Difference between revisions of "Roman conquest events"

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(Roman colonia: Add line about re-establishing colonia)
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* Otherwise, gain {{icon|freemen}} '''4''' freemen of the primary culture and religion
 
* Otherwise, gain {{icon|freemen}} '''4''' freemen of the primary culture and religion
 
* If the territory is not in the provinces of Campania, Apulia, or Latium and is not Plestia (103), move the {{icon|province capital}} province capital to the territory.
 
* If the territory is not in the provinces of Campania, Apulia, or Latium and is not Plestia (103), move the {{icon|province capital}} province capital to the territory.
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A colonia can be re-established by the [[Roman Italia mission events#me_roman_1_roman_italia.26|'''Refounding the Colonia of [SCOPE.sP('roman_colonia').GetName]''']] event if it is lost and then reconquered. This event runs the same effect as establishing a colonia, except no {{icon|freemen}} freemen pops are created if the territory already has city status.
  
 
== References ==
 
== References ==

Revision as of 03:35, 6 August 2020

This page lists some of the Flag of Rome Roman events for establishing colonia and organizing the administration of conquered provinces, triggered by various tasks in the Roman mission trees.[1]

Roman Italia mission events

id

The Conquest of Etruria


The mighty Etruscans have fallen. Rome's greatest neighbor is reduced, and Rome is the undisputed master of the Tyrrhenian coastline. We will ensure it is Rome, not Etruria, that is remembered for all time.

With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.


 
Trigger conditions
  • The current country exists
  • Has not triggered this event before
Is triggered only by

the End the Etruscans mission task


Immediate effects
  • Any subjects that either are Flag of Etruria Etruria, have Etruscan primary culture, or have their capital in the provinces of Tuscia or Etruria get the opinion modifier Fresh Conquest toward Flag of Rome Rome, giving Opinion +25 opinion with a yearly decay of 1

Option conditions

Event trigger.pngEnabled if: Owns Velcal (22)

Event button.png
We shall transfer the power of Volci to Cosae!

Event trigger.pngEnabled if: Owns Cleusi (116)

Event button.png
Clusium, the city of Lars Porsena!

Event trigger.pngEnabled if: Owns Vatluna (114)

Event button.png
Vetulonia, home of the fasces!

Event trigger.pngEnabled if: Owns Pupluna (126)

Event button.png
Populonium, the city of metal!

Event trigger.pngEnabled if: Does not own at least one out of Velcal (22), Cleusi (116), Vatluna (114), Pupluna (126)

Event button.png
We will not get involved with detailed planning.

id

The Conquest of Umbria


The scheming Umbrians, who never hesitated to aid our enemies, have learned the price and at last fallen like the rest. The way to Gallia is open, and the great hill towns of the Umbrii finally under our thumb!

With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.


 
Trigger conditions
  • The current country exists
  • Has not triggered this event before
Is triggered only by

the Unseat Umbrians mission task


Option conditions

Event trigger.pngEnabled if: Owns Icuvium (123)

Event button.png
Iguvium, stronghold of the Umbrii!

Event trigger.pngEnabled if: Owns Plestia (103)

Event button.png
Plestia, capital of Umbria!

Event trigger.pngEnabled if: Owns Picenum (111)

Event button.png
Picenum, an Adriatic stronghold!

Event trigger.pngEnabled if: Owns Asculum (109)

Event button.png
Asculum, the Sabine Roma!

Event trigger.pngEnabled if: Does not own at least one out of Icuvium (123), Plestia (103), Picenum (111), Asculum (109)

Event button.png
We will not get involved with detailed planning.

id

The Conquest of Samnium


At last the stubborn Samnite tribes have been forced to accept the superiority of Roman arms. These wars will go into the annals of time with the victory over Lars Porsena and the Rape of the Sabines.

With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.


 
Trigger conditions
  • The current country exists
  • Has not triggered this event before
Is triggered only by

the Crush Samnites mission task


Option conditions

Event trigger.pngEnabled if: Owns Bovianum (32)

Event button.png
Bovianum, the capital of the Pentri!

Event trigger.pngEnabled if: Owns Aeclanum (1718)

Event button.png
Aeclanum, the Samnite fortress!

Event trigger.pngEnabled if: Owns Irna (10)

Event button.png
A new coastal city, Salernum!

Event trigger.pngEnabled if: Owns Beneventum (41)

Event button.png
Beneventum, the city of Auson!

Event trigger.pngEnabled if: Does not own at least one out of Bovianum (32), Aeclanum (1718), Irna (10), Beneventum (41)

Event button.png
We will not get involved with detailed planning.

id

The Conquest of Apulia


The Messapii and Apulii, and their endless squabbling and plotting with the Greeks cities, are finally at an end. The way to Greece herself is clear, if we can only find the strength to cross the sea.

With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.


 
Trigger conditions
  • The current country exists
  • Has not triggered this event before
Is triggered only by

the Destroy Apulians mission task


Option conditions

Event trigger.pngEnabled if: Owns Hydruntum (64)

Event button.png
Hydruntum, gateway to Greece!

Event trigger.pngEnabled if: Owns Lupiae (65)

Event button.png
Lupiae will be a second Sybar!

Event trigger.pngEnabled if: Owns Taras (56)

Event button.png
Tarentum, city of Spartan bastards!

Event trigger.pngEnabled if: Owns Brundisium (57)

Event button.png
Brundisium, ancient port of the Greeks!

Event trigger.pngEnabled if: Does not own at least one out of Hydruntum (64), Lupiae (65), Taras (56), Brundisium (57)

Event button.png
We will not get involved with detailed planning.

id

The Conquest of Lucania


One more meddling, jealous, Italic tribe vanquished by Rome's might. This will teach our neighbors the price of scheming with Greeks and maintaining jealous feuds in the face of inevitable defeat.

With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.


 
Trigger conditions
  • The current country exists
  • Has not triggered this event before
Is triggered only by

the Destroy Apulians mission task


Option conditions

Event trigger.pngEnabled if: Owns Herakleia (54)

Event button.png
Heraclea, assembly of the Italiotian Greeks!

Event trigger.pngEnabled if: Owns Elea (12)

Event button.png
Velia, the old Phocaean port!

Event trigger.pngEnabled if: Owns Potentia (46)

Event button.png
Potentia, stronghold of the Lucanii!

Event trigger.pngEnabled if: Owns Grumentum (53)

Event button.png
We shall found a hill vanguard in Grumentum!

Event trigger.pngEnabled if: Does not own at least one out of Herakleia (54), Elea (12), Potentia (46), Beneventum (53)

Event button.png
We will not get involved with detailed planning.

id

The Conquest of the Senonii


The northern borders of Italia are free from barbarians, and the gateway to Cisalpine Gaul secure. The Gauls must be kept as far from Roma as possible.

It seems many Celts in Ariminum have already fled their homes for neighboring [SCOPE.sC('rm_gallic_exodus_country').GetName].

With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.


 
Trigger conditions
  • The current country exists
  • Has not triggered this event before
Is triggered only by

the Drive Out Gauls mission task


Immediate effects
  • If the current country owns a territory in the province of Ariminium with a dominant culture in the Gallic culture group:
    • If one exists, save the highest Population.png population country that neighbours the current country and is in the Gallic culture group as the rm_gallic_exodus_country
    • Otherwise, if one exists, save a random country in Diplomatic range.png diplomatic range of Flag of Rome Rome that is in the Gallic culture group, preferring Lepontic countries, as the rm_gallic_exodus_country
    • Otherwise, save a random country in Diplomatic range.png diplomatic range of Flag of Rome Rome as the rm_gallic_exodus_country
  • For each territory in the province of Ariminium with a dominant culture in the Gallic culture group that is owned by Flag of Rome Rome:
    • Save a random territory in the rm_gallic_exodus_country that is not at or over its Population capacity population capacity and has not yet received any Gallic migrants as the rm_gallic_exodus_receiver, preferring Territory city.png cities and territories with more than Population.png 9 pops
    • Move up to 20% of the total territory population in Gallic culture non-slave pops to the rm_gallic_exodus_receiver territory
  • The rm_gallic_exodus_country gets the event Exodus from Senonia

Option conditions

Event trigger.pngEnabled if: Owns Sena (121)

Event button.png
Sena Gallica, home of the Senones!

Event trigger.pngEnabled if: Owns Arimna (133)

Event button.png
Ariminium shall be founded to command the Ariminus!

Event trigger.pngEnabled if: Owns Ravna (142)

Event button.png
Ravenna shall be our lagoon port on the Adriatic!

Event trigger.pngEnabled if: Does not own at least one out of Sena (121), Arimna (133), Ravna (142)

Event button.png
We will not get involved with detailed planning.

id

The Conquest of Bruttia


We have finally wrested the Calabrian peninsula from the stalwart Bruttii, and in doing so ensured Roman access to the prosperous Greek colonies of Magna Graecia, rich island of Sicily, and beyond.

With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.


 
Trigger conditions
  • The current country exists
  • Has not triggered this event before
Is triggered only by

the Tame Bruttians mission task


Option conditions

Event trigger.pngEnabled if: Owns Thourioi (52)

Event button.png
Thurii, the colony of Perikles!

Event trigger.pngEnabled if: Owns Kroton (78)

Event button.png
Croton, site of Pythagoras' school!

Event trigger.pngEnabled if: Owns Hipponion (75)

Event button.png
Hipponium, woe of Dionysius the Elder!

Event trigger.pngEnabled if: Owns Rhegion (72)

Event button.png
Rhegium, master of Scylla and Charbydis!

Event trigger.pngEnabled if: Owns Petelia (79) and does not own at least one out of Thourioi (52), Kroton (78), Hipponion (75), Rhegion (72)

Event button.png
Petelia, the Italic bastion of Calabria!

Event trigger.pngEnabled if: Does not own at least one out of Thourioi (52), Kroton (78), Hipponion (75), Rhegion (72)

Event button.png
We will not get involved with detailed planning.

Miscellaneous events

id

[ROOT.GetProvince.GetName], the Capital of [ROOT.GetProvince.GetState.GetShortName]


As the largest city in the [ROOT.GetProvince.GetState.GetName], [ROOT.GetProvince.GetName] plays an essential role in controlling the area. By introducing their population to Roman culture and assimilating some of them with our own ways, we would turn them to our cause and make sure the province will stay loyal as we continue our expansion in the future.


 
Trigger conditions
  • The owner of the territory is Flag of Rome Rome and has Roman primary culture
  • Has more than Population.png 20 population
  • The dominant culture is not Roman
  • The dominant culture is in the Italic or Hellenistic culture groups
  • The owner has not received this event in the last year
Is triggered only by

Never


Event button.png
Good, more Romans.
  • The owner of the territory gains Tyranny 2 tyranny
  • The territory gets the modifier Loyal Province Capital' for 10 years, giving:
    • Unrest.png -3 Local Unrest
  • Assimilate the happiest 20% of the total population in the territory in Italic or Hellenistic culture groups pops that are not Roman or Slaves slaves to Roman culture
Event button.png
This [ROOT.GetProvince.GetCulture.GetName] city will never be properly Roman.

Roman colonia

All of the conquest events give the special Roman Colonia modifier in the chosen province, which builds up the territory and makes assimilating its pops to Roman culture significantly faster. Colonia can be given a specialization in a certain area by the Colonia Specialization event, triggered by the Italian Colonia task at the end of the Roman Italia mission tree, which gives additional modifiers to every currently established colonia and all others that will be established in the future.

When a Roman colonia is established in a territory, the following effects are run:

  • Save the territory as a Roman colonia, using the roman_colonia_flag variable
  • Assimilate up to 20% of the total population in the territory in pops that are not Roman culture, Slaves slaves, and Tribesmen tribesmen to Roman culture
  • If the military colonia specialization was chosen (with the roman_colonia_mil_flag), gets the modifier Roman Colonia until the end of the game, giving:
    • Manpower.png +10% Local Manpower
    • Local cohort recruit speed.png +10% Cohort Building Speed
    • Migration attraction +1 Migration Attraction
    • Pop assimilation.png +1 Pop Assimilation Speed
  • Otherwise, if the civic colonia specialization was chosen (with the roman_colonia_civ_flag), gets the modifier Roman Colonia until the end of the game, giving:
    • Tax income.png +10% Local Tax
    • Local building slot.png +1 City Building Slots
    • Migration attraction +1 Migration Attraction
    • Pop assimilation.png +1 Pop Assimilation Speed
  • Otherwise, if the religious colonia specialization was chosen (with the roman_colonia_rel_flag), gets the modifier Roman Colonia until the end of the game, giving:
    • Integrated culture happiness +10% Primary Culture Happiness
    • Migration attraction +1 Migration Attraction
    • Pop assimilation.png +2 Pop Assimilation Speed
  • Otherwise, if the trade colonia specialization was chosen (with the roman_colonia_tra_flag), gets the modifier Roman Colonia until the end of the game, giving:
    • Commerce value.png +10% Commerce Value
    • Goods from slaves.png -1 Slaves needed for Local Surplus
    • Migration attraction +1 Migration Attraction
    • Pop assimilation.png +1 Pop Assimilation Speed
  • Otherwise, gets the modifier Roman Colonia until the end of the game, giving:
    • Migration attraction +1 Migration Attraction
    • Pop assimilation.png +1 Pop Assimilation Speed
  • If the territory is a Territory settlement.png settlement:
    • The territory gains Territory city.png city status
    • If the territory is currently producing a food trade good, convert its production to another trade good
  • Otherwise, gain Freemen 4 freemen of the primary culture and religion
  • If the territory is not in the provinces of Campania, Apulia, or Latium and is not Plestia (103), move the Province capital province capital to the territory.

A colonia can be re-established by the Refounding the Colonia of [SCOPE.sP('roman_colonia').GetName] event if it is lost and then reconquered. This event runs the same effect as establishing a colonia, except no Freemen freemen pops are created if the territory already has city status.

References

  1. These events can be found in /ImperatorRome/game/events/roman_conquest.txt.