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home  /  Success stories/ Europa universalis 4 how to steal technology. EUROPA UNIVERSALIS IV Game Guide: Technological Development - EU IV Guides and Diaries - Europa Universalis IV (Europe IV) - Library - Imperial Community

Europa universalis 4 how to steal technology. EUROPA UNIVERSALIS IV Game Guide: Technological Development - EU IV Guides and Diaries - Europa Universalis IV (Europe IV) - Library - Imperial Community

Europa Universalis IV- a computer game in the genre of global strategy, developed by the company Paradox Interactive. The game was released on August 13, 2013. It is the fifth game in the Europa Universalis series.

Here will be a list of everything that will be in “Human Rights” and the “Prussian Patch” (some things will be new, I will put these innovations under a spoiler, and I have already posted some things and will provide a link to the information in this thread.)

Go.

Main Features
Personalities of the Rulers- we’ll go into detail here, all the info is under the spoiler

Spoiler

So, first of all, let's take a look at our King/Khan/Doge/Emperor/Prince.
The ruler of your state is your nation's greatest asset, but when you see the birth of a new heir or the ascension of a khan to the throne, it all comes down to "umm, OK" and a quick glance at the three parameters of the monarch, after which you either make a "handy smile" or throw up with joy fist up. In a suitable expansion, we'll be giving these walking monarch point generators some spice along with Personalities of the Rulers.

When a ruler reaches an age fit to rule, he will acquire the personality, the character necessary to rule the country. They will acquire (“accumulate”) a second trait after 10 years of rule and a third after 25 years (if they survive). These personalities, characters, traits will provide a modifier for your nation in the same way as bonus options in events and will change the actions of the AI. For Duke François De Dreu (something like this), this Trait has become a “caring individual” and he will not favor aggressive expansion during expansion

Most characters are good for your country, but not all of them are positive. At the same time, when it’s cool, if all your rulers are Fair, Incorruptible and Charismatic, there will also be people like Wilhelm Skarm from Denmark, greedy and eager for money-grubbing

King William is a greedy brute and will snatch up to 10% of your income from taxes, but there is also a small silver cherry in his bad shit. Many events have UNLOCKABLE options, now dependent on the personality of the monarch and will be the defining choice in most cases. For example, Obscurantism, in most cases, will lead the nation to restlessness and will fly into prestige, but Wilhelm's character will lead him to... a more profitable path.

All x-ry will open similar options in some events, while at the same time having their own. Who knows to what extent the King's ardor or the Khan's bloodthirsty personality will bring the ardor for knowledge?


Big Player Mechanics- also not mentioned by us before, so all the info is under a spoiler

Spoiler

In patch 1.18, which will accompany the "Human Rights" expansion, we will give the most powerful powers the status of "Major Player", along with new available diplomacy options, additional bonuses and, probably the most important thing here: a glowing halo around your shield, which will tell everyone who is the main bwamba here.

Before we get bogged down in details about bonuses and leverage, let's take a closer look at how to become that “Big Player”. As we mentioned earlier, the technology system will be redesigned (more on this later, in a separate link - approx. translation) and the “Big Player” mechanics will play a major role here. Your rank in the Big Eight system depends on your total development plus half the development of all subjects, and then divided by half the cost of your technologies. This will allow the early game "Big Players" such as the Ming Empire and the Timurids to enjoy their status, but once the rising nations rise up and introduce new development institutions, the old Powers will lose their power. Of course, Min, for example, while remaining a united and enlightened power, may not lose this status at all. Subordinate subjects will not be able to become “Big Players”.

As a High Player you will enjoy the Power Protection bonus. These are separate glasses that will guarantee you protection from attacks, they will also have several gradations, plus you will receive a bonus to slow down the decline in prestige.

Bonuses are, of course, cool and good, but where is the fun if you can’t project your Greatness onto smaller creatures? Four new diplomatic options are now open to "Big Players":

Take on all foreign debts– Repay all loans of the target, independent non-G8 state. Gives +10 to relations for each loan of a standard size, up to a ceiling of +200, with a decay of -2/year, also gives +1 to Trust for each loan repaid or +2 if Cossacks are installed. Requires enough money to pay off the target's debts.

Draw the Nation into your Sphere of Influence (just like in Victoria 2)– Pay the target their annual income to increase relationships, as well as provide +1 monarch stat point in their weakest category for 10 years. This will raise their opinion of you by +25, and will also give +5 trust. If you start a war for the purpose, all bonuses will be lost.

Military Intervention– If a war is brewing between the G8 countries, but there is some imbalance in the smaller nations participating in this mahacha, you can decide that this concerns you and intervene. For example, if BI (Big Player) Britain is fighting alone with BI France and BI Spain, you, as BI Rzeczpospolita, can intervene on the side of BI Britain to balance the ratio of sides.

Break the Alliance– This will force a nation to break its alliance with another nation. It will work if the nation is very afraid of you and will give confidence to the one for whom you are doing this. Useful for clearing obstacles when achieving military objectives.

Develop a subordinate nation.

If you have enough money and "Big Player" influence points, you can now spend them to develop a subject nation.

Finally, you will want to retain your BI status, right? If you climb to the top of the pyramid and enter the G8, YOU will receive a 5 year shield period that will prevent you from "falling out" of the G8. But if you still fall out, for another five years you will have a bonus on high power points, a total of +25, to realize your revenge intentions. At this time, you will have all the BI options, but if you fail, someone else will take your place.

Current BI in 1444:

Medium importance

Leader Traits- Let's go into detail.

Spoiler

A sufficient number of forum members were able to predict this feature after Personalities of the Rulers, so we present to you: Leader Traits

At the conclusion of any battle, the Leader involved in it can receive a Trait. This Trait, unlike the Personalities of rulers, will always be a bonus. At the moment, the chance of a Leader gaining the Trait is set at 2%, multiplied by Army Traditions gained from battles (these numbers, like many others, are still a matter of debate).

Leaders are limited to receiving only one Trait each and it will affect all troops under their command.

A couple of such Traits:
Goal Oriented: +10% Movement Speed
Seasoned Warrior: -20% Exhaustion
Siege Specialist +15% Siege Skill
Born in the Saddle: +50% cavalry flanking range

Of course, Admirals will also be able to receive Traits. The same rules, except that the multiplier will come from the Sea Traditions received in battles.

Buccaneer: +25% Privateering Efficiency
Prize Hunter: +5% chance of capturing enemy ships
Ironskin: +5% Ship Resilience
Enterprising: +15% Light Ships Trade Power

There are 22 Traits in total, many with combat modifiers that were introduced into the game earlier by modders (along with Nazis, more on that later). It wouldn't be worth anything if Heirs, Monarchs, Explorers and Conquistadors also couldn't get these Traits, but they can


New military focuses for subjects-Info will appear on August 25


Factions of the Revolutionary Republics- Information in the future.

Minor
Currency depreciation- in future
Renunciation- more details under the spoiler here

Spoiler

It would be an understatement to say that the Ottomans rocked the world during that period. Moreover, they are one of the most played nations in EU4. We would like to give them something that would add a little spice to their gameplay, as we are a little ashamed that they are nothing more than another run-of-the-mill sultanate. Besides, it’s a complete piss that you have an Ottoman nation... without Osmanoglu at its helm.

And therefore, for the upcoming expansion, we introduced a new type of government for the Ottoman Empire: Ottoman Sultanate.
The Ottoman Sultanate does not generate heirs like normal Monarchies do. The Ottoman Sultanate will have its own Harem to ensure that the dynasty prospers. At the age of 30, your ruler will choose one of his sons as heir to the throne. They will, of course, be from your dynasty.

So, the Ottoman Sultanate will always be provided with a strong line of Osmanoglu. This is all true only until the moment the Sultan dies without leaving a single heir. In this case, the Ottomans will still end up with Osmanoglu. "Blessed" is just a relative term in this case.

There are a couple dozen events that accompany this unique type of government to simulate the behind-the-scenes power struggles and intrigue.

In addition, meet the new system on the board - Renunciation

Yes, you can simply remove the reigning monarch and install his heir. To do this, he needs to be at least 25 years old or older than 60, and the heir is already at the required age. Yes, stability and prestige will fall, but many of us were in a state of “die already, die bad King!!!”

The mechanics of legacy wars will also be improved.


Ottoman rule- see Abnegation
Viewing information about subjects- 25-th of August
Construction and Development at Subjects- In future
Minimap improvement- In future
Death counter- In future

Strengthening the government
Disinheritance
Leave personal Union

"Prussian Patch"
New technology system- details under the spoiler

Spoiler

One of the parts of the game that hasn't changed much since EU1 is the concept of technology groups and technological development around the world. We added concepts like Westernization and improved it, but overall the mechanics weren't that fun and the gameplay changed less the longer you played.
And this is what will happen in patch 1.18, which we will release this fall:

The nation's tech group no longer influences research.

Now there is a concept of so-called Institutes that will influence your technology research. There will be a total of 7 technological institutions that will arise throughout the game, and if you do not take them to distribute them throughout your country and implement them through the government, then the cost of technologies will begin to rise.


Each institution will appear in a province, which will meet certain factors and then slowly spread throughout the world. The nation that owns that province will receive prestige and royal points.

Every year the penalty for non-acceptance/distribution of an institution will increase by 1%, that is, there is a gradational process.

When an institution reaches at least 10% of your development, you can let it in and accept it into your government, removing the penalty permanently, along with adding a bonus to your nation. The cost of raising such an institution will depend on the level of development of your nation without it.

All these institutions spread across state borders if the relationship is positive and the spread depends on the level of development of the province in which it comes. There are also a number of other factors that influence distribution.

So, what kind of institutions are these? Go:

Feudalism
Present from the start in almost the entire world, except for the hordes, the new world and sub-Saharan Africa. It will slowly spread across neighboring lands, but this is a slow process.
Bonus: Gives one free extra leader
Penalty: 50%

Renaissance
Appears in Italy after 1450 or in the capital or province with 20+ level of development. It will quickly spread throughout highly developed Europe, mainly, however, in Italy, and only in the provinces that ALREADY have Feudalism.
Bonus: 5% Cheaper Development & 5% Cheaper Construction
Penalty: 20%

Colonialism
It will appear after 1500 in a port province in Europe, whose owner will choose the idea of ​​​​In Search of the New World and discover the New World accordingly And will quickly spread throughout the port provinces in countries with colonies.
Bonus: +10% Provincial Trade Power
Penalty: 20%

Printing
Appears after 1550, most likely in Germany, but can also appear in any Protestant or Reformed province. will quickly spread across all Protestant and reformist territories, but also across capitals with a diplomatic development of 15
Bonus: 5% Cheaper cost of stability
Penalty: 20%

World trade
It will arrive after 1600 at the center of trade with the highest level of the trade hub and will quickly spread across the gaps with trade buildings.
Bonus: +1Merchant
Penalty: 20%

Manufactories
It will appear after 1650 in areas with a development level of 30 and manufacturing and will quickly spread across the same areas.
Bonus: +10% to goods production
Penalty: 20%

Education
Will appear after 1700 in a province in which there will either be a parliament meeting or in Europe in a province owned by a monarch with stats of 5/5/5. Universities and Parliamentary meetings disseminate this institution
Bonus: 25% Cheaper culture conversion
Penalty: 30%

What does all this mean?

Europe's progress is no longer guaranteed, but more importantly, a nation in Asia or Africa is no longer downtrodden from day 1 and forced to shy away from spending points on ideas and development.
------

We are constantly improving the mechanics of distribution, but here are a couple of screenshots from the 18th century on this mechanic.

This is a mode of the map of institutions, where green indicates that they own everyone and yellow indicates not the full number of them.


And this is a technology map from the same batch


A couple of other aspects that have been changed:
- In the new world, the Native Reform will receive all institutions from those from whom they were reformed
- Trading companies are available to all tech groups
- A bunch of triggers in Western tech groups have been changed to check special relevant institutions


Cultural support- under the spoiler

Introduction

this manual is free (and terribly clumsy) translation. Original.
I would welcome any comments with advice on content/formatting.
Criticism is welcome, but hateful comments without adequate justification will be deleted.


Take up the game Europa Universalis IV may seem extremely difficult for new players. However Paradox Interactive made every effort and opportunity to make the game more understandable for beginners. The manual has been divided into five parts for your convenience:
  • Absolute Beginner: Those who have never played a 4X game* (“Never played anything like this”).
  • Beginning Paradox: Those who have never played games Paradox, but are familiar with other games in the 4X genre. For example, Civilization 5 or series of games Total War. (“I played something similar, but from a different publisher.”)
  • New in Europa Universalis IV: Those who are familiar with other games Paradox Interactive (Crusader Kings II, Victoria II, Hearts of Iron 3), but have never played games in the series Europa Universalis IV(“I know the mechanics of Paradox games, but I want to know how Europe differs from other games.”)
  • Refresher Course (EU3 -> EU4): Those who played earlier versions of Europka, such as EU3, but want to understand the principles of EU4.
  • FAQ
Management will accommodate these types of people wherever possible.

*4X genre - video and board games, where the player controls an empire (kingdom, duchy, khanate and others) and “explores”, “expands”, “uses” and “destroys” (e X plore, e X pand, e X ploit, e X terminate)

Absolute beginner

Europa Universalis IV (EU4, Europe) is a game where, as mentioned earlier, you explore, expand, exploit and destroy. But before you start doing this, you better know the basics of the game. It's good that you're reading this guide, because Europe can be a daunting challenge. The most important thing is to understand that you are playing as the permanent leader of a country whose people and army will follow every order. As long as your country exists, you can continue to play until 1821.

Europa Universalis IV is a huge strategy that will take you on an amazing journey through the alternative history of the Earth. The player controls a country with an army, navy (if it has access to the sea), military leaders and specialists at its location. Although at the beginning of the game all borders and events are historically correct, immediately after you unpause the game, you will begin a journey through an alternative history where players will be able to influence the destinies of nations.

The gameplay of the game is not focused on one character, as in Crusader Kings II. Heads of state will age and die, and their heirs, if any, will ascend to the throne. Players are the abstract managers of the country, and they can do whatever they want with their country until the end of the game on January 2, 1821. During the game, the player must ensure that his country is not destroyed or captured, as this leads to the end of the game.

There are no specific conditions for winning in the game, although there is a score in the upper right corner of the screen showing the number of points scored and place in the ranking. The player is given complete freedom to choose in which direction to influence the history of his country. The player can take a small country consisting of one province and turn it into a huge, all-destroying empire; or take a huge country and provoke its disintegration with numerous preceding events.

How does the game work?

  • The player can choose between single or multiplayer play
    • Most new players start in single player
    • If you have a friend who knows the game, you can start playing multiplayer with him so that he can show you the basics of the game
  • The player can select a historical date and country by selecting one of those presented in the middle at the bottom of the screen, or by selecting a country on the map. Try starting a simple game to understand the basics of the game.
    • Player can select date (1444-1821)
    • Additional information is presented to the player when he changes map modes (top middle of the screen). A political map will be useful to determine the situation in the country.
  • Study the starting position of the country and, if you wish, spend the initial treasury on strategic decisions before unpausing the game. For example, hire advisors or send merchants/diplomats on missions.
  • When the game is paused, time moves quickly or slowly. You can control how quickly time passes by using the + and - buttons on your keyboard or by clicking on the plus and minus buttons in the top right corner of the screen. Spacebar pauses or unpauses the game. You can also click the arrow in the top corner of the screen to pause the game. Press pause in the same place to start the game.
  • The player can control an army and a fleet.
  • Hiring armies/mercenaries or constructing buildings/fleets is available in the province menu, which opens after clicking on the province.
  • The economy, which consists of taxation, production and trade profits, can be modified by the player by reducing the cost of armies, navies, colonists and missionaries, or increasing income in other ways. It is also possible to take out a loan if the treasury is empty. The loan is taken out automatically when the treasury is zero.
  • Interaction with countries occurs through the Diplomacy panel.
  • Ability to manage technological development through Monarch Points to unlock new features and bonuses
  • Events will occur during the game that may give the player choices and influence the course of the game
  • Whatever one may say, wars will break out between powers. War is fought on land and sea and through sieges and naval blockades. After all, depending on who wins the war, proposals for peace may be proposed by the losing and winning sides. A peace treaty may result in the transfer of territory, money, and other concessions. The player can go to the war menu in the lower right corner.
  • After the war, the player may need to "rest" to replenish damaged troops, restore the number of recruits, repair ships and get the economy in order. It may take some time to cope with the overexpansion or improve relations with neighbors. An aggressive nation can provoke the computer into forming alliances or even coalitions against the player. Since there is a truce after a war, it is recommended to wait until the end date of the truce.
  • After some time, the player will learn to expand with the help of colonists, strengthen his religion with missionaries, increase trade influence with merchants, and maintain diplomatic relations with the help of diplomats.
Much of the game is based on these points. The gameplay may seem quite calm, since the game can always be paused and start acting. Often, pausing the game to build buildings, hire an army, or send diplomats on missions is useful. The army and navy can receive orders while the game is paused, but they will not move.

Like a tense game of chess, Paradox Interactive wanted the balance of the game and the player's tactical decisions to be a fun part of the game. An important part of the game is observing every cog in the country's huge mechanism. The player can be imagined as a puppeteer with a power under the guidance of his fingers.

What the game is not


This is not a war game. Players looking to send their troops onto the battlefield without thinking about future events will be disappointed. While the game has an emphasis on warfare, that's not all there is to the game. If you blindly go to war, your armies will be defeated, your treasury will be empty, and your neighbors will be angry. Even the most aggressive rulers must pay attention to the subtleties of diplomacy and the pragmatism of economics.

This is not a role-playing game. There will be no heart-to-heart conversations with your advisors, and you will not be able to see other rulers who want to hit you in the face talk to you. Although there are dynastic marriages and unions in the game, they are of a purely abstract nature. Don't expect romantic episodes.

This is not a combat simulator. Although the game has a battle panel where you can see how your troops attack the enemy, you will not be able to control them. The game is focused on making strategic decisions rather than fighting.

This is not a turn-based game. Time passes in the same way for all powers. However, since the game can be paused and the speed of time can be changed, it is not a real-time strategy game.

This is not a fast game. Even if you speed up the speed of time as much as possible, the games started in 1444 and finished in 1821 last 12 hours. This is not a game if you want to finish it in ten minutes and win.

This is not a Civilization game. Many players unfamiliar with the Paradox series games often compare them to Civilization games. But this is not the case. The only similarities between the games is that you play as benevolent (or not) people who control the fates of those you choose, but that's where the similarities end. Both games are good in their own way, and everyone likes them for different reasons, but there's no point in comparing them.

Beginner Paradox

Single or multiplayer?


Both modes have their pros and cons, but it is recommended to start a single player game with the recommended nation to familiarize yourself with the game. You can also start a closed multiplayer game with a friend so that he can help you understand the game and show you what was not in the tutorial.

If you've never played a game like this, or even if you're a seasoned EU3 player, it's still a good idea to go through the tutorials to familiarize yourself with the core features of the game, like warfare or economics, and the new additions of EU4.

Country selection


One of the first choices in the game is choosing the country you will play for. Unlike Crusader Kings II, where it is recommended to take a smaller country so as not to be involved in the global problems of Europe, in this game it is better to take a larger country. This is because big powers love to devour small countries, as you will learn after a few hours (sometimes even minutes) of playing. Even if it seems that governing a country consisting of one province will be easier, this is not at all true. Even experienced players find this challenging.

A good choice would be Castile or Portugal (note from the author: I do not recommend Portugal - France or the Ottomans). Both are on the edge of Europe, and even if they find themselves in a distant war, their huge fleets will be able to protect their home provinces.

Countries for the first batch

  • Ottoman Empire: ...which in 1444 are the source of strength and power on the eastern coast of the Mediterranean, Eastern Europe and the Near and Middle East. Their enormous size allows you to make several mistakes in the game without fear of losing the game.
  • France: ...which in 1444 is an excellent country to vassalize and take over small neighboring countries. She can easily repel the British attack from the north and continue her conquests in Europe due to her huge, high-quality army.
  • Castile: ...which in 1444 is perhaps the most dominant country in the Iberian Peninsula, although its enemies still hold territory to the south (Granada, Morocco, etc.). Castile also has many interesting events and missions: short-term missions for the Reconquista and the formation of Spain, and long-term missions for colonization. Spain will also not be affected by other religions such as Reformation or Protestantism.

Government


The most important button is in the upper left corner of the screen. It will look like a shield with the flag of your country. When you click on this button, a menu will open that will show you the current king and free places for advisors. Before hiring advisors, it is recommended that you familiarize yourself with your economy in the third tab. Most countries start the game in positive territory and with profits. Check this tab from time to time to make sure your country is making money. Once you are confident that you are making a profit, you can hire advisors. There are three types of advisors available: Administrator (represented by paper and pen), Diplomat (represented by a white dove), and Military Advisor (represented by two crossed swords). You can only have one advisor of each type. If your profit is less than 3 ducats per month, you are not advised to hire advisors. If you receive less than 30 ducats per month, it is recommended to hire one first level advisor. This is because the cost of advisors increases quadratically with their rank. For now, it doesn’t matter which advisor you choose. Only then can you decide to hire an advisor for certain purposes, and in the first game it is recommended to take the cheapest ones.

Territories and armies


Now that you have hired advisors and your coffers are replenished, it's time to look at your country. Your country is made up of one or more provinces. Your country consists only of land provinces. No one owns the sea, but you can control trade points and routes with the help of a fleet.

Your country will always have a capital. The location of capitals often coincides with modern ones: London is the capital of England and so on. The country also has a trading capital, but this is often located in the capital itself.

You may notice small figures in your country, like 3D soldiers or 3D boats. These are the units with which you will fight wars. Your neighbors also have similar ones. It will take you time to create units, so always prepare for war in advance (or always). If you go to the menu you were in recently and click on the Armies tab, you can see how many ground and sea forces you have and what your limit is. The limit indicates the maximum number of units that you can have without additional payment. Each unit that exceeds the limit will cost more and more. You can click on a unit to select it, or highlight an area (tap and hold) to select multiple units.

The movement of units to a friendly province is indicated by a yellow arrow. Movement into an enemy or besieged area - red. If you leave a unit selected while it moves, you will see an indicator of progress from one province to another. You can cancel the advance to another province until the units are halfway there. Nothing bad will happen from canceling the order, except that if you want to go to that province again, you will have to start all over again. Movement can bring other effects. For example, exhaustion due to lack of food in the province, cold weather, or being in enemy territory.

Other countries


If you look around, you will see provinces of colors different from yours. These provinces are not yours. Bye. They belong to neighboring countries. These aren't just empty spaces though. They are computer controlled and will negotiate with you and other countries to fulfill their goals. Speaking of goals, your country can also complete tasks if you want. Of course, the game will try to point you in the right direction, but you are still free to do whatever you want. You can find tasks in the Tasks panel in the state menu.
Let's go back to the economy tab. You should see sliders on the right side of the panel. They allow you to change the number of costs for the army, navy, colonists and missionaries. As a general rule, colonists and missionaries should have their sliders at maximum to allow them to get the job done faster. The next slider is responsible for the fleet. You can afford to lower it to 75% or even 50%. This will significantly reduce the costs of your fleet, but at the cost of lowering morale and managing the trade of light ships. It will be useful to increase fleet costs to the maximum before the war in order to restore morale and not lose all your ships at once. It is worth noting that reducing the costs of fleet and light ships, which affect trade income, can negatively affect your economy if you have a lot of light ships. Finally, the last slider is responsible for the army. This is a slider that you will have to change more often, and during a truce it can be moved by 50%-75% percent. This will affect the morale of the army and the speed of its replenishment. Units with low morale are not as effective in combat, which can be risky if Vash is on the border with a potential enemy, or where rebels from a neighboring province might launch an attack. However, reducing army upkeep to 50-75% can be useful early in the game to earn money.

New to Europa Universalis IV

Basic Tips

  • Europe may seem like a complex game where every diplomatic and military decision must be made on time with no room for error, but this is not the case. Yes, it is true that there are some aspects of the game that require attention that were not mentioned in the tutorial, however, after a few hours of play, you will be on your way to conquering the world as Ryukyu (one of the hardest achievements in the game).
  • Complete conquest takes time, experience and practice. Even experienced players who have spent hundreds of hours playing the game find it challenging.
  • It's true that the tutorial doesn't explain Personal Unions, Colonization, or coalitions. Therefore, it is useful to read the wiki (which I translate for you).
  • There are a lot of terrible events in the game that are preventable, such as a peasant uprising or becoming a junior partner in a Personal Union. However, there are events that cannot be prevented, such as the War of the Roses or the Passage of the Comet, but you should not end and delete the game because you have lost one stability point.
  • Know your strengths and weaknesses. Starting a war with Russia is pointless without allies in Europe and Asia, who can spend countless ducats to capture one province. But in general, it's just a bad idea to go to war with Russia because of the amount of land it occupies, especially if it manages to Westernize.
  • Start playing with the easy countries like France, Castile or the Ottoman Empire before moving on to the big guys like Austria, Muscovy or Poland.
  • Keep an eye on your economy! The key to a successful empire lies through a stable economy. Many new players are surprised when, playing as Austria, their economy drops no matter what they do. The main reason is that Austria has a gold mine in Tyrol that brings in 10 ducats per month. Wait, is that bad? One word... inflation. Every month the mine brings you 0.15% inflation. It doesn’t look like much, but in 7 months inflation reaches 1.05%. But this is not forever. After you unlock a certain technology, you can build offices to reduce inflation every month. Thus, having built enough offices, you can receive 10 ducats without inflation.
  • A good way to destroy a country would be to divide it in half, either by taking territory or liberating the country. A country divided in half will not be able to transport armies from one part to another unless they have right of passage with the country dividing them. If there is an uprising in one part of the country, it will be difficult for that country to raise and send troops to that part of the country to stop the uprising. However, dividing countries in half can be difficult, since you will need to expand a little (usually a lot).

Before the start of the game


Even before you unpause the game, you need to do a few things. Check the map. Look at some map modes and understand what's happening to your country. A basic knowledge of geography and history will help you, as the game tries to follow the same paths as history. However, strange things can also happen: France, having lost the war to Spain, liberates countries occupying half of its territory, dividing the country in half. New players will need to look at all map panels to find out what's going on in their country.
  • Look what you see on the map. What provinces do you have? What are the neighboring sea zones? What retail outlets are located near you or near you? Also note that most of the map will be obscured by the fog of war or even hidden as uncharted territory.
  • You can change map modes, which are located directly above the map. The most important are the political, trade and religion maps.
  • Click on the shield in the upper right corner of the screen to view the situation of your country. What's happening to your economy? What kind of ruler do you have? What form of government? What is the religion in your country? What national decisions can you make?
  • Find out about your neighbors using the Diplomacy panel. They can be your allies, rivals or enemies.
  • Check the information and notifications section to the right of the shield. Find out what they say about the state of your country at the moment.
  • If you have money in your treasury, consider spending it on the army or navy. Otherwise, keep the money as funds for the war. Try not to spend more than you have, or you will have to take out large loans.
  • Scroll through the map modes and see if you have claims on your neighbors' provinces. If there are any, they may be your first target for conquest, but be careful and make sure you drag the war over that province. Also click on your neighbors and find out if they have claims on your provinces. If yes, then this may cause a war between you. Also check the religion in your provinces. Are they all of the same religion, or do you need to send missionaries to convert the heretics to a single faith? (Yours, of course)

Which country should I play for?


Many players make a huge mistake when starting to play for a country with only one province. NO NEED. It may seem that this will make it easier to understand the basics of the game, but this is not so; there will be many obstacles on your way. If you make a mistake, you will be captured before you can blink.

In general, it is better to take a larger country, you will have more money, army and navy. You also have more strategic choices to play with without fear of making mistakes. If you lose the war (and many do in the first game), then losing a few provinces will not be a disaster.

Before the game starts, the game offers countries to choose from. According to the developers, they are the most interesting at the start of the game. After you have mastered the game, you can go back and start playing as a small country. In the meantime, play big.

Even narrowing the selection of nations to large countries, there are still many of them. Do you want to start the game as a country without a fleet (so you don't have to worry about fleet mechanics) or as a sea power? Note that some countries are already at war or are ready to start a war.

  • Another point of view: if you want to start the game as a small country, preferably from the Holy Roman Empire or Japan, then you can probably master the game and find a way out of your situation. Large nations can overwhelm you with choices.
Another tip for new players is to start playing as the Western country, as their technology level is higher.

Which scenario should I choose?


The game has 11 scenarios to start with. You can always start the game starting from 1444. And also, you can choose any year yourself from 1444 to 1821 (however, if you choose 1821, the game will last one day. Not a very interesting game!).

Management


You can always read the Guide.

Developer Diaries


Paradox also published dozens of development diaries, specifically for players of the previous version of the game, and slightly less specifically for players Crusader Kings II. Even if you have played other games from the company or just want to get acquainted with the development process, you can always watch them.

Tooltips


These hints will always help you while you move your mouse across the screen. They usually describe the game itself, however, after you get to grips with the game, you will realize that some of them contain very useful tips.

Hints during the game


These hints will pop up as you play to familiarize you with the basics of the game. They can be turned off completely in the game settings, or turned back on if you feel like you've missed too much.

FAQ

Why am I losing money, and what will happen when I go into the red?


Events, advisors, maintaining an army, replenishing damaged troops and repairing ships cost money. If you hover over the coin icon in the bar at the top of the screen, you can see how much money you have, how much money you gain/lose per month, and what you spend your treasury on. Not in wartime, you can reduce the maintenance of the army or navy, or even disband some units (for example, mercenaries) or even expensive ships. During a war, you can unite troops from which you have disbanded some units. You can also fire advisors if your budget cannot support them. You can also reduce the cost of missionaries and colonists, but this will slow down or even stop them.

Check your army's limit, which is shown on the left side of the Armies tab. If your limit is exceeded, then units that were formed over the limit will cost much more. Disband these units.

One day, even these methods of reducing attrition will not be able to help you, and your treasury will be empty. You will have to. If you have a minus balance at the end of the month, the game will automatically take out a loan. You will have to repay the loan with interest after five years. If you are unable to do this, the payment date will be delayed, but the refund percentage will increase. It's okay if you took out 1-2 loans, even if it was to hire mercenaries. However, taking out multiple loans can be overwhelming. In some cases, a country may be declared bankrupt.

After the war, disband all your mercenaries and soldiers who exceed your army limit, and reduce the upkeep of your army. But don’t forget to maximize army maintenance so that the soldiers are mentally prepared for the next war!

How and why to build colonies?


Europe is based on colonization. To start colonization, you need a colonist. To get one, you need to open either a national. Expansion ideas or Research ideas (unless you are playing as Portugal, which already has one colonist), which may require the development of administrative technologies. For early colonization, it is better to take research ideas, as they provide conquistadors and explorers. They work on the same principle as generals and admirals, but they can still open undiscovered lands, and they are also slightly weaker than generals and admirals. You will receive much less taxes from the provinces and instead of income from production, you will receive income from duties from the colonies. The positive side of colonies is that from colonies you receive valuable trade resources, the income from which will come from duties and trade. Conquistadors must be tied to land forces to cross and discover undiscovered lands, while explorers must be tied to fleets to discover new sea territories. Explorers sometimes discover territories on the coast. Likewise, conquistadors open the seas while on the coast. Colonial expansion exists for countries that can reach colonial territories and do not have to seek out and conquer rich provinces. If you are so cool that you were able to become the country with the largest number of colonies, then you can open both groups of ideas, which will allow you to have three colonists who will speed up the colonization process.

How to manage trade, why do I need it, how to capture more retail outlets?


Trade is the basis of any superpower. The location of your merchants and commercial ships is important for attracting rich people from the New World and the East to your capital. If you change the map mode to Trade, you will be able to see where the trade centers are, the trade regions, the flow of trade, and, most importantly, what your influence is in individual trade points.

You will always have a trade node where your capital (or trade capital) is located, your home trade node will be the best place to collect money, since there will be no penalties in this node. At the beginning of the game, it is useful to place a merchant in trading nodes that collect a lot of money and are located within your country. If you have more than one merchant, send a second one to a trade node where you have provinces so that he transfers trade influence to your capital.

If it is a coastal node, assign light vessels to patrol the trade node from which you are transferring influence to the capital. Each ship will help transport trade. Simply build light ships, combine them, press the button (with coins) and find the trading hub you would like to protect. If you hover your mouse over possible trading nodes, you will find out how much you can increase your income, and by opening the Trade mode on the map, you will see where the trading nodes are located.

If you do not have a huge fleet, then you can check the "Go home in case of war" checkbox to have your fleet find the nearest friendly port to escape from the enemy fleet. When the war is over, your fleet will continue to patrol the trading hubs.

Each province in which a trading node is located increases your trading power. In Trade mode you will be able to see provinces with icons above them. These are the places where trade flows/flows. Therefore, if you do not know which provinces were taken after the war, then these provinces will be very useful.

I'm at war! How can I win?


Wars can be complicated. Although the most important thing is the quantity. This is a game about logistics, so the country with the largest army usually wins. The general can also be useful. If you are at war with a country that is stronger than you, it is recommended to fight a defensive war, as you will receive bonuses from the terrain. To get the maximum number of bonuses, try to find a province with the highest percentage of mountains. As time goes on, the importance of correct army composition (for example, for countries with Western technology it is important to have less than 50% cavalry to avoid penalties) increases. Check out the about page for more details. There are other factors that are important to help an army survive: morale, tactics, maneuver and discipline. Some of them are improved due to new technologies, so before attacking the enemy, study his position more carefully.

In general, try to find good allies who do not often start wars and will not invite you to their lost wars.

I am at war with a country that is much larger than me. What to do?


This can be one of the most difficult tasks in the game. It is difficult to fight with a larger country than yours, since its army is most likely larger than yours too. If you are stuck in a war with a superpower, then the best way out is to surrender and accept any demands. Otherwise, your opponent may capture even more territory and demand even more. If you need to engage in combat, try to be in the mountains to reduce the importance of the number of soldiers, although still try to avoid fights in which you cannot win. If possible, try to capture areas that they cannot capture, such as islands. Your main goal is to raise their war fatigue, which will allow you to conclude a better peace treaty. This is a very risky strategy, but another computer player may come along and want to take advantage of this situation and achieve their own goals. If the war goes in your favor, you will not be greedy. If you think that the enemy has weakened, he may gather his troops in a place inaccessible to you. If your task is simply to survive, the white world will be more than enough.

How to reduce the chances of an attack?


To avoid attack from a large country, try to create as many units as possible and maintain alliances with your neighbors. Good relations with your neighbors will reduce the enemy's chances of attack.

Frequently asked questions (continued)

How to grow a big country from a small one?


While big countries can form several alliances and win with numbers, small countries must be smarter. Forming an alliance with a big country and letting them do everything for you is a good plan. Make sure your ally will go to war (in the war declaration panel) and check that your enemy does not have strong allies and "invisible" allies such as the Holy Roman Empire. Taking over other small countries is also a good plan.

What should I do with Monarch Points?


Monarch glasses are the most important part of Europe. They are a measure of a ruler's influence and ability to rule the country. They influence the effectiveness of technological development and diplomatic relations. There are three types of glasses:

Administrative Points: Used for administrative technologies, ideas, government buildings, and the economy.

Diplomatic Points: Used for diplomatic technologies, ideas, naval buildings and trade. They are also spent when a country wants to conclude a peace treaty.

Military Points: Used to build military buildings and fortresses, as well as for military technologies and ideas and military leaders.

How to earn ducats?


There are several ways. You can reduce costs in the Economy panel by lowering the costs of the army, navy, missionaries or colonists. Again, only do this in peacetime, as lowering costs lowers army morale. And at the beginning of the game, use only advisers in those areas in which your ruler fails. There are also buildings that increase your income from provinces. Use light ships to protect your trade routes and increase income from them.

What is SRI and why do I need it?


HRE (Holy Roman Empire, although in reality it was not called that), depending on your position on the map, HRE may or may not be an important factor for you. If you're playing in Europe or anywhere nearby, HRE should be at least a little bit of a concern for you. The rule is this: the closer Austria is to you, the more influential the HRE will be for you. If you are playing as one of the countries with one province in central Europe, then HRE is an important part of the game for you, since your country is part of HRE. Certain countries in Europe may influence who will be Emperor of the HRE. Perhaps Austria will be emperor throughout the game, or another German nation (Brandenburg) or Bohemia will become emperor. If you are playing in Asia/Africa/Americas then you don't need to worry about HRE since none of those countries are colonial. The HRE is a complex political system that takes time to understand. Taking over HRE provinces is a very bad idea unless you are playing as conquering France. But you still have to be very much We are confident that you have reliable and strong allies.

The pace of additions at Paradox Interactive is amazing: notes about the new DLC appeared two weeks after release The Cossacks, although the project under development existed without a name for another two months. But the name they chose was sonorous, as the Swedes love, Latin, and what’s most surprising is that it fits well with the essence of the innovations.

Now the naval blockade is displayed not only with small icons at enemy ports, but also with a bright colored border along the coast of the province

Translated, Mare Nostrum means “our sea.” This is how the ancient Romans perceived the Mediterranean; Mussolini also used the same term to denote geopolitical goals. Of course, there was no place for it in the addition, but vice versa for various naval innovations.

And if the Barbary pirates, who for a long time robbed merchant ships in northern Africa, are a very specific mechanic, then the introduction of a new resource - sailors, on the contrary, is universal. No empire in EU4 cannot do without a fleet at a certain stage, and the fleet is not only ships, but also trained crews. As a result, the “state idea” of Press Gangs (as the custom of English recruiters pumping alcohol into suitable candidates for the role of His Majesty’s sailors before signing all the papers was called), which previously simply made the construction of ships cheaper, now has a new, more correct meaning. There are also new missions that optimize work with squadrons, a siege skill for admirals that improves the quality of blockades, interface innovations and some changes in the rules of naval battles.

The fight against corruption costs a certain amount of money every month, depending on the development of the country

Of course, there were some new items that have nothing to do with the main theme of the add-on. For example, the espionage system has been redesigned: now diplomats first build a spy network in the state, increasing its power, and then it is used for usual actions. Although some of them have also changed: for example, stealing technology now brings a permanent discount.

Among other things, Paradox Interactive introduced another headache into the game: corruption. If the classes that appeared in The Cossacks, were a systemic problem that had little effect on finances, then corruption eats money. Well, that is, if you launch it, it will begin to have a more general impact, but in a normal situation it simply eats up money, and can become a heavy burden on a not very powerful budget. Although in general it is not so scary, and other changes affect life, but within reasonable limits. As a result Mare Nostrum leaves the feeling that the release of the DLC could have been delayed a little longer.

AHTUNG! MANY LETTERS! This is essentially training. Also, some part of this article is in the tutorial for the game itself.
In advance, I ask you not to criticize me for punctuation and poorly written sentences. Well, maybe also spelling in some cases.

The game is from a Swedish company that has released games such as, but has only a few differences. For example, when the game takes place and some changes in gameplay occur.
The very beginning of the game.
After launch, the boot menu shows some hints that I would advise you to listen to, and portraits of famous personalities.

Next comes a menu in which you can choose to play alone or online. You can also change settings, look at the authors, or take training.


We select a single game and get into a menu with a choice of era and country.
About time. You can choose absolutely any date from 1444 to 1821, or a scenario like the War of Independence or the colonization of the New World.
Unfortunately, you can only play indefinitely thanks to plugins available in the Steam Workshop, and only until 1821.
Also, the game will tell you which country is easier to play for at a certain point in time.

Almost the entire world is available for exploration. Some regions need to be colonized, and some will require certain sciences.

Now about the gameplay itself.
Having chosen one of many different countries, the camera is centralized on the capital of that country.


Here we can see many different buttons, icons and other, other, other things.
Let's start from the center. This is your capital, where the initial troops and fleet are located, which depend on the choice of certain factors, such as difficulty and handicap.
There are troops and countries located around, within your visibility zone, that is, adjacent to your borders. You can also see the borders of countries that have an alliance with you.
The window on the right, under the timer, shows your diplomats, merchants (initially each country has 2 of them, but trading republics such as Venice have one more), armies and navy. This window can also be customized and the time of construction of buildings, formation of troops, and others can be shown in it.
About the timer itself. There is a pause, which, of course, stops time in the game (in a multiplayer game, if one of the players stops the time, it can be restarted after 30 seconds). 5 speeds are also available. At its highest, a month lasts about 8 seconds.
Now about the top bar. The first is the treasury. The game currency is ducats. The plus or minus next to the coin means whether coins are coming into your treasury or going out. By hovering, you can find out the exact number of incoming or outgoing ducats.
Then come the recruits. This is an important factor in wars, because recruits are needed to form armies and replenish them in case of losses.
Every month the number of recruits increases due to various buildings, sciences or events, as well as the number of regions that you own.
Stability. Stability increases or decreases due to events, or by purchasing it with ruler points. It varies from -3 to 3. At -3, there will always be uprisings and many other disadvantages in the country. With positive stability, there will obviously be advantages.
Prestige. Prestige ranges from -100 to 100, which changes due to events and annually. Every year prestige waxes and wanes, depending on how much there is. That is, if prestige is negative, it will increase, because tends to zero. Actually, with a positive amount, it will decrease. The amount of prestige gained per year depends on events, advisors, the base change value of 5% and several other factors.
Delegitimacy (republican traditions in the case of Venice). Legitimacy also changes in connection with events that sometimes occur in the country. Unlike prestige, legitimacy tends to reach 100. Legitimacy affects the risk of uprising in the provinces and other factors.
Ziplomatichesky weight, which changes depending on the rivals you have (more on them later). At certain weight amounts you will receive some bonuses.
Now there are three icons under the top bar. These are the ruler's glasses. Administrative, diplomatic and military, respectively.
They are needed for various purposes, such as constructing buildings, nationalizing captured provinces, hiring generals, or simply being spent in events. Every month you get n number of points, which depends on the abilities of your ruler and advisers.
Next come the flags that show that your country is missing something. For example, the first flag indicates that you have few rivals who influence diplomatic weight and help with the military capture of provinces.
The second flag indicates possible uprisings. To suppress them, it is enough to spend a few military points, increase stability, nationalize the region, or some other reason, of which there are enough.
The third checkbox indicates that advisors are available for you to hire, who provide various bonuses, including that same increase to the ruler’s points. There are only three advisors available, one for each point.


Here I chose to hire an administrator. At first, only 3 advisors are available for hire, the number of which may change when certain groups of ideas are adopted, or due to events.
The fourth checkbox shows you your truce agreements.
The fifth checkbox is that at the moment you can choose a certain task that gives prestige and other advantages. These tasks rather help you advance in the game, because... there is often the capture of someone or the conclusion of an alliance.
Well, the sixth thing is that you can hire a general for your armies.
There are, of course, more flags, but I won’t talk about all of them.
Map. At a certain point in the game, certain countries have their own open territories. Depends on historical factors, or, if you do not want to open new territories, over time you will receive a notification that a new land has been opened.

There are also several map modes. Each of them is needed for something. The first, for example, shows the climate and terrain of the regions. I will not describe each mode; when you hover over its icon, its functions are described.

Now click on the coat of arms located in the upper left corner. A window of the country is opening for us.

First tab, Control, it says: your type of government, the ruler’s abilities, country bonuses, cultural affiliation and the monthly increase in ruler points.
About rulers. Republican countries have a period for electing a ruler, depending on the type of government itself. You can choose from three rulers: an official, a diplomat and a military man. Each has the power to gain monthly ruler points based on its direction.
In ordinary countries they reign until death through inheritance. If the ruler of the country dies and his heir is too young, then the board will take control of a temporary regency council. If there is no heir, then an interregnum begins.
To increase the number of heirs, it is necessary to enter into dynastic marriages with other countries.

Second tab, Diplomacy, in it you can see neighboring countries, relations with them, countries that consider you enemies, or choose those same rivals to increase diplomatic weight.

It is also possible to create vassals from regions that you have captured, but which you have not nationalized. Vassals will be your allies, and will pay you monthly.
Here you can also see what religion the country professes, your ruler, the number of diplomatic connections, exceeding the limit of which will negatively affect the diplomatic points you receive.

Economy.

This shows the country's income, income bonuses, inflation and other money-related information.
Inflation can increase both when receiving money from the country in the event of concluding a peace treaty, as part of it, and when mining gold.
Loans are needed when there is no money at all in the country's treasury. Loans are taken out for a specific period and must be repaid with interest. The total number of loans you can get depends on the countries and several other factors.

Trade.

Trading is necessary to make a profit. The income received from trading and modifiers that increase its percentage are also shown here. This lists the various trading nodes within your sight where you can send one of your merchants. BUT this does not mean that you can send your merchant to the other side of the world. Range is affected by... "range".
Now about the trade itself.
You can place a merchant on a trade node to redirect trade influence to another node, which will increase the total income from the node of all countries whose merchants are located in it. Or send the merchant to collect profit. The profit extracted from a node is affected by trade influence.

Technologies.

Ruler points are spent on technology. Each of the three technologies has its own direction, as, of course, the points required to study it. For example, military technologies are needed to unlock military bonuses, and diplomatic technologies are needed to improve trade or open a new fleet.
The number of ruler points needed for technology is influenced by the technological group to which the country belongs, or by temporary interest received for falling behind in the study of science, or, conversely, in success. As well as some bonuses received from certain groups of ideas.

Ideas.

Idea groups are unlocked by learning new levels of administrative technologies.
Like technologies, idea groups are divided into three types and studying them costs ruler points. When studying a new branch of an idea, a point is added to national ideas (Venetian ideas, in this case).

Tasks.

Needed to gain prestige and advance in the game.
In the tasks there is a point “national decisions”, in which, under certain conditions, it is possible, for example, to create a Russian nation from Muscovy, or Scandinavia, by uniting Denmark, Norway and Sweden.
Internal Policy bonuses are available when researching idea groups.

Stability and expansion.

In this tab, you can reduce war fatigue, which negatively affects many factors, such as the time it takes to form armies and the risk of uprising. You can increase the stability itself for administrative points.
You can also see which provinces are uprising, manage overexpansion, and see colonization data.
Learn more about colonization. The menu shows three colonization factors. The first is distance. Distance affects how far your colonist can explore uninhabited lands from your nearest region. This number can also be increased by science. The second point is the annual increase in settlers. In order to completely colonize a region you need to have 1000 people in the city. This is a standard number, and it is also increased by science. The third point is administrative efficiency. It is "a measure of how effectively your country manages captured territories..."
To colonize a territory, it is necessary to destroy all the natives currently in it. If you don’t do this, they will raid your settlement and kill people. This is done simply by moving your squad to the desired region and selecting the desired item in the army menu.
In addition to the base growth, there is a chance of some population joining your colonial city every month.

Religion.

Here you can see which of your provinces is dominated by a religion different from yours and you can send a missionary to this region. Units of tolerance for other religions and the ability to change the main religion of the country are also shown.
Catholics can vote for unelected cardinals to gain a certain amount of influence over the Pope each month, thereby gaining the influence of those cardinals when they become one. If this happens and your power begins to control the Papal Curia, you will have access to such a cause of war as a crusade. You can call upon it against a certain power that professes a different religion. In this case, all Catholic countries will have a cause for war with this country. The Pope can also excommunicate a Catholic country from the church.
To increase your influence on the Pope, you can become a defender of the faith for 500 ducats for a period of 24 months. But if you have less prestige than another country that wants to be the defender of the faith, then this title will fall from you. You will also lose this title if you attack a country that professes the same religion as you, or if your ruler dies. This will also give you an additional missionary and increase the morale of your army, but will increase the number of points needed to study science.
Orthodox countries have a Patriarch, whose influence you can increase or decrease in certain fairly frequent events. There are no downsides to minimal influence, but at 100%, the patriarch will increase the strength of missionaries, reduce the risk of uprising, increase the number of recruits by 33%, but also reduce tax income by 33%. So decide for yourself.
In general, there are too many religions to describe each of them. You can see everything for yourself.

Warfare.

Here you can hire a general who will allow your army to be more effective during a siege or in battles, as well as survive in winter conditions, or during the same siege.
You can change the type of troops you hire, which opens when you discover new military technologies.
You can see the various modifiers to your army that make it more effective, and its limits. The troop limit increases as you gain regions.
Now about what the icons mean. The first is the cost in ducats for one detachment (1000 people). Then combat effectiveness is an increase in the damage of your army. Firepower, which affects fire damage during battles. Onslaught power that affects melee damage. And the total number of units you have. It's similar with the fleet. Cost, combat effectiveness, guns, ship size (I don’t know what they influence) and the result.

Autonomy.

Your vassals are shown here. These are your allies who will fight with you in wars and will help capture provinces on your behalf. They generate monthly income, which depends on the form of government or idea groups. We also see income from the colonies, and the total income received from all colonies and vassals. Vassalage occupies one of several possible diplomatic connections, so you cannot take on a huge number of vassals. You can, of course, but then you won’t be able to study diplomatic sciences.

Factions.

Factions are available to merchant republics. Their influence can be increased either with the help of ruler points, or it will increase itself when choosing a ruler. Give factions various bonuses that will help you in certain cases. Although the factions are located oppositely, relative to administrative points. So, aristocrats give military bonuses, and guilds give administrative ones.

Achievements.
Achievements can only be obtained in single player play without any plugins in Ironman mode. There are many achievements of varying complexity, such as capturing the WHOLE world, or capturing one insignificant province.

Well, that’s basically it. It seems like I haven't forgotten anything. Thank you for reading, I hope this article will help someone understand the game, and will push someone to buy it.