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Disclaimer: this thread is unfinished, I will edit it as I have time. Specifically, there are no descriptions for missions yet and I will add them one bit at a time.

@neondt you asked unique mission rewards, and I intend to go crazy with that.

This mission tree is intended for Lubeck. It contains stuff intended to be played by a merchant republic with all the merchant republic mechanics, so it would probably require relevant DLC. For the sake of features, assume all DLC are present.

Let's take a look at the tree then.

Hansa.png




The tree is divided into five branches:
  • General branch
  • Free City branch
  • German Trade branch
  • Channel Trade branch
  • Northern Trade branch

The main selling point of this mission tree is the fact that it's meant to contain as little conquest missions as possible. It is meant to be played bu a small but very wealthy nation. That being said, no reward is meant to be detrimental to wide play, but some of them are of little or no use to a non-merchant republic. The rewards also consist of a huge amount of permanent rewards. You may think this is wrong as most mission rewards give temporary modifiers, but to that I have only one answer: permanent claims.

Let us start with the first branch:

General branch

End the Sound Toll

Current mission, nuff said.

Perfectly Balanced

The name is of course a joke referencing the Avengers. The point of the mission is to remind the player of the way factions are meant to be played – they should be kept at close levels, so that the player could always change them when necessary. The stability requirement is because low republican tradition results in heavy stability costs. This is meant to underline the importance of the relation between republican tradition and stability.


Requirements:
  • Faction influence:
– Aristocrats less than 40
– Guilds less than 40
– Traders less than 40​
  • Stability 3
  • No war exhaustion
Reward:

Add modifier (this one may be temporary, let's say for 20 years) – "Balancing faction politics"
  • Increasing faction influence action cost -10% (i.e. it now costs 9 instead of 10)
We start with a modifier that does not exist, but I feel like it should, especially as we have recently gotten another government type that uses factions.


War as a Trade

This is meant to provide Lubeck with a strong mercenary army by making it more effective. Small Lubeck is unlikely to have much manpower, so mercenaries are especially important for it.

Requirements:
  • Have X mercenary regiments (let's say 10)

Reward:

Add modifier (temporary, let's say for 20 years) – "Professional Soldiers"
  • Mercenary effect on professionalism -50%
This is meant to give Lubeck a unique chance to have a mercenary army and to have some discipline at the same time.

Safe, Sane and Consensual

Another joke title, this mission is meant to emphasize the importance of diplomacy for a small realm and for a Merchant Republic in particular.

Requirements:
  • Have X allies (let's say 3)

Reward:

  • Add modifier (temporary, let's say for 20 years) – "Common Wars"
AI allies get +10 to accepting call to arms in trade wars
Favours generate 20% faster​

This is meant to make it easier to rely on allies in wars. A small nation needs friends.



Guild Wars

This mission is meant to make trade wars more appealing to the player.

Requirements:
  • Won at least X wars with one of the Trade Casus belli (let's say 3)

Reward:
  • Sets country flag that unlocks an unique triggered modifier (this reward is permanent): "Trade war tolerance" that works as follows

Requirements:
  • Is at war with one of the Trade casus belli
  • Is not in any war with any non-Trade casus belli

Effect
  • -0.02 monthly WE

Simply put, a way to make trade wars really work. The modifier is meant to stay.

Lubeck Law


This is only the first of many missions that will benefit your friends more than yourself. A deliberate design, meant to help Lubeck become the leader of a large alliance/trade league.


Requirements:
  • Has enacted a level three government reform


Reward:
  • Immediate: 100 ADM (so that the reward is not only for your allies).
Also, unlocks a new triggered modifier (via global flag) "Lubeck Law" that works as follows:​


Requirements:
  • Is in trade league with Lubeck
  • Has at least 100 relations with Lubeck

Effect
  • +10% monthly government reform progress

Centres of Production

This mission is once again meant to help trade league members, but this time, it’s a one-time bonus.

Requirements:
  • Is production leader of at least one good (for wide Lubeck)
OR
  • Has manufactory in every province (for tall Lubeck)

Reward:
  • Capital gets +2 Production, capitals of all trade league members get +1 Production


Miracle of Steam

This is something to interact with the coal resource, so obviously it makes no sense without Rule Brittania and should be disabled if you don’t have it.

Requirements:
  • At least one of your or subject's provinces has Furnace,
  • is ahead of time in ADM tech,
  • capital has at least 15 Production

Reward:
  • Add modifier (this one may be temporary, let's say for 20 years) – "Steam Power"
Cost and build time of production buildings (Workshop, Counting House) and Manufactories -10%​

I really want a modifier that would target specific buildings, counting house could easily still be ahead of you when you finish this mission, but if it isn’t there should still be use for it if you get new provinces.

A Modern Republic

Requirements:
  • Has all Republican government reforms,
  • Has 100 Republican Tradition
  • Has Embraced all institutions in all (non TC) provinces

Reward:
  • Rulers are elected with 4/2/2, 2/4/2 or 2/2/4 in stats.

A very simple bonus at the end, but extremely useful, I imagine that this would be achieved not by a modifier but by changes to the election events. This is meant to make end game more dynamic.


################### I'll add descriptions and other branches later
 
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Upvote 0
Some really interesting ideas here. Won't give detailed feedback right now because I'm on vacation, but I'll certainly be coming back to this for inspiration later. Use of triggered modifiers as mission rewards is something I hadn't considered before.

I love your mission names :D
 
A lot of cool ideas there, I love that you are trying to avoid simple "get free claims" rewards. However many of the rewards seem to be based on DLC-locked features. Could this be an issue? Would those nodes in the trees (or even the entire subsequent branch) simply vanish if you lack the required DLC, or would vanilla alternatives be necessary?
 
Some really interesting ideas here. Won't give detailed feedback right now because I'm on vacation, but I'll certainly be coming back to this for inspiration later. Use of triggered modifiers as mission rewards is something I hadn't considered before.

I love your mission names :D
That's just the beginning. There will also be CBs, unique peace demand, decisions, government reforms and my personal favourite: unique diplomatic interaction (based on an existing one). Sadly, I don't have time to complete it today.
A lot of cool ideas there, I love that you are trying to avoid simple "get free claims" rewards. However many of the rewards seem to be based on DLC-locked features. Could this be an issue? Would those nodes in the trees (or even the entire subsequent branch) simply vanish if you lack the required DLC, or would vanilla alternatives be necessary?
An unfortunate necessity. I would imagine that the missions that require DLC content would not be available to those without it.
 
I can't tell if they're in your mission tree already since there aren't descriptions, but if not I'd add a mission for having Gotland and Danzig in Lubeck's trade league. Potential rewards for this mission could be a modest, temporary increase to either domestic trade power or trade efficiency, or a small but permanent increase to either domestic trade power or trade efficiency.
 
One thing that I think would be really cool for Lubeck and all merchant republics in fact would be improved diplomatic options such as the ability to diplomatically vassalise members of your trade league. Lubeck could get a bonus to this via their mission tree. Maybe it could work a bit like PUs or vassals - after 50 years you get to make them a vassal or maybe even annex them. Since merchant republics aren't meant to expand via military aggression this open up another avenue for them. I've always thought the malus to acceptance for diplomatic vassalisation for republics was a bit harsh, the alternative maybe would be to just remove this malus for trade league members.

One other idea would be to make them an independent subject in the same manner as a tributary - that could open up a lot of options for subject interactions between members. Both these ideas could work in tandem in fact.

New idea (I love maritime trading nations so keep thinking about this): if a merchant republic forces a nation to release a OPM, that OPM is automatically released as a trading city in their trade league. This war option should be available for the various trade war CBs. I also think trust should increase over time between all trade league members like overlords and vassals currently.

If the missions involve expansion, then perhaps the reward could be an increased number of state provinces before getting the corruption penalty. Novgorod could also benefit from a mission reward like this as they can't state all their claims from missions without getting the penalty.
 
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It has been a while since I posted this and many different personal issues prevented me from being engaged with Europa Universalis lately, but today I return with a vengeance and a strong commitment to fulfilling the promise of this mission tree. Without further ado, let’s describe the second part of the tree: the Free City branch.


  • St. Jürgen, St. Lorenz and St. Gertrud


The three old suburb of the Hansa are just a small starting mission that is mainly here to give to point to the player, that they should pay attention to developing the province of Lubeck. It also has a somewhat unique bonus, as +1 max buildings isn’t used often.


Requirements:
Lubeck has a church, development of 25, 0 devastation and 0 unrest


Reward:
Add province modifier to Lubeck: "St. Jürgen, St. Lorenz and St. Gertrud " giving
Monthly devastation -0.1, Max number of buildings +1


  • Strengthen the Hanseatic Ties


Now, we’re getting started. This is a part of the first part of the line of missions that will focus of the core of the Hansa – the fellow trading cities and their status in the world


Requirements:
At least 5 nations:
Is in trade league with Lubeck
Has relation of at least 150 with Lubeck
Has a province with at least 15 trade power


Reward:


Get +15 trade power in Lubeck node for 20 years “The Hanseatic Ties”
AI nations get +10 to accepting becoming trade league member with Lubeck
If owner of Hamburg is not in trade league with Lubeck, add claim on Hamburg (for next mission)
Unlocks a new diplomatic action with trade league member: Establish Kontor
Add country flag “Headquarters of the Hansa”


Establish Kontor costs 10 ducats per development of capital of the target and adds a modifier “Kontor” to the capital of the target, which gives +5 trade power. The modifier gets cleared if the owner leaves the league.


  • Protect the Swans of Hamburg


This mission is meant to ensure that the most important ally of Lubeck is present and accounted for and is not a vassal or simply a part of Lubeck. This is meant to remind the player how trade leagues are meant to work. The name is a reference to the legend that Hamburg will stand as long as there are swans in the city, which is why it is illegal to kill them.


Requirements:

Hamburg (province) owner is in trade league and allied with Lubeck (I guess, if you cannot keep it, conquer and release),
Hamburg (province) owner has monthly income of at least 5 (subsidize if you must),
Hamburg (province) is not occupied,
Hamburg (province) has modifier “Kontor”


Rewards:

100 ADM power and 5 republican tradition
If owner of Riga is not in trade league with Lubeck, add claim on Riga (for next mission)
Hamburg (province) owner gets +50 relations with Lubeck
Hamburg (province) gains permanent triggered modifier “Swans of Hamburg”

“Swans of Hamburg”
Requirements:
Owner is allied to or in trade league with the nation with flag “Headquarters of the Hansa”
Effect: local unrest -2, local development cost -10%


  • Restore Riga


This one is likely to require some warfare, as Riga often gets eaten, unless it itself conquers the Livonian Order. I really wish there were more ways to influence the nations that are in trade league with the player, as it limits the possible requirements for the missions and makes them samey


Requirements:
Riga (province) owner is in trade league and allied with Lubeck (I guess, if you cannot keep it, conquer and release),
Riga (province) owner has monthly income of at least 5 (subsidize if you must),
Riga (province) is not occupied,
Riga (province) has modifier “Kontor”


Rewards:

100 DIP power and 10 republican tradition
If owner of Bremen is not in trade league with Lubeck, add claim on Bremen (for next mission)
Riga (province) owner gets +50 relations with Lubeck
Riga (province) gains + 2 base production
Riga (province) gains permanent triggered modifier “Rigan Commerce Exchange ”

“Rigan Commerce Exchange ”

Requirements:
Owner is allied to or in trade league with the nation with flag “Headquarters of the Hansa”
Effect: trade ship trade power +20%, ship build speed +20%


  • Bring Back Bremen

Again, a bit of a samey mission, I wish there was enough space on the tree to have all tree available at the same time. A bit of uniqueness os in the fact that it gives fort level, which is something very rare.


Requirements:
Bremen (province) owner is in trade league and allied with Lubeck (I guess, if you cannot keep it, conquer and release),
Bremen (province) owner has monthly income of at least 5 (subsidize if you must),
Bremen (province) is not occupied,
Bremen (province) has modifier “Kontor”


Rewards:
100 MIL power and 15 republican tradition
Bremen (province) owner gets +50 relations with Lubeck
Bremen (province) gains + 2 base manpower
Bremen (province) gains permanent triggered modifier “Free Bremen”

“Free Bremen”
Requirements:
Owner is allied to or in trade league with the nation with flag “Headquarters of the Hansa”
Effect: local defensiveness +25%, local garrison size +25%, local fort level +1


  • League of City-States


Now, we get big and prepare for the final war. The time has come for the league to become a swarm. Since each member above 5 gives -10 to AI acceptance to join (and so far one of the rewards was +10 to acceptance), and the minors have a tendency to get eaten or eat each other, it may be a difficult to get to 10, but that’s the point.


Requirements:

If Lubeck is not a member of HRE
Has at least 10 republics in the trade league

If Lubeck is a member of HRE
Has at least 9 republics in the trade league, including at least 3 free cities


Rewards:

Ruler gets +1 DIP skill
Each member of the trade league gets +25 relations with every other member of the league
Each member of the league gets +50 DIP power
Gain “Dismantle HRE” casus belli (for the next mission) for 25 years against any nation that is the Emperor
Enables decision “Demand Imperial recognition”


  • Free and Hanseatic


Now, this is the cool one. Of not is that it requires a mission from the next tree as well.


Requirements:

Is not a member of HRE and HRE does not exist (result of winning war to dismantle HRE) OR

Is member of HRE and has rank kingdom (result of asking emperor for electorate)


Rewards:

50 prestige and 100 splendor
Enables the decisions
Free and Hanseatic City of Lubeck (if the first condition was met) or the decision Free and Imperial City of Lubeck (if the second condition was met)


Now, let’s get back a bit to explain both “Dismantle HRE” casus belli and “Demand Imperial recognition” decision, starting with the decision


The decision is about demanding that the Emperor recognizes the power and status of the Hansa. It requires for Lubeck to be a member of the Empire

The decision triggers an event for the Emperor demanding that they give Hansa the status of an elector and king rank (the decision could result in 8 electors, but the game can handle that – at certain start dates there are 8 electors, as was historically the case for a while) at the cost of prestige or deny the claim and get imperial authority. This is the easy way out, but the emperor is only likely to accept if the Emperor is not to strong and has good relations with Lubeck. The player may however opt not bother and simply attack with the Dismantle HRE CB.

The Dismantle HRE CB targets the emperor and any elector has the option to join the war on the side of the emperor. The CB enables a peace condition: dismantle the HRE and increases the cost of demanding provinces (so that it cannot be used to expand). The peace condition costs 80 and the AI emperor has extra -20 willingness to accept peace.


The decisions one gets from ending the mission Free and Hanseatic are as follows:

Free and Imperial City of Lubeck

Requires:
Ruler DIP skill 6, DIP tech 15, no nation in HRE, which is an elector, emperor or free city has negative relations with Lubeck (this could be hard to achieve)

Effect:
Changes government reform lvl 1 to Free and Imperial City of Lubeck, which gives the same effects as the merchant republic and:
+20 relations with all nations that are members of HRE,
AI nations in HRE have +10 to accepting membership in trade league,
+10 max absolutism (i.e. -40 instead of -50)
+3 monthly splendor,
+1 yearly republican tradition.


Free and Hanseatic City of Lubeck

Requires:
Ruler ADM skill 6, ADM tech 15, at least 15 nations are in a trade league or transfer trade power to Lubeck and have relations above 0

Effect:
Gain Empire rank
Changes government reform lvl 1 to Free and Imperial City of Lubeck, which gives the same effects as merchant republic and:
+20 max absolutism (i.e. -30 instead of -50),
+2 number of states,
+1 yearly republican tradition.
 
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German Trade branch

This branch is designed to let Lübeck drag trade to its node overland. In particular it is meant to allow Lübeck to make use of the old trade routes that made it rich in the first place. It contains a lot of permanent trade power bonuses. This is deliberate, as there is little that Lübeck can do to get trade power in those nodes without conquest.

  • Danzig for War


Something simple to get the ball rolling.


Requirements: have 10 light ships and 3 heavy ships in one of the Baltic Sea provinces. Owner of Danzig is at war.
Can also be completed by owning Danzig, in which case it simply gives + 100 DIP power.


Effect: fires an event for the owner of Danzig “Hanseatic ultimatum” asking for owner of Danzig to give tradepower to Lubeck in exchange for cash for war.


“Hanseatic ultimatum”
Option 1: agree to the request
Transfer trade power to Lubeck, gains truce with Lubeck for 5 years, gain 50 gold.
Option 2: refuse the request
Gain Hanseatic blocade trade modifier in Baltic for 20 years, giving -20 trade power and Lubeck gains Trade War CB on you.


  • Polish Grain

Something simple, to steer the player in the right direction.

Requirements:

Have at least 50% trade power in Baltic Sea and 25% in Krakow trade nodes.

Reward: all provinces in Poland region that produce Grain (regardless of owner) get 10% trade power for the rest of the game.

Enables new diplomatic interaction: ask for salt monopoly. Can be used on any nation that has a province producing salt in a trade node where you have at least 25% trade power and you do not have salt monopoly in that node.

Ask for salt monopoly.

If accepted all provinces producing salt in a node where the country asking for the monopoly has at least 25% trade power gain “Gave salt monopoly rights to [country that asked}” modifier, giving -10% production efficiency and the country that asked gets permanent “Salt monopoly” modifier giving +5 trade power.

If the country that gave the monopoly no longer has any salt producing provinces with the modifier an event fires clearing the bonus for the country that asked for the monopoly.

Also, there would be a diplomatic action “Revoke salt monopoly” for the country that gives the monopoly, clearing the whole thing.


  • The Salt Trade

A simple thing to make use of the new interaction.

Requirements: have salt monopoly with at least 2 countries

Reward: gain modifier “Salty” giving +10% trade ship trade power – 10% naval attrition for the rest of the game.


  • The Wendish and Saxon Drittel

Now it’s time to consolidate influence in Germany.


Requirements: at least 3 countries with capitals in the Saxony trade node are members of your trade league, have at least 25% trade power in Saxony.

Rewards: Gain “Decentralized power” permanent modifier reducing cost of Construct a trade post action by 40% (from 50 to 30 DIP).

Enables new decision: ask for Imperial privilege

The decision can be taken if you have positive relations with the Emperor, are at peace and the Emperor has at least 10% imperial authority (so at the very least can be taken immediately after a new Emperor from the same dynasty takes throne).

The decision costs 5 prestige and 100 gold and fires an event for the Emperor, where they agree or not to give privileges to your merchants.


If they agree, they get 100 gold and 50 DIP power. You get permanent +20 “Imperial privilege” trade power modifier in the Wien trade node.
If they disagree, they get 5 imperial authority and you can take the decision to ask for the privilege again after 10 years.


  • Imperial Privileges

Requirements: has successfully gained the Imperial privilege effect from the decision or HRE no longer exists and has at least 100 DIP power.


Effect: lose 100 DIP power
Gain 1 stability (the core effects are in the Imperial privilege decision, this is a way to use dip instead of adm to boost stability)


  • The Westphalian Quarter


Quarters replaced Drttels in the 16th century


Requirements: No country other than you has more than 25% trade power in Rheinland. Has a merchant in Rheinland. At least 3 nations in Rheinland are in Trade league with you or are transferring trade power to you.


Rewards: Unlocks a new trade policy for all trade nodes, replacing the Maximize Profits policy
Maximize Hanseatic Profits +5% trade power for you and all nations in trade league with you


  • Break Iberian Trade


Requirements: Has at least 5 heavy ships Privateering in the Seville trade node. Pirate trade power in Seville is at least 5%.
Reward: Gain “Kapers” modifier giving +15% Privateering efficiency for the rest of the game


  • A Deal with the Devil


Now let’s backstab the Christians :) and become friends with the Ottos (or whoever replaced them)


Rquirements:

Has at least 150 relations with the strongest nation in Ragusa trade node and 150 relations with the strongest nation in the Constantinople trade node

Rewards:

Gain permanent modifier “Long trade roads” giving +1 merchant

Enables new diplomatic action (you can see a pattern here :) ): Ask for Mediterranean port

An action that works quite a bit like asking for trade company province. It can be used on any nation that has a province on any of the Mediterranean island and just like with trade company, you can get the province in exchange for a hefty sum of cash. This is meant to let Lubeck get a presence in the Mediterranean without having to resort to wars.


  • Traders of the Lost Ark

Now, let’s get to the Indian Ocean. The problem here is that Hansa needs a lot of merchants to make use of the “Old roads”, so the missions give them some merchants and some permanent trade power.


Requirements: Has at least one port on a Mediterranean island. Has at least 30 trade power and a merchant in Alexandria.

Reward: permanent modifiers “Germans in the desert” giving 20 trade power in Alexandria, Ethiopia and Gulf of Aden
Unlocks a special diplomatic action "Trade post in the Gulf of Aden", which works exactly like the Ask for Mediterranean port one, but targets provinces that are coastal centers of trade in the Gulf of Aden.

  • A Hansa of Asia

There's an interesting twist to the reward here

Requirements:

Owns a trade company province with coastal center of trade in Gulf of Aden

Rewards: +10 prestige, gives a permament modifier “Hanseatic trade in Asia” giving + 1 merchant.

Unlocks decision: A Hansa of Asia

A Hansa of Asia decision has the following requirements and results:

Requires a trade company province with coastal center of trade in Gulf of Aden and 1000 gold
Fires an event where you choose a province with coastal center of trade in Gulf of Aden that you own (there are 6 of them total).
That province gets released as a sort of trade city with the following additional effects:
It becomes your tributary (so you will be able to get stuff from it, but it will act mostly independent)
It becomes historical friend with you (and vice versa) and you both get +100 to relations temporarily (decreases by 2 each year)
Its trade port gets upgraded to level 3
It gets a unique government, which is like merchant republic, meaning it will be able to form its own trade league, and it cannot change away from this government so long as it is a tributary.


  • Made in China

Requirements: has a merchant in Hangzhou or Canton, has at least 1 manufactory

Reward: Gain permanent modifier “Foreign workforce”, giving -10% cost of trade company investments.


  • Paper money

Requirements: Has monthly income of at least 100 gold and has relations with at least one nation with capital in China Region of at least 100.

Reward: Gain permanent modifier “Paper money”: Debasing currency gives 10% more gold


  • The Old Roads

Requirements: has at least one trade company province in India, has at least 10 merchants. Has at least 10% trade power in any of the Indian trade node.

Reward: Gain modifier “Maintaining old trade roads” for the rest of the game giving +25% trade range and +25% +25% caravan power.


  • The Mustard Monopoly

Requirements: Has bonus from trading in spices

Reward: Increases the price of Cattle and Spices by 10% for the rest of the game with the effect of “Wurst und Senf”
 
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Channel Trade branch

Inevitably, as the new world trade develops Lübeck is going to be left behind in its trade value. This branch is meant to enable Lübeck to gain power in the Channel and to let it move its Trade Capital there. This is a relatively small, but potentially very important branch due to the last mission. It’s also the only conquest oriented tree, focusing on strategic provinces to conquer.


  • Antwerp Kontor


Requirements:

Has at least 50 spy network against owner of Antwerp.

Rewards:

Gain permanent claim on Antwerp

Owner of Antwerp gets an event “Antwerp Kontor” giving +2 production in Antwerp and warning them about the growing influence of the Hansa.

  • Dutch Trade


Requirements:

Owns at least one province in the English Channel trade node.

Rewards

Unlocks a new CB “Hanseatic trade war” that targets all provinces in the Channel node with Coastal Center of Trade and disables taking any other provinces.


  • The Steelyard

Requirements:

Owns London or London is owned by a trading city in trade league with Lubeck.

Rewards:

London gets the Steelyard permanent modifier giving +10% local trade power


  • New Heart of the Hansa


Requirements:

Has 25% power in the English Channel trade node AND one of:

Owns a province in the English Channel trade node which is a coastal trade center OR

A trading city with a capital that is a coastal trade center in English Channel trade node is in trade league with Lubeck


Rewards:

An event “New Heart of the Hansa” happens

The event lets you choose one of the provinces that is a coastal trade center in English Channel trade node owned by you or a trading city in league with you. If that province is owned by a trading city you annex it. Then the province becomes your trade capital for free and gets a modifier “Headquarters of the Hansa” giving +10 trade power.

You can also choose to get 100 DIP instead (the trade capital does not move), and your current capital gets the “Headquarters of the Hansa” modifier
 
Some great stuff here. Love how this enables you to expand your sphere of infuence in a way that is rewarding and interesting, and is completely different to mindless chains of permanent claims.
 
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