![]() ![]() The institution coincides with increasing the price of technology, as the lack of an embraced institution increases the cost of corresponding technological levels. The rate of institution spread and where the institution spawns are malleable to player actions. Institutions normally begin around a certain year, and begin spreading through provinces. Native American and Aboriginal religions are also present in the game, most commonly utilizing a system of selecting a bonus for the lifetime of the present monarch.įurthermore, many of the world's institutions, from feudalism to industrialization, are also present in the game. For example, the Catholic faith makes use of the Papacy, which can allow a nation to have control over the Pope or to use its influence for other rewards. Players can employ missionaries to convert their provinces or can engage in policies of universal religious freedom. Many major religions, such as Catholic, Orthodox, Protestant, Sunni, and Shia are present in the game and can provide distinct bonuses to their practitioners. ![]() ![]() Trade is also an important part of the game, where the world is divided into many trade nodes, and trade flows through each of the nodes and can be collected by merchants. Combat can be waged on both land and sea, during which the game attempts to simulate real-world factors such as morale, discipline, varying unit types with associated strengths and weaknesses, competency of leaders, terrain, and supply lines. Espionage can also be employed against enemy states to claim their territory or incite rebellion in their provinces, along with other dubious ends. Diplomacy is a large aspect of the game, as creating alliances, (or vassal states and tributaries), improving opinions, and preventing defensive coalitions are vital to a player's survival. The game is a sandbox environment, and while there is no strict rule on winning the game, the game of the player is over when the player's nation is removed, or annexed, from the map or the date reaches the year 1821. These nations range alphabetically from Aachen to Zuni. Players can choose to conquer the world by military might, become a colonial superpower, establish trade dominance, etc. The player does so through their choices as sovereign of their nation, and the spending of resources available to them: prestige, power projection, stability, gold (ducats), manpower, legitimacy for monarchies, republican tradition for republics, devotion for theocracies, horde unity for steppe nomads, meritocracy for celestial empires, and monarch power (administrative, diplomatic, and military). The gameplay requires the player to lead a nation by finding a balance of military, diplomacy, and economy. Each of these provinces contribute to their country either positively or negatively, as provinces can both provide resources to a nation and serve as a point of unrest and rebellion. The game itself is an interactive map of Earth divided into the provinces that compose nations. The game has been formed to begin historically, with events occurring when they did in history. It is a strategy game where players can control a nation from the Late Middle Ages through the early modern period (1444–1821), conducting trade, administration, diplomacy, colonization, and warfare. It has a small chance of appearing with the help of rebels during the campaign.Europa Universalis IV is a 2013 grand strategy video game in the Europa Universalis series, developed by Paradox Development Studio and published by Paradox Interactive as a sequel to Europa Universalis III (2007). Revolter - This country lacks cores in 1444.It has a sizable chance of appearing with the help of rebels or being released in a peace deal during the campaign. Releasable - This country has cores in 1444, but is otherwise unplayable unless released by another country first.If it has been eliminated it may be formed by another country again. ![]() Formable - Other countries may form this country if it does not exist.The following table lists the dynamic tag types (first letter) and their max value. In terms of action order, dynamic tags act after the normal tags and then in the order of the table below. The tags are assigned according to order of creation. They use a different 3-key identifier structure: the first a letter (based on type) and the other two are numbers. įor example, if Sweden is moving an army into a province a Danish army is moving away from, and both their movement is set to resolve on the same day, Sweden will catch the army as they are listed prior to Denmark on the order list.ĭynamic tags are countries created during the campaign without a pre-existing tag. The tag order specifies in what order actions are resolved between tags. Tag order Īll countries in EU4 are identified by a tag. All existing nations at the beginning of the grand-campaign (). ![]()
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