Europa universalis 3 manual nomine
You can also use this to set a screen resolution that your monitor supports which may not be included as a standard resolution in the game.
We do not recommend any resolution below x as this will cause some menus and interfaces to merge or conflict with one another. These are designed to quickly introduce you to the basics of play and to give you essential knowledge that you are likely to need when you begin your first campaign.
Complete mastery of Europa Universalis III may take many, many hours of play, so do not be disheartened if your first attempts are less successful than you might have envisioned. Europa Universalis III covers a period of great international upheaval. Countries evolved into new nations; others disappeared or were destroyed; several new states declared independence and broke away from a former state; and, throughout the era, the borders of nations were constantly shifting through war or inheritance.
For any date you select, the game will consult an extensive set of history files that determine which countries are available for play, who rules them, which provinces they own, where their borders are drawn, and much, much more. You will be able to play almost any country you desire, provided that it existed at that date you have selected. If you change your mind about playing a country that you have selected, simply click on a different one to select it instead.
There will be a short delay as all of the specific historical data for that starting date is loaded into the game; you will then see the main game map and interface appear on the screen.
The bookmarks will be replaced by a listing of all of your saved games including any auto-saved games if you have that feature enabled. If you wish, you can choose a different country to play when you resume your game by simply selecting it on the map.
Detailed instructions for multiplayer games can be found in the separate Multiplayer chapter near the end of this manual. You will see the provincial capital displayed on the map, and its size will give you an indication of the overall population of the region. There will be a flag flying from each provincial capital to show which country currently owns it.
These are there purely to enhance the overall visual ap-. We will explain the majority of this when we take an in-depth look at your provinces. Each country has a national capital that is of vital importance to the realm. Losing control of your national capital will cause fairly significant damage to your economic situation, and will result in a loss of prestige that will impact your ability to conduct diplomacy with other realms.
Prestige and the art of diplomacy are covered in the chapters on domestic affairs and diplomacy. You may see a variety of other small graphics displayed on the map. There will also be a number of loca-. This is a quick way to see that it has a port suitable for a fleet to make harbour and conduct repairs.
While Europa Universalis III does not model individual storms or weather patterns, some provinces are subject to periodic seasonal effects of winter.
This is shown graphically on the map and has three different levels of effect: mild, average, and severe. Winter conditions will greatly increase the attrition rates suffered. Details of this can be found in the section on the Military. You will notice that most of the map is somewhat darkened, except for the provinces that belong to your country and any immediately adjacent provinces.
Many distant provinces will be completely obscured by a white, impenetrable fog. There are also some parts of the world that are so remote and inhospitable that you will never be able to explore or colonize them. These areas are called. Parts of South America, the far north, and regions in Asia fall under this category.
The world is far too large to fit on your screen all at once, so you will frequent-. You may also pan. If you. Towards the lower-right corner of the screen is a small map of the world.
The portion of the world that is currently displayed on the Main Map is shown as a small white square on the Mini Map, making it easy to orient yourself if the Main Map is displaying a part of the world with which you are unfamiliar. The Top Bar is the narrow bar that extends across the top of the screen and is visible at all times. The left and central portions of the Top Bar provide a quick overview of a number of very important values that you will refer to very.
Each symbol has a drop-down tool tip that will appear if you hover your mouse over it. The tool tips provide detailed information about each item and the rate that it is currently changing each month. Manpower Pool: Your manpower pool represents the number of your citizens that are currently.
Manpower is drawn from each of your provinces on a monthly basis and is used to replenish any losses that your forces may have suffered in the field. Stability: This critical value repshows how many are currently available for use. While you are unlikely to need very many missionaries early in the game, they will be invaluable to you if you conquer provinces that practice a different religion or if you are playing a country anywhere in Europe when the Reformation begins to take place.
We will talk about religion in the chapter on Domestic Management and we cover the specifics for using a missionary in the Province Management chapter. Spy Pool: Not all affairs of state are honourable.
Your spies will be able to conduct a variety of clan-. Success can reap some very interesting rewards, but failure has its consequences too.
We discuss the use of spies in the chapter on Diplomacy. You may have a maximum of five spies in your pool, which will slowly replenish itself. Unless you pause, the date will continually advance one day at a time from whatever starting point you have chosen until you reach the end of the game.
Most of the things you do during play will require a certain number. Game Speed: Beside the date, you will see a graphic indication of the current game speed setting. If the game is paused, you will see two red bars. Otherwise, you will see a number of small gold arrows.
The more arrows you see, the more rapidly each day will advance to the next. The maximum game speed you can achieve will depend on the power of your processor, and will vary from computer to computer. The Outliner: At the extreme right end of the Top Bar is a button that toggles the Outliner display on or.
Clicking on the Holy See button at the top of the Special Menus toolbar opens an interface where you may try. If you are successful, you may gain control of the Holy See which will provide a number of special benefits to your realm.
This interface can only be accessed if your country has Catholicism as its official state reli-. We will look more closely at this feature in the Special Political Bodies chapter of the manual. Click on the HRE button to open an interface where you may review the current member states, electors, and emperor of the Empire.
Countries that are members of the HRE enjoy several special ad-. The emperor is elected by seven speciallychosen members of the HRE, each of whom will vote for the country that is liked the most when the current emperor dies. You will find this interface extremely useful when you try to plan a diplomatic strategy to become the next ruler of the empire. Further details can be found in the Special Political Bodies chapter.
The default save name will identify the country and date, although you may change this to give the file any name you prefer. Remember that any changes you make to the graphical options will not occur until you have quit and re-started the game.
You can then start a new game, or resume a previously saved one. Make sure that you have saved your current game if wish to return to it. It is also useful when preparing to go to war in that region, since members of the HRE usually present a. The emperor enjoys a number of Domestic Interface significant military advantages that should.
A center of trade is a location where the trade goods from nearby provinces are bartered and sold by various merchants, generating additional monthly income for the countries that sent them there. Provinces that are part of your country will be shown using a bright green colour.
Your allies will be displayed in bright blue, and any country with which you have a royal marriage will be shown in darker blue. If you have any vassals or are part of a personal union, these provinces will be dark green.
We will discuss the meanings of all of these terms later in the manual. This is the same coat of arms that flies on the flag of each of your provincial capitals, and on the banner of each of your armies and fleets. Simply click on your shield to open it; when you are finished, click again to close it. We will spend quite a lot of time detailing the many features and controls to be found here when we discuss Domestic Management.
If you click on any land province on the Main Map, one of three different interfaces will open in the lower-left portion of the screen. The Province Interface will be displayed whenever you click on a province that is owned by your country. This will allow you to review important information about the province, and to initiate a variety of different province-. You will also use it to recruit new regiments to serve in your armies and to build new ships to be added to your navy.
If the province does not currently share your official state religion, you will also access the province interface to send a missionary to convert the population. You will find all of the details in the Province Management chapter. If you click on a province that is owned by another country, the Diplomatic Interface will open. You will use this interface to suggest an alliance, declare war, settle peace, and a wide variety of other possible negotiations.
Details about all of the diplomatic actions can be found in the Diplomacy chapter. If a province is currently un-owned, clicking on it will display some basic information about the province as well as the Colonization Interface. You will use this to establish and later expand a colonial settlement which, in time, may grow into a full-fledged colonial city.
We will look at this interface in the chapter on Exploration and Colonization. Beyond pursuing the finer points of diplomacy and managing your realm, most of your day-to- day actions will probably involve moving your armies and fleets around the map to explore new provinces or prosecute your wars. Armies and fleets appear on the map as over-scale animated models that are large enough to select and move without being forced to zoom in too close on the map.
Once you zoom the map out. We will discuss armies and navies in detail in the Military section of the manual, but the basic approach to controlling a unit is to select it on the Main Map by clicking on it, and then right-click on the province to which you would like it. You will only be able to see your own units on the map, or units that are located in provinces that are not currently covered by the fog of war.
To move into a province that belongs to another country, you must have some sort of diplomatic agreement that allows you to do so, or you must be at war with that country. Water provinces do not belong to anyone, so your fleets may freely enter any water province you wish. You will periodically receive on-screen messages to inform you of things that may be particularly important to you during play.
This includes reports from your military about battles or sieges, messages from your diplomats about the success or failure of their missions, information from merchants about their activities in centers of trade, reports from your spies about the outcome of their missions, and many other things of importance. There will also be details of some of the commonly-known events and happenings from throughout the known world.
Right-clicking the button allows you to cus-. The current size of the opposing armies is shown on the list and a tool tip provides a detailed breakdown of the composition of the forces and the commanders that lead them. Clicking on the conflict will center the Main Map on its location and open the Combat details interface.
Clicking on the province name will center the Main Map on that location. You will see the name of the province and the estimated time until the colonist arrives. A tool tip will show the estimated chance the colonist will succeed, the current size of the colony, and the number of natives if any that also live there.
A tool tip will display the total value of trade passing through the center, as well as the monthly revenue generated by your merchants. Before we move on to look at the components of the various interfaces in detail, we should point out that virtually everything in Europa. An army of rebels will form and attempt to gain control of the provincial capital.
If they are successful and can maintain control for a period of time, the province may subsequently declare itself free from its oppressor and form a new, independent country. Ownership of the province will be automatically transferred and will become the new national capital of the fledgling realm.
When you do so, the new nation will become your vassal and be given ownership of the province. We'll talk about this in the Domestic Management chapter. If the proposal is accepted, the ownership of the province will be transferred in exchange for gold. When you click on a land province that you own, the Province Management interface will appear in the lower-left portion of the screen. The Provincial Sum-. You may also close it by clicking a second time on the province on the Main Map.
Just click on another location on the map and the display will change to the newly selected province. Below the banner you will see some detailed information about the province. Each item has an associated tool tip that provides additional details about the values displayed:. The larger the population, the more tax income it will generate for its owner. The tool tip will display a detailed list of any factors that are affecting the population growth in the province.
Each factor of the displayed supply limit allows the province to feed and supply 1, men in an active army located in that province. The supply limit depends on the base supply value of the province, its production, the terrain, and the level of fortification if any. Forces from other countries cannot avail themselves of the full supply capabilities of a province. The value shown is the maximum percentage of the total force that can be lost due to monthly attrition while it still exceeds the supply limit.
Any positive revolt risk value indicates that there is a risk that this province may rebel against your country. As revolt risk rises, the province will generate less tax income than it would if there was no risk of rebellion. If the population of the province revolts, an army of rebels will appear and attempt to capture the province.
If you fail to stop them from gaining control of the province, the province will then either defect and declare allegiance to an adjacent country, or they may declare independence and attempt to survive as a new independent country.
There are province improvements that will alter this value, as well as several random and historical events that may increase or reduce the revolt risk for a period of time.
Revolt risk is also heavily influenced by war. The longer your country remains at war, the higher the revolt risk will rise. If the province is captured by an enemy, it will rise considerably further. Once the war is concluded, the revolt risk will slowly recede back to its base peacetime level. If the culture is different, the risk of rebellion will be greater and the province will contribute somewhat less to your income.
The manpower of the province is based primarily on its population, although there are other things that may increase its value, including your domestic policies and national ideas. If the enemy attempts to storm the walls, the garrison will rally to defend the city. Larger fortifications can house.
You can also build "province improvements" that will increase the amount of production income generated by the province. Each province has a primary resource that it produces in sufficient volumes to have a surplus available for trade. The value of the resource is determined by the global demand for that item, which fluctuates over time. It also increases the value of the center of trade through which the goods are marketed. We will talk about centers of trade in detail in the chapter on Trade.
The name of the local center of trade is shown on a button below this, and clicking it will automatically open a special Trade subinterface which allows you to send merchants there to capture a greater. Doing so will generate additional revenues for your country, over and above the production income you receive directly from owning the province. Countries will not necessarily own all of their core provinces when play begins, since territories frequently changed hands in those volatile times.
As you might imagine, this is likely to lead to many conflicts in the game, just as territorial disputes have sparked many wars throughout history. A province can also become considered a core if your country has owned it, uncontested, for a significant period of time.
This process is slow and usually requires that it be part of your realm for at least fifty years. Claims will also disappear when a country that considers a province to be a core has not owned it or attempted to capture it for a period of twenty-five years.
If a country considers a province to be a core province, its shield will be displayed just below the Trade summary box in the Provincial Summary.
It is not uncommon for there to be more than one shield, nor is it unlikely that some provinces will have no existing claims. City View. The exact. The national ranking should not be mistaken as a measure of military might. It is quite possible for the most powerful and dangerous country in the world to be ranked much lower than a realm that has achieved success in other areas but is relatively weak.
In other words, do not use this as a basis for determining whether a country might be an easy or difficult opponent in a war. There are two symbols that might appear superimposed on the green banner in the overview. If you are currently the Holy Roman Emperor, you will see the Imperial seal; if you currently enjoy the majority support of the cardinals of the Holy See, you will see the Papal arms symbol.
These symbols are reminders. Details of this are found in the separate section of the manual on Special Political Bodies. On the Overview screen, the national religion symbol only serves as a reminder of your official state. Some may hold their throne for many years; others may survive for only a few short months before they die. Even your initial ruler is unlikely to die on the same. The Court screen displays the date that your current ruler began his or her reign.
Most monarchs, dictators and despots will have reigns that can last for many years, but there is a chance that there will be a disruptive period of domestic instability that accompanies the succession. Republics, theocracies and federations tend to have reigns that last for much shorter periods, but have stable transitions of power. When a king, queen, dictator, or despot dies, one of the following will occur:. This is by far the most likely outcome and is the only form of succession that can occur for republics, theocracies, and federations.
A country that is governed by a regency council does not have the authority to declare war, and cannot become the senior partner of a personal union, nor can it inherit another country. If the current Holy Roman Emperor dies, a country that is ruled by a regency council is ineligible to become the next emperor. It is also not possible to convert a regency council into a general to lead your armies. A player's country can inherit an AI-controlled country, providing a means of expanding your realm without the need for bloodshed.
Before you decide to use this as an exploit and form as many royal marriages as possible, you should consider the other possible outcomes see below. The country whose ruler has died will become the "lesser partner" of the union; the other country will be the "senior partner". The same ruler will then be listed as the head of state for both nations, though control of each country will remain independent thus a player can become the junior member of a personal union.
The only restriction placed on the senior member of a personal union is to prohibit it from declaring war on the junior partner. The junior partner may not enter into any royal marriages or form any alliances. It is also ineligible to inherit another country, become the next Holy Roman Emperor, or convert its ruler into a general; however, it is able to declare war. The personal union continues until the joint ruler dies, at which time each country will receive a new and different monarch and the union is dissolved.
This is a situation where the two most powerful countries will go to war to contest the succession. The country whose ruler has died must immediately decide which of the two countries to support, and becomes the junior member of a personal union with that realm.
The united countries will be at war with the other claimant, and will remain at war until the issue of succession has been resolved. The conflict will only end when. Republics, theocracies and federations are immune from inheritance or succession crises; however, those forms of government are restricted from entering into royal marriages with other countries, thus somewhat limiting.
We will return to this subject again when we talk about government types and in the chapter on Diplomacy. Each advisor has an area of expertise and a certain level of skill. The more skilled the advisor, the greater the benefit he will confer to the country that employs him. An advisor will demand an initial fee at the time he is hired, as well as a monthly amount that you must pay as a salary to keep him.
Both of these amounts are dependent on his skill level, making it more expensive to hire and maintain a highly skilled advisor than a mediocre one. There are twelve different possible advisor types who may become available:. There are also a number of random and historical events that either require a certain type of advisor to be a member of your court, or are affected by the type of advisor you have.
There are many. When you first start to play, you will probably have at least one advisor in your court if this was historically the case, and there may also be other historical figures available for hire. Your current advisors are shown in the three large boxes in the Court screen of the Domestic Interface.
You will also see his monthly salary and how many years he has been active. Most advisors have a lifespan of at least 20 years, but you should begin considering a replacement once he crosses this threshold. You may find that the monthly cost of employing an advisor is no longer feasible or worthwhile for your realm. If this happens, you are free to dismiss him whenever you like. He will then become available to any other country who wishes to hire him, so he may not be available if you subsequently change your mind.
You will receive a message that notifies you when a new advisor appears in your realm, and will have the exclusive right to hire him for the first 30 days. If you choose not to employ him, he can then be hired at any time by another country in the region. This also means that there may always be advisors available for you to hire from other realms without your having been. Click on an empty advisor box if you wish to check who might be available for employment.
Each advisor will demand an initial fee to join your service, as well as a monthly salary that must be paid from your treasury. To hire an advisor, simply click on him. This removes the advisor from your court and returns him to the pool of available advisors. Simply click on the new advisor you would prefer to employ on your court and the exchange will be made automatically.
There is no penalty for sacking an advisor, although he will demand his full fee should you decide to hire him again in the future. The Economy page of the Domestic Interface is displayed by clicking the tab with the sack of gold symbol.
The decisions you make with this interface will have significant, lasting effects on your country; this is the page that you are most likely. The amount displayed for your tax income is the total combined tax revenue received from all of your individual provinces. The same is true for the production income amount. Trade income has two separate components that are detailed in the tool tip that appears when you hover your mouse over the amount.
Your current efficiency in collecting each of these amounts is displayed in brackets beside each item, and is determined by the level of technology that you have achieved in the corresponding area of research. Income may be further reduced if a province is an overseas colony or if any of your. On January 1 st of each year you will also receive a large, lump sum amount of per capita tax which should be thought of as a tithe.
The per capita tax is not displayed in the budget and is deposited directly into your treasury. If you have any vassals, their monthly payments will be included in the tax income line of the budget. These are deducted from your monthly income and any remaining balance is deposited to your treasury. You will usually devote a large portion of your monthly income towards researching new technologies that will benefit your realm in the future.
The first five sliders control the portion of your income devoted to new research in the fields of government, production, trade, naval, and land technologies. The sixth slider allows you to allocate an amount to be returned directly to your population. Doing so will result in less income for you, but will make your sub-.
The final slider controls how much of your income is taken in cash. Research is divided into five primary fields of interest, and each field has as. As you invest some of your income in each area, you will slowly gain new levels of advancement. Even more importantly, you must usually achieve government level. There are also several province improvements that require somewhat advanced levels of trade technology.
Trade is discussed in more detail in the chapter on Trade. There are increasingly large and more powerful ship designs that will become available as you increase in level. You will also be able to travel longer and further at sea without worrying about returning to a friendly port to take on fresh supplies.
As you increase in land technology levels, your infantry will replace their swords and pikes with various forms of gunpowder-based weaponry. Your cavalry will also increase in ability, but they tend to become somewhat less of an elite, infantry-destroying force than they are at the start of the game.
Perhaps the most important advances will come with the development of artillery. Artillery regiments will become available once you have reached level 5 in land technology. They are not very useful on the field of battle until the middle and later stages of the game.
We talk about this in the Military chapter. Your current technology level in each of the fields of research is the large number displayed at the extreme right end of each slider.
To at-. The exact amount that you need to invest will depend somewhat on how significant the advancement is, but it is also affected by how close the current game date is to the historical date that such a technology first commonly appeared. Europa Universalis III uses a mechanism that makes it very difficult and almost prohibitively expensive to achieve technological progress that is too far ahead of history, but this same mechanism also makes it quite unlikely that you will fall too far behind it either.
To allocate part of your income to a field of research, simply set the appropriate slider to the desired position. This may be done by dragging the slider button with your mouse to make large changes, or by clicking on the arrows at either end of the slider to make very small, incremental changes.
If you increase your investment in one slider, you must decrease it by a corresponding amount somewhere else in your budget. This can result in several sliders moving slightly downwards if you move another slider significantly upwards. At the right end of each slider, you will see the amount being allocated to this technology from your budget each month. Hovering your mouse anywhere over the slider will display a tool tip indicating the total investment required to achieve the next level of technology, and the amount that has been invested to date.
The slider itself is colour-coded to give you an approximate view of your progress. At the beginning of each level it will be red, and as you invest in research it will gradually change to green from left to right. Once the green progress bar reaches the right end of the slider, you will gain the next level of technology. This allows you to make an investment of gold. Welcome to ManualMachine. We have sent a verification link to to complete your registration.
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Lead Tester: Chris King. Do not expect the history you learned at Europa Universalis III is a grand strategy game school to repeat itself on your computer screen. You will select one of torical set-up and then have complete freedom more than countries that existed in the to chart your own course through time. Nations stantinople in May , and is played in con- may rise or fall, unexpectedly, based entirely tinuous time until its conclusion in December on the interactions they have with one another As the days pass, you will devote most of and on the outcome of events as they unfold.
If its military. The more provinces your country you have been attentive to the needs of your owns, the more powerful you will be. If you country and successful in your ventures, you lose your last province, your country will be may find yourself at a similar crossroads when eliminated and you will lose the game.
You may prefer other countries, and to increase your power, to set your own arbitrary goals, using a meas- you must find ways to obtain them. Although ure of victory that is based on the country you it is possible to achieve this through diplomatic are controlling and the style of play you enjoy. Expansion and conquest end can be considered a victory.
When playing are the goals of most nations, thus creating a a large and wealthy nation, you might set more very volatile and potentially dangerous geo-po- lofty goals of continental hegemony or even try litical environment in the game. It is your goal setting your sights on world domination. At its heart, Europa Universalis III is a game If you are new to the Europa Universalis series, that allows you to explore an infinite range of you may find the complexity, scale, and sheer.
For Veterans of the Europa Universalis Series If you are a veteran of the series, we have provided a general overview of the major changes and new features introduced in Europa Universalis III which may be found in Appendix A at the back of this manual. Launching the Game After installing Europa Universalis III , launch the game by clicking on the shortcut on your desktop or start menu.
You will see an initial menu that offers sever-. Video Options Important: Graphical options are loaded into memory during the initial launch process, so any changes you make to these settings will not take effect until you have exited and restarted the game.
Enabling shadows will provide a more appealing overall image. Thinner black lines distinguish the sep- nated by a large, scrollable map of the world. For convenience, EU3 uses a rectan- name and the country that owns it. Clicking gular Mercator projection of the world and re- on a province will select that country as being stricts you from panning too close to the north the one that you wish to play.
Before doing so, or south poles. You may use the arrow keys on you should first decide on a starting date for your keyboard to scroll the map if you prefer. The default starting date the start date. The Date Selector. The arrow play. The smaller arrows to the time. Near the bottom of the map, you may left and right of the month and day allow you see the heraldic shields of several countries that to set a precise date in that year.
You may also might be interesting to control if you begin at click a bookmark to get close to the date you this date. Simply click on a shield to select that desire, and then use the selector to adjust back- country. You are not limited to our recommen- wards or forwards from that point. You can select any realm any- As you adjust the date selector, the game where in the world by clicking on a province refers to its history files and updates the map that belongs to it.
These are there purely to enhance the overall visual ap- peal of the game and have no effect on actual game play. Navigating the Main Map The world is far too large to fit on your screen all at once, so you will frequent- ly need to examine distant areas by simply moving your mouse to the edge of the screen, causing it to pan in that direction. If you mouse is equipped with a scroll wheel, it can be used to zoom the map out to display large areas of the world, or zoom in to see more precise details of a small handful of provinces.
The Top Bar The Top Bar is the narrow bar that extends across the top of the screen and is visible at all times. The left and central portions of the Top Bar provide a quick overview of a number of very important values that you will refer to very frequently. We will look at your econo- look at this in detail in the Military section, al- my in detail in the chapter on Domestic Man- though some of the factors that affect its re- agement.
Competition will usually be war. At high levels of stability, your population fierce, so you will need a steady supply of mer- will be very content and is unlikely to rebel or chants to replace any that have been driven out actively oppose you. Stability also affects your of business.
New merchants will be added to monthly tax income, since a disgruntled popu- your pool fairly gradually; with the rate of re- lation will be far less productive than a happy plenishment being determined by a variety of one. You are allowed a maximum of five events will have an effect on your stability, as merchants in your pool at any one time.
Mer- will any diplomatic actions you take that are chants and trade are discussed in detail in the likely to upset your population. Colonists are needed in ey, which is used for a wide vari- order to hire the intrepid explorers and con- ety of activities in the game.
The top bar shows how many of your provinces, as well as any merchant trad- colonists are currently interested in joining an ing you are conducting. You will probably al- expedition. As you use them, the pool will locate most of this income to technological re- slowly replenish itself up to a maximum of five search, maintenance of your land and naval colonists at any one time.
This is discussed in forces, and a few other things that incur a detail in the chapter on Exploration and Colo- monthly cost. Any ducats left over from your nization.
You will need plenty of money to construct Diplomat Pool: No matter what special buildings that will improve your prov- style of game you want to play, a inces, to purchase new regiments and ships to regular supply of diplomats will expand your military, or perhaps to be used as be crucial to your success.
Diplomats are sent. Keep a close eye on you can check against the current game date. As is The display also acts as an on-screen pause but- the case with all of the pools, the rate of replen- ton. Click anywhere on the current date display ishment is determined by a wide variety of fac- to pause the game; click it again when you are tors that are discussed throughout the rest of ready to resume.
Generally, any nation in Asia is a poor choice for a new player. That said, Ming China can become extremely powerful simply through sheer manpower.
Japan is relatively protected and has a path to westernization. In Divine Wind , however, the faction system and the shogunate, respectively, make those two nations more complex. It is very hard to play as a pagan nation. These are primarily located in Africa, the Americas, and partly in Asia.
These nations have extreme technology penalties that guarantee technological backwardness, and have very onerous paths to westernization. Worse, pagan nations are very hard to defend: if an enemy walks into one of the core provinces , they can seize it as if it were a colony.
Annual Income is the first concept to master, because this is what allows your government to spend money and make purchases. Also, this is the money that you'll need to have in the bank every year to ensure you can pay all your costs and avoid bankruptcy. Meanwhile, the primary importance for monthly income is to increase your technology levels. The military is an essential part of your empire, second in importance only to your economy. Military maintenance is very important to modify throughout the game.
Further, maintenance ensures your troops are reinforced if below their level. Understanding unit types is important. When you research a better unit type, you can't actually build them until you change your preferred unit type. Change them through the Military tab under the Crown upper left of screen. All changed troop types go to morale 0, so don't change them during a war.
If you hire troops that are not your standard type in a foreign province you took over , they are forever that particular type Attrition is a game concept that effects how many troops you lose when the number of troops in a province is higher than its supply limit. Managing attrition is essential, as commanders who ignore it may find they lose more troops to attrition than to the enemy!
Of course, if you really want to imitate Napoleon's Russian campaign, feel free to ignore attrition! Simply stated, to achieve these objectives you need to cause massive casualties to enemy armies and successfully siege enemy cities.
Many strategies that worked for the vanilla game don't work for IN. For your first game it is reasonable to play a powerful European nation. Some Example Scenarios are:. If you feel comfortable with the interface, here is an overview of some interesting challenges you might want to try for your second game. The following are just examples, so do what you feel like. Be warned that some of the proposed scenarios might be extremely luck dependent and may take several tries to work out.
So don't pick a hard challenge unless you are really frustration tolerant. The following are doable, yet you will have to deal with quite an amount of unforeseen difficulties. The following mostly require a huge amount of luck and skill. You might also need several tries to prevail. The combat system is explained in detail on this page. Put shortly, combat is arranged in a series of alternating shock and fire phases, each of which lasts for 5 days. You can only flee from combat after the first shock phase is completed, this means after 5 days.
This makes the shock phase much more important than the fire phase. There are three types of units: Infantry , Cavalry and Artillery. Do not create mixed stacks of infantry and cavalry. Yes, the AI does it yet it is wrong. Infantry and cavalry serve different purposes, so treat them separately. If you want to use infantry and cavalry at the same point, use careful timing but keep them in separate stacks.
You'll be hopping mad, if you want to save your cavalry from being shot down in the fire phase but can't without retreating completely from the battle. In general, do not use mercenaries. In IN mercenaries suck. It takes at least 14 days to recruit them, they cost twice as much upkeep as ordinary troops and they don't get restocked. The only good thing about them is, that they are a little cheaper than ordinary troops sometimes. So in an early war it may be worthwhile to buy some mercenaries, throw them at some target and disband the survivors as soon as they have done their job.
On the long run it will be much more cost efficient to maintain a regular army. Of course all contracts can be canceled, once they have been made. An unsuccessful offer for a contract reduces your relations to the target. If the AI decides that you are weak and must be punished for your pointless existence they will cancel all contracts and insult you every time your relations exceed which would give them a stability hit in case of a declaration of war.
You cannot stop them from declaring war on you after some time, most usually as soon as they have no other war, no war exhaustion left and full manpower. So if you can't take on them alone, ally with someone stronger and hope the best. In rare cases you might be lucky to see them distracted with another war, allowing you to build up good relations again, which they will destroy again as soon as they feel like it.
That said it becomes obvious why diplomacy is pretty pointless in this game. You can use spies to perform missions in your rivals' lands. Think carefully before moving toward Mercantilism, since it is the opposite of Free Trade, which can greatly increase your trade income. Don't underestimate the power of spies, they can cause a large empire to crumble from within! There are also several other missions that can be useful in specific circumstances. Check out Colonialism and Overseas tariffs.
They will however contribute fully to your Country size modifier , making your research a lot more expensive. Also colonies are quite susceptible to Protestant dissidents, which might lead to religious turmoil.
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