
Situation
Great Pestilence
Terrible news reaches us from abroad. Misery and plague sweep the land, and death runs with them, apparently brought by mysterious bearded foreigners. This plague is not something our elders have ever heard of, and no answers in our ancestors' memories could help us face the catastrophe if it reaches our settlements. Will our people perish, or will we somehow resist when this walking death reaches us?
Recommended Actions:
Build Hospital Buildings in our biggest Urban Locations, before the disease reaches our Country.
Click on the Situation banner to have a look at the special interactions at our disposal. Perhaps they help mitigate the catastrophe?
Keep our Stability high. Not only does it help with Rebellions, but it is also essential to Local Pop Promotion Speed.
Do not build new buildings in depopulating Locations, since they will struggle to hire new workers.
Keep an eye on our Local Pop Promotion Speed, as most of our Buildings and R.G.O. will need Peasants to Promote to the upper Social Classes.
Extra Hints:
It might take years, but as long as there are enough peasants in our Locations, people will eventually Promote to fill the vacancies left by the disease.
You can use the lessons from this disaster to address other calamities during your campaign: Starvation, Diseases and Loot will have similar effects on our locations.
Build Hospital Buildings in our biggest Urban Locations, before the disease reaches our Country.
Click on the Situation banner to have a look at the special interactions at our disposal. Perhaps they help mitigate the catastrophe?
Keep our Stability high. Not only does it help with Rebellions, but it is also essential to Local Pop Promotion Speed.
Do not build new buildings in depopulating Locations, since they will struggle to hire new workers.
Keep an eye on our Local Pop Promotion Speed, as most of our Buildings and R.G.O. will need Peasants to Promote to the upper Social Classes.
Extra Hints:
It might take years, but as long as there are enough peasants in our Locations, people will eventually Promote to fill the vacancies left by the disease.
You can use the lessons from this disaster to address other calamities during your campaign: Starvation, Diseases and Loot will have similar effects on our locations.
- Started by100%
Great Pestilence is activeExact conditions
- Set variable
- Name: var_carib_was_infected
- Value: no
- Set variable
- Name: var_mesoamerica_was_infected
- Value: no
- Set variable
- Name: var_andes_was_infected
- Value: no
Exact script
- Set variable
- Location
Current Population: Total Population
The Great Pestilence has infected Great Pestilence of our people.Disease presence- Disease:
Great Pestilence - Value > 0
- Disease:
Situation Outcomes 1
The Pestilence RecedesThe pestilence's lingering modifiers lift from every land it touched, and the survivors turn further toward Spiritualist in its wake.
Requirements
Actions 10
Exact conditions
- Every countrywhere
Great Pestilence is present- Set variable
- Name: had_great_pestilence
- Value: yes
- One of these, at random
- 1.8%The Event '
Somebody is to Blame!' happens - 1.8%The Event '
Crumbling Unity' happens - 1.8%IfAny owned location
- Disease presence
- Disease:
Great Pestilence - Value > 0
- Disease:
- Is NOT the Capital
- Continent: NotOwnerCapitalContinent
- Any popAt least one of
- Religion: NotOwnerReligion
- Culture: NotOwnerCulture
ThenThe Event '
A Plea from the Colonies' happensOtherwiseThe Event '
In Hunt for a Cause' happens - 1.8%The Event '
The Need for Coin' happens - 1.8%The Event '
Forever Lost' happens - 90.9%Nothing happens
- 1.8%The Event '
- Set variable
- If
- Notvar:var_carib_was_infected
- CaribbeanAny ownable location in regionDisease presence
- Disease:
Great Pestilence - Value > 0
- Disease:
- If
- Notvar:var_mesoamerica_was_infected
- MesoamericaAny ownable location in regionDisease presence
- Disease:
Great Pestilence - Value > 0
- Disease:
- If
- Notvar:var_andes_was_infected
- AndesAny ownable location in regionDisease presence
- Disease:
Great Pestilence - Value > 0
- Disease:
Exact script
- Every countrywhere
- Add timeline note
- Key:
timeline_note_great_pestilence_end - Show in pop graph: yes
- Unique: yes
- Key:
- Every countrywhereHas Variable: had_great_pestilence
- Loses the effect of No Contact with Outsiders
- Loses the effect of Procure remedies
- Loses the effect of Paying to procure remedies
- Loses the effect of Segregate the infected
- Loses the effect of Find the culprits
- Loses the effect of Sponsor Spiritual Protection
- Loses the effect of Paying for Spiritual Protection
- The Event '
At Death's Door' happens
- Every market in worldwhere
- LocationContinent: America
- Has Procure Remedies
- Has Procure Remedies
- Loses Procure Remedies
- Loses Procure Remedies
Exact script
- Add timeline note
Requires 10
Goods Demands
- Procure Remediesprocure_remediesAfter it ends
- Procure Remediesprocure_remedies_no_liquorAfter it ends
Diseases
Great PestilenceCan start, Map color…
Static Modifiers
- Find the culpritsVisible
- No Contact with OutsidersVisible
- Procure remediesVisible
- Paying to procure remediesVisible
- Segregate the infectedVisible
- Sponsor Spiritual ProtectionVisible
- Paying for Spiritual ProtectionVisible
Triggers 7
Events
At Death's DoorAfter it ends
Somebody is to Blame!Each month
Crumbling UnityEach month
In Hunt for a CauseEach month
The Need for CoinEach month
Forever LostEach month
A Plea from the ColoniesEach month
Removes 9
Goods Demands
- Procure Remediesprocure_remediesAfter it ends
- Procure Remediesprocure_remedies_no_liquorAfter it ends
Static Modifiers
- Find the culpritsAfter it ends
- No Contact with OutsidersAfter it ends
- Procure remediesAfter it ends
- Paying to procure remediesAfter it ends
- Segregate the infectedAfter it ends
- Sponsor Spiritual ProtectionAfter it ends
- Paying for Spiritual ProtectionAfter it ends
Mentions 3
Buildings
HospitalGuide
Pop Types
PeasantsGuide
Modifier Types
Required by 4
Diseases
Great PestilenceMonthly spawn chance, When it appears
InfluenzaWhen it appears
MeaslesWhen it appears
SmallpoxWhen it appears
Members 18
Events
Great PestilenceEvent namespace
At Death's DoorEvent namespace
Somebody is to Blame!Event namespace
Crumbling UnityEvent namespace
In Hunt for a CauseEvent namespace
The Need for CoinEvent namespace
Forever LostEvent namespace
A Plea from the ColoniesEvent namespace
Actions
Present ScapegoatsSelect trigger
Procure RemediesSelect trigger
Granted by 1
Great PestilenceWhen it appears
Referenced by 1
Great PestilenceWhen it appears
Mentioned in 6
Events
Great PestilenceName
At Death's DoorDesc
Somebody is to Blame!Desc
Crumbling UnityDesc
The Need for CoinDesc
Forever LostDesc
Scripting 23
Requires 5
Variables
- had_great_pestilenceAfter it ends
- var_andes_was_infectedEach month
- var_carib_was_infectedEach month
- var_mesoamerica_was_infectedEach month
Defines
- NMapColors|DEFAULT_COLORMap color
Grants 4
Variables
- had_great_pestilenceEach month
- var_andes_was_infectedEach month, When it starts
- var_carib_was_infectedEach month, When it starts
- var_mesoamerica_was_infectedEach month, When it starts
References 1
- monthly_spawn_chance_uniqueMonthly spawn chance
Mentions 13
Game Concepts
BuildingGuide
CountryGuide
DiseaseGuide
LocationGuide
LootGuide
Social ClassGuide
PromoteGuide
Rebel MovementGuide
R.G.O.Guide
SituationGuide
hint_tag = hint_great_pestilence






















