Trade goods events

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This is a subset of the generic events from /Europa Universalis IV/events/RandomEvents.txt.

Msg event.pngExcellent Year (Grain)


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


 
Trigger conditions
  • Country has at least 1 province producing Grain.png Grain
Is triggered only by

Bi-yearly pulse


Event button 547.png
You can never have too much manpower
  • Gain Manpower.png 0.25 years' worth of manpower

Msg event.pngExcellent Vintage


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


 
Trigger conditions
  • Country has at least 1 province producing Wine.png Wine
  • Does not have country modifier "Excellent Vintage."
Is triggered only by

Bi-yearly pulse


Event button 547.png
As long as there is some left for me
  • Gain country modifier "Excellent Vintage." for 730 days:
    • National unrest.png -1 National unrest
  • Lose Lack of piety 10% Piety (if Muslim)

Msg event.pngPoor Vintage


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


 
Trigger conditions
  • Country has at least 1 province producing Wine.png Wine
Is triggered only by

Bi-yearly pulse


Event button 547.png
I hope I never drank any
  • Lose Prestige.png 5 prestige
  • Gain Being pious 10% Piety (if Muslim)

Msg event.pngQuality wool


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


 
Trigger conditions
  • Country has at least 1 province producing Wool.png Wool
Is triggered only by

Bi-yearly pulse


Event button 547.png
You can never have too much money
  • Gain Gold Icon.png ducats equal to 0.1 years of income

Msg event.pngPoor Uniforms


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


 
Trigger conditions
  • Country has at least 1 province producing Cloth.png Cloth
  • Does not have country modifier "Poor Uniforms"
Is triggered only by

Bi-yearly pulse


Event button 547.png
Damn them!
  • Gain country modifier "Poor Uniforms" for 730 days:
    • Morale of armies.png -0.05 Morale of armies

Msg event.pngHardy Seamen


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


 
Trigger conditions
  • Country has at least 1 province producing Fish.png Fish
  • Has at least 1 port
  • Is not primitive
Is triggered only by

Bi-yearly pulse


Event button 547.png
Good to see
  • Gain Navy tradition.png 10 navy tradition

Msg event.pngNatives not assisting


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


 
Trigger conditions
  • Country has at least 1 province producing Fur.png Fur
Is triggered only by

Bi-yearly pulse


Event button 547.png
They will help us again
  • Lose Gold Icon.png ducats equal to 0.1 years of income

Msg event.pngSalt Crisis


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


 
Trigger conditions
  • Country has at least 1 province producing Salt.png Salt
  • Does not have country modifier "Salt Crisis"
Is triggered only by

Bi-yearly pulse


Event button 547.png
We will have to live with this
  • Gain country modifier "Salt Crisis" for 730 days:
    • Production efficiency.png -10% Production efficiency

Msg event.pngExcellent supplies


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


 
Trigger conditions
  • Country has at least 1 province producing Fish.png Naval Supplies
  • Has at least 1 port
  • Is not primitive
  • Does not have country modifier "Good Supplies"
Is triggered only by

Bi-yearly pulse


Event button 547.png
That is good news
  • Gain country modifier "Good Supplies" for 730 days:
    • Heavy ship cost -10% Heavy ship cost
    • Light ship cost.png -10% Light ship cost

Msg event.pngPoor Quality Copper


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


 
Trigger conditions
  • Country has at least 1 province producing Copper.png Copper
  • Military tech.png Military technology is at least 7
  • Does not have country modifier "Poor Copper"
Is triggered only by

Bi-yearly pulse


Event button 547.png
I am disappointed
  • Gain country modifier "Poor Copper" for 730 days:
    • Artillery cost.png +20% Artillery cost

Msg event.pngGOLD RUSH!


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


 
Trigger conditions
  • Country has at least 1 province producing Gold Gold
  • Religion is not in Pagan group
Is triggered only by

Bi-yearly pulse


Event button 547.png
Oh Yes
  • Gain Gold Icon.png ducats equal to 1 year of income
  • Gain Inflation reduction.png 1 inflation

Msg event.pngIron ore quality problems


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


 
Trigger conditions
  • Country has at least 1 province producing Iron.png Iron
  • Does not have country modifier "Poor Iron"
Is triggered only by

Bi-yearly pulse


Event button 547.png
I'm sure we have enough men anyway
  • Gain country modifier "Poor Iron" for 730 days:
    • Infantry cost.png +10% Infantry cost
    • Cavalry cost.png +10% Cavalry cost

Msg event.pngQuality Ivory


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


 
Trigger conditions
  • Country has at least 1 province producing Ivory.png Ivory
Is triggered only by

Bi-yearly pulse


Event button 547.png
It is a good day
  • Gain Prestige.png 20 prestige

Msg event.pngTea Party


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


 
Trigger conditions
  • Technology group is Western technology group Western
  • Owns a non-colony overseas province producing Tea.png Tea
Is triggered only by

Bi-yearly pulse


Event button 547.png
Something must be done
  • One random owned non-colony overseas province producing Tea.png Tea gains Local unrest.png 10 base unrest

Msg event.pngStorms


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


 
Trigger conditions
  • Country has at least 1 province producing Chinaware.png Chinaware
Is triggered only by

Bi-yearly pulse


Event button 547.png
At least a bull didn't run through..
  • One random owned province producing Chinaware.png Chinaware gains province modifier "Storms" for 730 days:
    • Local goods produced modifier -50% Local goods produced modifier

Msg event.pngHarvest failure


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


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

Bi-yearly pulse


Event button 547.png
This is not ideal
  • One random owned province producing Spices.png Spices gains province modifier "Harvest Fails" for 7300 days:
    • Local goods produced modifier -50% Local goods produced modifier

Msg event.pngPlague!


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


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

Bi-yearly pulse


Event button 547.png
We have to do something!
  • Lose Gold Icon.png ducats equal to 0.1 years of income
Event button 547.png
There is nothing we can do
  • One random owned non-capital province producing Grain.png Grain:
    • Gain Local autonomy.png 25% local autonomy
    • Gain province modifier "Plague" for 1095 days:
      • Local goods produced modifier -25% Local goods produced modifier

Msg event.pngAgricultural Revolution


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


 
Trigger conditions
  • Country has at least 1 province producing Grain.png Grain
Is triggered only by

Bi-yearly pulse


Event button 547.png
Invest in a bigger army
  • One random owned province producing Grain.png Grain gains Manpower.png 1 base manpower
Event button 547.png
Raise taxes even higher
  • One random owned province producing Grain.png Grain gains Tax Base Icon.png 1 base tax
Event button 547.png
Our manufacturies will benefit!
  • One random owned province producing Grain.png Grain gains Production.png 1 base production

Msg event.pngPrivateers bring profits


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


 
Trigger conditions
  • Has country modifier "Privateers"
  • Has at least 3 ports
  • Any rival has at least 1 province producing Gold Gold
  • Country has no provinces producing Gold Gold
Is triggered only by

Bi-yearly pulse


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