Italian Wars
Situation

Italian Wars

italian_wars

For over a century, Italy has prospered thanks to her advantageous position in Europe. Thriving foreign trade, abundant wealth, and the flowering culture of the Renaissance have ushered in a golden age in many parts of the peninsula.

However, this prosperity has attracted the attention of outside powers, who slaver over Italy's riches and seek to usurp control of her smaller independent states. In response, the strongest powers in Italy have united in leagues in an effort to repel the invaders...

The Italian Wars erupt when a Great Power goes to war in Italy after 1450, or automatically from 1496 onward. Foreign Leagues, championed by the great powers of Europe, clash against Italian states defending their sovereignty through their own Italian Leagues. As the conflict deepens, Tension rises, unlocking new Actions at four key thresholds. Each league fights toward a distinct outcome: Italian leagues defend the peninsula while each Foreign League pursues its own ambitions, with unique lasting rewards for the winning side.

Recommended Actions:
Italian states should Join a League or Create an Italian League to pool resources and defend collectively. Membership grants shared military access, the ability to recruit troops in fellow member lands, and a mercenary maintenance bonus. Italian League leaders, great powers, and sworn enemies of the invaders may use Send Aid to deliver gold or manpower to an embattled Italian League leader.
Foreign League leaders should Campaign in Italy to secure Casus Belli against Italian states, then use Intervene in War to enter ongoing wars on their members' side. Foreign league members gain a war score efficiency bonus.
Any league member can use the Secure Italy Casus Belli to claim provinces in Italy from opposing states. The willingness to use it scales with current Tension.

Situation Tension Thresholds:
25: Fortification Actions unlock for any League member or Italian state, while bribery becomes available to League leaders.
50: Military mobilization through parliament becomes available and arms demand rises in the capital markets of Italian League leaders.
75: Italian Leagues automatically call members who are neither subjects nor sponsors to defend any leader attacked by a Foreign League. Intervention and sovereignty violation Actions unlock for eligible powers.
100: All truces between League leaders are annulled. Foreign Leagues gain the right to call members into offensive wars.

Extra Hints:
League leaders may Expel a League Member to remove unreliable members. Sufficiently powerful members may Challenge for League Leadership to seize control from within, though doing so requires winning a war against the current leader.
Great powers can act as Sponsors, contributing gold and manpower to an Italian League without formally joining. After the war ends, the winning league's leader, along with every member of a victorious Foreign League, may Establish Italian Administration Center in a city in Italy to cement their influence.
The side that controls at least 200 locations in Italy when the situation ends gains a decisive advantage in the final outcome.
Dissolve our Italian League significantly reduces Tension, making it a powerful diplomatic tool, though at the cost of the League itself.

  1. 100%
    • The Guelphs and Ghibellines is NOT currently happening
    • Date: 1451–1836
    • At least one of
      • Date: 1496–1836
      • Any great power
        Any enemy war leaderCapitalRegion: Italy
    Exact conditions

International Organizations 7

Situation Outcomes 3

All of them require
Trigger
Italian WarsSituation had been active for > 50 Years
The Peninsula Grows Exhausted

Every Italian Administration Center is reduced to ruins, and the leaders of the foreign leagues suffer a severe blow to their Government Power.

A Foreign League Triumphs

The winning coalition's leader gains Prestige and a lasting reward for the victory, and its members grow closer to one another. Every Italian and rival foreign league pays for it in standing.

Requirements
An Italian League Triumphs

The winning league's leader gains Prestige and Stability and unlocks a new administrative law, and may claim its members' allegiance by force or by treaty. Every rival Italian and foreign league pays for it in standing.

Requirements

Actions 8

Create an Italian League
Price
  • 5Ducatsscaled by economic base
Requirements
What it does
Dissolve our Italian League
Requirements
What it does
Establish Italian Administration Center
Price
Requirements
What it does
Fortify Key Location
Requirements
What it does
Intervene in War
Requirements
What it does
Send Aid
Price

Cooldown 5 years

Requirements
What it does
Join a League
Price
  • 1Ducatsscaled by economic base

Cooldown 5 years

Requirements
What it does
Campaign in Italy
Price
  • 2Ducatsscaled by economic base
Requirements
What it does

  1. At least one of
    Exact conditions
    Exact script
  2. Exact script

Requires 11

Situations
Religion Groups
International Organizations

Triggers 12

Grants 7

International Organizations

References 9

International Organizations
Countries

Mentions 10

Institutions

Required by 29

Decisions

Members 28

Events

Referenced by 9

Actions
International Organizations
Peace Treaties

Mentioned in 1

Scripting 43

Requires 2

Grants 2

Removes 1

Uses 9

References 3

Mentions 4

Game Concepts

Referenced by 2

Mentioned in 14

Game Concepts

Weighed by the AI in 6

hint_tag = hint_italian_wars

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