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jdrou

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The return of an old favourite:

Title - "A pretty wench catches your eye"
Description - Wench. Eye. Catch.
Trigger - No Heir
Option 1 - Well it is the most ancient profession in the world... (new Heir, low legitimacy)
Option 2 - I will not pollute my bloodline! (+legitimacy, prestige or stability)
Similar to event 9454 in dynastic.txt "A Silent Spring"
 

StephenT

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A Jousting Accident
Tragic news! While jousting, your heir was hit in the eye by a splinter from a broken lance, and he has died!
(Heir Dies)

A Jealous Husband
Tragic news! Your heir was caught committing adultery by his lover's husband, who stabbed him to death in a fit of rage!
(Heir Dies)

Dodgy Drains
Tragic news! Your heir caught dysentery from the insanitary conditions in your palace's bathroom, and he has died!
(Heir Dies)

Trust Nobody
Tragic news! Your heir has been found guilty of plotting treason against you, and you have no choice but to execute him!
(Heir Dies)

Noooo! Not a comet!
Tragic news! A huge piece of rock has fallen out of the sky and crushed your heir beneath it!
(Heir Dies)
 

Fishman786

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Berber Revolt (check against Castille)

Title Berber Revolt!

Description Tired of millitary rule, mercenary raids and religious persecution, the nomadic tribesmen of [province] have taken to openly attacking our armies and garrisons, looting and pillaging as they go.

Trigger:
Province is controlled (not owned) by Castille
Culture is Berber or Maghrebi Arabic

Text on Button

Do these savages never learn? - [n] [occupied country] patriots rise up in [province]

Sikhism

Title Sikhs establish Temple

DescriptionMy [ruler title], Sikh teachers wish to establish a temple in [this province], and are applying for land.

Trigger:
After 1600
Province is in India
Province is Hindu, Sunni, Shia or Buddhist

Text on Button:
Sure, why not? - province gets 'heresy' modifier, +10 prestige, -50 ducats

Supress these troublemakers! - [n] heretic regiments rise up in [province], -1 stability
 
Last edited:

Me_

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Title: Theologian questions Statute in Restrain of Appeals

Description: [Advisor name], an influential theologian on your court have gained quite a lot of attention recently, by openly questioning your right to posing as the head of the Church of the realm. If we continue to let him preach we may risk civil unrest.

Trigger: has Statute in Restrain of Appeals, does not have Revoke Statute in Restrain of Appeals, has Theologian, is Catholic

Option 1
I don’t care about his teachings.
50% chance of -1 stability

Option 2
We can not allow for anyone to question our rights. He must be punished.
Theologian advisor dies 20% chance of -1 stability

Option 3
Perhaps he is right after all.
Gain Revoke Statute in Restrain of Appeals
 

Evie HJ

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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).
 

Hick101

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Title: Merchant Complacency

Description: For a Long time now our Merchants in $COTwith5merchants$ have enjoyed a fine position in the market. However this good fortune is reducing the efficiency of our other merchants.

Trigger: more than 10 active Merchants
Mercantilism less than 0
Have a COT with 5 merchants or Monopoly

Options: Perhaps we should have a Shake up
-Lose 2 merchants in a COT
-Trade Efficiency +5%
-Compete Chance +10%
-Costs 60 Ducats
(Until 10 Years after)

Things are fine the way they are
-Gain 1 Stability
-Trade Efficiency -10%
-Mercantilism gains 1
-Gain 2 Merchants
 

unmerged(179107)

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Fire in the city!

A large fire broke out in a house, and it spread as a wildfire to all the wooden buildings in the city, a great part of the town is in ruin! Your majesty decided to exempt the city from taxes for the next years.

-100% taxes for 4/5 years.
 

Me_

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Title: Demand for parliament

Description: It seems that some of the less-enlightened people of the realm have got it in their heads that you should pay heed to some old laws and consult the parliament on the matters of the state instead of ruling by your wisdom alone.

Trigger: is Absolute Monarchy or Enlightened Despotism, has Dissolution Act, does not have Not-so absolute monarchy

Option 1
Those ignorant fools! Have they no respect for their king?
Lose 1 stability, remove Dissolution Act, should also prevent you from taking it again

Option 2
Perhaps calling for the Parliament is not such a bad idea
Gain Not-so absolute monarchy for 3 years
+15% stability cost -0,5 magistrates per year, -5% tax income
 

Cainrae

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Noooo! Not a comet!
Tragic news! A huge piece of rock has fallen out of the sky and crushed your heir beneath it!
(Heir Dies)

Hahaha! This simply has to make it! It must! :D
 

TheCheeseMaster

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Name: Large Scale Rebellion

Triggers: No more then 6 months after a large war which resulted in annexation of a particular enemy. War exhaustion at least 8. Infamy at least 15.

Description: The recent [war name] has left the country weak. And the population of recently annexed [nation] hates you more then anything else. They are at breaking point and we must do something to calm the fire.

Option 1: "We shall no negotiate with the enemy!" 20+ regiments rise up in their capital.
Option 2: "Give them some bonuses, we cant have more uprisings" -5 RR, -20% tax/trade.
Option 3: "Fine, they shall have some freedom" Creates [nation] as vassal. -1 stability. -10 infamy. -5 WE
Option 4: "Give them their freedom" [nation] becomes a free country. -30 infamy. -20 WE.
 

Me_

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Title: Privateers bring profits

Description: Our decision to support privateer fleet is paying off. One of our captains has managed to capture a ship full of [neighbouring or rival nation adjective] gold.

Trigger: has Enlist Privateers, neighbour or rival nation has at least one overseas gold province

Option 1
That should fill our coffers nicely.
Gain 100 ducats, relations with neighbour or rival -25


Title: Privateers captured

Description: One of our captains has shown excessive skill in naval combat by capturing a privateer that has been trying to plunder our ships. It is not the first time he has managed to outwit the enemy captains and he has already gained quite a lot of fame among our fleet

Trigger: Has at least one Big Ship, Has at least one coastal province, has at least one overseas province, neighbour or rival has Enlist Privateers

Option 1
He is truly the pride of our fleet. We shall reward him with a promotion.
Gain Admiral with 50% tradition

Option 2
A man of such skill would be welcomed at our court.
Gain level 5-6 Grand Admiral advisor
 

Falc

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As a counterpoint to all the dead heirs...

Why must fate tempt me so?!?

Trigger: Heir has 3/3/3 stats

Text on button: It's so frustrating it makes me feel sick!

Effect: Ruler dies.
 

CivandEUIII

A Frowny... Biscuit?
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Title - Bandit's lair appears
Description - There is a bandit lair in PROVINCENAME, and it appeared due to our decentralized priorities. They are interfering with the governor's wishes. The rich nobles are happy to see this go, but the peasants might not be overjoyed...
Trigger: Decentralisation higher than 2, province that is NOT capital or national focus
Text on buttons:
Option 1: Maybe it's easier to bring control back to RULER... (1 move toward centralization)
Option 2: Execute them! (2 peasant regiments rise up, gain 2 infamy)
Option 3: And your point is..? (2 noble regiments rise up, lose 5 prestige)
Option 4: Couldn't we give them cash to stay away? (lose 400 ducats)
All of these will also give a modifier that lowers base tax and manpower in the province.
(PROVINCENAME is the province, RULER is, of course, the King)
 

poloport

^_^
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The Way to India!

After hundreds of trials, death, famine, unbearable heat and cold our brave sailors believe they have finally discovered the way to India by sea!

trigger: Has explored the cape of good hope. Does not know India. Has fleet in Cape of Good Hope


Choices:

Forwards into the unknown! (25% chance of discovery of the eastern coast of africa, and every sea province between Somalia and Calcutta - 75% chance of - 1000 manpower and -200 ducats)


It is not worth the risk! (25% chance of -1 stability)
 

DanubianCossak

DaputinCozzak Specyal Snowflake
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Noble Rebellion - event chain

Triggers:

high aristocracy NOT = { -3 }
decentralized +2
or = {
NOT = { stability =3 }
NOT = { ADM = 5 }
WE = 5
NOT = { prestige = 0 }
}

MTTH = 2000

effects:

adds a country flag (for triggered_modifiers use)
adds a country modifier (please dont make something doomsday style, +1 RR and 5% stab cost will do)
stability = -1
random_owned = limit = { culture = THIS } = create_revolt (or spawn noble rebels) = 3 (huge rebellion)

##################

After this event activates proper country flag and adds a country modifier, you can also write a bunch of other events to simulate stuff that can happen with rebelling aristocracy. They can kill heirs, kill ruler, destabilize country, promote aristocracy and serfdom, etc.
 

unmerged(227720)

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Those foreign merchants are slightly to good...

Our centre(s) of trade are full of foreign merchants, while our own merchants make a pittance. Something must be done!

Triggers: have a COT worth over 500, have more than 25 foreign merchants in it, have none of your own merchants in it, NOT be in a trade league or a merchant republic, merchantilist-free trade slider less than 0

Impose a tariff! Price for foreign merchants sent to your COTs doubles, 5% national tax modifier, merchantilist-free trade -2,

Buff up the bureaucracy for those foreigners! Compete chance for foreign merchants in your COT -25%, merchantilist-free trade -1

Theres nothing worse than a bad loser! merchantilist-free trade +1, trade income modifier 5%
 

el_zilcho321

Kernel
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Title: Fleeing families discover new lands.

Description: After months of war and devastation many of our families have fled to uncharted lands in hope of finding new, safer homes. In doing so they started a small villiage.

Trigger: Has ifamy over 1 third, has stability of 0 or less, is at war, has war exhaustion in red, western tech group, owns 10 ports

Option1: Let them die for their insolence! - prestige + 5

Option2: Support their town. - Lose 100 ducats, gain colonie in .......



Title: Merchant arranges an expedition.

Description: After recent suggestions of a trade route to India a merchant has gathered a fleet and hired an explorer to explore the uncharted waters of the west.

Trigger: Has naval tradition of +50%, has QFTNW, has naval tech 7(?), has not discovered New World, has 1 merchant

Option1: Support the expedition. - Lose 100 ducats, gain 2 (ships?) and 1 explorer, gain 5 prestige

Option2: While he's gone, seize his assets! - Gain 100 ducats, lose 1 merchant
 

unmerged(227720)

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Once in a lifetime chance!

The emperor has a spare elector place but is a little short on money himself so is auctioning it off and you have been sent an envoy requesting whether you are interested.

Triggers: HRE has less than 500 ducats saved up, less than 5 electors (or whatever number causes a new elector to be added), you have relations greater than 50 with HRE.

Put in a high bid! lose 500 ducats, 50% chance of getting the electorate

We'll have a little punt. lose 200 ducats, 20% chance of getting the electorate

Not interested thankyou. relations with HRE drop by 50

This event could keep firing for different countries until one of them gets the electorate, plus the HRE should of course receive the 200/500 from the winner
 

jii

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Title Our people is dissapointed
text on button 1 Our alligance is with the king ( 400+ in realtion, 5+revoltrisk, 1- stabilty, 100 ductas 2 infantry regiments)
2 Time has come to end, to WAR! ( War with Denmark, 2 infantry regiments, 1 cavalry regiment, New dynasty and king ( legemeticy 40%) 1- stabilty)

Could we get a stock event for ending PUs, instead of the current system? Because the current system of AI ending PU if it has a larger army than its overlord is really stupid, imo.
 
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