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]
这部分内容可能已不适合当前版本,最后更新于1.4。 |
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.
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 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 war score cost or 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 to lose aggressive expansion or gain 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.
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The generic conquest mission tree, targeted at the region of Greece, as it might appear for 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.
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An alternate form of the generic conquest mission tree, as it might appear for 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 | |
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Consult the [Court/Senate/Clan council] |
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While the task is running:
When the task is complete:
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365 days | |
Control [first] |
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The following will bypass the task:
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Instant | |
Making Gains |
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The following will bypass the task:
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Instant | |
Into [region target] |
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The following will bypass the task:
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Instant | |
Acquire [first follow] |
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The following will bypass the task:
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Instant | ||
Conquer [third follow] |
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The following will bypass the task:
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Instant | ||
Annex [second follow] |
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Instant | ||
Integration of [first] |
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The following will bypass the task:
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Instant | ||
Consolidate [second] |
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Instant | ||
Consolidate [third] |
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The following will bypass the task:
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Instant | ||
Planning for War |
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Instant | ||
Convert [first] |
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Instant | |
Picking a Side |
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The following will bypass the task:
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Instant | ||
Favoritism |
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The following will bypass the task:
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Instant | ||
Triumph in [region target] |
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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.
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 at start. Clicking on a task will lead to the appropriate table entry.
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.
The colonization branch of the generic conquest mission tree, targeted at the province of Syrtica, as it might appear for 昔兰尼加 at start. Clicking on a task will lead to the appropriate table entry.
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.
The fortification branch of the generic conquest mission tree, targeted at the province of Magadha, as it might appear for 孔雀 at start. Clicking on a task will lead to the appropriate table entry.
Completion
Requirements
- Has completed Triumph in [region target]
Effects
- None
Abortion
Automatic abortion trigger
- The region target does not exist
Effects
- Clear the mission stance weight, reward roll, and side branch selector mission variables, as well as the trigger checks for the The Matter of [region target] and Sounding Out the Opposition events
- Lose 5 stability
Events
Infrastructure Mission
这部分内容可能已不适合当前版本,最后更新于1.4。 |
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 |
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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. |
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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. |
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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. |
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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. 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 total population as the governorship capital area, and the 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 | ||||
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Hellenic | Chaldean | Kemetic | Jewish | Arabic |
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Canaanite | Megalithic | Jain | Hindu | Buddhist |
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Tuistic | Khaldic | Zoroastrian | Druidic | |
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- 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 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 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, stone, precious metals, base metals, or 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, livestock, or 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, fish, livestock, or ), 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 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 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, fish, livestock, 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.
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 at start. Clicking on a task will lead to the appropriate table entry.
Mission | Potential | Requirements | Effects | Time | Description | ||
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Fruits of [food province] |
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The following will bypass the task:
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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. |
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Granary of [infrastructure governorship] |
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The following will bypass the task:
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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. |
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Bread & Circuses |
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The following will bypass the task:
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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. |
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[food province capital] Breeding Program |
The following will bypass the task:
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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, stone, precious metals, base metals, or 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.
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 at start. Clicking on a task will lead to the appropriate table entry.
Mission | Potential | Requirements | Effects | Time | Description | ||
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Mines of [mining province] |
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The following will bypass the task:
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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. |
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Expanding the Miner Work Force |
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The following will bypass the task:
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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. |
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Prospecting in [mining province] |
The following will bypass the task:
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When the task is started:
While the task is running:
When the task is complete:
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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. |
The port/naval branch can appear if there is a province in infrastructure governorship with a large number of 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.
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 at start. Clicking on a task will lead to the appropriate table entry.
Mission | Potential | Requirements | Effects | Time | Description | ||
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[trade sea] Trade |
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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. |
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Port Markets |
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Instant |
By expanding the commercial districts in [port province] we can create greatly expand its role as a major center for overseas trade. |
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Shipyards of [ship building center] |
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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. |
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Construct Flagship |
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When the task is started: When the task is complete:
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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.
Mission | Potential | Requirements | Effects | Time | Description | ||
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Growth of [urbanize area city] |
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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. |
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Growth of [urbanize area city] |
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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. |
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Stronghold of [urbanize area province] |
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Instant |
The citizens of [urbanize area city] are imploring us to improve the local defences. |
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[urbanize area city] Harbor |
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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. |
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[urbanize area province] Garrisons |
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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. |
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[urbanize area city] Mills |
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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.
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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 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.
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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 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 | ||
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[ROOT.GetCountry.GetPrimaryCulture.GetName] Settlement |
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The following will bypass the task:
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While the task is running:
When the task is complete:
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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. |
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Strengthen [governorship capital] |
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The following will bypass the task:
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While the task is running:
When the task is complete:
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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. |
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Regimental City |
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The following will bypass the task:
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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. |
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Merchant of [governorship capital] |
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The following will bypass the task:
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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.
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The capital branch of the generic infrastructure mission tree, targeted at the region of Lower Egypt, as it might appear for 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.
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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. This form of the tree may appear in undeveloped capital regions. Clicking on a task will lead to the appropriate table entry.
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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 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 | ||
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City of [governorship capital] |
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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. |
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City of [governorship capital] |
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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. |
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[governorship capital] the Metropolis |
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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. |
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Expand Trade in [governorship capital area] |
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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. |
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Growth of [governorship capital] |
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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. |
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Fortify [governorship capital] |
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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. |
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Embellish [governorship capital] |
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When the task is started:
While the task is running:
When the task is complete:
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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.
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 at start. Clicking on a task will lead to the appropriate table entry.
Mission | Potential | Requirements | Effects | Time | Description | ||
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Temples of [shrine territory] |
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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. |
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Renovate the [shrine territory] Shrines |
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When the task is started:
While the task is running:
When the task is complete:
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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. |
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Grant Religious Endowments |
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The following will bypass the task:
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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. |
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Autonomous Enclave |
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The following will bypass the task:
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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. |
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Great Donation |
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The following will bypass the task:
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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
- Has completed one of the following tasks:
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
这部分内容可能已不适合当前版本,最后更新于1.4。 |
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 60 centralization - required for the decision to unlock the mission - and at least 50 civilization level in the capital, required for the second task of both branches.
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 | |
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Monarchist Favoritism |
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The following will bypass the task:
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Instant | ||
Construct State Palace |
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The following will bypass the task:
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Instant | ||
Dynastic Legal Reform |
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The following will bypass the task:
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Instant | |
Bureaucratic Purge |
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The following will bypass the task:
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When the task is started:
While the task is running:
When the task is complete: |
365 days | |
Declare Absolute Rule |
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The following will bypass the task:
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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 | |
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Republican Favoritism |
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The following will bypass the task:
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Instant | ||
Construct Senate Chambers |
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The following will bypass the task:
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Instant | ||
Republican Legal Reform |
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The following will bypass the task:
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Instant | ||
Republican Ideals |
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The following will bypass the task:
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When the task is started:
While the task is running:
When the task is complete: |
365 days | |
Invoke the New Constitution |
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The following will bypass the task:
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Instant |
Completion
Requirements
- Has completed one of the following tasks:
Effects
- None
Abortion
Effects
- Set the mission as being unavailable for the next 20 years (using the reform_cooldown variable)
Events