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Europa Universalis IV

Europa Universalis IV

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Welcome to Europa Universalis IV, the grand strategy game where you guide a nation through centuries of history, from the late Middle Ages to the dawn of the modern era. You'll manage everything from your economy and diplomacy to your military might, all while navigating complex political landscapes and forging your nation's destiny. Whether you dream of forming the mighty Spanish Empire or simply want to survive the turbulent early modern period, EU4 offers unparalleled depth and replayability.

This guide is here to help you master the intricate systems of Europa Universalis IV. We'll dive deep into critical aspects like optimizing your economy for prosperity, building an unstoppable military force, and achieving ambitious national goals. If you're looking to understand the nuances of idea groups, manage your burgeoning empire effectively, or simply get a better grasp on what makes a successful run, you've come to the right place.

Part 1

A comprehensive guide and walkthrough for Europa Universalis IV, covering game mechanics, nations, ideas, research, buildings, advisors, units, religion, spies, trade goods, policies, governments, and provinces.

Welcome to the first part of this Europa Universalis IV guide and walkthrough. This FAQ, created by Warfreak, aims to cover a vast array of game mechanics and content, including buildings, research, province statistics, and much more. While the author is new to Europa Universalis IV, their extensive experience with similar games like Civilization IV and Command & Conquer is expected to help in creating a thorough guide. The game features a substantial 1741 provinces, indicating a comprehensive and lengthy guide.

Version History:

  1. Version 0.1 (26/8/07): Guide started, focusing on Chapter 2.
  2. Version 0.2 (27/8/07): Chapter 2 completed. Chapter 3 started, covering 13 countries.
  3. Version 0.3 (29/8/07): Progress made on the extensive Chapter 3.
  4. Version 0.4 (30/8/07): Further progress on Chapter 3. Chapter 4 completed.
  5. Version 0.5 (5/9/07): Continued work on the guide.
  6. Version 0.6 (7/9/07): More progress on Chapter 3 (13 additional countries). Chapters 5 and 6 completed.
  7. Version 0.7 (8/9/07): Chapter 3 updated with 13 more countries. Chapter 7 and all 260 units in Chapter 8 completed.
  8. Version 0.8 (9/9/07): Chapter 3 updated with 13 more countries (total 78/282). Chapters 9, 10, and 11 completed. Chapter 12 completed. 26 more countries added (total 104/282).
  9. Version 0.9 (10/9/07): 39 countries added, bringing the total to 145 (past the halfway mark).
  10. Version 1.0 (23/9/07): An additional 39 countries completed, totaling 184 out of 282.
  11. Version 1.1 (29/10/07): Two chapters removed, reducing the guide to 14 chapters. Chapter 13 completed. Province count at 100/1741. Nation count at 210/286 after adding 26 more.
  12. Version 1.2 (6/12/07): Nation tally at 251/286. Province count at 100/1248.
  13. Version 1.3 (9/12/07): All nations are now complete. 600/1248 provinces completed. This is the penultimate update.
  14. Version 1.4 (10/12/07): The guide is now complete. All land nations and provinces are covered. This is the author's largest guide to date.

Table of Contents Overview:

  • [1] Introduction: Covers the guide's introduction and version history.
  • [2] Global Modifiers: Details difficulty modifiers and static modifiers for provinces and globally.
  • [3] Nations: Categorizes nations by continent (Africa, Americas, Arabia, Asia, Europe).
  • [4] Ideas: Explains various idea groups including Naval, Land, Exploration, State Business, and Culture.
  • [5] Research: Covers research categories: Government, Land, Naval, Production, and Trade.
  • [6] Buildings: Details general buildings, manufactories, and fortresses.
  • [7] Advisors: Information on the available advisors.
  • [8] Units: Breakdown of Infantry, Cavalry, Artillery, and various ship types (Big Ships, Light Ships, Galleys, Transports).
  • [9] Religion: Covers religious groups: Christian, Muslim, Eastern, and Pagan.
  • [10] Spies: Information on spy missions.
  • [11] Trade Goods: Details base resources, metals, and specific regional resources (African, Eastern, New World).
  • [12] Policies: Compares opposing policy pairs such as Aristocracy vs. Plutocracy, Centralisation vs. Decentralisation, etc.
  • [13] Governments: Lists and describes various government types from Feudal Monarchy to Tribal Democracy.
  • [14] Provinces: Detailed information on provinces, numbered from #1 to #1248.
  • [A-E]: Contact Information, Webmaster Information, Credits, Sites FAQ is on, and Copyright details.

Part 2

Europa Universalis IV Very Easy Player gets 50% less infantry cost, 0.5 Global Manpower Modifier, and -3 Global Revolt Risk.

Very Easy Player Modifiers:

  • Global Manpower Modifier is 0.5
  • Infantry cost 50% less
  • Cavalry cost 50% less
  • Artillery cost 50% less
  • Big Ship cost 50% less
  • Small Ships cost 50% less
  • Galley Ships cost 50% less
  • Build Cost is 50% cheaper
  • Sending merchants cost 50% less
  • Sending colonists cost 50% less
  • Inflation Reduced by 0.5 a year
  • Global Revolt Risk is -3

Easy Player Modifiers:

  • Global Manpower Modifier is 0.25
  • Infantry cost 25% less
  • Cavalry cost 50% less
  • Artillery cost 50% less
  • Big Ship cost 50% less
  • Small Ships cost 50% less
  • Galley Ships cost 50% less
  • Build Cost is 25% cheaper
  • Sending merchants cost 25% less
  • Sending colonists cost 25% less
  • Inflation Reduced by 0.25 a year
  • Global Revolt Risk is -1

Hard Player Modifiers:

  • No Advantages or Disadvantages

Very Hard Player Modifiers:

  • Army Tradition -0.25 a year
  • Navy Tradition -0.25 a year

Very Easy AI Modifiers:

  • Army Tradition -0.25 a year for AI
  • Navy Tradition -0.25 a year for AI

Easy AI Modifiers:

  • No Advantages or Disadvantages for AI

Hard AI Modifiers:

  • Army Tradition +0.25 a year for AI
  • Navy Tradition +0.25 a year for AI
  • Global Tax Modifier is 0.25

Very Hard AI Modifiers:

  • Army Tradition +0.50 a year for AI
  • Navy Tradition +0.50 a year for AI
  • Global Tax Modifier is 0.50

Provincial Static Modifiers:

OverSea Provinces:

  • Local Tax is Reduced by 30%
  • Missionary Cost is 75% more expensive
  • Spy Defence is lowered by 5%
  • 100% Longer to train troops
  • 100% Longer to build ships
  • 5% penalty on garrison growth

Coastal Provinces:

  • No Advantages or Disadvantages

Non Coastal Provinces:

  • 10% more expensive for Colonists

Coastal Sea:

  • Supply Limit is 5

Tropical:

  • Colonists 20% more expensive
  • -10% chance for Colonists
  • -8% Population Growth
  • Attrition is 5
  • Max Attrition is 5

Sea Zone:

  • Max Attrition is 5

Land Province:

  • Max Attrition is 5
  • Stability Cost is 25
  • Garrison Growth is 10%
  • Tax on Province is at least 10%

Mild Winter:

  • Attrition increased by 2
  • Max Attrition increased by 2

Normal Winter:

  • Attrition increased by 5
  • Max Attrition increased by 5

Severe Winter:

  • Attrition increased by 10
  • Max Attrition increased by 10

Out of Supply:

  • Max Attrition increased by 10

Blockaded:

  • Trade Income is reduced by 75%
  • Tax income is reduced by 75%

Adjacent Province Not Controlled:

  • Colonist Cost increased by 15%
  • Colonist Success Rate decreased by 5%

Provincial Tax Income:

  • Chance of Missionary decreased by 2% for Each Ducat
  • Missionary Cost increased by 1% for Each Ducat
  • Supply Limit Increased by 0.2 for Each Ducat
  • Spy Defence +1% for Each Ducat
  • Regiment Recruit Speed 1% Faster for Each Ducat

City Population:

  • Missionary Cost increased 1% for every 1000 Population

City:

  • Pays 100% of Tax

Colony Level:

  • Colonists Cost 2% cheaper for each level
  • Colonist Success Rate 4% higher for each level
  • +0.5% Population Cost for each level
  • Tax Income +10% for each level

Native Agressiveness:

  • Colonist Chance -3%
  • Population Growth -1% for each % of agressiveness

Core Province:

  • Tax Income increased by 90%

Same Culture in Province:

  • -10% Tax on Province

Unaccepted Culture in Province:

  • -30% Tax on Province
  • Missionary Success Rate decreased 5%
  • Manpower Modifier decreased 5%
  • +1 Revolt Risk
  • 50% Longer to Train Troops

Different Religion:

  • Tax Income Decreased 30%
  • 50% more expensive stability cost
  • +1 Revolt Risk

Same Religion:

  • Tax Income Decreased 30% if in Different but in same Group
  • 25% more expensive stability cost

Centre of Trade:

  • +5% Population Growth
  • Tax Income +10
  • +1 Merchant for Each Positive Stability

Occupied:

  • -3% Population Growth
  • +2 Revolt Risk
  • -5% Garrison Growth

Under Siege:

  • -3% Population Growth

Looted:

  • -5% Populatio Growth
  • Max Attrition increased by 5
  • 50% Less Tax Income

Tolerance:

  • 1% For Each Point of Tolerance
  • +/- X Revolt Risk for Total of Tolerance/Intolerance

Foreign Centre of Trade:

  • -15% Merchant Compete Chance

Revolt Risk:

  • Tax Income -5% for each Revolt Risk
  • Spy Defence decreased 1% for each Revolt Risk
  • 10% Longer to Train Troops for each Revolt Risk

Nationalism:

  • Minimum Revolt risk 0.1
  • Local Revolt Risk at least 0.1 every year

Manpower:

  • Garrsion Growth increased 1% from Manpower

Global Static Modifiers:

Base Values:

  • +2 Merchant Competition

Part 3

Explore the mechanics of War Taxes, Stability, Loans, Inflation, Bankruptcy, and more in Europa Universalis IV. Understand how these factors impact your nation's development and military.

This section details various game mechanics and their effects in Europa Universalis IV.

Army Tradition Decay: 0.03 per year

Navy Tradition Decay: 0.03 per year

Prestige Decay: 5% a year

War Taxes

  • Global Tax Modifier: +50% more tax
  • War Exhaustion: Increased by 2

Stability

  • Interest Reduction: 1% per positive point
  • Merchants: +1 per year for each positive point
  • Merchant Compete Chance: +5% per positive point
  • Merchant Placement Chance: +5% per positive point
  • Global Revolt Risk: -1 per positive point
  • Spy Defence: +5% per positive point

Positive Stability

  • Global Tax Modifier: +10% for each point

Negative Stability

  • Global Revolt Risk: +1 for each point

Cancelled Loan

  • Interest Rates: Increased by 3%

Bank Loan

  • Interest Rates: Increased by 2% per loan

Inflation

  • Build Cost: Increased 1% per 0.1 of inflation
  • Stability Cost: Increased 1% per 0.1 of inflation
  • Merchant Cost: Increased 1% per 0.1 of inflation
  • Colonist Cost: Increased 1% per 0.1 of inflation
  • Missionary Cost: Increased 1% per 0.1 of inflation
  • Infantry Cost: Increased 1% per 0.1 of inflation
  • Cavalry Cost: Increased 1% per 0.1 of inflation
  • Artillery Cost: Increased 1% per 0.1 of inflation
  • Big Ship Cost: Increased 1% per 0.1 of inflation
  • Lightship Cost: Increased 1% per 0.1 of inflation
  • Galley Cost: Increased 1% per 0.1 of inflation
  • Transport Cost: Increased 1% per 0.1 of inflation
  • Land Tech Cost: Increased 1% per 0.1 of inflation
  • Trade Tech Cost: Increased 1% per 0.1 of inflation
  • Naval Tech Cost: Increased 1% per 0.1 of inflation
  • Government Tech Cost: Increased 1% per 0.1 of inflation
  • Production Tech Cost: Increased 1% per 0.1 of inflation
  • Advisor Cost: Increased 1% per 0.1 of inflation
  • Spy Cost: Increased 1% per 0.1 of inflation

Bankruptcy

  • Global Revolt Risk: +1
  • Interest Rates: Increased by 10%
  • Land Morale: -2
  • Navy Morale: -2

War

  • Diplomats: +1 per year if at war
  • Maximum War Exhaustion: 10
  • Increase in War Exhaustion: 0.041 per month
  • Merchant: -1 per year if at war

Peace

  • Maximum War Exhaustion: 10
  • Decrease in War Exhaustion: 0.083 per month

War Exhaustion

  • Stability Investment: -1
  • Global Revolt Risk: +1

Trade Efficiency

  • Merchant Compete Chance: +0.5% for 1% of Trade Efficiency
  • Merchant Placement Chance: +0.5% for 1% of Trade Efficiency

Production Efficiency

  • Colonist Placement Chance: 0.2% for 1% of Production Efficiency

Trade Refusal

  • Trade Efficiency: -3% Penalty
  • Trade Tech Investment: -2

Trade Agreement

  • Trade Efficiency: -3% Penalty

Defender of Faith

  • Land Morale: +0.5
  • Navy Morale: +0.5
  • Production Tech: 20% Slower
  • Trade Tech: 20% Slower
  • War Exhaustion: -0.025
  • Prestige: +0.01

Emperor

  • Diplomat: +1 per year
  • Spy Defence: +5%
  • Prestige: +0.01

States in Holy Roman Empire

  • Stability Investment: +1
  • Global Manpower: X0.5 to Emperor
  • Land Forcelimit: +2

Luck

  • Merchant Compete Chance: +10%
  • Colonist Placement Chance: +10%
  • Missionary Placement Chance: +10%
  • Leader Fire: +1
  • Leader Shock: +1
  • Land Tech Cost: -0.02
  • Trade Tech Cost: -0.02
  • Naval Tech Cost: -0.02
  • Government Tech Cost: -0.02
  • Production Tech Cost: -0.02
  • Spy Efficiency: +5%
  • Stability Cost: -0.50

Badboy

  • Foreign Merchant Compete Chance: Reduced 1% for each BadBoy
  • Stability Cost: Increased by 0.01 for each Badboy

Prestige

  • Merchant Placement Chance: +1% for each Point Positive
  • Colonist Placement Chance: +1% for each Point Positive
  • Missionary Placement Chance: +1% for each Point Positive
  • Spy Efficiency: Increased 1% for each Point Positive
  • Land Morale: +0.05 for each Point Positive
  • Naval Morale: +0.05 for each Point Positive
  • Diplomat: +0.1 for each Point Positive

Controlled Cardinals

  • Prestige: +0.02 Point for Each Controlled Cardinal
  • Stability Investment: +1 for Each Controlled Cardinal
  • Spy Efficiency: Increased 2% for Each Controlled Cardinal

Africa

Adal

  • Government: Despotic Monarchy
  • Capital: Deker, Harer Province
  • Aristocracy / Plutocracy: -3
  • Centralsation / Decentralisation: 2
  • Innovative / Narrowminded: 1
  • Mercentilism / Freetrade: -3
  • Offensive / Defensive: 1
  • Land / Naval: -1
  • Quality / Quantity: 1
  • Serfdom / Free Subjects: -5
  • Technology Group: African
  • Religion: Sunni
  • Primary Culture: Somali

National Ideas: National Conscripts, Shrewd Commerce Practice, Divine Supremacy, National Trade Policy, Military Drill, Engineer Corps, Battlefield Commissions, Merchant Adventures, Grand Army, Espionage

Leaders:

  • 1442 - Mohammed Bin Badley: 4.4.4 (D.A.M)
  • 1454 - Ibrahim Bin Mohammed: 3.3.3 (D.A.M)
  • 1464 - Ibrahim Fah Nesrudin: 3.3.3 (D.A.M)
  • 1468 - Mohamed Bin Azhar: 3.3.4 (D.A.M)
  • 1498 - Mohammed Bin Aubaker: 3.3.3 (D.A.M)

Part 4

Master the EU4 game flow! This guide breaks down the 5 phases: Draw Cards, Actions, Peace & Rebels, Income & Upkeep, and Cleanup. Learn how to manage your empire turn by turn.

Alright, let's dive into the nitty-gritty of how a game of Europa Universalis IV actually plays out. This section, "Part 4: Sequence of Play," is super important because it lays out the entire turn structure. Think of it as the heartbeat of the game, dictating everything that happens. Each Age is made up of 4 Rounds, and each Round is broken down into 5 distinct Phases. We'll go through each one so you know exactly what to expect. Here are the 5 Phases we'll be covering: * 1. Draw Cards Phase: This is where you get new cards and make some crucial decisions about your missions. * 2. Action Phase: The core of your turn, where you'll be playing cards, taking actions, and interacting with the game world. * 3. Peace & Rebels Phase: Things get a bit dicey here as wars can end, and those pesky rebels might start causing trouble. * 4. Income & Upkeep Phase: Time to see how your economy is doing, collect your resources, and manage your monarch power. * 5. Cleanup Phase: A final tidy-up to get ready for the next round. Let's break each of these down so you're not caught off guard! ## 4.1 Phase 1: Draw Cards This is the start of your Round, and it's all about getting ready for the actions to come. ### A. Reveal Events First up, any relevant events will be revealed. Keep an eye on these, as they can present opportunities or challenges that might shape your strategy. ### B. Draw Action Cards You'll draw a fresh hand of Action Cards. These are your primary tools for doing things in the game, so managing your hand is key. ### C. Pay to keep Action Cards Sometimes, you might want to hold onto certain Action Cards for later. You can pay a cost to keep them, but be mindful of your budget! ### D. Pick/Replace Missions This is a good time to look at your available Missions. You can pick new ones or replace ones you've decided not to pursue. Missions are vital for guiding your expansion and earning rewards. ## 4.2 Phase 2: Actions This is where the real gameplay happens. You'll be taking turns to perform actions. ### Taking a Turn Players take turns performing actions. What you can do depends on the cards you have and the game state. #### Taking an Event If an event was revealed, you might have the option to 'take' it, which usually means resolving its immediate effects or making a choice. #### Unpicked Event If an event isn't taken by any player, it might have a default resolution or remain for a future turn. ### Passing When you've done all you want to do for the round, or can't take any more actions, you'll 'Pass'. #### Triggering End of Action Phase Once all players have passed consecutively, the Action Phase ends, and we move on to the next phase. ## 4.3 Phase 3: Peace & Rebels This phase deals with the consequences of war and internal stability. ### A. Remove Casus Belli and Truces Any Casus Belli you have might expire, and Truces with other nations will tick down. This is important for planning future wars. ### B. NPR Invasions Non-Player Rebels (NPRs) might launch invasions. Keep an eye on your borders! ### C. Rebels Siege or Move If rebels are present in your territory, they might start sieging down your provinces or moving around. ### D. Peace Resolution Any ongoing wars that have reached a conclusion will be resolved here. You'll get the peace deal you negotiated. ### E. Prestige Penalties Be careful! Failing to manage your wars or internal issues can lead to Prestige Penalties. ### F. Interregnum In some cases, an Interregnum period might occur, which can have significant effects on your nation. ### G. Religious Dissent Religious tensions can flare up, leading to Dissent in your provinces. This can increase unrest. ### H. Gain/Remove Unrest Based on events, actions, and other factors, Unrest in your provinces will be adjusted. ### I. Roll Rebel Dice Rebel factions might roll dice to determine their actions, such as sieging or spreading. ## 4.4 Phase 4: Income & Upkeep This is where your nation's finances and resources are tallied. ### A. Cut Costs You might have options to reduce your expenses, like cutting army maintenance. This can be crucial if you're low on funds. ### B. Collect Income minus Costs Your total income for the round is calculated, and then your expenses are subtracted. This is the net amount you gain or lose. ### C. Corruption Corruption can be a real drain on your resources. This is where its effects are applied. ### D. Collect Monarch Power You'll gain Monarch Power (Diplomatic, Military, and Administrative) based on your ruler's stats and other modifiers. This is vital for taking actions and enacting reforms. ### E. Score Prestige Prestige is a key resource. You'll gain or lose Prestige based on your performance and actions this round. ## 4.5 Phase 5: Cleanup The final phase of the round, preparing for the next one. ### A. Update and refresh Game elements will be updated, and various tracks and counters will be refreshed. ### B. Board and Status Mat Cleanup Any temporary markers or effects on the game board or your status mat will be cleared. ### C. Discard down to 5 Action Cards If you have more than 5 Action Cards in your hand, you'll need to discard down to the limit. Choose wisely! ### D. End of Age Routine If this is the final round of an Age, special End of Age routines will be triggered. This can involve scoring and other significant events. ## 4.6 End of Age Routine As mentioned, if an Age is concluding, this routine kicks in. It often involves scoring based on your achievements during that Age. ## 4.7 Final Scoring This is usually at the very end of the game, where a final tally of points determines the winner. You'll want to be in a good position by this point!

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