European missions - Europa Universalis 4 Wiki (2024)

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This is a list of all generic missions available to European nations.[1]

High IncomeBuild BuildingsBuild a TreasuryBuild ManufactoriesImperial ConquestTrustworthy AlliesAcquire SubjectsCreate a Grand FleetDominate TradeExpand OverseasBuild to Force LimitExpand NationConquer New StatesAssemble an ArmyUnite Home RegionGlobal DominanceFaith's Bastion

European missions - Europa Universalis 4 Wiki (1)

Clicking on a mission icon leads to the appropriate table row.

Contents

  • 1 Regional missions
    • 1.1 European missions
  • 2 Generic missions
    • 2.1 Military missions
    • 2.2 Diplomatic missions
    • 2.3 Administrative missions
  • 3 References

Regional missions[edit | edit source]

European missions[edit | edit source]

European missions - Europa Universalis 4 Wiki (2)

Please help with verifying or updating this section. It was last verified for version 1.35.

MissionCompletion requirementsEffectsPrerequisites

Global Dominance

The acquisition of wealth is one thing; but being wealthier than all others, is a sign of true mastery. Grow our home trade node, and own a controlling stake in it.

Country:
  • is the strongest Trade Power in its home node
  • the home node is the highest valued trade node in the world
Country:
  • gains 30 prestige.
  • gets the modifier “World Renowned” for 20 years, giving the following effect:

Faith's Bastion

Heresy must not be tolerated. The [Root.Religion.GetName] Church needs a pious role-model to light the way.

It is NOT the Age of Discovery

The country:

  • is Defender of the Faith
  • has 100% Religious unity
Country gets the modifier “Armor of Righteousness” for 15 years, giving the following effects:
  • +5% Morale of armies
  • +1% Missionary strength vs heretics

Generic missions[edit | edit source]

Military missions[edit | edit source]

MissionCompletion requirementsEffectsPrerequisites

Build to Force Limit

Any growing country must maintain a reasonably sized army. By expanding our forces we can both further our political interests abroad and stimulate our domestic economy.

Country has 100% of the force limit total army sizeCountry gets “Thriving Arms Industry” for 25 years, giving the following effects:
  • +5% morale of armies
  • −5% land maintenance modifier

Country gains a claim on every neighboring province

Expand Nation

We have been given a strong and viable country by those that came before us. It is time we expand upon our legacy and grow [Root.GetName] so that we may leave a stronger and more influential country to our children.

Country's total development has grown by at least 50The capital gains:
  • 1 base tax
  • 1 base production
  • 1 base manpower

All owned provinces within the area of the capital get “Growth of Capital” for 25 years, giving the following effects:

  • −10% local construction cost
  • −10% local development cost

Country gains a claim on every neighboring province

Build to Force Limit

Conquer New States

As we expand we must ensure that we can truly integrate the new lands we conquer into our administrative apparatus. After conquest comes the hard work of establishing true [Root.GetAdjective] Rule over the conquered territories.

Country assigns 5 new statesGain 100 Military Power

Country gets “Expansionist Policies” for 25 years, giving the following effects:

  • −25% state maintenance
  • −33% harsh treatment cost

Country gains a permanent claim on every neighboring area

Expand Nation

Assemble an Army

Our territorial ambitions require a grand army. We must build and maintain a strong standing army that can defend and expand the lands under our rule.

Country has an army with at least 80,000 troopsGain +20 Army Tradition
  • Excess points will be converted into 3 Military Power

Country gets “Army Enthusiasm” for 25 years, giving the following effects:

  • +10% manpower recovery speed
  • +0.5 yearly army tradition

Country gains a permanent claim on every province in its home region

Conquer New States

Unite Home Region

The time has come to put all our hard work to build a viable military machine to the test. We must rise to be the true hegemon of our region, respected and feared by all.

All provinces in the region of the capital are owned directly and colonizedGain 25 Power Projection

Country gets “Hegemonic Ambition” for 25 years, giving the following effect:

  • −0.05 monthly autonomy change

Every owned province in country's home region loses 10 years of separatism
Country gains a permanent claim on every neighboring area

Assemble an Army

Diplomatic missions[edit | edit source]

MissionCompletion requirementsEffectsPrerequisites

Trustworthy Allies

No country can stand alone in this world. We must build lasting relationships with other countries if we are to be able to grow and prosper long term.

Country has at least two allies with at least 150 opinion.Country gets “Influential Diplomats” for 25 years, giving the following effect:
  • +1 diplomatic reputation

Gain a 50% cheaper skill 1 diplomat advisor of our culture and religion

Acquire Subjects

What good is power if no one recognizes it? We must acquire subject states that pay us the kind of respect one would expect from a country like [Root.GetName].

Country has at least two non-tributary subjectsGain 100 Diplomatic Power

Country gets “Obedient Subjects” for 25 years, giving the following effect:

  • −15% diplomatic annexation cost
Trustworthy Allies

Create a Grand Fleet

In order to be able to project power overseas a high seas navy is a must. Warships may be expensive but it is an investment that is well worth it if we can find new markets to dominate and peoples to conquer.

Country has at least one of the following:
  • 10 heavy ships
  • 30 galleys
Country gets “Naval Enthusiasm” for 25 years, giving the following effects:
  • +10% morale of navies
  • +20% national sailors modifier
  • +1 yearly naval tradition

Gain an admiral with 40 tradition

Acquire Subjects

Dominate Trade

Our merchant communities have been growing stronger and stronger for a long time now. It is time we give them the help they require to truly dominate our domestic trade. No foreign power must be allowed to influence the well being of our subjects.

Country has at least 75% trade power in the home trade nodeA random owned province in the home trade node gets “Dominant Trade Hub” until the end of the game, giving the following effects:
  • −5% local development cost
  • +10 local trade power

Gain 3 mercantilism

  • Mercantilism over 100 will be converted into 50 monarch power of each category
Create a Grand Fleet

Expand Overseas

As big as the world is it is still interconnected through a number of vital trade routes. In an ancient order cloth, spices, metals, bullion, Chinaware and all kind of manufactured goods are brought across deserts and oceans to those who would pay the most for them. Taking a share of this trade, through acquiring useful ports in trade regions far abroad, could make even the smallest power richer than Croesus.

Country owns at least 3 trade companies which are not on the same continent as the capital, with each having at least 5 provincesCountry gets “Growing East-Indian Trade” for 25 years, giving the following effects:
  • +15% trade efficiency
  • +20% global trade power

Gain an explorer with 40 tradition

Dominate Trade

Administrative missions[edit | edit source]

MissionCompletion requirementsEffectsPrerequisites

High Income

We must increase state income by any means necessary. Money is a requirement for any endeavor of the state, from the daily expenses of the government to the maintenance of armies to invade our enemies.

Country's monthly income has increased to 150% of the starting monthly income.Country gets “Growing Economy” for 25 years, giving the following effects:
  • −10% construction cost
  • −25% construction time

Gain a 50% cheaper skill 1 treasurer advisor of our culture and religion

Build Buildings

Let us never sit idle, even in peaceful times. Instead we must use our resources with industry, in order to make sure that we have funds available in time if misfortune should strike upon us.

  • Country has at least 5 owned provinces with:
    • Has one of the following buildings: Temple or Cathedral
  • Country has at least 5 owned provinces with:
    • Has one of the following buildings: Workshop or Counting House
Country gains 50 administrative power

Country gets “Building Spree” for 25 years, giving the following effect:

  • +10 yearly tax income
High Income

Build a Treasury

A large treasury is an imperative buffer for all things that could befall us through. If this is seen as miserly, it is because some do not realize that this vice is the very essence of what it means to reign.

Country has at least 2000 ducatsCountry gets “Strong Treasury Department” for 25 years, giving the following effects:
  • +0.10 yearly inflation reduction

Lose -2 corruption

Build Buildings

Build Manufactories

Great advances are being made in the field of production, both technological and organizational. Let us invest greatly in new manufactories, a great industrious revolution might soon be upon us.

Country has at least 20 manufactoriesCountry gains 1.5 years of income

Country gets “Proto-Industrialization” for 25 years, giving the following effect:

  • +10% production efficiency
Build a Treasury

Imperial Conquest

Securing wealth must always be the foremost priority of our state. Let us make use of the expensive armies and fleets that our economic prosperity has bought us to acquire even more resources and subjects for an aspiring empire.

Country has at least 1000 total developmentCountry gains 30 prestige
  • Excess prestige will be converted into monarch power

Country gets “Imperial Ambition” for 25 years, giving the following effect:

  • −5 years of separatism

Country gains a permanent claim on every neighboring area

Build Manufactories

References[edit | edit source]

  1. from /Europa Universalis IV/missions/01_Generic_European_Missions.txt

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