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Feb 12, 2004
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I'll post here all the random events of the game, updated to 1.08 patch. The purpose of this FAQ is not to help you to cheat, but to allow you to think about your DP-sliders moves, and what you risk.

I haven't (yet) written down the Nippon-specific events, nor any african/north-american events. It may (without any guarantee) be included later.

All the events will be grouped by 'family', like military, economy, diplomacy, etc. Some effects figure in different families (like the revolt, or stability), and many events have different effects. I'll put them following what I perceived as the main effect or for reasons of homogeneity.
Every event will be displayed with the id number, triggers, general effects, and scaled effects.

Triggers based on DP-sliders, techs, BB, or any other variable are shown with a number and a + or - sign. '-' means this number or lower, and '+' means this number or higher.

Most of the events are indeed scaled on the basis of the country-size. Those events will be indicated by an 'x' in the place of the second number, like 9x005, and the scale will be showed under the event (or under the group of events when it's the same scale). Scaled effects will be mentionned with # when some effects are not scaled.
Exact scale : 94 : <4 ; 95 : 4->8 ; 96 : 9->29 ; 97 : 30->79 ; 98 : 80->199 ; 99 : 200 or more.

Colours will be used to show triggers, beneficient effects, detrimental effects, and DP-slider moves.

DP-sliders will be identified by the right name written in capitals, such as ARISTOCRACY, CENTRALIZATION, etc.
Effects on techs are shown by the name of the category in small characters, like land, naval, trade, infra.
The abbreviation 'k' stands to indicate a thousand, 'd' for ducats, 'i' and 'inf' for infantry, 'c' and 'cav' for cavalry, 'a' and 'art' for artillery. DIP, MIL and ADM represent the skills of the monarch. RR is revoltrisk, and BB BadBoy, as usual.
A date mentionned without any precision means the event is triggered by the current date being after the date mentionned.

Choice reversed : like all events, the AI is much more susceptible (from 85 to 95% following the peoples who speak) to take first option. So, the actions are put in order, and choice reversed means that for those events, the effects are the same but the actions (a and b) are reversed, to 'advise' the AI.

If you find any incaccuracy, please inform me.


And don't cheat. ;)

Disclaimer : this FAQ is on the 1.08 standard, and won't be updated to the various betas. If many differences are implemented, notices could appear (if I'm not too lazy :p ).
 
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Finance and Economy

First, a bit of cash :
Code:
9x005	Gift To the State	([COLOR=YellowGreen]cash[/COLOR])
	94 50D ; 95 100D ;  96 200D ; 97 300D ; 98 500D ; 99 1000D
94006-94009	Gift to the State 	([COLOR=YellowGreen]cash[/COLOR], unscaled)
	94006	100D	([COLOR=RoyalBlue]before 1500[/COLOR])
	94008	300D	([COLOR=RoyalBlue]1600->1700[/COLOR])
	94007	200D	([COLOR=RoyalBlue]1500->1600[/COLOR])		94009	400D	([COLOR=RoyalBlue]after 1700[/COLOR])
9x010	Gift to the State	([COLOR=RoyalBlue]ARISTOCRACY & SERFDOM 6+ ; before 1650[/COLOR])([COLOR=YellowGreen]cash[/COLOR])
	94 75D ; 95 150D ; 96 225D ; 97 375D ; 98 750D ; 99 1500D
9x011	Gift to the State	([COLOR=RoyalBlue]ARISTOCRACY 8+ & SERFDOM 7+ ; before 1650[/COLOR])([COLOR=YellowGreen]cash[/COLOR])
	94 100D ; 95 200D ; 96 300D ; 97 500D ; 98 1000D ; 99 2000D
9x098	Monopoly Company Formed	([COLOR=RoyalBlue]trade 3[/COLOR])([COLOR=YellowGreen]cash[/COLOR])
9x099	Monopoly Company Formed	([COLOR=RoyalBlue]trade 3, MERCANTILISM 7+[/COLOR])([COLOR=YellowGreen]cash[/COLOR])
	94 50D ; 95 75D ; 96 100D ; 97 150D ; 98 300D ; 99 750D
9x101	Grant Export Licences		([COLOR=RoyalBlue]trade 2[/COLOR])([COLOR=YellowGreen]#relation[/COLOR], [COLOR=Red]#treasury loss [/COLOR] OR [COLOR=Red]stability -1[/COLOR])
	94 +5, –20D ; 95 +10, –35D ; 96 +15, –50D ; 97 +20, –75D ; 98 +25, -150D ; 99 +30, –400D
9x121	Regional Heresy	
	94 [COLOR=Red]stability -1 [/COLOR] OR [COLOR=Red]cash –50D [/COLOR] ; 96 choice reversed
9x128	Grant Nobles Aid	([COLOR=Red]stability loss [/COLOR] OR [COLOR=Red]treasury loss[/COLOR])(choice reversed for 97, 98 & 99)
	94 –2, -25D ; 95 –1, -50D ; 96 –1, -75D ; 97 –150D, -1 ; 98 –300D, -1 ; 99 –600D, -1
Earlier in the game, going high SERFDOM and ARISTOCRACY gives you much more gifts, and bigger ones. High MERCANTILISM also helps once you hit trade tech 3 (preferably before 1460 ;) ).
Given the low monetary cost of Grant Export Licences, Grant Nobles Aid and Regional Heresy, compared to the cost of increasing stability, it's better to take the treasury losses. ;)

Inflation (and cash) :
Code:
94018-94021	Exceptional Year	([COLOR=YellowGreen]cash, inflation decrease[/COLOR])
94018	[COLOR=YellowGreen]100D, inflation –5[/COLOR]		94020	[COLOR=YellowGreen]200D, inflation –5[/COLOR] ([COLOR=RoyalBlue]1550->1650[/COLOR])
94019	[COLOR=YellowGreen]100D, inflation –5 [/COLOR] ([COLOR=RoyalBlue]1400->1550[/COLOR])	94021	[COLOR=YellowGreen]300D, inflation –5[/COLOR] ([COLOR=RoyalBlue]1650->1800[/COLOR])
9x060-9x061	Corruption	([COLOR=Red]treasury loss, stability loss [/COLOR] OR [COLOR=Red]inflation +1[/COLOR])
	94 –25D,–2 ; 95 –75D,–1; 96 –100D,–1 ; 97 –150D,–1 ; 98 –500D,–1 ; 99 –1000D,–1 
9x062	Deflation	([COLOR=RoyalBlue]after 1600[/COLOR])([COLOR=YellowGreen]inflation decreases[/COLOR])
	94 –5 ; 95 –5 ; 96 –5 ; 97 -5
9x071	Bank		([COLOR=RoyalBlue]infra 7, after 1650[/COLOR])([COLOR=YellowGreen]inflation -5, cash[/COLOR])
	94 75D ; 95 150D ; 96 200D ; 97 300D ; 98 500D ; 99 1000D
9x072	Stock Exchange		([COLOR=RoyalBlue]after 1750, infra 7, trade 9[/COLOR])([COLOR=YellowGreen]inflation –2, #cash, #infra [/COLOR])
	94 25D+250 ; 95 75D+500 ; 96 100D+750 ; 97 250D+1000 ; 98 500D+2000 ; 99 1000D+5000
No DP-slider will help you. Strongly researching infra and trade will give you two more events, but with a smaller scale.
Yes, the range of the Deflation and Exceptionnal Year events has been reduced, and Corruption is worthy of thinking about taking this +1% inflation instead of a stability hit.

Manufacturies and Production :
Code:
94030	Unexpected Invention	([COLOR=RoyalBlue]INNOVATIVE 7+, infra 3[/COLOR])([COLOR=YellowGreen]gain manufactury[/COLOR])
94031	Unexpected Invention	([COLOR=RoyalBlue]INNOVATIVE 9+, infra 4[/COLOR])([COLOR=YellowGreen]gain manufactury[/COLOR])
97045	Devastating Fire	([COLOR=RoyalBlue]countrysize 30 or more[/COLOR])([COLOR=Red]manufactury loss [/COLOR] OR [COLOR=Red]inflation +4, treasury –100D[/COLOR])
94058	New Mineral in Mine	([COLOR=YellowGreen]random mine +10[/COLOR])
So, to get any random manufactury, you need to be strongly INNOVATIVE.
The infamous Devastating Fire event has received a choice, but taking 4% of inflation just to keep a manufactury is not worth it, unless it takes more than 4 years of minting to pay a new one.
The Mine will increase the gold value of one of your gold-producing provinces.

Taxes :D :
Code:
9x086	Internal Trade		([COLOR=YellowGreen]provincetax +1[/COLOR])
	94 x1 ; 97 x2 ; 98 x3 ; 99 x4
9x087	Internal Trade		([COLOR=YellowGreen]provincetax +1[/COLOR])
	94 x1 ; 96 x2 ; 97 x3 ; 98 x4 ; 99 x5
9x119	Indulgence Peddler	([COLOR=RoyalBlue]before 1514, catholic[/COLOR])([COLOR=Red]provincetax –1[/COLOR])
	94 x1 ; 96 x2 ; 97 x3 ; 98 x5 ; 99 x8
9x096	Cessation of Church Functions to Nobility	([COLOR=RoyalBlue]catholic or orthodox[/COLOR])
9x097	Sale of Offices
	94 [COLOR=Red]vp -5 [/COLOR] OR [COLOR=Red]provincetax –1[/COLOR], [COLOR=YellowGreen]cash 100D[/COLOR] ; 96 choice reversed (same effects)
Catholics and orthodoxes will risk worsened tax income, until 1514. But they probably shouldn't receive this event more than once.
Cessation of Functions and Sales of Offices need a choice. Sure, 100 ducats are interesting, but the cost of 1 provincetax value will make you lose 2 ducats per year assuming you get 100% of the taxes of the province. So, you'll get as much money in 50 years only.

The New Land Claimed events (in Monarch, Religion & Population chapter) also increase the base tax value of one province.
 
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Diplomacy

Relations :
Code:
94014-94016	Scandal at the Court
	94014	[COLOR=Red]DIP –3 for 4 months, random relation -50[/COLOR]
	94015	[COLOR=Red]DIP –4 for 4 months, random relation -100[/COLOR]
	94016	[COLOR=Red]DIP –1 for 4 months, random relation -25[/COLOR]
94023-94025	Diplomatic Move	([COLOR=YellowGreen]#relation, diplomat +1[/COLOR])
	94023 +50 ; 94024 +75 ; 94023 +25
9x026	Diplomatic Fame	([COLOR=YellowGreen]BB –1, # random relation #[/COLOR])
	94 3x +10 ; 96 6x +10 ; 97 6x +20 ; 98 8x +25 ; 99 10x +40
94134	Great royal hunt		([COLOR=RoyalBlue]at peace[/COLOR])([COLOR=YellowGreen]3xrelations +50[/COLOR], [COLOR=Red]3xrelations –50[/COLOR])
9x129	Support for Dissidents Abroad		
	94 [COLOR=Red]stability -1 [/COLOR] OR [COLOR=Red]cash –25D, relation –25 [/COLOR] ; 95 choice reversed
Great Royal Hunt's effects are alternated, starting with +50, ending with -50. In the case they affect the same country several times, the order of the effects can be important if your relations were >150 or <-150.
Support for Dissidents Abroad : avoid the stability hit, the other penalties are negligible.
The Grant Export Licenses event also improves relations a bit.

Licences to Kill (aka Casus Belli) :
Code:
9x094	Nobles ally with Foreign Power	([COLOR=RoyalBlue]ARISTOCRACY 3+[/COLOR])([COLOR=Red]#stability loss[/COLOR], [COLOR=YellowGreen]casusbelli 24 months[/COLOR])
	94 –3 ;  95 -2
9x122	Boundary Dispute 	([COLOR=YellowGreen]casusbelli 60 months[/COLOR], [COLOR=Red]relations –50, stability –1[/COLOR]
	OR [COLOR=YellowGreen]relation +25, stability +1[/COLOR], [COLOR=Red]#treasury loss[/COLOR])
	94 -25D ; 95 -50D ; 96 –75D ; choice reversed 97 –100D ; 98 –200D ; 99 –200D
9x123	Boundary Dispute 	([COLOR=YellowGreen]casusbelli 24 months,[/COLOR] [COLOR=Red]relations –25, stability –1[/COLOR] 
	OR [COLOR=YellowGreen]relation +25, stability +1[/COLOR], [COLOR=Red]#treasury loss[/COLOR])
	94 -15D ; 95 -30D ; 96 –45D ; choice reversed 97 –75D ; 98 –100D ; 99 –200D
9x124	Boundary Dispute 	([COLOR=YellowGreen]casusbelli 120 months[/COLOR], [COLOR=Red]relations –100, stability –1[/COLOR] 
	OR [COLOR=YellowGreen]relation +25, stability +1,[/COLOR] [COLOR=Red]#treasury loss[/COLOR])
	94 -50D ; 95 -75D ; 96 –100D ; choice reversed 97 –150D ; 98 –400D ; 99 –800D
9x125	Merchants Harassed	([COLOR=YellowGreen]casusbelli 60 months[/COLOR], [COLOR=YellowGreen]relations –50 [/COLOR] OR [COLOR=YellowGreen]relations +25[/COLOR], [COLOR=Red]#trade loss[/COLOR])
	94 -100 ; 95 -200 ; 96 –300 ; 97 –500 ; 98 –1000 ; 99 –200094064-
94067	Diplomatic Insult	([COLOR=YellowGreen]casusbelli [/COLOR] + [COLOR=Red]loss of relations[/COLOR])
	94064	12 months, -50 ; 94095 6 months, -25 ; 94066 24 months, -75	; 94067 60 months, -100
Always pay attention to the duration of the CB you get, to be sure how much time you have to be ready.
The loss of relations is referenced as bad effect, but actually it can be helpful, if you have too good relations with the country : it can make you avoid the stab-hit due to good relations.
The Boundary Disputes can be great stability-enhancers if you choose the smooth way. If you choose the war, it makes you lose one stability, but avoids the stability -2 of a DoW without CB. Choose the war only when you're really decided to fight. Otherwise, choose the peace.
The Nobles Ally with Foreign Power event seems to be a nasty event, as the CB it gives you comes at the cost of the same stab-hit it's making you avoid. But you still will avoid 3 BB, which is a good thing in itself.
 
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Military

A bit of research bonus :
Code:
9x035	Reformation of the army	([COLOR=YellowGreen]land investment[/COLOR])
9x036	Reformation of the navy		([COLOR=RoyalBlue]naval 2 ; non-europe have one size category penalty[/COLOR])([COLOR=YellowGreen]naval invest[/COLOR])
	94 +250 ; 95 +500 ; 96 +750 ; 97 +1000 ; 98 +2500 ; 99 +5000
The size category penalty means that non-european nations are treated as if they were of a size category (for the scale) lower, e.g. size 30->79 is treated as a european size 9->29. This means they get fewer benefits.

Training Facilities :
Code:
9x114-9x115	Italian Engineer Available		([COLOR=RoyalBlue]1450>1600, europe, OFFENSIVE 3+[/COLOR])
	94 [COLOR=Red]vp –1[/COLOR] OR [COLOR=Red]–50D[/COLOR], [COLOR=Yellow]OFFENSIVE –1[/COLOR] ; 96 choice reversed ;
	only cash changes : 97 –75D ; 98–100D ; 99 –200D
9x116-9x117	Foreign Drill Instructor Available	([COLOR=RoyalBlue]europe, OFFENSIVE and QUALITY 9-[/COLOR])
		([COLOR=Yellow]OFFENSIVE +1 & QUALITY +1[/COLOR], [COLOR=Red]#treasury loss [/COLOR] OR [COLOR=Red]vp –1[/COLOR])
	94 250D (choice reversed) ; 96 250D ; 97 400D ; 98 600D ; 99 1000D
These events are all about choice : do you want an offensive or a defensive army ? The monetary costs are rather low, so don't hesitate to take them if they move the DP-sliders in the way you want.

Free troops and ships :
Code:
9x037	Enthusiasm for the army		([COLOR=YellowGreen]gain infantry[/COLOR])
	94 1x5000 ; 97 2x5000 ; 98 4x5000 ; 99 4x10000
9x038	Enthusiasm for the army (Defensive)	([COLOR=YellowGreen]gain infantry & artillery[/COLOR])
	([COLOR=RoyalBlue]non-europe have one size category penalty, OFFENSIVE 3-, LAND 3+, after 1500, land 7[/COLOR])
	94 20a+5000i ; 97 20a+5000i twice ; 98 25a+6000i thrice ; 99 40a+10000i 4times
9x039	Enthusiasm for the army (Aristocratic)	([COLOR=YellowGreen]gain cavalry[/COLOR])
	([COLOR=RoyalBlue]non-europe have one size category penalty, ARISTOCRACY 7+, land tech 2[/COLOR])
 	94 1x5000 ; 97 2x5000 ; 98 2x10000 ; 99 4x10000
9x040	Enthusiasm for the Navy	([COLOR=YellowGreen]warships[/COLOR]) ([COLOR=RoyalBlue]naval 2, non-europe have one size category penalty[/COLOR])
	94 1x5 ; 97 1x10 ; 98 2x10 ; 99 4x10
9x041	Enthusiasm for the Navy	([COLOR=YellowGreen]warships + transports[/COLOR])
	([COLOR=RoyalBlue]naval 4, ARISTOCRACY 4-, non-europe have one size category penalty[/COLOR])
	94 5t+1w ; 97 10t+2w ; 98 10t+2w twice ; 99 20t+5w twice
9x042	Enthusiasm for the Navy	([COLOR=YellowGreen]galleys[/COLOR])([COLOR=RoyalBlue]naval 2->10, non-europe have one size category penalty[/COLOR])
	94 1x5 ; 97 1x10 ; 98 2x10 ; 99 2x25
9x043	Enthusiasm for the Navy           ([COLOR=RoyalBlue]naval 2, LAND 1-, non-europe have size category penalty[/COLOR])([COLOR=YellowGreen]warships[/COLOR])
	94 1x5 ; 97 1x10 ; 98 2x10 ; 99 4x10
94000	Pirate for England	([COLOR=RoyalBlue]ENG, year 1550, SPA exists[/COLOR])(Invalid : ships would appear in Ganges river)
	[COLOR=YellowGreen]2 warships[/COLOR], [COLOR=Red]relations SPA –25, cash –10D[/COLOR] OR [COLOR=YellowGreen]relations SPA +25, vp +5,[/COLOR] [COLOR=Red]cash –5D [/COLOR] OR [COLOR=Red]relations SPA -5[/COLOR]
DP-sliders really dictate what you get. For maximum land troops, go low OFFENSIVE, high ARISTOCRACY, and at least moderate LAND. For maximum -ships, it's low ARISTOCRACY, low LAND. DP-sliders can't be combined to allow all seven events.
The Pirate for England event is currently invalid in 1.08, due to the event putting the warships in Ganges river. An easy way to correct it (as done in 1.08 June9th beta-patch) is to open the randomevents.txt file (in Paradox Entertainment\Europa Universalis 2\DB\Events folder) in a text editor (like Notepad), look for the event (it's the first one), and replace "1389" by "-1".

Manpower :
Code:
9x044	Agricultural Revolution		([COLOR=YellowGreen]#provincemanpower +1[/COLOR])
 	94 x1 ; 97 x2 ; 98 x3 ; 99 x4
9x105	Establish Cantonments		([COLOR=YellowGreen]#provincemanpower +1[/COLOR])
	95 x1 ; 97 x2 ; 98 x3 ; 99 x4
9x106	Establish Cantonments		([COLOR=RoyalBlue]LAND 6+[/COLOR])([COLOR=YellowGreen]#provincemanpower +1[/COLOR])
	94 x1 ; 97 x2 ; 98 x3 ; 99 x4
As logical, high LAND will give more manpower, three events at the place of two. But going LAND also gives more % of manpower.
The New Land Claimed events (see Monarch, Religion & Population chapter) also increase the manpower of one province, while Plague events (same chapter) may decrease it in one or several provinces.

Fortifications :
Code:
9x068	Fortification Efforts	([COLOR=YellowGreen]#random fortress[/COLOR])
	94 x1 ; 97 x2 ;  99 x3
9x069	Fortification Efforts	 ([COLOR=RoyalBlue]OFFENSIVE 3-[/COLOR])([COLOR=YellowGreen]#random fortress[/COLOR])
9x070	Fortification Efforts	 ([COLOR=RoyalBlue]OFFENSIVE 1-[/COLOR])([COLOR=YellowGreen]#random fortress[/COLOR])
	94 x1 ; 96 x2 ;  97 x4 ; 98 x6 ; 99 x8
A low OFFENSIVE greatly increases the chances to get random fortifications, and also increases the number of fortresses you get with each event.
 
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Exploration - Colonization

Random explorer :
Code:
9x080	Explorer	([COLOR=RoyalBlue]after 1550, naval 11, trade 3, LAND 3-[/COLOR])([COLOR=YellowGreen]explorer + colonists[/COLOR])
9x081	Explorer	([COLOR=RoyalBlue]after 1550, naval 11, trade 4, LAND 1-[/COLOR])([COLOR=YellowGreen]explorer + colonists[/COLOR])
9x082	Explorer	([COLOR=RoyalBlue]after 1600, naval 18, trade 5, LAND 3- & MERCANTILISM 3-[/COLOR])([COLOR=YellowGreen]explorer+colonists[/COLOR])
9x083	Explorer	([COLOR=RoyalBlue]after 1600, naval 18, trade 6, LAND 1- & MERCANTILISM 1-[/COLOR])([COLOR=YellowGreen]explorer+colonists[/COLOR])
	94 x2 ; 96 x3 ; 98 x4 ; 99 x5
Each explorer comes with a bonus colonist, so the actual number of colonists you gain is the number mentionned +1 (so, the minimum is 3). Remember to use colonists as soon as you get them, because any colonist you get in excess of 6 is lost. ;)
Well, triggers are eloquent. You absolutely need to be Naval-oriented to get any random explorer, and it won't be before 1550. There's no way, if you don't have historical explorer, to discover the New World or India before Portugal and Spain, neither before England and France's first explorers. The various tech requirements are easily met by 1550 and 1600, so the only thing to do is put the DP-sliders to low LAND and low MERCANTILISM.
The dates at which these events start to be available also mean that colonial nations which have access to a few historical explorers prior to 1550 won't probably have as much utility of them. Also, the proximity of naval tech 27 (naval entrepreneurs - exploration with any ship) means the explorer will have a much lower impact on most naval countries. For all those situations, the real benefit is the gain of colonists. Don't forget tough that explorers improve the colonization chances by Maneuver * 3, but need to be in-port (and so, can't help the sending of the first colonist).

Random conquistador :
Code:
9x027	Colonial Dynamism	([COLOR=RoyalBlue]after 1550 [/COLOR])([COLOR=YellowGreen]conquistador, plus #colonists[/COLOR])
9x028	Colonial Dynamism	([COLOR=RoyalBlue]after 1600, INNOVATIVE 3-[/COLOR])([COLOR=YellowGreen]conquistador, plus #colonists[/COLOR])
9x029	Conquistador		([COLOR=RoyalBlue]after 1500[/COLOR])([COLOR=YellowGreen]conquistador, plus #colonists[/COLOR])
	94 x2 ; 96 x3 ; 98 x4 ; 99 x5 (same effects for 9x027, 9x028, 9x029)
Again, each conquistador comes with a bonus colonist, so the actual number of colonists you gain is the number mentionned +1 (so, the minimum is 3). Remember to use colonists as soon as you get them, because any colonist you get in excess of 6 is lost. ;)
The triggers for the random conquistadors are more open than for random explorer. Any country has access to at least two of the events (after 1500 and 1550 respectively), and a low INNOVATIVE will open a third possibility (after 1600).
Given the earliest startdate of the events, and the fact that land tech 31 (exploration with all armies) is farthest, compared to the random explorer events, any country will benefit more, whether for the exploration, decrease of attrition, or bonus to colonization (they can help the sending of the first colonist, and won't trigger as much native's unrest when they enter the province). Indeed, given that more provinces are inland rather than coastal, and don't need an existing colony to help, it makes the random conquistadors much more useful.

Colonists:
Code:
9x022	Rush of Colonists	([COLOR=RoyalBlue]after 1550[/COLOR])([COLOR=YellowGreen]colonists[/COLOR])
	94 x2 ; 96 x3 ; 98 x4 ; 99 x5
9x126	Regional Population Boom	([COLOR=RoyalBlue]after 1550[/COLOR])([COLOR=YellowGreen]#colonists OR #population in capital[/COLOR])
	94 2, 2000 ; 97 3, 5000 ; 99 4, 10000
The Regional Population Boom event gives you the choice between more colonists and more population in the capital. If you're a colonial nation, take the colonists, you'll get more benefit, but if you don't colonize, take the population boost, to make the population closer to a production income superior multiplier.
 
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Trade

Beneficial events :
Code:
94032	Rush of Merchants	([COLOR=YellowGreen]5 merchants[/COLOR])
9x073	Company of Trade	([COLOR=RoyalBlue]after 1650[/COLOR])([COLOR=YellowGreen]2 merchants + trade investment[/COLOR])
	94 250 ; 95 500 ; 96 750 ; 97 1000 ; 98 2000 ; 99 5000
Those are the only events that affect trade beneficially. There's no way to improve the odds to get them (aside of the fact the second one is only available after 1650).

Negative events :
Code:
9x055	Unhappiness among merchants	([COLOR=Red]loss of trade investment[/COLOR])
9x056	Unhappiness among merchants	([COLOR=RoyalBlue]MERCANTILISM 6+[/COLOR])([COLOR=Red]loss of trade investment[/COLOR])
	94 -100 ; 95 -200 ; 96 -300 ; 97 -500 ; 98 -1000 ; 99 –2500
9x057	Unhappiness among merchants	([COLOR=RoyalBlue]MERCANTILISM 8+[/COLOR])([COLOR=Red]loss of trade investment[/COLOR])
	94 -200 ; 95 -400 ; 96 -600 ; 97 -1000 ; 98 -2000 ; 99 -5000
9x085	Trading Company Disaster	([COLOR=RoyalBlue]after 1700[/COLOR])([COLOR=Red]loss of trade investment[/COLOR])
	94 -200 ; 95 -400 ; 96 -600 ; 97 -1000 ; 98 -2500 ; 99 -5000
The effects of all these events is the same : to make you lose trade investment. The effects are not really high, but can still be feeled if you weren't far ahead in tech (thus, not having a prohibitive cost to research the next trade level). One of these events is available only after 1700 (so it normally won't threaten you long if you play a latin nation, since once at tech level 10 it has no more effects), and two of the others can be avoided if you're not above middle-grounds in MERCANTILISM.
So, before 1700 and as a MERCANTILISM 5- country, you're only subject to one event, rather than four.
 
Stability and Revolts

Why not beginning by the fun ? (well, due to rework, it's not the beginning anymore ;))
Code:
9x001	Random Revolt		([COLOR=Red]revolt[/COLOR])
9x002	Religious Turmoil	(Europe, year 1530)([COLOR=Red]religiousrevolt[/COLOR])
	94 x1 ;  97  x2 ; 98 x5 ; 99 x10 (same province)
9x052	Unhappiness among peasantry	([COLOR=Red]stability –2, #random revolt[/COLOR])
9x053	Unhappiness among peasantry	([COLOR=RoyalBlue]SERFDOM 6+[/COLOR])([COLOR=Red]stability –2, #random revolt[/COLOR])
	94 x1 ; 97 x2 ; 98 x3 double ; 99 x4 triple
9x054	Unhappiness among peasantry	([COLOR=RoyalBlue]SERFDOM 8+[/COLOR])([COLOR=Red]stability –3, #random revolt[/COLOR])
	94 x2 ; 97 x3 double ; 98 x4 triple ; 99 x5 4times
9x074	Colonial Uprising	([COLOR=RoyalBlue]after 1600[/COLOR])([COLOR=Red]random colonialrevolt[/COLOR])
	94 x1 ; 98 x2 ; 99 x4
9x075	Colonial Uprising	([COLOR=RoyalBlue]after 1600, CENTRALIZATION 6+[/COLOR])([COLOR=Red]random colonialrevolt[/COLOR])
	94 x1 ; 97 x2 ; 98 x4 ; 99 x6
9x076	Colonial Uprising	([COLOR=RoyalBlue]after 1600, CENTRALIZATION 8+[/COLOR])([COLOR=Red]random colonialrevolt[/COLOR])
	94 x2 ; 97 x4 ; 98 x8 ; 99 x12
9x077	Heretic Uprising	([COLOR=Red]religiousrevolt[/COLOR])
9x078	Heretic Uprising	 ([COLOR=RoyalBlue]INNOVATIVE 4-[/COLOR])([COLOR=Red]religiousrevolt[/COLOR])
	94 x1 ; 97 x2 ; 98 x3 double ; 99 x4 triple
9x079	Heretic Uprising	 ([COLOR=RoyalBlue]INNOVATIVE 2-[/COLOR])([COLOR=Red]religiousrevolt[/COLOR])
	94 x2 ; 97 x3 double ; 98 x4 triple ; 99 x5 4times
Revolts are in different provinces, unless mentionned otherwise.
Double, triple, etc, stand for multiple revolts in the same province : x3 double means a double revolt in three provinces.
Religiousrevolt : only if you have provinces of different religion.
Colonial revolts : it's keyed to affect colonies only.

As you see, higher SERFDOM increases chances to get revolts anywhere, high CENTRALIZATION increases the chances for colonial revolts, and low INNOVATIVE does the same for religiousrevolts. That's for the immediate revolts.

Revoltrisk :
Code:
94017	Wave of Obscurantism	([COLOR=Red]RR +3[/COLOR])
94088	Meteor Sighted		([COLOR=Red]stability –1, RR +1[/COLOR])
94089	Saint Performs Miracle	([COLOR=RoyalBlue]catholic or CRC[/COLOR])([COLOR=YellowGreen]stability +1, RR –3[/COLOR])
Revoltrisk is for 12 months, and is general for the whole country.
An existing bug is that if another RR is already at work, both will apply for the longer duration.

As you see, catholic/CRC countries have the advantage to get an additional stability-enhancing event, on the top of the stability-bonus these religions already have.

Stability (enhancing then decreasing) :
Code:
9x046	Good Government Policies	([COLOR=YellowGreen]stability +1, #infra & trade investments[/COLOR])
	94 +100 ; 95 +200 ; 96 +400 ; 97 +1000 ; 98 +2500 ; 99 +5000
94135	Birth of a heir to the throne	([COLOR=YellowGreen]stability +1[/COLOR])
9x137	Noble families unite	([COLOR=RoyalBlue]stability 2-[/COLOR])([COLOR=YellowGreen]stability +1[/COLOR], [COLOR=Red]#cash[/COLOR])
	94 –15D ; 95 –35D ; 96 –50D ; 97 –75D ; 98 –125D ; 99 –250D
9x133	Commission of a cathedral	([COLOR=RoyalBlue]christian, stability 2-[/COLOR])
9x136	Commission of a great mosque	([COLOR=RoyalBlue]muslim, stability 2-[/COLOR])
	94 [COLOR=Red]vp –20 [/COLOR] OR [COLOR=YellowGreen]stability +2[/COLOR], [COLOR=Red]treasury –200D[/COLOR], [COLOR=YellowGreen]missionaries +1[/COLOR] ; 96 choice reversed

9x047	Bad Government Policies	([COLOR=Red]stability –1, #infra & trade[/COLOR])
	94 -100 ; 95 -200 ; 96 -400 ; 97 -1000 ; 98 -2500 ; 99 -5000
94059	Political Crisis		([COLOR=Red]stability –3, ADM –2 12months[/COLOR])
94300	Political crisis	([COLOR=RoyalBlue]BB 70+[/COLOR])([COLOR=Red]stability –3, ADM –2 for 12 months[/COLOR])
9x095	Assassination 		([COLOR=Red]stability loss[/COLOR])
	94 –2 ; 95 -1
Plague events (see Monarch, Religion & Population chapter) will also have a detrimental effect on stability, along with many Nobility and Domestic Policies events.
Note that Political Crisis not only will send your stability to 0 or less (opening yourself to Civil Wars - if unlucky), but also the penalty on ADM will make recovering stability take longer. You'll also risk double the chances to get it if you go over 70 BB, and at this point your stability is already costing you double.
Also, the Unhappiness among peasantry events have a nasty stability penalty.

Choice is yours :
Code:
9x093	Noble Feud	([COLOR=RoyalBlue]ARISTOCRACY 4+[/COLOR])([COLOR=Red]revolt [/COLOR] (same province) OR [COLOR=Red]stability [/COLOR] OR [COLOR=Red]treasury[/COLOR])
	94 x1, -3, -25 ; 95 x1, -2, -75 ;  96 x2, -2, -100 ; 97 x3, -2, -150 ; 98 x4, -1, -250 ; 99 x6, -1, 500
A full red event (one more). You get the choice between losing stability or suffering revolts in one province, or you may avoid this by paying some amount of money. Needless to say, the cost of replacing troops and the lost income due to pillage, as well as the cost of having to raise stability, might be enough to pay the bill with money, but not always.
Note that by lowering ARISTOCRACY to 3 or less, you 'deactivate' the event.
 
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Nobility & Domestic Policies

This is a varied bunch. Most of these events let you choose, with (often) dire consequences (stability losses, revolts) for the less favored choice.
Not much comments here, since it's to you to choose which way you want to move your DP-sliders.

ARISTOCRACY & CENTRALIZATION :
Code:
9x084	Nobles		([COLOR=RoyalBlue]ARISTOCRACY 1>9[/COLOR])
	94	[COLOR=Yellow]ARISTOCRACY +1[/COLOR] OR [COLOR=Red]revoltrisk +2 for 24 months[/COLOR] OR [COLOR=Red]stability –3[/COLOR], [COLOR=Yellow]ARISTOCRACY -1[/COLOR]
	95	[COLOR=Yellow]ARISTOCRACY +1[/COLOR] OR [COLOR=Red]revoltrisk +2 for 24 months [/COLOR] OR [COLOR=Red]stability –2[/COLOR], [COLOR=Yellow]ARISTOCRACY -1[/COLOR]
9x107	Nobles Demand Old Rights	([COLOR=RoyalBlue]ARISTOCRACY 2>8 & CENTRALIZATION 3+[/COLOR])
	94107	[COLOR=Red]stability –3[/COLOR] OR [COLOR=Yellow]CENTRALIZATION –1[/COLOR] ; 96107 [COLOR=Yellow]CENTRALIZATION –1[/COLOR] OR [COLOR=Red]stability –2[/COLOR]
9x108	Nobles Demand Old Rights	([COLOR=RoyalBlue]ARISTOCRACY 2>4 & CENTRALIZATION 6+[/COLOR])
	94108	[COLOR=Red]stability –1[/COLOR] OR [COLOR=Yellow]CENTRALIZATION –1 & ARISTOCRACY +1[/COLOR]; 96108 choice reversed
94112	Bourgeoisie Request Privileges		([COLOR=RoyalBlue]ARISTOCRACY 1>9, after 1600[/COLOR])
94113	Bourgeoisie Request Privileges		([COLOR=RoyalBlue]ARISTOCRACY 6>9, after 1600[/COLOR])
	[COLOR=Yellow]ARISTOCRACY -1[/COLOR] OR [COLOR=Yellow]ARISTOCRACY +1[/COLOR]

9x109	Cities Demand Old Rights		([COLOR=RoyalBlue]CENTRALIZATION 1+[/COLOR])
	94109	[COLOR=Red]stability –3[/COLOR] OR [COLOR=Yellow]CENTRALIZATION -1[/COLOR]; 96109 [COLOR=Yellow]CENTRALIZATION –1[/COLOR] OR [COLOR=Red]stability –2[/COLOR]
9x110	Cities Demand Old Rights		([COLOR=RoyalBlue]CENTRALIZATION 6+ & ARISTOCRACY 6+[/COLOR])
	94110	[COLOR=Red]stability –2[/COLOR] OR [COLOR=Yellow]CENTRALIZATION & ARISTOCRACY -1[/COLOR]
	96110	[COLOR=Yellow]CENTRALIZATION & ARISTOCRACY -1[/COLOR] OR [COLOR=Red]stability –2[/COLOR]	97110	[COLOR=Red]stability –2[/COLOR] OR [COLOR=Yellow]CENTRALIZATION & ARISTOCRACY -1[/COLOR]
94111	Non-enforcement of Ordinances		([COLOR=RoyalBlue]CENTRALIZATION 3+[/COLOR])([COLOR=Yellow]CENTRALIZATION –1[/COLOR])
9x118	Build a Great Palace	([COLOR=RoyalBlue]after 1650, ARISTOCRACY and CENTRALIZATION 9-[/COLOR])
	94 [COLOR=Red]vp -50[/COLOR] OR [COLOR=Red]cash loss 500d[/COLOR], [COLOR=Yellow]ARISTOCRACY & CENTRALIZATION +1[/COLOR],  [COLOR=YellowGreen]BB –1, vp +25[/COLOR] ;  97 (choice reversed)
9x127	Petition for Redress	([COLOR=RoyalBlue]CENTRALIZATION 9-[/COLOR])([COLOR=Red]stability loss[/COLOR], [COLOR=Yellow]CENTRALIZATION +1[/COLOR] 
	OR [COLOR=Red]stability –1, provincetax –1, revolt[/COLOR])(choice reversed for 96, 97, 98)
	94 –4 ; 96 –3 ; 97 –2 ; 98 –1 and no stability for "option a" (only revolt and provincetax –1)
For what concerns CENTRALIZATION, with these events you may only decrease it, or suffer stability hits.
For ARISTOCRACY, both situations arise : stability hits for increasing or for decreasing ARISTOCRACY, depending on "who" is requesting you Old Rights.
To avoid most of these events, bring your ARISTOCRACY to 0 or 10 (either of the extremes) and CENTRALIZATION to 0 (full decentralization).
For Petition of Redress, if your countrysize is 80 or greater, you won't suffer any stability hit if you choose the loss of provincetax and the revolt, in order to avoid hampering big countries much more than the smaller ones.


INNOVATIVENESS :
Code:
9x048	Unhappiness with the Clergy	([COLOR=RoyalBlue]INNOVATIVE 3+[/COLOR])
9x049	Unhappiness with the Clergy	([COLOR=RoyalBlue]INNOVATIVE 6+[/COLOR])
	94	[COLOR=Red]stability –1[/COLOR] OR [COLOR=Yellow]INNOVATIVE –1[/COLOR] ; 97 choice reversed
9x050	Unhappiness with the Clergy	([COLOR=RoyalBlue]INNOVATIVE 8+[/COLOR])
	94	[COLOR=Red]stability –2 [/COLOR] OR [COLOR=Yellow]INNOVATIVE –2[/COLOR] ; 97 choice reversed

94301	BB motives questioned	([COLOR=RoyalBlue]BB 35+, before 1650, INNOVATIVE 1>9[/COLOR])
	[COLOR=YellowGreen]stability +1[/COLOR], [COLOR=Yellow]INNOVATIVE –1[/COLOR] OR [COLOR=Red]stability –2[/COLOR], [COLOR=Yellow]INNOVATIVE +1[/COLOR]
94120	Uncooperative Philosopher	([COLOR=RoyalBlue]before 1650, INNOVATIVE 1>9[/COLOR])
	([COLOR=YellowGreen]stability +1,[/COLOR] [COLOR=Yellow]INNOVATIVE –1[/COLOR] OR [COLOR=Red]stability –2[/COLOR], [COLOR=Yellow]INNOVATIVE +1[/COLOR])

9x131	Exceptional Court Painter Available	([COLOR=RoyalBlue]before 1575, INNOVATIVE 9-, europe or asia[/COLOR])
	([COLOR=Red]# treasury loss[/COLOR], [COLOR=Yellow]INNOVATIVE +1[/COLOR], [COLOR=YellowGreen]#vp [/COLOR] OR [COLOR=Red]#vp loss [/COLOR] )
	94 –25D, 5 ; 95 –50D, 10 ; 97 –75D, 15 ; 98 –150D, 20 ; 99 –300D, 25
9x132	Chartering of a university	([COLOR=RoyalBlue]after 1550, INNOVATIVE 9-[/COLOR])
	94[COLOR=Red] vp –50  [/COLOR] OR[COLOR=YellowGreen] infra investment 250[/COLOR], [COLOR=Yellow]INNOVATIVE +1[/COLOR], [COLOR=Red]treasury loss 200D[/COLOR]; 97 choice reversed
The purpose of these events is mostly to bring you to narrowmindedness. All of the potentially damaging events (top five) give you a stability hit if you choose to increase your INNOVATIVENESS.
On the other hand, the lower two events, which offer to raise INNOVATIVENESS, have only small incitement to accept the offer, since the other option is simply a loss of victory points.


Others :
Code:
94130	Foreign Trade Competition Rises		([COLOR=RoyalBlue]MERCANTILISM 1>9[/COLOR])([COLOR=Yellow]MERCANTILISM +1[/COLOR] OR [COLOR=Yellow]MERCANTILISM –1[/COLOR], [COLOR=Red]trade investment loss[/COLOR])
	94 –100 ; 95 –200 ; 96 –300 ; 97 -500

9x051	Unhappiness among Artisans	([COLOR=RoyalBlue]SERFDOM  3+[/COLOR])([COLOR=Red]# infra loss [/COLOR] OR [COLOR=Yellow]SERFDOM –1[/COLOR], [COLOR=Red]#cash loss[/COLOR])
	94 –100, -25D ; 95 –200, -75D ; 96 –400, -100D ; 97 –1000, -150D ; 98 –2500,-250D ; 99 –5000,-500D
Both those events won't hurt you much.
Mind that Foreign Trade Competition Rises will stop when you get to either end of the DP-slider (maximizing either mercantilism or free-trade).

Italian Engineer and Foreign Drill Instructor, which are in the Military chapter, also move DP-sliders, but their effects are better treated in those chapters.
 
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Monarch, Religion & Population (aka Miscellaneous)

Monarch :
Code:
94012	Temporary Insanity	[COLOR=Red]ADM, DIP & MIL –3 for 12 months[/COLOR]
94013	Excellent Minister	[COLOR=YellowGreen]ADM, DIP & MIL +3 for 12 months[/COLOR]
Don't forget that the monarch's skills are capped at 1 and 9. It won't always be useful (tough excellent monarchs are rare).
Due to the game engine, the changes could last longer than 12 months, if another skill-changing event triggers (or was already active).

Population :
Code:
94102	New Land Claimed	([COLOR=YellowGreen]population +2000, provincemanpower & provincetax +1[/COLOR])
95103	New Land Claimed	([COLOR=YellowGreen]population +2500, provincemanpower & provincetax +1[/COLOR])
96104	New Land Claimed	([COLOR=YellowGreen]population +2000, provincemanpower & provincetax +1 in capital[/COLOR])

9x090-9x091	Medical		([COLOR=RoyalBlue]after 1650[/COLOR])([COLOR=YellowGreen]population bonus[/COLOR])
	94 1x1500 ; 96 2x1000 ; 97 3x1000 ; 98 4x1000 ; 99 6x1000
9x092	Medical			([COLOR=RoyalBlue]after 1650[/COLOR])([COLOR=YellowGreen]population bonus[/COLOR])
	94 capital +1500 ; 96 1x1000, capital +1500 ; 97 2x1000, capital +1500 ; 
	98 3x1000, capital +2000 ; 99 5x1000, capital +2500

94033	Plague 		([COLOR=Red]stability –1, #population loss, #provincemanpower [/COLOR] for 98 and 99)
	94 1x -1000 ; 95 1x -1000 ; 96 2x -1000 ; 97 2x –1000, capital –1500 ; 
	98 4x –1000, capital –2500, 2x -1 ; 99 8x –1000, capital –4000, 4x -1
94034	Plague 		([COLOR=Red]stability –1, #population loss, #provincemanpower [/COLOR] for 97, 98 and 99 
	and[COLOR=Red] #provincetax [/COLOR] for 99)
	94 1x -1000 ; 95 2x -1000 ; 96 2x –1000, capital –1500 ; 97 4x –1000, capital –2500, 2x -1 ; 
	98 8x –1000, capital –4000, 4x –1 ; 99 10x –1000, capital –7500, 6x –1, 6x -1
Good news : five full beneficient events. :D
Note that one third of the New Land Claimed events will hit your capital, accounting for much higher wealth in it.
Alas, there're the Plague events, which will also slightly decrease your stability and your manpower (along with a small loss of base tax values for greater countries - 200 provinces or more -).

Remember that population determines the amount of production income and tolls. Those gains and losses are small, but it could be really important to colonizing nations.


Conversions :
Code:
94003	Conversion of Heretics	([COLOR=YellowGreen]conversion[/COLOR])
94004	Conversion of Heretics 	([COLOR=RoyalBlue]INNOVATIVENESS 2-[/COLOR])([COLOR=YellowGreen]conversion[/COLOR])
These events will always target different-religion provinces. A couple of remarks, tough :
- culture won't change, even in pagan provinces, so you'd better convert them fast
- if you are CRC religion, your catholic provinces will be targeted too, but their religion won't change ; also, there's no CRC religion for provinces
- going low INNOVATIVENESS will double your chances of getting the event, but you'll always qualify for at least one event, however INNOVATIVE you are.
 
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