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Quest for infamy gorth5/6/2023 Speeds up the "Lucrative Trade" event in colonies.Speeds up the "Decline of the Hanseatic League" event.Allows the "Establish Cantonments" event, which increases manpower in your country.With National Banks, you only need fear this devastating event if you have a loan, two gold mines, and are at war. Prevents one "State Bankruptcy" event (-3 stability +5% inflation) and significantly slows down the other (0.6 without National Banks).Allows the Stock Exchange event if you also have Shrewd Commercial Practices or National Trade Policy, are Christian, and are at least somewhat innovative.Allows the Economic Reform event (for large countries with a treasurer), which gives you either lower interest and 60 ducats or 10% higher taxes for a few years.This allows you to gain 2 freesubjects and 50 ducats at the cost of +2 revoltrisk for a while. Allows the " Social Reform" event if you have serfs.Speeds up the Protestant Reformation/Calvinist Reformation events.Allows the "Military Development" event if your monarch is a general, giving you the chance to raise quality by 2, gain 50 ducats and earn some prestige in exchange for +2 revoltrisk for a while.Speeds up the "Establish Cantonments" event (if you also have National Conscripts).Although this somewhat balances out the effect of the event series above, the constant repair cost are pretty low for higher level forts, making the idea a good bargain. Allows a series of events ( 1, 2, 3, 4, 5, and 6) that makes you chose between losing a fort level or paying 100 ducats.The higher your average fort level is, the more valuable this freebie gets. Allows a series of events that give free forts (see 1, 2, 3, 4, 5 and 6).Allows the "Italian Engineer available" event, which allows you to gain +1 quality, some minor land investment, and a shift towards defensive in exchange for 50 ducats.Yes, this can be a problem if you want to convert, but many players seem to find it easier not to have to deal with missionaries and increased stability costs during the Reformation.Prevents the Protestant Reformation or the Reformed church from being founded in your nation or spreading to your nation.Slows down the " Papal State (event)" (resurrecting the annexed Papal State).Prevents all Reformation events (the Protestant Reformation and Calvinist Reformation may not start in or spread to your nation).Speeds up the " Rush of Colonists" event significantly (0.5) if you have QFTNW.Speeds up the " Indian Trade Company" event.(This can also be sped up by having the Viceroys idea.) Allows the Colonial Ventures event which lets you invest in the navy or disarm.Prevents the " Decline of Empire" event that forces you to cut investment if you have a large country with ports.Only happens if you are already experiencing a revolution. Allows the " Royal Bureaucracy" event which lets you gain centralization at the cost of stability cost or lose 15% taxes.Speeds up the " Aspiration for Liberty" event which causes dissent if you are playing a despotic country after 1700.Significantly speeds up (0.7) all national unification events in EU3/ NA (Germany, Italy, France, Great Britain, Russia, Spain, Ireland, England, the Netherlands). "Slows down" refers to 105-110% normal speed unless otherwise stated. "Speeds up" refers to 90-95% normal speed unless otherwise stated. "Prevents" means that an event will never occur with this idea. "Allows" means that an event will never occur without this idea, unless otherwise stated. Hidden Effects of National Ideas See also: National Idea review : grants ‘Revolutionary war’ - casus belli Grants ‘Cleansing of Heresy’, ‘Holy War’ and ‘Religious Liberation’ - casus belli : Do not need a casus belli to declare war on heretics : Do not need a casus belli to declare war on heathens Grants ‘Holy War’ and ‘Religious Liberation’ - casus belli : Allows recruitment of conquistadors and explorers : National regiment recruitment time: –40% Changing ideas causes a –3 stability drop.įor the secondary effects of a national idea through related events, decisions and missions, see its own page. Nations can change national ideas for any slots they have, so long as their stability is at least zero.Receiving a national idea is based on the government technology level a nation has.3.4 National Ideas With No Hidden Effects.3.3 National Ideas with Neutral Hidden Effects.3.1 National Ideas With Hidden Benefits.
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