Extra vote for Maid of %Province
Fur Trade Dwindles
Trigger: A fur-producing province surrounded by non-horde, non-North American tribe, non-empty provinces
Description: As civilization marches on, the beasts of the woodlands from which we take our fur have become scarce, and fur hunting is no longer possible in %province.
OptionA: Well, if the forests are empty I guess we can cut down the trees...(Resource changed to Naval Supplies)
OptionB: Well, maybe they'll finally settle down on their farms! (Resource changed to grain)
The Call of the Hunt
Description: Our young men living in %province are at best half-civilized. They learn from and admire the nearby native people, and many yearn to cast aside their home to become wanderers and hunters in the great wilderness beyond our borders.
Trigger: A province adjacent to an empty or north american native province, which does not produce fur.
Option A: Condemn this foolishness (Small manpower increase in province, small other penalty)
Option B: Well, they might as well explore a bit (Small manpower decrease in province, gain a fairly skilled conquistador)
Option C: Well, so long as they bring back some furs... (Sizable manpower decrease, produced resource change to fur)
A new Settlement
Description: our efforts to develop %province go on, but now some of the settlers have rejected our capital city and begun establishing a new settlement quite far from the original one. Now people flock to that second settlement, and we are left to split out efforts.
Trigger: A colony, or an oversea province with less than 5000 pop (except for native americans), and without the "separate government" flag.
Option A: That settlement will have to be abandoned (increased population as people flock to the main city, decreased manpower)
Option B: More people means more taxes (gain "Rival Settlements" modifier which lower population growth and grant a tariff increase)
Rival Cities
Two of our settlements in %province have begun a fierce competition, trying their best to establish their sway over the entire province.
Trigger: province has the rival settlements modifier.
Option A: Competition breeds success: (modifier: fierce rivalry, which grant a sizable revolt risk increase and a large tariff increase, for 10 years)
Option B: Appoint separate governors (Gain a skill ? colonial governor, lose rival settlement modifier, gain "separate governments" flag)
Defenses are compromised.
We have two significant settlement in %province, and many days travel between them. This has compromised our ability to defend the province effectively!
Trigger: province has a fort, province has rival settlement modifier.
Option A: Well, they can defend themselves (Undefended settlement modifier: -50% defensiveness for X years)
Option B: I suppose we'll have to build another fort (-50 ducats).