Europa Universalis III: Guide

Europa Universalis III: In Nomine Strategy Guide

I. About This Guide

Last Update: September 28 2011

It is recommended that the entire guide be read in order to take advantage of all the many opportunities this game offers.  It is meant for you to be able to get the most out of your experience. Enjoy the game!

This guide is written by two dedicated Europa Universalis III fans having hundreds of hours of gameplay under their belts. A great many single player as well as multiplayer games have been played in order to understand how this game operates. There are numerous details in the game that may take some time to notice. Therefore, take your time and pay careful attention to every pop up window as you start to play as a beginner. As you gradually understand more of the game, you can disable specific popups by right clicking on them and viewing popup options. You can also set them up in the options screen. You don't want to accidentally click on a notice only to find out you have become a vassal of France. Slower game speeds, around 2x to 3x, are recommended when starting as a beginner. Increase speed once you began to understand the flow of the game. You will find that the more territory you control the more real life time you spend making sure everything is perfect. This game requires a certain amount of patience. Hopefully this guide will take you through ways of eliminating some frustrations you may encounter. If you are looking for a fast paced action game then you're looking in the wrong place; this is the greatest 4x game ever made!

Here is an FAQ for some of the simpler things in Europa.

If you are playing Divine Wind make sure you are updated to at latest patch, 5.1 as of September 2011.  This patch fixes several problems with cascading alliance encounter in previous versions of Divine Wind.  Vanilla Divine Wind is almost a different game due to these cascading alliance issues. Also, it is very frustrating. Therefore, update your version of Divine Wind unless you want to play Europa Universallis III: Total War.

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I.1 General Tips

SCREENSHOTS: There are three types of screenshots you can take that are available. F11 takes a normal screenshot and saves it to the screenshots folder in your Europa install folder. F12 takes a screenshot of the entire world. Shift+F12 takes a screenshot of the entire world but only highlights your country.

PICKING A COUNTRY: Choosing a country can be difficult. Keep in mind what your goals are. It is extremely difficult to take over the entire world, so having more modest goals and the country that can fulfill them should be chosen. The game lasts from 1399-1821. So do you want to take over Europe, sail to the New World, participate in the slave trade of Africa or mingle with the Chinese Dynasties in East Asia? All of these goals are among the many different types of games that can be played. It is possible to have a multitude of goals set, however some goals like conquering Europe or colonizing America will take up much time and resources and therefore will be hard to accomplish if other goals are being pursued. So keep your goals in mind when choosing a country. For beginners, the larger historically more powerful countries should be chosen: France, England/Great Britain, Spain/Castile, Austria, Ottoman Empire, Portugal, Muscovy and Sweden.

SLIDER BARS: The slider bars will always try to automatically adjust for you. In the image below you will see the inflation slider is grayed out. To keep a slider from changing on its own, right click it. To invest 200 ducats immediately into a certain slider click the golden arrow to the right of it. The green bar in the slider shows how far along you are in a certain technology level. When increased revenue is generated, the slider bars will go up on their own. This can be bad if you don't plan on investing in certain technology, such as naval if you are an all land country. Therefore, keeping tabs on your sliders and right clicking the sliders you don't wish to invest in is a priority, especially for inflation. A strategy that is often used by advanced players is to use all revenue to invest into one technology at a time, wait until it has been researched and then invest all revenue into the next technology you want. Mathematically, this is logical because you will be reaping the benefits of researched technology while waiting for the others to research. Otherwise, the player will have to wait for all technologies to be researched simultaneously while not receiving any benefits from any researched technology. For example, put all investment into land, when it is done, move all investment into Trade etc... The inflation slider below shows where an inflation slider should never go unless you are prepared for very slow growth down the road.

Slider Mod

LEDGER: This is found under the menu button and contains some very important information. A few paramount pieces of information include the Armies/Navies and Provinces tabs. Armies/Navies tabs will show how large your military is compared to your enemies. This information is useful if you want to declare war on an enemy and want to check if you have a shot at victory or not. The province tab shows a graph of how many provinces you, your friends and competitors have. This can be useful to know if you want to know where you stand with others in terms of empire size. Another useful way to find where you stand compared to others is the income tab; the richer a country, usually the more powerful a country. Take some time and explore what else the ledger offers This information could be the difference in being successful in your goals or not.

CHANGE CAPITAL: A capital city provides many benefits to a province, such as increase in base tax. Conquering an AIs capital or having your own capital conquered can drive up the warscore and therefore is mandatory that it be protected. To change your capital to a new province, first click on the province you want to change to. Then hover over the crown next to your province. It will cost a 1000 ducats and -4 stability. There are two major reasons to move your capital. The first is that you are being conquered by an enemy and your capital is vulnerable. Moving your capital is a priority at this point. The second reason is to move your capital overseas to switch tariff income into tax income. Overseas colonies only provide ducats in the form of tariffs. This often times equals out to be less than the ducats that province would give if they were not overseas and providing tax income. If you are a major colonizing power and have many overseas colonies, it might be beneficial to move your capital overseas, but is only beneficial if the tax income of the overseas provinces is more than the tax income of your mainland provinces. Moving a capital overseas can be tricky however. The only way to move a capital overseas is to have your current capital isolated. This can be done by either having an enemy surround and isolate your capital or by first moving your capital to an island. The island capital will be counted as isolated which then you will be able to move the capital anywhere. However, this will take two capital changes and a total of 2000 ducats and -8 stability hits. Only do this if it will be profitable in the long run.

NATIONAL FOCUS: The national focus is a status that can be applied to a province and the neighboring provinces. It can be changed by selecting a province and selecting the change national focus icon next to the change capital icon. It is very beneficial to change your national focus based on your present goals. National focus can increase colonial growth rate by 50%, reduce revolt risk and increase missionary chance among other benefits. A good example of when to change your national focus include after attaining newly conquered provinces. Newly attained provinces will have a minimum high revolt risk due to nationalism, however by moving the national focus to or bordering these newly attained provinces, the minimum revolt risk will be reduced as well as the local revolt risk. Another good example of when to change your national focus is when colonizing. The maintenance cost of colonies can quickly become expensive. Therefore, the faster a colony turns into a province the better for your economy. By moving the national focus to colonies, they will grow 50% faster and drastically reduce the overall maintenance cost when developing. An additional reason to move your national focus is to help convert provinces to your state religion which will help reduce revolt risk and gain tax benefits. The following image is to show all of the benefits a national focus provides:

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 II. Economics

II.1 Inflation, Taxes and Maintenance

Inflation, Inflation, INFLATION!: It is very important to keep inflation down. Inflation increases the cost of just about everything. The image below shows what happens when you hover over your inflation percentage. In this case my inflation was at 1.4%. Which isn't that bad considering I had just gotten out of a state of war. Your slider bars will often change on there own to help you along. Right click on a slider bar to keep it from moving on it's own. In the beginning of the game you will want to keep your inflation near 0 because you won't have any way of getting it down without the National Bank Idea unless you get a good advisor. You should be able to support your nation without inflation during times of peace with your yearly tax income. Also even with the National Bank Idea and Tax Assessor buildings. Minting will lower the amount of investment in technology and stability. So even though your inflation won't go up you are still losing out of valuable technology training time. Inflation over 10% and more will make it more difficult for your nation to survive year by year.

Inflation Mod

 

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COLONIAL AND MISSIONARY MAINTENANCE: When you get around to having colonies you will need to pay upkeep to keep them going. Lowering the upkeep will lower the amount of population growth in your colonies. The most colonies I have had at once is 10. This gets very expensive to maintain. If you see the deficit icon you could possibly lower the amount you are spending on colonies. Missionaries can also be expensive when using a lot, especially when they aren't very successful. It is good before the year 1650 and even afterward to convert your people to your state religion. This brings down revolt risk in the province and increases income.

Deficits: Deficits is when your monthly income is going to force you to take out a loan before then end of the year. You should be able to survive off your yearly income most of the time, however if you are in deficits, you can lower your Missionary, Colonial, Land and Naval maintenance or as a last ditch situation, increase your inflation. If you are in the month of December you are safe. You won't need to worry about going into debt during December because once the month turns to January you will get your yearly tax income.

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TRADING: Merchants are used for trading and can generate extra income. The In Nomine expansion makes trading much easier. Trade spots are represented by Gold Coins sitting next to a city. You can autosend traders by priority to certain trade spots by clicking on a city that is a trade center and then clicking on the trade center button. Merchants will then be automatically sent as long as you have enough money to send them. Once your merchant is there you can see what countries you are competing with and how much money your merchant is making for you. Try to gain monopolies in as many parts of the world as possible. Make friends with people so you can gain access to there trade centers, or just go to war with them and attempt to take the center for yourself.

Centers of Trade - You can create a new center of trade as long as it isn't next to a center of trade and you aren't splitting it off front a center of trade you already own, it should cost about 500 ducats.

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III. War & Diplomacy

War is not easy in this game and it's not so easy to just go take somebody's territory. Politics play an important role in war. Having some allies always deters nations from attacking you. The bigger your alliances combined forces, the better.

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III.1 Pressures of War

War can start several different ways. You might be attacked you might be attacking. A war can come seemingly out of nowhere. Other countries might send warnings or even put a bunch of troops on your border if they don't trust you. It's always best to at least have good relations with your neighbors. Nothing is worse than not being prepared for an unexpected war, especially if you are playing a small country. Take time to send your neighbors a gift. Enough about politics let's talk about war.

War Exhaustion: Always watch your war exhaustion, it will almost always get worse during war and you never want it to go over the alotted amount. War Taxes will also make it worse. Revolts will get worse as your war exhaustion goes up, which takes valuable troops away from the front lines to fight off revolts.

There is a case where you can be in a state of war and actually lose war exhaustion or keep it levelled off. Say your reputation is very high. An independent nation just formed off from a completely different war, but you want that land badly. You can't annex it simply because your reputation is to high and you don't want to start the first world war here. You go to war with the small country before it is able to make any allies. You occupy it's single territory and then send your troops back in to your territory. You simply stay in the state of war until your reputation is low enough to annex them. You will see your war exhaustion go down because you are not receiving attrition modifiers.

Attrition: Attrition creates war exhaustion. Attrition comes from having your troops in an enemy territory. This causes defensive players to not gain war exhaustion as quickly as an attacking player.

War Taxes: War taxes also cause war exhaustion to go up higher, but can make the costs of fighting a war a little less extreme than normal. You can raise war taxes on the budget tab.

Infamy (Reputation): This stat is formely known as reputation. In Heir to the Throne expansion it is called infamy. The lower your infamy the better it is for you. You never want your infamy to read "You are despicable scum". Never let your infamy go over the limit. So if your infamy is 20.15/32.00, don't ever let it go over 32. You will find if you are a very war like country, that this becomes major problem in the game. Reputation can take a long time to go down. Your current ruler, government type and your advisers effect this. If you go way over your infamy limit, every country in the world will start declaring war on you. It will be the equivalent of World War I. Your allies have a higher probablity of turning against you. Reputation means everything politically. Basically if you act like Nazi Germany, countries are going to treat you like Nazi Germany. This is the one feature in the game that completely prevents you from taking over the entire world.

Defensive War: Let's say your Spain and France just declared war on you. You pause the game to gather your thoughts. Look at the ledger and you see France has 250,000 men. You have 100,000 less men than them. Don't even think about crossing there border. Hopefully you have very high level forts on your border with France. You put all your troops on the border and immediatly start recruiting troops and mercanaries in all of your provinces. This is your only chance of not having to give up anything in a peace treaty. Win land battles, destroy armies, then take over territory. It takes time to train armies and getting decisive land battles over and done with is key. Also your warscore will stay low during defensive wars because of a lack of attrition from your armies in enemy territory.

Morale: Morale is very important for your armies. Your army will attempt to flee if it's morale goes to zero. To keep morale high turn military maintenance all the way up, the same goes for your navy. Always check your armies morale before having them enter a battle. If your maintenance is turned all the way down, your army will most likely lose all battles no matter how many men you have, they just won't fight.

Manpower Modifier: This is the amount of troops you have available in order to recruit and reinforce your armies. If you are losing more manpower than you are gaining, then you could possibly end up with very little manpower and not being able to support your armies. Supporting troops in foreign territory will cause your manpower to go down usually because troops in foreign territorys constantly need to be reinforced.

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War Tab
War Exhaustion

III.2 Alliances & Diplomacy

War is not easy in this game and it's not so easy to just go take somebody's territory. Politics play an important role in war. Before declaring war on anyone you need to closely examine their allies and what countrys are guarenteeing their independance. Carefully check the enemy country's Land and Naval tech levels. Check your enemies army size in the ledger. If your goal is to take territory in this war make sure your army is bigger than theres.

It is important understand what chains will not follow you into war. If you have proclaimed a guarantee on a country and it gets attacked a message will pop up. It will say you have proclaimed a guarantee and you will have the option of going to war with the attacking country. However it is very important to understand that your allies will not follow you into this war. That is what I call 2nd degree alliance.

Look at actions as chains. When you attack a country, their allies will have the option to follow the defending country. If the defending country has an ally France and France has an ally Spain. Spain will not get the option to go to war. This is a 2nd degree alliance.

Casus Belli is Latin for saying "justification for an act of war". Casus Belli is still a relevant military term today and is generally used when talking about justification for an act of war. Basically if you have casus belli, you won't get a stability drop for going to war. You still may get a stability drop for other things such as having the same religious group and so on.

Heir to the Throne has added many great Casus Belli options. You can now choose specific reasons to go to war. For building empires the best wars have infamy at 25% - 50%. Normally it costs 4 points of infamy to annex a province. With a casus belli like Imperialism or Dishonourable scum, you only pay 25% the normal infamy. Therefore with these casus belli you only pay 1 point per province you take.

 

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  • Call to Arms - Your ally or proclaimed country calls you to arms.
  • Colonialism - Allows you to go to war with a country that has neighboring colonies near yours. Decreased infamy for annexation of all colonies of target countries next yours.
  • Dishonourable Scum - Allows you to go to war with a country that has surpassed it's infamy limit. Greatly decreases infamy cost for annexation.
  • Holy War - Allows you to go to war with a country of a different religion. Give infamy decrease for annexation of target country's territory. Must be done before 1650.
  • Imperial Ban
  • Imperialism - Requires Revolutionary Empire, Revolutionary Republic, Enlightened Despotism, Republican Dictatorship or Absolute Monarchy government types. This casus belli greatly decreases the infamy cost of annexing any territory in the target country. This is by far one the best casus belli for building an empire in the game. However since it requires advanced government types, it is only available later on in the game.
  • Liberation
  • Nationalism - Requires at least Government 30
  • Pagan War - Your country is not Pagan, target country is.
  • Purging of Heresy
  • Reconquest - Requires you to have a core in the target countries province. Greatly reduces the infamy cost of annexing the province.
  • Revolutionary War - Requires a Republic Government and Monarchic target, Monarchial Government and Republican target.
  • Religious Unity - Spread your like religion to target country. For example if you are a strictly Catholic country you could declare war on Protestants and Reformed countries.
  • Trade War

The following is a list of some the diplomatic options you can have with a country.

Demand Annexation This option is available after 10 years of having a vassal. It usually requires low reputation (infamy), high prestige and a good relationship. Even with all this it can be difficult to get them to accept. Make sure they are at least saying Maybe or Unlikely before deciding to try to annex them. Successfully annexing them will usually cause a stability drop and a drop in relationship with other countries and your vassals.  If it doesn't work the first try it again a few more times before giving up.  Usually 1 out 5 times will get even an unlikely nation to say yes eventually. You must wait another 10 years before trying to Demand annexation from another one your vassals.

Proclaim Guarantee Proclaiming a guarantee will give you casus belli against any nations declaring war on that country. Usually if you declare war on a country with guarantee, you will also be going to war with the country that is claiming the guarantee. Alliances and good relationships will sometimes stop you from going to war with them. In short if your not sure what might happen, save beforehand. Proclaiming a guarantee will usually raise your relationship with the target country.

Send Warning Sending a Warning will give a country casus belli against you and may antagonize them enough to attack you.

Royal Marriage & Claim Throne This is the easiest way to gain a casus belli against a country. First you get a royal marriage with your target. Then once you have a royal marriage you can claim their throne and gain casus belli against them.

Personal Unions A personal union requires a Royal Marriage. Sometimes when a king dies in one of the countries, the countries will enter what is known as the Personal Union. Their is the greater partner and lesser partner, the lesser partner being the country whose king has died. There is a slim chance of complete annexation by the greater partner.

This is just my personal experience but it shows how easily it can happen. If you revert to a save before the Personal Union sometimes it won't happen. I don't usually play like this but I have noticed it. I have seen the Ottoman Empire have a Personal Union with the Golden Horde before. This was awful because at the time the Golden Horde basically owned a lot of what we know as Russia today. This was a vast territorial annexation by using a Royal Marriage. Needless to say they became the superpower in the game taking on everyone and defeating Spain and Great Britain on several occasions. I was Bohemia at the time of the Personal Union and eventually became Germany and great allies with France. In the entire game I took 4 territories away from the Ottoman Empire in which they had declared war on me and subsequently France and several other small German countries were allies also, one was given away to Poland because they were my vassal and allied with me. There armies had reached the size of about 500,000 men and I was at about 410,000 men by the end of the game. My main ally France had about 340,000 men so we could somewhat counterbalance, the Ottoman's. I had half the territory the Ottoman's had at the end of the game. In short you can take the gamble of Royal Marriage. I have had the unfortunate experience being on the lesser side of a Personal Union. It's no fun you can't do a lot of diplomatic options. I have seen this happen a few times where serious amounts of territory were absorbed by the other country. In my recent game, the Ottoman Empire almost doubled the size of it's already fairly vast land mass with basically just one diplomat. Imagine a world where the Ottoman Empire expanded from Lithuania all the way to China and North Africa.

Send Gift This is one of the few ways you can improve your relations with a country. The larger the country, the more money it will cost. Generally a gift will yield anywhere between +10 and +30 relationship with the target country.

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III.3 War Score

War score is very important in deciding what you get or lose after making a peace treaty. This score ranges from -100% to +100%. The higher it is the better it is for you. With high war scores you are able to ask for territory, ducats and revoke claims on core province during peace deals. Be careful about accepting peace deals, make sure you read the fine print. You don't want to accidentally give some country 800 ducats like I did one time. If you reach -100% the computer will force you to accept the enemies demands. This can happen before -100% also.

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III.4 Peace Treaty

This is the most important part of getting the most out of war. Read it all the way through!

So you have kicked some ass and you have a 100% War Score. Now it is really time for them to pay. Click on the country and sue for peace. The annex button is only an option when the country is reduced to only one province left, the province also being their capital. So if you are in a war against a two province country, you will have to go to war twice before annexing them completely.

It is very important to note when suing for peace it will tell you at the bottom of the window whether they will accept your current deal or not. Get as much as you possibly can out of them. This means making them cede provinces, making them give up cores, forcing vassalation and making them give you money. As you are asking for certain items, watch the bottom of the window to see if they are still willing to accept it. Always push it to the very limit. You can get a lot of money out of a war and it can actually be a great of way of making money. Forcing them to give up cores will give you prestige when you are already occupying the territorys they have cores on.

You will suffer reputation penalties for taking over a country's territory. If your reputation is to high you might consider forcing vassalation. Vassalation is great for making easy friends and eventually annexing them later on. Vassals will almost always say yes to an alliance and it is easier to influence a vassal. Vassals are also great for getting votes for the Papacy or the Holy Roman Empire. You can also take territory from a country and also force vassalation at the same time which is very useful.

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V. Technology

Every country starts in one of the following technology groups and researches based on a total percentage.  Western nations have the best research rate.

Technology Groups:

  • Western (100%) All of Western Europe, Most of Eastern Europe
  • Oriental (85%) Novgorod, Muscowy other west Asian countries
  • Ottoman (80%) Ottomans
  • Muslim (75%) Most Muslim countries except Ottomans
  • Indian (50%) Most of modern India
  • Chinese (40%) Ming, Wu, Manchu, Japan, Most of Eastern Asia
  • Sub-Saharan (20%) Most tribal nations of central and southern Africa
  • Nomad (10%) All Hordes
  • New World (10%) Every American tribal nation

National Decisions are available to attempt to Westernize which will generally move you up to Muslim, then Oriental then Western.  In order to Westernize you must have a neighboring country with a higher technology type than your own.  You must also have 3 stability, a ruler with at least 6 administration, less than -2 Innovation (having the slider over 3 points towards innovation) and centralization -1 (2 points towards centralization).

There is a seperate decision for modernizing your military which usually requires approximately the same things, with one more centralization.  This upgrades your troops to a modern military, allowing you to be on par with other countries with the same military technology.  Westernizing can be a very important part of fending of western colonial power.  Technology is extremely important to how well your nation advances and explains why countries like Ming will be very far behind in technology towards the end of a game compared to a country like France.

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V. Colonization

AMERICAN EXPANSION: If you want to discover and colonize America, be prepared for a very long process. Portugal, Spain, France, Great Britain and Norway are generally the main competetitors, however situations can change. I have seen Scotland, Ireland and Savoy attempt huge colonies. There can be a lot of competition. Use conquistadors to explore Terra Incognita land. Permanent Terra Incognita land can never be explored without a mod at least.

Try to stake out your land as early as possible. Take on Indian tribes as early as possible too. You can annex their entire country with one war. Get as much of the oceanic borders as possible. This will help prevent other countries from moving in as easily. I played a game where I successfully colonized the entire east and west coast of modern day United States. This prevented other countries from getting inside of America to colonize and I was free to colonize as slowly as I wanted from that point on. Always keep your colonial maintenance up to keep your population growth as high as possible. Once a colony gets to 1000 population, it becomes a self sustained province and no longer requires colonial maintenance.

VII. Holy Roman Empire

If you really want to go into the history of the Holy Roman Empire you should do a little reading here, Wikipedia: Holy Roman Empire. A quick summary is that the Holy Roman Empire was a loose decentralized empire of states that mostly makes up Germany, Poland, Austria Hungary and Northern Italy today. If you wish to try and form the German Nation, you will have to deal with the Empire quite a bit. The Emperor is selected by an electorate of nations. Alliances and relationship status is what determines what a nation will vote for. Vassalizing an electorate state and then allying with them is a quick sure way to get a vote to be Emperor. The nation that leads the Holy Roman Empire has the obligation to protect all member states. So be aware that going to war with a state of the empire will draw you into war the Emperor. If you are a country like Spain, most likely you won't have to deal with the Holy Roman Empire for the most part, unless you go to war with one of it's electorates.

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VIII. Unique Goals & Unique Countries

This part of the guide shows you what you need to achieve certain goals. Forming certain countries may have different requirements in different versions of the game. To check these requirements look in the decisions folder in your Europa install path. To form a nation click on your shield and go to your government tab. You will see form "nation name" in the list of national decisions. Also some provinces names are changed under different rulers. If you can't find the province you need, check the ID I have provided and then look it up and the list of provinces in your Europa install location.

Form German Nation - Germany is never normally formed in the Europa timeline. Germany in real life didn't exist until 1871. The formation of a German nation was very much feared in Western Europe. Forming Germany in Europa is one of the more difficult tasks to achieve. Brandenburg or Hesse are most likely your best bet for forming the German nation. I would recommend trying to become Emperor and gaining some allies before trying to take any territory. This will help you build a large enough army to start forming the German nation. I believe this is one of the most difficult countries to form in the game.

Requirements

  • Nation culture must be on of the following:
    • Hannoverian
    • Pommeranian
    • Hessian
    • Saxon
    • Bavarian
    • Prussian
    • Rheinlaender
  • Must have all of the following as core provinces:
    • 46 Mecklenburg
    • 50 Brandenburg
    • 52 Altmark
    • 53 Lüneburg
    • 57 Hannover
    • 58 Anhalt
    • 61 Dresden
    • 62 Leipzig
    • 63 Erfurt
    • 67 Franken
  • Effects
    • Centralization_Decentralization = -2
    • Merchants = 1
    • Prestige = +0.20

 

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Form Italian Nation - Information to form Italy in Europa. You must not be at war to form Italy and you must not be the Papal State. One of the consequences of trying to form Italy is you must take over Rome, the capital of the Papal State which will anger all Catholic countries. However one of the advantages is that you gain cores on over 20 provinces when it only takes 4 cores to form Italy. Capital will be moved to Rome.

  • Nation must be in Latin Tech Group
    • 116 Firenze
    • 117 Siena
    • 118 Roma
    • 119 Ancona
  • Effects: Gain cores on all of the following provinces
    • 101 Liguria
    • 103 Piedmont
    • 104 Lombardia
    • 105 Parma
    • 106 Modena
    • 107 Brescia
    • 108 Verona
    • 109 Mantua
    • 111 Friuli
    • 112 Venezia
    • 113 Ferrara
    • 114 Romagna
    • 115 Pisa
    • 116 Firenze
    • 117 Siena
    • 118 Roma
    • 119 Ancona
    • 130 Istria
    • 1774 Treviso
  • Effects: Other
    • Centralization_Decentralization = -2
    • Missionaries = 1
    • Prestige = +0.05


Italy in 1500

 

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Game Files

Here is the Form Russian Nation Decision script. This is in the decisions folder. Everything you need to know about enacting this decision is in this file. If you know any C like programming languages then this should be fairly self explanatory.

FILNAME: russiannation.txt [TXT]

 

 

        country_decisions = {
	        russian_nation = {
		        potential = {
			        NOT = { exists = RUS }
			        primary_culture = russian
		        }
		        allow = 
		        {
			        owns = 295			# Moskva
			        owns = 310			# Novgorod
			        is_core = 295			# Moskva
			        is_core = 310			# Novgorod
        	
			        OR = {
				        AND = {
					        owns = 294		# Tver
					        is_core = 294
				        }
				        AND = {
					        owns = 308		# Yaroslavl	
					        is_core = 308
				        }
			        }
			        OR = {
				        AND = {
					        owns = 289		# Chernigov
					        is_core = 289
				        }
				        AND = {
					        owns = 293		# Smolensk
					        is_core = 293
				        }
			        }
			        OR = {
				        AND = {
					        owns = 306		# Nijni-Novgorod
					        is_core = 306
				        }
				        AND = {
					        owns = 307		# Vladimir	
					        is_core = 307
				        }
			        }
			        war = no
		        }
	          effect = {
			        RUS = {
				        add_core = 32		# Kexholm
				        add_core = 33		# Neva
				        add_core = 34		# Ingermanland
				        add_core = 274		# Pskov
				        add_core = 275		# Polotsk
				        add_core = 288		# Lugansk
				        add_core = 289		# Chernigov
				        add_core = 290		# Poltava
				        add_core = 291		# Kharkov
				        add_core = 292		# Mogilyov
				        add_core = 293		# Smolensk
				        add_core = 294		# Tver
				        add_core = 295		# Moskva
				        add_core = 296		# Kaluga
				        add_core = 297		# Orel
				        add_core = 298		# Kurks
				        add_core = 299		# Voronezh
				        add_core = 300		# Tula
				        add_core = 301		# Novgorod
				        add_core = 302		# Tambow
add_core = 303 # Saratow add_core = 304 # Pensa add_core = 305 # Simbirsk add_core = 306 # Nijni-Novgorod add_core = 307 # Vladimir add_core = 308 # Yaroslavl add_core = 309 # Olonets add_core = 310 # Novgorod add_core = 311 # Kholm add_core = 312 # Beloozero add_core = 313 # Archangelsk add_core = 314 # Ustyug add_core = 467 # Bogutjar add_core = 469 # Mordvar add_core = 1077 # Solikamsk add_core = 1079 # Viatka add_core = 1080 # Idnakar add_core = 1082 # Kazan add_core = 1083 # Zavolochye add_core = 1752 # Rzhev add_core = 1753 #Kostroma add_core = 1754 #Orel add_core = 1755 #Ustyug } centralization_decentralization = -2 merchants = 1 random_owned = { limit = { culture = russian } base_tax = 1 } prestige = 0.15 change_tag = RUS } ai_will_do = { factor = 1 } } }

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