There always seems to be more features the average Europa Universalis 4 player has not indulged himself with, and with “The Austria Update” just being released, adding more features, it is important players delve into the unknown to better their understanding of the contents of the game, the is especially so if the player desires a world conquest. In this article, I will be covering Colonization, War tactics, Trade, Which DLC’s to get, and more. Welcome to: A Complete Guide to Europa Universalis 4
In 2013 Europa Universalis IV won 'Best Strategy' and 'Best Historical' in Game Debate's 2013 awards. As of February 2014, Europa Universalis IV had sold over 300,000 copies. By January 2016, over 900,000 games were registered on Steam. As of 21 June 2016, over 1 million copies have been sold. Portugal is by far the safest country to start as in Europa Universalis IV. Located in western side of Iberia, you’re flanked by either Castile or the Atlantic Ocean. Portugal is automatically allied with England, and Portugal is on friendly terms with Castile and Aragon, offering strong allies for potential African conquests. Jan 27, 2017 That includes Tribes, Hordes, anything. Even custom nations! Just don't forget to write down or put a screenshot of the ideas if you will be writing about custom nation. Looking to play with some intresting/fun nation, kinda bored of EU4 but I want to get back to the game and nolife the ♥♥♥♥ out of it without getting bored. Eu4 best multiplayer nations September 26, 2020 maybe burgundy and castile/spain or england/great brittian and burgundy or england/great brittain and castile/spain. Help the AI understand its goals, and add flavor to the Russia and Ottomans.
How to make hoi4 run faster. Eu4 Best Multiplayer Nations.
Guide to Europa Universalis 4: Which Countries should I play?
If you have played before – Do you remember the first time Europa Universalis opened? I am sure it was overwhelming. New players face a tough question; Which country should I play? Which Country is the best? The game features a diverse selection of playable states, in fact, there are 639 startable nations! Through analysis, we have discovered that different countries hold a magnitude of different problems, and therefore harder countries hold more, and harder problems. For this reason, we have created a list of recommended countries, varied via skill level.
Beginner (Easier)
- Spain, Portugal, England, France, Ottomans, Hungary, Poland, Venice
Intermediate (Average)
- Denmark, Sweden, Muscovy, Austria, Ming, Oda, Naples, Aragon, Scotland, Norway, Bohemia, Great Horde
Expert (Harder)
- Brandenburg, Novgorod, Aztec, Provence, Serbia.
Guide to Europa Universalis 4: How to Wage a War and Win!
Once a country has been picked, War is inevitable. No matter your size, strength, or location. This is why is vital that players are well equipped for the event and know how to achieve success. But first, you must know how to dull the impact of a defensive war, and how to improve the odds of victory in an offensive war. This can be done via alliances. Alliances are an integral part of Europa Universalis 4, and an educated player knows how to squeeze their allies for all they have got.
The key when selecting an ally is strength and location. It is important to choose your allies carefully because they will not join your war unless they have a reason to. When you ask your ally to join your war (Call to Arms), there are certain modifiers that decides if they support you. Some examples are:
- Relative Manpower
- Distance
- Debt
- Favors
- Attitude
Alliances and Enemies
Badmash hindi rap guru all mp3 songs download. Make sure not to select an ally that is far away from your state, because they will not feel compelled to join your wars.
Once you have gathered your allies and chosen a target, the next step is war. Make sure the relative strength of your allies is greater than your enemies. Hide reviewer name on track changes microsoft word for mac. Within the game, the success/failure of the war is tallied via war score. This can be seen in the bottom right. Certain provinces are worth a greater war score, in contrast to other provinces. An example of this is your enemy’s capital. Your foe’s capital (Depending on the size of your enemy) is usually enough to guarantee a white peace! What is a white peace?, newer players may be asking.
White Peace: A white peace is when both parties in a war decide to return to war conditions before the war. Both parties don’t gain or lose anything.
What Modifiers Affect my Troops Battle Ability?
Battles are usually won via quality and quantity. Within wars (Usually) it is important to have equally, or greater troops than your enemies, but it is also important that your discipline and Army morale is kept high. These modifiers can be improved via Ideas; Ideas are investments, available in the early game, that can improve certain aspects of your nation. They are available after administration level 5.
How do I Colonize? And which Countries should I Colonize with?
Colonization is a process where residents of a country choose to start inhabiting an area. This process has the potential to pay large dividends, and nations that choose to invest in certain colonial regions, may see large profits. So this must take large sums of money and time to achieve? Wrong. Many colonies are inexpensive, with each colonist only costing 2 ducats per month.
How do I unlock Colonization?
To colonize, one must first reach administration level 5. This can be done in the Country View (Top Left Flag). Once this has been done, the player must select an idea. 2 Ideas include colonists – colonists represent the number of sustainable colonies that are available to the nation. These are: Exploration (Includes 1 colonist), and Expansion (Includes 2 colonists). We recommend any country that wants to colonize the New World, Asia, or Oceania, to first pick Exploration ideas because it provides an explorer. What is an Explorer? You may ask.
An Explorer is a ship captain that allows the fleet is discover terra incognita (Unknow land).
Where do I colonize?
We recommend prioritizing the colonization of the following areas:
- The Caribbean, India, Spice Islands (Indonesia), and Central America.
Guide to Europa Universalis 4: Which DLCs should I get?
DLC: A extension to the main game that adds new content.
With the large number of DLCs available, it is relatively impossible to play Europa Universalis without a select few DLCs. These DLCS provide us with a whole new range of features to use when playing. Though there are some clear DLCs that have more use than others, this is why we have compiled a list of the most useful DLCs.
Tier 1 (Must Have)
- Rights of Man, Common Sense, Art of War
Tier 2 (Optional)
- Cradle of Civilization, Mandate of Heaven, Cossacks, El Dorado, Wealth of Nation, Mare Nostrum
Tier 3 (Not Needed)
- Conquest of Paradise, Res Publica, Third Rome
Dec 22, 2017
EU4 is probably one of the most complex games to play. Hopefully I can relieve some of that complexity by helping you understand Colonization.
Exploration
Colonization is a pretty important part of playing a major Western European power (Spain, Portugal, England, France). Colonization is easy, and the best way to expand and gain wealth outside of Europe. First make sure you've taken Exploration Ideas. The first Idea of Exploration Ideas adds a Colonist. Colonists are vital to Colonization, because they set up the colony. If you're starting at a 1444 start date, you'll have to wait until 1492, because that is when the you'll have enough monarch power to hire an Explorer. Assign your Explorer to a fleet. Exploring is easy. Send your Explorer out to the first sea province you can. If you have the El Dorado DLC enabled, the Explorer will explore the whole region, and return to the closest port for reassignment when finished. Depending on your Colonization Range, you'll only be able to explore certain areas before you cannot reach the Terra Incognita that is too far out of range. Certain Idea groups, such as Expansion and Exploration make up for this over time, and extend your range. You should be able to reach the Caribbean and/or Nova Scotia, by 1492, and once you set up permanent colonies, you'll be able to expand further into the continent.
Building Colonies
In order to set up a permanent colony, click on the unowned province you want to colonize, and click 'send' to send your colonist. You'll notice your amount of colonists goes from 1/1 to 0/1. This means that you cannot colonize any other provinces without colonists. You cannot colonize an inland province, only those on the coast. You will also notice that your colony isn't built into a fully functioning province right away, you'll have to wait until enough settlers arrive in your colony. Certain events, Ideas, and technological advances will boost your World Settler Increase, which in turn increases how long it takes a colony to become a fully functional province, and for you to be able to colonize more. Advances in Exploration Ideas will allow you to set up a second colony using a second colonist, allowing 2 colonies to be set up simultaneously. Expansion Ideas also adds a third colonist. Three the maximum for nations without special ideas that add a fourth colonist. As time marches on, your World Settler Increase will increase, your Colonization Range will increase, and your amount of Colonists will increase.
Further Exploration of the New World
Once you have a fully built up province in the New World, it is now where your Explorer will usually return when exploring the waters of the New World. Now you can colonize provinces adjacent to your province. Now build up troops in your new province, or take some from the homeland. Assign a Conquistador to your army, and send them out into the Terra Incognita. Conquistadors can explore land provinces like Explorers can explore sea provinces. If you have El Dorado enabled, you can set this army's mission as 'Hunt for the Seven Cities' This makes them automatically discover provinces in the Terra Incognita. This can only be done in Colonial Regions.
Colonial Regions and Colonial Nations
Colonial Regions are the designated areas that will form Colonial Nations when the Mother Nation holds 5 provinces in the Region. There are 10 Colonial Regions in the game: Colonial Brazil, Colonial Peru, Colonial La Plata, Colonial Colombia, Colonial Mexico, Colonial Louisiana, Colonial California, Colonial Eastern America, Colonial Canada, and Colonial Australia. Once a Colonial Nation is formed, you can name it. There are set names you can choose instead of naming it yourself, and the AI nations will use these names rather than generating new ones. These nations are able to colonize on their own, and their provinces that are adjacent an uncolonized province count as adjacent to you, and you can colonize them yourself. With El Dorado, when the first Colonial Nation is formed in a Region, the Pope will use the Treaty of Tordesillas mechanic to designate that specific colonial region to the nation's overlord. This gives that Catholic nation claims on all provinces in the Colonial Region, and any Catholic Nation that violates the Treaty of Tordesillas will get a -50 relation with the Papal State, a -100 relation with the rightful holder of the Region, and a -20 Settler Increase in the Region. Non-Catholic nations are not affected by the Treaty, and annexing the rightful holder completely transfers the claim.
Diplomacy With Your Colonial Nation
You may raise tariffs on your Colonial Nations to rake in more trade tax, but this will make your Colonial Nation unhappy, boosting their Liberty Desire, and lowering their opinion of you. Lowering tariffs will boost relations and lower Liberty Desire. If the Colonial Nation feels it is more powerful than it's overlord, it may begin making alliances with your other Colonial Nations that feel the same way, or may ask an independent nation (probably a rival) to support their independence. Not all of your Colonial Nations will ally the rebellious colony. This independent supporter will join the war no matter what, and cannot decline. You can do this too, and support a Colonial Nation or Vassal that you think deserves independence.
If you are able to crush your rebellious colony and return them to your control, their opinion of you will, understandably, take a huge dip, depending on how dominating the peace deal was. Over time things should begin to return to normal. However, if you lose the war and your colony becomes a free nation, it will take a name depending on the Colonial Region. The United States may form in Colonial Eastern America, Canada and Quebec in Colonial Canada, Brazil in Colonial Brazil, Australia in Colonial Australia, and so on. This new nation will probably rival you if it is strong enough, unless you can begin making friends almost immediately after it's independence. It will keep it's alliances with your other free former-colonies, and it's independence supporters.
Charter Regions
Some regions of the world are open to colonization, but are not Colonial Regions, therefore cannot host Colonial Nations. These regions do have Trade Charters however, which are similar to Colonial Regions in the sense that there is a little bit of autonomy involved, but not nearly on the scale of a Colonial Nation. Once you dominate a certain Charter's Centers of Trade, you may form a Trade Company (i.e East India Company). With the Common Sense DLC enabled, these Charters gain Subject Interaction, but they may not declare independence from their overlord. Trade Company Subjects receive no penalties from unaccepted religion or culture, and their trade power in the region is +100%. These Trade Charters are located in India, China Africa, and the East Indies.
Recommended for You:
Best Nations To Play Eu4 1.30
- All Europa Universalis IV Guides!
You May Also Like: