually:

  • Changes prestige by 5

The New World beckons![edit]

  • Cannot fire randomly

Trigger:

  • Has the idea Quest for the New World
  • Capital:
    • In the continent Europe
  • Any owned province:
    • The province is a colony
    • Any of the following:
      • In the continent North America
      • In the continent South America

Mean time to happen

  • Base mean time to happen of 1 days

Option: We can always use some peasants.:

  • Adds the modifier "Colonial Enthusiasm" for 3 years:
    • +5% colonist chance
    • +25 global settler increase

Option: A nobleman can be useful!:

  • Creates a conquistador at 5 extra army tradition

Merchants spread thin[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 2 merchants
  • Capital:
    • In the continent Europe
  • Any active trade node:
    • In the continent Asia
    • }
  • Any active trade node:
    • In the continent Europe
    • }

Mean time to happen

  • Base mean time to happen of 1 days

Option: Asia is not as important.:

  • Trigger:
    • Any active trade node:
      • In the continent Asia
      • }
  • Random active trade node:
    • Limited to:
      • In the continent Asia
      • }
    • Adds trade modifier:
      • Affecting our country
      • Lasting 3650 days
      • Changing trade power by -10
      • Named "Absent Merchant"

Option: We can ignore Europe.:

  • Trigger:
    • Any active trade node:
      • In the continent Europe
      • }
  • Random active trade node:
    • Limited to:
      • In the continent Europe
      • }
    • Adds trade modifier:
      • Affecting our country
      • Lasting 3650 days
      • Changing trade power by -10
      • Named "Absent Merchant"

Option: Support them anyway!:

  • Changes diplomatic power stored by -20

Relations Improved[edit]

  • Cannot fire randomly

Trigger:

  • Any neighbor country:
    • Follows our country's religion
    • Not at war with our country
    • Has no truce with our country

Mean time to happen

  • Base mean time to happen of 1 days

Option: For the $COUNTRY_RELIGION$ faith:

  • Random neighbor country:
    • Limited to:
      • Follows our country's religion
      • Not at war with our country
      • Has no truce with our country
    • Adds the opinion modifier "Improved Relations" towards our country

Influential Preacher[edit]

  • Cannot fire randomly

Trigger:

  • Follows the Catholic religion

Mean time to happen

  • Base mean time to happen of 1 days

Option: Send him to Rome:

  • Changes Papal Influence by 10

Option: He'll make a nice bishop:

  • Changes prestige by 5

Improvements in Land Technology[edit]

  • Cannot fire randomly

Trigger:

  • Military technology is at least 6

Mean time to happen

  • Base mean time to happen of 1 days

Option: Spare no expenses...:

  • Changes inflation by 0.5
  • Changes military power stored by 50

Option: Use Caution:

  • Changes military power stored by 10

Improvements in Naval Technology[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 1 ports

Mean time to happen

  • Base mean time to happen of 1 days

Option: Spare no expenses...:

  • Changes inflation by 0.5
  • Changes diplomatic power stored by 50

Option: Use Caution:

  • Changes diplomatic power stored by 10

Improvements in Trade Technology[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days

Option: Spare no expenses...:

  • Changes inflation by 0.5
  • Changes diplomatic power stored by 50

Option: Use Caution:

  • Changes diplomatic power stored by 10

Improvements in Government Technology[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days

Option: Spare no expenses...:

  • Changes inflation by 0.5
  • Changes administrative power stored by 50

Option: Use Caution:

  • Changes administrative power stored by 10

Improvements in Production Technology[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days

Option: Spare no expenses...:

  • Changes inflation by 0.5
  • Changes administrative power stored by 50

Option: Use Caution:

  • Changes administrative power stored by 10

Sale of Titles[edit]

  • Cannot fire randomly

Trigger:


Mean time to happen

  • Base mean time to happen of 1 days

Option: Gold is the sign of nobility!:

  • Modifies treasury by 0.25 years worth of income

Option: Nobility cannot be bought!:

  • Changes stability by 1

A traveling minstrel[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Technology group is Western
    • Technology group is Eastern

Mean time to happen

  • Base mean time to happen of 1 days

Option: Allow him to go where his heart wishes:

  • Changes stability by 1

Option: Bring him to court:

  • Creates an advisor of the Artist type:
    • With a skill level of 2

A bountiful harvest[edit]

  • Cannot fire randomly

Trigger:

  • It is the 7. month of the year or later

Mean time to happen

  • Base mean time to happen of 1 days

Option: We are blessed!:

  • Modifies treasury by 0.25 years worth of income

Tensions between nobles and clergy[edit]

  • Cannot fire randomly

Trigger:

  • Follows the Catholic religion
  • Any of the following:
    • Has the Feudal Monarchy government type
    • Has the Empire government type
  • The Papal State exists
  • Capital:
    • In the continent Europe

Mean time to happen

  • Base mean time to happen of 1 days

Option: Jesus lived among beggars and fishermen, why don't you?:

  • AI chance:
    • Base chance of 20
    • Multiplies value by 2:
      • Has less than 5 provinces
    • Multiplies value by 2:
      • Has less than 10 provinces
    • Multiplies value by 2:
      • Has less than 15 provinces
    • Multiplies value by 2:
      • Has less than 20 provinces
  • Adds the opinion modifier "Upset the Pope" from The Papal State

Option: Surely we do not wish to anger his holiness.:

  • AI chance:
    • Base chance of 80
  • Random owned province:
    • Limited to:
      • In the continent Europe
    • Spawns 2 revolt size of noble rebels

The Maid of $CAPITAL_CITY$[edit]

  • Cannot fire randomly

Trigger:

  • Follows the Catholic religion
  • Does not have the country flag maid_of_province
  • Is at war
  • 5 war exhaustion
  • Has the monarchy government type
  • Legitimacy is less than 80
  • Any owned province:
    • Not controlled by owner

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2.5:
    • Country is France

Immediate effects:

  • Hidden effect:
    • Sets the country flag maid_of_province

Option: She is a messenger from God!:

  • AI chance:
    • Base chance of 100
  • Changes prestige by -5
  • Adds -5 legitimacy
  • Creates a general at -50 extra army tradition

Option: Poor girl, she's clearly mad:

  • AI chance:
    • Base chance of 0
  • Adds 10 legitimacy

Option: Burn the witch!:

  • AI chance:
    • Base chance of 0
  • Adds the modifier "Increased Narrowminded" for 10 years:
    • +5% technology cost
    • +1% global missionary strength
  • Changes stability by 1

Bible printed![edit]

  • Cannot fire randomly

Trigger:

  • Follows the Catholic religion
  • Capital:
    • In the continent Europe
  • Administrative technology is at least 5
  • Does not have the global flag bible_printed
  • Has the Theologian advisor

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 5.0:
    • Culture group is Germanic

Option: Glory to God!:

  • Sets the global flag bible_printed
  • Changes prestige by 25

The Sweating Sickness spreads through $CAPITAL$[edit]

  • Cannot fire randomly

Trigger:

  • Year is at least 1480
  • Capital:
    • In the continent Europe
  • Administrative technology is lower than 20

Mean time to happen

  • Base mean time to happen of 1 days

Option: $MONARCH$ flees the city:

  • Changes stability by -1

Option: Spend every effort to limit its effects:

  • Modifies treasury by -0.50 years worth of income

Option: Salvation and piety are the only answers:

  • Changes diplomatic power stored by -100

Disagreeing advisor[edit]

  • Cannot fire randomly

Trigger:

  • Has at least one advisor

Mean time to happen

  • Base mean time to happen of 1 days

Option: He kinda has a point...:

  • Changes prestige by -5
  • One of the following will happen:
    • 33 relative chance:
      • Changes administrative power stored by 25
    • 33 relative chance:
      • Changes diplomatic power stored by 25
    • 33 relative chance:
      • Changes military power stored by 25

Option: Off with his head!:

  • Kills the random advisor

Privateers bring profits[edit]

  • Cannot fire randomly

Trigger:

  • Has the country modifier "Privateers"
  • Has at least 3 ports
  • Any rival country:
    • Has at least 1 provinces producing gold
  • Has less than 1 provinces producing gold

Mean time to happen

  • Base mean time to happen of 1 days

Option: That should fill our coffers nicely.:

  • Modifies treasury by 0.10 years worth of income
  • Every rival country:
    • Limited to:
      • Has at least 1 provinces producing gold
    • Adds the opinion modifier "Golden Privateers" towards our country

Privateers captured[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 5 ports
  • Has at least 1 heavy ships
  • Has at least 1 colonial subjects
  • Any rival country:
    • Has the country modifier "Privateers"

Mean time to happen

  • Base mean time to happen of 1 days

Option: We shall reward him with a promotion.:

  • Creates an admiral at 50 extra naval tradition

Option: A man of such skill would be welcomed at our court.:

  • Creates an advisor of the Naval Reformer type:
    • With a skill level of 2

Merchant arranges an expedition.[edit]

  • Cannot fire randomly

Trigger:

  • Has the idea Quest for the New World
  • Has at least 1 ports
  • Has at least 2 merchants
  • Any active trade node:
    • Is a sea province
  • Capital:
    • In the continent Europe
  • The Caribbean:
    • Has not been discovered by our country

Mean time to happen

  • Base mean time to happen of 1 days

Option: Support the expedition.:

  • Random owned province:
    • Limited to:
      • Is coastal
    • Spawns a heavy ship belonging to our country
  • Creates an explorer at 20 extra naval tradition

Renaissance Prince[edit]

  • Cannot fire randomly

Trigger:

  • Technology group is Western
  • Capital:
    • In the continent Europe
  • Year is at least 1450
  • Year is less than 1600

Mean time to happen

  • Base mean time to happen of 1 days

Option: We too shall support the blooming renaissance art.:

  • Modifies treasury by -0.10 years worth of income
  • Changes prestige by 10

Option: I’ve got better things to spend money on.:

  • Changes prestige by -5

Expanding influence[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Has the country modifier "Vereenigde Oost-Indische Compagnie"
    • Has the country flag Trade Company
  • India:
    • The province is owned by our country
  • India:
    • Has no core on our country
    • The province is not owned by our country
    • The owner of the province:
      • Technology group is not Western
    • Any bordering province:
      • The province is owned by our country
      • Has core on our country

Mean time to happen

  • Base mean time to happen of 1 days

Option: There is no need for hostilities:

  • Changes diplomatic power stored by -20

Option: We need to ensure the profitability of our trade.:

  • India:
    • Limited to:
      • Has no core on our country
      • The province is not owned by our country
      • The owner of the province:
        • Technology group is not Western
      • Any bordering province:
        • The province is owned by our country
        • Has core on our country
    • Adds claim to our country

Local Noble's Power Grows[edit]

  • Cannot fire randomly

Trigger:

  • Capital:
    • In the continent Europe
  • Ruler's administrative skill is less than 3
  • Any of the following:
    • Has the Feudal Monarchy government type
    • Has the Despotic Monarchy government type
    • Has the Empire government type

Mean time to happen

  • Base mean time to happen of 1 days

Option: Ignore him:

  • Changes prestige by -10
  • Random owned province:
    • Limited to:
      • In the continent Europe
      • Does not have the province modifier "Powerful Noble"
    • Adds the modifier "Powerful Noble" until the end of the campaign:
      • -50% manpower modifier
      • -50% provincial tax income
    • add_local_autonomy = 10

Option: Outwit him at court:

  • Changes prestige by 5
  • Changes stability by -1

Option: Order his arrest:

  • Changes prestige by 5
  • Random owned province:
    • Limited to:
      • In the continent Europe
      • Does not have the province modifier "Powerful Noble"
    • Spawns 2 revolt size of noble rebels

Colonial Discovery![edit]

  • Cannot fire randomly

Trigger:

  • Technology group is Western
  • Capital:
    • In the continent Europe
  • Has at least 1 colonies

Mean time to happen

  • Base mean time to happen of 1 days

Option: The merchants can learn from it:

  • Changes diplomatic power stored by 15

Option: The manufactories can benefit!:

  • Changes administrative power stored by 15

Country Destabilized[edit]

  • Cannot fire randomly

Trigger:

  • 10 war exhaustion

Option: Unfortunate:

  • Changes stability by -1

Large Revolt[edit]

  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Immediate effects:

  • Hidden effect:
    • Random owned province:
      • Sets the province flag Peasant
    • Random owned province:
      • Limited to:
        • Has no core on our country
        • The province is not a colony
        • Does not have the province flag Peasant
      • Sets the province flag Nationalist

Option: Target practice:

  • Random owned province:
    • Limited to:
      • Has the province flag Peasant
    • Spawns 1 revolt size of peasant rebels
    • Removes the province flag Peasant
  • Random owned province:
    • Limited to:
      • Has no core on our country
      • The province is not a colony
      • Has the province flag Nationalist
    • Spawns 1 revolt size of nationalist rebels
    • Removes the province flag Nationalist

Local Pretender Rises[edit]

  • Cannot fire randomly

Trigger:

  • Legitimacy is less than 90
  • Has the monarchy government type

Mean time to happen

  • Base mean time to happen of 1 days

Option: Off with his head!:

  • Random owned province:
    • Limited to:
      • The province is not overseas
    • Spawns 1 revolt size of pretender rebels

Naval thought suffering[edit]

  • Cannot fire randomly

Trigger:

  • Does not have the idea group Maritime Ideas
  • Any of the following:
    • Has the idea group Offensive Ideas
    • Has the idea group Defensive Ideas

Option: To be expected:

  • Changes diplomatic power stored by -50

Naval Officers are retiring[edit]

  • Cannot fire randomly

Trigger:

  • Does not have the idea group Maritime Ideas
  • Any of the following:
    • Has the idea group Offensive Ideas
    • Has the idea group Defensive Ideas

Option: Damn:

  • Changes navy tradition by -10

An example to us all[edit]

  • Cannot fire randomly

Trigger:

  • Does not have the idea group Maritime Ideas
  • Any of the following:
    • Has the idea group Offensive Ideas
    • Has the idea group Defensive Ideas

Option: Interesting.:

  • Creates a Grand Captain advisor

Support for revolution overseas[edit]

  • Cannot fire randomly

Trigger:

  • Is not at war
  • Has at least 100 ducats in the treasury
  • Any known country:
    • Any of the following:
      • Capital:
        • In the continent North America
      • Capital:
        • In the continent South America
    • Is not a vassal
    • Any rival country:
      • Capital:
        • In the continent Europe
      • At war with PREV

Mean time to happen

  • Base mean time to happen of 1 days

Option: We cannot let the people in America be crushed:

  • Changes treasury by -100 ducats
  • Random known country:
    • Limited to:
      • Any of the following:
        • Capital:
          • In the continent North America
        • Capital:
          • In the continent South America
      • Any known country:
        • Capital:
          • In the continent Europe
        • At war with PREV
    • Changes treasury by 100 ducats
    • Adds the opinion modifier "Sent Help" towards our country
  • Random rival country:
    • Limited to:
      • Capital:
        • In the continent Europe
      • Any known country:
        • Any of the following:
          • Capital:
            • In the continent North America
          • Capital:
            • In the continent South America
        • At war with PREV
    • Adds the opinion modifier "Interfered in war" towards our country

Option: This is not our war:

  • Changes prestige by -10
  • Random known country:
    • Limited to:
      • Any of the following:
        • Capital:
          • In the continent North America
        • Capital:
          • In the continent South America
      • Any known country:
        • Capital:
          • In the continent Europe
        • At war with PREV
    • Adds the opinion modifier "Refused to send help in our time of need" towards our country
  • Random rival country:
    • Limited to:
      • Capital:
        • In the continent Europe
      • Any known country:
        • Any of the following:
          • Capital:
            • In the continent North America
          • Capital:
            • In the continent South America
        • At war with PREV
    • Adds the opinion modifier "Pleased" towards our country

Culture ties weakened[edit]

  • Cannot fire randomly

Trigger:

  • Capital:
    • In the continent Europe
  • Any owned province:
    • In the continent North America
    • Any of the following:
      • Culture is Scottish
      • Culture is English
    • The province is not the capital of the country
  • Year is at least 1530

Mean time to happen

  • Base mean time to happen of 1 days

Option: Time will tell what will become of this:

  • Random owned province:
    • Limited to:
      • In the continent North America
      • Any of the following:
        • Culture is Scottish
        • Culture is English
      • The province is not the capital of the country
    • Changes culture to American

Traitor in Parliament[edit]

  • Cannot fire randomly

Trigger:

  • Has the republic government type
  • Is at war

Mean time to happen

  • Base mean time to happen of 1 days

Option: Execute him:

  • Changes stability by -1

Option: Try and reduce his involvement:

  • Changes war exhaustion by 2

A new religion spreads?[edit]

  • Cannot fire randomly

Trigger:

  • Any owned province:
    • Has the University building
    • No owned province:
      • Has the province modifier "Football"
  • Year is at least 1700
  • Technology group is Western
  • Has at least one advisor

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2:
    • Any owned province:
      • Culture is English

Option: At least keep our universities clean!:

  • If:
    • Limited to:
      • Follows the Catholic religion
    • Changes Papal Influence by 10
  • If:
    • Limited to:
      • Does not follow the Catholic religion
    • Adds 10 legitimacy
  • Every owned province:
    • Limited to:
      • Culture is English
    • Adds the modifier "Football" until the end of the campaign:
      • local_unrest = 1

Option: My advisors haven't even heard of football?!:

  • Removes the random advisor

Our ancestors are watching[edit]

  • Cannot fire randomly

Trigger:

  • Has the monarchy government type
  • Legitimacy is less than 40
    • No owned province:
      • Has the province modifier "Ignoring Ancestors"

Mean time to happen

  • Base mean time to happen of 1 days

Option: Glory to our ancestors! Build the biggest monument thinkable!:

  • Modifies treasury by -0.20 years worth of income
  • Adds 20 legitimacy
  • Changes prestige by 20

Option: Build a nice statue of one of my ancestors:

  • Modifies treasury by -0.10 years worth of income
  • Adds 5 legitimacy
  • Changes prestige by 5

Option: Don't make me remember my grand-father...:

  • Every owned province:
    • Limited to:
      • Has core on our country
    • Adds the modifier "Ignoring Ancestors" until the end of the campaign:
      • local_unrest = 1

A new champion of the joust[edit]

  • Cannot fire randomly

Trigger:

  • Year is less than 1500
  • Any of the following:
    • Has the Despotic Monarchy government type
    • Has the Feudal Monarchy government type
    • Has the Administrative Monarchy government type
    • Has the Absolute Monarchy government type
    • Has the Constitutional Monarchy government type
    • Has the Enlightened Despotism government type
    • Has the Revolutionary Empire government type
  • Is in the Christian religion group

Mean time to happen

  • Base mean time to happen of 1 days

Option: The man must lead our armies!:

  • Creates a general at 100 extra army tradition
  • Changes prestige by -25
  • Adds -25 legitimacy

Option: Tighten the rules to make sure this doesn't happen again!:

  • Adds 25 legitimacy

A new flagship![edit]

  • Cannot fire randomly

Trigger:

  • Has a naval force limit of at least 90
  • Has at least 1 ports
  • Any owned province:
    • Is coastal
    • Has core on our country
    • Controlled by our country

Mean time to happen

  • Base mean time to happen of 1 days

Option: A golden figurehead sounds nice!:

  • Changes treasury by -50 ducats
  • Changes prestige by 5
  • Random owned province:
    • Limited to:
      • Is coastal
      • Has core on our country
      • Controlled by our country
    • Spawns a heavy ship belonging to our country

Option: I guess so...:

  • Changes treasury by -20 ducats
  • Changes prestige by 2
  • Random owned province:
    • Limited to:
      • Is coastal
      • Has core on our country
      • Controlled by our country
    • Spawns a light ship belonging to our country

Option: The cheapest design available sounds appropriate:

  • Changes treasury by -10 ducats
  • Changes prestige by 1
  • Random owned province:
    • Limited to:
      • Is coastal
      • Has core on our country
      • Controlled by our country
    • Spawns a galley belonging to our country

Heresy![edit]

  • Cannot fire randomly

Trigger:

  • Follows the Catholic religion
  • Any of the following:
    • Has the Natural Scientist advisor
    • Has the Philosopher advisor
    • Has the Artist advisor
    • Has the Theologian advisor

Mean time to happen

  • Base mean time to happen of 1 days

Option: Father, your will be done:

  • Creates a Inquisitor advisor
  • Changes Papal Influence by 10
  • If:
    • Limited to:
      • Has the Natural Scientist advisor
    • Kills the Natural Scientist advisor
  • If:
    • Limited to:
      • Has the Philosopher advisor
    • Kills the Philosopher advisor
  • If:
    • Limited to:
      • Has the Artist advisor
    • Kills the Artist advisor
  • If:
    • Limited to:
      • Has the Theologian advisor
    • Kills the Theologian advisor

Option: Poison the Bishop's lunch, next time!:

  • Changes administrative power stored by 50
  • Changes Papal Influence by -20

We have a man inside![edit]

  • Cannot fire randomly

Trigger:

  • Any rival country:
    • Has the Military Engineer advisor
    • At war with our country
  • Is not in regency
  • Does not have the ruler modifier Inside Man

Mean time to happen

  • Base mean time to happen of 1 days

Option: Ask him to sabotage that fortress!:

  • Random rival country:
    • Limited to:
      • At war with our country
      • Has the Military Engineer advisor
    • Random owned province:
      • Limited to:
        • The province is under siege
        • Does not have the province modifier "Lowered Defense"
      • Adds the modifier "Lowered Defense" until the end of the campaign:
        • -100% local defensiveness

Option: Let us know what he built for them!:

  • Adds the ruler modifier "Inside Man" until the ruler's death:
    • +5% siege ability

A greedy corsair[edit]

  • Cannot fire randomly

Trigger:

  • Has a naval force limit of at least 50
  • Has at least 1 ports
  • Any of the following:
    • Has the Navigator advisor
    • Has the Naval Reformer advisor

Mean time to happen

  • Base mean time to happen of 1 days

Option: We must protect our merchants, sink that greedy bastard!:

  • If:
    • Limited to:
      • Has the Navigator advisor
    • Kills the Navigator advisor
  • If:
    • Limited to:
      • Has the Naval Reformer advisor
    • Kills the Naval Reformer advisor
  • Changes diplomatic power stored by 75

Option: Pecunia non olet, right?:

  • Modifies treasury by 0.2 years worth of income
  • Adds -2.5% mercantilism

Foreign Military Expert[edit]

  • Cannot fire randomly

Trigger:

  • Is at war
  • Less than 20 army tradition

Mean time to happen

  • Base mean time to happen of 1 days

Option: Ask him to train our officers:

  • Modifies treasury by -0.25 years worth of income
  • Creates a general at 100 extra army tradition

Option: Put him in command of our armies:

  • Modifies treasury by -0.10 years worth of income
  • Creates a general at 50 extra army tradition

Option: We do not need foreign aid!:

  • Adds 5 legitimacy

The White Elephant[edit]

  • Cannot fire randomly

Trigger:

  • Any of the following:
    • Culture group is Thai
    • Culture group is Burman
    • Culture group is Eastern Aryan
    • Culture group is Hindusthani
    • Culture group is Western aryan
    • Culture group is Dravidian
  • Stability is lower than 3

Mean time to happen

  • Base mean time to happen of 1 days

Option: Splendid:

  • Changes stability by 1

Profits in Mecca![edit]

  • Cannot fire randomly

Trigger:

  • Owns Mecca
  • Does not have the country modifier "mecca_timer"
  • Does not have the ruler modifier Pious Ruler
  • Is not in regency

Mean time to happen

  • Base mean time to happen of 1 days

Immediate effects:

  • Hidden effect:
    • Adds the modifier "mecca_timer" for 5 years:
      • No effects

Option: Send it to my coffers:

  • Changes treasury by 100 ducats
  • Adds 2% mercantilism

Option: Invest in local shops:

  • Adds 5% mercantilism

Option: Send it to the Church:

  • Adds the ruler modifier "Pious Ruler" until the ruler's death:
    • +1% global missionary strength
    • +5% global trade income modifier

An astonishing performance[edit]

  • Cannot fire randomly

Trigger:

  • Capital:
    • In the continent Europe
  • Is in the Christian religion group
  • Has the idea group Innovative Ideas
  • Does not have a Theologian advisor

Mean time to happen

  • Base mean time to happen of 1 days

Option: Provocative and mesmerizing commentary on romance and gender in contemporary society!:

  • Changes administrative power stored by 20

Option: Ridiculous trash for stupid people! Get out of my sight!:

  • Changes prestige by -5
  • Creates a Theologian advisor

Musket or Bow?[edit]

  • Cannot fire randomly

Trigger:

  • Military technology is at least 12
  • Military technology is lower than 18
  • Is not in regency
  • Does not have the ruler modifier Archery vs Muskets

Mean time to happen

  • Base mean time to happen of 1 days

Option: Of course archery should serve a primary role:

  • Adds the ruler modifier "Archery vs Muskets" until the ruler's death:
    • +5% military technology cost

Option: It's time for these old men to retire.:

  • Changes army tradition by -15

Gaps in the Blockade[edit]

  • Cannot fire randomly

Trigger:

  • Is at war
  • At least 75 percent of the nation's provinces are blockaded
  • Does not have the country modifier "A Gap in the Blockade"
  • Does not have the country modifier "Merchants and the Gap in the Blockade"

Mean time to happen

  • Base mean time to happen of 1 days
  • Multiplies value by 2:
    • Has the country modifier "Privateers"
  • Multiplies value by 2:
    • Has the idea Naval Fighting Instruction

Option: The supplies must get through:

  • Adds the modifier "A Gap in the Blockade" for 12 months:
    • -5% global tax modifier
    • -0.05 war exhaustion

Option: Make the merchants pay:

  • Adds the modifier "Merchants and the Gap in the Blockade" for 12 months:
    • Trade efficiency is at least -10%
    • -0.05 war exhaustion

Option: We shall not parley with such rogues:

  • Changes prestige by 3

The Four Kings[edit]

Trigger:

  • Does not have the country flag ENG_had_event_XXX
  • Year is at least 1600
  • Year is less than 1800
  • Any of the following:
    • All of the following:
      • Country is England
      • Great Britain does not exist
    • Country is Great Britain
  • Has the monarchy government type
  • Any known country:
    • Country is Iroquois
    • Is AI controlled
    • Is not a vassal
    • Has at least 4 provinces
    • Is not allied with our country
    • Not at war with our country

Mean time to happen

  • Base mean time to happen of 120 months

Immediate effects:

  • Sets the country flag ENG_had_event_XXX

Option: Give them a chain of steel representing our unbreakable bond:

  • AI chance:
    • Base chance of 90
  • Adds the opinion modifier "Visit of the Four Kings" towards Iroquois
  • Iroquois:
    • Adds the opinion modifier "Visit of the Four Kings" towards our country
  • create_alliance = Iroquois

Option: Give them gifts but make no promises:

  • AI chance:
    • Base chance of 10
  • Changes treasury by -250 ducats
  • Iroquois:
    • Adds the opinion modifier "Grateful" towards our country

Option: Give them nothing, these men are savages, not royalty:

  • AI chance:
    • Base chance of 0
  • Iroquois:
    • Adds the opinion modifier "Angry" towards our country

Bible Translated[edit]

  • Province event

Trigger:

  • The owner of the province:
    • Does not have the country flag bible_translated
    • Any of the following:
      • Follows the Catholic religion
      • Follows the Protestant religion
      • Follows the Reformed religion
  • The Protestant religion is enabled
  • Is in the Christian religion group

Mean time to happen

  • Base mean time to happen of 5000 months
  • Multiplies value by 0.75:
    • Province is Wittenberg

Immediate effects:

  • The owner of the province:
    • Sets the country flag bible_translated

Option: Heresy! Burn the priest and his books!:

  • The owner of the province:
    • Adds -1% reform desire
    • The Papal State:
      • Adds the opinion modifier "Grateful" towards our country
    • Every neighbor country:
      • Limited to:
        • Follows the Catholic religion
      • Adds the opinion modifier "Grateful" towards our country
    • Every neighbor country:
      • Limited to:
        • Any of the following:
          • Follows the Protestant religion
          • Follows the Reformed religion
      • Adds the opinion modifier "Angry" towards our country

Option: Great news! Spread these Bibles far and wide:

  • If:
    • Limited to:
      • The owner of the province:
        • Any of the following:
          • Follows the Catholic religion
          • Follows the Protestant religion
    • Changes religion to Protestant
  • If:
    • Limited to:
      • The owner of the province:
        • Follows the Reformed religion
    • Changes religion to Reformed
  • The owner of the province:
    • Adds 3% reform desire
    • The Papal State:
      • Adds the opinion modifier "Angry" towards our country
    • Every neighbor country:
      • Limited to:
        • Follows the Catholic religion
      • Adds the opinion modifier "Irritated" towards our country
    • Every neighbor country:
      • Limited to:
        • Any of the following:
          • Follows the Protestant religion
          • Follows the Reformed religion
      • Adds the opinion modifier "Grateful" towards our country

Establish Penal Colony in [Root.GetName][edit]

  • Province event

Trigger:

  • The owner of the province:
    • Does not have the country flag has_penal_colony
  • The province is a colony
  • Colony has a population lower than 500

Mean time to happen

  • Base mean time to happen of 2000 months
  • Multiplies value by 0.75:
    • Region is Austrian Region

Immediate effects:

  • The owner of the province:
    • Sets the country flag has_penal_colony

Option: Sounds good, set it up:

  • Adds the modifier "Penal Colony" until the end of the campaign:
    • +10 colonial growth
    • local_unrest = 3

Option: We can't trust these people! Keep them in prison over here:

  • Changes administrative power stored by -10

Influenza![edit]

  • Province event

Trigger:

  • The owner of the province:
    • Does not have the country flag had_influenza
    • Any known country:
      • Any of the following:
        • Capital:
          • Not in the continent North America
        • Capital:
          • Not in the continent South America
  • Is coastal

Mean time to happen

  • Base mean time to happen of 2000 months

Immediate effects:

  • The owner of the province:
    • Sets the country flag had_influenza

Option: Quarantine the port and let them die!:

  • Adds the modifier "Quarantined Influenza" until the end of the campaign:
    • province_trade_power_modifier = -1.0
    • -50% manpower modifier
    • -50% provincial tax income
    • -50% trade goods output

Option: This is not the first flu in our country, I don't care!:

  • The owner of the province:
    • Changes administrative power stored by -5
  • Adds the modifier "Influenza" until the end of the campaign:
    • province_trade_power_modifier = -1.0
    • -50% manpower modifier
    • -50% provincial tax income
    • -50% trade goods output
  • If:
    • Limited to:
      • Any bordering province:
        • The province is owned by our country
        • Does not have the province modifier "Quarantined Influenza"
        • Does not have the province modifier "Influenza"
    • Randomized by
      • Acquisition chance:
      • Random bordering province:
        • Limited to:
          • The province is owned by our country
          • Does not have the province modifier "Quarantined Influenza"
          • Does not have the province modifier "Influenza"
        • Gets the province event:
          • ID is random_event.24
          • Base mean time to happen of 90 days
          • Tooltip:

Influenza Spreads[edit]

  • Province event
  • Cannot fire randomly

Option: Quarantine the province!:

  • Adds the modifier "Quarantined Influenza" until the end of the campaign:
    • province_trade_power_modifier = -1.0
    • -50% manpower modifier
    • -50% provincial tax income
    • -50% trade goods output

Option: It will soon go away:

  • The owner of the province:
    • Changes administrative power stored by -5
  • Adds the modifier "Influenza" until the end of the campaign:
    • province_trade_power_modifier = -1.0
    • -50% manpower modifier
    • -50% provincial tax income
    • -50% trade goods output
  • If:
    • Limited to:
      • Any bordering province:
        • The province is owned by our country
        • Does not have the province modifier "Quarantined Influenza"
        • Does not have the province modifier "Influenza"
    • Randomized by
      • Acquisition chance:
      • Random bordering province:
        • Limited to:
          • The province is owned by our country
          • Does not have the province modifier "Quarantined Influenza"
          • Does not have the province modifier "Influenza"
        • Gets the province event:
          • ID is random_event.24
          • Base mean time to happen of 90 days
          • Tooltip:

Iconoclastic Fury[edit]

Trigger:

  • Year is at least 1500
  • Year is less than 1600
  • Does not have the country flag Iconoclastic Fury
  • Technology group is Western
  • Is in the Christian religion group
  • The Protestant religion is enabled
  • Capital:
    • In the continent Europe
  • Any owned province:
    • In the continent Europe
    • Follows the Catholic religion
  • Any owned province:
    • In the continent Europe
    • Any of the following:
      • Follows the Protestant religion
      • Follows the Reformed religion

Mean time to happen

  • Base mean time to happen of 2000 months
  • Multiplies value by 0.9:
    • Any of the following:
      • Primary culture is Dutch
      • Culture group is French

Immediate effects:

  • Sets the country flag Iconoclastic Fury

Option: Send guards to stop these vandals!:

  • AI chance:
    • Base chance of 30
  • Changes prestige by 10
  • The Papal State:
    • Adds the opinion modifier "Stopped Iconoclastic Fury" towards our country
  • Changes military power stored by -50
  • Every owned province:
    • Limited to:
      • In the continent Europe
      • Any of the following:
        • Follows the Protestant religion
        • Follows the Reformed religion
    • add_unrest = 10

Option: We can't do anything except weather the storm!:

  • AI chance:
    • Base chance of 20
  • Changes prestige by -25
  • Adds the modifier "Iconoclastic Fury" for 10 years:
    • -10% global tax modifier
    • -1% global missionary strength

Option: Time to take the lead and break Papal stranglehold!:

  • AI chance:
    • Base chance of 50
    • Multiplies value by 0:
      • The owner of the province:
        • Follows the Catholic religion
  • Changes stability by -1
  • The Papal State:
    • Adds the opinion modifier "Allowed Iconoclastic Fury" towards our country
  • Random owned province:
    • Limited to:
      • In the continent Europe
      • Follows the Catholic religion
    • If:
      • Limited to:
        • The owner of the province:
          • Any of the following:
            • Follows the Protestant religion
            • Follows the Catholic religion
      • Changes religion to Protestant
    • If:
      • Limited to:
        • The owner of the province:
          • Follows the Reformed religion
      • Changes religion to Reformed

Debased Currency[edit]

  • Cannot fire randomly

Trigger:

  • gold_income_percentage = 0.1

Mean time to happen

  • Base mean time to happen of 1 days

Option: But I was only printing a little!:

  • Changes inflation by 1
  • Changes prestige by -5

Excellent Year[edit]

  • Cannot fire randomly

Trigger:

  • Has at least 1 provinces producing grain

Mean time to happen

  • Base mean time to happen of 1 days

Option: You can never have too much manpower:

  • Changes national manpower by 0.25 years worth of men

Excellent Vintage[edit]

Trigger:

  • Has at least 1 provinces producing wine
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: As long as there is some left for me:

  • Adds the modifier "Excellent Vintage." for 2 years:
    • -1 global unrest
  • Changes piety by -10%

Poor Vintage[edit]

Trigger:

  • Has at least 1 provinces producing wine
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: I hope I never drank any:

  • Changes prestige by -5
  • Changes piety by 10%

Quality wool[edit]

Trigger:

  • Has at least 1 provinces producing wool
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: You can never have too much money:

  • Modifies treasury by 0.1 years worth of income

Poor Uniforms[edit]

Trigger:

  • Has at least 1 provinces producing cloth
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Damn them:

  • Adds the modifier "Poor Uniforms" for 2 years:
    • -5% land morale

Hardy Seamen[edit]

Trigger:

  • Has at least 1 provinces producing fish
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Good to see:

  • Changes navy tradition by 10

Natives not assisting[edit]

Trigger:

  • Has at least 1 provinces producing fur
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: They will help us again:

  • Modifies treasury by -0.1 years worth of income

Salt Crisis[edit]

Trigger:

  • Has at least 1 provinces producing salt
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: We will have to live with this:

  • Adds the modifier "Salt Crisis" for 2 years:
    • -10% production efficiency

Excellent supplies[edit]

Trigger:

  • Has at least 1 provinces producing naval supplies
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: That is good news:

  • Adds the modifier "Good Supplies" for 2 years:
    • -10% heavy ship cost
    • -10% light ship cost

Poor Quality Copper[edit]

Trigger:

  • Has at least 1 provinces producing copper
  • Military technology is at least 7
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: I am disappointed:

  • Adds the modifier "Poor Copper" for 2 years:
    • +20% artillery cost

GOLD RUSH![edit]

Trigger:

  • Has at least 1 provinces producing gold
  • Is not in Pagan's religion group
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Oh Yes:

  • Modifies treasury by 1.0 years worth of income
  • Changes inflation by 1

Iron ore quality problems[edit]

Trigger:

  • Has at least 1 provinces producing iron
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: I'm sure we have enough men anyway:

  • Adds the modifier "Poor Iron" for 2 years:
    • +10% infantry cost
    • +10% cavalry cost

Quality Ivory[edit]

Trigger:

  • Has at least 1 provinces producing ivory
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: It is a good day:

  • Changes prestige by 20

Tea Party[edit]

Trigger:

  • Has at least 1 provinces producing tea
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Something must be done:

  • Random owned province:
    • Limited to:
      • Produces Tea
    • add_unrest = 10

Storms[edit]

Trigger:

  • Has at least 1 provinces producing Chinaware
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: At least a bull didn't run through..:

  • Random owned province:
    • Limited to:
      • Produces Chinaware
    • Adds the modifier "Storms" until the end of the campaign:
      • -50% trade goods output

Harvest failure[edit]

Trigger:

  • Has at least 1 provinces producing spices
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Harvest failure:

  • Random owned province:
    • Limited to:
      • Produces Spices
    • Adds the modifier "Harvest Fails" until the end of the campaign:
      • -50% trade goods output

Benign Neglect[edit]

Trigger:

  • Has at least 20 provinces
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: They can do things on their own...?:

  • Random owned province:
    • Limited to:
      • The province is not the capital of the country
    • Adds the modifier "Benign Neglect" until the end of the campaign:
      • province_trade_power_modifier = 1.0

Option: If it moves, tax it.:

  • Random owned province:
    • Limited to:
      • The province is not the capital of the country
    • Adds the modifier "Benign Neglect" until the end of the campaign:
      • +100% provincial tax income

Option: If it moves, draft it:

  • Random owned province:
    • Limited to:
      • The province is not the capital of the country
    • Adds the modifier "Benign Neglect" until the end of the campaign:
      • +100% manpower modifier

Rebel Uprising![edit]

Trigger:

  • Less than 100% religious unity
  • Any owned province:
    • The province has a different culture than its owner
    • Does not follow the religion of its owner
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Jackals! Vultures!:

  • Random owned province:
    • Limited to:
      • The province has a different culture than its owner
      • Does not follow the religion of its owner
    • add_unrest = 15

Revolt![edit]

Trigger:

  • Any owned province:
    • unrest = 1
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Ignore them:

  • Random owned province:
    • Limited to:
      • unrest = 1
    • add_unrest = 10

Option: Lower taxes:

  • Random owned province:
    • Limited to:
      • unrest = 1
    • add_unrest = -5
    • add_local_autonomy = 20

Plague![edit]

Trigger:

  • Has at least 1 provinces producing grain
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: We have to do something!:

  • Modifies treasury by -0.10 years worth of income

Option: There is nothing we can do:

  • Random owned province:
    • Limited to:
      • Produces Grain
    • add_local_autonomy = 10
    • Adds the modifier "Plague" until the end of the campaign:
      • -10% trade goods output

Agricultural Revolution[edit]

Trigger:

  • Has at least 1 provinces producing grain
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Invest in a bigger army:

  • AI chance:
    • Base chance of 55
  • Random owned province:
    • Limited to:
      • Produces Grain
    • Changes province manpower by 1

Option: Raise taxes even higher:

  • AI chance:
    • Base chance of 45
  • Random owned province:
    • Limited to:
      • Produces Grain
    • Changes base tax by 1

Noble Families Feud[edit]

Trigger:

  • Has the monarchy government type
  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Side with one family:

  • Random owned province:
    • Spawns 1 revolt size of noble rebels

Option: Let them fight it out:

  • AI chance:
    • Base chance of 25
  • Random owned province:
    • add_local_autonomy = 25

Option: Try to settle the issue:

  • AI chance:
    • Base chance of 25
  • Changes diplomatic power stored by -33

Good Harvest[edit]

Trigger:

  • Cannot fire randomly

Mean time to happen

  • Base mean time to happen of 1 days

Option: Put into the treasury:

  • Modifies treasury by 0.50 years worth of income

Option: Invest the money:

  • Changes administrative power stored by 50