Generic infrastructure mission events

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This page lists the events associated with the Pearl of [Region]/Growth of [Region]/Stabilize and Grow [Region] generic infrastructure mission.[1]

Shrine branch events[edit]

id

Shrines of ['shrine_territory']


The ongoing renovations in ['shrine province'] have attracted the attention of its governor, [shrine_province.GetGovernor.GetName]. According to our [religious_spokesman.GetOffice.GetCulturalName(ROOT.GetCountry)], [shrine_province.GetGovernor.GetPraenomen] has seen to it that some of the wealth is being funelled away from the project and into [shrine_province.GetGovernor.GetHerHis] own pockets. When asked, the governor [shrine_province.GetGovernor.GetHerselfHimself] posits that [shrine_province.GetGovernor.GetSheHe] has simply been taking a fee for providing his services to the sacred project.


 
Trigger conditions
  • Has not recently received an embezzlement event related to the mission task (as checked by the embezzlement_var variable)
  • Has not recently received a governor contribution event related to the mission task (as checked by the governor_contributions_var variable)
  • There is a character in the current country's court that follows the state religion
  • The shrine province target exists
  • The region of the shrine province target has a governor who is not the ruler
Is triggered only by

the Renovate the [shrine territory] Shrines mission task


Immediate effects
  • Set that an embezzlement event has been received (i.e. set the embezzlement_var variable) for the next 300 days
  • Select a character of the state religion, not a governor or the ruler, and not currently at the shrine territory location, always selecting the High Priest or Augur if possible and preferring characters with larger Power base.png power base and Religious power.png zeal, as the religious spokesman

Event button.png
We cannot tolerate embezzlement!
  • The religious spokesman character gets the Punished Embezzlement loyalty modifier for 5 years, giving Loyalty.png +10 loyalty
  • The governor of the shrine province target gets the Punished Embezzlement loyalty modifier for 5 years, giving Loyalty.png -20 loyalty
  • The governor of the shrine province target loses Wealth 100 gold
Event button.png
It is only natural that the money spent benefits the local community.
  • The religious spokesman character gets the Tolerated Embezzlement loyalty modifier for 5 years, giving Loyalty.png -20 loyalty
  • The governor of the shrine province target gets the Tolerated Embezzlement loyalty modifier for 5 years, giving Loyalty.png +10 loyalty
  • The governor of the shrine province target gains Corruption.png 15 corruption and Wealth 500 gold
id

Influx of Artisans


Event trigger.png The below description is one of several available for this event.
Word has gotten around about the renovations being done in the Province of ['shrine province'] to the Shrines at ['shrine territory']. More work means more people are seeking their fortune far away from home, among them a great group of masons who arrived today.


 
Trigger conditions
  • The shrine territory target exists
  • Has not received this event in the last 300 days
Is triggered only by

the Renovate the [shrine territory] Shrines mission task


Event button.png
We will build a monument more lasting than bronze!
  • Get Citizens 2 citizens of the state culture and religion in the shrine territory
id

Contributions of [shrine_province.GetGovernor.GetPraenomen]


The governor of [shrine_province.GetGovernorship.GetName] has taken an interest in the renovations that the shrine of ['shrine territory'] is currently undergoing in his province of ['shrine province'].

[shrine_province.GetGovernor.GetSheHe


 
Trigger conditions
  • The shrine province target exists
  • Has not recently received a governor contribution event related to the mission task (as checked by the governor_contributions_var variable)
  • Has not recently received an embezzlement event related to the mission task (as checked by the embezzlement_var variable)
  • There is a character in the current country's court that follows the state religion
  • The region of the shrine province target has a governor who is not the ruler and does not have the Harsh harsh trait
Is triggered only by

the Renovate the [shrine territory] Shrines mission task


Immediate effects
  • Set that an governor contribution event has been received (i.e. set the governor_contributions_var variable) for the next 300 days

Event button.png
We welcome the contributions of [shrine_province.GetGovernor.GetPraenomen]!
  • The shrine territory gets the modifier Gubernatorial Spending for 180 days, giving:
    • Local output +25% Population Output
  • The governor of the shrine province target:
    • Gets the Benefactor Benefactor trait
    • Gets the Gubernatorial Aid loyalty modifier for 5 years, giving Loyalty.png +15 loyalty
    • If not a minor character, family gets Family prestige 150 prestige
Event button.png
There is no need for [shrine_province.GetGovernor.GetHerHim] to get involved.
  • The governor of the shrine province target gets the Excluded Governor loyalty modifier for 5 years, giving Loyalty.png -20 loyalty
id

The Shrines of ['shrine_territory']


At long last the renovations of ['shrine_territory'] are complete. In a grand ceremony involving both the local priesthood and [SCOPE.sCharacter('religious_spokesman').GetOffice .GetCulturalName(ROOT.GetCountry)], a grand blessing is bestowed on both [ROOT.GetCountry.GetRuler.GetName] and the city itself.
This day will undoubtedly live in the memory of the people of ['infrastructure governorship'] for generations to come.


 
Trigger conditions
  • The shrine territory target exists
  • There is a character in the current country's court that follows the state religion
Is triggered only by

the Grant Religious Endowments and Great Donation mission tasks


Immediate effects
  • Select a character of the state religion, not a governor or the ruler, and not currently at the shrine territory location, always selecting the High Priest or Augur if possible and preferring characters with larger Power base.png power base and Religious power.png zeal, as the religious spokesman

Option conditions

Event trigger.pngEnabled if: Is a monarchy

Event button.png
Long live the King!
  • Gain Legitimacy.png 10 legitimacy
  • Get the modifier State Cult for 10 years, giving:
    • State religion.png +10% State Religion Happiness
    • Omen.png +10% omen power

Event trigger.pngEnabled if: Is tribal

Event button.png
Long live the Clan!
  • Current ruler gains Popularity.png 15 popularity
  • Get the modifier State Cult for 10 years, giving:
    • State religion.png +10% State Religion Happiness
    • Omen.png +10% omen power

Event trigger.pngEnabled if: Is a republic

Event button.png
Long live the Republic!
  • The Religious faction Religious faction gains 10 support
  • Get the modifier State Cult for 10 years, giving:
    • State religion.png +10% State Religion Happiness
    • Omen.png +10% omen power

Event button.png
By the grace of our [SCOPE.sCharacter('religious_spokesman') .GetOffice.GetCulturalName(ROOT.GetCountry)].
  • The religious spokesman gets the Praised Spokesperson loyalty modifier for 5 years, giving Loyalty.png +15 loyalty
  • If not a minor character, family of the religious spokesman gets Family prestige 50 prestige
  • Get the modifier State Cult for 10 years, giving:
    • State religion.png +10% State Religion Happiness
    • Omen.png +10% omen power
id

Renovating the ['shrine_territory'] Shrines


The priests of ['shrine_territory'] as well as the [SCOPE.sCharacter('religious_spokesman').GetOffice. GetCulturalName(ROOT.GetCountry)] have greeted our decision to renovate and expand on the holy shrine of ['shrine_territory'] with great joy and apprehension. In time it is their hope that the city and its holy sites will become one of the great jewels of our nation and the [ROOT.GetCountry. GetPrimaryCulture.GetName] world.


 
Trigger conditions
  • The shrine territory target exists
  • There is a character in the current country's court that follows the state religion
Is triggered only by

the Renovate the [shrine territory] Shrines mission task


Immediate effects
  • Select a character who follows the state religion, is the High Priest or Augur, is not a governor or the ruler, and is not currently at the shrine territory location, preferring characters with larger Power base.png power base and Religious power.png zeal, as the religious spokesman
  • If no such character exists, save the current ruler as the religious spokesman

Event button.png
Let them marvel!
  • Tooltip: The renovations of ['shrine_territory'] will be ongoing for a year.
  • shrine territory gets the modifier Shrine Renovations until the end of the game, giving:
    • Local output -100% Population Output
id

Renovations at an End


Renovations of the shrines in the city of ['shrine_territory'] are rapidly coming to a close. However, with the immediate expansion, repairs and embellishment of the city and its temple compound complete the question of how it will be maintained in the future still remains. The priests themselves clearly expect a large donation of either land or money.


 
Trigger conditions
  • The shrine territory target exists
Is triggered only by

the Renovate the [shrine territory] Shrines mission task


Event button.png
We will have to consider this.
  • Tooltip: The future funding for the temples will be decided through which of the following tasks you choose.
  • If the shrine territory has the modifier Shrine Renovations, remove it
id

Shrine Renovations Attract Trade


The renovations at ['shrine_territory'] have attracted business for the entire ['shrine_province'].

Recently our magistrates report that there is a growing community of foreign merchants present throughout our settlements in the area.


 
Trigger conditions
  • The shrine territory target exists
  • The province containing the shrine territory target does not have the Influx of Traders modifier
Is triggered only by

the Renovate the [shrine territory] Shrines mission task


Event button.png
They are most welcome.
  • The province containing the shrine territory target gets the modifier Influx of Traders for 5 years, giving:
    • Commerce value.png +25% Commerce Value
id

The Shrines of ['shrine territory']


At long last the renovations of ['shrine territory'] are complete. In a grand ceremony involving both the local priesthood and [SCOPE.sCharacter ('religious_spokesman').GetOffice.GetCulturalName(ROOT.GetCountry)], the city has been bestowed the right to rule its own matters, and take up tax locally, in eternity. The administration will be left in the care of one of the most pious aristocrat families of [ROOT.GetCountry.GetName].
This day will undoubtedly live in the memory of the people of ['infrastructure governorship'] for generations to come.


 
Trigger conditions
  • The shrine territory target exists
Is triggered only by

the Autonomous Enclave mission task


Immediate effects
  • Select a character of the state religion, not a governor or the ruler, and not currently at the shrine territory location, always selecting the High Priest or Augur if possible and preferring characters with larger Power base.png power base and Religious power.png zeal, as the religious spokesman
  • Otherwise, if no such character exists, create a new character of the state religion and save him as the religious spokesman
  • If they exist, save the three most Religious power.png zealous characters who are not the ruler, an adult, male (if gender restrictions are active in the realm), not a minor character, and not part of the ruling family as religious_family_1, religious_family_2, and religious_family_3 character targets

Option conditions

Event trigger.pngEnabled if: The religious_family_1 character target exists

Event button.png
Long live [SCOPE.sCharacter('religious_family_1').GetName]!
  • Tooltip: [SCOPE.sCharacter('religious_family_1').GetName] and [SCOPE.sCharacter('religious_family_1').GetHerHis] descendents will rule ['theocratic enclave'] in perpetuity.
  • Tooltip: The [SCOPE.sCharacter('religious_family_1').GetFamilyDisplayAdjective] Family will be greatly honored.
  • The head of religious_family_1's gets the loyalty modifier Shrine Granted to Family, giving Loyalty.png +10 loyalty for 10 years
  • The family of religious_family_1 gains Family prestige 25 prestige
  • Get the modifier State Cult for 10 years, giving:
    • State religion.png +10% State Religion Happiness
    • Omen.png +10% omen power
  • The religious_family_1 character resigns from any held positions and moves to the theocratic enclave as its new Leader.png ruler and head of a new major family
  • The spouse of the religious_family_1 character resigns from any held positions and moves to the theocratic enclave as a minor character
  • All children of the religious_family_1 character resign from any held positions and moves to the theocratic enclave' as part of religious_family_1s family
  • The family of religious_family_1 gains Family prestige 350 prestige (in the theocratic enclave)

Event trigger.pngEnabled if: The religious_family_2 character target exists

Event button.png
We now honor [SCOPE.sCharacter('religious_family_2').GetName]!
  • Tooltip: [SCOPE.sCharacter('religious_family_2').GetName] and [SCOPE.sCharacter('religious_family_2').GetHerHis] descendents will rule ['theocratic enclave'] in perpetuity.
  • Tooltip: The [SCOPE.sCharacter('religious_family_2').GetFamilyDisplayAdjective] Family will be greatly honored.
  • The head of religious_family_2's gets the loyalty modifier Shrine Granted to Family, giving Loyalty.png +10 loyalty for 10 years
  • The family of religious_family_2 gains Family prestige 25 prestige
  • Get the modifier State Cult for 10 years, giving:
    • State religion.png +10% State Religion Happiness
    • Omen.png +10% omen power
  • The religious_family_2 character resigns from any held positions and moves to the theocratic enclave as its new Leader.png ruler and head of a new major family
  • The spouse of the religious_family_2 character resigns from any held positions and moves to the theocratic enclave as a minor character
  • All children of the religious_family_2 character resign from any held positions and moves to the theocratic enclave' as part of religious_family_2s family
  • The family of religious_family_2 gains Family prestige 350 prestige (in the theocratic enclave)

Event trigger.pngEnabled if: The religious_family_3 character target exists

Event button.png
This is now the domain of [SCOPE.sCharacter('religious_family_3'). GetName]!
  • Tooltip: [SCOPE.sCharacter('religious_family_3').GetName] and [SCOPE.sCharacter('religious_family_3').GetHerHis] descendents will rule ['theocratic enclave'] in perpetuity.
  • Tooltip: The [SCOPE.sCharacter('religious_family_3').GetFamilyDisplayAdjective] Family will be greatly honored.
  • The head of religious_family_3's gets the loyalty modifier Shrine Granted to Family, giving Loyalty.png +10 loyalty for 10 years
  • The family of religious_family_3 gains Family prestige 25 prestige
  • Get the modifier State Cult for 10 years, giving:
    • State religion.png +10% State Religion Happiness
    • Omen.png +10% omen power
  • The religious_family_3 character resigns from any held positions and moves to the theocratic enclave as its new Leader.png ruler and head of a new major family
  • The spouse of the religious_family_3 character resigns from any held positions and moves to the theocratic enclave as a minor character
  • All children of the religious_family_3 character resign from any held positions and moves to the theocratic enclave' as part of religious_family_3s family
  • The family of religious_family_3 gains Family prestige 350 prestige (in the theocratic enclave)

Colony branch events[edit]

id

Soldiers Settle Down


Our [ROOT.GetCountry.GetPrimaryCulture.GetName] settlement policy in ['governorship capital'] has attracted the attention especially among some classes of soldiers in our army. Making use of the promise of free land they have arrived in ['governorship capital'] seeking to make a new life for themselves and their families.


 
Trigger conditions
  • The governorship capital target exists
  • Has at least Manpower.png 4000 manpower
Is triggered only by

the [ROOT.GetCountry. GetPrimaryCulture.GetName] Settlement mission task


Event button.png
Just the type of settlers we need!
  • Lose Manpower.png 3000 manpower
  • Gain Citizens 2 citizens in the governorship capital target
Event button.png
Compensate them some other way.
  • Lose Wealth 100 wealth
id

A New Life


The promotion of ['governorship capital'] as a [ROOT.GetCountry.GetPrimaryCulture.GetName] has not only made it attractive to [ROOT.GetCountry.GetPrimaryCulture.GetName] settlers. A large number of families from elsewhere in [migrant_province.GetGovernorship.GetName] have begun to prepare for a new life in the growing city of ['governorship capital'].


 
Trigger conditions
  • The governorship capital target exists
  • There is a territory in the infrastructure governorship region target with at least Population.png 8 population, that does not have Territory city.png city status, and that is not the governorship capital
Is triggered only by

the [ROOT.GetCountry. GetPrimaryCulture.GetName] Settlement mission task


Immediate effects
  • Save a territory in the infrastructure governorship region target with at least Population.png 8 population, that does not have Territory city.png city status, and that is not the governorship capital as the migrant_province

Event button.png
The city is open to all.
  • Move the 3 unhappiest pops in migrant_province to the governorship capital
Event button.png
We cannot support this.
  • migrant_province gets the modifier Migration Hindered for 5 years, giving:
    • Local output -10% Population Output
id

['governorship capital'] Growth


The Settlement policy in ['governorship capital'] has been fruitful. With a stream of [ROOT.GetCountry.GetPrimaryCulture.GetName] settlers moving in as well as the locals adopting to [ROOT.GetCountry.GetPrimaryCulture.GetName] culture, the city itself is increasingly emulating the great cities of our homeland.


 
Trigger conditions
  • The governorship capital target exists
Is triggered only by

the [ROOT.GetCountry. GetPrimaryCulture.GetName] Settlement mission task


Event button.png
['governorship capital'] is now a city of ['governorship_capital'.Custom('get_building_material_cloc')].
  • Gain Freemen 1 freeman and Citizens 1 citizen in the governorship capital
  • The governorship capital target gets the modifier Settlement Policy for 1 year, giving:
    • Local migration attraction.png +2 Migration Attraction
    • Policy religious conversion.png +1 Pop Conversion Speed
    • Pop assimilation.png +1 Pop Assimilation Speed
id

Strongmen of ['infrastructure governorship']


The ongoing strengthening of our authority in ['governorship capital'] seems to have upset quite a few local strongmen in ['infrastructure governorship']. In name they have all sworn their allegiance to the [ROOT.GetCountry.Custom('get_base_government_type')] but with stone being added on stone for the local fortifications and with a growing cadre of local bureaucrats to support our Governor, there is worry in their ranks.
We could likely lessen the perceived threat of our more present authority if we invited some local potentates to settle in the city and take part in the institutions we are building.


 
Trigger conditions
  • The governorship capital target exists
  • Has not received this event in the last 300 days
Is triggered only by

the Strengthen [governorship capital] mission task


Event button.png
Let them all come to us.
  • If there is a territory in the infrastructure governorship with at least Population.png 15 population, that does not have Territory city.png city status, and has a Slaves non-slave pop, move a random non-slave pop into governorship capital
  • Otherwise, get Citizens 1 citizen in governorship capital
  • The governorship capital target gets the modifier Seat of Regional Magnates until the end of the game, giving:
    • Tax income.png -1 Base Tax
    • Local building slot.png +1 City Building Slots
Event button.png
There is no room for their kind in ['governorship capital'].
  • The province of the governorship capital loses Loyalty.png 15 loyalty
  • The governorship capital target gets the modifier Alienated Local Elites for 10 years, giving:
    • Province loyalty +0.05 Territory Provincial Loyalty
id

Establishing a Local Bureaucracy


Strengthening our administration in ['governorship capital' ] and thereby our rule in [ 'infrastructure governorship'] has made it clear how among the local elite that are fit to work in a proper [ROOT.GetCountry.GetPrimaryCulture.GetName] governor's office. It has been requested that we send some proper scribes from [ROOT.GetCountry.GetCapital.GetName] to support the struggling local Bureaucracy.


 
Trigger conditions
  • The governorship capital target exists
  • Has not received this event in the last 300 days
  • Has at least Citizens 2 citizens in the capital
Is triggered only by

the Strengthen [governorship capital] mission task


Event button.png
Let us recruit bureaucrats in our capital.
  • Move the Citizens 2 happiest citizens in the capital to governorship capital
Event button.png
Local Scribes will just have to learn.
  • The province of the governorship capital gets the modifier Growing Pains for 5 years, giving:
    • Tax income.png -15% Local Tax
id

Cadastral Survey


As part of the strengthening of the Governor's Office in ['governorship capital'] a great number of local officials have been sent out to measure, document and assess all land in ['infrastructure governorship']. As always when such a survey is undertaken it can become clear how local records have been outdated, or even manipulated, to a large degree. As a reaction to this it turns out that [SCOPE.sChar('local_land_owner').GetName], whose family owns land in the region, has now petitioned us to exempt some specific pieces of public land from this examination…


 
Trigger conditions
  • The governorship capital target exists
  • Has not received this event in the last 300 days
Is triggered only by

the Strengthen [governorship capital] mission task


Immediate effects
  • Save the head of a random non-ruling family as the local_land_owner

Event button.png
There can be no exceptions.
  • Tooltip: We will let the Cadastral Survey continue unhindered. Only time will tell if it uncovers something corrupt.
  • Randomly choose one of the follow:
    • If the governorship capital has a governor, with a weight of 25 + the Corruption.png corruption of the governorship capital governor, trigger the event Illegal Holdings in 30 days
    • If the governorship capital does not have a governor, with a weight of 50, trigger the event Illegal Holdings in 30 days
    • With a weight of 50, trigger the event Cadastral Survey Finished in 30 days
Event button.png
Now that is a very nice gift!
  • Gain Wealth 3 times the monthly income
  • The current ruler gains Corruption.png 20 corruption
  • If the current ruler is part of a major family, the current ruler's family loses Family prestige 30 prestige
id

Illegal Holdings


As our investigators cover more and more of the land in ['infrastructure governorship'] it has become quite clear why [SCOPE.sChar('local_land_owner').GetName] did not want us to look too deeply into ownership. It is quite clear that the [SCOPE.sChar('local_land_owner').GetFamilyDisplayName] family has systematically helped itself to the public lands in the region, expanding their holdings far into it from their bordering private properties.


 
Trigger conditions
  • The governorship capital target exists
Is triggered only by

the Cadastral Survey event


Immediate effects
  • Save up to three Holding holdings belonging to family members of the local_land_owner in the same region as the governorship capital as holding_to_be_removed, holding_to_be_removed_2, and holding_to_be_removed_3

Event button.png
This abuse of public land must cease immediately!
  • The local_land_owner gets the loyalty modifier Seized Estates for 5 years, giving Opinion -50 loyalty
  • The family of the local_land_owner loses Family prestige 50 prestige
  • If the holding_to_be_removed target exists, revoke it from its owner
  • Otherwise, the richest member of the local_land_owner's family loses Wealth 200 gold
  • If the holding_to_be_removed_2 target exists, revoke it from its owner
  • Otherwise, the richest member of the local_land_owner's family loses Wealth 200 gold
  • If the holding_to_be_removed_3 target exists, revoke it from its owner
  • Otherwise, the richest member of the local_land_owner's family loses Wealth 200 gold
Event button.png
Best not stir any trouble here.
  • The local_land_owner gets the loyalty modifier Overlooked Malpractices for 5 years, giving Opinion +20 loyalty
  • The current ruler gains Corruption.png 20 corruption
id

Cadastral Survey Finished


Whether because there was no actual foul play or because the [SCOPE.sChar('local_land_owner').GetFamilyDisplayName] family also managed to bribe our officials we cannot be sure, but the survey we undertook in ['infrastructure governorship] has not turned up any greater problems with ownership of land or other assets. It is true that the [SCOPE.sChar('local_land_owner').GetFamilyDisplayName] family owns much property in the region, but none of it is suspect according to our scribes.


 
Trigger conditions
  • The governorship capital target exists
Is triggered only by

the Cadastral Survey event


Event button.png
All is well that ends well.
  • The local_land_owner gets the loyalty modifier Vindicating Survey for 5 years, giving Opinion +5 loyalty

Capital branch events[edit]

id

Rise of ['governorship capital']


The announcement of [ROOT.GetCountry.GetRuler.GetName] that ['governorship capital'] will open her doors to all able artisans, masons and architects has been sent out to every corner of our [ROOT.GetCountry.Custom('get_base_government_type')]. It is [ROOT.GetCountry.GetRuler.GetHerHis] will that no expense be spared to embellish the city and to make it a true gem of [ROOT.GetCountry.GetPrimaryCulture.GetName] culture.


 
Trigger conditions
  • None
Is triggered only by

the Embellish [governorship capital] mission task


Event button.png
The world will look at my works!
  • Gain Political influence.png 20 political power
  • If the current ruler is not a minor character, the ruling family gains Family prestige 25 prestige
id

The Coming of ['governorship capital']


Never before has the streets of ['governorship capital'] been as clean and its gardens so well kept. The ['governorship capital'.Custom('get_building_material_cloc')] [ROOT.GetCountry.Custom('get_fancy_buildings_cloc')] now make it immediately apparent that this is not just a city but also the very center of a [ROOT.GetCountry.GetRankName], an urban expression of splendour and wealth.


 
Trigger conditions
  • None
Is triggered only by

the Embellish [governorship capital] mission task


Event button.png
['governorship capital'] is now a city of ['governorship_capital'.Custom('get_building_material_cloc')].
  • If the current country is a monarchy, the capital gets the modifier Royal Palace Complex until the end of the game, giving:
    • Tax income.png +15% Local Tax
    • Local building slot.png +2 City Building Slots
    • Civilization.png +10% Local Civilization Level
  • Otherwise, if the current country is a republic, the capital gets the modifier Forum Complex until the end of the game, giving:
    • Local building slot.png +2 City Building Slots
    • Research points.png +15% Local Research Points
    • Civilization.png +10% Local Civilization Level
  • Otherwise, the capital gets the modifier Clan Council Complex until the end of the game, giving:
    • Local building slot.png +2 City Building Slots
    • Manpower.png +15% Local Manpower
    • Civilization.png +10% Local Civilization Level
id

Power and Privilege


Since time immemorial the great families of our country have also been prominently present in ['governorship capital'], close to the seat of power. With the currently ongoing renovations however the geography of the city is rapidly changing. Entire new blocks are being constructed of more durable materials, and with better sanitation, than ever before.
It is no surprise therefore that the families of [ROOT.GetCountry.GetName] have now begun to position themselves to acquire property close to and inside the new quarters. They are offering us sizable sums to be allowed access to the best plots.


 
Trigger conditions
  • Has not received this event in the last 300 days
  • The governorship capital target exists
Is triggered only by

the Embellish [governorship capital] mission task


Immediate effects
  • Save every family head who is not the ruler as the first_power_monger, second_power_monger, third_power_monger, fourth_power_monger, and fifth_power_monger for however many exist
  • If the ruler is the head of a family, save him/her as the ruler_family_monger

Option conditions
Event button.png
Our own family of course!
  • Tooltip: By favoring our ruling family so blatantly we are angering other Heads of Family.
  • If the current ruler is not a minor character, the ruling family gains Family prestige 50 prestige
  • All other heads of family get the loyalty modifier Flagrant Nepotism, giving Loyalty.png -15 loyalty for 5 years

Event trigger.pngEnabled if: The first_power_monger target exists

Event button.png
Let us favor the [SCOPE.sChar('first_power_monger'). GetFamilyDisplayName] Family.
  • first_power_monger gets the loyalty modifier loyalty_favored_family, giving Loyalty.png +15 loyalty for 5 years
  • If the first_power_monger is not a minor character, his/her family gains Family prestige 50 prestige

Event trigger.pngEnabled if: The second_power_monger target exists

Event button.png
We shall allow the [SCOPE.sChar('second_power_monger'). GetFamilyDisplayName] Family to have the best plots.
  • second_power_monger gets the loyalty modifier loyalty_favored_family, giving Loyalty.png +15 loyalty for 5 years
  • If the second_power_monger is not a minor character, his/her family gains Family prestige 50 prestige

Event trigger.pngEnabled if: The third_power_monger target exists

Event button.png
It is time for the [SCOPE.sChar('third_power_monger'). GetFamilyDisplayName] Family to triumph.
  • third_power_monger gets the loyalty modifier loyalty_favored_family, giving Loyalty.png +15 loyalty for 5 years
  • If the third_power_monger is not a minor character, his/her family gains Family prestige 50 prestige

Event trigger.pngEnabled if: The fourth_power_monger target exists

Event button.png
The [SCOPE.sChar('fourth_power_monger').GetFamilyDisplayName] Family is a pillar of the [ROOT.GetCountry.Custom ('get_base_government_type')] .
  • fourth_power_monger gets the loyalty modifier loyalty_favored_family, giving Loyalty.png +15 loyalty for 5 years
  • If the fourth_power_monger is not a minor character, his/her family gains Family prestige 50 prestige

Event trigger.pngEnabled if: The fifth_power_monger target exists

Event button.png
Accept the [SCOPE.sChar('fifth_power_monger'). GetFamilyDisplayAdjective] offer.
  • fifth_power_monger gets the loyalty modifier loyalty_favored_family, giving Loyalty.png +15 loyalty for 5 years
  • If the fifth_power_monger is not a minor character, his/her family gains Family prestige 50 prestige

id

Corruption and Crime


It has been the hope of many that the building of a new capital district in ['governorship capital'] will allow us to be free from old corruption and crime, things that have at times been seen as endemic to our old capital. Great building projects such as ours can themselves bring out those who would seek clandestine opportunities.
A growing black market for government contracts have begun to build up under our eyes, and local gangs are extorting workers and store owners alike in the new districts.


 
Trigger conditions
  • Has not received this event in the last 300 days
  • The governorship capital target exists
Is triggered only by

the Embellish [governorship capital] mission task


Event button.png
This [ROOT.GetCountry.Custom('get_base_government_type')] is built on pragmatism.
  • The current ruler gains Corruption.png 10 corruption
  • The governorship capital territory target gets the modifier Old Sins for 10 years, giving:
    • Local output -5% Population Output
Event button.png
We must root out this filth before it is too late!
  • Lose Wealth 6 times the monthly income
  • The governorship capital territory target gets the modifier Clean Slate for 10 years, giving:
    • Local output +15% Population Output
id

Social Stratification


The renovations of ['governorship capital'] is in some ways fundamentally reshaping the city, and not only through the addition of new quarters in and around the new buildings, every part of the city has been given a new focus and a change of status. The commercial district has largely reoriented itself to support the new class of artisans, scribes and administrators that now make up a much larger part of the city's fabric, and even in the slums a new social order is slowly materializing.
As part of the wider works we are undertaking we could extend the renovations to another part of the city as well.


 
Trigger conditions
  • Has not received this event in the last 300 days
  • The governorship capital target exists
Is triggered only by

the Embellish [governorship capital] mission task


Event button.png
Let us clean up the slums.
  • Lose Wealth 2.4 times the monthly income
  • The governorship capital territory target gets the modifier Cleaned up Slums for 10 years, giving:
    • Promotion +5 Pop Promotion Speed
Event button.png
The commercial district could use our help.
  • Lose Wealth 2.4 times the monthly income
  • The governorship capital territory target gets the modifier Expanded Commercial District for 10 years, giving:
    • Commerce value.png +50% Commerce Value
Event button.png
We should not forget the districts of the elite.
  • Lose Wealth 2.4 times the monthly income
  • If the current ruler is not a minor character, the ruling family gains Family prestige 25 prestige
  • All heads of family get the loyalty modifier Renovated Quarter, giving Loyalty.png +15 loyalty for 5 years
Event button.png
This project is expensive enough.
  • If the current ruler is not a minor character, the ruling family loses Family prestige 5 prestige
id

The Elite of ['infrastructure governorship']


By strengthening our auhtority in ['governorship capital'] and showing local society in ['infrastructure governorship'] that our state is both powerful and willing to reward those that serve us, we have inspired a generation of New Men. Persons of ability that now seek out opportunities to serve their country, hoping to win themselves wealth and influence.


 
Trigger conditions
  • The governorship capital target exists
Is triggered only by

the Embellish [governorship capital] mission task


Immediate effects
  • Save the most populous territory in the province containing 'governorship capital as the characters_from_here target
  • Save another random territory in the same province that is not the Province capital province capital as the characters_from_here_too target
  • Create a 30 year old character of the dominant culture and religion of the governorship capital with:
    • Military power.png 6-10 martial
    • Oratory power.png 2-6 charisma
    • Civic power.png 2-6 finesse
    • Religious power.png 0-4 zeal
    • the loyalty modifier New Man, giving +15 loyalty for 5 years
  • Create a 30 year old character of the dominant culture and religion of the characters_from_here target with:
    • Military power.png 4-8 martial
    • Oratory power.png 0-4 charisma
    • Civic power.png 6-10 finesse
    • Religious power.png 2-6 zeal
    • the loyalty modifier New Man, giving +15 loyalty for 5 years
  • Create a 30 year old character of the dominant culture and religion of the characters_from_here_too target with:
    • Military power.png 0-4 martial
    • Oratory power.png 6-10 charisma
    • Civic power.png 4-8 finesse
    • Religious power.png 2-6 zeal
    • the loyalty modifier New Man, giving +15 loyalty for 5 years

Event button.png
The state will have use of their services.
  • Tooltip:
    • The governorship capital territory gets the modifier Thriving Governate Capital until the end of the game, giving:
      • Local building slot.png +1 City Building Slots
      • Global state trade routes.png +1 Local Import Routes

Mining branch events[edit]

id

Iron found in [SCOPE.sP('find_struck_here').GetName]


Our prospectors jubilantly report having struck Iron in [SCOPE.sP('find_struck_here').GetName]. We would need to spend a fair bit of money to get a mine up and running but the deposits seem to be enough to support one.
Should we do this however it means a very marked change to the local economy which is currently based around the export of [SCOPE.sP('find_struck_here').GetTradeGoods.GetName].


 
Trigger conditions
  • The mining province target exists
  • There is a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills or Mountains mountains terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron
Is triggered only by

the Growth of [governorship capital] mission task


Immediate effects
  • Save as the find_struck_here target a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills or Mountains mountains terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron

Event button.png
True riches lie under the earth.
  • Lose Wealth 300 gold
  • The find_struck_here territory target starts producing Iron iron
Event button.png
We are not interested in developing this find.
  • Mark that the find_struck_here territory target was previously considered for mining (with the found_something_but_did_not_mine variable)
  • Tooltip: We will not persue any further mining ambitions in [SCOPE.sP('find_struck_here').GetName].
id

Gold in [SCOPE.sP('find_struck_here').GetName]!


It is clearly with great pride that our investigators have returned from ['mining province'] to report that they have struck Gold in [SCOPE.sP('find_struck_here').GetName]. The deposit is by no means the largest they have seen but it does seem sufficient to support a mine for the foreseable future.
Should we invest in this it means a very marked change to the local economy which is currently based around the export of [SCOPE.sP('find_struck_here').GetTradeGoods.GetName].


 
Trigger conditions
  • The mining province target exists
  • There is a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills or Mountains mountains terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron
Is triggered only by

the Prospecting in [mining province] mission task


Immediate effects
  • Save as the find_struck_here target a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills or Mountains mountains terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron

Event button.png
It is time to send for our miners.
  • Lose Wealth 300 gold
  • The find_struck_here territory target starts producing Precious metals precious metals
Event button.png
We are not interested in developing this gold find.
  • Mark that the find_struck_here territory target was previously considered for mining (with the found_something_but_did_not_mine variable)
  • Tooltip: We will not persue any further mining ambitions in [SCOPE.sP('find_struck_here').GetName].
id

Gemstones in [SCOPE.sP('find_struck_here').GetName]!


Our investigators have let us now that they have found a large deposit of gemstones in ['mining province'] near the settlement of [SCOPE.sP('find_struck_here').GetName]. If we are willing to spend the money to develop this find it could be turned into a permanent source of income for the territory.
Should we invest in this it means a very marked change to the local economy which is currently based around the export of [SCOPE.sP('find_struck_here').GetTradeGoods.GetName].


 
Trigger conditions
  • The mining province target exists
  • There is a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills, Mountains mountains, or Desert desert terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron
Is triggered only by

the Prospecting in [mining province] mission task


Immediate effects
  • Save as the find_struck_here target a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills or Mountains mountains terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron

Event button.png
Gemstones are forever.
  • Lose Wealth 900 gold
  • The find_struck_here territory target starts producing Gemstones gemstones
Event button.png
We are not interested in developing this Gemstone find.
  • Mark that the find_struck_here territory target was previously considered for mining (with the found_something_but_did_not_mine variable)
  • Tooltip: We will not persue any further mining ambitions in [SCOPE.sP('find_struck_here').GetName].
id

Copper Struck in [SCOPE.sP('find_struck_here').GetName]!


Our surveyors report finding sizable deposits of Copper in the settlement of [SCOPE.sP('find_struck_here').GetName] in ['mining province']. Should we choose to develop this find we could make the territory export the metal in short time.
If we invest in this it means a very marked change to the local economy which is currently based around the export of [SCOPE.sP('find_struck_here').GetTradeGoods.GetName].


 
Trigger conditions
  • The mining province target exists
  • There is a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills, Mountains mountains, or Desert desert terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron
Is triggered only by

the Prospecting in [mining province] mission task


Immediate effects
  • Save as the find_struck_here target a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills, Mountains mountains, or Desert desert terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron

Event button.png
We need the Copper!
  • Lose Wealth 200 gold
  • The find_struck_here territory target starts producing Base metals base metals
Event button.png
We are not interested in developing this find.
  • Mark that the find_struck_here territory target was previously considered for mining (with the found_something_but_did_not_mine variable)
  • Tooltip: We will not persue any further mining ambitions in [SCOPE.sP('find_struck_here').GetName].
id

Minor Deposits found in [SCOPE.sP('find_struck_here').GetName]


Our prospectors have sent word that they have struck some minor deposits of valuable metals in [SCOPE.sP('find_struck_here').GetName]. These are not sufficient to support large scale mining but through their investigation itself they have managed to secure enough of value to be able to send some to our state coffers.


 
Trigger conditions
  • The mining province target exists
  • There is a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills, Mountains mountains, or Desert desert terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron
Is triggered only by

the Prospecting in [mining province] mission task


Immediate effects
  • Save as the find_struck_here target a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills, Mountains mountains, or Desert desert terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron

Event button.png
Remarkable.
  • Gain Wealth 300 gold
  • Mark that the find_struck_here territory target was previously considered for mining (with the found_something_but_did_not_mine variable)
id

False Lead in [SCOPE.sP('find_struck_here').GetName]


While there were some indications that [SCOPE.sP('find_struck_here').GetName] could be a site of interest for prospecting it has turned out that there was little there of value.


 
Trigger conditions
  • The mining province target exists
  • There is a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills, Mountains mountains, or Desert desert terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron
Is triggered only by

the Prospecting in [mining province] mission task


Immediate effects
  • Save as the find_struck_here target a territory in the mining province that:
    • Does not have Territory city.png city status
    • Has Hills hills, Mountains mountains, or Desert desert terrain
    • Has not been previously considered for mining (as checked by the found_something_but_did_not_mine variable)
    • Is not producing Marble marble, Stone stone, Precious metals precious metals, Base metals base metals, or Iron iron

Event button.png
Unfortunate.
  • Mark that the find_struck_here territory target was previously considered for mining (with the found_something_but_did_not_mine variable)

Port/Naval branch events[edit]

id

Flagships Completed


It is with great pride that the shipbuilders of ['ship building center'] have let us know that our new flagships are ready to be taken into use.

These new titans of the sea will undoubtedly be very useful to our navy but before they are taken into service they will serve our purposes in internal politics.
The birthing ceremeony cannot be held by anyone but our ruler himself, but the maiden voyage will require a commander. A great honor and a boon that many families would value highly.


 
Trigger conditions
  • The shrine territory target exists
  • There is a character who is not the ruler, an adult, not a minor character , male (if gender restrictions are active in the realm), not holding any office or position, and not part of the ruling family
Is triggered only by

the Construct Flagship mission task


Immediate effects
  • If they exist, save the three characters with the highest Military power.png who are not the ruler, an adult, not a minor character , male (if gender restrictions are active in the realm), not holding any office or position, and not part of the ruling family as naval_family_1, naval_family_2, and naval_family_3 character targets

Option conditions

Event trigger.pngEnabled if: The naval_family_1 character target exists

Event button.png
[SCOPE.sCharacter('naval_family_1').GetName] is the right [SCOPE.sCharacter('naval_family_1').GetWomanMan] for the Job!
  • The head of naval_family_1's gets the loyalty modifier Maritime Honour, giving Loyalty.png +5 loyalty for 10 years
  • The family of naval_family_1 gains Family prestige 25 prestige
  • The naval_family_1 character resigns from any held positions and becomes the Position admiral of the new navy target

Event trigger.pngEnabled if: The naval_family_2 character target exists

Event button.png
We will name [SCOPE.sCharacter('naval_family_2').GetName] the captain for this voyage.
  • The head of naval_family_2's gets the loyalty modifier Maritime Honour, giving Loyalty.png +5 loyalty for 10 years
  • The family of naval_family_2 gains Family prestige 25 prestige
  • The naval_family_2 character resigns from any held positions and becomes the Position admiral of the new navy target

Event trigger.pngEnabled if: The naval_family_3 character target exists

Event button.png
It is [SCOPE.sCharacter('naval_family_3').GetName] time to shine.
  • The head of naval_family_3's gets the loyalty modifier Maritime Honour, giving Loyalty.png +5 loyalty for 10 years
  • The family of naval_family_3 gains Family prestige 25 prestige
  • The naval_family_3 character resigns from any held positions and becomes the Position admiral of the new navy target

References[edit]

  1. These events can be found in /ImperatorRome/game/events/mission_events/1.3 - Livy/generic_infra_events.txt.