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    Tuesday, February 11, 2020

    EU4 'Which country, what year, how well?' weekly thread : February 11 2020

    EU4 'Which country, what year, how well?' weekly thread : February 11 2020


    'Which country, what year, how well?' weekly thread : February 11 2020

    Posted: 11 Feb 2020 08:07 AM PST

    In this thread, you can post a maps from your games, and other players can try to guess who you're playing, what year it is, and any other info you specify. Please only post maps in top-level comments.

    Such posts outside this thread will be removed by the moderators.

    Click here to see past threads.

    submitted by /u/AutoModerator
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    First time posting: To commemorate a fun campaign, I made this map "The Republic of Venice and its Subjects in the year 1821"

    Posted: 11 Feb 2020 10:33 AM PST

    Checkmate "hunting accident's event"

    Posted: 10 Feb 2020 10:27 PM PST

    "All Your Ducats Are Belong To Us!" or "How we broke the UI for trade income"

    Posted: 11 Feb 2020 02:52 AM PST

    The Re-Surrender of Maine?

    Posted: 11 Feb 2020 03:51 AM PST

    sO yOu wAnT To dO tHe miSSion TrEe´?!?!?! guess no you dont!

    Posted: 11 Feb 2020 08:42 AM PST

    My first completed game in EU4

    Posted: 11 Feb 2020 11:16 AM PST

    There will be no Third Rome

    Posted: 11 Feb 2020 08:20 AM PST

    eu4 is my favorite game

    Posted: 11 Feb 2020 05:57 AM PST

    When you don't play in europe

    Posted: 11 Feb 2020 07:32 AM PST

    Development Diary - 11th of February 2020

    Posted: 11 Feb 2020 01:00 AM PST

    Hapsburgish Alabama, as all things should be...

    Posted: 10 Feb 2020 04:14 PM PST

    Country Guides - England

    Posted: 11 Feb 2020 06:58 AM PST

    Hello kings, queens, lords, dukes and prime ministers of r/eu4!

    We promised to bring you two guides this week, and we're damn well going to do it! The Muscovy guide will still come out regularly this Friday, so don't worry about that.

    Also, we made a "Guide to our Guides" that explains certain Jargon and Techniques we use in our guides to newer players. So refer to this link if you don't understand a certain expression or technique we used in the guide.

    With that out of the way, let's begin!

    England - Patch 1.29

    Challenge: Very Easy/Easy

    Strategy Stats:

    • Games Tested: 14 -> 10 normal, 4 ironman
    • Average years played per game: 92.25
    • Successful games: 13
    • Failed games: 0
    • "AI went batshit" games: 1 (France allied Ottomans)
    • RNG factor: 0.05 - (0 - no RNG required, 1 - passing an exam you didn't study for)
    • Average development per game: 891.5

    England Overview

    England is a powerhouse. It's the mitochondria of Europe. Move over France, take a timeout HRE, there's a new kid on the block. England has the potential to dominate Europe while simultaneously colonizing the Americas and teabagging (pun intended) India and China.

    However, looking at England's situation in the Year of our Lord 1444, you wouldn't say so. You have two disasters waiting in line to whoop your ass: The Surrender of Maine (aka France steamrolling you) and The War of the Roses (aka You steamrolling yourself). However, both of these scenarios can be used to your advantage. Let's start with some Pros and Cons:

    Pros:

    • Innovativeness galore
    • Easy domination of the British Isles
    • Free PU on France
    • Best trade node in the game
    • Colonial power
    • Missions that give you cores on basically half the world

    Cons:

    • Spending precious ducats on a navy to defend your island
    • Reliance on trade in the early game
    • Colonizing is expensive if you want to keep up with Portugal and Spain
    • Early game requires a good sense of timing to pull off

    What new players will learn playing England:

    • Colonization
    • Controlling trade
    • Managing subjects
    • Managing a huge navy
    • Utilizing your Great Power status

    And many more things.

    England is a very versatile nation. Hell, we came up with 3 possible strats in the span of 5 days. However, we will focus on the least RNG dependent and incidentally the most broken one of the 3.

    Now, pack up your redcoat, put on your wig and let's get this show on the road!

    Act 1: The English Opening

    The worst thing about England at the start of 1444 is not the existential threat of France, nor the creeping +3.00 tick for the War of the Roses, it's you 0/0/0 deadbeat King. This guy is just a huge middle finger pointed at your country. But, we'll deal with him in due time. First, we have to complete one mission through a bit of mechanic exploitation. That mission is Levy the Troops.

    First, exploit your estates, with Burghers at about 50% and Clergy at 75%. Set your National Focus on military. Destroy your fort in Wales because it's useless. Rival France, Scotland and Burgundy. Now, with that sorted, let's get to completing the mission.

    You need at least 60% of your manpower in reserves, and 100% of your force limit. Two things contribute to your force limit: your states/territories and development. So let's get rid of it lol. Go to your French holdings, Normandy and Gascony, and exploit manpower from every province (for new players it's the - below province development).

    This should get you to about 12.500 manpower. Now, release both Normandy and Gascony as vassals, and let a day tick. Now, give Normandy all of your French provinces in the north INCLUDING Calais (to avoid Surrender of Maine and to get a beneficial event later). After that, destate Wales, Scottish Marches, Yorkshire and East Midlands. Don't worry, you'll state them back after the month ticks. Also, Royal Marry Castile, Portugal and your vassals. The chance you get an heir before the War of the Roses is slim, but RM doesn't cost you anything so why the hell not.

    After the month ticks, you'll be over your Force Limit, Navy Limit and have sufficient manpower, so complete Levy the Troops. This gives you subjugation CB on Scotland and claims on Ireland, which is OP. Now, after you've completed the mission, state your province back and only core the coastal provinces as you don't have mana to core all of the provinces. This will get your navy limit to 28 and army limit to 29, which is what you already have (except navy, destroy or sell 4 cogs and 1 barque to compensate). Set your light ships to protect trade, send 1 cav unit from London to your 13k stack and make Henry a general (he'll suck but eh, you just need him to drill). You'll also get an event that you lost your foothold in France, and get 1 stability from it. Which is pretty ironic since you actually cemented your foothold in France by avoiding Surrender of Maine.

    One thing before we end this section: The Parliament. A mechanic unique to England at the start of the game. You get buffs by bribing your provinces to vote for you, just like real life! Always make sure to keep them happy, as in have enough seats and have a debate ready. Some debates to watch for at the start are:

    • Appoint a new Prime Minister: Get a 3 skill diplo advisor that is 75% cheaper.
    • Harmonization of State Laws: Improves relations with a vassal and gives -15% diplo annex cost.
    • Expand Officer Lists: Get a general with 40 tradition and +1 leaders without upkeep.
    • Charter Colonies: Requires exploration or expansion. +1 Colonists and +20 Settler increase.

    Now, we play the waiting game until the War of the Roses fires.

    Act 1.5: War of the Posers

    If you got an heir, skip this part. But you probably didn't so let's get down to business.

    You've hopefully been drilling your troops to give them a slight buff. Stop drilling them when the progress for War of the Roses reaches 90%. This will give them time to return their morale before the rebels start popping up.

    Once the progress reaches 100%, you'll get an event that that deadweight called Henry died and your country is about to explode. You'll have to pick between York and Lancaster. Of course, you'll pick the ruler with the most monarch points, preferably in Diplo and Admin, but DON'T click the event. Let's talk about something first. And that something is holding events.

    Before the purists take up their pitchforks to lynch me, let me explain why holding events is crucial to winning War of the Roses. You see, once you click the event, a rebel stack that has a x1.25 battle modifier over your army will spawn to ruin your day. So of course you want to avoid this. Usually, in these situations, this is done by moving your army to the province where the rebels will spawn before clicking the event. But Paradox thinks they're being tricky. Because for War of the Roses, whenever you move your army to the province where rebels will spawn, the province they spawn in changes.

    But we wouldn't be true EU4 players if we didn't find a way to exploit this mechanic. Goes without saying that the rebel size scales with the development of the province, so you can move your troops to the provinces the rebels will spawn in to get smaller rebel sizes in less developed provinces. While playing, we noticed that the optimal rebel size (aka you'll always win the battle) is below 20k, so try to shoot for that number. Once you got the desired rebel stack size (watch out, you only have 5 months before the game picks the event outcome for you!), click the ruler you picked from the event and the rebels will spawn. The second you do that, RM your vassals and allies to up your heir chance.

    This is the biggest stack you'll fight during the disaster. Most other stacks will pop up in your province of Pale in Ireland, where Irish families will try to seize the English throne. These are easily killable 7-9k stacks so no worries. Thanks to your +1 stab from the France event, all you need to do is wait for your ruler to get nasty with your consort to end the disaster.

    After the disaster ends, you'll get an another +1 stab, and if your heir is shit, a free Tudor with 3/4/2 that comes with a +1 stab! So, your stats right now should be through the roof.

    With the War of the Roses done, let's get to beating up Scotland.

    Act 2: 360 Noscoping Scotland

    With the War of the Roses done (or not, depends if Henry got over his erectile dysfunction), it's time to vassalize Scotland. At this point, they are allied to about 2 Irish minors and guaranteed by/allied with France. Don't let this deter you. Get your manpower to a decent level (about 40% of total pool) and get your 14k stack to Pale. If Richard Plantagenet is still alive, assign him to your 15k stack and put him next to your fort in Northumberland. Make your ruler and heir generals and hope for good pip rolls (always helps) and assign the better one to your 14k stack. Enable scutage for your vassals so France doesn't kill them in the war (scutage means your vassals won't join your war).

    Now let's talk preparations. You can beat Scotland and the Irish minors solo, but France joining is a problem. However, France also has a shite navy. Remember that fleet you got in London? Yeah, use it. Get an admiral (either hire or take from Burghers) and combine them with your 8 light ships protecting trade. Also, get the Wooden Wall naval doctrine because it's just the most broken thing ever. If you want you can also wait for Mil tech 4 (optional). Once you've done all this, declare war (if you think you're ready).

    The War: The war is actually rather easy as long as you keep France at bay. Take care of Irish minors with your 14k. Scotland will bumrush your fort in Northumberland with their whole force. Don't panic, you got a secret weapon: your 15k and Plantagenet. Once they start sieging your fort, your army, although outnumbered, has both a better general and a defensive position in a marsh (-1 dice roll for attackers). So just keep rolling over them in that fort while your other stack takes care of Ireland. Keep check on France's fleets and destroy any that have transports in them. Peace out Irish minors for land or cash (your choice) and link up your 14k with your 15k. Now just wreck Scotland. After fully occupying them, it's just a matter of time until their war exhaustion gets the better of them and gives you 100% warscore. Then, vassalize them and take The Isles for yourself.

    Things that you might do or that might happen in the war:

    • Lollard heretics: ignore them, you have more important things to do
    • France not joining: will happen if they're at war with Burgundy
    • Scotland's army is in Ireland: just blockade the strait with half of your navy while the other half keeps an eye on France. Or keep the whole navy there, works too.
    • If you feel lucky, you can rush to siege Paris after occupying Scotland to get the mission for forcing a PU on France. However, you risk a stackwipe, so only do it if you are 100% sure in yourself and got balls the size of Earth.

    Act 3: Colonization, Ireland and teabagging France

    With Scotland as your vassal, you'll be over you diplo relations limit. Easy fix: integrate Gascony. Your French holdings are safe now, and you're a Great Power allied to Portugal and Castile. France won't attack you because the AI is programmed not to be suicidal.

    After these hectic first years, your country probably looks like this. You're behind in tech, have Lollards running all over the place, and Scotland hates you. And guess what, you'll fix it in 5-6 years. Save your points for tech and set focus to Diplo as soon as you can. You can also hire some advisors since you're stinking rich.

    You should also get your first idea group by now, which should be Exploration. Get Quest for the New World ASAP, and start exploring. It's a good exercise to level your mana between ideas, tech, and developing provinces for institutions, so I won't get into it right now (this guide is already way too long).

    After you get Diplo tech 7, and the 3rd idea in the Exploration group, your Colonial Range should be 413. Now we just need a province close enough to colonize Canada. And that province is Connaught or Limerick in Ireland. Take it and colonize Avalon in Canada. After the colony is finished, move on to colonizing the East Coast, starting with Chesapeake. This should get your colonial game off to a great start, because the other colonial powers are taking the Caribbean and Brazil at this point, so North America is free real estate.

    In free time, beat up the rest of Ireland.

    Further moves you can do:

    • Integrate Normandy
    • Take Brittany
    • War France for Picardy, call Castille (only do it if you didn't occupy Paris before and got the mission)
    • Hand out free blankets to the Native Americans
    • Colonize the Ivory Coast
    • Form GB (admin tech 10)

    Keep in mind, these are all optional, although they help a bunch. Now if you're ready, it is time to PU France.

    War for the French throne: Call in Castile and Portugal, you'll need them. They might refuse, but only if they're in a war or have debt, so just pay off their debt (send a gift, you got the money you scrooge) or wait till they finish their war. Also, try sniping France (waiting till their allies refuse to join or France enters a war with a strong country) to make the war easier. The war is pretty straightforward. Bumrush Paris and only attack France's stacks when you got a numerical superiority. A morale or discipline advisor also helps. You need 70% warscore minimum to PU France, so take your time. Oh, and try not to lose the war. If you can't win, just barter for a province or cash, and come back later. The Force Union casus belli isn't going anywhere.

    However if you do win, this is you now. 1st world power, with a PU over the most powerful European country, a huge economic base, colonies and no mana problems.

    Now you're set up. Go nuts.

    Ideas

    Start with Exploration. Always. Next, you actually have quite a choice. You can either take a military idea group (Offensive, Quantity, Quality) or an admin idea group (Administrative (if you focus on Europe), Expansion (if you focus on colonizing), even Innovative is a great choice for GB). You can also go for Humanist as a second idea group, because of the idea cost reduction and lessening the impact of converting your country to Anglican (which you should do). For third idea group, Trade is the best choice. Or a military idea group if you feel your army is lackluster. But you got France so don't worry about that.

    Things to watch out for

    France allied with Ottomans in one of the test games, so do watch for that.

    At the start, you can pick either Castile or Austria as allies, however Castile is much more helpful later. You can pick Austria, but they'll probably rival you if they get the Burgundian Inheritance. Good ol' Castile won't.

    Always try to get the best deal out of Parliament debates, for example don't lose army trad to bribe if you can lose 2 legitimacy instead.

    You can also reduce your force limit by giving provinces to your estates, which might be better if you don't go overboard with influence.

    Conclusion

    England is a hell of a fun country to play. You can do whatever the hell you want with it. It can easily colonize, dominate trade, and gets huge buffs from their missions. It's a beginner friendly country, and can easily be turned into a terrifying world power even by an inexperienced player. That is, if you know how to open with it :).

    After making this guide, we checked the internet to see if this strat was already used, and the closest we found was Arumba's guide. The guide was however aimed at more advanced players, and didn't show how to deal with the War of the Roses. It also had some RNG elements to it. Arumba, we love you man, but the great RNGeesus wasn't as merciful to us as he was to you while you were making the guide.

    -----------------------------------------------------------------------------------------------------------------------------------------------------

    Thank you on reading our long-ass guide to England. If you have any criticisms or feedback, tell us in the comments!

    Stay tuned for our Friday guide to Muscovy.

    Godspeed, conquerors!

    submitted by /u/HolyGuidance
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    EU4Wiki: "Sun God" is a very hard achievment to get because the iberians are most likely gonna kill you EU4:

    Posted: 11 Feb 2020 05:07 AM PST

    First time making it to the end of the game

    Posted: 11 Feb 2020 08:33 AM PST

    The perfect 11th November 1444 doesn't exi...

    Posted: 11 Feb 2020 07:28 AM PST

    well RIP my empire

    Posted: 10 Feb 2020 11:37 PM PST

    Cursed Queen

    Posted: 11 Feb 2020 07:03 AM PST

    Ai did something

    Posted: 11 Feb 2020 10:31 AM PST

    Russian Russia

    Posted: 11 Feb 2020 04:12 AM PST

    Oh god please help

    Posted: 11 Feb 2020 09:16 AM PST

    Now wait a minute...

    Posted: 10 Feb 2020 07:46 PM PST

    American Novgorod Republic

    Posted: 10 Feb 2020 10:46 PM PST

    If Aragon gets a PU over Navarra and the IW fires, Navarra should be inherited

    Posted: 11 Feb 2020 04:38 AM PST

    With the new European update, Hungary starts with a PU over Croatia. If it so happens Austria gets the PU over Hungary, Croatia will get inherited by Hungary.

    A similar situation can happen in Iberia: Aragon gets an event PU over Navarra, and then (again, by event) gets PU'ed by Castile through the Iberian Wedding. However, this often means Castile will get 3(!) PU's at the same moment. Naples and Aragon are big enough to stay PU's, but I believe Navarra should either be:

    • Get inherited by Aragon. The same way Croatia will get inherited by Hungary, Navarra gets inherited by Aragon.
    • Be turned into a regular vassal for Aragon. The same way Silesia stays a vassal to Bohemia when you PU them at the start.

    Either one of these fixes makes sure that Castile's diplo points don't get completely wrecked when the Iberian Wedding fires.

    Any thoughts?

    Edit: I just wanna clarify, if the player is playing as Castile, he'll be able to diplo vassalize Navarra beforehand. However, If Castile is AI controlled, this usually doesn't happen.

    submitted by /u/holy_roman_emperor
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    Mid-Level Player Tips

    Posted: 10 Feb 2020 11:10 PM PST

    Hey folks, just some assorted tips for mid-level players (single player). By no means do I consider myself good at this game, but I think these tips can be nevertheless helpful:

    At the start of the game, don't rival your first war targets immediately. Declaring a rivalry will help them get allies, and the extra spy network construction rate isn't worth that. Instead, wait until the day before you will declare war, then rival them - that way you also get the power projection from taking their land etc, and then sometimes also get the power projection for eclipsing them.

    Privateers offer a cheap way of boosting power projection, to get you over the 50pp threshold to get +1 of each MP. Even a few light ships privateering can net you a surprising amount of PP, and it doesn't decay, making it quite nice.

    Right click the shield of nations in the diplomacy screen, and then click on the star, to make them nations of interest. Then their behaviors will appear in the log. You can also go into message settings to make them appear as notifications. Can be a quick and easy way to stay up-to-date with what your rivals or their allies are doing, keeping you informed about potential opportunistic wars.

    For handling vassals, I like to put them on supportive mode and then set one unit of infantry separately with "allow allies to attach" on for only that unit. That lets me maneuver my vassals more or less as if they were my own army. This is much better than letting them do anything else, since the AI is so damn braindead.

    On a similar note, when your allies are siegeing a fort, it's usually a good idea to throw at least a single infantry unit on the fort as well. The AI often will make a stupid decision to step away from a fort with their entire army and forfeit any siege progress they've made. A single unit staying behind on the fort can hold onto any past siege progress even if it can't progress the siege itself.

    If you're fighting OPMs in a regular (non coalition, non league) war, just starting to siege the capital can be enough to get them to white peace. Useful for whittling down enemy troop numbers.

    Better relations / improve relations modifiers are important and powerful - I used to underrate it because I didn't know exactly what it meant - I thought it referred to the speed at which your diplomats improve relations. What it really refers to is the the rate at which opinion maluses of you decay (back to zero). This includes aggressive expansion. The base rate of AE decay is 2.0 per year, but with extra better relations modifiers you can get it up to 4+, which then effectively doubles how quickly your AE decays, which doubles how quickly you can take land!

    Units that have taken casualties do proportionally less damage in combat, but still take up space in battle deployment, which is why you should consider shift consolidating your units before a battle. However, reinforcement occurs on a per-unit-basis, so if your army reinforces 200 men/unit/month, and you have all your casualties consolidated in one unit, it would take 5 months to fully reinforce, as opposed to if you have those casualties spread out over five units, it would fully reinforce next month. This means that you should generally only shift consolidate at the last possible moment before a battle, getting as many reinforcements as you can in the meantime.

    submitted by /u/elhospitaler
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