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:
- Version 0.1 (26/8/07): Guide started, focusing on Chapter 2.
- Version 0.2 (27/8/07): Chapter 2 completed. Chapter 3 started, covering 13 countries.
- Version 0.3 (29/8/07): Progress made on the extensive Chapter 3.
- Version 0.4 (30/8/07): Further progress on Chapter 3. Chapter 4 completed.
- Version 0.5 (5/9/07): Continued work on the guide.
- Version 0.6 (7/9/07): More progress on Chapter 3 (13 additional countries). Chapters 5 and 6 completed.
- Version 0.7 (8/9/07): Chapter 3 updated with 13 more countries. Chapter 7 and all 260 units in Chapter 8 completed.
- 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).
- Version 0.9 (10/9/07): 39 countries added, bringing the total to 145 (past the halfway mark).
- Version 1.0 (23/9/07): An additional 39 countries completed, totaling 184 out of 282.
- 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.
- Version 1.2 (6/12/07): Nation tally at 251/286. Province count at 100/1248.
- Version 1.3 (9/12/07): All nations are now complete. 600/1248 provinces completed. This is the penultimate update.
- 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.
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