This page lists some of the
Roman events for establishing colonia and organizing the administration of conquered provinces, triggered by various tasks in the Roman mission trees.[1]
The mighty Etruscans have fallen. Rome's greatest neighbor is reduced, and Rome is the undisputed master of the Tyrrhenian coastline. We will ensure it is Rome, not Etruria, that is remembered for all time.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the End the Etruscans mission task
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Immediate effects
- Any subjects that either are
伊特鲁里亚, have Etruscan primary culture, or have their capital in the provinces of Tuscia or Etruria get the opinion modifier Fresh Conquest toward 罗马, giving +25 opinion with a yearly decay of 1
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Option conditions
Enabled if:
Owns Velcal (22)
We shall transfer the power of Volci to Cosae!
Enabled if:
Owns Cleusi (116)
Clusium, the city of Lars Porsena!
Enabled if:
Owns Vatluna (114)
Vetulonia, home of the fasces!
Enabled if:
Owns Pupluna (126)
Populonium, the city of metal!
Enabled if:
Does not own at least one out of Velcal (22), Cleusi (116), Vatluna (114), Pupluna (126)
We will not get involved with detailed planning.
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The scheming Umbrians, who never hesitated to aid our enemies, have learned the price and at last fallen like the rest. The way to Gallia is open, and the great hill towns of the Umbrii finally under our thumb!With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Unseat Umbrians mission task
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Option conditions
Enabled if:
Owns Icuvium (123)
Iguvium, stronghold of the Umbrii!
Enabled if:
Owns Plestia (103)
Plestia, capital of Umbria!
Enabled if:
Owns Picenum (111)
Picenum, an Adriatic stronghold!
Enabled if:
Owns Asculum (109)
Asculum, the Sabine Roma!
Enabled if:
Does not own at least one out of Icuvium (123), Plestia (103), Picenum (111), Asculum (109)
We will not get involved with detailed planning.
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At last the stubborn Samnite tribes have been forced to accept the superiority of Roman arms. These wars will go into the annals of time with the victory over Lars Porsena and the Rape of the Sabines.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Crush Samnites mission task
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Option conditions
Enabled if:
Owns Bovianum (32)
Bovianum, the capital of the Pentri!
Enabled if:
Owns Aeclanum (1718)
Aeclanum, the Samnite fortress!
Enabled if:
Owns Irna (10)
A new coastal city, Salernum!
Enabled if:
Owns Beneventum (41)
Beneventum, the city of Auson!
Enabled if:
Does not own at least one out of Bovianum (32), Aeclanum (1718), Irna (10), Beneventum (41)
We will not get involved with detailed planning.
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The Messapii and Apulii, and their endless squabbling and plotting with the Greeks cities, are finally at an end. The way to Greece herself is clear, if we can only find the strength to cross the sea.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Destroy Apulians mission task
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Option conditions
Enabled if:
Owns Hydruntum (64)
Hydruntum, gateway to Greece!
Enabled if:
Owns Lupiae (65)
Lupiae will be a second Sybar!
Enabled if:
Owns Taras (56)
Tarentum, city of Spartan bastards!
Enabled if:
Owns Brundisium (57)
Brundisium, ancient port of the Greeks!
Enabled if:
Does not own at least one out of Hydruntum (64), Lupiae (65), Taras (56), Brundisium (57)
We will not get involved with detailed planning.
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One more meddling, jealous, Italic tribe vanquished by Rome's might. This will teach our neighbors the price of scheming with Greeks and maintaining jealous feuds in the face of inevitable defeat.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Destroy Apulians mission task
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Option conditions
Enabled if:
Owns Herakleia (54)
Heraclea, assembly of the Italiotian Greeks!
Enabled if:
Owns Elea (12)
Velia, the old Phocaean port!
Enabled if:
Owns Potentia (46)
Potentia, stronghold of the Lucanii!
Enabled if:
Owns Grumentum (53)
We shall found a hill vanguard in Grumentum!
Enabled if:
Does not own at least one out of Herakleia (54), Elea (12), Potentia (46), Beneventum (53)
We will not get involved with detailed planning.
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The Conquest of the Senonii
The northern borders of Italia are free from barbarians, and the gateway to Cisalpine Gaul secure. The Gauls must be kept as far from Roma as possible.It seems many Celts in Ariminum have already fled their homes for neighboring [SCOPE.sC('rm_gallic_exodus_country').GetName].
With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Drive Out Gauls mission task
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Immediate effects
- If the current country owns a territory in the province of Ariminium with a dominant culture in the Gallic culture group:
- If one exists, save the highest
population country that neighbours the current country and is in the Gallic culture group as the rm_gallic_exodus_country
- Otherwise, if one exists, save a random country in
diplomatic range of 罗马 that is in the Gallic culture group, preferring Lepontic countries, as the rm_gallic_exodus_country
- Otherwise, save a random country in
diplomatic range of 罗马 as the rm_gallic_exodus_country
- For each territory in the province of Ariminium with a dominant culture in the Gallic culture group that is owned by
罗马:
- Save a random territory in the rm_gallic_exodus_country that is not at or over its
population capacity and has not yet received any Gallic migrants as the rm_gallic_exodus_receiver, preferring cities and territories with more than 9 pops
- Move up to 20% of the total territory population in Gallic culture non-slave pops to the rm_gallic_exodus_receiver territory
- The rm_gallic_exodus_country gets the event Exodus from Senonia
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Option conditions
Enabled if:
Owns Sena (121)
Sena Gallica, home of the Senones!
Enabled if:
Owns Arimna (133)
Ariminium shall be founded to command the Ariminus!
Enabled if:
Owns Ravna (142)
Ravenna shall be our lagoon port on the Adriatic!
Enabled if:
Does not own at least one out of Sena (121), Arimna (133), Ravna (142)
We will not get involved with detailed planning.
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We have finally wrested the Calabrian peninsula from the stalwart Bruttii, and in doing so ensured Roman access to the prosperous Greek colonies of Magna Graecia, rich island of Sicily, and beyond.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Tame Bruttians mission task
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Option conditions
Enabled if:
Owns Thourioi (52)
Thurii, the colony of Perikles!
Enabled if:
Owns Kroton (78)
Croton, site of Pythagoras' school!
Enabled if:
Owns Hipponion (75)
Hipponium, woe of Dionysius the Elder!
Enabled if:
Owns Rhegion (72)
Rhegium, master of Scylla and Charbydis!
Enabled if:
Owns Petelia (79) and does not own at least one out of Thourioi (52), Kroton (78), Hipponion (75), Rhegion (72)
Petelia, the Italic bastion of Calabria!
Enabled if:
Does not own at least one out of Thourioi (52), Kroton (78), Hipponion (75), Rhegion (72)
We will not get involved with detailed planning.
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Corsica is the smallest and most rugged of the westerly islands, but its success as a Phocaean trading post and Etruscan port are a testament to the value of its harbors.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Conquer Corsica mission task
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Option conditions
Enabled if:
Owns Alalia (3515)
The old Greek port of Aleria will do nicely!
Enabled if:
Owns Alouka (3511)
We must look west with the port in Aluca!
Enabled if:
Owns Sermigium (3516)
Sermigium will be a mountain stronghold!
Enabled if:
Owns Phikaria (3508)
Ficaria is the best connected site!
Enabled if:
Does not own at least one out of Alalia (3515), Alouka (3511), Sermigium (3516), Phikaria (3508)
We will not get involved with detailed planning.
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We have secured the most important parts of the island of Sardinia, commanding its main cities, coastlines, and harbors - ensuring our enemies have no ports of call.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Secure Sardinian Coast mission task
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Option conditions
Enabled if:
Owns Sulki (3481)
The time proven port of Sulci is most suitable.
Enabled if:
Owns Olbia Rasna (3504)
We favor the accessible eastern port of Olbia.
Enabled if:
Owns Karali (3484)
Caralis has the most suitable land.
Enabled if:
Owns Cornus (3494)
The western harbor at Cornus looks promising.
Enabled if:
Does not own at least one out of Sulki (3481), Olbia Rasna (3504), Karali (3484), Cornus (3494)
We will not get involved with detailed planning.
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Effects after selecting any option
- Set that the Punic exodus from Sardinia has begun (with the rm_2_exodus_2 flag)
- Get the event Exodus of Punics in 15 - 30 days
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The strategic city of Messana has returned to Italic hands, and the end is nigh for the Greeks and Punics who occupy prosperous Sicilia.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Sicilian Foothold mission task
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Immediate effects
- The province of Siculia gets the modifier Fresh Conquest for 5 years, giving:
-0.50 Local Unrest
+15% Pop Assimilation Speed
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Option conditions
Enabled if:
Owns Messana (80)
The strategic crossing of Messana, of course.
Enabled if:
Owns Katane (82)
Catana holds the most fertile ground.
Enabled if:
Owns Kalakta (100)
A bastion could be made of Calacte.
We will not get involved with detailed planning.
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Syracusae, which withstood the Athenian expedition and birthed the most depraved tyrants, has finally fallen. Their lands have returned to Italic rule, though they prepared fine cities for us to move in to.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Land of Tyrants mission task
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Immediate effects
- The province of Siculia gets the modifier Fresh Conquest for 5 years, giving:
-0.50 Local Unrest
+15% Pop Assimilation Speed
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Option conditions
Enabled if:
Owns Syrakousai (84)
It can only be Syracusae!
Enabled if:
Owns Akragas (86)
Agrigentum has perfect ground!
Enabled if:
Owns Leontinoi (83)
Leontini is more easily defended.
Enabled if:
Owns Cornus (88)
Murgantia is the true capital of Sicily.
Enabled if:
Does not own at least one out of Syrakousai (84), Akragas (86), Leontinoi (83), Morgantina (88)
We will not get involved with detailed planning.
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We have at last taken a jewel of the Carthaginian trading empire. May they rot in the African heat while the riches of Sicilia and her great cities are laid bare to us.With newly conquered territory comes the inevitable parceling of land and distribution of promises, but it is up to us to decide which township will become the Roman hub of the area.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the Punic Sicilia mission task
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Option conditions
Enabled if:
Owns Lilibaya (94)
Lilybaeum is a perfect site.
Enabled if:
Owns Ziz (96)
The port at Panormus is more defensible.
Enabled if:
Owns Herakleia Minoa (91)
Heraclea Minoa is the real jewel of Sicania.
Enabled if:
Owns Qapara (7842)
It must be heady Soluntum.
Enabled if:
Does not own at least one out of Lilibaya (94), Ziz (96), Herakleia Minoa (91), Qapara (7842)
We will not get involved with detailed planning.
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Effects after selecting any option
- Set that the Punic exodus from Sicily has begun (with the rm_2_exodus_1 flag)
- Get the event Exodus of Punics in 15 - 30 days
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The Bread Basket of the Mediterranean
Sicilia is famed for the quality and abundance of its grain. With the island under Roman control, we can increase production and ensure the people of Rome will never need to go without their daily bread.
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Trigger conditions
- The current country exists
- Has not triggered this event before
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Is triggered only by
the The Bread Basket mission task
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- The provinces of Syracuse, Sicania, and Siculia get the modifier Bread Basket of the Mediterranean for 15 years, giving:
+25% Local Tax
+0.10% Local Population Growth
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Miscellaneous events
[ROOT.GetProvince.GetName], the Capital of [ROOT.GetProvince.GetState.GetShortName]
As the largest city in the [ROOT.GetProvince.GetState.GetName], [ROOT.GetProvince.GetName] plays an essential role in controlling the area. By introducing their population to Roman culture and assimilating some of them with our own ways, we would turn them to our cause and make sure the province will stay loyal as we continue our expansion in the future.
Roman colonia
All of the conquest events give the special Roman Colonia modifier in the chosen province, which builds up the territory and makes assimilating its pops to Roman culture significantly faster. Colonia can be given a specialization in a certain area by the Colonia Specialization event, triggered by the Italian Colonia task at the end of the Roman Italia mission tree, which gives additional modifiers to every currently established colonia and all others that will be established in the future.
When a Roman colonia is established in a territory, the following effects are run:
- Save the territory as a Roman colonia, using the roman_colonia_flag variable
- Assimilate up to 20% of the total population in the territory in pops that are not Roman culture,
slaves, and
tribesmen to Roman culture
- If the military colonia specialization was chosen (with the roman_colonia_mil_flag), gets the modifier Roman Colonia until the end of the game, giving:
+10% Local Manpower
+10% Cohort Building Speed
+1 Migration Attraction
+1 Pop Assimilation Speed
- Otherwise, if the civic colonia specialization was chosen (with the roman_colonia_civ_flag), gets the modifier Roman Colonia until the end of the game, giving:
+10% Local Tax
+1 City Building Slots
+1 Migration Attraction
+1 Pop Assimilation Speed
- Otherwise, if the religious colonia specialization was chosen (with the roman_colonia_rel_flag), gets the modifier Roman Colonia until the end of the game, giving:
+10% Primary Culture Happiness
+1 Migration Attraction
+2 Pop Assimilation Speed
- Otherwise, if the trade colonia specialization was chosen (with the roman_colonia_tra_flag), gets the modifier Roman Colonia until the end of the game, giving:
+10% Commerce Value
-1 Slaves needed for Local Surplus
+1 Migration Attraction
+1 Pop Assimilation Speed
- Otherwise, gets the modifier Roman Colonia until the end of the game, giving:
+1 Migration Attraction
+1 Pop Assimilation Speed
- If the territory is a
settlement:
- The territory gains
city status
- If the territory is currently producing a food trade good, convert its production to another trade good
- Otherwise, gain
4 freemen of the primary culture and religion
- If the territory is not in the provinces of Campania, Apulia, or Latium and is not Plestia (103), move the
province capital to the territory.
A colonia can be re-established by the Refounding the Colonia of [SCOPE.sP('roman_colonia').GetName] event if it is lost and then reconquered. This event runs the same effect as establishing a colonia, except no
freemen pops are created if the territory already has city status.
References
- ↑ These events can be found in /ImperatorRome/events/roman_conquest.txt.