Guide and walkthrough for "Europa Universalis". Guide and walkthrough for "Europa Universalis" Europa universal 4 how to play after 1721

Europa Universalis tells about events taking place not only in Europe, but throughout the world in the period from 1492 to 1792, when it was divided into many provinces, from which various states later arose. In the provinces, as expected, people live and work. They produce various useful items and things, regularly pay taxes, engage in trade and are called up for military service as soldiers and sailors. The inhabitants of the provinces may not be satisfied with the policy of the monarch and the government (that is, yours), and then they will revolt. And you have almost all the power in your hands (even though you are not a monarch, but someone like a minister), which not only gives you great powers, but also imposes additional obligations on you.

As the game progresses, world powers change politically, economically and militarily. Depending on how actively trade is conducted in your state, how well your provinces are protected, and how quickly technology develops, your nation will strengthen or weaken, raising or losing its world prestige accordingly.

Settings and important options

Before starting the game, having selected the Singleplayer mode, look at the options menu. Choose the level of difficulty that suits you and the aggressiveness of computer opponents (I advise you to start with an easy level of difficulty with minimal aggressiveness of computers). I also recommend removing the fog of war and turning on autosave so that the game is saved annually. I do not advise you to change the rest of the settings, they are optimally selected.

Now select the scenario you like (it is recommended to go through the Tutorial first) and the country you will rule. Please note that in different scenarios you are offered different powers to choose from, and it is advisable for you to review the history and strategy of the country, as well as its characteristics. Choose for yourself such a state that it has a good geographical position and, most importantly, that its characteristics are at a high level.

Finally, select the conditions for victory (menu Victory) out of four possible: standart (standard), supremacy (dominance), deathmatch (conquest), mission (mission). Under standard conditions, the winner is the one who scored the most points (victory points; how to earn them, described later) by a certain year, set by the user. In the second case, the player who scores a certain number of points wins; in the third - the state that will include in its composition a prescribed number of provinces. To win under the last conditions, it is necessary, as you might guess, to complete a mission before others, which is different for different countries. For example, in one of the scenarios, Russia is tasked with capturing all the Balkan lands, while Spain must win the war with England.

I strongly recommend at the beginning of the game to read, so to speak, for general development, all the advice given to you by the computer (by the way, they can also be called up from the game menu by selecting the item Hints). There are as many as fifty-nine of them, but they are short and practical.

Interface and control

Most of the screen in the game is occupied, as expected, by the game map. To the left of it is an information window where you are given all useful information about objects and things (or their contents) that you click on with the mouse. Under the information window is a mini-map that allows you to view the entire playing area on a microscopic scale. At the top of the mini-map, there are three icons that allow you to change the type of game map: normal, political (all provinces on the map are decorated with the colors of their host states and all allied states are highlighted) and economic (the provinces where your colonies are located are colored in dark green , green for territories where your merchants are active, light green for provinces where you don't have either). There are three buttons at the bottom of the mini-map: one with a corresponding inscription allows you to exit to the game menu, the other - with a magnifying glass - are designed to scale the game map. On the sides of a small map there is an icon in the form of a piece of paper that opens a menu where you can take quests (they are also missions), and a statistics book where you can get the most complete statistics on many indicators of all game participants. Above the mini-map there are three buttons (with images: paper with a pen, goods, ship), by clicking on which, you can respectively get into the contract window, engage in trade and see what products (goods) are mined / produced in each province on the map. There is a status panel above the game map, where you can see how many ducats (local currency) you have lying around in bags, how many colonists (population), merchants and diplomats are under your control, as well as the current date, the level of stability of your state, the number of recruits (measured in thousands of people). By hovering over any of these indicators, you get about them Additional information. Above the information menu there is a panel where, by pressing the buttons with the corresponding pictures, you can find out your monthly income, manage your budget, see your score and get some statistics and information about your army.

Time goes by and things don't wait...

AT winter time year, the speed of movement of units drops noticeably due to impenetrable snowdrifts.

One of the few things in the EU that money can't buy is, of course, time. It flies, and your enemies do not sleep - they are developing with the whole company, saving money, goods and warriors, capturing more and more new territories, expanding their possessions. Therefore, in order to overtake all of them in development, you need to skillfully manage time. To do this, you must first be able to use pause. You can activate it with the key Pause/Break or by clicking on the clock icon located in the upper right corner of the screen. After the game is paused, your opponents will pause their activities, and you can issue orders to your soldiers, start building troops, respond to diplomatic proposals, manage your budget, etc. The only limitation of the pause is that your commands, orders and actions will be executed only after you exit it.

You can also change the speed of the flow of time in the options, and you can do this right during the game. Please note that in the initial options menu, which is called from the main menu even before the game starts, the list of possible values ​​​​for this important parameter has been truncated. I advise you to install it in the region of the middle mark. In general, it is beneficial to speed up the passage of time when, for example, you are building something, but at the same time you cannot or do not want to do anything else useful.

Provinces

Each province has its own name and is either neutral or belongs to some state, as evidenced by the flag of the host country or its absence on its territory. If you left-click on a province you own, its contents (various buildings within it) will appear in the info window.

At the beginning of the game, there is only one province in your state - your capital. To expand the borders of your country and annex neutral territory to your state, you must click right click click on this province and select the item in the menu that appears Place colonist, that is, establish a colony there (repeated calls of this command on its territory lead to an increase in the number of local residents). When you finish building the latter, it does not hurt to immediately clear its territory from unfriendly neighbors (if they exist, of course) with the help of your troops. Warriors adjacent to you can attack you surreptitiously at any time; you can see them in the corner of the information window of the province. To deal with them, select your military unit, place it on the territory of the colony you need and give it the command attack natives using the same information window.

Colonies can upgrade, and with each upgrade, the level of each of its inhabitants rises by one. Colonial provinces can be six levels, the transition to each of which is accompanied by an addition to the population in the form of one hundred new people. When the population of the colony reaches seven hundred people, it turns into the same city as your capital, and then you can produce recruit sets there and build various buildings. To recruit soldiers for your army, go to your province and click on the tent; a menu will appear where you can choose which warriors and how many you need. If the city is on the coast, it always has a shipyard where you can build ships. If you want to create fortifications in the city and thereby improve its defense, which will significantly complicate the process of taking it by your enemies, you must choose a gate and confirm your decision by answering the clarifying question in the affirmative. By clicking on a church, you will see information about your province. You can also build manufactories in your province (to do this, click on the building located in the upper left corner of the city), which will improve and speed up the development of various technologies, and offices:

The economy in the province develops gradually, with population growth. The latter begins to grow little by little every month immediately after the development of the colony. The total monthly population growth for your entire nation is positive if your country's stability is high, and negative if you're having problems with this important indicator. This means that even the smallest and most underdeveloped colony can grow into a city over time without you replenishing its population, although if you do this, you can greatly speed up the process of its development.

The landscape of the provinces is of five types: field ( open area), forest, mountains, desert and marshland. It is quite natural that in the mountains or in the swamps your units will move more slowly than in the clearing.

To capture a province belonging to your enemy, you must first declare war on him (see “ diplomacy”) and, having brought his troops to this province, destroy the fortifications and deal with the guards. Then right-click on the territory you have conquered and select the item from the menu that appears. offer peace so that she goes to you according to the results of the peace treaty.

Units

A military unit is depicted on the map as a soldier if it is land, or as a boat if it is sea. In the lower right corner of the unit, it is written how many warriors it includes. You can, by selecting a squad, use the option Reorganize, which will allow you to split it into several others. You can split it in two using the function Split(when dividing a squad with an odd number of soldiers in half, you permanently lose one warrior). There is also a command Disband, which allows you to permanently disband the army of your choice. In addition, you can group and combine your military units into one (command Merge).

It must be said that local units have such an indicator as morale. By selecting a unit, you can see a scale under it, which reflects the morale of its warriors. For newly recruited people, it is low, but it will increase monthly to your maximum possible level. True, over time, your warriors not only increase the level of their morale, but also slowly die out.

When you command your unit to go somewhere, a red arrow appears between it and the target, which turns green as your unit advances, and the moment it turns completely green, the unit is transferred to the indicated place. As you can see, the movement of troops takes a lot of time, and its speed depends on many factors. For example, if it is heading towards the target through a province with difficult terrain, or if it is heading into territory you have not explored before, its speed will be incredibly slow. By the way, if waiting for the movement of your wards seems tedious to you, you can speed up the passage of time.

In total, there are three types of ground forces in the game: infantry, cavalry and artillery. Footmen are the simplest, weakest and cheapest units to hire. They take not by skill, but by number. As for the cavalry, it boasts high speed movement and good attack power. Artillery, on the other hand, is intended for the siege of fortresses and has a large radius of destruction, but is practically powerless without cover in close combat. It is desirable to complete the army from different types of troops so that it is strong in all respects.

There are also three types of naval units: warships, galleys, and transports. All of them can carry passengers on board, that is, ground troops. Warships have an average capacity, galleys - small, and transporters, as expected, the largest. It should be taken into account that the weight different types units is different, and the lightest of them are infantrymen, then cavalry comes and, finally, artillery takes the first place in terms of this harmful indicator (you can see the weight, as well as other characteristics of your troops in the information window by selecting the unit you are interested in). Warships are effective in battles on the water, but they cost a lot of money. But the galleys are, as they say, “ Marines”, weak, but cheap. These boats are designed for use in inland seas such as the Baltic, Mediterranean and Black. In no case do not keep your ships on the high seas for too long - they should be brought to your port from time to time (indicated on the map as an anchor) and parked where their crew can stock up on food, otherwise they will sink.

game tactics

The task of governing the country for three hundred years is not an easy one. Under standard conditions for victory, you must score as many points as possible, and points are given to you for victories in battles with other empires and for completing quests (for example, in Russia in a certain period of time it is holding Moscow for five years or capturing Kazan) , the list of which is constantly growing (it is not at all necessary to complete them, but it is highly desirable - you can earn a bunch of points). By the way, you will not be allowed to take on obligations to complete more than three missions at the same time. So often look into the corresponding menu and see the conditions of the mission, that is, how much time you are given to complete it, how many points you will receive for this and how many of them you will pay in case of failure.

Do not try to quickly get an unmeasured amount of points in the early stages of the development of your state - you still won't succeed, you will only suffer a shameful defeat. Therefore, it does not make sense at the beginning of the game to participate in all possible wars and attack everyone in a row in order to get precious points. Get them especially slowly until you have developed well, and when you do this, you do not need to chase points like a rabid bull for a red rag - you can miss a dangerous counterattack and be left with virtually nothing.

The main problem for your country is survival in the harsh conditions of the war for world domination between the leading world powers. if you have weak spots and your defenses are not strong enough, a strong opponent will take advantage of the opportunity and immediately lead impressive troops towards your provinces. To survive, you must constantly improve your defensive formations and have a good army, both land and sea.

Economy as a means of subsistence

In addition to building units to protect your possessions, you must pay due attention to the economic development of your state. If your gold reserves are running out, you can resort to a loan and take it from the bank (to do this, activate the budget window and select the item called take a bank loan). Note that the initial credit is 200 gold (although when you reach high level economic development, you will be trusted with larger amounts), it is given to you for five years, and after this period you must return it to the bank in full. In addition, you are not allowed to take out more than five loans at the same time.

Be sure to keep an eye on the inflation rate in your state and try to keep it as low as possible. The more you borrow, the higher the inflation, so think carefully before you go to the bank.

In order for your state to develop successfully economically, you need, among other things, to skillfully use the budget (note that budget money is only a part of your total capital, the rest of the finances are intended for hiring troops, building buildings, etc.) to develop into technological plan. You can invest your budget funds in the improvement and development (the more you invest, the faster it develops) of land, naval forces (hence, the morale of your foot soldiers will increase, the strength, range and other characteristics of your units will increase, as well as their weapons), trade (your merchants will become more active, and their trades with other powers will become more profitable for you), infrastructure (upgrades for some buildings in your provinces become available), stability (your nation's stability level will rise) and treasury (additional ducats will be poured into it ). It is clear that you will not be allowed to develop everything at a fast pace, so you will have to find a certain balance. The best options are either to set the upgrade of all technologies at once at approximately the same level, or, which is better, to choose for yourself one (or a couple) that you consider the most important at different periods of time, and everything else will develop retroactively (but it is still not recommended not to develop other technologies at all). I advise you to pay more attention to increasing the level of stability. This will have a good effect on the economy of your empire, the morale of all your warriors, reduce the chances of revolts in your provinces, and also increase the budget, which will allow you to develop better in terms of technology in the future.

One of the main sources of replenishment of your treasury is trade. To do it, click on the button with the image of the goods and select any province highlighted on the map where you would like to trade. Make sure that you have at least one trader under your control (their number is replenished annually), and click on the button that appears in the information window that says Place merchant, after which the process of moving your merchant to the specified place will begin (you can also select the command autosend merchants, and then your merchants will independently select provinces for themselves). Sending a merchant to the market costs money, albeit a small one. If you send it to a province belonging to your state, the cost will be minimal, but the journey abroad will cost more. Each merchant you send will bring you profit every year and periodically demand funds from you to trade. This income can be different, it depends primarily on the level of development of trade in your country and on the province where your ward resides. If gold, sugar, or some exotic things such as ivory and various spices are put up for sale there, a large number of ducats will fall into your wide pocket every year, and if grain, wool and other goods that are not in special demand are obligingly shoved under your nose, you will not get good profit from this place.

Diplomacy

Diplomacy is the most important part of the game. Without the proper use of diplomacy, you will not be able to conquer the world.

The number of your diplomats, without whose help you will not be able to conclude any treaty, increases, like merchants, every year. To speak with any country, you need to send a diplomat there. This is done simply - open the diplomatic window, select the item View Alliances. Click on game map to the state you are interested in. Now you can declare war on him ( declare war), play a royal wedding between the most important representatives of your countries ( Offer Royal Marriage), negotiate a trade ( Trade embargo), offer him vassalage to you ( Offer vassalization), attach it to your domain ( Annex), create an alliance with him ( Create Alliance), terminate the previously concluded union ( Leave alliance), exchange discoveries ( Exchange discoveries), offer him a loan ( Offer loan). A declaration of war is necessary in order to start hostilities against a nation. Dynastic marriage strengthens ties between states, and if one of them dares to attack another soon after the royal wedding, then he will pay for this with a sharp decline in stability. To make any country your vassal, you must first arrange a dynastic marriage between her and your rulers, be in an alliance with her, have with her a good relationship, and also preach the same religion as her (to change your religion and see the religious map, click on the image of your coat of arms in the upper left corner of the screen, then click on the button with the image of the cross; now you can choose one of three religions: Catholicism, Orthodoxy and Islam). If you want to add any state to your empire, it must first exist as your vassal for ten years. When offering a loan to another state, it is desirable to demand high interest from it. In general, you can give a bag of ducats to your competitor in capturing the world in order to irritate him and improve relations with him. Use a “gift” if you are afraid of your neighbors or if you want to make your vassal out of some power or annex it to yourself, and you have a strained relationship with it (I don’t advise giving too large sums).

Do not think that your interlocutor will agree to all your proposals - he will carefully weigh everything and think, and if your conditions seem unfavorable to him, he will simply reject them.

Hotkeys

Main

Shift+F12- activates the chat for playing on the network or the Internet.

F11- takes a screenshot and saves it on the hard disk as a picture with the bmp extension.

Ctrl+"+"- increases game speed (not valid when playing over a network or the Internet).

Ctrl+"-"- reduces the speed of the game (not valid when playing over a network or the Internet).

“+” - increases the size of the map.

“-” - reduces the size of the map.

F12- opens / closes the console created for entering cheat codes.

Home- finds and shows you your capital.

F1- allows you to view your missions or victory points.

F10- opens the main menu.

Unit Commands

PageUp/PageDown- quick change of your units.

Ctrl + [number]- binds a unit to this number (that is, this unit will be called by pressing this number).

S- divides the squad you have chosen into two equal counterparts.

G- combines the units you have chosen into one.

U- unloads soldiers (if there is anyone to unload) from your chosen sea transport.

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

You may have declared war on someone the day before they upgraded military technology. Or you thought that a powerful ally of your enemy would not bother to trudge to you through all of Europe, but these uninvited guests have arrived, and they are 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) Victor 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 off with a minor agreement, you would not hesitate for a second. But no, this war threatens you with complete collapse.

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

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

First rule: stay alive

If you can’t win in hot battles, it’s better to refuse them. When the war goes according to an undesirable scenario, the most important thing is to keep a decent army.

Not for fighting. Lord, not for them at all. This is a help to your global goal - how to keep the fleet in naval battles. As long as you have an army, the enemy will have to be relatively cautious. If the enemies spread out across the countryside and began to tear your country apart, you can attack one of the units and reduce their overall military power. As soon as they are grouped, 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 by dragging out 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 Available Space

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

The fee 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), points will pile up and you'll fall behind in seafaring and economic tech to 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 the perfect place to hide.

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

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

Rule Three: Lives are cheap, so buy them.

Mercenaries are just as controversial in EUIV 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 your debts for decades. It's an economy-cracking, game-choking money-eating machine.

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

There is a lot of negativity associated with hired soldiers: their upkeep is much more expensive than a regular army. They are worth a fortune if they make up for losses.

But that 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 hire, which is ideal for cases when the country is captured by the enemy. It's an almost infinite resource if you don't burn through it too fast 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 interfere with absolute victory.

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

Rule four: Don't give up

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

For all but the most powerful powers, the terms of a truce dictated by the enemy will turn into complete ruin. You will lose the best provinces, the country will break into pieces, and the hated, once defeated enemy will return to life. There are many options for settlements that can cancel long hours of play and set you back so that it will be oh so hard 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 terms of a truce 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, because EUIV can be called an alliance game), 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 the war.

The most nightmarish option if the coalition opposes you. In this case, making peace separately will not work. Coalitions in EUIV are deadly because each member fights to the last. You just have to 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 encounter multiple alliances. At this stage, you need to understand who really hates you, who appeared only because of obligations, and who can be delivered 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. Let them bleed, 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 out. The good news is that they can be a great opportunity to use diplomacy. Or rather, not them, but their neighbors.

Very rarely do you get a chance to enlist help in a war. Most computer players understand that it makes little sense to get involved in someone else's war, especially on the side of an almost losing country. But it's still worth a try. Even if you don't make friends in the middle of a war, a post-war alliance will help keep you safe.

In addition, it is useful just to know about the enemies of your enemies. If they have serious rivals (which the diplomacy window will helpfully tell you about), 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 energy from them 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 they were your own.

Rule Six: Choose the right time and place

You should imagine in advance how the remaining segment of the war will go. Perhaps you will be defeated 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 with numbers before reinforcements arrive.

Usually, but not always. There are battles that stretch out for one extra day, long enough for the main enemy troops to approach, which will grind you to powder. But this risk is worth taking. Such battles turn bloody for both sides. You are losing, but you have caused losses to the enemy for several days. Sometimes it also happens that the enemy throws soldiers into battle in separate units, allowing you to defeat troops that greatly outnumber you. One large-scale defeat can change the whole 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 yourself. Don't back yourself into a corner (no matter how good the terrain is, that's not your tactic), but keep an eye out for mountains, rivers, and dense forests. it good places to provoke a fight. Take them first and get 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 an Alpine trap. Will you win the fight? Noooo, maybe. Can you kill a bunch of enemy soldiers? Undoubtedly.

Rule Six: Finish on Time

There is an interesting phenomenon in Paradox games in especially difficult wars: towards the end they are perceived as something personal. Decisions made are 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. Such wars need to devote all of yourself. Otherwise you decide to give up, start new game or just do something else. But hold on to the end, session after session, gnawing out victory? This is done only on emotions.

But now, the time has come to conclude a truce, and the same feelings begin to whisper bad advice: “Hey, trample them. You don't have to agree to these terms. After what we've been through, they themselves have to make concessions."

But that's just your pride.

Sometimes it pays to keep fighting. If the enemy suddenly suffers serious losses and is surrounded by other enemies, it makes sense to take a chance and snatch some land or monetary compensation. Again, the continuation of the war allows you to delay the post-war situation, which will still bring you a lot of headaches.

But do not forget that everything can turn out as you like. If the enemy manages to negotiate with the rest of the enemies, you will return to where you started, only now completely exhausted. If everything goes bad again, you will not see the former situation.

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

How to survive the world

No matter how bad the war is, the consequences can be even worse. Broken, indebted, short of manpower, and almost certainly stripped of 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 losses. You'll be amazed at how quickly the national debt is paid off when the money doesn't go down to military power.

First of all, it is necessary to unite the weakened units. Resupplying them is expensive: if you have multiple units that are down to 10%, you will have to spend much more on them than on one new one. Just do not rush to combine artillery and cavalry. They are expensive to create, so it's best to leave them on their own so that they gain full strength without the start-up cost of a new unit.

Your main peacetime threat (with the exception of predatory neighbors) is riots and their most extreme form, the Peasants' War. This is a Disaster with a capital letter, 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 get angry and the counter starts up to 100%. With a hundred popular unrest leads to the Peasants' War. Interest drips faster if you have more than 10 loans (and you certainly have more) and high war fatigue. The Peasant War doesn't mark the end of the game, but you won't have a quiet peaceful time to lick your wounds and save money.

See what's the problem here? On the one hand, it is necessary to leave part of the mercenary troops to suppress potential rebellions and protect against attacks by neighbors. On the other hand, military spending should 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 funding for the troops. This will lower their morale and make them more vulnerable in combat, so I don't recommend moving the slider below 33%, even though it's an easy way to save money without firing soldiers.

Surviving in peacetime after a difficult war is like navigating a ship through a minefield, there are no one hundred percent methods. In general, you need to keep a minimum of troops and pay debts as quickly as possible. You will lose years of progress by firing advisers and forgetting to build infrastructure. But it 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 on battles and then another 10-20 years you will rake up the consequences. Just to stay the same.

Except, that's not entirely true. In Europa Universalis, the right time for action eventually ends. Whoever was chasing 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.

AHTUNG! MANY LETTERS! It is essentially training. Also, some part of this article is available in the tutorial of the game itself.
In advance, I ask you not to throw slippers for punctuation and poorly composed sentences. Well, maybe even spelling in some cases.

A game from the Swedish company that released games such as , unlike which it has only a few differences. For example, when the actions of the game and some changes in the gameplay take place.
The very beginning of the game.
After launch, the boot menu shows some clues that I would advise you to listen to, and portraits of famous personalities.

Next comes a menu where you can choose to play solo or online. You can also change the settings, view the authors, or take a tutorial.


We select a single game and get into the menu with the choice of era and country.
On account of time. You can choose any date from 1444 to 1821, as well as a scenario such as the War of Independence or the colonization of the New World.
Unfortunately, you can play indefinitely only thanks to the plug-ins available in the Steam Workshop, and only until 1821.
Also, the game will tell you which country is easier to play in a certain moment time.

Almost the whole world is available for research. Some regions need to be colonized, and some will require certain sciences.

Now about the gameplay itself.
By selecting one of the many different countries, the camera is centralized on the capital of that country.


Here we can see a lot of different buttons, icons and other things, other things, other things.
Let's start from the center. This is your capital, it houses the initial troops and fleet, which depend on the choice of some factors, such as difficulty and handicap.
There are troops and countries around, in your visibility zone, that is, adjacent to your borders. You can also see the borders of countries that have an alliance with you.
In the window on the right, under the timer, they show your diplomats, merchants (initially each country has 2 of them, but trading republics such as Venice have one more), armies and navies. Also, this window can be configured and it can show the time of construction of buildings, the formation of troops, and others.
About the timer itself. There is a pause, which, of course, stops the time in the game (in network game, if any of the players stop the time, it can be started after 30 seconds). 5 speeds are also available. At its highest, a month lasts about 8 seconds.
Now about the top bar. The first is the treasury. Game currency - ducats. Plus or minus near a coin means whether coins are coming into your treasury or decreasing. When hovering, you can find out the exact number of incoming or outgoing ducats.
Then there are the recruits. This is an important factor in wars, because recruits are needed to form armies and replenish them in case of losses.
Every month the number of recruits increases due to various buildings, sciences or events, as well as the number of regions that you own.
Stability. Stability is increased or decreased by events, or by purchasing it with ruler points. It varies from -3 to 3. At -3, there will always be uprisings in the country and many more minuses. With positive stability, obviously, there will be pluses.
Prestige. Prestige varies from -100 to 100, which changes due to events and annually. Each year, prestige decreases or increases, depending on how much it is. That is, if the prestige is negative, it will increase, because. tends to zero. Actually, with a positive amount, it will decrease. The amount of prestige you gain per year depends on events, advisors, the base 5% change, and a few other factors.
Degitimacy (republican traditions in the case of Venice). Legitimacy also changes in connection with events that sometimes occur in the country. Unlike prestige, legitimacy tends to 100. Legitimacy affects the risk of rebellion in the provinces and other factors.
Giplomatic weight, which changes depending on the opponents you have (more on them later). With certain amounts of weight, you will receive some bonuses.
Now there are three icons under the top bar. These are the points of the ruler. Administrative, diplomatic and military, respectively.
They are needed for various purposes such as constructing buildings, nationalizing conquered provinces, recruiting generals, or simply being spent in events. Each month you get n points, which depends on the abilities of your ruler and advisers.
Next are the flags that show that something is missing in your country. For example, the first flag indicates that you have few rivals that affect diplomatic weight and help with the military capture of provinces.
The second flag indicates possible uprisings. To suppress them, it is enough to spend a few military points, increase stability, nationalize the region, or some other reason, which is enough.
The third checkbox indicates that advisors are available for hire, which give various bonuses, including the very increase in ruler points. Only three advisors are available, one for each point.


Here I chose to hire an administrator. At first, only 3 advisers are available for hire, the number of which can change when certain groups of ideas are accepted, or during events.
The fourth flag shows you your truce treaties.
Fifth checkbox, what's on this moment you can choose a certain task that gives prestige and other advantages. These tasks rather help you advance in the game, because. there is often a capture of someone or an alliance.
Well, the sixth is that you can hire a general for your armies.
Of course, there are more flags, but I won’t talk about all of them.
Map. At a certain point in the game, certain countries have their open territories. Depends on historical factors, or if you do not want to open new territories, over time you will receive a notification that a new land has been discovered.

There are also several map modes. Each of them is needed for something. The first, for example, shows the climate and terrain of the regions. I will not describe each mode, when you hover over its icon, its functions are described.

Now click on the coat of arms located in the upper left corner. We are opening a window of the country.

first tab, Control, it says: your government type, ruler abilities, country bonuses, cultural affiliation, and monthly increase in ruler points.
About rulers. Republican countries have a term for electing a ruler, depending on the type of government itself. You can choose from three rulers: official, diplomat and military. Each has power in a monthly increase in ruler points, depending on his direction.
In ordinary countries, they reign until death by inheritance. If the ruler of the country has died and his heir is too young, then the temporary regency council will take over the board. If there is no heir, then the interregnum begins.
For increased receipt of heirs, it is necessary to conclude dynastic marriages with other countries.

second tab, Diplomacy, in it you can see neighboring countries, relations with them, countries that consider you enemies, or choose those very rivals to increase diplomatic weight.

It is also possible to create vassals from regions you have conquered, but which have not been nationalized by you. Vassals will be your allies and pay you monthly.
Here you can also see what religion the country professes, your ruler, the number of diplomatic connections, exceeding the limit of which will adversely affect the diplomatic points received.

Economy.

It shows the country's income, income bonuses, inflation and other information related to money.
Inflation can increase both when receiving money from the country in the event of a peace treaty, as part of it, and when gold is mined.
Loans are needed when there is no money in the country's treasury at all. Loans are taken for a fixed term and must be repaid with interest. The total number of loans you can get depends on the countries and a few more features.

Trade.

Trading is needed to make a profit. The income received from trading and modifiers that increase its percentage are also shown here. This lists the various trade nodes within your sight where you can send one of your merchants. BUT this does not mean that you can send your merchant to the other side of the world. The range is affected by ... "range".
Now about the trade itself.
You can put a merchant on a trade node to redirect trade influence to another node, which will increase the total income from the node of all countries whose merchants are located in it. Or send a merchant to collect profits. Node income is affected by Trade Influence.

Technology.

Ruler points are spent on technology. Each of the three technologies has its own direction, as, of course, the points required to study it. So, for example, military technologies are needed to open military bonuses, and diplomatic ones are needed to improve trade, or open a new fleet.
The number of ruler points needed for technology is affected by the technology group to which the country belongs, or the temporary interest received for lagging behind in the study of science, or, conversely, in prosperity. As well as some bonuses received from certain groups of ideas.

Ideas.

Idea groups are unlocked by learning new levels of administrative technologies.
Like technologies, idea groups are divided into three types and learning them consumes ruler points. When learning a new branch of an idea, a point is added to national ideas (Venetian ideas, in this case).

Tasks.

Needed to gain prestige and advance in the game.
In the tasks there is an item "national solutions", in which, under certain conditions, you can, for example, create a Russian nation from Muscovy, or Scandinavia, with the unification of Denmark, Norway and Sweden.
Domestic policy bonuses are available by researching idea groups.

stability and expansion.

In this tab, you can reduce the fatigue from the war, which negatively affects many factors, such as the time for the formation of armies and the risk of rebellion. You can also increase the stability itself for administrative points.
You can also see which provinces are in revolts, manage overexpansion and see colonization data.
Learn more about colonization. The menu shows three factors of colonization. The first is distance. Distance affects how far your colonist can explore uninhabited lands from your nearest region. This number can also be increased by the sciences. The second point is the annual growth of settlers. In order to completely colonize a region, you need to have 1000 people in the city. This is a standard number, and it is also increased by the sciences. The third point is administrative efficiency. This is "a measure of how effectively your country manages the occupied territories ..."
Even for the colonization of the territory it is necessary to destroy all the natives currently in it. If this is not done, then they will raid your settlement and kill people. This is done simply by moving your squad to the desired region and selecting the desired item in the army menu.
In addition to the base growth, there is some chance that some population will join your colonial city every month.

Religion.

Here you can see which of your provinces is dominated by a different religion than yours and you can send a missionary to that region. Also shown are units of tolerance for other religions and the ability to change the main religion of the country.
Catholics can vote for unelected cardinals for a monthly amount of influence with the Pope, thereby gaining influence from those cardinals when they become such. If this happened and your power began to control the Papal Curia, you will have access to such a casus belli as crusade. You can call for it against a certain power that professes a different religion. In this case, all Catholic countries will have a reason for war with this country. Also, the Pope can excommunicate a Catholic country from the church.
To increase influence on the Pope, you can become defenders of the faith for 500 ducats for a period of 24 months. But if you have less prestige than another country that wants to be the defender of the faith, then this title will fall from you. You will also lose this title if you attack a country with the same religion as you, or if your ruler dies. It will also give you an additional missionary and increase the morale of your army, but will increase the number of points you need to study the sciences.
Orthodox countries have a Patriarch, whose influence you can increase or decrease with some fairly frequent events. There are no downsides to minimal influence, but at 100% the patriarch will increase missionary power, reduce the risk of rebellion, increase the number of recruits by 33%, but also reduce tax income by 33%. So decide for yourself.
In general, there are too many religions to describe each of them. You can see everything for yourself.

Warfare.

Here you can hire a general who will allow your army to be more effective in a siege or in battles, as well as survive in winter conditions, or during the same siege.
You can change the type of troops you hire, which is unlocked when new military technologies are unlocked.
You can see the various modifiers to your army that make it more efficient, and its limits. The troop limit increases as you gain regions.
Now about what the icons mean. The first is the cost in ducats for one unit (1000 people). Then the combat capability is an increase in the damage of your army. Firepower that affects fire damage during battles. Onslaught power that affects melee damage. And the total number of units you have. Similar to the fleet. Cost, combat capability, guns, ship size (I don’t know what they affect) and the result.

Autonomy.

Your vassals are shown here. These are your allies who will participate in wars with you and will help you capture provinces on your behalf. They bring in a monthly income that depends on the form of government or groups of ideas. We also see the income from the colonies, and the total income received from all colonies and vassals. Vassalage occupies one of several possible diplomatic ties, so you cannot take on a huge number of vassals. You can, of course, but then you will not be able to study diplomatic sciences.

Fractions.

Factions are available to merchant republics. Their influence can be increased either with the help of ruler points, or it will increase by itself when choosing a ruler. They give factions various bonuses that will help you in certain cases. Although the factions are located opposite, with respect to administrative points. So, aristocrats give military bonuses, and administrative guilds.

Achievements.
Achievements can only be earned in single player in the absence of any plug-ins in Ironman mode. There are many different achievements in difficulty, such as the capture of the WHOLE world, or the capture of one insignificant province.

Well, in general, that's all. Looks like I didn't forget anything. Thanks for reading, I hope this article will help someone understand the game, and someone will be pushed to buy it.

If there was a competition for the slowest game anywhere in the world, Europa Universalis IV would finish it... last and take the championship title. To play it, you need patience that can survive the centuries. But at the same time, if you are already involved, it is impossible to break away from it. Paradox? Well, yes, it is written on the logo of the developers.

good old world

We already once wrote that learning to play strategies 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, the ability to contemplate - because the lion's share of the time in the game you will be watching the results of your actions. Make important decisions, perform diplomatic procedures - and then watch for a long time how your plan (or improvisation) is brought to life.

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

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

The locals like to riot when the palefaces take over their lands. But some natives are ready to go to the world and even join your colonies.

Game tools quite accurately simulate domestic and foreign policy. Take the indicator of stability: the higher it is, the greater the tax collected, the less the risk of rebellion - the brighter the light and the easier it is to breathe. Will go to the minus - welcome to hell! And inflation is here and likes to become hyperinflation if you are lucky in gold deposits. And also - all kinds of indicators of the economy, trade, war weariness, contentment and discontent, military and naval traditions - and you need to look at everything, not forgetting about the plan in case of force majeure.

All Quiet on the Western Front

Well, the war, of course. Here war is a special case of diplomacy, and not daily bread, as somewhere 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 off money from old enemies in order to pay off a debt on a loan, or to force the vanquished to release several small peoples who will probably want to be friends with us.

A war of attrition is not welcome here. The capture of provinces or even complete annexation is possible only if the enemy has a small territory, and you have a monstrous superiority in the armed forces. At the same time, the index of aggressiveness of the initiating power will skyrocket, which will have a bad effect on the opinion of the surrounding countries. Believe me, they will remember your predatory appetites and will do anything to prevent new victims. Therefore, one should fight carefully, looking back at 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 accomplishments and colonization - such activities are much more useful and enjoyable. And scuffle, if allowed, then dosed, on occasion and always with benefit. However, as already mentioned, for the most part, you will monitor the results of your work and wait for new ones. Such a leisurely, truly strategic game process not everyone will like it. But try nevertheless to tune in to this long, long wave - it is possible that state affairs will turn out to be more interesting than all the others.

Karl stole the crown from Clara

Paradox did not dare to rebuild the mechanics globally. 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 who is not familiar with the series will not find any differences at all, except for graphics.

The system of internal government of the country was subjected to a serious operation: administrative, diplomatic and military resources. They accumulate due to the skills of the ruler, the skills of your advisors and some less significant factors.

New "resources" are applied almost everywhere. For example, in negotiations, many actions require spending the accumulated “doves”: for example, the conclusion of a peace treaty is fraught with large expenditures of this resource. Military points can be spent on the training of military leaders and their maintenance. Management points are spent on increasing stability (and the more often you increase, the more expensive) or the introduction of the acquired province into the state (previously this process happened by itself). In addition, all resources are spent on the construction of buildings - little by little here, little by little. New system quite flexible, but at the same time, it constantly confronts a difficult choice: where to invest points, and what to wait with.

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

Edit caravans

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

At first, it is easy to get confused in a pile 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 receptacle for merchants - threads of trade routes from all over the world stretch through them! And in order to 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, without a whole syndicate of entrepreneurs, you can’t put together a trading empire: business is now not so accessible and simple.

In the recruitment and construction window, we select an object and only then a province. For small countries it is not so useful, 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 across the ocean, he will not return, and new colonists will be “born” with a certain frequency. The fourth part turns "expendable people" into full-fledged individuals who return to the headquarters after completing the task.

If things go badly and the country is torn apart by disagreements, another important element of the game “floats up” to the surface - the rebels. Sometimes these are peasants, brutalized by the dominance of the bourgeoisie, but much more often they are mini-factions who want to achieve their own. Nationalists will want to get rid of your domination, heretics - to change 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 for pacification, or even agree to the demands if the rebels captured some important object. At the same time, the armies of the rebels can reach a strength of twenty regiments (which, perhaps, is not the limit), and this is a serious force.

The spirit of Europe decided that stability should fall in our country. And the better things get, the more often this ghost will surprise you.

Many details simply flew overboard. Control sliders, for example, - such a thing looks much more organic in Victory Day 3. The knights of the cloak and dagger were liquidated: diplomats successfully cope with their short list of tasks. Nothing to regret.

* * *

The biggest reproach against Europa Universalis 4 is conservatism. Not so much has been changed in the game, it does not pull on the continuation. But before Paradox generations differed dramatically (compare at least Victory Day 2 and Victory Day 3). The game in the updated form did not lose at all, only gained. But you still can’t reproach her for being friendly to newcomers - if you are already going to take on Europe, get ready 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 policy;
  • ambition and spirit of adventure.

We present you a list of all current codes with which you can get a huge set of benefits. Obtaining 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 some 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, therefore they are used as cheats. You can learn more about commands of this type on the pages dedicated to them.

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

How to enter any cheats in 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 you have Russian.

Table with all cheats for Europa Universalis 4

Input codeExecution result
debug_modeInclusion this mode allows you to find out its identifier (ID) and the owner's country tag when hovering over a province.
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]Carries out the death of a monarch in the specified state
add_heir [country]Adds an heir to the selected country
kill_heir [country]Death of an heir in said state
siegeCheat code to end the siege in the selected province in favor of the besiegers in Europa Universalis 4
annex [country]Start the process of annexation (accession) of the specified country. It must be your vassal
integrate [country]Start the process of integration of the selected state. It should be your junior uni partner.
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 points of advantage in all wars waged by your country
kill_cardinalCheat code causes cardinal death in Europa Universalis 4
cash [number]Adds you the selected amount of money
population [number]Adds some population to the specified province
setmissionaryprogress [number]Sets the progress percentage of conversion of the selected province to another faith in Europe Universalis 4
manpower [number]Adds recruits to your country. Without entering a value gives 50000, and if you enter a number, it is multiplied by 1000
add_natives [number]Adds a certain number of natives to the specified province
add_reformlevel [number]Cheat code adds reform level for Holy Roman Empire in Europa Universalis 4
add_opinion [country]Improves relations with the chosen state
add_pi [country]Adds pope influence to the specified country
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 casus belli against any desired countries.
tag [country]Switches control to the selected state
remove_defender_faithThe cheat code removes the protector for the religion to which the player's country belongs 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]Grants all three types of Monarch Points. Without specifying a number will increase to the maximum
adm [number]Gives administrative points. Without specifying a number will increase to the maximum
dip [number]The cheat code gives diplomatic points in Europa Universalis 4. Without specifying a number, it will increase to the maximum
mil [number]Gives military points. Without specifying a number will increase to the maximum
piety [number]Gives piety points. Without specifying a number will increase to the maximum
stability [number]Gives stability points. Without specifying a number will increase to the maximum
imperial_authority [number]Increases the imperial prestige in Europe of Universalis 4 by the indicated number of points
prestige [number]Adds the player's state the selected amount of prestige
fow/debug_fowCheat code removes the fog of war for the selected province in Europa Universalis 4 or for the whole world if it is not specified
ti/debug_tiOpens all unexplored lands for you
revoltAllows you to cause an uprising in the specified province
pirateCauses pirates to appear in the specified province in Europe Universalis 4
legitimacy [number]Sets the legitimacy of your ruler to the selected value
ownMakes you the owner of the specified province
controllThe cheat code makes the specified province in Europa Universalis 4 under your control (as if you occupied it)

In addition, in Europe Universalis 4 you can enter the help code in the console to display all available commands. Typing help [command name] will display all information related to the specified cheat. This allows you to clarify how to use a specific command without minimizing the game.

Other cheats for Europa Universalis 4

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

Useful in-game events

Forms of government, improvement of any aspect of the country and much more. Cheats for events will help with technologies, traditions, taxes, military power and other components of states in Europa Universalis 4. .

Getting reasons for 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 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. This will help teams to open groups of ideas. .