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theenvoy



The Envoy

Envoys are a special type of agent which help a country undertake certain actions. Each country has a limited number of each envoy, depending on its technology level, idea groups and other factors. It takes a certain amount of time for an envoy to complete assigned missions. There are four types of envoys: diplomats, missionaries, merchants, and colonists.

Diplomats are able to execute both official and covert diplomatic actions. The default number of available diplomats is two.

Missionaries are religious envoys that can be tasked (for a monetary cost) with converting the religion of a province a country owns to that of the country's official religion. The default number of available missionaries is one.

Merchants manipulate the flow of ducats at trade nodes , where they can either transfer trade on to the next node in the route, or collect trade for their country's treasury in trade nodes other than their capital 's. If collecting in their capital, they will increase the ducats collected by +10% , but are not needed to collect trade in the capital. The default number of available merchants is two.

Colonists are sent to uncolonised provinces to govern and expand a colony. They can be kept in a colony in order to increase the chance of gaining extra settlers each month, but can also be recalled from a colony in progress for other missions after setting up a colony (such as setting up an additional colony, although each colony over the number of available colonists will rapidly grow in cost). The default number of available colonists is zero; unlike the other types of envoys, countries generally do not begin the game with colonists, and instead gain them by taking ideas or as part of their national ideas.

Mesoamerican religions also gain additional bonuses. Passing a Mayan , Inti , and Nahuatl religious reform allows a nation to select a Colonist as one of the five options. Selecting the Clan Migration Native idea, for nations with a Native Council government, also provides a Colonist. Parliaments also may pass a bill granting an extra colonist for 10 years.



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