Random province events

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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.

Random province events[1] are a collection of miscellaneous province events.

Christian influences

ID: 5001
Type: Province

Close contact with settlers, traders and missionaries has influenced our population to such an extent that they are gradually giving up their old religious faith and are converting their customs and beliefs.


Trigger conditions:

This province:

The province owner:

  • has a Pagan religion.
  • has a neighboring country that:
Mean time to happen:

5000 months

Modifier:

The province owner


Options:
Convert religion:

This province:

  • changes its religion to Catholic.
Honour the beliefs of our ancestors:

The province owner gets:

  • +1 stability.
The AI ​​chooses this option in 30% of cases. The AI ​​chooses this option in 70% of cases.


Christian influences

ID: 5002
Type: Province

Close contact with settlers, traders and missionaries has influenced our population to such an extent that they are gradually giving up their old religious faith and are converting their customs and beliefs.


Trigger conditions:

This province:

The province owner:

  • has a Pagan religion.
  • has a neighboring country that:
Mean time to happen:

5000 months

Modifier:

The province owner


Options:
Convert religion:

This province:

  • changes its religion to Protestant.
Honour the beliefs of our ancestors:

The province owner gets:

  • +1 stability.
The AI ​​chooses this option in 30% of cases. The AI ​​chooses this option in 70% of cases.


Muslim influences

ID: 5003
Type: Province

Close contact with settlers, traders and missionaries has influenced our population to such an extent that they are gradually giving up their old religious faith and are converting their customs and beliefs.


Trigger conditions:

This province:

The province owner:

  • has a Pagan religion.
  • has a neighboring country that:
Mean time to happen:

5000 months

Modifier:

The province owner


Options:
Convert religion:

This province:

  • changes its religion to Sunni.
Honour the beliefs of our ancestors:

The province owner gets:

  • +1 stability.
The AI ​​chooses this option in 30% of cases. The AI ​​chooses this option in 70% of cases.


Muslim influences

ID: 5004
Type: Province

Close contact with settlers, traders and missionaries has influenced our population to such an extent that they are gradually giving up their old religious faith and are converting their customs and beliefs.


Trigger conditions:

This province:

The province owner:

  • has a Pagan religion.
  • has a neighboring country that:
Mean time to happen:

5000 months

Modifier:

The province owner


Options:
Convert religion:

This province:

  • changes its religion to Sunni.
Honour the beliefs of our ancestors:

The province owner gets:

  • +1 stability.
The AI ​​chooses this option in 30% of cases. The AI ​​chooses this option in 70% of cases.


Buddhist influences

ID: 6016
Type: Province

Close contact with settlers, traders and missionaries has influenced our population to such an extent that they are gradually giving up their old religious faith and are converting their customs and beliefs.


Trigger conditions:

This province:

The province owner:

  • has a Pagan religion.
  • has a neighboring country that:
Mean time to happen:

5000 months

Modifier:

The province owner


Options:
Convert religion:

This province:

  • changes its religion to Buddhist.
Honour the beliefs of our ancestors:

The province owner gets:

  • +1 stability.
The AI ​​chooses this option in 30% of cases. The AI ​​chooses this option in 70% of cases.


Revolt in $PROVINCENAME$

ID: 5005
Type: Province

High taxes, and cultural and religious differences have caused unhappiness among our citizens. If this continues it will drastically affect the stability of our nation.


Trigger conditions:

The province owner:

Mean time to happen:

5000 months

Modifier:

The province owner

  • has a stability of less than 0: ×0.5
  • has luck: ×2.0
  • has a stability of at least 1 or had already one of the three “Revolt in $PROVINCENAME$” events: ×1.5

Options:
Ignore them:

A revolt (size 2) takes place in this province.

Lower taxes:

This province gets:

  • the province modifier Tax reduction for 300 days giving the following effect:
    • Local tax modifier: −10%



Revolt in $PROVINCENAME$

ID: 5006
Type: Province

High taxes, and cultural and religious differences have caused unhappiness among our citizens. If this continues it will drastically affect the stability of our nation.


Trigger conditions:

The province owner:

Mean time to happen:

5000 months

Modifier:

The province owner

  • has a stability of less than 0: ×0.5
  • has luck: ×2.0
  • has a stability of at least 1 or had already one of the three “Revolt in $PROVINCENAME$” events: ×3.0

Options:
Ignore them:

A revolt (size 2) takes place in this province.

Lower taxes:

This province gets:

  • the province modifier Tax reduction for 2 years giving the following effect:
    • Local tax modifier: −10%

The province owner gets:

  • Prestige: –1



Revolt in $PROVINCENAME$

ID: 5007
Type: Province

High taxes, and cultural and religious differences have caused unhappiness among our citizens. If this continues it will drastically affect the stability of our nation.


Trigger conditions:

The province owner:

Mean time to happen:

5000 months

Modifier:

The province owner

  • has a stability of less than 0: ×0.5
  • has a stability of at least 1: ×1.2
  • has luck: ×2.0
  • has a stability of at least 1 or had already one of the three “Revolt in $PROVINCENAME$” events: ×10.0

Options:
Ignore them:

A revolt (size 3) takes place in this province.
A revolt (size 1) takes place in a neighboring province of this provine with:

  • the same religion as this province.
  • a culture that is not the primary culture, not an accepted culture and not in the same culture group as the culture of the province owner.
Lower taxes:

This province gets:

  • the province modifier Tax reduction for 4 years giving the following effect:
    • Local tax modifier: −10%

The province owner gets:

  • Prestige: –2



Bad harvest

ID: 5016
Type: Province

The bad harvest has caused food riots to erupt in $PROVINCENAME$.


Trigger conditions:

The province owner:

  • has less than 3 grain producing provinces.
  • has an inflation of at least 20.
Mean time to happen:

15000 months

Modifier:

The province owner

  • has an inflation of at least 40: ×0.5
  • has a stability of at least 1: ×1.2
  • has luck: ×2.0
  • had this event already: ×15.0

Options:
Attempt to help the people:

The province owner loses 40Ducats.png.

Quell the rebellion:

Peasants (size 1) rise up in revolt in this province.



Plague!

ID: 5026
Type: Province

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:

This province:

Mean time to happen:

5000 months

Modifier:

A neighboring province had already this event: ×0.75
This province has a port: ×0.75
The province owner


Options:
We have to do something!:

This province loses 20% of its inhabitants.
The province owner loses 40Ducats.png.

There is nothing we can do:

This province:

  • loses 50% of its inhabitants.
  • gets the province modifier Plague for 600 days giving the following effect:
    • Population growth: −20%
The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


Agricultural revolution

ID: 5037
Type: Province

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


Trigger conditions:

This province:

The province owner:

Mean time to happen:

5000 months

Modifier:

This province is in the national focus: ×0.75
The province owner

  • has innovative vs. narrowminded of less than 0: ×0.75
  • has innovative vs. narrowminded of less than −2: ×0.75
  • has innovative vs. narrowminded of at least 1: ×1.25
  • has innovative vs. narrowminded of at least 3: ×1.25

Options:
Invest in a bigger army:

This province:

Raise taxes even higher:

This province:

The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


Agricultural revolution

ID: 5038
Type: Province

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


Trigger conditions:

This province:

The province owner:

  • has at least 30 cities.
  • has less than 80 cities.
Mean time to happen:

5000 months

Modifier:

This province is in the national focus: ×0.75
The province owner

  • has innovative vs. narrowminded of less than 0: ×0.75
  • has innovative vs. narrowminded of less than −2: ×0.75
  • has innovative vs. narrowminded of at least 1: ×1.25
  • has innovative vs. narrowminded of at least 3: ×1.25

Options:
Invest in a bigger army:

This province:

The province owner:

  • gets the modifier Military funding for 100 days giving the following effect:
    • National manpower modifier: +15%
Raise taxes even higher:

This province:

The province owner gains 50Ducats.png.

The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


Agricultural revolution

ID: 5038
Type: Province

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


Trigger conditions:

This province:

The province owner:

Mean time to happen:

5000 months

Modifier:

This province is in the national focus: ×0.75
The province owner

  • has innovative vs. narrowminded of less than 0: ×0.75
  • has innovative vs. narrowminded of less than −2: ×0.75
  • has innovative vs. narrowminded of at least 1: ×1.25
  • has innovative vs. narrowminded of at least 3: ×1.25

Options:
Invest in a bigger army:

This province:

The province owner:

  • gets the modifier Military funding for 150 days giving the following effect:
    • National manpower modifier: +15%
Raise taxes even higher:

This province:

The province owner gains 100Ducats.png.

The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


Fortification effort

ID: 5057
Type: Province

A permanent matter of regal attention, fortification of the realm always received great care, particularly at the border or in strategic places such as capitals, major shipyards or important colonies.


Trigger conditions:

This province:

The province owner:

Mean time to happen:

5000 months

Modifier:

The province owner

  • has a military engineer with a skill of at least 5: ×0.5
  • does not have a m ilitary engineer as advisor: ×1.5

Options:
It's of the utmost importance:

This province:

The province owner loses 50Ducats.png.

It's too expensive:

The province owner loses 1 prestige.

The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


Regulation of the medical profession

ID: 5062
Type: Province

States began to expand the number of doctors in the 16th century and to regulate and supervise their training at universities. These regulations also covered midwives.


Trigger conditions:

The province owner:

Mean time to happen:

5000 months

Modifier:

The province owner

  • has at least 1 university: ×0.5
  • has luck: ×0.5
  • has at least 10 cities: ×1.5
  • has at least 20 cities: ×1.5
  • has at least 30 cities: ×2.0
  • has at least 50 cities: ×2.0

Options:
Our research will benefit population growth:

This province:

There is still room for improvement:

The province owner:

The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


Noble families feud

ID: 5063
Type: Province

Violence among leading families within a state was never far from the surface. Often, this instability would boil over into open conflict. The result was less than a full-blown civil war, but could immensely disturb the stability of a state.


Trigger conditions:

This province:

The province owner:

Mean time to happen:

5000 months

Modifier:

The province owner:

  • has a ruler with an administrative skill of less than 4: ×0.5
  • has a ruler with an administrative skill of at least 8: ×1.5
  • has luck (AI only): ×2.0

Options:
Side with one family:

A revolt (size 1) of noble rebels takes place in this province.

Let them fight it out:

This province:

  • loses 1 base tax.
Try to settle the issue.:

The province owner:

  • loses -100 ducats.
The AI ​​chooses this option in 50% of cases. The AI ​​chooses this option in 25% of cases. The AI ​​chooses this option in 25% of cases.


New land claimed

ID: 5073
Type: Province

During this time period many areas that were forests or swamps were cleared or drained to provide new areas for settlement. These newly cleared areas often led to a short-term population boom.


Trigger conditions:

This province:

  • had not yet this event.

The province owner:

Mean time to happen:

10000 months

Modifier:

This province:

The province owner:

  • has a ruler with a military skill of at least 8: ×0.8
  • has luck (AI only): ×0.5
  • has at least 15 cities: ×10.0

Options:
Increase tax income:

This province:

Increase manpower:

This province:

Increase both for an additional cost.:

This province:

  • gains 1 base tax.
  • gains 1 base manpower.

The province owner:

  • loses -30 ducats.
The AI ​​chooses this option in 60% of cases. The AI ​​chooses this option in 30% of cases. The AI ​​chooses this option in 10% of cases.


Boundary dispute

ID: 5087
Type: Province

The lack of good maps or tools to create accurate maps would occasionally lead to overlapping claims of authority in border regions. These disputes were usually over very marginal areas but could serve as a point of friction when monarchs decided to press the issue.


Trigger conditions:

A neighbouring province of this province:

Mean time to happen:

5000 months

Modifier:

The province owner:

  • has a ruler with a diplomatic skill of less than 4: ×1.5
  • has a ruler with a diplomatic skill of less than 6: ×1.5
  • has luck (AI only): ×2.0
  • has reached at least 30% of the infamy limit: ×1.2
  • has reached at least 60% of the infamy limit: ×1.2
  • has a ruler with a diplomatic skill of at least 8: ×0.5
  • has a ruler with a diplomatic skill of at least 9: ×0.5

Options:
Press issue:

A random neighbouring province of this province, that:

becomes a core province of the owner of this province.
The owner of the above province:

  • gets a ‘diplomatic insult’ casus belli against the owner of this province for 12 months.
  • gets −30 relations towards the owner of this province.
Settle issue:

This province owner:

The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


A formal request

ID: 6007
Type: Province

The Emperor has made a formal request for the release of $PROVINCENAME$. He also informs us that it would be in our best interest to comply.


Trigger conditions:

This province:

  • is not a capital.
  • is part of the Holy Roman Empire.
  • is not a core province of the province owner.
  • does not have the flag “emperor_nagged_for_it”.
  • does not have the flag “given_to_the_emperor”.

The province owner:

The emperor of the HRE:

  • exists.
  • is not at war.
Mean time to happen:

48 months

Modifier:

The province owner:


Options:
Clearly the emperor underestimates us.:

This province:

The province owner:

The emperor:

That land means nothing to us.:

This province:

  • gets the flag “given_to_the_emperor”.

This province owner:

  • gains 5 prestige.

The emperor:



Territory integrated

ID: 6008
Type: Province

The province of $PROVINCENAME$ is now considered to be a fully integrated part of our realm. The local resistence have died out and it seems like the population finally submits to our overlordship.


Trigger conditions:

This province:

Mean time to happen:

24 months

Modifier:

The province owner:

  • has reached at least 25% of the infamy limit: ×2.0
  • has reached at least 50% of the infamy limit: ×2.0
  • has luck (AI only): ×0.5
  • has reached less than 10% of the infamy limit: ×0.75
  • has reached less than 5% of the infamy limit: ×0.75

Options:
Great news!:

This province:



Good harvest

ID: 6014
Type: Province

$YEAR$ was considered a particularly good year for $COUNTRY$ due to good harvests generating higher incomes than ever before.


Trigger conditions:

This province:

The province owner:

Mean time to happen:

5000 months

Modifier:

This province:

The province owner:

  • has luck (AI only): ×0.5
  • has at least 20 cities: ×1.5

Options:
Put into the treasury:

This province owner:

  • gains 25Ducats.png.
Invest the money:

The province owner:

The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


Boundary dispute

ID: 6032
Type: Province

The area bordering $PROVINCENAME$ has been a disputed border region for quite some time but there really shouldn't be any question about its adherence considering the religious ties between us and its local population. Bearing in mind the way the rest of that God forsaken country is run at the moment it's highly unlikely that they will be able to organize any serious defence if we decide to press the matter further.


Trigger conditions:

This province:

  • has the same religion as the province owner.

A neighbouring province of this province:

  • is not owned by the owner of this province.
  • is not a core province of the owner of this province.
  • has the same religion as this province.

The owner of the neighbouring province:

  • does not have the same religion as this province.
  • has a religion of the same religious group as the religion of this province.
Mean time to happen:

5000 months

Modifier:

The province owner:


Options:
Protect our Faith:

A random neighbouring province of this province, that:

  • has an owner that:
    • does not have the same religion as this province,
    • has a religion of the same religious group as the religion of this province,
  • has the same religion as this province,
  • is not owned by the owner of this province,
  • is not a core province of the owner of this province,

becomes a core province of the owner of this province.
The owner of the above province:

  • gets a ‘diplomatic insult’ casus belli against the owner of this province for 12 months.
  • gets −50 relations towards the owner of this province.
Settle the issue peacefully:

The province owner:

The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


Boundary dispute

ID: 6033
Type: Province

The area bordering $PROVINCENAME$ has been a disputed border region for quite some time but there really shouldn't be any question about its adherence considering the cultural ties between us and its local population. Bearing in mind the way the rest of that God forsaken country is run at the moment it's highly unlikely that they will be able to organize any serious defence if we decide to press the matter further.


Trigger conditions:

This province owner:

A neighbouring province of this province:

  • is not owned by the owner of this province.
  • is not a core province of the owner of this province.
  • is in the same culture group as the culture of this province.

The owner of the neighbouring province:

  • has a primary culture that is not the culture of this province.
  • does not have the culture of this province as accepted culture.
  • has a primary culture that is not in the same culture group as the culture of this province.
  • has a ruler with either an administrative skill or a military skill of at least 5.
Mean time to happen:

5000 months

Modifier:

The province owner:


Options:
Press the issue:

A random neighbouring province of this province, that:

  • has an owner that:
    • has a primary culture that is not the culture of this province.
    • does not have the culture of this province as accepted culture.
    • has a primary culture that is not in the same culture group as the culture of this province.
    • has a ruler with either an administrative skill or a military skill of at least 5.
  • is not owned by the owner of this province,
  • is in the same culture group as the culture of this province,
  • is not a core province of the owner of this province,

becomes a core province of the owner of this province.
The owner of the above province:

  • gets a ‘diplomatic insult’ casus belli against the owner of this province for 12 months.
  • gets −50 relations towards the owner of this province.
Settle the issue peacefully:

The province owner:

The AI ​​chooses this option in 55% of cases. The AI ​​chooses this option in 45% of cases.


$PROVINCENAME$ defects

ID: 746
Type: Province

The local authorities in $PROVINCENAME$ have no problem adapting to the new rules and laws of the occupier. Now, due to the disastrous progress of this war, they have already accepted the foregone conclusion of their transfer at the peace table, and have defected.


Trigger conditions:

This province:

The province owner:

The province controller:

  • has a war exhaustion of less than 5.
Mean time to happen:

300 months

Modifier:

The province controller:

  • is a nomad nation: ×2.0

The province owner:

  • has luck (AI only): ×5.0
  • has a prestige of less than 0: ×0.8
  • has a prestige of less than -50: ×0.8
  • has a stability of less than 0: ×0.8
  • has reached at least 100% of the infamy limit: ×0.8
  • has not the same religion as this province: ×0.8

Options:
We should sign a peace!:

The province controller:



$PROVINCENAME$ revolts!

ID: 758
Type: Province

The loyal subjects of $COUNTRY$ have long carried the enormous burden of the $MONARCHTITLE$'s constant wars without complaint. Those days are now over...
Since $MONARCH$ doesn't seem to listen to reason, the people of $PROVINCENAME$ has decided to try saber rattling!


Trigger conditions:

This province:

The province owner:

Mean time to happen:

240 months

Modifier:

The province owner:

  • has luck (AI only): ×0.9
  • has a legitimacy of 100: ×0.9
  • has a stability of +3: ×0.9

Options:
That I hear...:

The province owner:

  • gains 10 prestige.



$PROVINCENAME$ defects

ID: 949
Type: Province

The local authorities in $PROVINCENAME$ have no problem adapting to the new rules and laws of the occupier. Now, due to the disastrous progress of this war, they have already accepted the foregone conclusion of their transfer at the peace table, and have defected.


Trigger conditions:

This province:

  • has a garrison of at least 1000 men.
  • is not under siege.
  • is not controlled by its owner.

The province owner:

The province controller:

  • is a steppe horde.

A neighbouring province:

  • is controlled by its owner who is a steppe horde.
Mean time to happen:

300 months

Modifier:

The province owner:

  • has luck (AI only): ×5.0
  • has not the same religion as this province: ×0.8

Options:
We should sign a peace!:

The province controller:



The Highlanders arrive

ID: 760
Type: Province

$MONARCHTITLE$ $MONARCH$, the English are advancing towards $PROVINCECAPITAL$! Most of the nobles won't commit to the fight, but the word has spread.
The Highlanders are coming down on their own to join us. They come in their hundreds ... and thousands!


Trigger conditions:

This province:

  • is in the Highlands.
  • is controlled by its owner.

The province owner:

Mean time to happen:

3 months


Immediate effects:

The province owner gets the modifier “The Highlanders” for 2 years.


Options:
We are ready for war!:

The province owner:

  • gets an army of 8 infantry and 4 cavalry regiments in the province Highlands (252).



People sampling new religions

ID: 6331
Type: Province

Our policy of encouraging innovation and free thinking has lead to our people taking a more relaxed attitude to the state religion.


Trigger conditions:

This province:

The province owner:

A neighbouring province:

Mean time to happen:

5000 months

Modifier:

The province owner:

  • has innovative vs. narrowminded of less than −1: ×0.95
  • has innovative vs. narrowminded of less than −2: ×0.95
  • has innovative vs. narrowminded of less than −3: ×0.95
  • has innovative vs. narrowminded of −5: ×0.95

Options:
Let them:

This province gets the modifier Heresy for 10 years with the following effects:

Reverse course:

This province owner:

  • gains +1 innovative vs. narrowminded.



Native assimilation in $PROVINCENAME$

ID: 4900
Type: Province

Some of the local natives have been assimilated into the colony's population. With the additional population, we have alot bigger faith in the feasibility of $PROVINCENAME$


Trigger conditions:

This province:

Mean time to happen:

3 years

Modifier:

This province:

  • has a native population of at least 500: ×0.9
  • has a native population of at least 1000: ×0.9
  • has a native population of at least 2000: ×0.9
  • has a native population of at least 4000: ×0.9
  • has a native population of at least 6000: ×0.9
  • has a native population of at least 8000: ×0.9

Options:
OK:

This province:



Accomodation with natives in $PROVINCENAME$

ID: 4901
Type: Province

The local native population seems to be more accepting of our presence. This will have great benefits in the long run.


Trigger conditions:

This province:

Mean time to happen:

3 years

Modifier:

This province:

  • has at least 2 regiments present and a native population of less than 4100: ×0.9
  • has at least 4 regiments present and a native population of less than 8100: ×0.9
  • has at least 6 regiments present and a native population of less than 12100: ×0.9
  • has at least 8 regiments present: ×0.9

Options:
OK:

This province:

One of the following will happen:

  • 75% chance: The natives in this province lose 1 ferocity.
  • 25% chance: The natives in this province lose 2 ferocity.

One of the following will happen:

  • 75% chance: The natives in this province lose 1 hostility.
  • 25% chance: The natives in this province lose 2 hostility.



Footnotes

  1. These events can be found in ../events/RandomProvinceEvents.txt.