Imperator Wiki

This page lists most of the events associated with the Flag of Rome Roman mission tree The First Provincia.[1]

The Case for Expansion task eventsEdit

id

The Drums of War


The mood in Rome is once again one of hopeful trepidation; of the calm before the storm; of the wistful yearning of fresh-faced soldiers for the spoils and adventure of war.

Rome stands on the threshold of everlasting glory, the fates and future of all the peoples of the world perhaps lie in our hands. Much will be decided in the coming days...


 
Trigger conditions
  • The current country exists
  • This event has not triggered before
Is triggered only by

the The Case for Expansion mission task


 
Roma invicta!
id

Clamoring for Glory


Even with our recent successes, it is surprising how quickly the people of Rome have become accustomed to the idea of our indefatigablility.

Spurred on by soldier's trinkets and stories, crowds proclaim the invincibility of our forces, citing them as proof Rome is loved dearly by the gods, and demanding further campaigns and conquests against our neighbors.


 
Trigger conditions
  • The current country exists
  • This event has not triggered before
Is triggered only by

the The Case for Expansion mission task


 
The people demand blood!
  • Get the modifier Clamor for Blood for 10 years, giving:
    •   +5% Enslavement Efficiency
    •   -50% Desecrate Cost Modifier
 
It is wealth they want.
  • Get the modifier Clamor for Lucre for 10 years, giving:
    •   +8% National Freeman Happiness
    •   -50% Hold Triumph Cost
id

Restoring Status Quo


The hubbub of whispering senators fades as [SCOPE.sChar ('expansion_encourager').GetName] stands and clears [SCOPE.sChar ('expansion_encourager').GetHerHis] throat theatrically.

'Friends, Carthaginian merchants have long enjoyed mastery of Mediterranean trade, even in Rome.

Why, when we have the strength to wrest the markets of all Italia from these foreign bean counters?!'


 
Trigger conditions
  • The current country exists
  • Any territory in the provinces of Sardinia Borealis, Sardinia Australis, or Sicania is owned by   Carthage or one of its subjects
  • This event has not triggered before
Is triggered only by

the The Case for Expansion mission task


Immediate effects
  •   Rome gets claims on all territories in the provinces of Sardinia Borealis, Sardinia Australis, and Sicania owned by   Carthage or one of its subjects
  • Save as the expansion_encourager character a random character who:
    • Is not the   ruler or co-ruler, a prisoner, or a foreign citizen
    • Is an adult
    • Is in the   capital
    • Is male, if the current country does not have gender equality
    • Is Roman culture
    • Has not been chosen as the expansion_encourager in the last 90 days
    • Is a minor character
    • Preferably, holds a   position, has at least   10 power base, more than   500 gold, and/or is at least 30
  • The expansion_encourager gains   5 popularity
  • If the expansion_encourager is not a minor character, his/her family gains   10 prestige

 
Very stirring stuff.
  • Get the modifier Ending Punic Influence for 5 years, giving:
    •   +5% Ship Damage Done
    •   -5% Ship Building Cost
id

The Greek Menace


[SCOPE.sChar('expansion_encourager').GetName] stridently advocates the conquest of Syracusae.

'These Greeks are colonists, little better than Punic grocers, who abandoned their own lands to rape the soil and cities of our Siculian brothers! It is someone succeeded where the hubristic Athenians failed - no city can long withstand the wrath of Rome!'


 
Trigger conditions
  • The current country exists
  • Any territory in the provinces of Syracuse, Siculia, or Sicania is owned by   Syracusae, a Hellenistic culture group country (that is not the current country), or the subject of either one of the two
  • This event has not triggered before
Is triggered only by

the The Case for Expansion mission task


Immediate effects
  •   Rome gets claims on all territories in the provinces of Siculia and Syracuse
  • Save as the expansion_encourager character a random character who:
    • Is not the   ruler or co-ruler, a prisoner, or a foreign citizen
    • Is an adult
    • Is in the   capital
    • Is male, if the current country does not have gender equality
    • Is Roman culture
    • Has not been chosen as the expansion_encourager in the last 90 days
    • Is a minor character
    • Preferably, holds a   position, has at least   10 power base, more than   500 gold, and/or is at least 30
  • The expansion_encourager gains   5 popularity
  • If the expansion_encourager is not a minor character, his/her family gains   10 prestige

 
Syracusae would make a lovely prize.
  • Get the modifier Cracking the Phalanx for 5 years, giving:
    •   +5% Siege Ability
    •   +5% Light Cavalry Offense
id

Insula Nostrum


[SCOPE.sChar('expansion_encourager').GetName] is a particularly vocal spokesperson for expanding Roman naval power.

With our position as hegemon of Italia secure, we must secure the island of Corsica. While smaller and poorer than Sardinia, the Greek port of Alalia would grant us a valuable staging area for westward expansion and reducing Punic influence in the internal sea.


 
Trigger conditions
  • The current country exists
  • There is a territory in the province of Corsica that is colonized and not owned by   Rome or one of its subjects
  • This event has not triggered before
Is triggered only by

the The Case for Expansion mission task


Immediate effects
  •   Rome gets claims on all territories in the province of Corsica that is colonized and not owned by   Rome or one of its subjects
  • Save as the expansion_encourager character a random character who:
    • Is not the   ruler or co-ruler, a prisoner, or a foreign citizen
    • Is an adult
    • Is in the   capital
    • Is male, if the current country does not have gender equality
    • Is Roman culture
    • Has not been chosen as the expansion_encourager in the last 90 days
    • Is a minor character
    • Preferably, holds a   position, has at least   10 power base, more than   500 gold, and/or is at least 30
  • The expansion_encourager gains   5 popularity
  • If the expansion_encourager is not a minor character, his/her family gains   10 prestige

 
[SCOPE.sChar('expansion_encourager').GetSheHe] preaches to the pontiffs.
id

Greco-Punic Worries


The exploits of our enthusiastic senators have reached the ears of the Syracusans and Carthaginians, though our recent conquests are probably a more pressing concern for them.

Some rumors go as far as to claim that the old rivals are warming to each other after centuries of war, uniting against 'Roman belligerence'.


 
Trigger conditions
  • The current country exists
  •   Carthage:
    • Owns at least   1 territory
    • Owns at least 1 territory in the provinces of Syracuse, Sicania, or Siculia
    • Is not   allied with or   at war with   Syracusae
    • Is not a   subject
  •   Syracusae:
    • Owns at least   1 territory
    • Owns at least 1 territory in the provinces of Syracuse, Sicania, or Siculia
    • Is not a   subject
  • This event has not triggered before
Is triggered only by

the The Case for Expansion mission task


Immediate effects

 
Bless.
id

Greco-Punic Worries


The expansion of Rome is worrying indeed, and there is no doubt they will soon look on our own lands with hungry eyes.

Though we have been enemies with [SCOPE.Custom('get_carthage_syracuse')] for as long as anyone cares to remember, it is becoming clear that uniting against a common enemy may be the best way to protect our interests on Sicily.


 
Trigger conditions
  • The current country exists
  • This event has not triggered before
Is triggered only by

the Greco-Punic Worries event


Immediate effects
  • Tooltip:
    •   Carthage and   Syracusae get the opinion modifier rm_mutual_threat_opmod towards each other, giving   +75 opinion with a yearly decay of 1

 
An interesting idea...

Approach Siculians task eventsEdit

id

The Italics of Sicily


  The below description is one of several available for this event.

Sicilia is peopled with a diverse mix of Italic Siculians, Greek Siceliote colonists, and Carthaginian traders.

We share much in common with our Italic brothers, who have suffered centuries of Graeco-Punic warfare on their island. We could persuade them to join our cause in exchange for the liberation of their lands.


 
Trigger conditions
  • The current country exists
Is triggered only by

the Approach Siculians mission task


 Enabled if:

  • The rm_offer_scope country is not a   subject
 
Offer them an arrangement...
  • Set that a generous offer was made (i.e. set the rm_siculia_offer_var flag)
  • Lose   50 political power
  • Tooltip: If [SCOPE.sC('rm_offer_scope').GetName] accepts they will become a Tributary of Rome

 Enabled if:

  • The rm_offer_scope country is not a   subject
 
...in exchange for close ties.
  • Tooltip:
    • If [SCOPE.sC('rm_offer_scope').GetName] accepts they will become a Feudatory of Rome
    • This option is more likely to succeed if we are much more powerful than [SCOPE.sC('rm_offer_scope').GetName]

 Enabled if:

  • The rm_offer_scope country is a   subject
 
They must be liberated.
  • Tooltip:
    • If [SCOPE.sC('rm_offer_scope').GetName] accepts and their overlord does not back down we will fight for their liberation.
    • We will declare war on [SCOPE.sC('rm_offer_scope').GetOverlord.GetName].

 Enabled if:

  • The rm_offer_scope country is a   subject
 
[SCOPE.sC('rm_offer_scope').GetName] are not worth a war with [SCOPE.sC('rm_offer_scope').GetOverlord.GetName].
  • The current ruler loses   5 popularity
  • Tooltip: This option will have no effect.


Effects after selecting any option
id

Offer from Rome


  The below description is one of several available for this event.

We have received an envoy from the growing Latin state of Rome, who presented us with an intriguing offer.

Surprisingly the Romans demand nothing, at least not directly, and instead offer a surprisingly equitable alliance between our nations. The more patriotic of [ROOT.GetCountry.GetName] are of course horrified at being drawn into Rome's wars as a pawn, but we cannot deny that becoming a privileged ally of Rome is far more attractive than fighting them...


 
Trigger conditions
  • The current country exists
Is triggered only by

the The Italics of Sicily event


Immediate effects
  • If   Rome made a generous offer (i.e. has the rm_siculia_offer_var flag), gain   1.5 times   Rome's monthly income

 Enabled if:

  • Is not a   subject
 
The arrangement seems beneficial.
  • Set that the offer was accepted (i.e. set the rm_siculia_accept_var flag) for 1 year
  • If   Rome made a generous offer (i.e. has has the rm_siculia_offer_var flag), the current country becomes a   Tributary of   Rome
  • Otherwise, the current country becomes a   Feudatory of   Rome
  •   Rome gets the event The Italics of Sicily in 5 days

 Enabled if:

  • Is not a   subject
 
We know a snake when we see one.

 Enabled if:

  • Is a   subject
 
We want to be free, to do what we want to do!

 Enabled if:

  • Is a   subject
 
This is folly, plain as day.

id

The Italics of Sicily


  The below description is one of several available for this event.

[SCOPE.sC('rm_offer_scope').GetName] were much affected by our threats, and decided their freedom was not worth war with Rome.

Let us hope this is the beginning of a great cooperation between the [SCOPE.sC('rm_offer_scope').GetAdjective] and Roman people.


 
Trigger conditions
  • The current country exists
  • This event has not fired before
Is triggered only by

the Offer from Rome event


Immediate effects
  • If a generous offer was made (i.e. has the rm_siculia_offer_var flag) and the rm_offer_scope country accepted the offer (has the 'rm_siculia_accept_var flag), the rm_offer_scope country becomes a   Tributary of the current country
  • Otherwise, if a demand for vassalization was made (i.e. does not have the rm_siculia_offer_var flag) and the rm_offer_scope country accepted the offer (has the rm_siculia_accept_var flag), the rm_offer_scope country becomes a   Feudatory of the current country
  • Otherwise,   Rome gets   claims on all territories owned by the current country

 Enabled if: The offer was accepted (i.e. the rm_offer_scope country has the rm_siculia_accept_var flag)

 
A little gentle persuasion always works.

 Enabled if: The offer was rejected (i.e. the rm_offer_scope country does not have the rm_siculia_accept_var flag)

 
Of course they did.

id

Response from [SCOPE.sC('rm_offer_scope').GetName]


The [SCOPE.sC('rm_offer_scope').GetAdjective] reception was skeptical at first, but after realizing just what we were offering they warmed up to our envoy.

They whole-heartedly accept our generous offer, wishing to be rid of the domination of [SCOPE.sC('rm_offer_scope').GetOverlord.GetName].


 
Trigger conditions
  • The current country exists
Is triggered only by

the Offer from Rome event


 Enabled if: The offer was accepted (i.e. the rm_offer_scope country has the rm_siculia_accept_var flag)

 
All according to plan...


Effects after selecting any option
id

Rome Demands Freedom for [SCOPE.sC('rm_offer_scope').GetName]


Roman envoys are demanding the immediate release of our subject, [SCOPE.sC('rm_offer_scope').GetName], under threat of war.

[SCOPE.sC('rm_offer_scope').GetAdjective] leaders have been colluding with the Romans, aiming to be free of us by committing to an alliance with Rome.

Refusal will mean war, but we could release pitiful [SCOPE.sC('rm_offer_scope').GetName].


 
Trigger conditions
  • The current country exists
Is triggered only by

the Response from [SCOPE.sC('rm_offer_scope') .GetName] event


Immediate effects
  • If   Rome neighbours any territory belonging to the overlord of the rm_offer_scope country, save a random neighbouring territory as the wargoal scope
  • Otherwise, save the   of the overlord of the rm_offer_scope country as the wargoal scope
  • Get the opinion modifier Subject Interference towards   Rome, giving   -50 opinion with a yearly decay of 1

 
Fine, they shall be free...
 
Over our dead bodies!
id

Response from [SCOPE.sC('rm_offer_scope').GetOverlord.GetName


  The below description is one of several available for this event.

Our envoy has returned from [SCOPE.sC('rm_offer_scope').GetOverlord.GetName] with their response to our demands.

The cowards have seen sense and agreed to sever their relationship with [SCOPE.sC('rm_offer_scope').GetName], liberating the nation once more.


 
Trigger conditions
  • The current country exists
Is triggered only by

the Rome Demands Freedom for [SCOPE.sC('rm_offer_scope') .GetName] event


Immediate effects
  • Tooltip: The overlord of the rm_offer_scope country gets the opinion modifier Subject Interference towards the current country, giving   -50 opinion with a yearly decay of 1

 Enabled if: The demands were agreed to peacefully (i.e. does not have the liberation_war_flag flag)

 
The fear of Rome is strong.

 Enabled if: A liberation war is to be declared (i.e. has the liberation_war_flag flag)

 
So they want to play?
  • The rm_offer_scope country is released from   subject status by its overlord
  • The rm_offer_scope country gets an   alliance with   Rome
  •   Rome declares   war on the overlord of the rm_offer_scope country with the Conquer wargoal for the saved wargoal target

Punic Sicilia/Secure Sardinian Coast task eventsEdit

id

Punic Exodus


  The below description is one of several available for this event.
The despicable Roman's rapine conquest of Sicily has encouraged the local Punic population to flee to their motherland. We can only vow that if it is within our power they will one day be able to return to their homes in triumph, with Roman slaves to fetch their bathwater.


 
Trigger conditions
  • The current country exists
Is triggered only by

the Exodus of Punics event


 Enabled if:

  • The Punic exodus from Sicily has begun (i.e.   Rome has the rm_2_exodus_1 flag)
 
Home is where the heart is.
  • Tooltip: [c:ROM.var:rm_punic_exodus_pop_total] Punic pops have fled from Sicania to our Territories.
    • Note:   Rome's rm_punic_exodus_pop_total variable is the number of pops that were moved in the previous event.
  • Clear from   Rome that the Punic exodus from Sicily has begun (i.e. the rm_2_exodus_1 flag)

 Enabled if:

  • The Punic exodus from Sardinia has begun (i.e.   Rome has the rm_2_exodus_2 flag)
  • The Punic exodus from Sicily is not currently occuring (i.e.   Rome does not have the rm_2_exodus_1 flag)
 
Home is where the heart is.
  • Tooltip: [c:ROM.var:rm_punic_exodus_pop_total] Punic pops have fled from Sardinia to our Territories.
    • Note:   Rome's rm_punic_exodus_pop_total variable is the number of pops that were moved in the previous event.
  • Clear from   Rome that the Punic exodus from Sardinia has begun (i.e. the rm_2_exodus_2 flag)

id

Exodus of Punics


  The below description is one of several available for this event.

Our conquest of Sicilia has caused the flight of many Punics, who seek refuge in [SCOPE.sC('rm_punic_exodus_country').GetName], believing they will have better lives or avoid mistreatment.

Some argue that migration should be encouraged, making room for Roman settlers and their families, others that it will strengthen our enemies with servants eager to destroy Rome.


 
Trigger conditions
  • The current country exists
  • One of the following is true:
    • The Punic exodus from Sicily has begun (i.e. has the rm_2_exodus_1 flag), and owns at least one territory in the province of Sicania with   Punic or Phoenician dominant culture
    • The Punic exodus from Sardinia has begun (i.e. has the rm_2_exodus_2 flag), and owns at least one territory in the provinces of Sardinia Borealis or Sardinia Australis with   Punic or Phoenician dominant culture
Is triggered only by

the The Conquest of Sardinia, The Conquest of Sicania, and Exodus of Punics events


Immediate effects
  • Save as the Punic exodus target country the first country out of the following list that exists:
    •   Carthage, if it exists and owns at least   10 territories
    • The most populous country with   Punic primary culture that exists and owns at least   10 territories
    • The most populous country with a   primary culture in the Levantine culture group (except for Hebrew) that exists and owns at least   10 territories
    • A random neighbouring country that exists and is not a   or   ally of   Rome
    • A random country that exists and is within   diplomatic range of   Rome

 Enabled if:

  • The Punic exodus from Sicily has begun (i.e. has the rm_2_exodus_1 flag)
 
Let them go!
  • The current ruler gains   5 popularity
  • For every territory in the province of Sicania owned by   Rome that has   Punic or Phoenician dominant culture:
    • Save a random territory owned by the Punic exodus target country as the exodus receiver territory, preferring territories with at least 5 available   population capacity,   city status, more than   9 population, and that have not yet received exodus pops
    • Move all   Levantine culture group pops (except for those that are Hebrew culture or   slaves), up to 50% of the territory's population, to the exodus receiver territory
  • The province of Sicania gets the modifier Exodus Encouraged for 10 years, giving:
    •   -20% Population Output
    •   +0.20 Assimilation Speed
  • If the Punic exodus from Sardinia has begun (i.e. has the rm_2_exodus_2 flag), get the Exodus of Punics event in 30 days

 Enabled if:

  • The Punic exodus from Sicily has begun (i.e. has the rm_2_exodus_1 flag)
 
Try to convince them they are welcome.
  • For every territory in the province of Sicania owned by   Rome that has   Punic or Phoenician dominant culture:
    • Save a random territory owned by the Punic exodus target country as the exodus receiver territory, preferring territories with at least 5 available   population capacity,   city status, more than   9 population, and that have not yet received exodus pops
    • Move all   Levantine culture group pops (except for those that are Hebrew culture or   slaves), up to 20% of the territory's population, to the exodus receiver territory
  • The province of Sicania gets the modifier Exodus Discouraged for 10 years, giving:
    •   -10% Local Population Happiness
  • If the Punic exodus from Sardinia has begun (i.e. has the rm_2_exodus_2 flag), get the Exodus of Punics event in 30 days

 Enabled if:
  • The Punic exodus from Sardinia has begun (i.e. has the rm_2_exodus_2 flag)
 
Let them go!
  • The current ruler gains   5 popularity
  • For every territory in the province of Sardinia Borealis and Sardinia Australis owned by   Rome that has   Punic or Phoenician dominant culture:
    • Save a random territory owned by the Punic exodus target country as the exodus receiver territory, preferring territories with at least 5 available   population capacity,   city status, more than   9 population, and that have not yet received exodus pops
    • Move all   Levantine culture group pops (except for those that are Hebrew culture or   slaves), up to 50% of the territory's population, to the exodus receiver territory
  • The provinces of Sardinia Borealis and Sardinia Australis get the modifier Exodus Encouraged for 10 years, giving:
    •   -20% Population Output
    •   +0.20 Assimilation Speed
  • If the Punic exodus from Sicily has begun (i.e. has the rm_2_exodus_1 flag), get the Exodus of Punics event in 30 days

 Enabled if:

  • The Punic exodus from Sardinia has begun (i.e. has the rm_2_exodus_2 flag)
 
Try to convince them they are welcome.
  • The current ruler gains   5 popularity
  • For every territory in the province of Sardinia Borealis and Sardinia Australis owned by   Rome that has   Punic or Phoenician dominant culture:
    • Save a random territory owned by the Punic exodus target country as the exodus receiver territory, preferring territories with at least 5 available   population capacity,   city status, more than   9 population, and that have not yet received exodus pops
    • Move all   Levantine culture group pops (except for those that are Hebrew culture or   slaves), up to 20% of the territory's population, to the exodus receiver territory
  • The provinces of Sardinia Borealis and Sardinia Australis get the modifier Exodus Encouraged for 10 years, giving:
    •   -20% Population Output
    •   +0.20 Assimilation Speed
  • If the Punic exodus from Sicily has begun (i.e. has the rm_2_exodus_1 flag), get the Exodus of Punics event in 30 days


Effects after selecting any option

Unruly Populace task eventsEdit

id

The Sardinian Question

The local magistrates of [SCOPE.sP('rm_2_unruly_province').GetName] report that Sardinians have burned down many of their vital buildings.

The scoundrels coordinated a night attack and were long gone before a reaction could be mobilized. The indigenous people are clearly doggedly opposed to Roman rule.


 
Trigger conditions
  • The current country exists
  • Has not received a Sardinian unrest event in the last 50 days (as checked by the rm_2_unruly_populace_cooldown variable)
  • Owns a territory in the provinces of Sardinia Borealis or Sardinia Australis
Is triggered only by

the Unruly Populace mission task


Immediate effects
  • Save as the rm_2_unruly_province target a random owned territory that:
    • Is in the provinces of Sardinia Borealis or Sardinia Australis
    • Preferably, does not have   city status
    • If possible, has   city status or does not have any   fortresses
    • Preferably, does not have   city status and has at least   1 building while not having any   fortresses

 
Brazen vagabonds!
  • If it has one, the building in rm_2_unruly_province is destroyed
  • The rm_2_unruly_province target gets the modifier Sabatoge for 5 years, giving:
    •   -50% Population Output

Effects after selecting any option
  • Set that a Sardinian unrest event has occurred for the next 50 days (with the rm_2_unruly_populace_cooldown variable)
id

The Sardinian Question

Our officials have been having a miserable time working with the proud locals in Sardinia.

Many have taken to isolated communities in the mountains, living on banditry and piracy. One of their leaders now demands Sardinian self rule as a vassal tribe. The idea is deeply unpopular in Rome, but could free us from an endless insurgency of attrition.


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

the Unruly Populace mission task


Immediate effects
  • Create a 34 year old Nuragic Canaanite character as the nuragic governor character with:
    •   2-6 base martial
    •   4-8 base charisma
    •   6-10 base finesse
    •   2-6 base zeal
  • Save as the sardinia_capital_scope a random territory owned by   Rome that:
    • Is in the provinces of Sardinia Borealis or Sardinia Australis
    • Is not a   port
    • Is not any of the following territories:
      • Nora (3483)
      • Karali (3484)
      • Metalla (3485)
      • Nymphaios Limen (3499)
      • Turris Libisonis (3500)
      • Gouroulis (3496)
      • Portus Tibulae (3505)
      • Viniolae (3506)
      • Hermaion Akron (3497)
      • Tara (3493)
      • Neapolis Sardinia (3492)
      • Hydata Neapolitana (3482)
      • Sestis (3490)
  • Kill a random pop in the sardinia_capital_scope territory

 
Let them have their little state.
  • Release   Sardinia from the sardinia_capital_scope territory as a Nuragic Canaanite Settled Tribe
  • If the nuragic governor character exists, move him to   Sardinia and make him the   ruler
  • Set that   Sardinia was released as a tribal vassal for 5 years (with the rm_2_sardinian_subject variable)
  • Tooltip: Rome will release the Tribal Chiefdom of Sardinia as a Tribal Vassal Subject. Rome will retain the western coast of Sardinia and all ports.
  • Tooltip: Tribal Vassals send Manpower to their overlords in exchange for protection and Civilization, but can NOT be diplomatically integrated.
  • Lose   5 aggressive expansion
 
They will live and die under Rome's shadow.
  • If the nuragic governor character exists:
    • Tooltip: [SCOPE.sChar('rm_2_nuragic_governor').GetName] will disappear.
    • Set nuragic governor character as the Nuragic leader (i.e. with the nuragic_leader_flag variable) and move him to   Hemeroskopeion
    • The provinces of Sardinia Borealis or Sardinia Australis get the modifier Unruly Populace for 10 years, giving:
      •   -10% Local Population Happiness
      •   -20% Supply Limit

Effects after selecting any option
  • If   Sardinia was released as a tribal vassal (i.e. has the rm_2_sardinian_subject variable):
    •   Rome cedes to   Sardinia every owned territory that is:
      • In the provinces of Sardinia Borealis or Sardinia Australis
      • Not a   port
      • Not any of the following territories:
        • Nora (3483)
        • Karali (3484)
        • Metalla (3485)
        • Nymphaios Limen (3499)
        • Turris Libisonis (3500)
        • Gouroulis (3496)
        • Portus Tibulae (3505)
        • Viniolae (3506)
        • Hermaion Akron (3497)
        • Tara (3493)
        • Neapolis Sardinia (3492)
        • Hydata Neapolitana (3482)
        • Sestis (3490)
    •   Sardinia becomes a   tribal vassal of   Rome
id

Sardinian Uprising

The local Nuragic peoples in the vicinity of [SCOPE.sP('rm_2_unruly_province').GetName] have risen up in open rebellion against us!

They are united under the leadership of [SCOPE.sChar('scope:rm_2_nuragic_governor').GetEmployer.GetRulerTitle] [SCOPE.sChar('scope:rm_2_nuragic_governor').GetName], who promises to 'rid the motherland of the Roman invaders!'


 
Trigger conditions
  • Owns a territory in the provinces of Sardinia Borealis or Sardinia Australis that:
    • Has   Nuragic dominant culture
    • Has at most   60% average slave happiness, if there are any   slaves in the territory
    • Has at most   60% average tribesman happiness, if there are any   tribesmen in the territory
    • Has at most   60% average freeman happiness, if there are any   freemen in the territory
    • Has at most   60% average citizen happiness, if there are any   citizen in the territory
    • Does not have the modifier Recent Slave Revolt
Is triggered only by

the Unruly Populace mission task


Immediate effects
  • Save as the unruly province territory the   highest population owned territory the provinces of Sardinia Borealis or Sardinia Australis that:
    • Has   Nuragic dominant culture
    • Has at most   60% average slave happiness, if there are any   slaves in the territory
    • Has at most   60% average tribesman happiness, if there are any   tribesmen in the territory
    • Has at most   60% average freeman happiness, if there are any   freemen in the territory
    • Has at most   60% average citizen happiness, if there are any   citizen in the territory
  • All   Roman culture pops in the unruly province are killed
  • Release   Sardinia from the unruly province territory as a Nuragic Canaanite Settled Tribe
  • If there is a character in   Hemeroskopeion that has been flagged as the Nuragic leader (i.e. has the nuragic_leader_flag variable), move him to   Sardinia and save him as the nuragic governor character
  • Otherwise, create a 28 year old Nuragic Canaanite character as the nuragic governor character with:
    •   4-8 base martial
    •   2-6 base charisma
    •   4-8 base finesse
    •   2-6 base zeal
  • Set the nuragic governor character as the ruler of   Sardinia
  • Cede up to 2 territories neighbouring the capital of   Sardinia with   Nuragic dominant culture to   Sardinia
  •   Sardinia gets   claims on all territories in the provinces of Sardinia Borealis and Sardinia Australis owned by   Rome
  •   Sardinia declares   war on   Rome with the Conquer wargoal on one of Sardinia Borealis or Sardinia Australis that   Rome controls territory in

 
The fools will all die!
id

Piracy in [SCOPE.sP('rm_2_unruly_province').GetName]

Officials from [SCOPE.sP('rm_2_unruly_province').GetName] in Sardinia have informed us that their port, once relatively busy with traders and sailors but free from crime, has become a hot-spot for local pirates and villains.

It seems that, in retaliation for dominating the island, the locals have taken up lives of banditry and piracy to escape our rule and maintain their independence.


 
Trigger conditions
  • The current country exists
  • Has not received a Sardinian unrest event in the last 50 days (as checked by the rm_2_unruly_populace_cooldown variable)
  • Owns a territory in the provinces of Sardinia Borealis or Sardinia Australis that has a   port and does not have the Pirate Haven modifier
Is triggered only by

the Unruly Populace mission task


Immediate effects
  • Save as the unruly province territory the   lowest population owned territory the provinces of Sardinia Borealis or Sardinia Australis that has a   port and does not have the Pirate Haven modifier
  • The unruly province territory gets the Pirate Haven modifier until the end of the game, giving:
    •   +20% Local Tax
    •   +0.01% Local Population Growth
    •   Pirate Naval Base

 
Horrible...

Effects after selecting any option
  • Set that a Sardinian unrest event has occurred for the next 50 days (with the rm_2_unruly_populace_cooldown variable)

Settling Corsica task eventsEdit

id

Colonizing [SCOPE.sP('rm_col_target').GetName]


  The below description is one of several available for this event.

Our first colony in Corsica will be at [SCOPE.sP('rm_col_target').GetName]. Scouts sent ahead, cautiously avoiding confrontations with the locals, have confirmed its suitability for the small group of settlers; landless freemen from [SCOPE.sP('rm_col_settler_source_2').GetName] in [SCOPE.sP('rm_col_settler_source_2').GetState.GetShortName].

We could encourage more settlers by providing them with some incentives.


 
Trigger conditions
  • The current country exists
  • There is at least one uncolonized territory in the province of Corsica that is either Phikaria (3508), Alouka (3511), or neighbours a territory owned by the current country with at least   4 population
  • The province of Corsica is not completely colonized and owned by   Rome
  • Has not received this event in the last 40 days
  • It has been more than 21 days since the Settling Corsica mission task was started
Is triggered only by

the Settling Corsica mission task


Immediate effects
  • If it has not already been set, set that the current country has started colonizing Corsica (with the rm_2_colonising_flag) for 5 years
  • Save as the rm_col_target a random territory that:
    • Is uncolonized
    • Is in the province of Corsica
    • Is either Phikaria (3508), Alouka (3511), or neighbours a territory owned by the current country with at least   4 population
    • Preferably, is Phikaria (3508) or Alouka (3511)
    • Preferably, neighbours a territory where colonization by this event chain began in the last 5 years (as checked by the rm_2_col_flag variable)
  • Randomly do one of the following:
    • With a weight of 66:
      • Save as the rm_col_settler_source_1 a random owned territory that:
        • Is not in the province of Corsica
        • Has at least   5 population
        • Has   Roman dominant culture
        • Has at least 3 Roman-cultured pops
        • Preferably, is a   port
        • If possible, was not selected as the settler source in the last 5 years (does not have the rm_2_col_source_cooldown variable)
      • Save as the rm_col_settler_source_2 a random owned territory that:
        • Is not in the province of Corsica
        • Is not the rm_col_settler_source_1 territory
        • Has at least   5 population
        • Has   Roman dominant culture
        • Has at least 1 Roman-cultured pops
        • Preferably, is Phikaria (3508) or Alouka (3511)
        • If possible, was not selected as the settler source in the last 5 years (does not have the rm_2_col_source_cooldown variable)
    • With a weight of 33, if this option has not been selected in the last 90 days and there is a territory in the province of Corsica where colonization by this event chain began recently (as checked by the rm_2_col_flag variable):
      • Set that the colony was set up by the colonists' own volition (with the rm_2_col_volition variable)
      • Save as the rm_col_settler_source_1 a territory that:
        • Was not recently colonizized by this event chain (as checked by the lack of the rm_2_col_flag variable):
        • Has at least   5 population
        • Has   Roman dominant culture
        • Has at least 2 Roman-cultured pops
        • Preferably, is Phikaria (3508) or Alouka (3511)
        • If possible, was not selected as the settler source in the last 5 years (does not have the rm_2_col_source_cooldown variable)
      • Set that settlers were sent from the rm_col_settler_source_1 territory for the next 5 years (with the rm_2_col_source_cooldown flag)
      • Move 2 random Roman-cultured pops, preferring those that are not   tribesmen or   slaves, from the rm_col_settler_source_1 territory to the rm_col_target territory

 Enabled if: The colony was not set up out of the colonists' own volition (i.e. does not have the rm_2_col_volition variable)

 
A new colony needs a solid foundation.
  • Lose between   1 - 2 times the monthly income
  • rm_col_target becomes owned by the current country
  • Set that settlers were sent from the rm_col_settler_source_1 territory for the next 5 years (with the rm_2_col_source_cooldown flag)
  • Move 3 random Roman-cultured pops, preferring those that are not   tribesmen or   slaves, from the rm_col_settler_source_1 territory to the rm_col_target territory
  • The rm_col_target territory gets the modifier Aggressive Colonization for 10 years, giving:
    •   -50% Population Output
    •   +1 Migration Attraction

 Enabled if: The colony was not set up out of the colonists' own volition (i.e. does not have the rm_2_col_volition variable)

 
Only a few settlers will be necessary.
  • rm_col_target becomes owned by the current country
  • Set that settlers were sent from the rm_col_settler_source_2 territory for the next 5 years (with the rm_2_col_source_cooldown flag)
  • Move 1 random Roman-cultured pop, preferring those that are not   tribesmen or   slaves, from the rm_col_settler_source_2 territory to the rm_col_target territory
  • The rm_col_target territory gets the modifier Peaceful Colonization for 10 years, giving:
    •   +25% Population Output

 Enabled if: The colony was set up out of the colonists' own volition (i.e. has the rm_2_col_volition variable)

 
If only all Romans were so entrepreneurial...
  • The rm_col_target territory gets the modifier Aggressive Colonization for 10 years, giving:
    •   -50% Population Output
    •   +1 Migration Attraction
  • Clear that a colony was set up out of the colonists' own volition (the rm_2_col_volition variable)


Effects after selecting any option
  • If all territories in the province of Corsica are colonized and owned by   Rome, set that the colonization of Corsica was completed (with the rm_2_settling_corsica_complete variable)
id

Settling Corsica


We have secured the more hospitable parts of Corsica, trodden by Greek, Phoenician, and Etrsucan traders.

Now we should encourage the settlement of the entire island to consolidate our control, ensure it does not fall into the hands of our enemies, and that all its resources, peoples, and ports serve the Roman state.


 
Trigger conditions
  • The current country exists
Is triggered only by

the Settling Corsica mission task


 
Post notices in all fora: 'Your country needs you!'
  • Tooltip: Settlers will soon depart for Corsica.
id

Struggles in [SCOPE.sP('rm_col_target').GetName]


  The below description is one of several available for this event.

We have received word that the Roman colony at [SCOPE.sP('rm_col_target').GetName] in Corsica has been struggling.

It seems the local tribes people have taken offense at the establishment of the colony and conducted an unprovoked raid into the town, slaughtering some of its Roman inhabitants and looting their homes before fleeing.


 
Trigger conditions
  • The current country exists
  • There is at least one territory in the province of Corsica that is currently being colonized (has the rm_2_col_flag flag) and was not the target of this event in the last 120 days
  • Has not received this event in the last 90 days
  • It has been more than 21 days since the Settling Corsica mission task was started
Is triggered only by

the Settling Corsica mission task


Immediate effects
  • Save as the rm_col_target a random territory that:
    • Is owned by the current country
    • Is currently being colonized (has the rm_2_col_flag flag)
    • Was not the target of this event or the Success in [SCOPE.sP('rm_col_target').GetName] event in the last 120 days
    • Preferably, has less than 3 Roman cultured pops
    • Preferably, has 1 Roman cultured pop
    • If possible, was not the target of this event in the last 90 days
  • Randomly do one of the following:
    • With a weight of 66:
      • Only if the rm_col_target territory:
        • Does not have the modifier Colonial Reprisals
        • Has at least 4 Corsian-cultured pops that are not   slaves
        • Has more than 1 Roman-cultured pops that are not   slaves
      • Set that a Corsian raid occurred (with the rm_2_col_corsian_flag variable)
    • With a weight of 33):
      • Set that the colonists want to abandon the colony (Do nothing)
  • If a Corsian raid occurred (i.e. the rm_2_col_corsian_flag variable is set)
    • A random Roman-cultured pop in rm_col_target is killed, preferring   freemen

 Enabled if: A Corsian raid occurred (i.e. has the rm_2_col_corsian_flag variable)

 
Intolerable. Ensure the locals understand that.
  • Lose   2500 manpower
  • For up to 2 random Corsian-cultured pops in rm_col_target that are not slaves and preferably   tribesmen, randomly either kill the pop or demote it into a   slave pop
  • The rm_col_target loses the Aggressive Colonization modifier
  • The rm_col_target territory gets the modifier Colonial Reprisals for 10 years, giving:
    •   -50% Population Output

 Enabled if: A Corsian raid occurred (i.e. has the rm_2_col_corsian_flag variable)

 
There is nothing to be done.

 Enabled if: The colonists want to abandon the colony (i.e. does not have the rm_2_col_corsian_flag variable)

 
Reassure them.
  • Lose between   0.5 - 1.5 times the monthly income

 Enabled if: The colonists want to abandon the colony (i.e. does not have the rm_2_col_corsian_flag variable), and has not selected this option in the last 5 years

 
[ROOT.GetCountry.GetRulerTitle] [ROOT.GetCountry.GetRuler. GetPraenomen] has just the thing...
  • If the current ruler is part of the   Optimates or   Oligarchs faction, the province of Corsica gets the modifier Tax Breaks for 5 years, giving:
    •   -25% Local Tax
  • Otherwise, if the current ruler is part of the   Populares or   Democrats faction, lose   2500 manpower
  • Otherwise, if the current ruler is part of the   Boni or   Traditionalists faction, the province of Corsica gets the modifier Merchants Requisitioned for 5 years, giving:
    •   -1 Local Import Routes

 Enabled if: The colonists want to abandon the colony (i.e. does not have the rm_2_col_corsian_flag variable)

 
If they are weak, let them leave.
  • All Roman-cultured pops in rm_col_target that are not   tribesmen or   slaves move to the   capital
  • Tooltip: [SCOPE.sP('rm_col_target').GetName] will become uncolonized.
  • Set that rm_col_target is no longer being colonized (i.e. clear the rm_2_col_flag variable)

id

Success in [SCOPE.sP('rm_col_target').GetName]


  The below description is one of several available for this event.

We have received word that the Roman colony at [SCOPE.sP('rm_col_target').GetName] on Corsica is doing remarkable well.

In fact, some of indigenous people are so enamored of our settler's ingenuity and customs they have all but abandoned their traditional ways and taken up alongside the Romans in their settlement.


 
Trigger conditions
  • The current country exists
  • Owns at least one territory that:
    • Is not in the province of Corsica
    • Has at least   5 population
    • Has at least 2 pops of   Roman culture that are not   slaves or   tribesmen
  • There is a territory in the province of Corsica that is currently being colonized (has the rm_2_col_flag flag)
  • Has not received this event in the last 90 days
  • It has been more than 21 days since the Settling Corsica mission task was started
Is triggered only by

the Settling Corsica mission task


Immediate effects
  • Randomly do one of the following:
    • With a weight of 33, if the current country owns any territories in the province of Corsica that have at least   3 Corsican culture pops, are currently being colonized (has the rm_2_col_flag flag), and have not had any Corsican assimilation from this event (as checked by the rm_2_col_corsian_flag flag) in the last 5 years:
      • Choose an owned territory that meets those conditions and set mark it for Corsican assimilation (i.e. set the rm_2_col_corsian_flag flag)
      • Mark that Corsican integration occurred (i.e. set the rm_2_col_corsian_flag variable)
    • With a weight of 33:
      • Choose an owned territory that is currently being colonized (has the rm_2_col_flag flag), if possible one was not the target of this event or the Struggles in [SCOPE.sP('rm_col_target').GetName] event in the last 120 days
      • Save an owned territory that is not in the province of Corsica and has at least   population of at least 5, including at least 2 pops of   Roman culture that are not   slaves or   tribesmen, as the settler source
      • Mark that extra settlers were sent (i.e. do not set the rm_2_col_corsian_flag variable)

 Enabled if: Corsian integration occurred (i.e. has the rm_2_col_corsian_flag variable)

 
Praise Jupiter.
  • Assimilate two random pops in the chosen territory to   Roman culture

 Enabled if: Extra settlers were sent (i.e. does not have the rm_2_col_corsian_flag variable)

 
Praise Jupiter.
  • Move 2 random   Roman culture pops that are not   slaves or   tribesmen from the settler source territory to the chosen territory

id

Colonization of Corsica


  The below description is one of several available for this event.

Corsica is now under our control thanks to our brave settlers, but it can by no means be considered a Roman island.

Our new towns will need time to become productive, but aggressively pursuing Romanization may ensure their passivity, starting with introducing them to the god's true forms.


 
Trigger conditions
  • The current country exists
  • All territories in the province of Corsica are owned by   Rome
Is triggered only by

the Settling Corsica mission task


 Enabled if: Corsica has been completely colonized (i.e. has the rm_2_settling_corsica_complete flag)

 
We must encourage Romanization.
  • The province of Corsica gets the modifier Romanization Effort for the next 10 years, giving:
    •   -10% Local Population Happiness
    •   +20% Pop Conversion Speed

 Enabled if: Corsica has been completely colonized (i.e. has the rm_2_settling_corsica_complete flag)

 
Leave them be, for now.
  • The province of Corsica gets the modifier Benign Neglect for the next 10 years, giving:
    •   +10% Local Population Happiness

 Enabled if:

  • At least one territory in the province of Corsica is uncolonzied or owned by another country
  • At least one territory in the province of Corsica is owned by the current country
 
One day Corsica will be Roman!
  • The province of Corsica gets the modifier Benign Neglect for the next 10 years, giving:
    •   +10% Local Population Happiness

 Enabled if: Does not own any territories in the province of Corsica

 
Damn that rock!
  • The province of Corsica gets the modifier Benign Neglect for the next 10 years, giving:
    •   +10% Local Population Happiness

The First Provincia task eventsEdit

id

The Provincia


We finally control the islands of Corsica, Sardinia, and Sicilia

As isolated environs of our core territory on the mainland, the governance of these areas must fall to local managers to ensure efficient administration, and ensure the export of grain from Sicilia.

Provincia are set to become the natural method of dividing regional responsibilities as Romes holdings expand further and further from the administration in the capital.


 
Trigger conditions
  • The current country exists
  • This event has not triggered before
Is triggered only by

Never


 
We are on the cusp of something magnificent.
  • Get   2 free province investments
id

The First Provincia


We have established control over the islands of the Mediterranean, supplanting the ancient Graeco-Carthaginian hegemony.

What shall we do with these new holdings, peopled by foreigners of no relation to our own blood, and in remote places far from the ears of the Roman masses? The islands could become very profitable if properly managed, but perhaps we should concentrate first on contriving a sense of loyalty and obedience.


 
Trigger conditions
  • The current country exists
  • This event has not triggered before
Is triggered only by

the The First Provincia mission task


 
The people of these islands will soon call Roma home.
  • The provinces of Corsica, Sardinia Borealis, Sardinia Australis, Syracuse, Sicania, and Siculia get the modifier Metropolitan Provincia for 20 years, giving:
    •   +10% Integrated Culture Happiness
    •   +10% Pop Conversion Speed
    •   +10% Local Citizen Desired Ratio
 
It looks like we are going to need more shackles...
  • The provinces of Corsica, Sardinia Borealis, Sardinia Australis, Syracuse, Sicania, and Siculia get the modifier Agricultural Provincia for 20 years, giving:
    •   -5% Local Population Happiness
    •   +12% Local Slave Output
    •   +10% Local Slave Desired Ratio

NotesEdit

  1. These events can be found in /ImperatorRome/game/events/mission_events/1.3 - Punic Wars/me_roman_2_provincia.txt.
  2. A bug, should be the rm_offer_scope. This means that the rm_offer_scope country will not actually be released.