Generic missions

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(重定向自Generic conquest mission
Mission image general.png

Generic missions are the mission trees available to all countries, comprising the generic conquest and infrastructure trees as well as the tribal reform missions. The conquest and infrastructure trees in particular can be taken and completed once for each region in the game, making them the most common and versatile mission trees available.

The Matter of [Region]

Mission general 1.png

Our fortunes await in foreign lands; the [region target] has been considered part of our borders, yet much of it remains beyond our control - make sure that it is brought under our influence one way or another.

The generic conquest mission will direct the country towards the conquest and consolidation of a particular region. The main branch grants claims on up to six provinces in the region and requires their conquest or vassalization to complete, while side branches may also direct the country to develop already owned provinces in the region, colonize unowned territories, or fortify border provinces. As a repeatable mission directed towards the expansion of the realm with very few prerequisites - it has no cooldown and can be repeatedly taken for the same region as long as there remain unowned provinces to conquer - it is one of the most frequently taken missions in the game.

Main branchDevelopment branchColonization branchFortification branchGeneric mission conquer region full bactria.png

The full generic conquest mission tree with all possible branches, targeted at the region of Sogdiana, as it might appear for 巴克特里亚的国旗 巴克特里亚 at start. Clicking on a branch will lead to the appropriate section. Note that this tree is modified such that all major branches, including mutually exclusive ones, are displayed and so should not be taken as fully representative as how the mission tree may appear ingame.

Prerequisites

  • There is a neighbouring province with at least six territories not owned by the current country, one of which must be directly neighbouring the current country and has an owner (i.e. is colonized)

Target selection

On Potential

  • Save a random territory that borders the current country, is owned by another country, and whose area has at least 6 territories not owned by the current country as conquer region target
    • Save the territory's region as region target
  • Randomly select one of the following side branches along with its associated targets from the ones that are eligible:
    • The Development side branch, if it has not been selected in the last 10 years
    • The Colonization side branch, if it has not been selected in the last 10 years and the country has a neighbouring colonizable, unowned territory
      • Additionally, save a random neighbouring colonizable, unowned territory as colonize target
    • The Fortification side branch, if it has not been selected in the last 10 years, the country is a republic or monarchy, and the country has a province with at least 3 territories that borders a tribal country
      • Additionally, save a random province with at least 3 territories that borders a tribal country as defend target
    • Note: this is stored in the side branch selector variable, with 1 corresponding to the Development branch, 2 to the Colonization branch, and 3 to the Fortification branch

On Start

  • Clear any of the country modifiers associated with this mission (Small Olive Branch, Respectable Olive Branch, Entire Olive Tree, War March, Enhanced Militarization, and Drums in the Deep)
  • Save two random different non-ruling families as governor family 1 and governor family 2
  • Compile a list of up to 10 provinces in the region target not fully owned by the current country, with provinces that neighbour or are partially owned by the current country placed first
    • Save the first three provinces added to the list as first, second, and third
    • Save the first remaining province in the list that neighbours first as first follow, if one exists
    • Save the first remaining province in the list that neighbours second as second follow, if one exists
    • Save the first remaining province in the list that neighbours third as third follow, if one exists
      • Note: Since the list is not cleared after the mission is completed or aborted, first follow, second follow, and third follow do not actually have to be inside the current region target, but can be part of any region that was ever selected as the region target for this mission. This also means that it is possible that these targets can be provinces that the country already completely owns, as long as at some point when the mission was started it was part of the region target and not completely owned.
  • Save a random province in the region target that the current country has at least one territory in and that has less than 3 cities as the development branch area, prioritizing provinces fully owned by the current country
  • Randomly choose a number between 1 and 3 for the reward roll (this will determine which award is chosen for several of the tasks, as well as which optional mission is chosen for the main branch, if any)

Mission tasks

The generic conquest mission consists of one main conquest branch that encompasses most of the mission tree, alongside which one of three optional branches (development, colonization, or fortification) can appear.

Main branch

The main branch of the generic conquest mission begins with a 1-year timed mission to gain a bonus to either Warscore cost.png war score cost or Diplomatic reputation.png diplomatic reputation, depending on the event options that are taken. The next row of missions are then a set of up to three conquest missions giving claims to and targeting different provinces in the region, each of which has a followup mission that may either involve the conquest of another adjacent region or the consolidation of the region that was conquered or subjugated in the previous task. The middle two tasks are mandatory, while only one of the left or right columns must be taken to complete the mission. There may also be optional tasks to convert the region or import Iron iron to lose Aggressive expansion.png aggressive expansion or gain Military experience.png military experience. The tree then proceeds to two mutually exclusive tasks to assign the governorship of the region to a certain major family if it exists, followed by the final triumph task that completes the mission.

The missions included in the main branch as well as their exact layout can vary quite widely depending on the exact circumstances of the country and region when the mission is started. The branch can therefore take several different forms, two representative examples of which are presented below.

  • Consult the 'Court/Senate/Clan council'Control 'first'Making GainsInto 'region target'Acquire 'first follow'Conquer 'third target'Annex 'second follow'Convert 'first'Picking a SideFavoritismTriumph in 'region target'Macedon generic conquest mission main.png

    The generic conquest mission tree, targeted at the region of Greece, as it might appear for 马其顿的国旗 马其顿 at start. This is the most typical form of the mission tree, with all 6 possible conquest tasks. Clicking on a task will lead to the appropriate table entry.

  • Consult the 'Court/Senate/Clan council'Control 'first'Making GainsInto 'region target'Integration of 'first'Consolidate 'second'Consolidate 'third'Planning for WarTriumph in 'region target'Cappadocia generic conquest mission main.png

    An alternate form of the generic conquest mission tree, as it might appear for 卡帕多基亚的国旗 卡帕多基亚 at start (targeted at the region of Cappadocia). All three possible consolidation tasks are displayed here. Clicking on a task will lead to the appropriate table entry.

Mission Potential Requirements Effects Time
Task political.png Consult the [Court/Senate/Clan council]
  • Always
  • Has completed or bypassed the following, if they exist:
    • None

  • None
While the task is running:

When the task is complete:

365 days
Task economical.png Control [first]
  • The first province target exists

  • Owns or has a subject that owns all territories in the province of first

The following will bypass the task:

  • If the reward roll is 1:
    • If there are any non-primary culture pops in the highest population territory of first, assimilate the 15 happiest non-primary culture pops there to the primary culture culture
    • Otherwise, add Pop citizen.png 5 citizens of the state culture and religion to the highest population territory of first
  • Otherwise, if the reward roll is 2:
    • The first province target gets the modifier Occupation Welcomed for 20 years, giving:
      • Unrest.png -1 Local Unrest
      • National tax +15% Local Tax
  • Otherwise (if the reward roll is 3):
    • A randomly chosen territory in first, weighted by Population.png population, gets the modifier Conqueror's Statue until the end of the game, giving:
      • Migration attraction +1 Migration Attraction
      • Goods from slaves.png -1 Slaves needed for Local Surplus
      • Pop assimilation.png +10% Pop Assimilation Speed
    • If the territory already has the Conqueror's Statue, the current country instead gains Stability.png 5 stability
  • If the first follow target province exists and has at least one territory that is colonized but is not owned by the current country, get claims on all unowned, colonized territories in the province
  • Otherwise, if the current country currently owns any territories in first follow, the territory with the highest population out of the all the province's territories that the current country owns gets Tribesmen 2 tribesmen of the state culture and religion if the current country is tribal, and Freemen 2 freemen otherwise
  • Otherwise, if first follow is currently completely uncolonized, the current country takes control over all neighbouring territories in first follow and gets a Pop citizen.png citizen of the state culture and religion in any of the provinces that have Population.png 0 population
Instant
Task political.png Making Gains
  • The second province target exists

  • Owns or has a subject that owns all territories in the province of second

The following will bypass the task:

  • If the reward roll is 3:
    • If there are any non-primary culture pops in the highest population territory of second, assimilate the 15 happiest non-primary culture pops there to the primary culture culture
    • Otherwise, add Pop citizen.png 5 citizens of the state culture and religion to the highest population territory of second
  • Otherwise, if the reward roll is 1:
    • The second province target gets the modifier Occupation Welcomed for 20 years, giving:
      • Unrest.png -1 Local Unrest
      • National tax +15% Local Tax
  • Otherwise (if the reward roll is 2):
    • A randomly chosen territory in second, weighted by Population.png population, gets the modifier Conqueror's Statue until the end of the game, giving:
      • Migration attraction +1 Migration Attraction
      • Goods from slaves.png -1 Slaves needed for Local Surplus
      • Pop assimilation.png +10% Pop Assimilation Speed
    • If the territory already has the Conqueror's Statue, the current country instead gains Stability.png 5 stability
  • If the second follow target province exists and has at least one territory that is colonized but is not owned by the current country, get claims on all unowned, colonized territories in the province
Instant
Task conquest.png Into [region target]
  • The third province target exists

  • Owns or has a subject that owns all territories in the province of third
  • If reward roll is 1 and the current country is not AI-controlled:
    • At least 5 territories in third are of the state religion

The following will bypass the task:

  • If the reward roll is 2:
    • If there are any non-primary culture pops in the highest population territory of third, assimilate the 15 happiest non-primary culture pops there to the primary culture culture
    • Otherwise, add Pop citizen.png 5 citizens of the state culture and religion to the highest population territory of second
  • Otherwise, if the reward roll is 3:
    • The third province target gets the modifier Occupation Welcomed for 20 years, giving:
      • Unrest.png -1 Local Unrest
      • National tax +15% Local Tax
  • Otherwise (if the reward roll is 1):
    • A randomly chosen territory in third, weighted by Population.png population, gets the modifier Conqueror's Statue until the end of the game, giving:
      • Migration attraction +1 Migration Attraction
      • Goods from slaves.png -1 Slaves needed for Local Surplus
      • Pop assimilation.png +10% Pop Assimilation Speed
    • If the territory already has the Conqueror's Statue, the current country instead gains Stability.png 5 stability
  • If the third follow target province exists and has at least one territory that is colonized but is not owned by the current country, get claims on all unowned, colonized territories in the province
  • Otherwise, if third follow is currently completely uncolonized, the current country takes control over all neighbouring territories in third follow and gets a Pop citizen.png citizen of the state culture and religion in any of the provinces that have Population.png 0 population
Instant
Task political.png Acquire [first follow]
  • The first follow province target exists

  • Owns or has a subject that owns all territories in the province of first follow

The following will bypass the task:

  • Gain Political influence.png 10 political influence
Instant
Task expansion.png Conquer [third follow]
  • The third follow province target exists

  • Owns or has a subject that owns all territories in the province of first follow

The following will bypass the task:

  • If the reward roll is 2, get Province investment 1 free province investment
  • Otherwise, add Freemen 5 freemen of the state culture and religion in the province capital of third
Instant
Task conquest.png Annex [second follow]
  • The second follow province target exists
  • Has completed or bypassed the following, if they exist:

  • Owns or has a subject that owns all territories in the province of second follow
  • If the second follow province target has less than Loyalty.png 90 loyalty, it gets 25 loyalty
  • The current ruler gains Popularity.png 15 popularity
Instant
Task political.png Integration of [first]
  • The first follow province target does not exist
  • The first province target exists

  • If the country is not AI-controlled:
    • If all territories in the province target first are controlled by subjects of the current country, all subjects holding territory in first must have at least Subject loyalty.png 90 loyalty
    • Otherwise, the province of first must have at least Loyalty.png 90 loyalty

The following will bypass the task:

  • If the country is not AI-controlled, gain Political influence.png 10 political influence
Instant
Task conquest.png Consolidate [second]
  • The second follow province target does not exist
  • The second province target exists
  • Has completed or bypassed the following, if they exist:

  • If the country is not AI-controlled:
    • If all territories in the province target second are controlled by subjects of the current country, all subjects holding territory in second must have at least Subject loyalty.png 90 loyalty
    • Otherwise, the province of second must have at least Loyalty.png 90 loyalty
  • If the country is not AI-controlled, the province of second gets the modifier Workers Unite for 10 years, giving:
    • Local output +10% Population Output
Instant
Task expansion.png Consolidate [third]
  • The third follow province target does not exist
  • The third province target exists

  • If the country is not AI-controlled:
    • If all territories in the province target third are controlled by subjects of the current country, all subjects holding territory in second must have at least Subject loyalty.png 90 loyalty
    • Otherwise, the province of third must have at least Loyalty.png 90 loyalty

The following will bypass the task:

  • If the country is not AI-controlled, the governor of the province gets the loyalty modifier Grateful Governor for 3 years, giving Loyalty.png +15 loyalty
Instant
Task conquest.png Planning for War
  • The third province target exists
  • The reward roll is 2

  • The third province target is at least partially owned by the current country and is importing at least Iron 2 iron
  • Gain Military experience.png 5 military experience
Instant
Task economical.png Convert [first]
  • The first province target exists
  • The reward roll is 1

  • The current country owns at least 5 state religion provinces in the first province target
  • Lose Aggressive expansion.png 2.5 aggressive expansion
Instant
Task political.png Picking a Side
  • Is not AI-controlled
  • Either first or first follow exist and are not in the capital region

  • If the governor family 1 target exists:
    • If first follow exists and is not in the capital region, its governor is part of governor family 1
    • Otherwise (if first exists and is not in the capital region), the governor of first is part of governor family 1
  • Otherwise (if the governor family 1 target does not exist)
    • If first follow exists and is not in the capital region, it has a governor
    • Otherwise (if first exists and is not in the capital region), first has a governor

The following will bypass the task:

  • Has completed Favoritism or the governor family 1 target does not exist
  • If the governor family 1 target exists:
    • The governor family 1 family gains Family prestige 500 prestige
    • The head of governor family 1 gains Finesse.png 1 finesse and Popularity.png 25 popularity
Instant
Task political.png Favoritism
  • Is not AI-controlled
  • Either third or third follow exist and are not in the capital region

  • If the governor family 2 target exists:
    • If first follow exists and is not in the capital region, its governor is part of governor family 2
    • Otherwise (if third exists and is not in the capital region), the governor of third is part of governor family 2
  • Otherwise (if the governor family 2 target does not exist)
    • If third follow exists and is not in the capital region, it has a governor
    • Otherwise (if third exists and is not in the capital region), third has a governor

The following will bypass the task:

  • Has completed Picking a Side or the governor family 2 target does not exist
  • If the governor family 2 target exists:
    • The governor family 2 family gains Family prestige 500 prestige
    • The head of governor family 2 gains Finesse.png 1 finesse and Popularity.png 25 popularity
Instant
Task political.png Triumph in [region target]
  • Always

  • If conquer region target is owned by the current country, region target has a governor belonging to the current country with more than Loyalty.png 33 loyalty
  • If conquer region target is owned by the current country:
    • The capital of the governorship becomes a city and gets the event The Coming of the City of [ROOT.GetProvince.GetName] if it does not currently have city status
    • If it does not already have it, the capital of the governorship gets the modifier Triumph! for 10 years, giving:
      • Local output +10% Population Output
      • Pop citizen happiness.png +25% Local Citizen Happiness
    • If the reward roll is 1, the governor of the region target gains Charisma.png 1 charisma
    • Otherwise, if the reward roll is 2, the governor of the region target gains Finesse.png 1 finesse
    • Otherwise, if the reward roll is 3, the governor of the region target gains Martial.png 1 martial
  • Otherwise, gain Stability.png 10 stability
Instant

Development branch

The development branch is one of three possible optional branches in the generic conquest mission tree. It can appear if the country owns a province in the region that is not yet highly developed, directing the country to build more cities in the province, fill them with buildings, and import food trade goods to supply the growing population.

Settle 'development branch area'Develop 'development branch area'Supply 'development branch area'Generic mission conquer region development thrace.png

The development branch of the generic conquest mission tree, targeted at the province of Scythia (in the overall mission target region of Thrace), as it might appear for 色雷斯的国旗 色雷斯 at start. Clicking on a task will lead to the appropriate table entry.


Mission Potential Requirements Effects Time
Task economical.png Settle [development branch area]
  • The development branch area province target exists
  • The Development side branch was selected (i.e. side branch selector is 1)
  • Has completed or bypassed the following, if they exist:
    • None

  • The current country owns at least 3 territories with city status in the development branch area province

The following will bypass the task:

  • Does not own any territories in the development branch area province
  • Every territory with city status in the development branch area province gets the modifier Flourishing Growth for 20 years if they do not already have it, giving:
    • Global population growth.png +2.00% Local Population Growth
Instant
Task expansion.png Develop [development branch area]
  • The development branch area province target exists
  • The Development side branch was selected (i.e. side branch selector is 1)

  • The current country owns at least 3 territories in the development branch area that:
    • Have city status
    • Have no free building slots
    • Does not have any buildings under construction

The following will bypass the task:

  • Does not own any territories in the development branch area province
  • Get Province investment 1 free province investment
Instant
Task economical.png Supply [development branch area]
  • The development branch area province target exists
  • The Development side branch was selected (i.e. side branch selector is 1)

  • Owns all territories in the development branch area province
  • The development branch area province is importing at least 2 food trade goods (Grain grain, 蔬菜 vegetables, Salt salt, Fish fish, or Livestock livestock)

The following will bypass the task:

  • Does not own any territories in the development branch area province
  • The development branch area province gets the stackable modifier State Infrastructure until the end of the game, giving:
    • Local building slot.png +1 City Building Slots
Instant

Colonization branch

The colonization branch is one of the smaller of the three possible optional branches in the generic conquest mission tree, consisting only of a single task. It can appear if there are any provinces with colonizable territories neighbouring the country, even if that province is not part of the main region target, and gives bonuses if the country can take full control of the province.

Colonize 'colonize target'Generic mission conquer region colonization cyrenaica.png

The colonization branch of the generic conquest mission tree, targeted at the province of Syrtica, as it might appear for 昔兰尼加的国旗 昔兰尼加 at start. Clicking on a task will lead to the appropriate table entry.

Mission Potential Requirements Effects Time
Task expansion.png Colonize [colonize target]
  • The colonize target province target exists
  • The Colonization side branch was selected (i.e. side branch selector is 2)
  • Has completed or bypassed the following, if they exist:
    • None

  • Owns or has a subject that owns all territories in the province of colonize target
  • Get the modifier Frontier Spirit for 10 years, giving:
    • Global population growth.png +0.04% National Population Growth
Instant

Fortification branch

The fortification branch is one of the smaller of the three possible optional branches in the generic conquest mission tree, also consisting only of a single task. It can appear if the country is a republic or monarchy and there are any provinces that neighbour a tribal country, even if it is not in the main region target, and gives bonuses if the country can build several forts in the targeted province.

Defend 'defend target'Generic mission conquer region fortification maurya.png

The fortification branch of the generic conquest mission tree, targeted at the province of Magadha, as it might appear for 孔雀的国旗 孔雀 at start. Clicking on a task will lead to the appropriate table entry.

Mission Potential Requirements Effects Time
Task political.png Defend [defend target]
  • The defend target province target exists
  • The Fortification side branch was selected (i.e. side branch selector is 3)
  • Has completed or bypassed the following, if they exist:
    • None

  • If the defend target exists, it has at least 3 territories with forts
  • The defend target province gets the modifier At the Ready for 10 years, giving:
    • Fort defense.png +10% Local Fort Defense
    • Attrition.png +0.20 Hostile Attrition
Instant

Completion

Requirements

Effects

  • None

Abortion

Automatic abortion trigger

  • The region target does not exist

Effects

Events

Infrastructure Mission

Mission general 3.png

The generic infrastructure mission directs the country towards developing and building up the infrastructure of a particular region. Depending on the available resources and trade goods in the area the main branch will direct the country towards founding new cities, improving existing ones, expanding trade routes, building farms and mines, and more, with the rewards including a particular number of powerful permanent bonuses to upgrade and enrich the country's capital. In addition, the generic infrastructure mission will generally have a number of side branches to improve naval infrastructure, prospect for resources, set up new breeding programs, or renovate certain holy sites. This mission is repeatable, though it can only be taken once per region.

With the amount of variability between the possible tasks and rewards, this mission can take on three different names and descriptions depending on the status of the region:

Name Description Conditions
Pearl of [Region] [Region] is our home as well as the center of our country. We must grow the economy of our home region and renovate the capital itself to make it the shining center of civilization that it deserves to be.
  • Is the capital region
Growth of [Region] [Region] is a region under our control with unrealized potential. We should send our administrators and procurators to this governorship to strengthen our hold over the area and grow the local economy.
  • Is not the capital region
  • Dominant culture in capital is the primary culture
Stabilize and Grow [Region] [Region] is a Governorship under our control but it is also far from the culture and traditions of our capital. We should develop this region and encourage migration of loyal citizens of our own culture into the region to create a core of loyal subjects here.
  • Is not the capital region
  • Dominant culture in capital is not the primary culture


Food branchMining branchPort/Naval branchUrban improvement branchColony branchCapital branchReligious shrine branchGeneric mission home infrastructure full syracuse.png

The full generic infrastructure mission tree with all possible branches, targeted at the region of Magna Graecia, as it might appear for an expanded 叙拉古的国旗 叙拉古. Clicking on a branch will lead to the appropriate section. Note that this tree is modified such that all major branches, including mutually exclusive ones, are displayed and so this tree should not be taken as fully representative as how the mission tree may appear ingame.

Prerequisites

  • There is a region in the current country that meets the following conditions:
    • This mission has not previously been completed with this region as a target (checked with the mission happened here variable)
    • This mission was not aborted after having been started with this region as a target in the last 20 years (checked with the mission governorship countdown variable)
    • Has a governor under the current country (including the ruler if the region is the capital province)
    • Has at least 4 provinces where more than 6 territories are controlled by the current country

Target Selection

On Potential

  • Flag that trade route counts should be monitored using the capital trade mission ongoing variable
  • Set the count of infrastructure mission branches to 0
  • Save as the infrastructure governorship region target a randomly chosen region in the current country that meets the following conditions:
    • This mission has not previously been completed with this region as a target (checked with the mission happened here variable)
    • This mission was not aborted after having been started with this region as a target in the last 20 years (checked with the mission governorship countdown variable)
    • Has a governor under the current country (including the ruler if the region is the capital province)
    • Has at least 4 provinces where more than 6 territories are controlled by the current country
  • If the infrastructure governorship region is ruled by a normal governor (i.e. is not the capital region), save the province with the highest Population.png total population as the governorship capital area, and the Population.png highest population territory in that province as the governorship capital
  • Otherwise, save the capital province as the governorship capital area, and the capital territory as the governorship capital
  • If the dominant culture of the governorship capital is the same as the country's primary culture, flag that using the was dominant culture variable
  • If one exists, save a random province in the infrastructure governorship region that is not the governorship capital area and contains a religious shrine of the state religion as the shrine province, and the territory itself as shrine territory
    • Additionally, flag that trade route counts should be monitored using the shrine mission ongoing variable
    • Religious shrine sites are listed in the table below:
Religious shrine sites
Hellenic Chaldean Kemetic Jewish Arabic
  • Paestum (11, Lucania)
  • Akragas (86, Syracuse)
  • Paphos (334, Cyprus)
  • Ephesos (290, Ionia)
  • Trikka (395, Thessaly)
  • Kanopos (529, Lower Egypt)
  • Kos (1970, Caria Litoralis)
  • Epidauros (441, Arcadia)
  • Delphi (424, Boeotia)
  • Halikarnassos (1981, Caria Litoralis)
  • Olympia (439, Achaea)
  • Delos (1835, Aegean Islands)
  • Dodona (425, Epirus)
  • Ammoneion (5537, Ammon)
  • Zenopolis (753, Syria Coele)
  • Sidun (747, South Phoenicia)
  • Memphis (500, Memphis)
  • Orchoe (937, Sumer)
  • Babylon (918, Babylonia)
  • Ashur (883, Apolloniatis)
  • Nineue (862, Assyria)
  • Kanopos (529, Lower Egypt)
  • Thebai Hekatompyloi (569, Luxor)
  • Ammoneion (5537, Ammon)
  • Memphis (500, Memphis)
  • Helioupolis (501, Memphis)
  • Nuri (7585, Napata)
  • Meroe (641, Meroe)
  • Jerusalem (687, Judea)
  • Oros Chorib (1693, Sinai)
  • Shekhem (680, Samaria)
  • Ekbatana (1595, Media Magna)
  • Sousa (946, Susiana)
  • Ta'if (7576, Taifa)
  • Mariaba (4666, Arabia Felix Centralis)
  • Shabwa (4676, Hadhramut Occidentalis)
  • Yathill (4700, Arabia Felix Occidentalis)
Canaanite Megalithic Jain Hindu Buddhist
  • Tyros (743, South Phoenicia)
  • Gebal (766, North Phoenicia)
  • Mabbog (807, Syria Cyrrestice)
  • Agadir (1344, Baetica Gaditanus)
  • Zenopolis (753, Syria Coele)
  • Sidun (747, South Phoenicia)
  • Carthage (3256, Carthago)
  • Thinissut (3244, Zeugitana)
  • Thugga (3269, Thabracania)
  • Thugga (3269, Thabracania)
  • Simitthus (3232, Massylia)
  • Varanasi (4429, Kasi)
  • Girinagara (6818, Outer Saurashtra)
  • Belgola (7022, North Mahismandala)
  • Ujjayini (4475, Avanti)
  • Barygaza (6859, Aparanta)
  • Vanci (6916, Keralaputa)
  • Magaris (7170, Kalinga)
  • Tamralipti (7177, Radha)
  • Mathura (4420, Shurasena)
  • Ahicchatra (4424, Ahicchatra)
  • Kancipuram (6984, Souht Tondainadu)
  • Varanasi (4429, Kasi)
  • Dvaraka (6813, Outer Saurashtra)
  • Girinagara (6818, Outer Saurashtra)
  • Ujjayini (4475, Avanti)
  • Taxila (7314, Glausae)
  • Mulasthanapura (4350, Sibae)
  • Barygaza (6859, Aparanta)
  • Koti (6915, Pandiya)
  • Komari (6902, Keralaputa)
  • Vanci (6916, Keralaputa)
  • Ramagiri (7067, Fanindrapura)
  • Tamralipti (7177, Radha)
  • Mathura (4420, Shurasena)
  • Ahicchatra (4424, Ahicchatra)
  • Varanasi (4429, Kasi)
  • Kusinagara (4449, Malla)
  • Gaya (4444, Magadha)
  • Taxila (7314, Glausae)
  • Kartane (6614, Paropamisadae)
  • Barygaza (6859, Aparanta)
  • Avakana (6978, North Tambapamni)
  • Vanci (6916, Keralaputa)
  • Vanavasi (7015, Vanavasi)
  • Samapa (7082, Kalinga)
  • Tamralipti (7177, Radha)
  • Mathura (4420, Shurasena)
  • Baktra (6678, Candara)
  • Ahicchatra (4424, Ahicchatra)
  • Kancipuram (6984, South Tondainadu)
Tuistic Khaldic Zoroastrian Druidic
  • Broborg (6032, East Gothia)
  • Herulia Orientalis (3887, Scandia Insula)
  • Cobandia Maiores (3869, Anglia)
  • Gorneae (1573, Ayrarat)
  • Herakleia Medias (1594, Kossioi)
  • Zranka (6560, Dragiana)
  • Shiz (1555, Media)
  • Bremenium (2090, Votadinia)
  • Seguntium (2105, Ordovicia)
  • Cunetio (2012, Durotrigia)
  • Avennio (2321, Vocontia)
  • Urbiaca (1216, Edetania)
  • Bibracte (2438, Senonia)
  • Ad Duos Pontes (1149, Callaecia Meridionalis)
  • Autricum (2441, Carnutia)
  • If the number of infrastructure mission branches is not greater than 2 and there is a province in the infrastructure governorship region with at least 3 owned Port icon.png ports (up to 2 of which may be through a subject state) that has not already been chosen as a province target (i.e. is not any of the governorship capital area, food province, shrine province, port province, mining province, or urbanize area province targets), find the province with the most Port icon.png ports and:
    • Save it as the port province target
    • Increase the number of infrastructure mission branches by 1
    • Save the port in port province with the highest population as ship building center
    • Save a random major river or sea zone adjacent to ship building center as valid sea or river place
    • Choose a random port territory in port province and save the region of a random major river or sea zone beside it as trade sea
  • If the number of infrastructure mission branches is not greater than 2 and there is a province in the infrastructure governorship region with at least 3 settlements with mineable trade goods (Marble marble, Stone stone, Precious metals precious metals, Goods base metals.png base metals, or Iron iron) that has not already been chosen as a province target (i.e. is not any of the governorship capital area, food province, shrine province, port province, mining province, or urbanize area province targets), find the province with the most such mineable trade good territories and:
    • Save it as the mining province target
    • Increase the number of infrastructure mission branches by 1
    • If the province capital does not have a mineable trade good, save it as the mining capital target
    • Otherwise, if there are any territories in the province without a mineable trade good, save the highest population territory without a mineable trade good as the mining capital target
    • Otherwise, save the province capital as the mining capital target
  • If the number of infrastructure mission branches is not greater than 2 and there is a province in the infrastructure governorship region with at least 2 settlements with farmable trade goods (Grain grain, Livestock livestock, or 蔬菜 vegetables) that has not already been chosen as a province target (i.e. is not any of the governorship capital area, food province, shrine province, port province, mining province, or urbanize area province targets), find the province with the most such farmable trade good territories and:
    • Save it as the food province target
    • Increase the number of infrastructure mission branches by 1
    • If the province capital does not have a food trade good (Grain grain, Fish fish, Livestock livestock, or 蔬菜), save it as the food province capital target
    • Otherwise, if there are any territories in the province without a food trade good, save the highest population territory without a food trade good as the food province capital target
    • Otherwise, save the province capital as the food province capital target
  • Check if one of the two conditions below are true:
    • The governorship capital is not the country capital, the food province target exists, and the number of infrastructure mission branches is not greater than 2
    • The number of infrastructure mission branches is less than 2
  • If so, check if there is a province in the infrastructure governorship region whose capital does not have city status, has at least one territory producing a non-food trade good, and has not already been chosen as a province target (i.e. is not any of the governorship capital area, food province, shrine province, port province, mining province, or urbanize area province targets); if so, find the province fulfilling those requirements with the Population.png highest population and:
    • Save it as the urbanize area province target
    • Choose a random territory in the province and save it as the urbanize area city target
    • If the dominant culture of urbanize area city is not the country's primary culture, randomly choose between saving it as the colonia mini target with a 75% chance and saving it as the regiment urban with a 25% chance
    • Otherwise, if urbanize area city is a port, randomly choose between the following choices:
      • With a 25% chance, save it as the fortify urban target
      • With a 50% chance, save it as the expand port urban target
      • With a 12% chance, save it as the slave city target
      • With a 12% chance, save it as the regiment urban target
    • Otherwise, choose randomly between saving it as the slave city target, the fortify urban target, or the regiment urban target (all with an equal chance)

On Start

  • Mark the mission has having been started in the infrastructure governorship region target to block it from being repeated in the same region (using the mission happened here variable)
  • If the governorship capital territory target does not have city status, mark it as targeted for city status (with the wants city status variable)
  • Otherwise, if the governorship capital territory target does not have metropolis status and has more than Population.png 75 population, mark it as targeted for metropolis status (with the wants metropolis status variable)
  • Otherwise, if does not have a fort, mark it as targeted for needing a fort (with the capital fort needed variable)

Mission tasks

The generic infrastructure mission tree can be divided into 7 distinct branches, some of which are mutually exclusive, encompassing a total of 33 possible different mission tasks. When generated, the mission tree will begin with up to 4 of the starting branches (food branch, mining branch, port/naval branch, urban improvement branch, and/or colony branch) depending on the trade goods and geography of the region, each focused on building up the infrastructure of a certain region. All of the starting branches require the first two missions to be completed (some with mutually exclusive options for the second) to proceed, with some continuing on afterwards with some optional tasks that can swap territory trade goods or create special units. The capital branch, always generated in some form, requires the mandatory parts of all of the starting branches to have been completed and as the finishing branch of the mission tree focuses on building up the capital of the governorship (particularly if the mission is focusing on the capital region). The final branch, the religious shrine branch, will only appear in certain provinces depending on the state religion and can be accessed after completing either the colony or the capital branch depending on the region target, focusing on embellishing the territory of the shrine.

Food branch

The food branch can appear if there is a province in infrastructure governorship that produces a lot of food trade goods (Grain grain, Fish fish, Livestock livestock, 蔬菜 vegetables), and focuses on building up farms and other food-related infrastructure in the province and its capital. Most of the tasks are required in order to progress into the capital branch, but there may also be a special optional mission that allows the country to switch the trade good production in the province capital to horses or steppe horses.

Fruits of 'food province'Granary of 'infrastructure governorship'Bread & Circuses'food province capital' Breeding ProgramGeneric mission home infrastructure food phrygia.png

The food branch of the generic infrastructure mission tree, targeted at the territory of Phrygia Parorea (in the overall region target of Phrygia), as it might appear for 弗里吉亚的国旗 弗里吉亚 at start. Clicking on a task will lead to the appropriate table entry.

Mission Potential Requirements Effects Time Description
Task economical.png Fruits of [food province]
  • The food province target exists
  • Has completed or bypassed the following, if they exist:
    • None

  • If the country is not AI-controlled:
    • Has as many Farming Settlement Farming Settlements as there are territories producing food trade goods (Grain grain, Fish fish, Livestock livestock, 蔬菜 vegetables) in the food province
  • Otherwise, has more than Wealth 300 gold

The following will bypass the task:

  • The food province has less than two territories producing food trade goods
  • If the country is AI-controlled:
    • Lose Wealth 300 gold
    • Every owned territory in the food province target that produces a food trade good, does not have city status, and has at least one free building slot gets a Farming Settlement Farming Settlement
  • food province gets the modifier Fruits of the Land for 10 years, giving:
    • Monthly food.png +20% Local Monthly Food Modifier

Instant

[food_province] is one of the more fertile provinces of [infrastructure governorship] and with the right support its farms could feed the entire region.

Task economical.png Granary of [infrastructure governorship]
  • The food province and food province capital targets exist

  • Has at least Cost 20 gold for every Population.png pop in the food province capital territory, with a minimum of 900 and a maximum of 1800
  • If the country is not AI-controlled:
    • food province capital is the Province capital province capital, has Territory city.png city status, and has at least Granary 2 granaries

The following will bypass the task:

  • At least one of the following is true:
    • The food task has been marked as done (as tracked by the food done variable)
    • The food province has less than two territories producing food trade goods
  • Set the food task as finished (using the food done variable)
  • Lose Cost 20 gold for every Population.png pop in the food province capital territory, with a minimum cost of 900 and a maximum of 1800
  • food province capital gets the modifier Food Depot until the end of the game, giving:
    • Global food capacity.png +800 Provincial Food Capacity

Instant

With the growth of agricultural markets in [food province] it is quickly earning itself the nickname 'Granary of [infrastructure governorship]'. This is an ideal spot for a state food depot. A place where our armies can restock before going on long campaigns.

Task diplomatic.png Bread & Circuses
  • The food province and food province capital targets exist

  • The Monthly food.png province food of food province has at least half of the Global food capacity.png province food capacity, with a minimum of 600 and a maximum of 1600

The following will bypass the task:

  • At least one of the following is true:
    • The food task has been marked as done (as tracked by the food done variable)
    • The food province has less than two territories producing food trade goods
  • Set the food task as finished (using the food done variable)
  • Lose Global food capacity.png half of the province food capacity from the Monthly food.png province food of food province has at least , with a minimum cost of 600 and a maximum of 1600
  • Get the modifier Bread & Circuses for 10 years, giving:
    • Freeman happiness +15% National Freeman Happiness

Instant

Particularly rich harvests have created a food surplus larger than what our local food storage can handle. This is a golden opportunity to do something for the people of [ROOT.GetCountry.GetName] and redistribute the produce among those that need it the most.

Task economical.png [food province capital] Breeding Program
  • The food province and food province capital targets exist
  • food province has at least 4 territories producing food trade goods (Grain grain, Fish fish, Livestock livestock, 蔬菜 vegetables) in the food province
  • No territory in food province produces Horses horses or Steppe horses steppe horses

  • Has at least Wealth 800 gold
  • If the current country has Steppe Heritage, food province is importing Steppe horses steppe horses
  • Otherwise, food province is importing Horses horses

The following will bypass the task:

  • The food province has less than two territories producing food trade goods
  • Lose Wealth 800 gold
  • If the current country has Steppe Heritage, food province capital starts producing Steppe horses steppe horses
  • Otherwise, food province capital starts producing Horses horses

Instant

With the long term supply of fodder secured there are now some that argue that [food province capital] would make the ideal location for breeding horses for our armies. This would require quite an investment but could pay off in the long run.

Mining branch

The mining branch can appear if there is a province in infrastructure governorship with many settlements that produce mineable trade goods (Marble marble, Stone stone, Precious metals precious metals, Goods base metals.png base metals, or Iron iron), and focuses on building up mines and other production-related infrastructure in order to increase slave output and population. Most of the tasks are required in order to progress into the capital branch, but there may also be a special optional mission that allows the country to prospect for new mineable trade goods in the province.

Mines of 'mining province'Expanding the Miner Work ForceProspecting in 'mining province'Generic mission home infrastructure mining atropatene.png

The mining branch of the generic infrastructure mission tree, targeted at the province of Amardioi (in the overall region target of Media), as it might appear for 阿特罗帕忒涅的国旗 阿特罗帕忒涅 at start. Clicking on a task will lead to the appropriate table entry.


Mission Potential Requirements Effects Time Description
Task economical.png Mines of [mining province]
  • The mining province target exists
  • Has completed or bypassed the following, if they exist:
    • None

  • If the country is not AI-controlled:
    • Has as many Mine Mines as there are settlements producing mineable trade goods (Marble marble, Stone stone, Precious metals precious metals, Goods base metals.png base metals, or Iron iron) in the mining province
  • Otherwise, has more than Wealth 300 gold

The following will bypass the task:

  • The mining province has less than two settlements producing mineable trade goods
  • If the country is AI-controlled:
    • Lose Wealth 300 gold
    • Every owned territory in the mining province target that produces a mineable trade good, does not have city status, and has at least one free building slot gets a Mine Mine
  • Every territory in mining province with a Mine Mine gets the modifier Thriving Mining Center until the end of the game, giving:
    • Slave output +10% Local Slave Output

Instant

[mining province] is rich in metals and minerals in a way that few other provinces of [infrastructure governorship] are. By expanding and developing the business in this province the entire country could benefit.

Task expansion.png Expanding the Miner Work Force
  • The mining province and mining capital targets exist

  • Has at least Wealth 200 gold for each settlement in mining province producing mineable trade goods (Marble marble, Stone stone, Precious metals precious metals, Goods base metals.png base metals, or Iron iron), with a minimum of 400 gold and a maximum of 1800
  • If the country is not AI-controlled:
    • mining province produces or is importing Wood wood or Olives olives
    • mining capital is the Province capital province capital and has Territory city.png city status
    • mining province produces or is importing a food trade good (Grain grain, Fish fish, Livestock livestock, or 蔬菜 vegetables)
    • Has as many Mine Mines as there are settlements producing mineable trade goods in the mining province

The following will bypass the task:

  • The mining province has less than two settlements producing mineable trade goods
  • Lose Wealth 200 gold for each settlement in mining province producing mineable trade goods, with a minimum cost of 400 and a maximum of 1800
  • Get Slaves 3 slaves in each territory in mining province that produces a mineable trade good

Instant

The growing wealth of [mining province] is not matched by its infrastructure. Voices are now being raised for furthering the development of the province so that more slaves can be brought in to man the mines.

Task expansion.png Prospecting in [mining province]
  • The mining province target exists
  • There is a territory in mining province that:
    • Does not have Territory city.png city status
    • Is not producing a mineable trade good (Marble marble, Stone stone, Precious metals precious metals, Goods base metals.png base metals, or Iron iron)
    • Has hills, mountain, or desert terrain

  • Has at least Wealth 200 gold for each settlement in mining province not producing mineable trade goods in hills, 300 gold for such a settlement in mountains, and 150 for such a settlement with in desert terrain, with a minimum of 400 gold and a maximum of 1800

The following will bypass the task:

  • The mining province has less than two settlements producing mineable trade goods

When the task is started:

  • Lose Wealth 200 gold for each settlement in mining province not producing mineable trade goods in hills, 300 gold for such a settlement in mountains, and 150 for such a settlement with in desert terrain, with a minimum cost of 400 gold and a maximum of 1800

While the task is running:

When the task is complete:

  • Tooltip: If Prospectors find metals or minerals in [mining province] you will be able to change Trade Goods produced here.

365 days

It has come to our attention that there may well be more deposits of metals and minerals in [mining province] than those we have already found and developed. If we are willing to fund a large scale survey in the area we may well uncover new finds that could be profitably developed.

Port/Naval branch

The port/naval branch can appear if there is a province in infrastructure governorship with a large number of Port icon.png ports, and focuses on building up those port provinces for trade and prosperity. The port-focused missions are required in order to progress into the capital branch, but there may also be some naval-focused optional missions afterwards that allows the country to focus further on naval production and build a large flagship.

'trade sea' TradePort MarketsShipyards of 'ship building center'Construct FlagshipGeneric mission home infrastructure port egypt.png

The mining branch of the generic infrastructure mission tree, targeted at the province of Central Delta (in the overall region target of Lower Egypt), as it might appear for 埃及的国旗 埃及 at start. Clicking on a task will lead to the appropriate table entry.

Mission Potential Requirements Effects Time Description
Task expansion.png [trade sea] Trade
  • The port province target exists
  • Has completed or bypassed the following, if they exist:
    • None

  • If the country is not AI-controlled:
    • All Port icon.png ports in port province have Territory city.png city status and at least Fortress 1 fortress
  • Otherwise, has more than Wealth 400 gold
  • If the country is AI-controlled:
    • Lose Wealth 400 gold
    • Every owned territory in the port province target has a Port icon.png port, and has at least one free building slot gets a Fortress] fortress
  • Every territory in port province with a Port icon.png port owned by the current country or one of their subjects gets Pop citizen.png 2 citizens of state religion and culture

Instant

Maritime Trade has been the livelihood of the people in [port province] for generations. With the right encouragement we could make this grow into a wealthy urban area.

Task expansion.png Port Markets
  • The port province target exists

  • If the country is not AI-controlled:
    • All Port icon.png ports in port province have at least Market 2 marketplaces
  • Otherwise, has more than Wealth 120 gold
  • If the country is AI-controlled:
    • Lose Wealth 120 gold
  • The port province target gets the modifier Regional Entrepot until the end of the game, giving:
    • Global state trade routes.png +1 Local Import Routes

Instant

By expanding the commercial districts in [port province] we can create greatly expand its role as a major center for overseas trade.

Task conquest.png Shipyards of [ship building center]
  • The port province target exists
  • The ship building center territory target exists and is owned by the current country
  • Has completed or bypassed the following, if they exist:

  • The province containing the ship building center territory produces or is importing Wood wood
  • The ship building center has at least Foundry 3 foundries
  • The ship building center territory gets the modifier Major Shipyards until the end of the game, giving:
    • Local ship recruit speed.png +33% Ship Recruit Speed

Instant

The port of [ship building center] would make a perfect naval base and center for ship production in [infrastructure governorship], if we are willing to provide the necessary support.

Task conquest.png Construct Flagship
  • The port province target exists
  • The ship building center territory target exists and is owned by the current country

  • Has at least Wealth 300 gold

When the task is started:

  • Lose Wealth 300 gold

When the task is complete:

  • If the current country has Greek or Levantine and Arabian military traditions:
    • Gain a navy with Unit octere.png 4 octeres and Unit mega-polyreme.png 1 mega-polyreme in the valid sea or river place target and save it as the new navy target
  • Otherwise:
    • Gain a navy with Unit octere.png 5 octeres in the valid sea or river place target and save it as the new navy target
  • Get the event Flagships Completed

185 days

We should make use of our expanded port and shipyards to construct a series of flagships, giant vessels that will be the pride of our navy and that would allow us to project power overseas more efficiently.

Urban improvement branch

The urban improvement branch can appear if not too many of the other branches are generated and focus on general development and building up of an unurbanized province in the infrastructure governorship region. If generated, the branch must be completed to proceed into the capital branch, and it always consists a task for building a city in the province followed by a second randomly chosen task that can involve building up the cultural, economic, or military infrastructure of the city.

  • Growth of 'urbanize area city'Colonization of 'urbanize area province'Generic mission home infrastructure urban improvement egypt.png
  • Growth of 'urbanize area city'Stronghold of 'urbanize area province'Generic mission home infrastructure urban improvement thrace.png
  • Growth of 'urbanize area city''urbanize area city' HarborGeneric mission home infrastructure urban improvement carthage.png
  • Growth of 'urbanize area city''urbanize area province' GarrisonsGeneric mission home infrastructure urban improvement bactria.png
  • Growth of 'urbanize area city''urbanize area city' MillsGeneric mission home infrastructure urban improvement armenia.png

The possible variants of the urban infrastructure branch of the generic infrastructure mission tree as it might appear for 埃及的国旗 埃及, 色雷斯的国旗 色雷斯, 迦太基的国旗 迦太基, 巴克特里亚的国旗 巴克特里亚, and 亚美尼亚的国旗 亚美尼亚 respectively in the early game. Clicking on a task will lead to the appropriate table entry.

Mission Potential Requirements Effects Time Description
Task economical.png Growth of [urbanize area city]
  • The urbanize area province and urbanize area city targets exist
  • Has completed or bypassed the following, if they exist:
    • None

  • If the country is not AI-controlled:
    • urbanize area city is the Province capital province capital and has Territory city.png city status
  • Otherwise, has at least Political influence.png 50 political influence and Wealth 200 gold
  • If the country is AI-controlled:
    • Lose Political influence.png 50 political influence and Wealth 200 gold
    • Lose Political influence.png 25 political influence
    • Move the capital of urbanize area province tourbanize area city
    • The urbanize area city territory gets the modifier City Under Construction for 2 years, giving:
      • Local output -100% Population Output
    • The urbanize area city territory gets the event The Coming of the City of [ROOT.GetProvince.GetName] in 2 years
  • If the colonia mini or expand port urban targets exist, add Pop citizen.png 2 citizens of state culture and religion to urbanize area city
  • Otherwise, if the fortify urban or regiment urban targets exist, add Freemen 2 freemen of state culture and religion to urbanize area city
  • Otherwise, add Slaves 2 slaves of state culture and religion to urbanize area city

Instant

The settlement of [urbanize area city] has experiencing severe growth pains. If given the rigth support it could likely become a thriving city in this area.

Task political.png Growth of [urbanize area city]
  • The urbanize area province, urbanize area city, and colonia mini targets exist

  • urbanize area city has Territory city.png city status
  • If the country is not AI-controlled:
    • urbanize area city has at least Theater 2 theaters
  • Otherwise, has at least Wealth 100 gold
  • If the country is AI-controlled:
    • Lose Wealth 100 gold
    • Add up to Theater 2 theaters in urbanize area city if there are enough building slots
  • urbanize area city gets the modifier Colonia for 10 years, giving:
    • Pop assimilation.png +0.02 Pop Assimilation Speed
  • Get Province investment 1 free province investment

Instant

[urbanize area city] is an important city but its loyalty is at times in question. We should spread our own culture and language among the citizens of [urbanize area city] and make them feel properly a part of our country.

Task conquest.png Stronghold of [urbanize area province]
  • The urbanize area province, urbanize area city, and fortify urban targets exist

  • urbanize area city has Territory city.png city status
  • If the country is not AI-controlled:
    • urbanize area city has at least Fortification.png 2 fort level
  • Otherwise, has at least Wealth 100 gold
  • If the country is AI-controlled:
    • Lose Wealth 100 gold
    • Add up to Fortress 2 fortresses in urbanize area city if there are enough building slots
  • urbanize area city gets the modifier Fortified Stronghold for 10 years, giving:
    • Fort defense.png +25% Local Fort Defense
  • Get Province investment 1 free province investment

Instant

The citizens of [urbanize area city] are imploring us to improve the local defences.

Task expansion.png [urbanize area city] Harbor
  • The urbanize area province, urbanize area city, and expand port urban targets exist

  • urbanize area city has Territory city.png city status
  • If the country is not AI-controlled:
    • urbanize area city has at least Market 2 marketplaces
  • Otherwise, has more than Wealth 100 gold
  • If the country is AI-controlled:
    • Lose Wealth 100 gold
    • Add up to Market 2 marketplaces in urbanize area city if there are enough building slots
  • urbanize area city gets the modifier Port Commercial District for 10 years, giving:
    • Commerce value.png +25% Commerce Value
  • Get Province investment 1 free province investment

Instant

The harbor of [urbanize area city] could be an important trade point in this province if we were willing to develop the commercial district.

Task conquest.png [urbanize area province] Garrisons
  • The urbanize area province, urbanize area city, and regiment urban targets exist

  • urbanize area city has Territory city.png city status
  • If the country is not AI-controlled:
    • urbanize area city has at least Training Camp 2 training camps
  • Otherwise, has more than Wealth 100 gold
  • If the country is AI-controlled:
    • Lose Wealth 100 gold
    • Add up to Training Camp 2 training camps in urbanize area city if there are enough building slots
  • urbanize area city gets the modifier Regiment City for 10 years, giving:
    • Manpower.png +15% Local Manpower
  • Get Province investment 1 free province investment

Instant

Our country requires more loyal soldiers and the people of [urbanize area city] are ideally suited to supply us with new men for the frontlines.

Task conquest.png [urbanize area city] Mills
  • The urbanize area province, urbanize area city, and slave city targets exist

  • urbanize area city has Territory city.png city status
  • If the country is not AI-controlled:
    • urbanize area city has at least Mill 2 mills
  • Otherwise, has more than Wealth 100 gold
  • If the country is AI-controlled:
    • Lose Wealth 100 gold
    • Add up to Mill 2 mills in urbanize area city if there are enough building slots
  • urbanize area city gets the modifier Production Center for 10 years, giving:
    • Slave happiness +10% Local Slave Happiness
  • Get Province investment 1 free province investment

Instant

The city of [urbanize area city] would make for an excellent center of production if we could just provide the required infrastructure.

Colony branch

The colony branch appears if the infrastructure governorship region target is not the capital region, and focuses on developing the capital of the governorship in order to strengthen the country's control over the region. The first task involves either expanding the bureaucracy or encouraging settlement in the region depending on whether or not the governorship capital has the primary culture as the dominant province culture, then proceeds to a choice between specializing the regional capital in either economic or military affairs, flowing after that into the capital branch.

  • Strengthen 'governorship capital'Merchant of 'governorship capital'Regimental CityGeneric mission home infrastructure colony phrygia.png

    The colony branch of the generic infrastructure mission tree, targeted at the territory of Gordion in the region of Phrygia, as it might appear for 弗里吉亚的国旗 弗里吉亚 in the early game. This form of the tree appears if the governorship capital has the primary culture. Clicking on a task will lead to the appropriate table entry.

  • 'ROOT.GetCountry.GetPrimaryCulture.GetName' SettlementMerchant of 'governorship capital'Regimental CityGeneric mission home infrastructure colony egypt.png

    The colony branch of the generic infrastructure mission tree, targeted at the territory of Koussai in the region of Upper Egypt, as it might appear for 埃及的国旗 埃及 at start. This form of the tree appears if the governorship capital does not have the primary culture. Clicking on a task will lead to the appropriate table entry.

Mission Potential Requirements Effects Time Description
Task expansion.png [ROOT.GetCountry.GetPrimaryCulture.GetName] Settlement
  • The governorship capital territory target exists and:
    • Is not the capital of the country
    • Did not have the primary culture as the dominant province culture when the mission tree was started (i.e. does not have the was dominant culture variable)

  • If the country is not AI-controlled:
    • If governorship capital territory was marked as needing a fort (i.e. has the capital fort needed variable), has at least Fortification.png 1 fort level
    • The governorship capital territory has Territory city.png city status
    • The governorship capital territory has at least Temple 1 temple and Theater 1 theater
  • Otherwise, has more than Wealth 100 gold

The following will bypass the task:

While the task is running:

When the task is complete:

  • Tooltip:
    • Gain Pop citizen.png 1 citizen and Freemen 1 freeman pop of the state culture and religion in governorship capital
    • governorship capital gets the modifier Settlement Policy for 1 year, giving:
      • Migration attraction +2 Migration Attraction
      • Policy religious conversion.png +1 Pop Conversion Speed
      • Pop assimilation.png +1 Pop Assimilation Speed
  • Stop marking the governorship capital territory as needing a fort (i.e. clear the capital fort needed variable)
  • Get the event [governorship capital] Growth
  • If the country is AI-controlled:
    • Lose Wealth 100 gold
    • Gain Temple 1 temple and Theater 1 theater in the governorship capital territory

365 days

The city of [governorship capital] is the center of [ROOT.GetCountry.GetPrimaryCulture.GetName] power in [infrastructure governorship] yet it is primarily a [governorship capital.GetCulture.GetName] city. By encouraging [ROOT.GetCountry.GetPrimaryCulture.GetName] settlement here we can build a stable powerbase for our continued rule of the region.

Task conquest.png Strengthen [governorship capital]
  • The governorship capital territory target exists and:
    • Is not the capital of the country
    • Had the primary culture as the dominant province culture when the mission tree was started (i.e. has the was dominant culture variable)

  • If the country is not AI-controlled:
    • If governorship capital territory was marked as needing a fort (i.e. has the capital fort needed variable), has at least Fortification.png 1 fort level
    • The governorship capital territory has Territory city.png city status
    • The governorship capital territory has at least Court of Law 2 Courts of Law
  • Otherwise, has more than Wealth 150 gold

The following will bypass the task:

While the task is running:

When the task is complete:

  • Stop marking the governorship capital territory as needing a fort (i.e. clear the capital fort needed variable)
  • If the country is AI-controlled:
    • Lose Wealth 150 gold
    • Gain Court of Law 2 Courts of Law and Fortress 1 fortress in the governorship capital territory
  • If the infrastructure governorship region has a governor, give him/her the loyalty modifier Fortified Residence for 5 years, giving Loyalty.png 5 loyalty
  • The governorship capital territory gets the modifier Fortified Residential City for 5 years, giving:
    • Province loyalty +0.10 Territory Provincial Loyalty
    • Migration attraction +2 Migration Attraction

365 days

As the capital of [infrastructure governorship] [governorship capital] is the seat of power and the location of our high representatives. We must strengthen this city both as a defensive position and in its role as the center of law and authority.

Task conquest.png Regimental City
  • The governorship capital territory target exists and is not the capital of the country

  • Has not chosen a colony specialization (as flagged by the variable specialized colonia)
  • If the country is AI-controlled:
    • Has at least Wealth 150 gold
    • The governorship capital territory has Territory city.png city status
    • The governorship capital territory does not have the modifiers Fortified Residential City or Settlement Policy
  • Otherwise:
    • The governorship capital territory has Territory city.png city status
    • The governorship capital territory has at least Training Camp 1 training camp, Forum 1 forum, and Foundry 1 foundry

The following will bypass the task:

  • If the country is AI-controlled:
    • Lose Wealth 150 gold
    • Gain Training Camp 1 training camp, Forum 1 forum, and Foundry 1 foundry in the governorship capital territory
  • The governorship capital territory gets the modifier Regimental City for 10 years, giving:
    • Province loyalty +0.10 Territory Provincial Loyalty
    • Manpower.png +25% Local Manpower
    • Pop assimilation.png +1 Pop Assimilation Speed
  • Flag the country as haven chosen a colony specialization (i.e. set the variable specialized colonia)

Instant

The City of [governorship_capital] has grown into an increasingly thriving center of authority. A great number of loyal soldiers already live and work here and the city itself would make an ideal center for our military might in the region.

Task economical.png Merchant of [governorship capital]
  • The governorship capital territory target exists and is not the capital of the country

  • Has not chosen a colony specialization (as flagged by the variable specialized colonia)
  • If the country is AI-controlled:
    • Has at least Wealth 150 gold
    • The governorship capital territory has Territory city.png city status
    • The governorship capital territory does not have the modifiers Fortified Residential City or Settlement Policy
  • Otherwise:
    • The governorship capital territory has Territory city.png city status
    • The governorship capital territory has at least Market 1 marketplace and Library 2 libraries

The following will bypass the task:

  • Has completed Regimental City
  • Has chosen a colony specialization (as flagged by the variable specialized colonia)
  • If the country is AI-controlled:
    • Lose Wealth 150 gold
    • Gain Market 1 marketplace and Library 2 libraries in the governorship capital territory
  • The governorship capital territory gets the modifier Commercial Hub for 10 years, giving:
    • Province loyalty +0.10 Territory Provincial Loyalty
    • Commerce value.png +75% Commerce Value
    • Pop assimilation.png +1 Pop Assimilation Speed
  • Flag the country as haven chosen a colony specialization (i.e. set the variable specialized colonia)

Instant

The city council of [governorship_capital] has approached us asking for us to further help the development of the city. It is already home to a number of wealthy merchants and it is the view of the council that this is the group we should further strengthen in order for the city to grow to its full potential as our center power in the region.

Capital branch

The capital branch is the only branch out of the six that is guaranteed to appear and forms the anchor of the whole mission tree, containing the final finishing task and requiring tasks in almost all of the other branches in its prerequisites. Its tasks vary depending on the status of the governorship capital, particularly in whether or not the target region is the capital region, and involves building up the governorship capital by constructing buildings, upgrading its status, and adding trade routes to the province, rewarding the country with permanent bonuses to the territory - particularly strong ones in the case of the country capital variant.

  • 'governorship capital' the MetropolisExpand Trade in 'governorship capital'Embellish 'governorship capital'Generic mission home infrastructure capital egypt.png

    The capital branch of the generic infrastructure mission tree, targeted at the region of Lower Egypt, as it might appear for 埃及的国旗 埃及 at start. This form of the tree may appear in highly populated capital regions. Clicking on a task will lead to the appropriate table entry.

  • City of 'governorship_capital'Expand Trade in 'governorship capital'Fortify 'governorship capital'Embellish 'governorship capital'Generic mission home infrastructure capital mauretania.png

    The capital branch of the generic infrastructure mission tree, targeted at the region of Mauretania, as it might appear for an expanded 毛里塔尼亚的国旗 毛里塔尼亚. This form of the tree may appear in undeveloped capital regions. Clicking on a task will lead to the appropriate table entry.

  • City of 'governorship_capital'Growth of 'governorship_capital'Generic mission home infrastructure capital seleukids.png

    The capital branch of the generic infrastructure mission tree, targeted at the region of Ariana, as it might appear for 塞琉古帝国的国旗 塞琉古帝国 at start. This form of the tree may appear in undeveloped governorships. Clicking on a task will lead to the appropriate table entry.


Mission Potential Requirements Effects Time Description
Task political.png City of [governorship capital]
  • The governorship capital territory target exists, is not the capital of the country, and is targeted to be upgraded to city status (i.e. has the wants city status variable)
  • Has completed or bypassed the following, if they exist:
    • None

  • If the country is AI-controlled, has Political influence.png 50 political influence and Wealth 200 gold
  • Otherwise, the governorship capital territory has Territory city.png city status
  • The infrastructure governorship region has a governor (including the ruler for capital regions)
  • Stop flagging the territory for upgrading to city status (i.e. clear the wants city status variable)
  • If the country is AI-controlled:
    • Lose Political influence.png 50 political influence and Wealth 200 gold
    • The governorship capital territory gets the modifier City Under Construction for 2 years, giving:
      • Local output -100% Population Output
    • The governorship capital territory gets the event The Coming of the City of [ROOT.GetProvince.GetName] in 2 years
  • Gain Pop citizen.png 1 citizen and Freemen 1 freeman pop in governorship capital of the state culture and religion

Instant

While [governorship capital] has long been the capital of [governorship capital area] it is being held back in its growth by its lack of city rights. We should rectify this lack privileges immediately so that the settlement can grow into the provincial center it needs to be.

Task political.png City of [governorship capital]
  • The governorship capital territory target exists, is the capital of the country, and is targeted to be upgraded to city status (i.e. has the wants city status variable)
  • Has completed or bypassed the following, if they exist:
    • None

  • If the country is AI-controlled, has Political influence.png 50 political influence and Wealth 200 gold
  • Otherwise, the governorship capital territory has Territory city.png city status
  • Stop flagging the territory for upgrading to city status (i.e. clear the wants city status variable)
  • If the country is AI-controlled:
    • Lose Political influence.png 50 political influence and Wealth 200 gold
    • The governorship capital territory gets the modifier City Under Construction for 2 years, giving:
      • Local output -100% Population Output
    • The governorship capital territory gets the event The Coming of the City of [ROOT.GetProvince.GetName] in 2 years
  • Gain Pop citizen.png 1 citizen and Freemen 1 freeman pop in governorship capital of the state culture and religion

Instant

Our capital serves a great purpose to our country yet some would call it a mere village or hamlet. We must ensure that the city of [governorship capital] has the means to grow into the great central point for our country that it was always meant to be.

Task political.png [governorship capital] the Metropolis
  • The governorship capital territory target exists and is targeted to be upgraded to metropolis status (i.e. has the wants metropolis status variable)
  • Has completed or bypassed the following, if they exist:
    • None

  • If the country is AI-controlled, has Political influence.png 100 political influence and Wealth 400 gold
  • Otherwise, the governorship capital territory has Territory metropolis.png metropolis status
  • Stop flagging the territory for upgrading to metropolis status (i.e. clear the wants metropolis status variable)
  • If the country is AI-controlled:
    • Lose Political influence.png 100 political influence and Wealth 400 gold
    • The governorship capital territory gets the modifier Metropolis Under Construction for 2 years, giving:
      • Local output -100% Population Output
    • The governorship capital territory gets a Hidden Event in 2 years
  • The governorship capital territory gets the modifier Rising Metropolis for 5 years, giving:
    • Commerce value.png +25% Commerce Value
    • Migration attraction +1 Migration Attraction

Instant

Anyone would concede that [governorship_capital] is a great city, even one of the larger and more imposing that this region has ever seen. We must further patronize this growing community and foster it into the Metropolis it is meant to be.

Task political.png Expand Trade in [governorship capital area]
  • The governorship capital area territory target exists and governorship capital is the capital territory

  • If the country is not AI-controlled:
    • governorship capital is controlled by the current country
    • Has made at least Oratory province investment 3 Entice Business Investments province investments in the governorship capital area province target since the mission tree was started, tracked by the trade routes added variable while the capital trade mission ongoing variable is set
  • If the country is AI-controlled, pay for and gain Oratory province investment 1 Entice Business Investments province investments in governorship capital area
  • Stop tracking trade routes added by clearing the capital trade mission ongoing and trade routes added variables
  • The governorship capital territory gets the modifier Commercial Center until the end of the game, giving:
    • Local building slot.png +2 City Building Slots

Instant

The city of [governorship capital] and the entire surrounding province of [governorship capital area] requires a greater number of imports in order to grow an thrive. We should entice merchants and traders to open new routes to our province so that we may import more goods and food to its capital.

Task diplomatic.png Growth of [governorship capital]
  • The governorship capital territory target exists and governorship capital is not the capital territory

  • The governorship capital territory has Territory city.png city status
  • If the country is AI-controlled:
    • Has more than Wealth 100 gold
    • The governorship capital territory does not have the modifiers Fortified Residential City or Settlement Policy
  • Otherwise:
    • The governorship capital territory has at least Aqueduct 1 aqueduct and Granary 1 granary
  • If the country is AI-controlled:
    • If the governorship capital territory has at least 1 free building slot and does not have Aqueduct an aqueduct, lose Wealth 50 gold and gain Aqueduct 1 aqueduct in the territory
    • If the governorship capital territory has at least 1 free building slot and does not have Granary a granary, lose Wealth 50 gold and gain Aqueduct 1 granary in the territory
  • The governorship capital territory gets the modifier Thriving Governate Capital until the end of the game, giving:
    • Local building slot.png +1 City Building Slots
    • Global state trade routes.png +1 Local Import Routes
  • Tooltip: Up to 3 able Minor Characters will rise to serve their country
  • Get the event The Elite of [infrastructure governorship]

Instant

[governorship capital] now has all that is needed for it to be the center of [governorship capital.GetOwner.GetAdjective] power that we desire. The only thing that is now still needed is an improvement of sanitation and the central food storage.

Task conquest.png Fortify [governorship capital]
  • The governorship capital territory target exists and governorship capital is the capital territory

  • The governorship capital territory has Territory city.png has at least Fortification.png 1 fort level
  • The governorship capital gets the modifier Capital Secured for 5 years, giving:
    • Garrison +10% Garrison Growth
    • Fort defense.png +25% Local Fort Defense
  • Gain Political influence.png 25 political influence

Instant

As the seat of our authority in all of [infrastructure governorship] it is not tolerable that [governorship capital] lacks fortifications. We need to erect new walls and ramparts to shield those who rely on us for protection.

Task political.png Embellish [governorship capital]
  • The governorship capital territory target exists and governorship capital is the capital territory

  • If the country is not AI-controlled:
    • The governorship capital area province produces or is importing Stone stone, Marble marble, Iron iron, or Wood wood

When the task is started:

While the task is running:

When the task is complete:

  • Get the event The Coming of [governorship capital]
  • If the country is a monarchy, the governorship capital territory gets the modifier Royal Palace Complex until the end of the game, giving:
    • National tax +15% Local Tax
    • Local building slot.png +2 City Building Slots
    • Civilization.png +10% Local Civilization Level
  • Otherwise, if the country is a republic, the governorship capital territory gets the modifier Forum Complex until the end of the game, giving:
    • Local building slot.png +2 City Building Slots
    • Research points.png +15% Local Research Points
    • Civilization.png +10% Local Civilization Level
  • Otherwise (if the country is tribal), the governorship capital territory gets the modifier Clan Council Compound until the end of the game, giving:
    • Local building slot.png +2 City Building Slots
    • Manpower.png +15% Local Manpower
    • Civilization.png +10% Local Civilization Level

365 days

[governorship capital] is the capital of our great [ROOT.GetCountry.Custom('get_base_government_type')] and yet it is not as grand and imposing as befits a city of that stature. Let us undertake great works and turn this great city into the envy of the world.

Religious shrine branch

The religious shrine branch is an optional branch that can appear if the region contains a religion shrine site for the country's state religion. It focuses on building up the shrine territory with temples and gold investments, and ends with the choice between spending gold or provincial investments for a significant permanent modifier on the territory or releasing the territory as a special feudatory.

Temples of 'shrine territory'Renovate the 'shrine territory' ShrinesGrant Religious EndowmentsAutonomous EnclaveGreat DonationGeneric mission home infrastructure religious shrine kush.png

The religious shrine branch of the generic infrastructure mission tree, targeted at the territory of Nuri (in the overall region target of Nubia), as it might appear for 库施的国旗 库施 at start. Clicking on a task will lead to the appropriate table entry.


Mission Potential Requirements Effects Time Description
Task political.png Temples of [shrine territory]
  • The shrine province target exists

  • The shrine territory target is owned by the current country and has city status
  • If the country is not AI-controlled, the shrine territory has at least Temple 3 temples
  • If the country is AI-controlled, lose Cost 100 gold and gain Temple 2 temples in shrine territory
  • Get the modifier Enlarged Shrine City for 10 years, giving:
    • Omen.png +10% Omen Power

Instant

This is a major religious center of our faith. By the grace of the gods we have become the custodians of this place. Encouraged by the focus of the state now being on [infrastructure governorship] the priests of these temples have come forward suggesting that we spend time and effort on improving the standing of their city.

Note: the name and description of this task can vary widely depending on the religious shrine that is selected.

Task economical.png Renovate the [shrine territory] Shrines
  • The shrine province target exists

  • Has at least Cost 20 gold for every Population.png pop in the shrine territory province, with a minimum cost of 150 and a maximum of 300
  • The shrine territory target is owned by the current country

When the task is started:

  • Lose Cost 20 gold for every Population.png pop in the shrine territory target, with a minimum cost of 150 and a maximum of 300
  • Get the event Renovating the [shrine territory] Shrines
  • Tooltip: the shrine territory target gets the modifier Shrine Renovations for 1 year, giving:
    • Local output -100% Population Output

While the task is running:

When the task is complete:

  • Tooltip: This task will set renovations in motion that will eventually elevate [shrine territory] into a major pilgrimage site.
  • Get the event Renovations at an End

365 days

The great shrines of [shrine territory] are not living up to expectations of the divine gods that they honor. We must expand and renovate the temple complex, and make it worthy of our name.

Task economical.png Grant Religious Endowments
  • The shrine province and shrine territory targets exist

  • If the current country is not AI-controlled:
    • The shrine territory has more than Temple 3 temples
    • Has made at least Religious province investment 4 Religious Endowments province investments in the shrine province target since the mission tree was started, tracked by the endowments made variable while the shrine mission ongoing variable is set

The following will bypass the task:

  • The religious shrine task has already been finished (as tracked by the shrine mission over variable)
  • Stop tracking religious endowments by clearing the shrine mission ongoing variable
  • Set the religious shrine task as finished (using the shrine mission over variable)
  • Tooltip: The religious establishment will further reward [THIS.GetCountry.GetName]
  • Get the event The Shrines of ['shrine territory']
  • Gain Pop citizen.png 5 citizens of the state religion and culture in shrine territory
  • If it does not already have it, the shrine territory gets the modifier Sacred Temple Complex until the end of the game, giving:
    • National tax +3.00 Base Tax
    • Province loyalty +0.05 Territory Provincial Loyalty
    • State religion happiness +10% State Religion Happiness
  • If the country is AI-controlled, pay for and gain Religious province investment 4 Religious Endowments province investments in shrine province

Instant

With the expansion of the [shrine territory] temple complex we need to ensure the priestly community has the means for continued support of the services there. A series of endowments is just what the holy community needs to keep afloat over the centuries to come.

Task diplomatic.png Autonomous Enclave
  • The shrine province and shrine territory targets exist

  • The current country is not AI-controlled
  • Owns and controls the shrine territory

The following will bypass the task:

  • The religious shrine task has already been finished (as tracked by the shrine mission over variable)
  • Stop tracking religious endowments by clearing the shrine mission ongoing variable
  • Set the religious shrine task as finished (using the shrine mission over variable)
  • Create a new country from the shrine territory as a feudatory of the current country, which:
  • Gain Pop citizen.png 5 citizens of the owner's state religion and culture in shrine territory
  • If it does not already have it, the shrine territory gets the modifier Sacred Temple Complex until the end of the game, giving:
    • National tax +3.00 Base Tax
    • Province loyalty +0.05 Territory Provincial Loyalty
    • State religion happiness +10% State Religion Happiness
  • Get the event The Shrines of ['shrine territory']

Instant

It is not right that the men who worship god in our name shall also serve temporal masters. We should grant autonomy to the priests of [shrine territory] so that they can devote themselves completely to holy matters.

Task political.png Great Donation
  • The shrine province target exists

  • The current country is not AI-controlled
  • Has at least Wealth 800 gold
  • Owns and controls the shrine territory

The following will bypass the task:

  • The religious shrine task has already been finished (as tracked by the shrine mission over variable)
  • Stop tracking religious endowments by clearing the shrine mission ongoing variable
  • Set the religious shrine task as finished (using the shrine mission over variable)
  • Lose Wealth 800 gold
  • Tooltip: The religious establishment will further reward [THIS.GetCountry.GetName]
  • Get the event The Shrines of ['shrine territory']
  • Gain Pop citizen.png 5 citizens of the state religion and culture in shrine territory
  • If it does not already have it, the shrine territory gets the modifier Sacred Temple Complex until the end of the game, giving:
    • National tax +3.00 Base Tax
    • Province loyalty +0.05 Territory Provincial Loyalty
    • State religion happiness +10% State Religion Happiness

Instant

With the expansion of the [shrine territory] temple complex we need to ensure the priestly community has the means for continued support of the services there. A great donation from the state treasury should be enough to keep them afloat over the centuries to come.

Completion

Requirements

Effects

  • Clear all mission-related variables and temporary modifiers

Abortion

Automatic Abortion Trigger

  • Either the infrastructure governorship or governorship capital area targets do not exist

Effects

  • Mark the infrastructure governorship region target as being unavailable for this mission for the next 20 years (using the mission governorship countdown variable)
  • Clear all mission-related variables and temporary modifiers, including the mission happened here variable to allow the mission to be retaken later

Events

Tribal Reform

Mission general 2.png

The time has come for our great country to transition into a more civilized sedentary state. Opinions differ greatly on how this can best be achieved even among our most ardent supporters. Some argue that we should adopt a representative mode of governance, while others feel that we a hereditary monarchy would be preferable.

The Tribal Reform mission allows a country to reform from a tribal form of government into either a monarchy or a republic. It consists of two mutually exclusive branches - one for reforming into a monarchy, one for becoming a republic - each of which will be associated with one of the major families - and both branches will involve promoting one at the expense of the other as well as more general tasks to reform the legal system and upgrade the capital. As part of the generic missions, this mission tree is available to all player-controlled tribal countries once the Investigate Tribal Reform decision is taken; AI-controlled countries bypass this can reform directly by the AI-only Embrace Autocracy and Embrace Democracy decisions.

The most important requirements for reformation are that the country has at least Centralization.png 60 centralization - required for the decision to unlock the mission - and at least Civilization.png 50 civilization level in the capital, required for the second task of both branches.

Monarchist FavoritismConstruct State PalaceDynastic Legal ReformBureaucratic PurgeDeclare Absolute RuleRepublican FavoritismConstruct Senate ChambersRepublican Legal ReformRepublican IdealsInvoke the New ConstitutionGeneric mission tribal reform.png

The tribal reform mission tree as it appears ingame. Clicking on a task will lead to the appropriate table entry.

Prerequisites

  • Is tribal
  • Has taken the Investigate Tribal Reform decision (as checked by the can_tribal_reform variable)
  • Has not aborted this mission in the last 20 years

Target selection

On Start

  • Save as the monarchy family a random family in the realm, strongly preferring non-ruling families if possible
  • If other families exist, save a second family in the realm as the republic family, strongly preferring non-ruling families if possible
  • Get the event Meeting of the Council

Mission tasks

Monarchy branch

The monarchy branch focuses on constructing a new palace and sidelining the republic-promoting family in favour of the monarchist faction in order to institutionalize dynastic rule, ending with the formation of an Autocratic Monarchy. Taking this branch will lock out the republic branch.

Mission Potential Requirements Effects Time
Task political.png Monarchist Favoritism
  • Always
  • Has completed or bypassed the following, if they exist:
    • None
  • Has not completed any of the following:

  • If the monarchy family exists, its members hold at least 1 more than its expected number of held positions
  • Otherwise, has at least Tyranny 60 tyranny

The following will bypass the task:

  • Is not tribal
  • Get the modifier Winds of Change for 10 years, giving:
    • Civil war threshold -10% Threshold for Civil War
    • Enact law cost -25% Enact Law Cost
Instant
Task economical.png Construct State Palace
  • Always

  • The Country capital.png capital has at least Civilization.png 50 civilization value and Territory city.png city status

The following will bypass the task:

  • Is not tribal
  • If the capital does not have the Tribal Ingenuity modifier, add it, giving:
    • Local building slot.png +2 City Building Slots
  • Otherwise, gain Stability.png 5 stability
Instant
Task political.png Dynastic Legal Reform
  • Always


The following will bypass the task:

  • Is not tribal
  • Lose Political influence.png 100 political influence
  • If the republic family exists, all members of the family get the loyalty modifier Anti-Council Legislation, giving Loyalty.png -25 loyalty for 5 years
  • If the monarchy family exists, all members of the family get the loyalty modifier Monarchist Supremacy, giving Loyalty.png +15 loyalty for 5 years
Instant
Task diplomatic.png Bureaucratic Purge
  • Always

  • None

The following will bypass the task:

  • Is not tribal

When the task is started:

  • Get the modifier Monarchist Purge for 1 year, giving:
    • Stability.png -0.50 Monthly Stability Change
    • Clan chief loyalty -10 Loyalty of Clan Chiefs

While the task is running:

  • Get one of the following every month if eligible:

When the task is complete:

  • Get the modifier Civilizing Tribe for 10 years, giving:
    • Integrated culture happiness +10% Primary Culture Happiness
    • Civilization.png +0.10% Monthly Civilization Change
    • Local pop promotion speed.png +2 Pop Promotion Speed
365 days
Task political.png Declare Absolute Rule
  • Always

  • Has a Leader.png ruler
  • The ruler has at least Popularity.png 80 popularity

The following will bypass the task:

  • Is not tribal
  • Get Province investment 2 free province investments
  • Set the country's government to Despotic Monarchy
  • If the current country is a Tribal Vassal, get the event [ROOT.GetCountry.GetName] and the [SCOPE.sCountry('overlord_country').GetAdjective] Treaty
  • If the monarchy family has any members that are an adult, male (if the country does not have gender equality), and does not currently have an position, assign these family members the Chancellor, Marshal, and High Priest positions, preferring those with higher attributes in the selected position
Instant

Republic branch

The republic branch is very similar to the monarchy branch, but focuses instead on building a senate chamber and sidelining the monarchy-promoting family in favour of the republican faction, ending with the formation of an Democratic Republic. Taking this branch will lock out the monarchy branch.

Mission Potential Requirements Effects Time
Task political.png Republican Favoritism
  • Always
  • Has completed or bypassed the following, if they exist:
    • None
  • Has not completed any of the following:

  • If the republic family exists, its members hold at least 1 more than its expected number of held positions
  • Otherwise, has at least Stability.png 65 stability

The following will bypass the task:

  • Is not tribal
  • Get the modifier Winds of Change for 10 years, giving:
    • Civil war threshold -10% Threshold for Civil War
    • Enact law cost -25% Enact Law Cost
Instant
Task economical.png Construct Senate Chambers
  • Always

  • The Country capital.png capital has at least Civilization.png 50 civilization value and Territory city.png city status

The following will bypass the task:

  • Is not tribal
  • If the capital does not have the Senatorial Chambers modifier, add it, giving:
    • Unrest.png -3 Local Unrest
    • Civilization.png +5 Local Civilization Level
  • Otherwise, gain Stability.png 5 stability
Instant
Task political.png Republican Legal Reform
  • Always


The following will bypass the task:

  • Is not tribal
  • Lose Political influence.png 100 political influence
  • If the monarchy family exists, all members of the family get the loyalty modifier Rejection of Rule, giving Loyalty.png -25 loyalty for 5 years
  • If the republic family exists, all members of the family get the loyalty modifier Pro-Council Legislation, giving Loyalty.png +15 loyalty for 5 years
Instant
Task diplomatic.png Republican Ideals
  • Always

  • None

The following will bypass the task:

  • Is not tribal

When the task is started:

  • Get the modifier Bureaucratic Reorganization for 1 year, giving:
    • Stability.png -0.50 Monthly Stability Change
    • Governor loyalty -20 Loyalty of Governors

While the task is running:

  • Get one of the following every month if eligible:

When the task is complete:

  • Get the modifier Civilizing Tribe for 10 years, giving:
    • Integrated culture happiness +10% Primary Culture Happiness
    • Civilization.png +0.10% Monthly Civilization Change
    • Local pop promotion speed.png +2 Pop Promotion Speed
365 days
Task political.png Invoke the New Constitution
  • Always

  • Has a Leader.png ruler
  • The ruler has at least Popularity.png 80 popularity

The following will bypass the task:

  • Is not tribal
  • Get Province investment 2 free province investments
  • Set the country's government to Democratic Republic
  • If the current country is a Tribal Vassal, get the event [ROOT.GetCountry.GetName] and the [SCOPE.sCountry('overlord_country').GetAdjective] Treaty
  • If the game is in Ironman.png ironman and the country is AI-controlled, award the achievement Tribal Assembly
  • If the republic family has any members that are an adult, male (if the country does not have gender equality), and does not currently have an position, assign these family members the Censor, Tribune of the Soldiers, and High Priest positions, preferring those with higher attributes in the selected position
Instant

Completion

Requirements

Effects

  • None

Abortion

Effects

  • Set the mission as being unavailable for the next 20 years (using the reform_cooldown variable)

Events