Viceroys
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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.
Viceroys | |
---|---|
Exploration national idea | |
![]() Viceroys | |
Introduced | ![]() |
Requirement(s) | None |
Effects | overseas income: +30% |
Effects since ![]() |
Tariffs: +25% |
Effects since ![]() |
Tariffs: +33% |
Viceroys is an exploration national idea which increases overseas tariffs.
Ingame description
Makes it possible for us to establish Viceroys and thereby improve the administration of our Colonies and increase the amount of money they generate.
Related events
- Enables Excellent viceroys (6142)
- Enables Corrupt viceroys (6143)
- Faster (×0.9) Colonial ventures (1076)
- Required for Financial ruin (3082)
Related decisions
- None
Related missions
- Chance ×1.5:
- Colonial missions: Establish $COUNTRY$ in the Spice Islands, Get a presence in India, Get into China!
- Trading missions: Gain trade post in China, Increase our control of the spice
See also
Naval ideas: | Press gangs • Grand navy • Seahawks • Superior seamanship • Naval glory • Excellent shipwrights • Naval fighting instruction • Naval provisioning |
Land ideas: | Grand army • Military drill • Engineer corps • Battlefield commissions • Glorious arms • National conscripts • Regimental system • Esprit de corps |
Exploration ideas: | Land of opportunity • Merchant adventures • Colonial ventures • Shrewd commerce practice • Viceroys • Quest for the New World • Scientific revolution • Improved foraging |
State business ideas: | Vetting • Bureaucracy • National bank • National trade policy • Espionage • Bill of Rights • Smithian economics • Liberté, égalité, fraternité |
Cultural ideas: | Ecumenism • Church attendance duty • Divine supremacy • Patron of the arts • Unam Sanctam • Humanist tolerance • Cabinet • Revolution and counter-revolution |