Total war

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This article is accurate for the latest versions of EU3, Napoleon’s Ambition, In Nomine, Heir to the Throne and Divine Wind.

Total war[1] is an event chain that can hit larger countries with at least ten cities and negative stability.

Beginning

Only one of the following two events occurs during a total war event chain – the first event for countries within a civil war, the second event for countries without a civil war.

Civil war brings our nation to its knees

ID: 6018
Type: Country

Political conflicts have tormented our nation for far too long. We are at an evolutionary standstill and drastic measures must be taken to reclaim our nation's prominence and put an end to the infighting before it is too late.


Trigger conditions: Mean time to happen:
  • 1800 months
Modifier:

Options:
There is nothing we can do: Support one of the factions:
  • Civil war ends.[7]
  • Total war begins.[8]
  • the country flag: “total_war_series”.
  • the country flag: “factional_powers_emerge”.
  • Aristocracy vs. plutocracy: +2
  • Stability: −2
  • A random own core province is controlled by rebels.
  • Revolutionaries spawn in 1 random own core province.
  • Remove the country flags: “allies[3], “unscrupulous_inlaws[4], “rebel_control[5] and “deserting_troops[6].
Start negotiations to minimize the damage:
  • Civil war ends.[7]
  • the country flag: “total_war_series”.
  • Centralization vs. decentralization: +2
  • Treasury: −50Ducats.png
  • Prestige: −5
  • the modifier: Rebel negotiation for 150 days giving the following effects:
  • the modifier: Disorder for 200 days giving the following effects:
  • Remove the country flags: “allies[3], “unscrupulous_inlaws[4], “rebel_control[5] and “deserting_troops[6].
The AI ​​chooses this option in 15% of cases. The AI ​​chooses this option in 15% of cases. The AI ​​chooses this option in 70% of cases.


Civil disorder transfer into chaos

ID: 6019
Type: Country

Minor political conflicts have tormented our nation for some time now. We are at an evolutionary standstill and drastic measures must be taken to reclaim our nation’s prominence and put an end to the infighting before it is too late.


Trigger conditions: Mean time to happen:
  • 2100 months
Modifier:

Options:
There is nothing we can do: We will stop this at any cost:
The AI ​​chooses this option in 20% of cases. The AI ​​chooses this option in 80% of cases.


Note: These two events set the country flag: “total_war_series”. The flag will not be removed by any other events, thus a total war is possible only once for a country. This country also will not get a civil war.

Chain links

New factional powers

ID: 6020
Type: Country

In the midst of the ongoing chaos small but powerful factions have emerged and each one of them is trying to gain the upper hand by swaying important nobles from our court to side with them and their cause.


Trigger conditions:
  • is in a total war.[10].
  • does not have the country flag: “factional_powers_emerge”.
Mean time to happen:
  • 36 months
Modifier:
  • has at least 20 cities: ×0.9
  • has at least 30 cities: ×0.9
  • has a stability of less than 0: ×0.9
  • has a stability of less than −1: ×0.9
  • has a stability of −3: ×0.9

Options:
Support one side:
  • the country flag: “factional_powers_emerge”.
  • the country flag: “favoured_faction”.
  • A random own core province is controlled by rebels.
  • Revolutionaries spawn in 1 random own core province.
Don’t support any faction:



Faction requests financial aid

ID: 6021
Type: Country

The war chest is beginning to run low for several of the combatants and as a result some are asking for financial support. If we invest our money wisely our favoured faction may be able to overcome the other opponents and put and end to the turmoil.


Trigger conditions:
  • is in a total war.[10]
  • has the country flag: “factional_powers_emerge”.
  • has the country flag: “favoured_faction”.
  • does not have the country flag: “financial_aid”.
Mean time to happen:
  • 36 months
Modifier:
  • has a stability of less than 0: ×0.9
  • has a stability of less than −1: ×0.9
  • has a stability of −3: ×0.9
  • is lucky: ×1.5

Options:
Lend support: Ignore their pleas:
  • remove the country flag: “favoured_faction”.
  • Prestige: −5
  • Centralization vs. decentralization: +1


Note: The country flag: “financial_aid” will not be removed by any other events.

Favoured faction threatens to splinter

ID: 6022
Type: Province

It has come to our attention that an individual of unknown origin has managed to sway the opinions of the leader of our favoured faction. As a consequence we are now facing two new groups thirsting for individual power instead of one.


Trigger conditions:
  • The province owner:
    • is in a total war.[10]
    • has the country flag: “factional_powers_emerge”.
    • has the country flag: “favoured_faction”.
    • This event only occurs once in a game for a country.[11]
Mean time to happen:
  • 72 months
Modifier:
  • The province owner:
    • has at least 10 cities: ×0.9
    • has at least 20 cities: ×0.9
    • has at least 30 cities: ×0.9
    • and this province have not the same religion: ×0.9
    • primary culture is not the province culture: ×0.9
    • is lucky: ×1.5

Options:
Let them splinter: Side with one of the new factions:
  • The province owner gets:
    • Prestige: −5
    • Centralization vs. decentralization: +1
    • Revolutionaries spawn in 1 random core province of the province owner.
Summon the faction leaders to begin negotiations:



Total war emerges internally

ID: 6023
Type: Province

What initially began as minor clashes between different factions have turned into pure mayhem. We don’t have much time to turn this around, if we are to act this is the time or our nation will likely crumble before us.


Trigger conditions:
  • The province owner:
    • is in a total war.[10]
    • has the country flag: “factional_powers_emerge”.
    • does not have the country flag: “total_war_peak”.
    • does not have the country flag: “internal_total_war”.
    • has a stability of less than 0.
Mean time to happen:
  • 72 months
Modifier:
  • The province owner:
    • and this province have not the same religion: ×0.9
    • primary culture is not the province culture: ×0.9
    • has a stability of less than −1: ×1.5
    • has a stability of −3: ×1.5
    • is lucky: ×1.5

Options:
We can’t do anything about it: Try to suppress the worst spots:
  • The province owner gets:
    • the country flag: “internal_total_war”.
    • the country flag: “total_war_peak”.
    • Treasury: −45Ducats.png
    • Stability: −1
    • Centralization vs. decentralization: +2
    • Revolutionaries spawn in 1 random core province of the province owner.


Note: The mtth modifiers which relate to stability are pointing in the wrong direction.

Note: The country flag: “internal_total_war” will not be removed by any other events, thus this event is possible only once for a country.

Dominant factions emerge

ID: 6026
Type: Country

The conflict has taken a most unexpected turn, some of the smaller factions have increased their power and influence immensely during the past few weeks. These groups could pose a serious threat if not handled carefully.


Trigger conditions:
  • is in a total war.[10]
  • has the country flag: “factional_powers_emerge”.
  • has the country flag: “total_war_peak”.
  • does not have the country flag: “dominant_faction”.
  • has a stability of at least −2 and less than 2.
Mean time to happen:
  • 36 months
Modifier:
  • has the country flag: “favoured_faction”: ×0.8
  • has at least 10 cities: ×1.1
  • has at least 20 cities: ×1.1
  • has at least 30 cities: ×1.1

Options:
Fight it out: Negotiate a settlement between all major factions:
  • the country flag: “major_factions”.
  • the country flag: “dominant_faction”.
  • the country flag: “faction_negotiations”.
  • Treasury: −30Ducats.png
  • Prestige: +3
  • Stability: +1


Note: The country flag: “dominant_faction” will not be removed by any other events, thus this event is possible only once for a country.

Note: The country flag: “major_factions” is not polled in any events.

Negotiations break down

ID: 6027
Type: Province

The strong and vocal will of each faction makes negotiation talks almost impossible. To make matters worse their pride seems to rule over common sense more often than not.


Trigger conditions:
  • The province owner:
    • is in a total war.[10]
    • has the country flag: “factional_powers_emerge”.
    • has the country flag: “total_war_peak”.
    • has the country flag: “faction_negotiations”.
    • has a stability of less than 1.
  • This event only occurs once in a game for a country.[12]
Mean time to happen:
  • 72 months
Modifier:
  • The province owner:
    • has a stability of less than −1: ×0.9
    • has a stability of −3: ×0.9
    • and this province have not the same religion: ×0.9
    • primary culture is not the province culture: ×0.9
    • has a prestige of less than 10: ×0.9
    • has a prestige of at least 20: ×1.1
    • Ruler’s diplomatic skill is at least 6: ×1.1
    • Ruler’s diplomatic skill is at least 8: ×1.1
    • is lucky: ×1.5

Options:
We must intervene:
  • The province owner gets:
Let them fight it out:



End

Our country has splintered apart

ID: 6025
Type: Country

The strong disagreements between different political groups has splintered our nation into several smaller fragments. Unification seems unlikely at the moment but we shouldn’t give up so easily.


Trigger conditions: Mean time to happen:
  • 36 months
Modifier:
  • is lucky: ×0.8
  • has less than 8 cities: ×0.9
  • has less than 6 cities: ×0.9
  • has a stability of at least 1: ×0.9
  • has a stability of at least 2: ×0.9
  • has a stability of 3: ×0.9
  • has a stability of less than 0: ×1.1
  • has a stability of less than –1: ×1.1
  • has a stability of –3: ×1.1

Options:
It’s over, let them go:
  • Total war ends.[13]
  • Centralization vs. decentralization: –2
  • Stability: +1
  • Remove the country flags: “factional_powers_emerge”, “favoured_faction”, “total_war_peak”, “faction_negotiations”, “major_factions” and “emergency_talks”.
Consolidate our forces and forget about them:
  • Total war ends.[13]
  • Centralization vs. decentralization: –1
  • Offensive vs. defensive: –1
  • Stability: +1
  • Remove the country flags: “factional_powers_emerge”, “favoured_faction”, “total_war_peak”, “faction_negotiations”, “major_factions” and “emergency_talks”.
We will have our revenge someday:
  • Total war ends.[13]
  • Centralization vs. decentralization: –1
  • Offensive vs. defensive: +1
  • Stability: +1
  • Remove the country flags: “factional_powers_emerge”, “favoured_faction”, “total_war_peak”, “faction_negotiations”, “major_factions” and “emergency_talks”.



War ends with negotiated peace

ID: 6028
Type: Province

After several months of negotiations all involved parties finally seem to have come to a conclusive agreement. A time of peace now finally lays before us...or does it?


Trigger conditions:
  • The province owner:
    • is in a total war.[10]
    • has the country flag: “factional_powers_emerge”.
    • has the country flag: “faction_negotiations”.
    • has a stability of at least 0.
Mean time to happen:
  • 96 months
Modifier:
  • The province owner:
    • has the country flag: “emergency_talks”: ×0.8
    • has at least 10 cities: ×0.9
    • has at least 20 cities: ×0.9
    • has at least 30 cities: ×0.9
    • and this province have not the same religion: ×0.9
    • primary culture is not the province culture: ×0.9
    • has a stability of at least 2: ×1.1
    • has a stability of 3: ×1.1
    • is lucky: ×1.5

Options:
Agree to their proposal: Make changes to the fine print:
  • The province owner gets:
    • Total war ends.[13]
    • Centralization vs. decentralization: –1
    • Serfdom vs. free subjects: –1
    • Stability: –1
    • Prestige: –5
    • Remove the country flags: “factional_powers_emerge”, “favoured_faction”, “total_war_peak”, “faction_negotiations”, “major_factions” and “emergency_talks”.


Comment: Only the first Mtth modifier is useful, the others have the wrong direction.

War ends with negotiated peace

ID: 6029
Type: Province

After several months of negotiations all involved parties finally seem to have come to a conclusive agreement. A time of peace now finally lays before us...or does it?


Trigger conditions:
  • The province owner:
    • is in a total war.[10]
    • has the country flag: “factional_powers_emerge”.
    • does not have the country flag: “faction_negotiations”.
    • has a stability of at least 0 or has the country flag: “total_war_peak” and a stability of at least –2.
Mean time to happen:
  • 96 months
Modifier:
  • The province owner:
    • has at least 10 cities: ×0.9
    • has at least 20 cities: ×0.9
    • has at least 30 cities: ×0.9
    • and this province have not the same religion: ×0.9
    • primary culture is not the province culture: ×0.9
    • has a stability of at least 2: ×1.1
    • has a stability of 3: ×1.1
    • is lucky: ×1.5

Options:
Agree to their proposal: Make changes to the fine print:
  • The province owner gets:
    • Total war ends.[13]
    • Centralization vs. decentralization: –1
    • Stability: –1
    • Prestige: –5
    • Remove the country flags: “factional_powers_emerge”, “favoured_faction”, “total_war_peak”, “faction_negotiations”, “major_factions” and “emergency_talks”.


Comment: The Mtth modifiers have the wrong direction.

War ends with negotiated peace

ID: 6030
Type: Province

After several months of negotiations all involved parties finally seem to have come to a conclusive agreement. A time of peace now finally lays before us...or does it?


Trigger conditions:
  • The province owner:
    • is in a total war.[10]
    • has the country flag: “factional_powers_emerge”.
    • has the country flag: “faction_negotiations”.
    • has a stability of at least 0.
Mean time to happen:
  • 96 months
Modifier:
  • The province owner:
    • has the country flag: “emergency_talks”: ×0.8
    • has at least 10 cities: ×0.9
    • has at least 20 cities: ×0.9
    • has at least 30 cities: ×0.9
    • and this province have not the same religion: ×0.9
    • primary culture is not the province culture: ×0.9
    • has a stability of at least 2: ×1.1
    • has a stability of 3: ×1.1
    • is lucky: ×1.5

Options:
Agree to their proposal: Make changes to the fine print:
  • The province owner gets:
    • Total war ends.[13]
    • Centralization vs. decentralization: –1
    • Stability: –1
    • Prestige: –5
    • Remove the country flags: “factional_powers_emerge”, “favoured_faction”, “total_war_peak”, “faction_negotiations”, “major_factions” and “emergency_talks”.


Comment: Only the first Mtth modifier is useful, the others have the wrong direction.

War ends with negotiated peace

ID: 6031
Type: Province

After several months of negotiations all involved parties finally seem to have come to a conclusive agreement. A time of peace now finally lays before us...or does it?


Trigger conditions:
  • The province owner:
    • is in a total war.[10]
    • has the country flag: “factional_powers_emerge”.
    • does not have the country flag: “faction_negotiations”.
    • has a stability of at least 0 or has the country flag: “total_war_peak”.
Mean time to happen:
  • 108 months
Modifier:
  • The province owner:
    • has at least 10 cities: ×0.9
    • has at least 20 cities: ×0.9
    • has at least 30 cities: ×0.9
    • and this province have not the same religion: ×0.9
    • primary culture is not the province culture: ×0.9
    • has a stability of at least 2: ×1.1
    • has a stability of 3: ×1.1
    • is lucky: ×1.5

Options:
Agree to their proposal: Make changes to the fine print:
  • The province owner gets:
    • Total war ends.[13]
    • Centralization vs. decentralization: –1
    • Innovative vs. narrowminded: +1
    • Stability: –1
    • Prestige: –5
    • Remove the country flags: “factional_powers_emerge”, “favoured_faction”, “total_war_peak”, “faction_negotiations”, “major_factions” and “emergency_talks”.


Comment: The Mtth modifiers have the wrong direction.

Related events

Chaos in neighbouring country

ID: 6024
Type: Country

The chaos that has engulfed our neighbour is slowly creeping closer to our own borders. You would think that they would be able to handle their own petty problems but apparently that is not the case. Should we try to help them?


Trigger conditions:
  • does not have the country flag: “total_war”.
  • A neighbouring country has the country flag: “total_war_peak”.
  • This event only occurs once in a game for a country.[14]
Mean time to happen:
  • 36 months
Modifier:
  • has a stability of less than 0: ×0.9
  • has a stability of less than −1: ×0.9
  • has a stability of −3: ×0.9
  • is lucky: ×1.5

Options:
We can’t afford to help them:
  • Stability: −1
Secure our own borders: Secure our own borders and send aid:



Footnotes

  1. These events can be found in ../events/TotalWar.txt.
  2. This country has the country flag: “civil_war” which is set by the event: Civil war!.
  3. 3.0 3.1 3.2 3.3 This country flag is set by the event: A cry for help of civil war event chain.
  4. 4.0 4.1 4.2 4.3 This country flag is set by the event: Unscrupulous in-laws of civil war event chain.
  5. 5.0 5.1 5.2 5.3 This country flag is set by the event: $PROVINCENAME$ is lost of civil war event chain.
  6. 6.0 6.1 6.2 6.3 This country flag is set by the event: Army deserters of civil war event chain.
  7. 7.0 7.1 7.2 Removes the country flag: “civil_war” from this country.
  8. 8.0 8.1 8.2 This country gets the country flag: “total_war”.
  9. This country does not have the country flag: “civil_war.
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 This country has the country flag: “total_war which is set by the events:
  11. All options of this event set the country flag: “faction_splinters”, but this flag will not be removed by an other event.
  12. All options of this event set the country flag: “negotiate”, but this flag will not be removed by an other event.
  13. 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 Removes the country flag: “total_war” from this country.
  14. All options of this event set the country flag: “neighbouring_war”, but this flag will not be removed by an other event.