Europa universalis 4 development of provinces guide. Guide and walkthrough for "Europa Universalis". Time goes by, but things don't wait

We present you a list of all current codes with which you can get a huge range of benefits. Obtain casus belli, idea groups, province resources and more in Europe Universalis 4.

Cheats in this game are divided into two categories. The first type is ordinary console commands. Enter a certain combination in Europa Universalis 4, press Enter and the effect is instantly applied.

The second type of codes are events. The fact is that in Europe Universalis 4 there are a large number of different in-game events, many of which give very significant effects, and therefore are used as cheats. More information about commands of this type can be found on the pages dedicated to them.

In addition, some commands in Europa Universalis 4 are switches, meaning that their effect can be canceled by entering them again. By the presence of a mark, you can recognize such codes for Europe Universalis 4 in the table.

How to enter any cheats into Europa Universalis 4

All codes are written using the console in Europe Universalis 4. To open it and start entering cheats, while playing Europa Universalis 4 with the English layout, press ~ (tilde). If the console does not open, switch the keyboard layout, most likely your language is Russian.

Table with all cheats for Europa Universalis 4

Entered codeExecution result
debug_modeInclusion this mode allows you to hover over a province to find out its identifier (ID) and the tag of the owner’s country.
Simplifies the use of a number of other commands in Europe Universalis 4
date [yyyy.mm.dd]Sets the current in-game date
die (kill) [country]Effects the death of a monarch in a specified state
add_heir [country]Adds an heir to the selected country
kill_heir [country]Death of the heir in the specified state
siegeCheat code for ending a siege in a selected province in favor of the besiegers in Europa Universalis 4
annex [country]Begin the process of annexation (annexation) of the specified country. It should be your vassal
integrate [country]Begin the process of integration of the selected state. It should be your junior partner in the union
vassalize [country]Makes the specified country your vassal in Europe Universalis 4
discover [country]Makes the capital of the selected state visible to you
winwarsMaximum advantage points in all wars waged by your country
kill_cardinalCheat code causes the death of a cardinal in Europa Universalis 4
cash [number]Adds you the selected amount of money
population [number]Adds a certain amount of population to the specified province
setmissionaryprogress [number]Sets the conversion progress percentage of the selected province in Europe Universalis 4
manpower [number]Adds recruits to your country. Without entering a value it gives 50000, but if you enter a number it is multiplied by 1000
add_natives [number]Adds a number of natives to the specified province
add_reformlevel [number]Cheat code adds a reform level for the Holy Roman Empire in Europa Universalis 4
add_opinion [country]Improves relations with the chosen state
add_pi [country]Adds influence points to the specified country on the Pope
add_pa [country]Adds the authority of the patriarch in Europe to the selected state Universalis 4
add/remove_cb [country]Allows you to add or remove desired causes of war against any desired countries.
tag [country]Switches control to the selected state
remove_defender_faithThe cheat code removes the defender for the religion the player's country belongs to in Europa Universalis 4
add_missionary [country]Adds an additional missionary to the specified state
add_colonist [country]Adds an additional colonist to the selected country in Europe Universalis 4
add_idea_groupAllows you to open any groups of ideas available for your state.
powerpoints [number]Gives monarch points of all three types. Without specifying a number, it will increase to the maximum
adm [number]Gives administrative points. Without specifying a number, it will increase to the maximum
dip [number]The cheat code gives diplomatic points in Europa Universalis 4. Without specifying the number, it will increase to the maximum
mil [number]Gives military points. Without specifying a number, it will increase to the maximum
piety [number]Gives piety points. Without specifying a number, it will increase to the maximum
stability [number]Gives stability points. Without specifying a number, it will increase to the maximum
imperial_authority [number]Increases imperial authority in Europe Universalis 4 by the specified number of points
prestige [number]Adds the selected amount of prestige to the player's state
fow/debug_fowCheat code removes the fog of war for a selected province in Europa Universalis 4 or for the entire world if it is not specified
ti/debug_tiOpens up all unexplored lands for you
revoltAllows you to cause an uprising in the specified province
pirateCauses the appearance of pirates in the specified province in Europe Universalis 4
power [number]Sets your ruler's legitimacy to the selected value
ownMakes you the owner of the specified province
controllCheat code makes the specified province in Europa Universalis 4 under your control (as if you occupied it)

Additionally, in Europe Universalis 4, you can enter the help code into the console to display all available commands. If you enter help [command name], all information related to the specified cheat will be displayed. This allows you to clarify how to use a specific command without crashing the game.

Other cheats for Europa Universalis 4

The possibilities for cheating in this game are not limited to the above list of commands. We bring to your attention several more sets of codes and other options for gaining advantages in the game Europe Universalis 4.

Useful in-game events

Forms of government, improving any aspect of the country and much more. Event cheats will help with technologies, traditions, taxes, military force and other components of states in Europa Universalis 4. .

Getting Causes of War

Often a situation arises when you want to attack, but there are no real reasons for this. Using these codes will allow you to easily manage the casus belli in Europe Universalis 4 by adding and removing them. .

Opening any idea groups

One of the key mechanics of Europa Universalis 4 is national ideas. Since they offer strong bonuses, many players want to get them all. Teams to open groups of ideas will help with this. .

If there was a competition for the slowest game anywhere in the world, Europa Universalis IV would finish... last and take the title. Playing it requires patience that can survive centuries. But at the same time, once you get involved, it’s impossible to tear yourself away from it. Paradox? Well, yes, that’s what it says on the developers’ logo.

Good Old World

We already wrote once that learning to play strategy from Paradox necessary not only in terms of mastering and understanding the mechanics and gameplay, but also in a deeper sense. Europa Universalis IV requires patience, perseverance, and the ability to contemplate - because the lion's share of the time in the game you will be observing the results of your actions. Make important decisions, carry out diplomatic procedures - and then watch for a long time how your plan (or improvisation) comes to life.

At the start, the world map corresponds to the official history. But once you make changes, a chain of dominoes will turn everything to hell!

Europe 4 is as much a tool for conducting historical experiments as its predecessor was seven years ago. The fate of an individual state is on our conscience. We are free to manage it as we please: to build up the royal army and fight with our neighbors on the mainland, to create a whole state of merchants and subjugate trade, to find the New World and appropriate its riches... but you never know.

The locals love to rebel when the palefaces take over their lands. But some natives are ready to make peace and even join your colonies.

Game tools quite accurately simulate domestic and foreign politics. Take the stability indicator: the higher it is, the higher the tax collected, the lower the risk of uprising - the brighter the light and easier to breathe. If it goes negative, welcome to hell! And there is inflation here and it likes to become hyperinflation if you are lucky enough to have gold deposits. And also - all sorts of indicators of the economy, trade, war fatigue, contentment and discontent, military and naval traditions - and everything needs to be looked at, not forgetting about the plan in case of force majeure.

On Western Front no change

And the war, of course. Here war is a special case of diplomacy, and not daily bread, as elsewhere in Total War , and not a pain in the ass, as in Civilization V. War can be useful only for its initiator and for those who were ready for it and found a use for it. Somehow - to shake out money from old enemies in order to pay off a loan debt, or to force the vanquished to release several small nations who will probably want to be friends with us.

War of attrition is not welcome here. Seizing provinces or even complete annexation is only possible if the enemy has a small territory and you have a monstrous superiority in the armed forces. At the same time, the indicator of aggressiveness of the initiating power will skyrocket, which will have a bad effect on the opinions of surrounding countries. Believe me, they will remember your predatory appetites and will do anything to prevent new victims. Therefore, one should fight carefully, keeping an eye on the public and costs.

It's important to always remember that combat is far from the high point of Europa Universalis. Royal intrigues, fuss in the Papal Curia, trade achievements and colonization - such activities are much more useful and enjoyable. And if fighting is allowed, it will be in doses, on occasion, and always with benefit. However, as already mentioned, for the most part you will monitor the results of your labors and wait for new ones. Such a leisurely, truly strategic game process Not everyone will like it. But try to tune in to this long, long wave - it is possible that government affairs will turn out to be more interesting than all others.

Karl stole Clara's crown

Paradox did not dare to completely overhaul the mechanics. Europa Universalis 4 differs from the third part quite strongly, but imperceptibly: most of the innovations are visible only to a trained eye, and a person not familiar with the series will not find any differences at all, except for graphic ones.

The country's internal governance system: administrative, diplomatic and military resources were subjected to a serious operation. They accumulate thanks to the skills of the ruler, the skills of your advisors, and some less significant factors.

New “resources” are being used almost everywhere. For example, in negotiations, many actions require wasting accumulated “doves”: for example, concluding a peace treaty is fraught with large expenditures of this resource. Military points can be spent on training military leaders and their maintenance. Management points are spent on increasing stability (and the more often you increase it, the more expensive it is) or integrating the acquired province into the state (previously this process happened on its own). In addition, all resources are spent on building buildings - a little here, a little there. New system quite flexible, but at the same time constantly poses a difficult choice: where to invest points and what to hold off on.

A good advisor will eat a hole in the treasury, and in return will reward you with a tight stream of management, diplomacy or military points.

Edit caravans

The developers reassembled the system of national ideas. Five groups of six projects each were melted into a hefty table of fifteen ideological sequences, divided into three groups - diplomatic, administrative and combat. Each idea is made up of seven “perks” that will have to be unlocked one by one. There are enough ideas for all occasions for both a militant monarch and an enterprising president. Moreover, each country has its own personal idea with “perks” - they open themselves when you study the ideas of your choice. The system is quite cumbersome, but much wider and deeper than before.

At first it’s easy to get confused in the heap of ideas, but over time the principles will become clear as day.

Trading schemes were also rewritten almost from scratch. According to the new rules, shopping centers do not just serve as a container for merchants - threads of trade routes from all over the world stretch through them! And in order to make a profit from them, you will have to place your moneybags on one of these paths. One will “broadcast” the monetary power of the center “downstream”, to the next “buffer”, where the next merchant should “guard”, and so on. Naturally, you can’t build a trading empire without a whole syndicate of entrepreneurs: business is no longer so accessible and simple.

In the hiring and construction window, we select an object and only then a province. Not so useful for small countries, but monstrous empires will save a lot of time.

IT IS IMPORTANT: in Europa Universalis 3, agents (diplomats, spies, etc.) worked as a resource: if you send a colonist overseas, he will not return back, and new colonists will be “born” with a certain frequency. The fourth part turns “consumable people” into full-fledged individuals who return to headquarters after completing the task.

If things go badly and the country is torn apart by divisions, another important element of the game “surfaces” - the rebels. Sometimes these are peasants brutalized by the dominance of the bourgeoisie, but much more often they are mini-factions that want to get their way. Nationalists will want to get rid of your rule, heretics will want to change their religion, some rebels intend to join another country. And if earlier the conversation with them was short, now you can either traditionally defeat them in battle, or allocate a volume of military resources to pacify them, or even agree with the demands if the rebels have captured some important object. At the same time, the rebel armies can reach a size of twenty regiments (which may not be the limit), and this is a serious force.

The spirit of Europe decided that stability should decline in our country. And the better things get, the more often this ghost will arrange surprises.

Many details simply went overboard. Control sliders, for example, this thing looks much more organic in “Victory Day 3”. The knights of cloak and dagger have been eliminated: diplomats are successfully coping with their scant list of tasks. Nothing to regret.

* * *

The biggest criticism of Europa Universalis 4 is its conservatism. Not much has been changed in the game, it doesn't look like a sequel. But earlier at Paradox the generations differed radically (compare at least Victory Day 2 And Victory Day 3). The game in its updated form has not lost anything, it has only gained. But you still can’t blame her for being friendly to newcomers - if you’re going to take on “Europe,” be prepared to carefully study all the ins and outs.

Pleased
Upset

  • the game is still rich in details and events;
  • convincing simulation of foreign and domestic politics;
  • ambition and spirit of adventure.

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.

*Genre 4X - video and Board games, where the player controls an empire (kingdom, duchy, khanate and others) and “explores”, “expands”, “exploits” 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 single player game
    • 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 to start 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.
  • Over 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 strategically focused right decisions, and not on 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.

Good choice there will 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, in Eastern Europe and in 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 difficult game, where every diplomatic and military decision must be made on time without 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.
  • In 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 your country's situation in this 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 return rate 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 best place to collect money, since there will be no fines 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 could be one of the most complex tasks in 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 main part European women. 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.

First things first, let's not descend into finger-pointing and finger-pointing. It is only your personal business why this article suddenly became relevant and important for your well-being. Europa Universalis IV is a volatile and merciless game where even the slightest mistake, miscalculation or omission can lead to death.

Perhaps you declared war on someone the day before they upgraded their military technology. Or you thought that your enemy's powerful ally wouldn't bother to trudge across Europe to you, but these uninvited guests have arrived anyway, and they're hungry. Or maybe you were just unlucky, and the enemy found a brilliant military leader, and you got someone of the level of Ambrose Burnside.

Mazurovsky (Wiktor Mazurowski) Viktor Vikentievich. Moscow fire. Napoleon leaves the Kremlin.

The main thing is that you are losing the war in EUIV, and everything is very bad. It won't be easy to get out. If everything was simple and you could get away with a minor agreement, you wouldn’t think twice about it. But no, this war threatens you with complete collapse.

It seems like everything is lost. But EUIV is a game that rewards those who never give up and never load saves. There are chances, you can not only survive the crisis, but also get out of it almost unscathed.

You may be watching your rout begin, but we'll show you how you can turn it into victory.

First rule: Stay alive

If you can’t win hot battles, it’s better to give them up. When a war follows an undesirable scenario, the most important thing is to maintain a decent army.

Not for fighting. God, not for them at all. This will help you global goal– how to keep the fleet in naval battles. As long as you have an army, the enemy will be forced to be relatively cautious. If enemies have spread out across the countryside and are starting to pick apart your country, you can attack one of the units and reduce their overall military strength. Once they group, you disappear.

Remember, siege progress is reset when the besieging army moves. By forcing the enemy to react to your troops, you are already winning, prolonging the war.

Play the game "Where is my army?" easy if you have a lot of land. The Russians, for example, can always retreat deeper into Russia. But what if you don't have enough space to protect your army?

It's simple - get it.

Rule two: Expand the available space

You cannot give a worthy rebuff, so you need to retreat somewhere and hide. Your territories are filled with enemies, so it’s time to take a closer look at your neighbors.

Fees for this may vary. “Diplomatic relations” are spent on agreements with other countries. You can go beyond this limit, but each time you have to spend a monthly monarch point. If the war drags on (and a long war is your best bet), the points will accumulate and you will fall behind in the shipping and economic technologies you could otherwise spend them on.

But in extreme cases, military access is worth it. In neutral territory, the enemy will be able to pursue and attack you, but will not be able to occupy it, so he will have to put up with the fog of war. This is an ideal place for hiding.

Or to prepare hidden attacks. Another way to pull enemy troops away from your lands is to take a detour between your possessions through neutral territories. When the enemy runs out of soldiers, you can call up a significant number of troops to siege his capital for a couple of weeks. Even if you are caught, the army will be able to retreat and partially recover before being overtaken by the enemy.

Of course, to restore the army, troops are needed and a slight contradiction arises here.

Rule Three: Lives are cheap, so you have to buy them

Mercenaries in EUIV are as controversial as they were in Machiavelli's time. There are players who use them only in the most extreme cases. If you wage a protracted war with the help of mercenaries, you will have to pay off debts for decades. It's an economy-crippling, game-choking money-eating machine.

But suddenly things got really bad? Then I love them.

There is a lot of negativity associated with mercenary soldiers: their maintenance is much more expensive than a regular army. They cost a fortune if they are used to make up for losses.

But this will become a problem later. In the short term, mercenaries work great. They will fight on your side when there are no more soldiers available for replenishment. Mercenary units are formed on the day of recruitment, which is ideal when a country is captured by the enemy. This is an almost endless resource if you don't burn through it too quickly, and you only spend money on them. And even if there is no money, you can always borrow it.

Mercenaries will bleed the enemy, distract him and prevent absolute victory.

The alternative is surrender. I wouldn't recommend it.

Rule four: Don't give up

If such wars were easy to end, we would not be discussing this topic. Fear sets in when the enemy does not agree even to insanely generous truce terms. You don't know what you'll be left with when the fighting stops.

For all but the most powerful powers, the terms of the armistice dictated by the enemy will result in complete devastation. You will lose the best provinces, the country will split into pieces, and the hated, once defeated enemy will return to life. There are many options for settlement agreements that can cancel out long hours of play and set you back in such a way that it will be oh so difficult to return.

But while you resist, you are still able to influence the outcome of events. If you decide to endure everything and accept defeat, you risk receiving truce conditions that are completely beyond your control.

Rule Five: Know your enemy... and his enemies

Even if you are at war with just one country (which will be rare, since EUIV can be called a game of alliances), you need to notice the diplomatic weaknesses of the enemy or opponents. Check who you are fighting with by clicking on the “war score” button - it appears at the bottom of the screen during a war.

The worst option is if there is a coalition against you. In this case, it will not be possible to conclude peace separately. Coalitions in EUIV are deadly because every member fights to the last. All you have to do is hold on and wait until the enemy commander-in-chief decides to end the war.

However, coalitions are rarely formed. In most cases, you will be faced with multiple alliances. At this stage, you need to understand who really hates you, who showed up only out of obligation, and who can cause additional problems.

In any war there are usually only one or two real enemies. Small detachments from their assistants? This is a great target for your army. Bleed them, and they will most likely leave you alone, and then come for the white world.

The remaining enemies need to be defeated or simply worn down. The good thing is that they can be a great opportunity to use diplomacy. Or rather, not them, but their neighbors.

It is very rare to have the opportunity to enlist help in war. Most computer players understand that there is little point in getting involved in someone else's war, especially on the side of an almost lost country. But it's still worth a try. Even if you don't find friends in the middle of the war, a post-war alliance will help ensure your safety.

In addition, it is useful to simply know about the enemies of your enemies. If they have serious rivals (which the diplomacy window will helpfully tell you), then they can most likely get involved in a war on another front - you just have to hold out until that moment. I have ruined several countries by endlessly draining their energy and then watching with glee as they are torn to pieces. Therefore, it is always important to know the diplomatic relations of your enemies as if you were your own.

Rule six: Choose the right time and place

You should imagine in advance how the remaining part of the war will go. You may face defeat in many battles. This is the main reason for your problems - you cannot win battles.

So your goal is to win small skirmishes, increasing the war score and forcing the enemy to suffer losses. Most siege units contain only a few thousand soldiers, so usually even a small army can overwhelm them in numbers before reinforcements arrive.

Usually, but not always. There are battles that drag on for one extra day, enough for the main enemy troops to arrive and grind you to dust. But it's a risk worth taking. Such battles turn bloody for both sides. You are losing, but you have been causing losses to the enemy for days. Sometimes it also happens that the enemy throws soldiers into battle in separate units, allowing you to defeat troops that significantly outnumber you. One large-scale defeat can change the entire pattern of war and put your enemy at a disadvantage.

If possible, it is worth trying to occupy a province where it is convenient to defend. Don't paint yourself into a corner (no matter how good the terrain is, this is not your tactic), but look closely at the mountains, rivers and dense forests. This good places to provoke a battle. Take them first and gain a huge advantage in defense.

They don't have to be your provinces. Again, invading enemy territory allows you to provoke a battle in advantageous territory. Austria, for example, is easily lured into the Alpine trap. Will you win the fight? Well, maybe. Will you kill a bunch of enemy soldiers? Without a doubt.

Rule six: Finish on time

IN Paradox games An interesting phenomenon observed in particularly difficult wars is that towards the end they are perceived as something personal. Decisions made less and less based on common sense. I don't just want to win the war, I want to humiliate the imaginary person I'm playing against.

It makes sense. You need to devote yourself wholeheartedly to such wars. Otherwise you'll decide to give up, start new game or just do something else. But hold on until the end, session after session, chomping at the bit for victory? This is done only on emotions.

But now, the time comes to conclude a truce, and the same feelings begin to whisper bad advice: “Hey, trample them. You do not need to agree to such conditions. After what we went through, they themselves must make concessions.”

But this is just your pride.

There are times when it is worth continuing to fight. If the enemy suddenly suffers serious losses and is surrounded by other enemies, it makes sense to take a chance and grab some land or monetary compensation. Again, continuing the war allows you to postpone the post-war situation, which will still bring you a lot of headaches.

But we must not forget that everything can turn out any way. If the enemy manages to negotiate with the remaining enemies, you will return to where you started, only now completely exhausted. If everything goes bad again, you won’t see your former situation.

So, when you are offered gentle truce terms or a white peace, agree and consider it a victory.

How to survive the world

No matter how bad the war is, the consequences could be even worse. Broken, burdened with debt, with scarce human resources and almost certainly deprived of some land, you may feel as if you were fighting for a Pyrrhic victory.

But don't despair. You have ten years of guaranteed truce, which will allow you to partially recover from your losses. You will be shocked how quickly the national debt is paid off when the money is not spent on military power.

First of all, it is necessary to unite weakened units. Replenishing them will be expensive: if you have several units weakened to 10%, you will have to spend much more on them than on one new one. Just don’t rush to combine artillery and cavalry. They are expensive to create, so it's best to leave them on their own to reach their full strength without the start-up cost of a new unit.

Your main threat in peacetime (with the exception of your predator neighbors) is civil unrest and its most extreme form, the Peasant War. This is Catastrophe with a capital C, of ​​which there are few in EUIV. This is a time bomb that threatens the collapse of the entire country.

With low human resources, the peasants begin to get angry and the counter starts to reach 100%. With a hundred, popular unrest leads to the Peasants' War. Interest accrues faster if you have more than 10 loans (and you, of course, have more) and high war fatigue. The Peasants' War doesn't mean the end of the game, but you won't have any quiet time to lick your wounds and save your money.

See what the problem is here? On the one hand, it is necessary to leave part of the mercenary troops to suppress potential rebellions and protect against attacks from neighbors. On the other hand, military expenditures must be reduced to a minimum in order to pay off the national debt and eliminate the causes of impending disasters.

A good compromise would be to cut troop funding. This will lower their morale and make them more vulnerable in battle, so I don't recommend moving the slider below 33%, even though it is an easy way to save money without firing soldiers.

Surviving in peacetime after a difficult war - how to navigate a ship through a minefield, there are no one hundred percent methods. In general, you need to maintain a minimum of troops and pay off debts as quickly as possible. You will lose years of progress by firing advisors and forgetting about building infrastructure. But this will help to recover faster from the catastrophic consequences of the war.

The meaning of victory

So why go through all this? Even if you manage to survive the war, you will spend 5-10 years fighting and then another 10-20 years dealing with the consequences. Only to remain in the same position.

Well, that's not entirely true. In Europa Universalis, the right time for action eventually runs out. The one who chased you all over the map in 1480 took the best opportunity. He had the right alliance, the right diplomatic situation, the right technology, the right army and commanders. If you survive all this, it is unlikely that the enemy will ever pose such a threat again. Moreover, he threw all his resources into your destruction. And you survived.



Indian Solitaire