Situations
Situations are major historical incidents that involve more than one country and are happening over a period of time. Opening a situation will change the map mode to visibly show all countries that are affected by the situation.
Nanbokuchō Jidai[edit | edit source]
The Nanbokuchō Jidai situation will start on 1st May 1337. It will affect every country that is part of the Japanese Shogunate international organization. When the Nanbokuchō Jidai situation starts, Daikakuji Court will take ownership of the following works of art: Kusanagi no Tsurugi, Yata no Kagami, and Yasakani no Magatama. In addition, every country that is part of the Japanese Shogunate except Daikakuji Court will gain the Nanbokuchō Jidai modifier, giving the following effects:
−0.2 Monthly Legitimacy
−0.1 Monthly Prestige
The countries that are involved in the Nanbokuchō Jidai situation are either neutral or divided into two sides: Jimyōin Court supporters and Daikakuji Court supporters. Members of the same side cannot declare war on each other. When the situation starts, every country involved will be given the choice to support the side they supported historically, support the other side, or remain neutral.
- Supporting the side that was historical will give +5 Prestige. If Historical AI is turned on, all countries controlled by the AI will choose this.
- Supporting the opposing side will give −12 Stability and −15 Honor.
- Supporting neither side will give −2.5 Stability and −5 Honor.
Any country that is at peace except Ashikaga can always change its side to neutral (which costs 10 Stability and Honor) or the opposing side (which costs 30 Stability and Honor).
Historically, the countries supported the following side:
Ashikaga
Aisu
Akamatsu
Akana
Aki
Arima
Asakura
Ashina
Buzen Nagano
Chōsokabe
Chūjō
Chiba
Daihōji
Daijō
Ema
En'ya
Hata
Hatakeyama
Hiraga
Hishikari
Honma
Hosokawa
Ikeda
Imagawa
Inawashiro
Ise
Ishidō
Ishikawa
Isshiki
Itō
Kagawa
Kaneko
Kii
Kikkawa
Kira
Kō
Kobayakawa
Kotō
Kōzai
Kyōgoku
Mashiko
Masuda
Matsuda
Migita
Minami
Mitoya
Miura
Miya
Mizawa
Mogami
Momonoi
Mōri
Munakata
Nagano
Naganuma
Nakajima
Nasu
Nikaidō
Nitsuki
Ōba
Oda
Ogamo
Ogasawara
Ōgo
Ōhira
Ōkura
Ōsaki
Ōtomo
Ōuchi
Rokkaku
Sagara
Satake
Shiba
Shimazu
Shōni
Sō
Sōma
Sue
Suetsugu
Takashima
Takeda
Takō
Taku
Tō
Togashi
Toki
Tōyama
Tsuchimochi
Ueno
Uesugi
Utsunomiya
Wachi
Waga
Washizu
Yabe
Yamana
Yamashiro
Yoshimi
Yuasa
Yūki
The Nanbokuchō Jidai situation will only end when there is only one country with the Tennō special status. This allows the Japanese Shogunate to change its laws. The Tennō country will form the Yamato country and gain +10 Legitimacy and +15 Prestige. Kyōto will become its new capital if not already, it will gain a Gosho building, and the works of art Kusanagi no Tsurugi, Yata no Kagami, and Yasakani no Magatama will be moved there.
While the situation is active, there is a 33% chance each month that of the following events will happen:
- All countries can get an event that gives them the Nanbokuchō Jidai casus belli for 4 years on a country that supports the other side, unless the two countries have a truce.
- Countries that are at war with another country that is part of the Japanese Shogunate may get an event to choose between +5 Societal Values Change towards Belligerent and −10 Purity or +5 Societal Values Change towards Conciliatory and −5 Prestige.
- Countries that have a casus belli on a country that supports the other side and does not have a truce with them may get an event to decide between declaring war on them or lose −10 Prestige.
- Countries that have −50 or less Opinion of the leader of their side and 0 or more Opinion of the leader of the opposing side can gain an event to switch sides. Accepting to switch sides will give −5 Prestige, −15 Honor, and −100 Opinion of the leader of their former side. Refusing to switch sides will give +5 Prestige, +5 Honor, and −50 Opinion of the leader of the opposing side.
- Countries with a ruler who is part of the Yamato dynasty and not under regency can get an event where they rally behind a new line and gain the Japanese Imperial Family government reform and become a Tennō in the Japanese Shogunate.
Rise of the Turks[edit | edit source]
The Rise of the Turks situation will start on 1st May 1337. It will affect Ottomans and every country that borders Ottomans, owns a location in the regions of Anatolia or Balkans, or has the Anatolian Beylik government reform.
Every country that has the Anatolian Beylik government reform will be eligible to become the strongest Beylik. The strongest Beylik is calculated by military strength and monthly income, with subject countries receiving a −25% penalty to the calculation. The strongest Beylik gains access to unique situation actions and receives the following bonuses:
- If any location has the Conquered integration status there is a 4% chance each month to receive an event with the choices to either gain 20 integration progress and change societal values by 5 towards Communalism or gain 10 integration progress and receive 7 Stability.
- If the country has 0 or 1 subjects there is a 3% chance each month to receive an event to offer subjugation to a neighbor who is independent, at peace, not a rival, has the same primary religion, has the same common language and has less population. There is a 50% chance the neighbor will accept and a 50% chance to gain the Claims on Province casus belli for 4 years.
- If the country owns Kōnstantinoúpolis, at least 301 locations and at least 50 urban locations it will gain the rank of Empire if not one already
When the situation starts, Ottomans will start as the strongest Beylik and will also gain the Legacy of Osman government reform. If another country becomes the strongest Beylik they will gain the Leader of the Turks government reform.
If a country with the Anatolian Beylik government reform owns Erzurum, Konya, Sivas or Tabrīz will gain access to the Trunk Road to Erzurum estate privilege. The estate privilege increases in power the more of the required locations are controlled.
The Rise of the Turks situation can end in 4 ways:
- It will end automatically in 1566.
- It will end automatically after 1401 if no independent Beylik owns at least 100 locations.
- It will end automatically if no country has the Anatolian Beylik government reform.
- It will end if a Beylik owns at least 500 locations and at least 50 urban locations, and either they are Ottomans or Ottomans no longer exist. The Beylik will gain the Legacy of Ottomans government reform, and unlock the Pashas government reform and the Eyalet Division policy. If the Beylik is Ottomans they will lose the Legacy of Osman government reform.
Countries that are involved in the The Rise of the Turks situation and have the Anatolian Beylik government reform gain access to situation actions.
Guelphs and Ghibellines[edit | edit source]
The Guelphs and Ghibellines situation will start on 1st June 1337. It will affect the Papal States, the emperor of the Holy Roman Empire, and every country that is located in the region of Italy or a member of the Guelphs or Ghibellines international organizations.
The countries that are part of the Guelphs and Ghibellines situation are divided into two sides and international organizations: Guelphs and Ghibellines. The Papal States will always be part of the Guelphs while the the emperor of the Holy Roman Empire will always be part of the Ghibellines. On 21st June 1337 all other countries that are affected by the situation will be given the choice to align with either the Guelphs or the Ghibellines. All countries that become involved in the situation afterwards have a 2% chance each month to be asked to pick a side.
The most powerful country in each international organization will be the leader and gain access to additional situation actions. When the situation starts Kingdom on Naples will be the leader of the Guelphs and Duchy of Upper Bavaria will be the leader of the Ghibellines. If a country who is not part of the Ghibellines becomes Holy Roman Emperor, it will be asked to join the international organization. Accepting gives +5 Imperial Authority, while refusing gives −10 Imperial Authority.
The situation tracks the progress made by both the Guelphs and the Ghibellines, which is based on their their total tax income compared to the total tax income of all countries that have the capital in the region of Italy. The Guelphs and Ghibellines situation situation can end in 3 ways:
- It will end if either the Guelphs reach 100% progress or the Ghibellines no longer exist. Every country with the capital located in the region of Italy that is part of the Holy Roman Empire will leave the international organization.
- It will end if either the Ghibellines reach 100% progress or the Guelphs no longer exist. Every country with the capital located in the region of Italy but not in the areas of Apuila, Lazio, Campania and Principato, Basilicata and Calabria, or Sicily, will join the Holy Roman Empire
- It will end automatically if neither side makes enough progress before 1437. All countries that are members of the Guelphs or Ghibellines will lose −10 Prestige and −5 Government Power. Every country with its capital located in the region of Italy and a member of both the Guelphs and the Holy Roman Empire will leave them both international organizations.
When the Guelphs and Ghibellines situation ends the Guelphs and the Ghibellines international organizations will be disbanded.
Countries that are involved in the Guelphs and Ghibellines situation gain access to situation actions.
Hundred Years' War[edit | edit source]
The Hundred Years' War situation will start on 1st July 1337 and affects every country with the capital located in the subcontinent of Western Europe. When the situation starts Kingdom of England and Kingdom of France will become enemies, losing a random rival if they reached the cap, and will also gain the The Throne of France casus belli on each other for 4 years.
The Hundred Years' War situation can only end once either England and France achieves victory.
- Either country will achieve victory if the other country is destroyed or they subjugate it
- England will achieve victory if they enforce the Union with France peace treaty
- France will achieve victory if fewer than 4 locations in the region of France are owned by England and its subjects
While the situation exists the England and France will have −1000 Opinion with each other and will be prevented from forming new countries. In addition, the following events can happen each month for either country:
- If the countries are at peace with each other, there is a 1% chance the country is offered to pay 200-900 Gold to hire a mercenary company of 2-6 Footmen regiments.
- If the countries are at peace with each other, do not have a truce with each other, and do not have a casus belli on each other, there is a 7% chance to gain the The Throne of France casus belli for 4 years.
- If the countries are at peace with each other, have a casus belli on each other, have War Exhaustion below 1, and have more than 90% of their full manpower, there is a 7% chance to be offered to go to war. Refusing costs 10 Prestige and forms a truce between the countries that lasts for 2 years. If a country controlled by the AI receives the event while Historical AI is turned on, they will always choose to go to war.
Countries that are involved in the Hundred Years' War situation gain access to situation actions.
| Action | Effects | Cost | Requirements | Cooldown |
|---|---|---|---|---|
| Demand Autonomy from France | Choose to ask for one of the following:
|
10 years | ||
| Request Papal Delegates | The war between England and France ends in white peace | 15 years | ||
| Influence French Subjects | Choose an Appanage subject of France that is at peace, has less than 50 Loyalty and does not have the Diplomatic Betrayal modifier 90% chance the subject gains 300 Gold and the Diplomatic Betrayal modifier for 5 years, giving the following effects: 10% chance the Gold cost is refunded and the subject and France gain 20 Opinion with each other |
2 months | ||
| Grant Subject Titles | The 3 subjects with least Loyalty gain +20 Opinion of France and +15 Loyalty for 15 years | 5 years | ||
| Demand Promotion to Appanage | 90% chance the subject type is changed to Appanage 10% chance the country and France lose −20 Opinion with each other |
10 years | ||
| Demand Border Adjustment | Choose a former Core location belonging to a fellow subject to have it returned Can only choose locations that are not country capitals and their owner is not at war 50% chance the request is accepted 50% chance France decides based on its opinion of both countries and their difference in strength
|
5 years | ||
| Betray Our Allegiance | Leave the war between England and France via white peace | 10 years |
Robert d'Artois[edit | edit source]
The Hundred Years' War situation can also start sooner via an event chain. Between 1337 and 1342, if Robert d'Artois isn't killed before the event takes place and remains located in England, France will be given an event with two options:
- Demand Robert d'Artois. This gives +10 Prestige. If France is controlled by the AI while Historical AI is turned on, it will always choose this option.
- Do not demand Robert d'Artois. This gives +7 Stability and −10 Prestige.
If the first option is selected, England will get an event to respond.
- Refusing the demand. If England is controlled by the AI while Historical AI is turned on, it will always choose this option. This choice has the following effects:
- Societal values change by +10 towards Belligerent
- Gain the The Throne of France casus belli for 4 years
- Gain cores on the County of Artois and on the province of Amiens
- Gain +25 Army Tradition
- Gain +10% Army Movement Speed and +33% Shipbuilding Speed for 10 months
- If England conquers any location from the County of Artois after a war, it will receive an event option to turn the conquered locations into a vassal with Robert d'Artois as its first ruler
- Accept the demand. This choice has the following effects:
- Gain +7 Stability
- Lose −15 Prestige
- Robert d'Artois moves to the court of France
If the first option is selected, France will get an event to respond.
- Raise the banners. If France is controlled by the AI while Historical AI is turned on, it will always choose this option. This choice has the following effects:
- Societal values change by +10 towards Offensive
- Gain the Defend the Throne of France casus belli for 4 years
- Gain cores on every location owned by Duchy of Aquitaine and on the province of Amiens
- Gain +10 Army Tradition
- Halt further aggression. This choice changes societal values by +3 towards Defensive and gives −15 Prestige
Fall of Delhi[edit | edit source]
The Fall of Delhi situation has a 1% chance to start each month as long as Delhi exists. It will affect Delhi, every country that borders, is a subject or an rival of Delhi, and every country that has its capital located within the subcontinent of India.
The countries that are part of the Fall of Delhi situation are divided into two sides: Delhi and its primary opponent. The primary opponent will be the independent country with most levies and its capital located within the subcontinent of India that is not Delhi, a subject of Delhi, or allied with Delhi. If the primary opponent no longer meets these requirements, the country that does will become the new primary opponent. The primary opponent will always have the Wars of the Successors of Delhi modifier, giving the following effects:
−20% Antagonism Received
−33% Declaring War Cost
+10% Speed of Integration
When the situation starts all subjects of Delhi gain 50 Liberty Desire and every country that is involved in the situation except Delhi will be asked to pick a side. Siding with Delhi gives +20 Opinion with Delhi. Siding with the opponent gives −20 Opinion with Delhi, remove any alliance the country has with it, and if the country borders Delhi it will gain a Claims casus belli on up to 3 provinces owned by Delhi. If Historical AI is turned on all AI countries will side with the opponent.
For the duration of the situation Delhi will receive the following penalties for every country that chose to side with its primary opponent:
The situation tracks the Share of Power of both Delhi and its primary opponent, which is primarily affected by events that will happen to Delhi. If Delhi and its primary opponent go to war, the winning country will increase its Share of Power by 5%. The Fall of Delhi situation can end in multiple ways:
- It will end if Delhi has 100% share power. Delhi will gain +25 Legitimacy and gain +20 Stability.
- It will end if the primary opponent of Delhi has 100% share power.
- It will end if the country of Delhi is destroyed. The primary opponent of Delhi will gain −0.05 Monthly War Exhaustion and +10% Speed of Integration for 10 years.
- It will end if the Dissolution of Delhi disaster starts. It has a 2% chance to start each month while the Share of Power of the primary opponent is at least 50 and Delhi has less than 50 Stability.
- Every month Delhi has a 1% chance to receive an event to end the situation. Accepting to end the situation will remove the Core status from every location in the subcontinent of India that Delhi does not own and give −10 Legitimacy and gain +7 Stability. Refusing to end the situation reduces Stability by −50 and increases the primary opponent's Share of Power by +10%.
If Delhi begins employing slavery and the market used by Delhi's capital trades slaves, Delhi will unlock the Ḥabashī Advisors estate privilege and will gain a character with very high abilities and the Efficient Administrator trait. If the Nobility estate has the Only Nobility as Leaders estate privilege, it is revoked. While the situation is active, if the Ḥabashī Advisors estate privilege is present there is a 5% chance each month that the country will gain another character with the same ability and trait.
During the Fall of Delhi situation, Delhi gains access to situation actions.
Red Turban Rebellions[edit | edit source]
The Red Turban Rebellions situation will affect Yuán and every country that is a subject, rival or neighbor of Yuán or has its capital located within the subcontinent of China. The situation can start in two ways:
- Between 1345 and 1350 Yuán will receive an event where it can choose to imprison Xiāng Shān Tóng. Doing so will start the situation.
- After 1350 the situation will start if Yuán meets one of the following conditions:
- Less than 95 Stability
- Less than 50 Legitimacy
- The Commoners estate has less than 75% satisfaction
- Two estates have less than 75% satisfaction
When the situation starts Yuán will lose −20 Stability and Legitimacy and every subject will have its Liberty Desire maxed. The Middle Kingdom international organization will also lose −25 Celestial Authority. In addition Yuán will gain the Red Turban Rebellions modifier, giving the following effects:
−20% Efficiency of Our Cabinet
−5% Estates Satisfaction Equilibrium
−45% Levy Size
−75% Mercenary Size
−0.05 Monthly Legitimacy
−5% Monthly Rebel Growth
−0.1 Stability Investment
The countries that are part of the Red Turban Rebellions situation are either neutral or divided into two sides and international organizations: Middle Kingdom and Red Turban Rebels. Every month after the situation starts, there is a 20% chance that a kingdom will want to split off Yuán to form an independent kingdom with the Warring State government reform and up to 8 of Yuán's most competent characters will join the new kingdom. If a human player is playing as Yuán, each time a kingdom will want to split off the player will receive the option to switch countries to the new kingdom. Every kingdom that split off will have an Allegiance to Yuán value, which is visible on the map when the situation is open. Countries that have it below 0% will join Red Turban Rebels, countries that have it above 50% will join Middle Kingdom, and countries that have it between 0% and 50% will be neutral.
- If a new kingdom sides with the rebellion it will start with −100% Allegiance to Yuán. Yuán will lose −12 Stability and will declare war on the new kingdom using the Rein in the Rebels casus belli. The first kingdom that becomes independent and sides with the rebellion will be the leader of Red Turban Rebels.
- If a new kingdom sides with Middle Kingdom it will start with 75% Allegiance to Yuán and will join all of Yuán's wars. Yuán can choose to prevent the kingdom from becoming independent and gain +7 Stability. If Yuán is controlled by the AI and Historical AI is turned on, it will always allow the kingdom to become independent.
| Kingdom | Side | Notes |
|---|---|---|
| Dōngguǎn | ||
| Lǐ | ||
| Nánpíng | ||
| Naghachu | ||
| Köke Temür | ||
| Sòng | ||
| Wú | ||
| Xià | ||
| Fāng | Will have fewer provinces | |
| Máo | Will have fewer provinces | |
| Tiānwàn | Each month afterwards there is a 10% chance that every subject with its capital located in the region of Tibet will become independent | |
| Chén | Each month afterwards there is a 10% chance that every subject with its capital located in the region of Korea will become independent | |
| Guanging | Each month afterwards there is a 10% chance that every owned location in the region of Manchuria will be abandoned and every subject with its capital located in the region of Manchuria will become independent | |
| Guō | Allows | |
| Míng | Requires Guō to exist and will form an alliance with Guō Will start with 10000 Gold, 50 Stability, 50 Army Tradition, and an army made up of 6 Footmen, 4 Armored Horsemen and 4 Camp Followers regiments (does not apply if player switches to Míng) |
The Red Turban Rebellions situation can end in one of the following ways:
- Middle Kingdom can win after the situation has existed for 20 years if it has 0.5 Celestial Authority, Yuán has at least 90 Legitimacy and 30 Stability, and the Red Turban Rebels no longer exist. All countries that split off from Yuán and have more than +50% Allegiance to Yuán will be annexed by Yuán. Yuán will gain +100 Prestige, +50 Stability and +50 Legitimacy and will lose the Red Turban Rebellions. The Middle Kingdom international organization will gain +20 Celestial Authority. Every location in the regions of West China, South China, East China, North China and Xinjiang will become a core of Yuán, and Yuán will gain the Unify China casus belli against every independent country within these regions.
- Red Turban Rebels will win if its leader and subjects own 40% of West China, 45% of South China, 65% of East China and 65% of North China. The leader of the Red Turban Rebels will become an empire if not one already, join and become the leader of the Middle Kingdom, lose the Warring State government reform, and gain +100 Prestige, +50 Stability and +50 Legitimacy. The Red Turban Rebels will be disbanded.
- The situation will end if year is at least 1437 or the Middle Kingdoms international organization does not exist.
Countries that are involved in the Red Turban Rebellions situation gain access to situation actions.
The rulers of split off kingdoms may or may not be their historical rulers depending on the year when the situation takes place.
Rise of Temür[edit | edit source]
The Rise of Temür situation will start in 1360 unless the character Temür Lang Borjigin Khān is killed. The situation will affect Timurid and every country that borders Timurid Horde, is a subject or rival of Timurid Horde, or has the capital located within the subcontinents of Central Asia, India or Middle East.
When the situation starts the army-based kingdom Timurid Horde will form and gain +25 Army Tradition. Temür Lang Borjigin Khān will gain the traits Conqueror, Cruel, Strategist and Tactical Genius and will also gain the The Scourge from Central Asia modifier, giving the following effects:
+1 Aggressiveness Modifier
Auto Conquer when at War
Can Always be a Military Leader
+50% Army Levy Size
−5 Maximum War Exhaustion
Every 10 months Timurid Horde has a 75% chance to receive one of the following events.
- If the country has been at peace for a year it must either declare war an a neighbor who it's their ally, subject, or at truce with, or lose −5 Horde Unity. If Timurid Horde is controlled by the AI receives while Historical AI is turned on, they will always declare war.
- If the country has both War Exhaustion and Temporary Antagonism it can choose to gain −2 War Exhaustion, −2 Temporary Antagonism or +5 Cultural Tradition for the primary culture.
- If the country's Manpower is not full but is increasing and has less than 10 War Exhaustion it will receive Manpower equal to 3 times its monthly Manpower income.
If Timurid Horde has less military strength than Golden Horde it will receive an event where it can request an alliance with Golden Horde. If Golden Horde refuses Timurid Horde will gain the Temür Khān's Conquest casus belli on them. If Historical AI is turned on and Timurid Horde is controlled by the AI it will always request the alliance. If Historical AI is turned on and Golden Horde is controlled by the AI it will always accept the alliance. If Timurid Horde has more military strength than Golden Horde it will receive an event to break the alliance and declare war on Golden Horde using the Temür Khān's Conquest casus belli or lose −10 Horde Unity. If Historical AI is turned on and Timurid Horde is controlled by the AI it will always go to war.
If Timurid Horde conquers Delhi in a war it will receive +7.5 Army Tradition, −2 War Exhaustion, and 250+(income*5) Gold.
If Timurid Horde conquers the capital of the Strongest Beylik from the Rise of the Turks situation it will receive +20 Prestige and imprison the ruler of the Strongest Beylik. The Strongest Beylik will gain −50 Government Power, −50 Stability, −20 Prestige and +5 War Exhaustion.
The Rise of Temür situation can end in 3 ways:
- It will end if Timurid Horde has either a ruler with less than 150 total abilities or has neither a ruler nor a heir.
- It will end if Timurid Horde does not exist or is a subject. The country that conquered or subjugated it will gain +12 Stability and +15 Prestige and will kill Temür Lang Borjigin Khān.
- It will end if Timurid Horde formed Mongolia. Timurid Horde will gain the Restorer of the Mongol Empire modifier for 100 years, giving the following effects:
+50% Amount Looted
−33% Army Reinforcement Cost
−5% Separatism
+0.1 Monthly Horde Unity
During the Rise of Temür situation, Timurid Horde gains access to situation actions.
Western Schism[edit | edit source]
The Western Schism situation will start after 1360 once the ruler of Papal States dies. The situation will affect every country that has Catholicism as its primary religion. While the situation exists the Catholicism religion will gain the The Schism in the Catholic Church modifier, which blocks Curia actions and increases monthly reform desire by +0.05%.
When the situation starts France will also receive an event with the following choices:
- Support the Toulouse Papacy. If France is controlled by the AI receives while Historical AI is turned on, they will always support it. This will give +10% Clergy Estate Satisfaction, −50 Opinion with Papal States, and the Sided Against Rome modifier for 24 years, which gives the following effects:
+0.5 Monthly Prestige
−0.25 Monthly Religious Influence
+1 Tolerance of the True Faith
- Do not support the Toulouse Papacy. This will give −20 Prestige and −100 Religious Influence.
The countries that are part of the Western Schism situation are divided into two sides: Rome and Toulouse. Rome will always be led by Papal States while Toulouse will always be led by the country that has the most cardinals when the situation starts, other than Papal States. Both countries will gain −100 decaying opinion with each other. Other countries affected by the situation can vote with either Rome or Toulouse, with the number of cardinals affected how much support each country gives. Estates from countries that vote with Toulouse will now pay their Catholic Church tithe to the country that leads the Toulouse side.
The situation tracks the progress made by both the Rome and Toulouse, which is based on the number of cardinals in the countries that support either side. The Western Schism situation situation can end in 5 ways:
- It will end if Rome reaches 100% Vote Progress. Papal States will gain +100 Prestige and Religious Influence. Papal States will gain a new ruler of Median culture and its capital will be moved to Rome if the location is still owned.
- It will end if Toulouse reaches 100% Vote Progress. The main supporter of Toulouse will gain +100 Prestige and Religious Influence. Papal States will gain a new ruler of French culture and its capital will be moved to Avignon if the location is still owned.
- It will end if the Catholic Church international organization no longer exists.
- It will end if Papal States country no longer exists.
- It will end if there are no cardinals left in the world.
Countries that are involved in the Western Schism situation gain access to situation actions.
Each country involved in the Western Schism situation has a 1% chance to receive one of the following events each month.
- All countries can get an event where they have the option to gain a new character and convert 5% of the country population converts to Lutheranism, Calvinism, Catharism, Hussitism, Lollardy or Waldesian.
- All countries except Papal States can get an event where they lose −10% Estate Satisfaction and choose between gaining +10 Legitimacy or +10 Religious Influence.
- Countries that do not have cardinals and have a rival can get an event where they can choose to gain +10 Religious Influence and cause the rival to lose −20 Opinion with Papal States but the rival will gain the Insulted Us casus belli for 4 years.
- Countries that have cardinals and have picked a side can get an event where they must choose between +40 mutual opinion with the supported side and −15% Pop Satisfaction in a location with Catholic pops or +40 mutual opinion with the chosen side and −20% Vote Weight for the supported side.
- Countries that have cardinals and have not picked a side can get an event where they lose −10% Clergy Estate Satisfaction.
- Countries that support Toulouse can get an event where they gain +5% Clergy Estate Satisfaction and +10 Religious Influence.
- Papal States can get an event where it must choose between losing −7 Stability or −10 Religious Influence.
Sengoku Jidai[edit | edit source]
The Sengoku Jidai situation will start after 1400 once the following requirements are met:
- There are at least 6 ongoing wars between members of the Japanese Shogunate
- The Shōgun of the Japanese Shogunate died
- The next Shōgun of the Japanese Shogunate has 50 or less Legitimacy, 20 or less Stability, a rebellion with at least 90% progress, or is in a civil war
The situation will affect all members of the Japanese Shogunate. When it starts the Shōgun and every country with the Tennō status will lose −5 Legitimacy and −10 Prestige.
Every month any member of the Japanese Shogunate that owns buildings in at least 5 locations where no other Extraterritorial country does, has less than −50 Opinion with the Shōgun, and does not have the Tennō status, has a 10% chance to be offered an event to become a Daimyō. Refusing costs −10 Prestige and −5 Legitimacy. Accepting will turn the country into a Settled country, replace the Japanese Clan government reform if the country has it with Daimyō, take ownership of all locations with owned buildings and give them Core status, and lose −100 Opinion with the Shōgun. When the situation starts the choice is accepted automatically and also gives +10 Prestige.
Every month any member of the Japanese Shogunate has a 10% chance to gain the Sengoku Jidai casus belli on another member of the international organization unless they're already at war with, have a truce with them or already have a casus belli on them.
Every month any member of the Japanese Shogunate that is at peace has a 10% chance to be offered to declare war on another member of the international organization they have a casus belli on. Refusing costs −10 Prestige.
The Sengoku Jidai situation can end in 3 ways:
- It will end if the Japanese Shogunate has only one member. The member will gain +10 Legitimacy, +20 Prestige and +20 Stability. The international organization will be destroyed.
- it will end if the Japanese Shogunate has only two members: the Shōgun and a country with either the Tennō status and Extraterritorial country type or a subject of the Shōgun. The international organization will be destroyed.
- It will end if all members of the Japanese Shogunate are the Shōgun, the Shōgun's subjects and extraterritorial countries that own buildings in only one location. The Shōgun will gain +10 Legitimacy, +20 Prestige and +20 Stability and the Japanese Shogunate will become able to change the Overseas Interaction law.
If the country that is victorious in the Sengoku Jidai situation is Yamato, the country will be renamed to Japan.
Countries that are involved in the Sengoku Jidai situation gain access to situation actions. They can only be used while the country is at peace.
Italian Wars[edit | edit source]
The Italian Wars situation will start after 1437 once the following requirements are met:
- Guelphs and Ghibellines situation ended
- No country with the capital in the region of Italy and a primary culture from the Italian culture group owns more than 200 locations directly or via subjects
- There is a war where the defender is a country with the capital in the region of Italy and the attacker meets the following criteria:
- Religion group is Christianity
- Capital is not in the region of Italy
- The country leads the Holy Roman Empire Empire or its capital is in the region of France or Iberia
- The country leads the Holy Roman Empire Empire, is a great power, its rank is kingdom or empire, or its total population is above 5 million
The Italian Wars situation will affect every country with the capital in the region of Italy or that already joined any side. The countries that are part of it are divided into up to six sides and international organizations:
First Italian League will be led by the most powerful settled independent country with the capital located within the region of Italy.
Second Italian League will be led by the second most powerful settled independent country with the capital located within the region of Italy.
Third Italian League will be led by the third most powerful settled independent country with the capital located within the region of Italy.
French League will be led by the most powerful settled independent country with the capital located within the region of France.
Iberian League will be led by the most powerful settled independent country with the capital located within the region of Iberia.
Holy Roman League will be led by the leader of the Holy Roman Empire.- If fewer than 3 Italian sides exist, new sides can be created via the Create an Italian League action.
If the leader of any side is a human player it will have the option to reject the creation of their side but this will cost −50 Prestige and −25 Government Power and if the country declared war on a country with the capital in the region of Italy and has less than 20% war score it will also gain +5 War Exhaustion.
The Italian Wars situation will only end when one of the sides owns at least 200 locations in the region of Italy. The leader of the winning side will gain +20 Prestige and the Victory in the Italian Wars modifier for 15 years, giving the following effects:
+2 Diplomatic Reputation
+0.25 Monthly Army Tradition
If one of the Italian Leagues win its members will gain +5 Trust with each other and every other country that has its capital in the region of Italy will gain +15 Prestige and +7 Stability. If one of the non-Italian Leagues win its members will gain +10 Prestige and its leader will gain +100 Opinion with every member of the same side.
The situation will also end after 50 years pass or if every side has been destroyed. Every country that is either part of any league or owns a location in the regions of Italy, France or Iberia will lose −10 Government Power. The leaders of the French League, Iberian League and Holy Roman League will lose −25 Government Power instead.
Countries that are involved in the Italian Wars situation gain access to situation actions.
Great Pestilence[edit | edit source]
The Great Pestilence situation will always start together with a Great Pestilence outbreak. The situation will end when the Great Pestilence outbreak is over.
The situation is available to every country that has or previously had the Great Pestilence disease within borders. It will display the origin of the disease, the number of affected locations, total deaths within the country and total deaths in the world.
Every month countries affected by the Great Pestilence have a 9% chance to receive one of the following negative events:
- Choice between −12 Stability and −15% Clergy and Commoners Estate Satisfaction or paying scaled Gold to gain +2.5 Stability and +20% Clergy Estate Satisfaction. This event can only happen if the Great Pestilence infected more than 25% of a location.
- Choice between −12 Stability and +10% Control in a location, +2.5 Stability and −10% Control in a location, or +7 Stability and −10% Peasant Estate Taxes for 5 years. This event can only happen if the Great Pestilence infected more than 25% of a location.
- Choice between −12 Stability and +2.5 Legitimacy or −10 Legitimacy and a random pop that does not have the country's primary culture or primary religion from a location that has the Great Pestilence is destroyed. This event can only happen if there is any valid pop.
- Choice between −12 Stability and −50% Pop Satisfaction in a random non-capital province or −7 Stability and paying twice the monthly Manpower income and 5 times the monthly Gold income. This event can only happen if the country's primary culture and primary religion originate from the continent of America.
- Lose −12 Stability and choice between paying scaled Gold or −5 Legitimacy, +10 Societal Values Chance towards Free Subjects and in 5 rural locations the pops gain +5% Satisfaction and 10-20% of them change social class to Tribesmen. This event can only happen if the country's primary culture and primary religion originate from the continent of America.
Countries that are involved in the Great Pestilence situation gain access to situation actions, which will give the country a permanent modifier. Actions from the Great Pestilence situation have no cooldown and can be canceled at any point.
The Treaty[edit | edit source]
The Treaty situation will start after 1437 after two countries with Catholicism as their primary religion and their capital in Europe have colonized the continent of America. Only those two countries will be affected by the situation.
The situation has two stages and a location which divides colonization rights in the entire world vertically between the two countries. The location which divides the continent will initially be the colony of the second country but can can be moved during the first stage of the situation.
When the situation starts the second country to make a colony in America will be asked to pick a location to meet with the first country that made a colony in America, which will also decide the name of the situation. The following locations will be available:
The first country to make a colony in America will change societal values by +5 towards Outward and gain +10 Opinion with the other country.
The first stage of the situation is called The Treaty is being Discussed. It makes progress at a rate of 0.5% each month and unlocks the following situation actions. All actions can only be used once per year.
When the first stage of the situation ends every country that has Catholicism as its primary religion will receive the option to change societal values by +5 towards either Inward or Outward.
The second stage of the situation is called The Treaty is being Ratified. It tracks the relevance of the treaty, which starts at 50%, and unlocks the following situation actions.
The situation will only end if Treaty Relevance reaches 0%. When it ends all colonial claims provided by the treaty will be removed and every country that has Catholicism as its primary religion will receive the option to change societal values by +5 towards either Belligerent or Conciliatory.
The Reformation[edit | edit source]
The The Reformation situation has a 4% chance to start each month after 1510. It will affect every country with the capital located within the continent of Europe and a Christian primary religion other than Miaphysitism or Nestorianism. The situation will keep track of the worldwide Lutheran and Catholic population.
When the situation starts the Lutheranism religion will appear. A location in Europe that has an university building and Catholicism religion and is not Rome or owned by Papal States will have 50% of its Catholic pops convert to Lutheranism and gain the Lutheran Preachers building. Martin Luther will appear as a courtier in the country that owns the location. If multiple locations are valid the location will be chosen from a region in the following order:
- North Germany
- South Germany
- Scandinavia
- Iberia or Italy
A few months later, if Bern has Catholicism as its dominant religion it will gain a Lutheran Preachers building and Huldrych Zwingli will appear as a courtier in the country that owns the location.
Every month each location that has Catholicism as its dominant religion and borders a location that has a Lutheran Preachers building or Lutheranism as its dominant religion has a 12% chance to construct or upgrade a Lutheran Preachers building and a 8% chance to block further progress there for Lutheran Preachers buildings.
Every month there is a 10% chance for a Lutheran Preachers building to be constructed in the following locations if their dominant religion is Catholicism:
- Halle after 1515
- Wittenberg after 1517
- København after 1520
- Âbo after 1530
If a country involved in the situation has Catholicism as its primary religion and embraced the Printing Press institution it will receive an event with the following options:
- Spend 5 Religious Influence and 25% of all owned locations with Catholicism as their dominant religion gain a Lutheran Preachers building
- Gain +10% Pop Assimilation Speed for 25 years
If Basel has Catholicism as its dominant religion after 1530 the Calvinism religion will appear and the location will gain the Calvinist Preachers building. 2-3 months later between 5% and 50% of the Catholic pops in the country that owns Basel will convert to Calvinism and 25% of the pops belonging to the Clergy estate from Paris will convert to Calvinism. 1-3 years later between 5% and 50% of the Catholic pops in the country that owns Genève will convert to Calvinism. After 1534 there is a 10% chance each month for a Calvinist Preachers building to be constructed in Edinburgh and after 1542 there is a 1% chance each month for one to be constructed in Antwerpen.
All countries that are affected by the situation except Papal States can choose to convert their religion to Lutheranism or Calvinism. If the country has Theocracy government it will be changed to Monarchy but incur a Stability and Prestige cost. Converting has the following requirements:
- Primary religion is Catholicism
- Country has pops that follow either Lutheranism or Calvinism
- Fewer than 20 countries have Lutheranism as their primary religion
- Fewer than 20 countries have Calvinism as their primary religion
The The Reformation situation can end in two ways:
- It will end in year 1700
- It will end if the Council of Trent and War of Religions situations have ended
Council of Trent[edit | edit source]
The Council of Trent situation will start after 1530 as long as Catholicism religion has at least 25% Reform Desire. It will affect every country that has Catholicism or Lutheranism as its primary religion.
When the situation starts the leader of the Catholic Church will lose a very large amount of Gold. Laws in the international organization will become changeable. Every country affected by the situation will be able to propose a law change, which will be debated by all members of the international organization.
The Council of Trent ends when at least 5 debates failed or succeeded, or at the start of the Age of Absolutism. It will decide Catholicism view on the following religions: Lutheranism, Calvinism, Hussitism and Anglicanism.
| Ending | Catholicism view on reformation religions |
|---|---|
| >2 more debates passed than failed | Kindred |
| -2 <= debates passed - debated failed <= 2 | Negative |
| 2< debates failed than passed | Enemy |
War of Religions[edit | edit source]
The War of Religions situation will start after 1590 if there is a war between a country that has Catholicism as its primary religion and a country that has Lutheranism or Calvinism as its primary religion while the Holy Roman Empire has both independent members that have Catholicism as their primary religion and independent members that have Lutheranism or Calvinism as their primary religion. The situation will affect every country that owns at least one location within the continent of Europe.
The countries that are part of the War of Religions situation are either neutral or divided into two sides and international organizations: Catholic League and Protestant Union. The initial leaders of the international organizations will be the countries with the highest score that have Catholicism or Lutheranism or Calvinism respectively as their primary religion. After the situation has been active for at least 10 years the leaders of both sides will unlock a situation action to gain the Religious Supremacy casus belli on the leader of the opposing side for 4 years.
The country that controls Hanau in 1639 will receive the option to gain Johann Jakob, an artist with an Artistic Skill of 84. The country that has Johann Jakob has a 5% chance each month to gain the work of art Magnum Opus 'Simplicissimus Teutsch'.
Between 1605 and 1655 every country that has Catholicism as its primary religion, Czech or Danube Bavarian as its primary culture, and is at war using the Religious Supremacy casus belli has a 1% chance each month to be offered to gain the character Albrecht Wallenstein and gain a very large amount of scaled Gold. If the offer is refused he will join a neighbor country. The country that has Albrecht Wallenstein has a 5% chance each month to receive an event where it must choose between giving Albrecht Wallenstein the Unsuited for Command trait or gain +3 War Exhaustion and -15% Nobility Estate Satisfaction. If Albrecht Wallenstein gains the Unsuited for Command trait he will die in 6 months unless the the leader of either side in the situation occupies Dumbarton, in which case they will gain Albrecht Wallenstein.
If a country's ruler is fighting in a battle in Europe against a country the Religious Supremacy casus belli was used on, there is a 4% chance it will gain the Inspirational Leader trait and a 36% chance it will die but the country will receive +10 Prestige and +50 Opinion with every country that has the same primary religion.
The War of Religions situation can end in three ways. When it ends the Holy Roman Empire will have a new leader election.
- It will end if either side won a war that was using the Religious Supremacy casus belli.
- It will end if 80% of the countries affected by the situation desires peace. Any war between countries on opposing sides will end in white peace. The Holy Roman Empire will lose -50 Imperial Authority and its religious laws will be changed to Imperial Religion: Christianity and Electorate Religious Law: Only Imperial Religion Group.
- It will end after 1737 once there are no wars that use the Religious Supremacy casus belli.
The situation keeps track of which countries affected by the situation desire peace. A country will be considered to desire peace if it meets one of the following criteria:
- Has been at war for 6-10 years and War Exhaustion is above 80% of its maximum value
- Has been at war for 11-15 years and War Exhaustion is above 60% of its maximum value
- Has been at war for 16-20 years and War Exhaustion is above 40% of its maximum value
- Has been at war for 21-25 years and War Exhaustion is above 20% of its maximum value
- Has been at war for 26 years or more
Columbian Exchange[edit | edit source]
The Columbian Exchange situation will start after 1637 after any location in the continent of America has population from the Old World. It will affect any country in the world that uses a market with goods of the New World and any country with a primary culture originating from America that uses a market with goods of the Old World. The good must be produced or traded in at least one market present in the country.
All countries affected by the situation will gain +5 Prestige and their societal values will change by +10 towards Outward, either when the situation starts or when they first become affected by it.
The situation will end in year 1737.
Countries that are involved in the Columbian Exchange situation gain access to situation actions.
Golden Age of Piracy[edit | edit source]
The Golden Age of Piracy situation will start after 1637 once at least 5 Colonial Nation subjects exist in the continent of America. The situation will affect every country that meets one of the following requirements:
- Primary culture originates from America and country has a navy
- Primary cultures originates from outside America and country owns locations or has subjects in America
- Navy Based country type
- Pirate Brethren government reform
While the Golden Age of Piracy situation is active, if certain non-capital locations have Core integration status and less than 50% Control or Pop Satisfaction during certain years there is a 5% chance each month that they will become a Pirate Republic. Pirate Republics will start with Navy Based country type, Republic government type, Pirate Brethren government reform, 1000 Gold, a navy of 15 Galley, and a Pirate Stronghold under construction in the capital. They will start with the following laws: State Piracy, Council of Captains, Articles of Agreement, Smugglers' Haven, Authority of the Captain, Loyal Privateer Crews, Ship Boarding, Benefits for Privateers, Port Logs, Pirate Elective.
- Pirate Republic of Tortuga can appear after 1641 in Tortuga
- Pirate Republic of Port Royal can appear after 1651 in Yaguabo
- Pirate Republic of New Providence can appear between 1680 and 1714 in Bahama
- Pirate Republic of Libertalia can appear between 1690 and 1719 in Maroantsetra
- Pirate Republic of Tétouan can appear after 1690 in Tizgane
If the previous owner of the location where a pirate republic was created was a human player or a subject of a human player, the human player will receive the option to switch to the pirate country.
The Golden Age of Piracy situation can end in two ways:
- It will end after it has been active for 30 years if there are no independent Pirate Republics.
- It will end after it has been active for 50 years. If the country of Langkasuka exists its ruler will gain 20 to every ability and the country will gain the Great Pirate State modifier for 30 years, giving the following effects:
+0.2 Monthly Navy Tradition
+0.5 Monthly Republican Tradition
+15% Navy Morale
Countries that are involved in the Golden Age of Piracy situation gain access to situation actions.
| Action | Effects | Cost | Requirements | Cooldown |
|---|---|---|---|---|
| Request Anti-Piracy Policy | Choose a country within diplomatic range where Piracy Law is not set to Anti-Piracy policy 50% chance the target changes Piracy Law to Anti-Piracy policy and both countries gain +25 Opinion with each other 50% chance both countries lose −25 Opinion and −10 Trust with each other |
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| Create Vassal Pirate Nation | Creates a Pirate Republic Vassal The Pirate Republic will start with a navy of 12 Galley and will not have the laws of other pirate countries The Pirate Republic's starting Gold will be twice the Gold paid to create it If the actions is used by a human player it will bring the option to switch to the Pirate Republic |
10 years | ||
| Abandon Piracy | Country type changes to Settled Country Remove the Pirate Brethren government reform Destroys every Pirate Stronghold, Black Market, Brothel, Harbor Tavern and Smugglers' Cove building |
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| Attract Sailors | Gain +2.5% Navy Tradition and twice the monthly Sailors income (min 500) | 1 year | ||
| Migrate to New Waters | Choose an unowned coastal location to move the capital there and abandon the old capital The new capital will gain the Core integration status The Pirate Stronghold in the old capital will be removed and a new one will begin construction in the new capital 500 Pops will migrate each month from the old capital to the new one for 24 months |
10 years |
Little Ice Age[edit | edit source]
The Little Ice Age situation will start in year 1645 and end in year 1715. When the situation starts all locations in the world that can have winter will gain the Harsh Winters of the Little Ice Age modifier, giving the following effects:
−25% Local Food Capacity
−25% Local Food Production %
All countries that have their capital in an area that can have winter will be affected by the situation. The situation will bring various rare negative events to every country affected by it until it ends.
In 1650 every country in the world will gain −10% Food Production for 10 years.
In November 1708 all locations will lose between −3% and −15% of their Food Stockpile depending on the severity of their winter and every country affected by the situation will lose −50 Stability and gain the Great Frost modifier for 2 years, giving the following effects:
−100% Maize Output
−100% Food Production %
−2% Population Growth
−100% Rice Output
−100% Wheat Output
+50% Army Attrition
+50% Navy Attrition
Countries that are involved in the Little Ice Age situation and have positive Stability gain access to situation actions.
| Action | Effects | Cost | Cooldown |
|---|---|---|---|
| Expand Provincial Food Production | Choose a province affected by winter with less than 50% Food Stockpile to give it +10% Food Production for 10 years
The location with the highest food raw material production gains +20% Raw Materials Output for 10 years |
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| Enforce Rationing Policies | Choose a market with its location owned and less than 30% Food Stockpile to give every Province Capital that uses it the Enforced Rationing Policy modifier for 10 years, giving the following effects:
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| Send Food Aid | Choose a province with less than 10% Food Stockpile and a province with more than 80% Food Stockpile First province loses 30% Food Stockpile Second province gains 30% Food Stockpile if the two locations are connected by a road Second province gains 20% Food Stockpile if the two locations are not connected by a road Both provinces must be in the same region as the country capital and have the Harsh Winters of the Little Ice Age modifier Cannot choose the same province to provide food again for 2 years |
6 months |
People's Uprising[edit | edit source]
The People's Uprising situation can start after year 1737 if any country is a Great Power and Revolutionary. It will affect every country with the Settled, Army Based or Navy Based country type.
When the situation starts the strongest country that is a Great Power and not Revolutionary will suffer a Revolution. A month later every Revolutionary country will receive the Guillotine Method modifier for 20 years, which gives +0.01 Stability Investment. Revolutionary countries have Republic government type and receive the following permanent bonuses:
The Revolutionary country with the highest Score will be the Revolutionary Target and receive the following permanent bonuses:
Every month every country that is affected by the situation has a 1% chance to receive an event where it can accept or reject government reforms.
- Accepting government reforms will disable the Revolution disaster for 10 years, cause all pops that belong to the Nobility estate to lose -50% Satisfaction and create a rebellion, and the country will gain the Sweeping Govenmental Reformation modifier for 10 years, giving the following effects:
−75% Change Policy Cost
+20% Legislative Efficiency
−100% Noble Estate Satisfaction Equilibrium
−75% Remove Government Reform Cost
- Rejecting government reforms will reduce the estate satisfaction and tax rate requirements for the Revolution disaster to trigger by 10% and give the Reforms Opposed modifier for 10 years, giving the following effects:
+25% Change Policy Cost
−10% Legislative Efficiency
+10% Noble Estate Satisfaction Equilibrium
+25% Remove Government Reform Cost
The People's Uprising situation will end once none of the Great Powers are Revolutionary and no country is affected by the Revolution disaster.
Countries that are involved in the People's Uprising situation gain access to situation actions. All situation actions cost a scaled amount of Gold and 5 Government Power.
| Action | Effects | Requirements | Cooldown |
|---|---|---|---|
| Institute Governmental Purges | Select a non-ruler character to execute Gain or lose Government Power and Stability If country is not a Revolutionary there is a chance to lose Satisfaction with the executed character's estate |
1 year | |
| Elevate Local Aristocracy | Choose a province to give all pops who are part of the Nobility estate +10% Satisfaction Change societal values by 10 towards Aristocracy and Serfdom Cannot choose the same province again for 2 years |
6 months | |
| Demote Local Aristocracy | Choose a province to remove all Nobles Power for 20 years and give all pops who are part of the Nobility estate −15% Satisfaction Change societal values by 10 towards Plutocracy and Free Subjects Cannot choose the same province again for 2 years |
6 months | |
| Suppress Foreign Revolutionaries | Choose a Revolutionary country to gain the Crush the Rebellion casus belli on for 4 years Cannot choose countries that are an ally, subject, overlord, or at truce with |
5 years | |
| Assist Foreign Revolutionaries | Choose a Revolutionary country to assist attacked by a country with the Crush the Rebellion casus belli Brings a choice between sending to the target 8 times the monthly manpower income or join their war as defender |
5 years | |
| Spread Revolutionary Sentiment | Choose a country that is not Revolutionary or in a civil war that it is possible to declare war on If there is no rebellion in the target create a rebellion and target loses −20 Stability If there is a rebellion in the target it gains 10% progress A province in the targeted country with less than 30% Control will join the rebellion |
5 years | |
| Reestablish the Parliamant | Lose Government Power equal to Crown Power Change societal values by +20 towards Free Subjects Rights of the Crown law loses its policy Burghers and Commoners estates gain Satisfaction that scales with their Estate Power Nobility estate loses Satisfaction that scales with its Estate Power |
5 years |
Colonial Revolution[edit | edit source]
The Colonial Revolution situation can start after any Colonial Nation subject meets the following requirements:
- Is disloyal
- Embraced the Enlightenment institution
- Overlord's capital is in another continent
- Colonial Representation law is set to No Representation policy
The situation will affect every country with the Settled, Army Based or Navy Based country type. Various events can take place during the situation for both Colonial Nation subjects and their overlords. Unlike other situation, the Colonial Revolution situation will never end.
When the situation starts every Colonial Nation subject will gain +5 Prestige and every overlord of a Colonial Nation subject will lose −2.5 Stability.
If the societal values of an Overlord of a Colonial Nation subject are fully set to Liberalism there is a 0.1% chance each month for the country to be offered to release one of their Colonial Nation subjects, create an alliance with it, and gain +12 Stability. Refusing will give −12 Stability and shift societal values from 100 to 50 towards Liberalism.
Countries that are involved in the Colonial Revolution situation gain access to situation actions.
| Action | Effects | Cost | Requirements | Cooldown |
|---|---|---|---|---|
| Give Colony Rebellion Support | Choose a Colonial Nation subject of another country with less than 50 Opinion towards its overlord Target gains +20 Opinion with the country and −50 Opinion with its overlord |
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| Seek Support of Overlord's Rival | Choose to ask for either Gold or Manpower from a random rival of the overlord 66% chance the rival accepts and both countries gain +50 Opinion of each other 33% chance the rival refuses and both countries lose −50 Opinion of each other |
5 years | ||
| Declare Independence War | Declare war on the overlord with the Independence casus belli | |||
| Create Colonial Federation | Create a Colonial Federation international organization | |||
| Join Colonial Federation | Choose a Colonial Federation international organization to join | |||
| Give Representation to Colonial Subject | Choose a Colonial Nation subject to change its Colonial Representation law to Representation in Parliament policy | |||
| Establish Goods Act | Choose a Colonial Nation subject to take 50% of their yearly Gold income and give it +10 Liberty Desire | 5 years | ||
| Aid Colonial War Efforts | Choose a Colonial Nation subject to give it 25% of the yearly Manpower income and −10 Liberty Desire | 5 years |
Black Death[edit | edit source]
If the Black Death situation can start, as well as when will it start, depends on the Black Death Outbreak Year game rule. The situation will always start together with a Bubonic Plague outbreak, its location depending on the Black Death Origin game rule. The situation will end when the Bubonic Plague outbreak is over.
The situation is available to every country with the capital located outside the continent of America and will track the Bubonic Plague disease. It will display the origin of the disease, the number of affected locations, total deaths within the country and total deaths in the world. The situation will bring various negative events to every country that has the Bubonic Plague until it ends. When the situation ends, all negative modifiers brought by Black Death events will be removed.
Countries that are involved in the Black Death situation gain access to situation actions, which will give the country a permanent modifier. Actions from the Black Death situation have no cooldown and can be canceled at any point.
| Action | Effects | Cost | Requirements |
|---|---|---|---|
| Move Court into Hiding | Gain the Court in Isolation modifier, giving the following effects:
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| Isolate Cities | All urban locations gain the Isolating Cities modifier, giving the following effects scaled by control and urban locations: | ||
| Control the Food Market | Bans the export of all food goods Gain the Control the Food Market modifier, giving the following effects:
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| Isolate the Country | Gain the Isolate the Country modifier, giving the following effects:
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| Procure Remedies | Gain +7 Stability Gain +2.5 Government Power Gain the Procure Remedies modifier, giving the following effects:
Increases demand in all owned markets for the following, scaled by pops:
Canceling it gives −20 Stability |
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| Segregate the Infected | Gain the Segregate the Infected modifier, giving the following effects:
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| Expel the Sick | Gain the Expel the Sick modifier, giving the following effects:
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| Sponsor Mass Forgiveness | Gain +12 Stability Gain the Sponsor Mass Forgiveness modifier, giving the following effects:
Canceling it gives −20 Stability |
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| Present Scapegoats | Gain +7 Stability Gain the Find the Culprits modifier, giving the following effects:
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Hussite Wars[edit | edit source]
If the Hussite Wars situation can start depends on either player choices or the Historical AI game rule. Between 1400 and 1480, as long as both Bohemia and Papal States are independent and Bohemia either has Hussitism as its primary religion or Hussitism is present in an least 20% of its locations, there is a 3% chance each month that Bohemia will get an event where between 5% and 50% of the Catholic pops will convert to Hussitism and the country will receive the following choices:
- Change the primary religion to Hussitism. If Bohemia is controlled by the AI while Historical AI is turned on, they will always choose to change the primary religion. The country will gain +50 Religious Influence and −25 Decaying Opinion with all countries that have Catholicism as their primary religion and are not allies or subjects of Bohemia. In addition the country will gain the In Defense of Hussitism modifier for 3 years, giving the following effects:
+10% Army Morale
+0.3 Monthly Religious Influence
−0.03 Monthly War Exhaustion
- Remain Catholic. If the primary religion is not Catholicism it will be changed to Catholicism. The country will lose −50 Stability, Legitimacy, and Clergy Estate Satisfaction and Hussite pops will join any existing rebellion if there is one. In addition the country will gain the Civil War Looming modifier for 10 years, giving the following effects:
−50% Estates Satisfaction Equilibrium
+2% Monthly Rebel Growth
If the first option is selected, Papal States will receive an event with the following choices:
- Start the Hussite Wars situation and declare war on Bohemia with the Crush Hussitism casus belli. If Papal States is controlled by the AI while Historical AI is turned on, they will always choose to start the situation.
- Do not start the Hussite Wars situation. The country will lose −50 Stability, Devotion, Clergy Estate Satisfaction and Opinion with all countries that have Catholicism as their primary religion while Bohemia will gain +20 Prestige.
When the Hussite Wars situation starts the Holy Roman Emperor and every country that is a neighbor of Bohemia, has Catholicism as its primary religion, is not allied with, subject, at war or at truce with Bohemia, and is not a rival of Papal States will receive the choice to either form an alliance with Papal States and gain +20 Religious Influence and +20% Clergy Estate Satisfaction or refuse and lose −10 Religious Influence and −10% Clergy Estate Satisfaction. For the most powerful of these countries allying with Papal States will give +25 Religious Influence and +20% Clergy Estate Satisfaction while refusing will give −20 Religious Influence and −20% Clergy Estate Satisfaction. If Poland exists, is independent and is not allied with, subject, at war or at truce with Papal States it will receive an event to either join the war on the side of Bohemia and gain +20 Prestige and Stability and +100 Opinion with Bohemia or refuse and lose −7 Stability and −10 Legitimacy. If Poland is controlled by the AI while Historical AI is turned on, they will always choose to join the war. If Poland joins the war Teutons will also receive the same event other countries received.
The Hussite Wars situation affects every country that has Catholicism or Hussitism as its primary religion. While the situation is active, every country that has Catholicism as its primary religion and is either a member of the Holy Roman Empire international organization or a neighbor of Bohemia will gain the Hussite Heresy modifier, giving the following effects:
−2.5% Estates Satisfaction Equilibrium
−0.1 Monthly Religious Influence
Every month Bohemia has a 5% chance receive a one-time event to receive a courtier with very high abilities and the Defensive Planner trait as well as +25 Army Tradition and -3 War Exhaustion. In addition each month it has a 3.5% chance receive a repeatable event with the following choices:
- Gain -1 War Exhaustion and Gold that scales with the Clergy estate tax base
- Gain +2.5 Stability, +5% Nobility Estate Satisfaction and −10 Legitimacy
- 10% of Catholic pops will convert to Hussitism and gain −2.5 Stability
If Papal States is no longer at war, has more than 90% Manpower filled and its War Exhaustion is less than 1, there is a 33% chance to be offered the chance to go declare war Bohemia with the Crush Hussitism casus belli. Refusing will cost −10 Prestige. If Papal States is controlled by the AI while Historical AI is turned on, they will always choose to go to war.
The Hussite Wars situation can only end once either Catholicism or Hussitism achieve victory.
- Catholicism will achieve victory if the primary religion of Bohemia is Catholicism and the Papal States exist. All countries that have Catholicism as their primary religion will gain −20 Stability and −25 Legitimacy and all countries that have Hussitism as their primary religion will convert both their primary religion and that of their ruler and its family to Catholicism.
- Hussitism will achieve victory if the situation has been active for at least 30 years, Bohemia is at peace and its primary religion is Hussitism. All countries that have Hussitism as their primary religion will gain +20 Stability, +10 Legitimacy and +50 Religious Influence and 15 days later they will unlock the Four Articles government reform.
Countries that are involved in the Hussite Wars situation gain access to situation actions. All situation actions costs 10 Religious Influence.
| Action | Effects | Requirements | Cooldown |
|---|---|---|---|
| Side with the Papal States | Form an alliance with Papal States Join any war between Papal States and Bohemia on Papal States' side |
10 years | |
| Side with Bohemia | Form an alliance with Bohemia Join any war between Papal States and Bohemia on Bohemia's side |
10 years | |
| Force Conversions | Choose a province where the dominant religion is not Hussitism to give it the Heretic Conversion Efforts modifier for 10 years, giving the following effects:
Cannot pick a province that already has the modifier |
1 year | |
| Prepare the Defenses | Change societal values by +20 towards Defensive Choose a province to give it +20% Fort Defense for 15 years and start the construction of a Castle in the province capital for only 10% of its cost if it doesn't have one Can only pick provinces that are fully owned |
1 year | |
| Align with the Moderates | Gain +50 Opinion with the 3 most populated neighbors that are not allies or subjects of either side Gain the Promoted the Moderates modifier for 10 years, giving the following effects:
If country has the Promoted Radicals modifier it gets removed |
1 year | |
| Align with the Radicals | Lose −50 Opinion with the 5 most populated neighbors that are not allies or subjects of either side Gain the Promoted Radicals modifier for 10 years, giving the following effects:
If country has the Promoted the Moderates modifier it gets removed |
1 year | |
| Demand Clerical Donations | Gain Gold that scales with monthly income and Clergy estate power Clergy estate loses −10% Satisfaction |
1 year | |
| Demand Merchant Donations | Gain Gold that scales with monthly income and Burghers estate power Burghers estate loses −10% Satisfaction |
1 year | |
| Demand Noble Donations | Gain Gold that scales with monthly income and Nobility estate power Nobility estate loses −10% Satisfaction |
1 year |
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