Summary at a glance
Purpose: Understanding how to handle events and situations optimally improves your gameplay significantly.
Key Principle: Address situations at Stage 1 (easy to fix). Don't wait until Stage 3 (crisis point).
Priority Order: Disaster warnings → Stability events (if <50) → Economic events (if negative income) → Military events (if at war) → Everything else
Events and Situations are dynamic occurrences that shape your nation's story. Understanding how to handle them optimally improves your gameplay significantly.
What are Events?
Events are one-time occurrences that present choices with immediate consequences.
Event Types
- Historical Events: Based on real history (e.g., English Civil War, Renaissance)
- Random Events: Occur based on conditions and chance
- Scripted Events: Triggered by specific actions or conditions
- Disaster Events: Part of disaster chains (civil wars, rebellions)
Event Structure
- Trigger: Conditions that cause the event to fire
- Options: 2-5 choices, each with different outcomes
- Consequences: Immediate effects (gold, stability, modifiers)
Common Event Categories
Diplomatic Events
- Royal marriages
- Alliance requests
- Dynastic unions
- Diplomatic incidents
Military Events
- Desertion
- Brilliant commanders
- Military technology breakthroughs
- Siege events
Economic Events
- Market crashes
- Trade opportunities
- Economic booms
- Natural disasters
Cultural Events
- Renaissance spreads
- Reformation events
- Cultural shifts
- Artist patronage
Religious Events
- Papal interactions (Catholic)
- Reformation choices (Protestant)
- Religious unrest
- Holy wars
Important Historical Events
The Renaissance (Age of Renaissance)
Trigger: Age of Renaissance begins (1450+), high-development Italian provinces
Event: Renaissance institutions spread
Choices:
- Embrace Renaissance: -150 gold, +30% institution spread
- Wait for Natural Spread: No cost, slower spread
- Resist: +10 stability, delayed modernization (BAD)
Optimal Choice: Embrace if you have gold (500+), wait if poor
Iberian Wedding (Castile/Aragon)
Trigger: 1450-1530, Castile and Aragon both exist, specific conditions
Event: Castile and Aragon unite
Outcome:
- Castile gains Aragon as junior partner in Personal Union
- No aggressive expansion penalty
- Spain formation enabled
Impact: Creates Spain, one of the most powerful nations
English Civil War (England)
Trigger: 1640-1660, low stability, high war exhaustion
Event: Civil war between Royalists and Parliamentarians
Choices:
- Support Royalists: Maintain monarchy, -50 stability
- Support Parliament: Become republic, +20 stability, lose some territories
Optimal Choice: Context-dependent (monarchy bonuses vs. republic stability)
French Revolution (France)
Trigger: 1789+, low legitimacy, high unrest, Age of Revolutions
Event: Revolutionary movements threaten monarchy
Choices:
- Crush Revolution: -100 stability, maintain monarchy, +2 unrest for 10 years
- Accept Constitutional Monarchy: Become constitutional monarchy, +50 stability
- Full Revolution: Become republic, -20 legitimacy, civil war
Optimal Choice: Constitutional Monarchy (balance stability and modernization)
Protestant Reformation (1517+)
Trigger: 1517+, Age of Reformation
Event: Martin Luther's Reformation
Choices (for Catholic nations):
- Remain Catholic: +1 Tolerance of True Faith, +10% Religious Unity
- Convert to Protestant: Becomes Protestant, -50 stability, +2 unrest for 5 years
- Suppress Reform: +0.5% Conversion Speed, -20 stability
Optimal Choice: Depends on nation and strategy (most stay Catholic unless specific reason)
Situations System
Situations are ongoing multi-stage events that evolve over time.
What are Situations?
- Duration: Situations last months to years
- Progression: Multiple stages with escalating consequences
- Management: Player actions influence situation outcomes
- Resolution: Situations end with major consequences (positive or negative)
Situation Structure
Stage 1: Emerging (Initial warning)
- Minor effects
- Easy to manage
- Low cost to resolve
Stage 2: Developing (Growing problem)
- Moderate effects
- Requires attention
- Moderate cost to resolve
Stage 3: Critical (Crisis point)
- Major effects
- Difficult to manage
- High cost to resolve
Stage 4: Resolution (Endgame)
- Massive consequences
- Situation concludes
- Permanent effects
Common Situations
Economic Crisis Situation
Trigger: Negative income for 6+ months, declining trade
Stages:
- Economic Downturn: -10% tax income, -5% trade income
- Market Instability: -20% tax income, -10% trade income, +1 unrest
- Economic Collapse: -30% tax income, -20% trade income, +3 unrest, risk of bankruptcy
- Resolution: Bankruptcy OR Economic Recovery
Management:
- Cut military maintenance
- Increase trade capacity
- Build marketplaces
- Take loans carefully
- Sell crown lands
Religious Unrest Situation
Trigger: Recent conversions, low tolerance, religious minorities
Stages:
- Growing Discontent: +1 unrest in affected provinces
- Religious Tensions: +2 unrest, -10% tax income in affected provinces
- Religious Revolt Imminent: +4 unrest, -20% tax income, rebel armies spawn
- Resolution: Religious Rebellion OR Peaceful Resolution
Management:
- Increase religious tolerance (laws, reforms)
- Grant autonomy to affected provinces
- Stop conversion efforts temporarily
- Station armies in high-unrest provinces
- Grant Clergy privileges
Optimal Strategy: Increase tolerance at Stage 1, grant autonomy at Stage 2
Succession Crisis Situation
Trigger: Old ruler, no heir, low legitimacy
Stages:
- Heir Concerns: -10 legitimacy, minor internal tensions
- Succession Dispute: -25 legitimacy, -1 stability, factions form
- Civil War Imminent: -50 legitimacy, -2 stability, +3 unrest nationwide
- Resolution: Civil War OR Peaceful Succession
Management:
- Secure heir through royal marriage
- Increase legitimacy (prestige, events)
- Grant estate privileges (buy support)
- Ally powerful neighbors (deter rebels)
- Use cabinet action "Secure Succession"
Optimal Strategy: Royal marriage at Stage 1, secure succession action at Stage 2
Military Desertion Situation
Trigger: High war exhaustion, low morale, unpaid armies
Stages:
- Low Morale: -5% morale, minor desertion
- Mass Desertion: -15% morale, -20% army strength, +1 unrest
- Army Collapse: -30% morale, -50% army strength, +3 unrest
- Resolution: Army Dissolution OR Restored Discipline
Management:
- Raise army maintenance to maximum
- End wars or make peace
- Reduce war exhaustion (peace deals, cabinet actions)
- Pay soldier wages (ensure positive monthly income)
- Grant Military Estate privileges
Optimal Strategy: Raise maintenance immediately at Stage 1, make peace at Stage 2
Colonial Unrest Situation
Trigger: High tariffs, low control in colonies, distance from capital
Stages:
- Colonial Discontent: +1 unrest in colonies, -5% colonial income
- Independence Movement: +2 unrest, -15% colonial income, colonial liberty desire +10
- Revolutionary Fervor: +4 unrest, -30% colonial income, colonial liberty desire +30
- Resolution: Colonial Independence War OR Peaceful Settlement
Management:
- Lower tariffs (reduce to 20-30%)
- Improve relations with colonial nation
- Send subsidies to colonial nation
- Grant colonial privileges
- Station armies in colonies
Optimal Strategy: Lower tariffs at Stage 1, subsidies at Stage 2
Plague/Disease Situation
Trigger: Random, higher chance in high-population provinces, trade routes
Stages:
- Outbreak: -5% population growth, minor economic impact
- Epidemic: -15% population growth, -10% production, -10% tax income
- Pandemic: -30% population growth, -25% production, -25% tax income, +2 unrest
- Resolution: Disease Burns Out OR Devastating Loss
Management:
- Close trade routes temporarily (slows spread)
- Build hospitals (if available, late-game)
- Quarantine affected provinces (cabinet action)
- Wait it out (diseases naturally end after 1-3 years)
- Grant clergy privileges (religious healing)
Optimal Strategy: Quarantine at Stage 1, wait at Stage 2 (little you can do)
Famine Situation
Trigger: Food shortage, poor harvests, population exceeds food capacity
Stages:
- Food Shortage: -10% population growth, +1 unrest
- Widespread Hunger: -25% population growth, -10% tax income, +2 unrest
- Mass Starvation: -50% population growth, -25% tax income, +4 unrest, population decline
- Resolution: Famine Ends OR Population Collapse
Management:
- Build food production immediately (farms, ranches, fishing)
- Import food via trade routes
- Reduce population (colonization, war casualties paradoxically help)
- Grant autonomy to affected provinces
- Emergency food distribution (cabinet action)
Optimal Strategy: Build food production at Stage 1, import food at Stage 2
Event Decision-Making Framework
Analyzing Events
Step 1: Read Carefully
- Understand all options and consequences
- Check modifiers and durations
- Consider long-term vs. short-term impact
Step 2: Assess Context
- What is your current situation? (at war? stable? expanding?)
- Can you afford the cost? (gold, stability, prestige)
- Does this align with your strategy?
Step 3: Choose Optimal Option
- Prioritize stability if unstable
- Prioritize gold if wealthy
- Prioritize prestige if stable and wealthy
- Prioritize avoiding disasters if at risk
General Event Guidelines
Stability Events
- If stability >50: Can afford -10 to -20 stability
- If stability <50: Avoid stability losses
- If stability <30: Choose stability gains even if costly
Gold Events
- If treasury >500: Can spend 50-100 gold freely
- If treasury 200-500: Spend carefully
- If treasury <200: Avoid spending unless critical
Prestige Events
- If prestige >50: Can afford -10 to -20 prestige
- If prestige <50: Prioritize prestige gains
- If prestige <20: Avoid prestige losses
Military Events
- During war: Prioritize military bonuses
- During peace: Balance cost vs. benefit
- Low manpower: Avoid manpower losses
Situation Management Priority
Critical (Address Immediately)
- Economic Crisis (leads to bankruptcy)
- Succession Crisis (leads to civil war)
- Military Desertion (lose wars)
- Famine (population collapse)
High Priority (Address Within Months)
- Religious Unrest (leads to rebellion)
- Colonial Unrest (lose colonies)
- Estate Rebellion Situations
Medium Priority (Monitor, Address When Convenient)
- Plague/Disease (limited control)
- Cultural Tensions
- Trade Disruptions
Low Priority (Often Resolve Naturally)
- Minor economic fluctuations
- Cultural spread events
- Diplomatic incidents with minor nations
Event Modifiers
Some events grant temporary or permanent modifiers:
Temporary Modifiers (Duration: 5-20 years)
- Economic Boom: +20% trade income, +10% production
- Military Reforms: +10% morale, +5% discipline
- Cultural Renaissance: +2% literacy growth, +0.5 advance points
- Diplomatic Success: +1 diplomatic reputation
Permanent Modifiers
- National Ideas: Unlock national idea bonuses
- Historical Reforms: Permanent government bonuses
- Cultural Achievements: Permanent prestige/culture bonuses
Negative Modifiers
- Economic Depression: -15% tax income (5-10 years)
- Military Defeat: -10% morale (3-5 years)
- Diplomatic Incident: -1 diplomatic reputation (5-10 years)
Disaster Chains
Some events are part of disaster chains:
Civil War Chain
- Warning Event: Unrest building
- Faction Formation: Rebel factions appear
- Breaking Point: Rebel demands
- Civil War: Full rebellion
Prevention: Address at Stage 1-2 (grant demands, increase stability)
Peasant Revolt Chain
- Economic Hardship: High taxes, low food
- Peasant Discontent: +2 unrest in rural provinces
- Revolt: Peasant armies spawn
- Resolution: Crush or grant autonomy
Prevention: Lower taxes, ensure food supply at Stage 1
Religious War Chain
- Religious Tensions: Different religions in nation
- Religious Factions: Catholic vs. Protestant factions form
- Religious Conflict: Internal religious war
- Resolution: One religion wins or compromise
Prevention: Increase tolerance, slow conversion at Stage 1
Common Mistakes
- Ignoring Early Warning Events: Stage 1 events are easy to fix. Don't wait.
- Choosing Short-Term Gains Over Long-Term Stability: +50 gold now vs. -20 stability is usually bad trade.
- Not Reading Event Text Carefully: Missing key details leads to bad choices.
- Overreacting to Minor Events: Not every event requires immediate action.
- Forgetting Event Modifiers: Temporary modifiers can stack; avoid multiple negative modifiers simultaneously.
- Triggering Multiple Situations Simultaneously: Very difficult to manage. Address situations early.
Quick Reference
Event Priority:
- Disaster warnings (civil war, succession crisis)
- Stability events (if <50 stability)
- Economic events (if negative income)
- Military events (if at war)
- Everything else
Situation Response Times:
- Stage 1: Address within 1-2 years
- Stage 2: Address within 6-12 months
- Stage 3: Address immediately (within 1-3 months)
- Stage 4: Too late, manage consequences
Safe Event Choices (When Unsure):
- Choose stability if <50 stability
- Choose gold if <200 treasury
- Choose prestige if >80 stability and >500 gold
- Choose military bonuses if at war
- Choose "cautious" or "moderate" options when available