Getting started with EU IV

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Baron Tanks

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Mar 3, 2013
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So after reading about the game here and being intrigued for quite some time with it, I actually picked up Europa Universalis IV y'day, seeing as it was only 10,- on GMG. Now I started with the tutorials and managed to go through them more or less without trouble. Still, I find myself very overwhelmed (yet intrigued, imagine the possibilities!) with the wealth of options available from the get-go.

Seeing as there appear to be quite a number of EU players here as well as a great deal of veterans, I was hoping for some starter tips and tricks. What to avoid, what's a good way to learn the game or any other advice you think will help me get started and make this the experience I'm looking for. Many thanks in advance!
 

Jandau

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Dec 19, 2008
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Well, first you take a bottle of lube, then you bend over, and then...

Seriously, though, I'm not quite sure where to start. Not only does the game have a ton of systems and mechanics, they are also interconnected to the point that it's hard to explain one without explaining something else first. But here goes a few tips:

1. Pick a European nation. Specifically, a nation with the Western European tech group. There is pretty much no reason not to do so. A solid pick when learning the game is Spain, since they are basically the game's easy mode - good starting position, no real opposition, can easily colonize, dominate trade, conquer the Old World, etc.

2. Monarch points are the lifeblood of the game. You need Admin, Diplomacy and Military points for pretty much anything, but most importantly you need them for Technology and Ideas. Don't waste them and take pretty much any chance to get more of them. Also, try to keep some in reserve for emergencies. Gold is nearly worthless past the early game, it's just so easy to make more of it. Advisors are helpful here, as they generate more points for you (and provide specific bonuses), but be careful as they can be a bit on the expensive side.

3. Trade is the easiest way to make money, but it can be a bit hard to understand. Basically, every province in game belongs to a trade node and contributes trade income based on its production to that node. Any country with a province in a node can have Trade Power in that node. More provinces = more power. More trade ships in that node = more power. Power determines the "cut" of the trade income a country has access to. Any country with a capital city in a node will cash in on the income (based on how much trade power it has there) and the rest will get forwarded to nodes further down the line (represented by the arrows in the trade view) and amplified. So, longer trade lines with no cashing out means more money.

Merchants can be used to alter the flow - either by cashing in or by forwarding the flow of money in a certain direction. Trade ships can be used to increase your power in a node, and together with merchants help you determine where the money flows. If you hold an overwhelming majority of Trade Power in a node, you can just send all the money to where it helps you the most.

For instance, as Spain, you could set up colonies in the New World, dominate a few key trade nodes and force any money that passes through them to go to your home node. Or you could colonize along the African coast, link up with the rich trade in India and China, then overwhelm them with Trade ships to the point where you pretty much take all their trade and send it "downriver" towards Europe. With each jump it gets amplified and picks up more cash from each node, resulting in a snowball effect. If you set it up right, by the time it reaches Spain, it'll be a massive amount.

4. Mind your expansion. It's easy to get carried away and conquer waaaay too much, causing everyone to hate you and for coalitions against you. Pace yourself, let things cool off for a few years after conquering stuff. Consider forcing smaller nations that you defeat to become your vassals instead of outright annexing all their stuff. This causes less bitching from your neighbors and you can start to annex them diplomatically after a few years. Any new provinces you do annex will add to your Overextension (you do NOT want this number to get above 100%, EVER!) and need to be "Cored", which tends to cost Admin points and take time. One way around this is to give the newly conquered provinces to a vassal of yours or to create a new vassal out of those provinces - when you later annex them diplomatically, you'll get cores automatically.

5. Keep up in tech, but don't go overboard. If you tech too fast you'll notice that the cost of tech starts to get pretty high due to the "Ahead of time" penalty. A 10-20% penalty is OK, but more than that is just a waste, unless you are capped in that particular category of points.

6. Be smart about your idea choices. You need Colonization as your first or second idea if you want to do any serious work in that regard, and you pretty much need to rush those ideas because early colonization is a land grab. Religious is a great idea group in general and I suggest you keep it in mind. Most military idea groups are solid, but you don't need too many.

7. Keep an eye on your Diplomatic relations number - if you go over the limit it'll lower your Diplomatic point income. Each relation represents a country with which you have active treaties - that's the important part, it counts COUNTRIES, not the treaties themselves. So, if you have Royal Marriages with three countries, this means three Diplomatic relations, but a Royal Marriage, an Alliance and Guaranteeing Independence with a single country is only one relation, even though it's three different treaties. One thing worth noting - if a country is giving you Military Access, that counts as a relation, but if you are giving THEM access, then it doesn't (at least not for you).

8. Stability is another really important number. You don't want this to go negative - if it does, spend Admin points to get it back up. DON'T spend points if it's at 1 or more, as the price goes up dramatically and it's not really worth it.

9. Legitimacy and Prestige are less important for the most part. Just make sure you Prestige doesn't go negative and your Legitimacy doesn't get too low (say, under 30) and you should be fine.

10. A nice early game trick is to drop your military upkeep down to zero - this saves you a ton of money, but your troops will fight like shit due to low morale. You can get it back up if war seems likely, though it'll take some time for morale to recover.

11. Don't go overboard with constructing upgrades in provinces. The monetary cost is irrelevant, but the Monarch point costs add up. 10 points isn't much, but if we're talking about 100 provinces (a fairly reasonable proposition), that's a tech level or two right there. In general, spending monarch points to make more money isn't a good idea. Manufactories are an exception, as they potentially let you monopolize the market on certain goods and get passive bonuses out of it. Also the Gold/MP ratio on them is decent so they do make a reasonable investment. Military buildings can also be worth it as they can provide Manpower and Forcelimit bonuses to smaller countries that would otherwise be starved for it. Unique buildings are great and should all be built.

12. Army composition depends on the culture you are playing, but as Europeans, you'll mostly be infantry based, with a bit of Cavalry splashed in. You should be looking at Infantry/Cavalry/Artillery ratios such as 5/1/1, into 10/2/5 midgame, shifting into 10/5/10 later in the game. The reasoning here is that European cavalry sucks balls during the first half of the game so you only bring a little for flanking. Early artillery isn't too stellar and you mostly want it for siege bonuses. However, as tech advances you get new Cavalry types that aren't garbage and artillery bonuses start to add up, meaning you can put more of them into your armies. The combat model is actually quite detailed "under the hood", and a lot of things factor into it, so combat can seem a bit random or opaque, but there is method to the madness.

Alright, this is all I can think of at first glance. If you have any questions, go for it :)
 

Baron Tanks

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Mar 3, 2013
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Wow, thanks for that detailed description. It's a lot to process, so it seems this is just a learn as you play affair and I shouldn't be afraid to dive in. But now I know which biggest pitfalls to avoid at least. Guess I'll just dive in this weekend with this on the side and fall on my ass a couple of times, hoping to get better along the way. Good to see it doesn't just appear madly detailed, but actually is :p
 

Jandau

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Baron Tanks said:
Wow, thanks for that detailed description. It's a lot to process, so it seems this is just a learn as you play affair and I shouldn't be afraid to dive in. But now I know which biggest pitfalls to avoid at least. Guess I'll just dive in this weekend with this on the side and fall on my ass a couple of times, hoping to get better along the way. Good to see it doesn't just appear madly detailed, but actually is :p
That wasn't detailed, that was the bare bones basics. Kinda like describing Team Fortress by saying "use WASD to move, mouse to aim and shoot". It IS a lot to take in, but you don't have to do it all at once. Just jump in, do your best and wait for it all to fall apart. Then, when it does, ask yourself why it happened and try to track down the problem. As a result, you'll likely learn a bit more about another facet of the game. And sooner or later, the game will run out of things for you to fuck up, at which point you'll be caught up on the game's systems and ready for serious play.

Then you can switch to Crusader Kings 2 and get a fresh bottle of lube ;)

EDIT: Also, a lot of what I wrote (and what other guides talk about) doesn't make that much sense without context. However, play through a game or two and then try reading some advice, it'll start to make more sense.
 

Baron Tanks

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Mar 3, 2013
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Jandau said:
That wasn't detailed, that was the bare bones basics. Kinda like describing Team Fortress by saying "use WASD to move, mouse to aim and shoot". It IS a lot to take in, but you don't have to do it all at once. Just jump in, do your best and wait for it all to fall apart. Then, when it does, ask yourself why it happened and try to track down the problem. As a result, you'll likely learn a bit more about another facet of the game. And sooner or later, the game will run out of things for you to fuck up, at which point you'll be caught up on the game's systems and ready for serious play.

Then you can switch to Crusader Kings 2 and get a fresh bottle of lube ;)

EDIT: Also, a lot of what I wrote (and what other guides talk about) doesn't make that much sense without context. However, play through a game or two and then try reading some advice, it'll start to make more sense.
Well, with detailed I more meant, thanks for bothering typing half a page :) Seems I'll be stopping for a box of lube before I head home, I got a tough weekend ahead of me :)
 

Ryotknife

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Oct 15, 2011
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some other tips:

-Beware of France, they have the devil's own luck
- don't attack people on mountains, although you can use this to your advantage (ive had 30,000 hold off 100,000 troops and kill 4x more)
-Beware of amphibious assaults, not quite as bad as mountains but still bad.
- Navies can block armies from crossing straights, this is especially useful against the Ottomans as you can effectively cut their empire in half
-Light ships cant fight for crap
-Galleys are a decent "poor mans' fighting vessel in inland seas like the Meditarean
- Infantry costs .2 per month, cavalry .5, artillery .7.
- military tech is the most important tree to keep up to date.
- once you have unlocked admin level 4 and gotten your first idea tree, I would recommend getting an idea group from the diplo tree. Falling behind on diplo tech doesn't really matter. Both Diplomacy and Exploration are good ones, depending on if you want to colonize or not (and if you are close to any)
-Ideas cost 400 points in whatever tree its in. Every 3 ideas unlocks one of your nations unique ideas.
-Infantry combat ability increases infantry's damage and decreases the damage they receive. discipline just increases the damage of all troops.
- Even though Spain gets pretty big (they will often take over Aragon and Naples), for some reason their AI cant fight for @#$%. Don't underestimate their navy though.
-In terms of military ideas, quality, quantity, offensive, and defensive are all good.

Beware, the combat mechanics can get a bit....complicated.
 

FFHAuthor

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Aug 1, 2010
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In general, best tip I have is to get a mod that removes Monarch Points from the equation entirely, they just feel amazingly broken and take you out of it.

I have a CKII savegame conversion I'm playing where I conquered all of europe, and I'm sitting there with millions of people, a monthly surplus of 1.5K in gold with 300K in the bank, eight MILLION reserves and 1.2 million men in the legions, territory that goes from the Artic Circle to the Horn of Africa, Iceland to India, and I can't build a Post Office in Bavaria.

Oh, and same situation, but with Overextention, integrating Oyo's six provinces causes Uprisings in London...WTF?

CKII was much harder because of the Complexity, EUIV is hard because of the built in limiting mechanics.
 
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SmashLovesTitanQuest said:
I'll bump this for you because I started it for the first time yesterday and had no idea what the fuck was going on. Also I'm too lazy to google and read some 500 page guide.
I haven't played EUIV yet, but CKII's in game tutorials were rubbish compared to some guides on youtube, watching a couple youtube videos I learned 10x the amount I learned from the stupid tutorials, and to be honest the game has a heck of a learning curve, but it's one of those "read some initial tips, try the game for a couple hours" and rinse and repeat 3-4 times until you can do a playthrough and actually KNOW why you are doing good/bad/etc..

(I don't recommend written guides, with the complexity and super saiyan levels of menus in these games, I recommend youtube videos so you can EASILY follow what they are doing.)
 

Nixou

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Jan 20, 2014
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Oh, and same situation, but with Overextention, integrating Oyo's six provinces causes Uprisings in London...WTF?

"Overextension" means that until their political and bureaucratic infrastructures are rebuilt from the ground up, your country's statesmen and technocrats will have to dedicate a lot of time and effort micromanaging your disorderly new provinces and neglect the older parts of your nation/empire.
 

Rozalia1

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Mar 1, 2014
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Jandau gave you a lot of good stuff. However the reason you don't want higher stability than 1 isn't due to the cost, but because any higher and the odds of events that reduce it (namely the dreaded comet) skyrockets. I remember at release I was seeing the games of a couple of guys and they were getting constant comets. Perhaps they have changed it by now but I'd still be careful.

Portugal is usually considered the easiest as Castile is ridiculously a really dependable shield. Avoid attacking Morocco as its mostly not worth it, though do so if you want to conquer something. Reach Brazil, set up your trade and colonies, and watch the money roll in.

However Europe doesn't have to be where you have to play. Oman is the Portugal of the Muslim world and makes for a really nice game. Muslim tech is weaker than European but as you're the player keeping up with the AI isn't much issue as long as you're smart.

Japan is pretty good too as once you conquer it the rest is easy mode...seriously. Breaking China into pieces isn't very difficult. Also you can easily colonise Central America which will put you near Spain/Portugal/Great Britain allowing you to westernize.

Of course the best nation is the Roman Empire though I'd become an expert before attempting that.