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1. keys on your keyboard The Outliner At the extreme right end of the Top Bar is a button that toggles the Outliner display on or off We ll talk about this amazingly powerful tool a little later in this chapter 17 Special Menus Toolbar The Special Menus toolbar is lo cated in the bottom right corner of your screen and provides access to a variety of interfaces and map modes that you are likely to use on a very regular basis during play Let s look at them one by one start ing at the top of the toolbar Holy See Button Clicking on the Holy See button at the top of the Special Menus toolbar opens an inter face where you may try to influence the seven important cardinals that make up the Catho lic Church s curia If you are suc cessful 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 Ca tholicism as its official state reli gion and will be greyed out if this is not the case We will look more closely at this feature in the Special Political Bodies chapter of the manual Holy Roman Ee Button oa The Holy Ro man Empire HRE is the other special political body in Europa Universalis TII Click on the HRE button to open an interface where you may review the cur rent member states elec tors and emperor of the Empire Countries that are members of the HRE enjo
2. eee Domestic Overview The Overview tab is the default view when you first open the Do mestic Interface As you play the game will re member the last tab you were using and return to it when you next open the ae interface There is only a2 England Kh ragon one interface feature that is managed directly from the however there are quite Overview screen a few important pieces of information displayed on this screen several of which are not shown elsewhere in the game National Culture Towards the top of the display is a scroll that identifies your current form of government and the name of your ruler It also indicates which culture is considered to be your primary state culture We ll talk about your ruler and gov ernment later in this chapter but let s focus for a moment on culture When we looked at provinces we saw that if a province s culture is different than the state culture there would be an increased risk of re bellion and a decrease in the amount of tax rev enue generated towards your country s income A country s culture is usually determined by the culture of the province containing the country s capital This very specific state cul ture will often be shared by only a handful of other provinces in the world however each specific culture also belongs to a somewhat larger cultural group Any other culture that is part of this same group is considered to be an
3. accepted culture within your realm A prov ince will incur a much smaller revolt risk and economic penalties if its culture is one that is accepted by the state From time to time it is possible that addi tional cultures from other groups could become accepted by your country This isn t something over which you have direct control the longer you continue to own a province that has a cul ture that is not accepted by the state the more likely it is that this culture will later become accepted This is further influenced by some of the policies that you may decide to adopt in the Government section of the Domestic Interface If a new culture becomes accepted it is only this specific culture that will be added not any of the other cultures within that culture group A tool tip will list all of the cultures cur rently accepted by your country when you hover your mouse over the official state culture name on the scroll You will find a complete list of cultures and cultural groups included in Europa Universalis IIT in Appendix C These are determined partially by language and his torical traditions however in some cases it was necessary to make generalisations or over sim plifications when assigning cultures to a prov ince or when placing cultures within a group It is not our intent to offend or misrepresent any ethnic or cultural background but rather to create a balanced and entertaining game for you to play Nationa
4. During combat some of the damage in flicted on your soldiers is in the form of morale When an army s morale level becomes too low the regiments will break and retreat from bat tle In fact most battles will end in one side s withdrawal rather than its elimination unless there is an overwhelming superiority of num bers on one side After retreating the army s morale will slowly recover until it is confident enough to fight once more Moving an Army To order an army to move to a different loca tion begin by selecting it You can click direct ly on it on the map or use your mouse to drag a box around it An army can also be selected directly from the outliner and the ledger or by clicking the go to button on some messages or alerts When an army is selected you will see the army information box at the top left of the screen and a gold circle will be drawn around its base on the map You can deselect it by clicking anywhere else on the map or by clicking the circular X button to close the 98 army information box Once an army has been selected right click on the province to which you would like it to march You will see the outline of an arrow drawn from its current location to the intended destination As the army marches the outline will gradually fill with white to indicate its progress The army graphic on the screen is also animated to indi cate that it is marching For the purposes of engagin
5. by click ing the trade button in the special menus tool bar at the bottom right of the main interface Each province will then be given a colour ac cording to the trade center that is distributing its goods A tool tip will identify the province that contains the center of trade the total value of the trade passing through that center and the value of trade that any of your merchants are contributing to your coffers If you already have at least one merchant in a center of trade you can also use the outliner to jump directly to that location A third method is to click on any province to display the standard province information summary The name of the local center of trade will be shown as a button that is part of the trade summary for that province You can click on that button to display the Merchant Interface Merchant Interface The Merchant interface shows the total value of monthly trade currently passing through this center of trade as well the share of that trade that is being conducted by your merchants The value of the trade will grow as prov produce more resources A inces Total value of trade 188 43 Total value of trade 59 44 and each mer chant ceive a share of that trade based on the total number of mer chants in the center of trade will re active 65 A maximum of 20 merchants may hold a position in a center of trade at any one time Each shield displayed in the interface s
6. dependence by sending a diplomat to its over lord to declare that the vassalisation has been cancelled As you might imagine this ruins any positive relationship that might exist between the two countries It also results in a drop in 73 the stability of the former vassal and the former overlord will gain a casus belli against its former vassal for the next five years If you are forced to release a vassal as a peace condition to end a war the relationship value between your two realms will remain at the same level that existed prior to the surren der It will neither increase or decrease and you will not gain a casus belli against your former vassal unless one of its provinces is considered to be a core province of your realm Demand Annexation Once you have a country that is your vassal it will be possible after a period of time to de mand that the country be diplomatically an nexed into your own This effectively ends its existence and absorbs the nation into your realm This action will not be available unless the country has been your vassal for at least ten years and you enjoy an extremely good rela tionship 190 or more In most cases a country will be very reluc tant to comply with your demands unless you are much more powerful or you have very high prestige or your monarch has an excellent di plomacy attribute If the country refuses your relationship will be significantly damaged If it agrees all of its
7. e Ifyou are the leader of an alliance and ne gotiate peace with any enemy country that is not the leader of that side s alliance any peace you agree to is binding on all coun tries on your side of the conflict but ap plies only to the country with which you are negotiating You can make commit ments that affect your allies but you can only offer or demand terms that affect the individual country If the offer is accepted your entire alliance will no longer be at war with that country but you will remain at war with all other countries that are part of the enemy alliance e The reverse is true as well If you are not the leader of your alliance and are negotiat ing peace with the leader of the enemy alli ance you can only offer terms that directly affect your country but you can negotiate terms that will affect the entire enemy al liance If the enemy alliance leader agrees to your proposal you will be at peace with the entire enemy alliance but your allies will remain at war e The final possible scenario is one where you are not the alliance leader and you ne gotiate a peace with an enemy who is also not the alliance leader In this case you may only request or offer terms that apply to your respective countries If the deal is agreed upon you will still be at war with the other countries in the enemy alliance 80 and the other country will remain at war with all other members of your own alli ance As you can se
8. Democracy ficiency Tribal Democracy 25 years Tribal Despotism Tribal Much lower cost to im Federation prove realm stability Papacy Pope 10 years Impossible Much high chance of missionary success Cannot form royal marriage 141 Appendix G National Ideas This table lists each of the national ideas and their effects National Idea Effects Grand Navy Increase to the realm s maximum supportable number of ships Monthly increase to naval tradition superior Seamanship Increased naval morale Naval Fighting Instruction Improved blockade efficiency Naval Ideas Excellent Shipwrights Naval leaders gain manoeuvre bonus Naval Glory Large increase in prestige gained from winning naval battles National Conscripts Large increase to national manpower levels Grand Army Increase to the realm s maximum supportable number of regiments Military Drill Increased land morale Engineer Corps Improved leader siege ability Land Ideas Battlefield Commissions Monthly increase to land tradition Large increase in prestige gained from winning land battles 142 National Idea Effects Merchant Adventures Receives additional merchants Quest for the New World Enables the realm to hire explorers and conquistadors Colonial Adventures Receives additional colonists shrewd Commerce Prac Merchants have improved chance of competing in cent tices ers of trade Viceroys Increase income from overseas provinces smithian
9. You may only change your domestic policy by one step once every decade or two so rapid shifts of policy are nearly impossible The ex act period of time between changes will depend on your current form of government and is in cluded in the information displayed in the tool tip that appears when you hover your mouse over the form of government button Once you have changed your domestic policy the tool tip for each slider will also indicate when you may next change your domestic policy If you forget an alert will appear at the top of the Main Map to remind you that you can make an adjust ment Domestic policies may also be changed as a result of random or historic events Some times these will allow you to make large shifts in policy without incurring as great a stability loss as would be the case for doing so via nor mal means Any changes to policy made by an event will not affect or reset the period of time you must wait until your next regular policy change interval and the event s tool tip will in dicate whether there will be any loss of stabil ity for making the change the event overrides the normal stability loss for changing domestic policies Some forms of government will place a lim it on the minimum or maximum allowable set ting for one or more of your domestic policies This is shown on the slider as a red arrow that points towards the range of acceptable settings If you exceed this range either voluntarily
10. aspects of the game fairly familiar and we have made every attempt to ensure that all of the game s new interfaces are as easy and intuitive to understand as possible Even so you might find some valuable information tucked away within these pages so we urge you to read on GETTING STARTED Installation System Requirements To play Europa Universalis III your computer should meet or exceed all of the following sys tem requirements e 1 9GHz Intel Pentium 4 or AMD Athlon processor or equivalent with 512MB RAM 1 0GB RAM is highly recommended e 128MB Video Card with Hardware T amp L and support for Pixelshader 2 0 or better e DirectX7 compatible sound card e CD ROM drive e Windows compatible mouse Mouse with scroll wheel highly recommended e At least 1GB of free hard drive space to ac commodate game files and saved games This does not include any space used by the Windows swap file e Direct X9 0c e High speed Modem connection is required for multiplayer games e Windows 2000 with Service pack 1 or higher or Windows XP Home Profes sional Media Edition with Service Pack De Installing EU3 Place the Europa Univer salis III CD into your CD ROM drive If auto play is enabled on this drive the installation will be gin automatically If auto play is disabled use Win dows Explorer to navigate to your CD ROM drive and double click the set up exe file in the CD s root directory Simply fol
11. can afford to support and the attrition they will suffer when too many are stationed in the same location Maintenance and Maximum Supportable Troops When we looked at the Domestic Military screen we noted that there is a limit to the number of troops that your country is able to support without incurring any penalties to the cost of maintaining them This number is determined by the size of the realm and the wealth of your provinces Each regiment in your military will incur a monthly maintenance cost reflecting the basic supplies and equipment it needs to remain in good fighting condition The larger your mili tary the higher the monthly cost This can be reduced somewhat by decreasing the amount of maintenance you are willing to allot it but your armies will suffer a corresponding loss of morale and will be much less eager to fight for you There is also a threshold called the maxi mum supportable troops which if exceeded causes their maintenance cost to be consider ably higher than would normally be the case This acts as a mechanism to prevent a country from being able to field an unreasonably large army for any length of time something that was very much the case during this historical era When your country is at peace it is usually safe to reduce your maintenance level to a de gree to help keep the cost of supporting them from consuming too much of your income If you are experiencing rebellion or if
12. dictator or despot dies one of the following will occur e A new ruler will ascend to the country s throne immediately with no issues of suc cession whatsoever This is by far the most likely outcome and is the only form of suc cession that can occur for republics theoc racies and federations e There is a chance that a regency council may temporarily govern the nation for sev eral years during which time there will be limitations on the country s actions A country that is governed by a regency coun cil does not have the authority to declare war and cannot become the senior partner of a personal union nor can it inherit an other 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 con vert a regency council into a general to lead your armies e The country may be inherited by another realm with which it has a royal marriage however it is not possible for a player s country to be inherited as this would result in the premature and annoying end of the game A player s country can inherit an Al 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 40 e Ifa country has a royal marriage with an other country there is
13. game by simply selecting it on the map 12 Starting a New or Saved Multi Player Game The same general method is used for starting multiplayer games however only the host may change the date and each player must se lect a country before the start button will be enabled Detailed instructions for multiplayer games can be found in the separate Multiplayer chapter near the end of this manual 1453 Anhalt entered a Royal Marriage with Saxony 3 June 1453 Anhalt entered a Royal Marriage with Wurttemberg 3 June 1453 Anhalt entered a Royal Marriage with Gelre 3 June 1453 Granada entered a Royal Ma ge with Algiers 3 June 1453 Haasa entered a Royal Marriage with The Mamluks THE MAIN INTERFACE Once the game has finished loading you will see the main interface It consists of a large map that displays the provinces in a small portion of the world and a variety of buttons and other interface elements that you will use frequently while playing In this section we will give you an overview of this interface and provide refer ences to the chapters where you will find more detailed information about each of the game s elements and features The Main Map The largest portion of the screen is filled with a main map The world is divided into ap proximately 1700 individual provinces shown on the map with a thin dotted grey border Saturday 6 June 1453 Centers of Trade Andalucia Lisboa armies Ist A
14. low the on screen direc tions to install the game to your computer By de fault EU3 is placed in a 6 new directory on your C drive and a shortcut will be added to both your desktop and your start menu You may change these options if you prefer to install it to a different location Launching the Game After installing Europa Universalis II launch the game by clicking on the shortcut on your desktop or start menu If you choose not to in stall shortcuts use Windows Explorer to navi gate to the directory you specified during the installation process and click on the eu3 exe file You can also place the CD in your drive to launch the game automatically although it is not necessary for the CD to be in the drive in order to play You will see an initial menu that offers sever al options You can choose to launch the game visit our community forums check to see if there is a new update for your game or register the game if you have not yet done so We peri odically release patches for all of our games to correct any minor bugs that might have been discovered since release These often offer ad ditional performance or feature enhancements that will make the game even more interesting and challenging to play Click on the link in the loader to see if there s a new update avail able for download Once you have chosen the option to play Europa Universalis III the game will require a short while to complete its initial l
15. manufac tory Textile Plant manufac tory Fine Arts Academy manufac tory University manufac tory Prerequisites Restrictions Land Tech 1 Land Tech 8 Must have Fort L1 Land Tech 17 Must have Fort L2 Land Tech 23 Must have Fort L3 Land Tech 32 Must have Fort L4 Land Tech 42 Must have Fort L5 Trade Tech 6 Province cannot have another manufactory Naval Tech 7 Province cannot have another manufactory Land Tech 7 Province cannot have another manufactory Prod Tech 6 Province cannot have another manufactory Gov Tech 13 Province cannot have another manufactory Gov Tech 8 Province cannot have another manufactory Effects Defends province against hostile armies Ene my must now lay siege to gain control of prov ince Increases chance of missionary success to convert province Improves siege defences Increases chance of missionary success to convert province Further improves siege defences and the chance of missionary success Further improves siege defences and the chance of missionary success Further improves siege defences and the chance of missionary success Further improves siege defences and the chance of missionary success Monthly investment to trade technology Dou bled if built in a province with wine or sugar Increases province population growth rate Monthly investment to naval technology Dou bled if built in a province with naval suppli
16. of his other allies being asked to join as well Unlike a normal declaration of war a dec laration in support of your ally is not restricted by your current stability level You are permit ted to support an ally even if your current sta bility is at 3 Also any conditions that must be met such as cancelling military access or breaking another alliance will occur automati cally as part of the declaration All of the cor responding penalties will be applied but they will happen immediately without the need to send diplomats first to advise the nation of your intentions If one or more allies become involved in a war each side will have an alliance leader which is treated as the principal leader of the alliance The alliance leader is determined by comparing the size wealth and military power of each country involved on that side of the conflict with the strongest being appointed as the leader The leader will not necessarily be the country that initially declared war or was the target of the declaration of war nor does the alliance leader necessarily have to be allied with all other countries on the same side of the wat As we mentioned earlier there are two ex ceptions to the rules that determine who is treated as the alliance leader In the special case of a succession war the two countries involved in the struggle to contest the crown will always be the leaders of their respective alliances Also a player who declar
17. 1718 American War of Independence 4 July 1776 Starting a Game New Single Player Games Click the Single Player button on the Main Game menu to start a new single player game or to load an existing saved game After a mo ment you will see the main country selection menu that you will use to choose a starting date and nation to play during your game The central area of your screen is domi nated by a large scrollable map of the world Moving your mouse pointer to the edge of your screen will pan the map in that direction al lowing you to move to almost any position on the globe For convenience EU3 uses a rectan gular Mercator projection of the world and re stricts you from panning too close to the north or south poles You may use the arrow keys on your keyboard to scroll the map if you prefer Above the map is a red banner that shows the game s start date The default starting date 10 is May 30th 1453 which is shortly after the fall of Constantinople to the Ottoman army You may choose to start at a later date by ad justing the date selector located to the left of the map at the bottom of a list of historical bookmarks On the map itself you will a multi col oured patchwork of countries with thick red lines marking the borders between each na tion Thinner black lines distinguish the sep arate provinces within each country and are the primary object of conquest If you hover your
18. Depending on your exact combination of hardware and software this could still in terfere with communication A host that is be hind a router will almost certainly need to en able port forwarding to establish a connection with the clients Europa Universalis III uses ports 1630 1635 and the UDP transfer protocol You may need to ensure that your firewall software permits EU3 to access to the internet and that port forwarding is enabled on your router if applicable Due to the huge variety of routers and differences in firewall software we cannot provide comprehensive or fool proof instruc tions on how to do this on every possible com bination of hardware and software For legal and practical reasons we also cannot automate this process Please refer to your router and firewall user guides to determine how to meet these requirements If you will be playing a game where players will connect directly over the internet without using Paradox s free Metaserver matchmak ing service the host will also need to determine his computer s current IP address and commu nicate this to the clients Connection Types Once you have ensured that you will be able to connect to other comput ers click the Multiplayer button on the Main Game Menu Type in the player name you would like to use for this session in the space provided This is the name that other play ers will see on their screens and in the game You must then cho
19. Economics Increased production efficiency throughout the realm Exploration Ideas Bureaucracy Increased tax income from all provinces National Bank Monthly reduction in the realm s inflation value National Trade Policy Increased trade efficiency State Business Ideas iG Receives additional spies Receives additional diplomats Bill of Rights Reduced revolt risk in all provinces 143 National Idea Effects Church Attendance Duty Reduced cost to improve stability Divine Supremacy Receives additional missionaries Humanistic Tolerance Reduced revolt risk in all provinces scientific Revolution Reduced research costs in all fields of technology Culture Ideas Patron of the Arts Large monthly prestige bonus Deus Vult Automatic casus belli on all religious enemies Appendix H Domestic Policies This table lists the general effects of each domestic policy Aristocracy TOHE Reduced cavalry cost increased ship cost more dip Increased cavalry cost reduced ship cost fewer dip lomats each year reduced trade efficiency increased lomats each year increased trade efficiency reduced production efficiency production efficiency Centralisation Decentralisation Reduced war exhaustion increased technological re Increased war exhaustion lower technological re search costs improved annual tithe income improved search costs lower annual tithe income reduced production efficiency improved spy ability production e
20. Game 130 Peace 87 Leadership Casualties 106 Join Internet Game 130 Espionage 87 End of Day Housekeeping 107 Metaserver 130 Espionage Modifiers 88 End of Combat 107 The Multiplayer Lobby 131 Spy Actions 88 Retreat 107 The Metaserver 131 Incite Troop Desertions 89 Sieges 108 Multiplayer Gameplay 132 Assassinate Advisor 89 Capturing Provinces 109 Ending a Multiplayer Game 133 Sabotage Reputation 89 Naval Forces 110 Where to Find Other Players 133 Incite Against the Merchants 89 Recruitment of Naval Forces 110 APPENDICES 134 Spy Ring Infiltration 90 Fleet Information and Appendix A Support Revolt 90 Organisation 111 New and Changed Feature List 134 Commission Privateer 90 Admirals 112 Appendix B THE MILITARY 91 Using Naval Forces 112 Province Improvements 136 Overview 91 Naval Attrition 113 Appendix C Cultures 139 Structure of the Military 91 Naval Repair 113 Appendix D Regiment Types 91 Naval Combat 113 Technology Modifiers 140 Infantry Regiments 91 Positioning 113 Appendix E Religions 140 Cavalry Regiments 92 Targeting 113 Appendix F Artillery Regiments 92 Damage 114 Forms of Government 142 Ship Types 92 End of Battle 114 Appendix G National Ideas 144 Transports 92 Naval Retreat 114 Appendix H Domestic Policies 146 Galleys 93 Naval Blockades 114 Appendix Trade Goods 147 3 INTRODUCTION Overview Europa Universalis IT is a grand strategy game set during the Renaissance and Reforma tion periods of history Yo
21. TOER BOUIADId si uaau jo adueyy aseg ES Jeak 13d SOLIBUOISSI A B411XF Jea sad s ewojdig 81 x4 Jean Jad SIuojO4 11X45 39UIA01d S09 Ayiqeys seg Land forces receive morale gt of oD o oO N 2 T 5 aa Confucian ism adAyqns snoibijay oS LO oD LO N 2 5 5 A a y J a At J 9 13 Appendix F Forms of Government This table lists each possible form of government the government technology level required to unlock it which forms of government may change to this new government type and any benefits or penalties for choosing this form of government Government Type Rq Gov Policy Change Can Convert From Tech Rate These Forms of Government Despotic Monarchy 20 years Merchant Republic Feudal Monarchy No ble Republic Theocracy Feudal Monarchy 1 16 years Merchant Republic Despotic Monarchy Noble Republic Ad ministrative Monarch Theocracy 3 Noble Republic 15 years Merchant Republic Despotic Monarchy Feudal Monarchy 15 years Feudal Monarchy Des potic Monarchy Noble Republic Administra tive Republic Merchant Republic Theocracy 15 years Absolute Monarchy Comments Poor reputation is less likely to result in nega tive effects Manpower and max supportable bonus Stability penalty if has plutocratic domestic policy Increased tolerance to all religions Reduced merchant cost Cannot form royal marriage Stability
22. Trade A center of trade is a location where the trade goods from nearby provinces are bartered and sold by vari ous merchants generating additional monthly income for the countries that sent them there When you use the trade map mode the Main Map will be colour coded to make it easy to distinguish between the provinces that con tribute to each center s value what s more the tool tip that appears when you hover the mouse pointer over a province will give you detailed information about the business being conduct ed in the local center of trade This is an ex tremely useful map mode to use when you are deciding where to send one of the merchants available in your country s pool a Diplomacy Map Mode The Diplo macy Map Mode provides an easy way to view to review your relationship with other countries Provinces that are part of your country will be shown using a bright green co lour 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 Bright green stripes are used to indicate a core province and red is used to show provinces that belong to an enemy We will discuss the meanings of all of these terms later in the manual 20 Map Zoom Buttons a As we mentioned earlier the two A small magnifying glasses at the bot tom of the toolba
23. a chance that the two realms may temporarily unite to form a personal union with one another 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 mem ber of a personal union The only restric tion placed on the senior member of a per sonal union is to prohibit it from declaring war on the junior partner The junior part ner 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 e Ifa realm has a royal marriage with two or more other countries there is also a small possibility of a succession war erupt ing when the ruler dies 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 jun ior 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 t
24. a fleet although it is unlikely that the navy will be in any shape to defend itself if it encoun ters a hostile force Overall manpower levels have been greatly reduced It will be difficult and prohibi tively expensive to field armies or navies that are even remotely close to the size of the ones that you may have used in EU2 There are now a large number of differ ent forms of government available in the game many of which will only become available when you have invested enough research in the newly introduced govern ment technology field Each form of gov ernment will have certain effects on your nation that may expand or limit your op tions in certain areas Monarchies usually allow a broader range of diplomatic op tions but may experience special issues re lated to its rulers succession Your form of government also affects how often you are allowed to make changes to your domes tic policy sliders Changing governments is fairly disruptive and it only possible in a country with positive stability Drastic changes can only be achieved as a result of a series of smaller steps or as an option in an event You may now hire the services of up to three different court advisors Each advisor has an area of expertise that will assist you in some way most often contributing ad ditional investments into a particular field of research Each country can adopt up to ten special national ideas These are fundamental
25. are successful in your attempt the loyalty shield of the cardinal will change to your nation s shield and you will gain a small amount of prestige If you fail in your attempt you will lose a small amount of pres tise Once you have gained the support of more cardinals than any other country your ruler will immediately become the new papal con troller and will begin to receive the benefits of this position You will usually retain this title until another country is able to influ ence enough cardinals to exceed your support There are a couple exceptions to this which we ll come to in a moment Cardinals are not immortal In fact most cardinals are appointed to the curia after many years of faithful service to the Church and may have somewhat limited years of life remain ing When a cardinal dies a new cardinal is appointed to replace him and is chosen from amongst the many Catholic realms in the world The selection of a new cardinal is made randomly with each Catholic province in each Catholic realm having an equal likelihood of being appointed The newly appointed cardi nal will begin his tenure supporting the realm from which he was drawn This means that a large Catholic realm with many Catholic prov inces is considerably more likely to place a new cardinal in the curia Any time a country tries to influence a car dinal the nation he currently supports will be notified of the attempt This will damage the relations
26. are willing to work for They will only accept employment with a nation that has truly devoted itself to this cause which you can do by adopting the Quest for the New World as one of your national ideas If you lack this prerequisite they will never be willing to be employed Once you have adopted the Quest for the 115 New World national idea you can go to the Domestic Leader interface and hire one of these special leaders They will each cost 100 ducats from your treasury and will require one colonist from your national pool This colonist represents several hundred hardy people who are willing to risk life and limb for a better life in a new land Until you satisfy all of these re quirements the explorer and conquistador but tons will remain greyed out Once you have hired your new leader he will need to be assigned a fleet or army to com mand An explorer takes the place of an admi ral to command a fleet and a conquistador re places a general to command an army Once they are in command the normal prohibition against entering a province that is terra incog nita is removed Exploring Provinces A fleet that is commanded by an explorer is is sued orders in exactly the same way you con trol any other fleet The only distinction is that you are now allowed to right click in an area that is labelled as terra incognita and the fleet will then begin to chart the unknown waters This process will take quite a bit longe
27. as a military access agreement The overlord is allowed to declare war on its vassal although a hostile action of this type will dam age both its stability and reputation Declaring War Declaring war on another nation is the most hostile diplomatic action available and should not be done lightly since its effects are immedi ate and irrevocable Issuing a declaration of war will instantly plunge your realms into a war that can only be concluded by subsequently negotiating a peace There are a variety of re strictions and effects that you should carefully consider before embarking on a campaign Restrictions Prohibiting a Declaration of War There are a several special diplomatic relation ships that can be created between realms that must first be broken before you will be allowed to declare war If the declare war button is greyed out it will be due to one of these restric tions and the button s tool tip will identify the reason that you cannot declare war e You cannot declare war on a country with which you have a Personal Union since this would essentially mean that you are declaring war on yourself You must wait until the current ruler dies and the person al union is dissolved This restriction ap plies to both the senior and junior partner of the union e You cannot declare war on an ally You must first dissolve the alliance between your realms unless it has been broken as a result of some other action and t
28. avoid bankruptcy at all costs If your country does go bankrupt you should probably try to avoid any wars and attempt to lay low for the full five years until the effects have worn off War Taxes Wars can be fairly expensive requiring extraor dinary expenditures to recruit and maintain new forces In the periods of history covered by the game it was fairly common for special war taxes to be levied on a population Click ing the Raise War Taxes button will provide a 50 increase to your country s tax income and will last for one full year however this will also displease your population causing an increased risk of rebellion in all of your prov inces for the next 12 months It is advisable to do this only in case of emergency preferably when your country s stability is high enough to overcome its negative effects You may only raise war taxes when your country is already at war The button will be greyed out if you are at peace or if you have already raised war taxes within the last 12 months Domestic Military The fourth tab on the Domestic Interface pro vides a summary of your country s overall cur rent military strength allows you to change your preferred military unit types and is most commonly used to adjust the level of funding you devote to maintaining your armies and na vies Since this page relates directly to your mil itary forces we will discuss them only briefly in this section and
29. calculation is applied to the target reducing its strength A similar procedure is used to determine the mo rale damage inflicted on the target as well End of Battle A naval combat ends when a side has been com pletely eliminated or when one fleet s morale has dropped so low that it breaks and disen gages here is a small chance that one or more of the defeated side s retreating ships may be captured by the victorious side It is likely that a captured ship will need to be sent to the near est friendly port for repairs although there is 112 no guarantee that it will be in good enough condition to reach the harbour without sink ing The victorious fleet is then free to contin ue operations as it wishes and the defeated side is forced to retreat Naval Retreat A fleet that has lost a naval combat must retreat from the sea province where the battle took place If there is an adjacent friendly harbour it will retreat there to begin repairing any dam age Otherwise it will retreat to an adjacent sea area that is in the general direction of the near est friendly harbour Naval Blockades You cannot attack an enemy fleet that is in port If you wish to sink it you must use land forces to gain control of the province When they cap ture the city any ships that are in the harbour will be forced out to sea where your fleets can engage them If you position a fleet in a sea province that borders an enemy port it
30. can be recruited in the province as well as any mercenary regiments that might be available for hire we ll discuss mercenaries in a mo ment Beside the name of each regiment type is a graphic representation of the unit s primary combat characteristics For each combat cat egory fire shock and morale there is an of fensive value displayed in the upper half of the box and a defensive value displayed in the low er half If you hover your mouse pointer over a star you will see a tool tip showing the exact value for the regiment The way that these are used is described in detail later in this chapter when we look at the way in which combats are resolved At the end of each line is the cost that must be paid from your treasury to begin recruiting this type of regiment and the length of time it will take before the unit is ready for action Clicking anywhere on the line will issue the or der to begin recruiting one of these regiments If the line is greyed out you either lack the nec essary 1000 men in your manpower pool or you don t have enough cash in your treasury to afford the unit It will also be unavailable if you are already recruiting in this province be cause a province is only able to recruit one new regiment at a time As soon as you issue the order for a unit to be recruited a graphic will appear in that province on the main map to indicate that a regiment is being recruited A bar beneath the graphi
31. colony in the province the natives may resent your in trusion and attempt to destroy your efforts If you want to prevent this from happening you must either station an army there to repel their attempts or you must actively attempt to de stroy them Attacking Natives If you wish to completely eliminate a tribe of native you can station a large army in the province and wait for the natives to attack you in the hopes that you will be able to kill them all When the native population of a province is zero no new natives will appear to replenish the tribe This can be a time consuming and exasperating process that will likely also result in a lot of your soldiers dying due to attrition Fortunately there s another way to rid your self of the problem you can actively launch an attack When you select an army that is located in a province that contains natives there will be gold button highlighted at the bottom of the list of regiments that allows you to launch an attack Click the attack natives button to initiate the field combat You may not succeed in destroying all of them in the first battle but by launching a succession of attacks you will eventually wipe them all out If the natives are not particularly aggressive it is often a good idea to try to co exist peace fully with them since they will be added to the province s total population once it has reached colonial city status This will help to make your colo
32. countries to which they ap ply Cardinal Siena Cardinal Maine Cardinal Santana Cardinal Vermandois Cardinal Madrid Cardinal Chuquiabo Cardinal Martinique di Medici de la Tour d Auvergne de Penamacor Le Tellier de Jovellanos de Kiendoza des Herbiers Gi h ie My k i i K K D i Mi 4 i i i W y t ES W i ha EI i 120 The Holy See i Holy See or curia is the governing body of the Catholic world While the Pope was Christ s representative here on Earth the seven cardinals that sat on his curia wielded tremen dous influence over the entire Catholic world It is not possible to play as the Pope or con trol his actions but if you are a Catholic coun try you can attempt to gain control of the Holy See by seeking the favour of a simple majority of the curias members Click the Holy See button located at the top of the Special Menu toolbar in the bottom right corner of your screen to display the inter face governing the Holy See At the top of the a oP a a FaF a a i Zt i Cost Chancemiooyalty N 4 0 n o as 5 ot 450 l oO a a ma Fah ime tates 40 0 ies Bots Se 50 0 5 29 a at Fase ql l I lee Te 1 a P eet 4 0 D e S Di y ER a eee ee T a FP ee a 2 P D r interface you will see the shield of the country that currently holds the title of Papal Control ler indicatin
33. de cide whether to support that ally AI countries will make this decision automatically based on a variety of factors that include the relation 71 ship between the realms the strategic value of supporting the ally and on the reputation and prestige of the protagonists If one of your al lies goes to war you will receive a notification to this effect and will be required to make a decision as to whether you wish to support your ally If you choose to do so you will be making a declaration of war which could result in a loss of stability see the declare war diplomatic option below When an alliance is cancelled either by refusing to support an ally or by selecting the diplomatic action to terminate it there will be a large drop in the relationship between the two realms In addition both the reputation and the prestige of the country that breaks the alliance will suffer When one or more allies join a war a tem porary grand alliance is formed even if all countries are not allied to one another with the largest and strongest of these becoming the alliance leader There are two exceptions to the alliance leader rule e In a succession war the two countries vy ing for the crown will always be the alli ance leaders e Ifa player declares war or is the subject of a declaration of war he will a ways be the alliance leader of his side even if a more powerful Al controlled ally joins the war However if a
34. displayed in alternating stripes to make it easy to see if there might be religious tensions in the area This map mode is particularly useful when determining whether there are any prov inces in your realm that should be converted by one of your missionaries and may also be of some importance when considering potential wars or conquests a Imperial Map Mode As we men tioned above the Holy Roman Em pire is a special political body composed of a number of member states You can use this map mode to quickly review the current mem bers of the HRE The provinces belonging to the current emperor are shaded in a bright green colour on the Main Map while the seven electors provinces will be shaded in a medium green and the remaining member states will be shaded in dark green The Imperial map mode 19 is particularly handy for seeing which coun tries should be the target of your diplomatic ef forts when you are trying to arrange for your election as the next emperor It is also useful when preparing to go to war in that region since members of the HRE usually present a more difficult challenge than you might other wise expect The emperor enjoys a number of significant military advantages that should make you very wary of engaging him unless you are extremely well prepared Trade Map Mode All international trade in Europa Universalis III passes through a limited number of provinces that contain a special Center of
35. econ omy You may also wish to expand your army to ensure your country s defence and dispatch diplomats to help maintain friendly relations with your neighbours Unless your country is very wealthy you will probably want to send merchants out to supplement your income with trade revenue If it s appropriate for the country you have chosen you could also try your hand at exploration and colonization Once you re comfortable with the basic in terfaces and controls consider getting involved in a small scale war or two For your first war try to find an opponent that will be fairly easy to defeat You should try to avoid early con frontations with nations that are large or that have powerful allies even if this means that you have to buy your way out of the war or give up a bit of territory in surrender By engaging a major nation you could easily find yourself in over your head if you aren t prepared for the onslaught Once you re comfortable with controlling your armies and fleets try tackling a more dan gerous opponent and don t worry too much if the war does not end in your favor You can learn as much from a colossal defeat as you would through any number of smaller victo ries A word of warning do not try to expand your realm too rapidly or allow your country s reputation to become too tarnished If you are too aggressive or underhanded you could eas ily find yourself at war with much of the rest of the known w
36. fire phase and his shock attribute is used during the shock phase The fire and shock die roll bonuses apply to all attacks and defences made during the corresponding phase A general with a fire value of 4 will add 4 to offensive fire defensive fire offensive morale and defensive morale of each of his regiments during the fire phase As you can imagine this makes a leader almost indispensable in a seri ous fight A general s current effect on the die roll for his side will be displayed immediately below his name just to the right of the die The value shown will change every five days as the com bat alternates between fire and shock phases If both sides are commanded by a general only the difference between the two generals fire or shock values will be displayed on whichever side s commander has a net advantage If a gen eral with a fire value of 4 engages a general with a fire value of 3 the modifier will be displayed as a 1 to the side of the better general Terrain Modifiers An additional set of modifiers can apply to the die roll of a side as it makes its attack The ma jority of these apply to the effects of the terrain and are shown on the display as small graphics with their associated modifiers Most provinc es contain a mixture of different types of ter rains The location that is chosen for the entire combat is determined randomly but the likeli hood of a specific type of terrain being chosen is bas
37. for other players who might be interested in a multiplayer game you should register and then connect to Paradox s Metaserver We have a large number of users scattered across the globe so there will often be other members there who are looking for a game at almost any hour of the day or night You can also visit our public forums using the link provided at www europauniversalis3 com Navigate to the EU3 multiplayer sub forum and check to see if there are any new games that are being organised or any existing games in need of new or substitute players You can also post a new thread to express your in terest in finding a new game and are likely to receive a response fairly quickly The multiplayer forums are also an excellent place to get tips from other players and to get help in resolving any problems you might have making multiplayer connections with your spe cific combination of hardware and software 131 APPENDICES Appendix A New and Changed Feature List If you are a veteran of Europa Universalis II this appendix provides a summary of most of the new or altered features introduced in Eu ropa Universalis IIT It is by no means a com plete list since there far too many minor tweaks and changes to itemize them all here e EU3 is the first major Paradox strategy game to be introduced with 3D graphics The large 2D world bitmap and animated sprites have been replaced with fully ren dered 3D models to produce
38. form royal mar We saw this potential earlier when we looked at the things that might happen when your ruler dies This includes the possibility of inheriting another country s terri tory becoming a junior or senior partner in a person al union or the dangerous turmoil of a succession war Most governments that are a form of repub lic with an elected head of state cannot create a royal marriage since there is no royalty formally rec ognized thus they limit their diplomatic options somewhat in exchange for somewhat greater long term security Administrative Monarchy Yeats between poli Production Effici Years between policy changes 15 Tolerance 1 Years between po Production Effici 2 Administrative Republic q Years between po Missionary Chance riages will benefit from the short term advan tages of improved relationships but also open themselves up to possible strife in the future idas 042 lt Slo o0 E464 Pe EE France Exploration State Sa Gs Changing Your Form of Government Clicking on the form of government button will display a list of all the other government types that are currently avail able to you Early in the game you will have very limited choices or even no choice at all because most advanced forms of government must first be researched by investing in government technol ogy As you reach higher levels of technology you will ha
39. from your own techno logical progress There is one additional factor that may af fect your advancement in technology your country s technology group This is part of the game s design that helps to produce a more re alistic overall outcome Nations that are part of a particular technology group will receive a modifier that alters the total amount that must be invested to reach the next level of achieve ment This helps to ensure that countries tend to develop at approximately the same rate that they did historically and prevents implausible things from happening such as having your 16 century French explorer in North America encounter an army of Iroquois that are armed with advanced artillery pieces Technology groups are not intended as disparagement to the nations assigned to inferior groups and are only incorporated to provide more immer sive game play Details of the exact modifiers can be found in Appendix D Stability Investment The sixth slider allows you to divert a portion of your income into improving your country s stability You may do so at any time unless you are already at the maximum stability level 3 As you ll recall high stability reduces the chance of provincial revolts and also increases the production revenue that you can draw from a province Think of this investment as a defer ral of taxes to make your public more content The cost of improving your stability by one level depends on a var
40. government to one of the types listed above where royal marriages are not permitted In all other cases a royal marriage ends when the ruler of either country dies As we saw when we talked about succession there are sev eral things that can happen if there is an exiting royal marriage In most cases the royal marriage will end without penalty and a new ruler will as cend to the throne There is a small chance that one of the two countries involved in the marriage will be inherited by the other merg ing both realms into one While a play er s country can inherit an Al controlled country a player can never be inherited by another country since it would result in the end of the game There is also a small chance that two countries with a royal marriage will form a personal union when one of the rul ers dies This is a situation where both na tions are governed by the surviving ruler for the remainder of his lifespan The country whose ruler has died becomes the junior member of the union and cannot make any new alliances or royal marriages during this time It is also unable to con vert its ruler into a general for use in com bat Otherwise each realm continues to operate independently during this time they will have a superb relationship and are prohibited from declaring war on one another When the surviving ruler dies the personal union is dissolved and each country will receive a new independent ru
41. have one available Once you have clicked on an option the diplomat will be removed from your pool and will travel to the other realm to convey your message If the ac tion you have initiated requires a response from the other country there will be a delay before you receive an answer The length of the de lay depends on the distance between your two capitals and it might be several weeks before an on screen message is displayed to tell you the ruler s reply Other actions such as a dec laration of war require no response from the other realm and will take effect immediately Regardless of the time required to complete the action and receive a response you must always wait for one full month to elapse before you will be able to initiate a new action with that nation and all the options will be greyed out Some actions have prerequisites that must be met before they are available If the button is greyed out either you do not have a diplomat available or you have already conducted diplo macy with the nation within the last 30 days or you do not meet all of the criteria necessary to be able to take that action If you hover your mouse over an option a tool tip will appear that describes the action its effects and any prerequisites or costs involved 69 Diplomatic Actions This section contains a complete list of diplo matic actions their requirements and their ef fects Although the first option on the list in the men
42. high level for a full fledged colo nial city to evolve We will discuss this in the Exploration and Colonization chapter Er Kansas No Settlement Tax gt wr Production 0 00 Q Total 0 35 Cherokee 62 DOMESTIC MANAGEMENT Overview Now that we have looked closely at your indi vidual provinces it s time to put them together and talk about your country There are approx imately 200 countries at the beginning of most games of Europa Universalis III The exact number depends on the precise starting point in history you have chosen Each country will own at least one province and some very large ones could begin with twenty or more It would be annoying to have to control many aspects of your country by making changes in each and every province so there is a special interface dedicated to managing the broader features that affect your entire country This is called the Domestic Interface which is accessed by clicking on your nation s shield located in the upper left corner of the screen The Domestic Interface is separated into seven sub screens each of which is accessed by clicking on the appropriate icon at the top of the interface These act like tabs to take you to 25 364 the relevant set of con trols From left to right the tabs are ahs e Overview An over view of your domestic and diplomatic situa tion e Court Details about your ruler and an in terface that
43. if you lack the necessary funds in your treasury to pay for the attempt Adjacent to each mission on the list you will see the cost that you must pay the spy from your treasury to fund the mission as well as an estimate of the likelihood that the mission will succeed The cost of missions is affected by your current inflation value so the actual cost displayed in the interface will be higher than the base cost listed here unless you currently have no inflation whatsoever The chance of succeeding depends on the difficulty of the mission and on the modifiers listed above When you click on an option to select it you will be asked to confirm that you wish ER ts Comission Privateer your spy to proceed If you go ahead with the operation the cost will be deducted from your treasury and the spy will depart on his mission It will take a little time before you will know whether the attempt was successful Incite Troop Desertions If this operation is a success the province will experience a temporary increase in its attri tion and maximum attrition rates resulting in greater potential losses to a large army that is located in the province This effect will last for the next five years and can be very useful as a means of hampering an enemy s ability to field a large army You should avoid sending your own armies to this location though as they will experience the same increased attri tion rates as well Inciting troop deserti
44. information will be replaced by a new interface that shows all of the possible buildings and manufactories that you can or der An improvement s button will be greyed out if you are currently unable to build it This will happen if you have not yet reached the required technology level for the improvement to be come available or if you lack sufficient funds in your treasury here are some buildings that can only be constructed in coastal provinces and there are a few improvements that are mu tually exclusive details are in Appendix B As we mentioned a moment ago you can only have one manufactory in a province so the other five types of manufactory will be greyed out if you have already constructed one A tool tip will ap pear when you hover your mouse over one of the buttons You will see the name of the im provement its effects and the cost and time required to construct improvement 32 it If the item is greyed out the tool tip will also explain why Clicking the back button on the banner will return to the city view and clicking the small X at the right end of the banner will close the Province Management interface Click on any available improvement to order construction to begin in that prov ince The necessary funds will be deducted from your treasury and a graphic will appear on the Main Map to show that an improve ment is being built Hovering your mouse over this graphic will
45. is over This attempt to lift the siege will not al low the defenders to receive reinforcements or repair any damage to their walls The siege will simply pick up from the point that it left off The besieging force may decide to launch an assault of the defences at any time by click ing the assault button This orders the attack ers to abandon their slow methodical efforts to grind the defenders into submission and im mediately attempt to swarm over the walls and capture the city Unless the walls have been breached to allow an easy point of access the casualties on the attacker s side are likely to be ghastly and their morale will plummet quite rapidly To have any real chance of success the in fantry component of the attacker s army should outnumber the defender s garrison size by a large margin If the number of attacking in fantry drops below the number of defending garrison the defender will become immune to any further morale loss during the assault The morale loss immunity takes effect as soon as the attacker has sustained sufficient infantry casualties to create this imbalance Cavalry is nearly useless at assault and will virtually never contribute to the battle unless the walls have been breached and even then they are much less effective than normal Artillery is some what more useful but the brunt of the assault will be borne by your infantry If the defender is able to repel the attacker the sieg
46. is cur rently changing each month The current game date is displayed on the right side of the bar and beside this is the button that activates the very useful Outliner tool Let s look at each of these one by one from left to right Manpower Pool Your manpow er pool represents the number of your citizens that are currently available to be recruited for your country s ar mies and navies 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 Any excess man power is placed into your country s manpower pool and may be used to recruit new armies of navies There is a limit to the size of your pool which is de termined by a wide variety of factors including your coun try s overall population your domestic policies you na 15 tion s ideas and the presence of certain prov ince improvements that you may build We ll look at this in detail in the Military section al though some of the factors that affect its re plenishment rate and maximum size are dis cussed in the chapters on Province Manage ment and Domestic Management Stability This critical value rep resents the overall social stability of your country and can range between values of 3 and 3 At very low levels of stability you will be under increased risk of rebellion or may even be on the brink of civil war At high levels of stabilit
47. lead an army personally To convert your ruler into a leader click the convert ruler to general button He will then be available for immediate assignment as a gen eral from your country s leader pool There is no cost to do this nor will it reduce your land tradition The button will only be greyed out if you have already converted your ruler into a general if your realm is ruled by a regency council if you are the junior member of a per sonal union or if your ruler is female Europa Universalis III does not allow female rulers to lead armies directly just as no queen was ever permitted to lead her forces into battle in per son When a ruler is converted into a general his combat attributes are determined randomly but are heavily influenced by his military attribute the third of the three ruler attributes instead of by his country s land tradition value A high military attribute won t necessarily guarantee that the ruler will be an excellent field com mander but the chances are quite a bit greater There is considerable risk associated with converting your ruler into a leader Your coun try will experience an immediate loss of stabil ity if your ruler dies in battle It is also fairly likely that some form of succession turmoil could occur if the realm is a monarchy It is entirely possible that your realm could be ruled by a regency council for a while or that it could become the junior partner of a personal
48. little sooner and will improve their ability to target an enemy vessel You will need at least 100 duc ats and one diplomat to recruit an admiral Conquistador Named after the famed Spanish explorers of the New World a conquistador is the only type of leader who can command an army and be ordered to move into a prov ince that is terra incognita No other force may ever be ordered to enter a land area that is un known obscured from your map by a white blanket of fog It will take a conquistador s army much longer than normal to enter an un known province as he must spend considerable time mapping it while he moves In all other respects he functions exactly as a regular gen eral You will not be able to recruit a conquista dor until your country has adopted the Quest for the New World as one of its national ideas You will also need one colonist and at least 100 ducats to hire him ey Explorer An exporer is the naval version of a conquistador Only a fleet commanded by this type of leader is able to enter a sea area that has not yet been charted by your country There is also a chance that an explorer may discover and map an unknown land province as he sails by it although the chances are slim In combat an explorer functions exactly like a regular admiral You will not be able to recruit an explorer until your country has adopted the Quest for the New World national idea You will also need 100
49. mouse pointer over a province you will see a small tool tip that shows the province s name and the country that owns it Clicking on a province will select that country as being the one that you wish to play Before doing so you should first decide on a starting date for the game because the availability of countries and ownership of provinces is determined by the start date Selecting a Starting Date and Country Europa Universalis IIT covers a period of great international upheaval Countries evolved into new nations others disappeared or were de stroyed several new states declared independ ence 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 There are two ways to choose your starting date you may use one of the con venient historical bookmarks or you may manually select a specific date Using Bookmarks To the left of the map you will see a set of bookmarks that identify specific points in history that we think might be interesting to play Clicking on a bookmark will automatical ly change
50. 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 ani mated 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 to a certain distance these will disappear and be replaced by a marker that carries your coun try s coat of arms 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 click ing 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 prov inces 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 Provinces that are currently shown as terra incognita on your map cannot be entered un less your unit is controlled by a special type of leader a conquistador for armies or an ex plorer for fleets We ll talk about these in the Exploration and Colonization chapter Any part of the map that is permanent terra in cognita
51. one army s morale level is so low that it breaks and retreats Once the battle is over the victorious army will remain in the province and the loser will be forced to retreat If the province is currently controlled by the side that lost the victor will then lay siege to the capital and attempt to gain control of the province The attacking force will only gain control of the province when the siege has been successfully completed Own ership of a province only changes when it has been ceded as a condition of peace Field combats and sieges are handled differ ently by the game so we will begin by looking at former and then proceed to the latter Taking the Field A field combat occurs whenever two oppos ing armies are located in the same province at which point you will receive a message that notifies you that your army has encountered a hostile force There are no tactical decisions for you to make The battle will occur auto matically and will be resolved after the armies have battled against one another over the en suing days The only action you can take that will affect the course of the battle is to order your army to withdraw Otherwise the battle is entirely in the hands of your general and the outcome will be determined largely on the stra tegic decisions you made before sending it to the province Although you have no control over the com bat Europa Universalis III allows you to watch its progress if you like T
52. or as a result of an event every province in your realm will receive a 1 risk of revolt for each policy step beyond the limit This revolt risk will continue to be in effect until you have either adjusted your policy back within the al lowable range or have changed to a form of government that does not impose a limit 59 28 042 Domestic France Leaders t ja gi aM 7 ae The final page of the Domestic Interface is the Leaders screen This is the interface that you Army Tradition 360 will use to review your country s current levels of military tradition and to recruit and review the various leaders who will command your military amp forces Military Tradition For the most part the Augustin Beaulieu Louis XIII leaders that will com mand your armies and navies are recruited from within your country s existing armed forces It s easiest to think of them as new young generals and admirals who have been promoted from a lower echelon of your existing military forces Europa Universa lis IIT doesn t keep track of individual soldiers who serve in your military so it is impossible to tell who might be the most qualified indi vidual to assume the new command Instead we use the concept of military tradition to reflect how active your military has been over a period of time This in turn determines the likelihood of there being a new leader of excep tional talent availa
53. pen alty if has aristocratic domestic policy Much higher chance of missionary Success Cannot form royal marriage Administrative Monarchy 10 12 years Administrative Republic Increased production Absolute Monarchy efficiency Administrative Republic 11 12 years Republican Dictatorship Absolute Monarchy Absolute Monarchy 19 10 years Republican Dictator ship Constitutional Monarchy Enlightened Despotism Republican Dictatorship 20 10 years Absolute Monarchy Constitutional Republic Noble Republic Constitutional Monarchy 24 8 years Absolute Monarchy Re publican Dictatorship Constitutional Republic 39 8 years Absolute Monarchy Re publican Dictatorship 140 Increased trade ef ficiency Cannot form royal marriage Reduced war exhaus tion Increased land and naval morale Reduced merchant cost Increased production efficiency Cannot form royal marriage Government Type Rq Gov Policy Change Can Convert From Comments Tech Rate These Forms of Government 8 years Constitutional Monar Large defence bonus chy Bureaucratic Des against enemy spies potism Bureaucratic Despotism 47 5 years Constitutional Monar Much lower cost to im chy Republican Dicta prove realm stability torship Enlightened Despotism Tribal Despotism Tribal Federation 25 years Tribal Federation Tribal Very high manpower Democracy rate 25 years Tribal Despotism Tribal Increased trade ef
54. potentially dangerous geo po litical environment in the game It is your goal to see to the needs of your country to prevent your enemies from taking what is rightfully yours and to expand your nation through di plomacy or war At its heart Europa Universalis IT is a game that allows you to explore an infinite range of 4 possible what if scenarios within a complex flexible context sensitive historical environ ment Do not expect the history you learned at school to repeat itself on your computer screen Instead you will begin with an accurate his torical set up and then have complete freedom to chart your own course through time As the game world begins to deviate from history Eu ropa Universalis III s underlying engine will evaluate these changing conditions and then direct countries to react to them as their his torical counterparts might have done Nations may rise or fall unexpectedly based entirely on the interactions they have with one another and on the outcome of events as they unfold The game ends in the late 19 century when some of the most powerful nations of the world had already begun their transition into the next major period of history the Industrial Revolution Traditional ideas of country and realm would be replaced with a new vision of the Nation State and society would undergo radical revolutions spurred on by rapid advanc es in science technology and the art of war If
55. s look at each of these five disciplines e Government technologies will gradually make new province improvements available and will unlock new forms of government that will help improve your stability diplo macy and income Even more importantly you must usually achieve government level 1 before you will be able to choose your first national idea successively higher levels of technology will allow you to adopt up to an additional nine national ideas We ll talk about these when we look at the Domestic Government screen of the Domestic Inter face later in this chapter e Production technologies also lead to sev eral new province improvements but their greatest impact is to gradually increase the 43 production efficiency of all of your prov inces which in turn will lead to significant increases in your monthly income e Trade technology level 1 is required before you will be able to send merchants out to the world s centers of trade As you progress further in this field of research your mer chants will become far more efficient at competing for trade and will find it easier to establish themselves in the world s cent ers of trade There are also several province improvements that require somewhat ad vanced levels of trade technology Trade is discussed in more detail in the chapter on Trade e Naval technology will gradually increase the combat and operational capabilities of your ships There are incr
56. same major religious group but will treat all other major reli gions subtypes as being indistinguishable from one another Let s provide a specific example The adjacent screen between any shot is taken from a game we were playing as France and our official realm re ligion is Catholicism As a subtype of the Christian religious group a Catho lic France is able to dis tinguish between the other Christian religious subtypes Protestant Reformed and Orthodox France does not understand that there is a dif ference between Sunni and Shiite religious subtypes and simply treats them a Muslim Only a country with one of the Muslim reli gion s subtypes would be able to recognise the difference but it would treat the four Christian subtypes simply as Christian Your country s official realm religion will be shown on the banner at the top left of the page This is the same religion that is shown on the first page of the interface in the Domes tic Overview In addition to the unique game play modifiers given by each religious subtype there are a number of important issues related to your realm s official religion We ll list them here and then look at each of them in turn Your must decide how tolerant your coun try will be towards each of the other reli gions in the world This will affect the risk of revolt in some of your provinces as well as your relationship with all of the other count
57. starting date you have chosen Each individual province con tributes a number of things to the country that owns it so before we can look at things on a national scale we must first take a close look at this critical component of your realm Province Ownership and Control Land provinces will always either be owned by a country or be vacant and available for colo nization There is a very important distinction we must stress between ownership and control e Province Ownership Unless it has not yet been colonized every land province in cluding islands will be owned by a coun try Provinces that are owned by your realm will contribute income to your country in the form of monthly tax revenues They are also the source of the manpower you will need to recruit regiments build ships and replace any combat or attrition losses you suffer The residents of the province are effectively the population of your country Other nations armies are prohibited from entering provinces that you own unless they are at war with you or have diplomatically obtained your permission to allow them military access 26 e Province Control Under normal circum stances the country that owns a province will also control it However during times of war or rebellion an enemy army may move into a province and overcome its defences When this happens the control of the province will change but the own ership does not Ownership ca
58. system that is fairly intuitive and easy to use but still conveys the importance that it held for all nations during this time Each province in the world produces a pri mary resource that is available for trade This trade good is then distributed through a near by Center of Trade where merchants may compete for a share of the business You will send a new merchant from your country s pool to a center of trade where he will attempt to establish himself in business If he is success ful a portion of the trade center s total value is returned to the realm as a monthly source 64 of trade revenue Competition can be fierce but the rewards can be great This chapter describes how the system works Trade Goods As we saw in the chapter on Province Man agement each province has a specific resource that it produces in sufficient quantities for there to be an excess of that item available for trade While each province historically pro duced many items in different quantities and these would change over time it is easier for our model to consider each province as having only one item and to keep that item constant throughout the entire game The quantity that a province produces depends on the produc tion technology of the country that owns the province and on the province s population This information is shown by clicking on the province and looking at the trade good sum mary at the right of the interfac
59. the date selector to the bookmark s date after a moment or two the map will be updated to reflect the political situation at that time Near the bottom of the map you may see the heraldic shields of several countries that might be interesting to control if you begin at this date Simply click on a shield to select that country You are not limited to our recommen dations though You can select any realm any where in the world by clicking on a province that belongs to it The area to the right of the map will dis play the name of the country you have selected as well as some basic information about the nation s ruler and the country s starting dip lomatic situation There is also an indication of how difficult this country might be to play when beginning on this date our graphic art ist s sense of humour made him use a skull and crossbones to show a difficult country and a baby s soother for an easy one If you change your mind about playing a country that you have selected simply click on a different one to select it instead Once youre satisfied with your choice click the start button in the lower right corner of the screen 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 Date Selector Af Cuts LJ ace If you prefer you can use the date selector to choo
60. the game the crea tion and control of your military This chapter will teach you how to raise an army or a fleet assign generals and admirals to lead them and then how to control their actions in the field or at sea We begin with a basic look at the struc ture of your military and then we ll proceed to a series of sections that discuss everything you need to know about recruiting and using your land forces We will then shift our attention to naval forces and conclude the chapter by look ing at a situation where you may need to use a combination of the two Although many of the same considerations apply to the subject of ex ploration and colonisation we will discuss this separately in the subsequent chapter Structure of the Military Your country s military is divided into two dis tinct parts land forces and naval forces Land forces are used to defend your provinces fight battles put down rebellion lay siege to enemy cities and conduct any other military opera tions that occur on solid ground They are usu ally controlled as armies which are composed of a series of regiments of varying types and abilities Naval forces operate only at sea and consist of ships that are assembled into fleets Your fleets will engage enemy ships sink the occasional privateer and may also be used to blockade enemy ports or transport your land forces overseas Regiment Types The regiment is the basic unit of your land forces with
61. the run ning of the country Each slider offers a sliding scale of 11 dis tinct steps allowing your country to determine Free Subject its political stance towards two opposing points of view Most domestic policies have incremen tal penalties and rewards that become greater as you approach the minimum or maximum settings of the slider As you move towards an extreme you will gain a greater benefit in one area of your country at the expense of a cor responding penalty on another As is the case with most fundamental decisions in Europa Universalis III there is no right or wrong domestic policy You should pursue the policies that best meet the needs of your realm and the type of game you wish to play You can review the effects of your current policy setting by hovering your mouse any where over the slider and you can preview the effects of changing the policy by one step in either direction by hovering over the arrows at either end of the bar There is a table in Ap pendix H that provides details of the effects of each slider To change your domestic policy first decide which policy you would like to change and in which direction then click the arrow at the ap propriate end of the slider to move it one step in that direction A change of policy is disrup tive to the realm so you will lose one level of stability each time you adjust your policy and you cannot adjust it if you are currently at 3 stability
62. 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 Friday 5 June 1455 Date Pause The current date in the game is always displayed towards the right side of the Top Bar Unless you pause the date will contin ually 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 of days to achieve and will usually provide you with an estimated date of completion which you can check against the current game date The display also acts as an on screen pause but ton Click anywhere on the current date display to pause the game click it again when you are ready to resume You may also pause and un pause the game using either the pause break button or space bar on your keyboard 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 he more arrows you see the more rap idly each day will advance to the next The maximum game speed you can achieve will de pend on the power of your processor and will vary from computer to computer To adjust the game speed click the or buttons imme diately to the right of the date or use the y 8 and
63. tool tip with the numerical values for each attribute 63 TRADE Overview Center of trade In this chapter we finally begin 4 IE E to look further afield and con sider things beyond our country s borders Trade can be an integral part of your realm s income particularly if your country is somewhat small and lacks wealthy provinces Some of the most powerful nations during the Europa Universalis III period of history were based upon enormous trade revenues that would fill the country s coffers allowing it to wield wealth as a weapon that was almost as ef fective as a sword The Dutch Venetians Ge noese and many others to various degrees would use trade to secure their place in the world and finance armies that could never have been supported on internal wealth alone The colossal might of England France and Spain was derived at least in part from their colonial and oriental trade Had it not been for the im portance of trade to the nations of Europe and the closure of the traditional routes by hostile forces it is entirely possible that North and South America would have remained undis covered for several more centuries Europa Universalis III does not seek to pro vide an accurate and detailed model of the highly complex trading network that existed and evolved during this time That would al most be a game all by itself Instead we have sought to distil this era s burgeoning global trade into a
64. trade income that an enemy loses as a result of a blockade by your fleets will be transferred directly to your treasury This is a great way to have a careless enemy help to fi nance your war effort 67 DIPLOMACY WAR AND ESPIONAGE Overview Now that we have discussed most of the de tails of managing the internal affairs of your nation it is time to turn our attention beyond your country s borders In almost all games of Europa Universalis III you will devote the majority of your time and effort to your inter actions with the other realms in the world At the beginning of the game there are in excess of 170 countries scattered across the globe At times this number can climb to more then 200 You will not be aware of all of them yet as many are located in parts of the world that you will not have explored but unless you have chosen a very remote and isolated country you will almost certainly have at least a couple of neighbours and will be aware of the existence of many more nations It is your interactions with these realms that will shape and define the character of your game Depending on the country you have chosen and the style of game you prefer to play you will engage in various forms of diplomacy to further your goals You may wish to secure your borders by making close and friendly ties with your neighbours perhaps seeking an alliance whereby you and a neighbour will come to one another s aid if attacked If
65. who will host the 129 game and which countries you will each play Once you re ready to begin the player who will host the game will click the create game button to launch the game s multiplayer lobby The other players will then see the game listed in the Metaserver and can click on it to join The Metaserver will take care of the details of establishing the connection Because this is a free and public worldwide service that may be used by people of all ages we ask that you remain polite and respectful of all other members when using the Metaserver It is considered impolite to use inappropriate or vulgar language and etiquette suggests that you not join a listed game without first discuss ing your intentions with the host Once players have selected their countries in the multiplayer lobby the host may click play to start the game The Metaserver will ensure that all players are correctly connected and then hand the game off to the host From that point forward play will continue just as though you had used the host and join in ternet game method of starting a game Multiplayer Gameplay There are very few differences between a single player game and multiplayer game Although the AI of Europa Universalis III is quite com petent there is no greater challenge than to pit yourself head to head against another human player Large scale multiplayer games that in volve many players in close proximit
66. you have been attentive to the needs of your country and successful in your ventures you may find yourself at a similar crossroads when the game comes to its conclusion Europa Universalis IIT maintains a ranking for each country in the world and the win ner is nominally the country with the highest ranking at the end of the game You may prefer to set your own arbitrary goals using a meas ure of victory that is based on the country you are controlling and the style of play you enjoy For small countries merely surviving until the end can be considered a victory When playing a large and wealthy nation you might set more lofty goals of continental hegemony or even try setting your sights on world domination For New Players Your First Game If you are new to the Europa Universalis series you may find the complexity scale and sheer range of possibilities somewhat daunting when you first start to play You might want to begin by doing the series of tutorials which will intro duce you to the most important aspects of the game then pick a date and country that inter ests you and practice what you ve learned Beginners often make the mistake of try ing to achieve too much too rapidly We would recommend that you set yourself some modest goals for your first game and take things slow ly Begin by focussing your attention on staying relatively peaceful conducting some research and gradually building up your country s
67. you will need only a modest investment over a short period of time before reaching the necessary govern ment technology level 1 which unlocks the first box You will see an alert appear at the top of the Main Map to remind you when a slot is available and as you achieve higher levels of technology you will be able to select additional ideas It is possible that your country will be advanced enough by the end of the game to have ten national ideas in effect Once a new national idea slot becomes available one of the ten national ideas boxes in the Domestic Government screen will be high lighted in gold Click on this box to display a list of all the available to adopt it in your realm You will see the idea s graphic displayed in the box and its effects will be applied to your realm immediately You should choose your national ideas with care Adopting a new national idea is not at all disruptive to your country but it is a very dif ferent story if you decide to change from one idea to another You may if you wish click on a national idea that you have already adopted and select a different one but there is a 1 sta bility penalty incurred for making the change You will not be able to change a national idea at all if your realm is unstable The full listing of national ideas and their effects can be found in Appendix G but we should draw your particular attention to the Quest for the New World idea in the Explo ra
68. 42 your allies you will only lose the title if your ally is the country that initiated the war As we shall see in the chapter on diplomacy an alliance leader can ar os range a peace that affects ie all of the members of his Quality Asistocracy Centralization Innovative Merc atilism Serfdom alliance If you are not the leader in a war it is possible that a peace arranged by your alliance leader could cause you to lose the title unex pectedly Domestic Government Earlier we looked at the way in which your rul er and court advisors contribute to your coun try The court represents the ruling elite of the 56 France Government Form of Government National Ideas Domestic Policies nation whereas the Domestic Government represents the entire bureaucracy and structure that runs the day to day business of the realm There are three distinct and important aspects to your country s government the form of gov ernment currently used by the nation the do mestic policies that the government has been instructed to pursue and any special national ideas that will help to chart the course of the nation through the decades All three of these are controlled from this page of the interface Form of Government Near the top of the screen is a gold button that indicates your country s current form of gov ernment There are 17 different types available in Europa Universalis II each
69. 8 around stirring up trouble in other countries provinces You can send an agent to any prov ince where he will attempt to cause a scandal to incite rebellion If he succeeds the province will experience a 3 increase in its revolt risk for the next 30 years Human nature being what it is this is a fairly easy mission that carries a modest base cost of only 50 ducats Even if your spy is caught red handed you will suffer only a tiny loss of prestige Commission Privateer The last of the espionage missions involves hir ing someone else to do your dirty work for you You can send your spy to any coastal province where he will attempt to locate some of the seedier local sailors who might be interested in becoming privateers If successful he will supply them with a ship or more than one and they will begin to operate as pirates off the coast of the province This will disrupt a portion of any overseas trade and taxes flowing into the nation until they can arrange for their navy to dispatch the unruly mariners Although you will lose only a tiny amount of prestige if your attempt is discovered this is an easy mission to accomplish and requires a fairly small investment of only 25 ducats THE MILITARY Overview We have spent a long time talking about inter faces and displays war and peace domestic af fairs and diplomacy but we haven t yet talked directly about the nuts and bolts of one of the more important aspects of
70. CONTENT RATED BY ESRB eth fl FIRRA gt K N Jo OEA K M A Nt NG aly INTERACTIVE EU ROPA UNIVERSALIS Paradox Interactive President and CEO Theodore Bergqvist Producer Johan Andersson Game Design Johan Andersson Lead Programmer Adam Skoglund Programming Thomas Johansson Pontus Aberg Anna Drevendal Johan Andersson Lead Artist Marcus Edstrom 3D Artist Dick Sj str m Nikitova Tutorial Marcus Edstrom Original Music amp Sound Effects Andreas Waldetoft Lead Tester Chris King Sales amp Acquisitions Fredrik Wester CFO Lena Eriksson Marketing and PR Director Susana Meza Marketing Assistant Keisha Salmon Product Manager Jeanette Bauer Art Director Stefan Thulin Business Developer Erik Helmfridsson Localization Responsible Florian Santer Localization S amp H Entertainment Localization Manual Chris Stone Strategy Guide Ed Hanks Editing Robbie Graham Digital Wordsmithing Web Brian King Simon Aistleitner Jean Philippe Duflot Intro movie Stuart Diamond Russ Allen Beta Testers Frank van Aanholt Tom Adriaenssen Jose Maria Aguirre Simon Aistleitner Markus Alahuhta Guillaume Alvarez Mike Amberry Gustav Bjorklund Loic Brient Thomas Broman Joe Chandler Thomas Corriol Luis Miguel Nunes Corujo Tony Cristanelli Inge Davidsen Maarten Demeyer David DiCicco Jan Peter Dijkstra Jean Philippe Duflot Peter Ebbesen Aric Ferrell Wesley Ferris Alex
71. Furthermore denying a country the right to trade in your realm gives it a casus belli against you for as long as the em bargo remains in place Be sure that you are able to back up this diplomatic action with steel if need be An embargo remains in place until the country that issued it decides to revoke it as a diplomatic action or the revocation may be de manded as a term in a peace treaty if the two countries are at war Once revoked the casus belli is removed and the monthly relationship loss is discontinued but the relationship isn t improved in any special way by taking this ac tion Offer Trade Agreement Cancel Trade Agreement A far less disruptive option exists when trying to resolve issues of trade competition the trade agreement This diplomatic action proposes an agreement whereby neither country s mer chants will compete with one another in any of the world s trade centers Each may attempt to compete against other nations merchants but will never attempt to dislodge one another s merchants This can be useful to avoid damag ing relationships with another country or as a means to avoid being forced to compete with a nation that is more adept at trade than you are Offer Vassalisation Cancel Vassalisation There are two ways that a country may become a vassal of another by being forced to become a vassal as a result of peace negotiations or by accepting a diplomatic offer of vassalisa tion This
72. If an other country owns one of your core provinces you will automatically gain a casus belli against that realm While that is the most common reason for a casus belli there are several other diplomatic actions that can result in a country gaining a temporary casus belli Declaring war on a country with which you have a casus belli is not viewed as a dishonourable action so it will not affect your reputation nearly as much as de claring war without one If you subsequently defeat that country any territorial gains you might make as a result of the peace terms will also have less of an impact on your reputation After negotiating a peace settlement there is a period of five years of enforced peace between the countries involved Violating a truce is pos sible but a nation s reputation will be severely damaged for doing so We ll discuss this in de tail in the Diplomacy section of the manual Relations The list on the lower right side of the interface shows your current relationship value with all of the other countries in the world that you have encountered thus far in the game This is a numerical value that will range between 200 the country despises us to the core and 200 we are a beloved friend The middle value of 0 indicates that the country is generally neutral towards you Over time any relationship value 37 Click on a shield to release as Vassall that is either positive or negative will tend to sl
73. Limit Maintenance has chosen as its official military unit 49 As we will see in the chapter on the Military your armies are composed of regiments that are recruited from your provinces The type of reg iment you can recruit in any specific prov ince is determined by the preferred unit type of any country that considers that province to be a core You will only be able to re province cruit new regiments of your own pre ferred unit type in provinces that your country considers to be cores You may also be able to recruit a different type of regiment if you own a province that is considered a core of another realm and whatever unit type is currently pre ferred by that country will be the type of regi ment available for you to recruit there A prov ince that is considered a core by no one will be unable to recruit any military units at all The same is true when building ships in any of your coastal provinces You will only be able to or der construction of a ship if at least one coun try considers it a core province and the type of ships available will be only the preferred types currently set by those realms At the end of each line is a summary of the total number of regiments or ships of this cate gory that are currently serving in your military In the adjacent graphic you will see that our preferred infantry regiment is the Latin Medi eval Infantry and that we have a total of five infantry reg
74. Mataco Arawak Carib North American Dakota Cherokee Pueblo Aleutian Inuit Cree lroquis Huron Navajo Shawnee Delaware Creek Assamese Bengali Bihari Nepali Oriya Sinhala Avadhi Kanauji Panjabi Kashmir Gujarati Marathi Sindhi Rajput 137 Culture Group Accepted Cultures African Madagasque Tuareg Senegambian Dyola Nubian Somali Bantu Swahili Ethiopian Kongolese Shona Mali Yorumba Aka Ashanti Appendix D Technology Modifiers This table lists the modifiers that apply to the investment required to research each new level of technology Each country belongs to one of the seven technology groups and will receive the ap plicable modifier Tech Group Modifier None E Appendix E Religions This table lists each major religious group and the religious subtypes within each group Extra Diplomats Extra Missionaries per year Province Religion Extra Colonist per per year Major Group year Base Chance of Converting this 2 Can become Papal Controller Can convert to Protestant Production efficiency bonus Tax income bonus Can con vert to Catholic or Reformed Protestant Christian Oo e ap mk C on w D Trade efficiency bonus Can convert to Catholic or Prot estant Reformed Orthodox rab O Fany ce Zo Tp 2 pe A Wo 5D OPS nw v o c aa db o ep oP eee fe E 138 Land forces receive morale 49410
75. Province Religion and Conversions Province Income Province Trade Core Provinces and Provincial Claims Province Improvements City View Building New Improvements Military Recruitment Other Countries Provinces Unoccupied Provinces DOMESTIC MANAGEMENT Overview Domestic Overview National Culture National Prestige National Ranking Special Political Bodies National Religion Reputation Diplomatic Summary Relations Create Vassal Domestic Court Rulers Ruler Attributes Ruler Succession Advisors Hiring and Firing Advisors Domestic Economy Income Summary Budget Allocation Sliders Technology Investment Stability Investment Treasury Investment Fixed Expenses Monthly Budget Balance Inflation Loans Bankruptcy War Taxes Domestic Military Unit Categories and Types Preferred Unit Type Changing Your Preferred Regiment 26 26 21 28 28 28 29 29 29 31 31 32 32 33 33 34 34 35 35 36 36 36 37 of 37 38 38 38 39 39 40 41 4 4 4 43 44 44 44 45 45 47 48 48 48 48 49 50 50 51 51 51 Type52 Army Naval Maintenance Domestic Religion World Religions Realm Religion Religious Tolerance Religious Tolerance s Effect on Province Revolt Risk Religious Tolerance s Effect on Population Growth Religious Tolerance s Effect on Country Relationships Converting Religion Defender of the Faith Domestic Government Form of Government Changing Your Form of Government National Ideas Domestic Polici
76. Total 10 00 303 6 Units Price 1 5 population 23038 2 supply Limit Center of trade 28 decline including very low stability or the province being under siege by an enemy The tool tip will display a detailed list of any factors that are affecting the population growth in the province Supply Limit Each province is able to feed and support a limited number of active armed forces Each factor of the displayed supply limit allows the province to feed and supply 1 000 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 for tification if any Forces from other coun tries cannot avail themselves of the full sup ply capabilities of a province An ally s army can be supported up to about 80 of this value and an enemy army is able to forage for only a minimal amount of supply from the countryside Max Attrition This reflects how rapidly an army will lose men if it exceeds the prov ince s supply limit and depends primarily on the terrain and its level of military tech nology 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 Revolt Risk This is the provincial equiva lent of stability and is very closely tied to your country s stability Any positive revolt risk value indicates that there is a risk that this pr
77. a more ap pealing overall visual effect e You may now start the game at any date be tween May 30 1453 and December 30th 1792 The game engine uses detailed his tory database files to generate an accurate set up e The end date of the game is now December e 51 172 e All monarchs and leaders who existed on the date that you start will be included in the set up Their deaths are now deter mined randomly and all future rulers will be generated randomly and given a name that is appropriate for the country Future military leaders are now either recruited or may appear as a result of an event but these too are randomly generated e The concept of military tradition has been added to the game Military tradition is gained by fighting battles exploring un charted provinces and by building certain province improvements It is gradually lost by remaining inactive for a period of time Military tradition is tracked separately for land and naval activities and it is the prime determining factor in the quality of gener als and admirals that you will be able to recruit to lead your military forces e Leaders are no longer given to you accord ing to a preset historical timetable In e 132 stead you will recruit them as needed by expending a portion of your military tradi tion some gold and one of your diplomats The quality of your leaders will depend on your military tradition when you recruit them You may also co
78. aches its maximum level once more We ll talk about this again in the warfare section Province Religion and Conversions To the right of the first column of figures you will see a symbol that shows the province s religion While historically there were many instances where several faiths were practiced in the same region we have chosen a simpli fied approach by restricting each province to having only one dom inant religion however this will not necessarily be the same as the official state religion of the country that owns it If the provincial religion is different from the realm s religion there is a reduction in the income value of the province and there is also a potential for a much higher revolt risk The level of revolt risk is determined by your coun try s tolerance towards that religion Religious tolerance is a component of domestic manage ment which we will look at in the next chapter You can send a missionary from your coun try s missionary pool to attempt to convert the population of a province that you own To do this click the send button that is immediate ly below the small missionary picture in the in terface It will often take a considerable period of time and a large investment in gold to con vert a province and success is far from guar anteed Larger populations tend to be more expensive to convert and the attempt will usually be less likely to succeed Your ruler s person
79. ains the historical context of the event and will usually have at least two possi ble options that you may choose when deciding how to respond to them Hovering your mouse over each option s text will display a tool tip with the precise details of what will happen if you choose that action Very few events have a right or a wrong choice Most simply present two or more alternative paths either of which may have negative implications or benefits Just select the option that you feel is most suitable for your country in your current situation Alerts You will receive a number of special alerts or reminders that should help you to man age your realm These are usually displayed when the game feels that there is something important that you might have overlooked and could require your immediate attention Alerts appear as small red flags near the top of the Main Map You can hover your mouse over the alert to see view the message or click on it to 23 have the game take you to the ap propriate location or automatically open the relevant interface for you Alerts will include reminders that you can change your domestic poli cy that a loan will soon be due that your country is at war or that your economy is currently running a deficit You do not need to respond immediately to an alert if you are busy doing something else It will remain there until you have time to review it or will disappear if it
80. al ca pabilities which we will Tax Production 7 00 Total look at in the next chapter will also influence the likelihood of success You can see details of the cost time and likelihood of success displayed immediately below the missionary picture The send button will be greyed out if the province already fol lows your state religion if you lack the neces sary funds in your treasury or if you have no available missionaries in your national pool You can only convert a province you own so the send missionary portion of this interface will not be displayed when you are viewing an other country s province or one that has not yet been colonized If you decide to go ahead with the conver sion attempt a missionary will be removed from your pool and the appropriate number of ducats will be immediately deducted from your treasury You will see a small animated graphic on the Main Map in that province to indicate that a missionary is at work Once the required time period has elapsed you may be fortunate enough to have your missionary succeed and the province will change its religion to match your state religion Should your missionary fail there is a strong likelihood that your province s population will object to his actions and revolt Province Income Each province generates a monthly amount of income that it contributes to your country s economy This is shown in a box in the upper right corner of the P
81. also damage your reputation particularly if you force a realm to cede terri tory to you or if you annex a realm outright While your reputation will slowly recover over time it is generally best to wait until you have a casus belli or to manufacture a claim via one of the other diplomatic options first If you allow your reputation to sink too low the nations of the world may begin to view you as too serious a threat to their security and may unite to rid the planet of your existence Alliance Considerations While you will obviously want to consider whether you actually have the military mus cle to prosecute a war with a potential enemy you should also carefully consider whether there are other countries that might add their resources to either side of the conflict Allies are usually somewhat less inclined to support an aggressor of a conflict and are considerably more inclined to come to the defence of nation upon whom war has been declared You should carefully check to see if your potential target has any powerful friends that might come to its aid and you might also want to consider wheth er your own allies might be inclined to involve themselves in a war We ll talk more about al lies in war in a moment Declaring War If after considering all of the factors above you decide to declare war on a country simply 78 choose the declare war button on the diplo matic interface You will then be given a sum ma
82. and can also result in some side benefits as member states attempt to curry favour with you with gifts or other favourable offers Becoming the Holy Roman Emperor When the current Emperor dies whichever member state receives the most votes from the electors will become the next Emperor Each elector will cast one vote nominating the member state he likes the most This is deter mined by the relationship between the elector and member and the prestige and ranking of the prospective Emperor The country that re ceives the most votes will be crowned the Em peror and will rule for the remainder of his life In the event of a tie in the voting the new ruler of the country that was ruled by the previous Emperor will be crowned as the next Emperor provided that his nation is one of the leading contenders If this isn t the case the new Em 123 peror will be the ruler of the leading contender with the highest prestige If you seek election you will need to gain the support of at least one or two electors by diplomatic means In the chapter on Diplo macy we saw a variety of ways to achieve this with the most direct method being to simply shower the nation with gifts of gold You can quickly check to find out which countries are currently electors by consulting the HRE inter face The small shield beside each larger elector shield shows which member state the elector would vote for if an election were held today If you click
83. and location and if is moving you will also see the intended destination Clicking on an army s name will center its location on the Main Map and automatically select the army e Navies This is the naval version of the ar mies option Tool Tips Before we move on to look at the components of the various interfaces in detail we should point out that virtually everything in Europa Universalis ITI has a tool tip associated with it If you are not sure what something is or what it means hover your mouse above it for a mo ment and a tool tip is almost certain to appear Many of the tool tips are two stage tips dis playing additional details if you continue to hover a little longer The extended tool tips for many numerical items such as most of the val ues displayed in the Top Bar include details of exactly how the value is calculated If in doubt look for a tool tip 25 PROVINCE MANAGEMENT Overview As we said in the previous chapter the map of the world is divided into approximately 1700 provinces Approximately 450 of these are wa ter provinces while the balance of them will contain at least some amount of land Land provinces are the building blocks of countries Every country must own at least one province in order to survive and only land provinces can be owned When the game begins there are usually more than 200 countries that ex ist somewhere in the world although the exact number will depend on the
84. ander John Fowler Michael Girard Stephen Gregson Jean Alain Grunchec Ed Hanks Markus Herrmann Jeremy Holley Kalle Isotalo Robert Jackson simon Jager Nils Karlsson Tamas Kiss Mark Kvistgaard Thomsen Paul Lancashire Tony Lozina Jacob Michael Lundgren Rajeev D Majumdar Nicholas Malouin Carsten Mannetje Thomas Mitteloach Fokke van der Molen Robert O Regan Anu Pakanati Maxime Penen Kevin Peter Thomas Pettersen Pent Ploompuu Derek Pullem Ludovic Russo Kevin Simmons Jason Snyder Jarkko Suvinen Kevyn Taylor Sascha Tesch Lars Thomsen Douglas Troiani Jens Van Heuverswijn Patrick Wegerle Gene Whitmore Mark Williams Emre Yigit Partners USA Ezra Chen Germany Austria and Switzerland Mario Gerhold Susanna Mittermaier UK Jo Kemp Simon Callaghan Italy Daniele Falcone Tania Rossia Scandinavia Niklas Molin Daniel Torbjornsson Klas Palmqvist France Eric Boccara Geraldine Morisse Iris Cathala Caroline Ferrier Benelux Johan Dewindt Wouter Van Vugt Simone Goudsmit Spain Juan Diaz Bustamante Poland Rafal Korytkowski Joanna Zebrowska Kepka Mariusz Szlanta Australia Ashwin Segkar Graham Edelsten Paul Olsen Russia Sergei Klimov Pavel Nechaev Japan Shinya Itoh Hong Kong Michelle Ho Thanks to our partners THQ Valusoft USA Snowball Russia Friendware Spain Cenega Poland Koch Media UK Germany Italy France Pan Vision Scandinavia Cyberfront Japan Typhonngames Ho
85. any one time This is discussed in detail in the chapter on Exploration and Colo nization Diplomat Pool No matter what style of game you want to play a regular supply of diplomats will be crucial to your success Diplomats are sent to negotiate all sorts of agreements with other rulers and to hire new generals or admirals to lead your military forces Keep a close eye on this value particularly if you are at war As is the case with all of the pools the rate of replen ishment is determined by a wide variety of fac tors that are discussed throughout the rest of the manual You may have a maximum of five diplomats in your country s pool at any one time Missionary Pool Missionaries are used to convert wayward provinces to your country s offi cial religion While you are unlikely to need very many missionaries early in the game they will be invaluable to you if you conquer prov inces 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 Do mestic Management and we cover the specifics for using a missionary in the Province Manage ment chapter E Spy Pool Not all affairs of state are honourable Your spies will be able to conduct a variety of clan destine missions that can hamper or disrupt an enemy Success can reap some very interesting rewards but failure has its consequences
86. any parts of the Catholic world that are ripe for religious change If it is possible for your realm to voluntar ily convert to a different national religion the convert button beside an available religion will be highlighted in gold This won t happen until your realm has a fairly high level of stabil ity As you would expect officially adopting a new religion will result in a period of extreme social upheaval Before converting make sure you are ready for the immediate drop of 5 nation stability levels and the possibility that some of your provinces will revolt Keep in mind that changing your official realm religion does not cause the conversion of any of your country s provinces You must send a missionary to convert any province that does not share your new faith In the interim you will probably need to carefully manage your religious tolerance settings to avoid too much internal rebellion Voluntary religious conversion is limited to the few religions where nations historically made a relatively peaceful conversion You will only be able to convert between the Catholic Protestant and Reformed subtypes using this interface The only way for realms with any of the other religious faiths to convert is as a result of a forced conversion or a special historical or random event Forced conversion is a term that may be imposed upon a country as a condition of peace and can only be used to force con versions within the
87. arantee that your merchant will be success ful since competition is often very fierce You are far more likely to succeed if the province containing the center of trade is part of your realm or if there are fewer than twenty active merchants in the center The more remote the location and the more merchants that are ac tive the harder it will be for your merchant to succeed We ll look at several other factors that affect this in a moment Once your merchant makes the attempt 66 you will receive a message from him to inform you whether or not he succeeded If he failed the merchant and the cost to send him is lost If your merchant succeeds you will begin to re ceive trade revenue each month from that mer chant and will continue to do so as long as he is able to remain in business You will also gain a small amount of prestige for having success fully expanded your trading network Of course other countries will probably at tempt to send merchants of their own so it is possible that one or more of your merchants could be displaced by another This will result in a small loss of prestige for your realm and you will cease to receive any trade income from that merchant A displaced merchant will not return to your nation s pool though you may always send a new merchant in the hopes of re establishing your lost revenue This is all part of the cut throat process of competition Competition Establishing and maintaini
88. arch of tech nologies some will result in the availability of special new provincial improvements There are two different types of province improvements buildings and manufactories Each will become unlocked when you have reached the necessary technology level to make it available When that happens you may spend money from your treasury and order a province to begin constructing the improve ment You can usually have as many different buildings as you like in a province but a prov ince is only allowed to construct one manufac tory As you might imagine the benefits de rived from the latter are usually much greater than the former City View You can review the improvements that have al ready been built in your province by looking at the left side of the Province Management inter face You cannot see the improvements in an other country s provinces although the Main Map will display a special symbol in any prov ince that contains a manufactory correspond ing to the type of manufactory that s there When you open the Province Management interface the left half of the display will show a picture of the provincial capital Early in the game it will probably look fairly sparse as is the case with the upper of the two adjacent graphics The only province improvement that has been built here is a basic fortification the wall at the rear of the city As the city grows and you build new province improvements the
89. arkably small space While just under half of the area is used to display a scrollable listing of diplomatic option the balance presents many of the things you should recognise from your own Domestic interface General Information We won t go into great detail about any of the general information scattered around the Diplomatic Interface since all of it has been covered in previous chapters Above the list of diplomatic actions is the national shield of the country To the right of this is the country s name and form of government You will also see its national stability level ranking and prestige Their ruler s name and attributes are shown at the top left of the screen Below this you will see their current relationship with your real as well as any diplomatic details that are pertinent to the relationship between your two realms You will be able to instantly tell if you are at war or allied or have a royal marriage or have any other special relationship with that nation You will also see their current reputation The Bing Mathias Diplomacy Administration I i i Cuttetnt relation 19 They are at war with us They have an honorable reputation Aa Austrian i Leer Haval 17 At War with France Brunswick The Palatinate and Savoy Royal Mamiage with Tuscany Has the following vassals Silesia Has Casus Belli on Transylvania The Ottomans Silesia and Wurttemberg a AR h pi p yee i symbol of
90. asics 98 Attacking Natives 119 National Stability Effects 79 Maintenance and Maximum Colonies 120 War Exhaustion Effects 79 Supportable Troops 98 Establishing a Colony 120 Reputation Effects 80 Attrition 99 Expanding a Colony 120 Alliance Considerations 80 Army Reinforcement 100 Colonial Limitations 121 Declaring War 80 Army Morale 100 Colonial Conquest 121 Allies and Alliance Leaders 80 Moving an Army 100 Gaining Maps from Other Nations 121 Peace Negotiations 81 Paths 101 SPECIAL POLITICAL BODIES 122 Negotiating Peace with Alliances 81 Movement Restrictions 101 Overview 122 War Score 82 Movement Speed 101 The Holy See 122 Peace Offers 82 Land Combat 102 The Holy Roman Emperor 124 Annex 83 Overview 102 The Emperor 124 Demand Tribute 83 Taking the Field 102 Member States 125 Offer White Peace 83 Combat Resolution 104 Electors 125 Offer Tribute 83 Fire and Shock Phases 104 Becoming the Holy Preparing the Terms of a Regiment Combat Roman Emperor 125 Peace Offer 84 Characteristics 104 War With the Empire 126 Province Terms 85 Die Rolls 105 LEDGER 127 Core Terms 85 Leader Combat Attributes 105 MULTIPLAYER 129 Vassal Terms 86 Terrain Modifiers 105 Starting a Multi Player Game 129 New Nations Terms 86 River Crossing Modifier 106 Preliminary Requirements 129 Special Terms 86 Making an Attack 106 Connection Types 129 Sending the Peace Offer 87 Calculating Casualty Damage 106 Host 130 Receiving a Peace Offer 87 Calculating Morale Damage 106 Join LAN
91. ast one or two fairly high values If you are very fortunate you might receive a leader who is truly gifted Similarly it is still possible for a respectable admiral to be recruited even if your current naval tradition level is low although it is quite unlikely Once recruited the new leader will be added to your country s leader pool and will be included in the list of commanders at the bottom of the page Later we will show you how to assign a leader to command one of your armies or fleets and how he will influence that force s combats A leader will continue to be available for use by your country for a number of years but he will eventually reach a point when he decides to retire The normal length of service for most leaders will range between 15 and 20 years although some leaders may retire sooner and others may continue to serve your country for considerably longer periods There is also the 62 risk that a leader may die gloriously in battle sacrificing his life to the service of the realm Converting a Ruler to a Leader There will be times when you are in urgent need of a new general but don t have an avail able diplomat or have too little money in your treasury You may also be reluctant to recruit a new general when you have an extremely low land tradition particularly if you expect to send him out immediately to face a dangerous enemy force You may if you dare decide to send your country s ruler out to
92. at you should remember that will affect multiplayer games e A human player can never be inherited by another country If you often create roy al marriages with other countries in the hopes of inheriting them when their ruler dies you should be aware that this tactic will not work against another player e The usual single player rules for determin ing alliance leaders are slightly different in multiplayer games If you are allied to another player and either declare war or are the subject of a declaration your ally will receive a notification of this and will be asked to support you in the war If he agrees he could become the alliance leader if his nation is larger than your own He will then be in a position to negotiate a peace settlement that is binding on you whether you like it or not This can pro vide a player with a wonderful opportunity to backstab or otherwise interfere with an other player s plans e Any special strategies that you have devel oped to defeat Al controlled nations will probably be known or anticipated by oth er players You should not expect human players to behave as AI countries do and should plan accordingly e Any player may pause the game at any time he needs a little time to react to some thing the game may then continue as nor mal Any other player can also un pause a game that another player has halted so it is usually a good idea to discuss acceptable pauses or come to an agr
93. ation as well Incite Against the Merchants This mission instructs your spy to visit the lo cal businesses within a province and attempt to incite anger against the wealthy merchants who are making all of the profit from the sale of the 87 province s primary resource If your agent is successful the merchants will be despised by the population resulting in a 75 reduction in trade income from that province for the next 10 years Due to natural resentment of the wealthy this action is fairly easy to accomplish and re quires only a modest 25 ducat investment You will lose only a very small amount of prestige if your hand in the attempt is detected Spy Ring Infiltration If you find yourself the frequent target of an other nation s espionage activities you might consider sending one of your own agents on a mission to the capital to attempt to infiltrate that country s spy ring If successful your spy will remain under cover and spend the next 15 years subverting all espionage attempts made by that country This makes it 25 less likely that any further attempts at espionage by that realm will be successful Although the mission involves only mod erate difficulty it is an expensive venture that will require a 100 ducat investment and you will suffer a large loss of prestige if your at tempt is detected Support Revolt One of the more interesting and potential ly productive missions for your spies is to go 8
94. ave the same effect You will gradually lose both land and naval tradition when your forces are idle This will happen even if your country is at war though the monthly rate of loss is con siderably less than it will be when your country is at peace Even if you have adopted all of the beneficial national ideas and built many prov ince improvements to try to sustain your lev els of tradition there is a maximum tradition level of 50 that is imposed during peacetime If your tradition is higher than this level you might wish to consider hiring a new leader or two even if you expect to be at peace in the near future A final method of increasing your military tradition is through exploration As your naval explorers chart new waters they will increase your naval tradition and when your conquista dors map new lands they will boost your land tradition Neither of these activities will allow your country to exceed the 50 peacetime cap Military Leaders Note We will be introducing a few terms in this section that you won t have seeen yet if you are reading this manual from cover to cover Al though this will undoubtedly be somewhat confus ing we wont explain the meaning of them here since they won t make much sense unless explained in the overall context of the way that land and naval combats are handled by the game engine You may want to refer back to this section after reading the chapter on the Military The combat capabili
95. ay occur when exploring if the province the conquista dor is attempting to enter is currently owned or controlled by another nation and you do not have an access agreement with that coun try the attempt to move there will fail and your army will remain in its original position but the details of the province will still be added to your main map This is not all that uncom mon when exploring certain parts of the world Production Total Culture Kongolese 27 0 Units Manpower 62 Price that are already inhabited by other nations that you simply haven t encountered yet This only happens when a full fledged country owns the province The presence of natives will not pre vent your movement Land and Naval Tradition from Exploring There is an additional benefit to exploration every new province you discover will give you a small amount of tradition An explorer will increase your naval tradition and a conquista dor will increase your land tradition as they go about their jobs This is one of the few ways to increase your tradition when you are not at war and actively fighting battles Natives Many unoccupied provinces have native tribes living in them These represent small popula tions that generally kept to themselves in this era and were not large or advance enough to be considered full fledged countries in the sense that this is used in the game When you select an unoccupied province the left half o
96. bare in mind if you are contemplat ing war is that members and particularly the Emperor will be able to field larger armies than you might otherwise anticipate It is also worth pointing out that many of the advantages of being the Emperor are affected by the overall number of member states in the HRE If you are interested in becoming the Emperor you should avoid eliminating too many states since it will reduce the benefits you will gain from the position You may also want to consider aiding any states that are set upon by non members If your goal is to de stroy the Empire the reverse will be true The more members you can destroy the weaker the Emperor will be when you challenge him LEDGER The final game feature we will look at in this manual is your national ledger The ledger consists of more than twenty pages packed full of charts graphs tables and other useful information To access it click the ledger button on the Special Menus toolbar The pages may be viewed one by one by clicking the previous and next buttons at the bottom of the screen or you can use the handy set of bookmark buttons at the top of the screen to quickly jump to a particular cat egory of pages When you are finished using the ledger click the close button to return to the game The ledger is very intuitive to use Not only is it packed full of information but it is also fully hyper linked to the interfaces within
97. be opened Virtually every piece of information found on any of the ledger pages will be directly linked to a relevant interface or location If you go to the page that lists each of your armies you will be able to click on an army name to have the ledger close the map reposition itself to center the army on the screen and the army will be automatically selected Several of the ledger pages act as interface shortcuts or substitutes There is a page that has a table that lists each of your provinces and has a separate column for each of the possible province improvement building types You will be able to see which provinces already have 126 each type of building and you will also be able to order a new improvement to be built direct ly from the interface This is incredibly useful when you have just reached a new technology level that has unlocked a new building type Instead of being forced to go to each of your provinces one by one to order the new building all you need to do is open the ledger go to the building page and then click on an icon that will be on each line The ledger is full of handy features like this Once you have become familiar with the basics of Europa Universalis III it would be worth while spending a few minutes looking through the ledger pages and trying out some of the controls As you become a more experienced player you will find yourself using it more and more often MULTIPLAYER Starting a M
98. ble to be recruited when you need one Each leader you recruit will have a set of attributes that determine his skill at lead ing your forces The higher his skill levels the more effective he is likely to be For almost all of your commanders the skill level is heavily influenced by the military tradition that your country has in his field If you have very high land tradition you are much more likely to re cruit a highly skilled general If you have a poor naval tradition it is unlikely that you will be able to recruit an admiral that will give your fleets much of an advantage in combat We 60 Samuel de Champlain Nicolas Henri de Tr ewille LouisFran ois de Broglie i if 0 will discuss the precise meaning and effects of a m4 leaders attributes in the ieee Nea chapter on the Military i Military tradition is gained primarily by en gaging in combat since that is the where your potential re lt Navy Tradition 32 situation cruits will gain the nec essary experiences to be come effective leaders in the future Each land bat tle that your armies fight will result in an increase of your land tradition that is proportional to the number of enemy sol diers they kill and the size of your force Your naval tradition will increase each time you engage in a naval battle There are also province improve ments that you can build to increase your tradi tion as well as several national ideas that h
99. c allows you to monitor the progress at a glance and hovering your mouse pointer over the graphic with display a tool tip indicating the type of unit and expected date that it will be ready The regiment will have no ability to protect the province until it has been fully re cruited and trained If you lose control of the province before the regiment is ready the re cruitment will be cancelled and you will lose the money and manpower you spent When the recruitment process is complete the new regiment will appear on the main map and if you wish you may place a new order for the province to begin recruiting another new regiment Although the new unit can be giv en orders immediately you will almost always want to wait for a while before sending it into battle because a new unit will have extremely low morale when it first appears Mercenaries If you are in urgent need of military forces you can check to see whether there are any merce naries available for hire in a province If there are the available mercenary regiment types will be displayed in the lower portion of the recruitment interface Unlike your own regi ments a mercenary regiment has no recruit ment delay and will be ready for service imme diately It will be placed on the main map as soon as you decide to pay for it however like your own regiments it will have an extremely low morale when it first appears While having a regiment become available instantly
100. can be handy there are several disad vantages that you should consider before em ploying mercenaries e A mercenary regiment will only contribute one third of the normal amount to your military tradition when it participates in combat This will make it much harder for you to gain the high levels of tradition nec essary to recruit the best possible generals e Unlike regular regiments a mercenary reg iment is never upgraded when you change your preferred unit type Once it has be come outdated you will need to disband the regiment and hire a new one that has more advanced weaponry e Mercenary regiments require double the normal monthly maintenance cost of a comparable recruited unit Each geographic region in the world has a limited number of mercenaries available for hire and they are provided on a first come first served basis Each time a country hires a mercenary regiment it is removed from the regional pool that supplies all of the provinces in the area The pool will slowly replenish over time so if there are no mercenaries available when you check a province it is possible that one will become available later Army Information When a regiment is recruited and placed on the main map a new army is created that contains only this unit The regiment is automatically given a name that indicates its province of ori gin and the same name is given to the army If you click on the unit the army information box wil
101. ce s culture is accepted there will be no penalty If the culture is different the risk of rebellion will be greater and the province will contribute somewhat less to your income Manpower This is the amount of man power that the province contributes to your country s manpower pool Manpower isn t used directly from the province but rather on a national level The manpower of the province is based primarily on its popula tion although there are other things that may increase its value including your do mestic policies and national ideas Capital This is strictly for historical in terest and has no effect on game play The names chosen for many of the game s prov inces are often not the same as the name of the most important city in that area so we include that city s name here for in case you are curious Garrison If the province has a fortification of any size the number of troops currently garrisoning it will determine how long an enemy must besiege the province before it is captured If the enemy attempts to storm the walls the garrison will rally to defend the city Larger fortifications can house larger garrisons and withstand longer sieg es as the siege progresses the defenders will eventually begin to die and the attacker may eventually breach the walls and capture the province Once a siege is lifted or a prov ince is captured the garrison will slowly re gain strength until it re
102. changes but for simplici ty s sake we have used this alternating five day 102 cycle to avoid rapid shifts between attacks in a game where a day passes rapidly In addition to the daily casualty toll each side also inflicts a certain amount of morale damage to the other reducing its willingness to continue fighting This damage occurs dur ing both the fire and shock phases of battle If a side s morale drops too low its soldiers will break and run and the army will be forced to retreat Regiment Combat Characteristics If you look at a regiment s combat characteris tics you will see that each regiment has specif ic offensive and defensive values for fire shock and morale damage During the portion of the day when a side is attacking its regiments will inflict casualties based on a comparison of its offensive fire or shock value to its target s de fensive fire or shock value Fire values are used on days during the fire phase and shock values are used during the shock phase It will also damage the morale of its enemy based on a comparison of its offensive morale value to its target s defensive morale value If you are the invading army you will get to make an attack at the beginning of the day using your regiments offensive values which are compared to the enemy s defensive values Later in the day the enemy conducts a series of counterattacks which compare its regiments offensive values to your regi
103. chaos of battle there will occasionally be 111 instances of accidental friendly fire Where possible ships try to minimise this risk Each ship on each side of the battle will have one op portunity to attack a target each day Because of this targeting mechanism ships of a similar class or basic characteristics will tend to con centrate their fire on only a few targets if pos sible giving them the greatest opportunity to sink the vessel Damage The base amount of damage each ship inflicts on its target is determined by checking the re sult of a random die roll in a combat resolution table If the ship is on a side that is commanded by an admiral the die roll is also modified by the admiral s fire or shock rating depending on the current phase If both sides are com manded by an admiral only the net difference if any between their respective values is ap plied to the side with the superior leader A gal ley class of ship receives an additional bonus to this die roll when combat occurs in an inland sea but incurs a 2 penalty when the combat occurs on the high seas The base amount of damage is then adjust ed by the ratio of the number of cannons on the attacking ship to the hull size of the target This result is further modified by the attack ing vessel s current operational strength and then multiplied by an attack modifier that is determined by the country s naval technology level The result of this complex
104. corresponding buildings will be added to the city view The lower graphic shows the same city about 300 years later The population has grown a number of new buildings have been added and the size of the fortifications has ex panded Hovering your mouse over a building will display a tool tip that shows what benefits it contributes to your province The effects vary depending on the type of building and can include such things as higher tax revenues in creased provincial production reduced risk of revolt better siege defence and more If you click on a building the city view will zoom in on it and give you more historical details about the structure 31 There are nearly a dozen different types of buildings and six incremental levels of fortifi cation that you can construct in your provinces although a few of these have special restrictions that limit where they may be built and you will first need to achieve the required level of tech nology to make them available There are also six different types of manufactory in the game A province may only contain one manufactory so you will need to choose carefully when de ciding which one to construct A complete list of buildings manufactories and their effects can be found in Appendix B Building New Improvements To begin construction of a new province improvement click on the left most of the three buttons locat ed below the Province Details information The province
105. country s official realm religion will appear to the left of its state culture and its current level of military technology is shown just below You will then be able to review any other diplomatic relationships that the realm has with other nations including a list of any casus belli The boxes that extend from the top to the bottom of the center of the interface will show any national ideas that the country has adopted and the boxes at the bottom left of the screen will identify any great men currently employed in its court Almost all of the information on the interface has tool tips that will provide fur ther details and even more is available by con sulting the various pages of your ledger The icon in the bottom left corner is one that you haven t seen yet This is the send spy button that opens the Espionage Interface that we Il talk about towards the end of this chapter Before we do that let s roll up our sleeves and dig into the list of diplomatic actions Initiating Diplomacy The right side of the Diplomatic Interface con tains a scrollable list of the diplomatic actions that you can initiate with that ruler provided that you have a diplomat available in your country s pool Each action you take consumes Austria Absolute Monaechy 2 Flank 126 Prestige Offer Trade Agreement Ofer Y assal anon Proclam Guarantee Send Warning a diplomat so all of the buttons will be greyed out if you do not
106. ctions Temple 900d Gov Tech 6 Reduces cost to increase national stability 24 m Workshop 90d Prod Tech 1 Increases monthly tax income from province 12m Regimental 200d Land Tech 9 Increases supply limit in the province New Camp 24 m regiments will recruit faster Increases the realm s maximum supportable land forces Ship Yard 1000 d Naval Tech 16 Decreases time required to build ships in the 24 m province Increases the realm s maximum sup portable naval forces Constable 50 d Gov Tech 12 Annual tithe paid January 1st is greatly in 12m creased for this province Courthouse 50d Gov Tech 7 Reduces province s revolt risk 12 m Marketplace 50 d Trade Tech 13 Increases province s trade income and popula 12 m tion growth rate Tax Assessor 50 d Gov Tech 23 Slight monthly reduction to the realm s infla 12 m tion value War College 500d Land Tech 29 Must Monthly increase of land tradition 24 m be in realm capital Cannot have an ad miralty Admiralty 500d Naval Tech 21 Must Monthly increase of naval tradition 24m be built in realm capital Cannot have a war college Customs 90d Gov Tech 16 Increases monthly tax income in province House 12m 135 Building Name Fortification Level 1 Fortification Level 2 Fortification Level 3 Fortification Level 4 Fortification Level 5 Fortification Level 6 Refinery manufac tory Wharf manufac tory Weapons Manufactory
107. ctions placed on which nations may form alliances though it is less likely that an offer will be accepted if you have conflicting religions If the alliance is re fused there will be a small reduction in the re lationship between the two realms If accepted you will now have a commitment to assist one another in any wars that might ensue There are two situations where an alliance will be impossible e A country that is a vassal to another coun try may only form an alliance with its overlord It cannot offer an alliance to any other country nor may another country other than its overlord send an offer ask ing it to become an ally e A country that is the junior member of a personal union cannot form new alliances or accept offers of alliance Only the sen ior member of a personal union may do so Allies share a great deal of information with one another resulting in the fog of war being lifted from provinces that are controlled by an ally You will be aware of the exact locations of an ally s armies and will be able to see any other nations troops that might enter an ally s provinces however this relationship does not automatically grant permission for each coun try s armies or fleets to enter the other coun try s territory You will need to use a separate diplomatic action to request military access to your ally s realm When a country becomes involved in a war any allies of that country will be required to
108. d the Papacy are also prohibited from form ing royal marriages for obvious reasons If the Offer Royal Marriage button is high lighted in gold you may click on it to send a 70 diplomat from your pool to propose the mar riage After a brief delay you will receive the other country s reply An Al controlled coun try will base its decision of whether to accept your proposal primarily on your existing rela tionship your ruler s diplomacy attribute and your country s reputation and prestige A refus al causes a slight reduction in the relationship between your countries Acceptance results in large one time increase in the relationship between the realms and there is also a slight monthly increase in the relationship for the duration of the dynastic ties During this time the countries are much less likely to go to war with one another as the country that declares war will be given a 1 stability penalty A royal marriage can come to an end in several ways The most direct of these is for one of the countries to arbitrarily decide to end the ties by selecting the cancel royal ties diplomatic action that will replace the royal marriage but ton once the tie is created Doing so will result in a l drop in the stability of the country that cancels the marriage and will seriously dam age the relationship between the two realms It will also be cancelled automatically without penalty if either country changes its form of
109. d engaging any enemy fleet that is commanded by an admiral unless your fleet enjoys similar leadership You cannot convert your ruler into an admiral so you must recruit one preferably when your na val tradition level is high Using Naval Forces The general methods for controlling naval forces are the same ones you use for controlling land forces You will select it and then right click on the province to which you would like it to move This can be any water province that you have charted or any coastal province with a port that either belongs to your country or to a country to which you have military access When a fleet is docked in a province its icon is not displayed on the map Instead a fleet in port graphic is added to the map that shows a cluster of ships in the vicinity of the harbour In the accompanying graphic there is a fleet in the port of Tangiers To select it either click on the cluster of ships or drag a square around the location with your mouse In the graphic you can also see that the port of Andalucia is currently being blockaded by an enemy fleet This is shown as a circle of net ting that encloses the port We ll talk about the effects of naval blockades in the Naval Combat section below Naval Attrition Whenever a fleet is at sea there is a chance that it may encounter a storm or experience some other difficulty that can cause damage to its ships Weather patterns change too rapidly to b
110. dger that shows the amount of the loan and the date that it is due If you lack the necessary funds in your treasury to repay a loan when it is due you will be forced to take an additional loan to cover this and you will be notified of this by the on screen message Unsurprisingly lenders consider this to be a much higher risk offering and will demand an additional 3 47 monthly interest payment for the duration of the new loan The maximum number of loans that you may take at any one time depends on your abil ity to pay the monthly interest charges and each successive loan incurs a somewhat higher inter est rate than the previous one The base rate for the first loan is 5 and then the interest charged on each successive loan will increase by 2 for each thus your second loan would be at 7 your third would be at 9 and so on As you repay each loan the interest rate for the next loan is reduced by the same 2 You will be prohibited from taking any new loans if your country s economy does not gen erate enough income to cover the total monthly interest requirements of all outstanding loans This calculation is based upon the amount of money that your country would generate if the treasury investment slider was set at 100 thus it is still possible to take a loan when you are running a budget deficit provided that the interest would be less than your total monthly income Bankruptcy It is extremely dangerous to draw t
111. di rections that you can set for your county s development and will have a significant effect on its future The number of ideas you can adopt depends on your current government technology level with the first becoming available very early in the game others appear as your research ad vances It will not be until the very end of the game that you may have an opportu nity to choose your final national idea If you are interested in exploration and colonization one of the most important changes is that all countries are now able to begin exploring provided they have adopt ed the Quest for the New World national idea Explorers and conquistadors are only obtained by recruitment and will never be available to countries which lack this national idea The trading and capture of maps is not longer possible however maps of newly discovered provinces will gradu ally spread throughout the world as word of their discovery spreads The trade posts of EU2 have been eliminat ed and it is no longer possible to blanket your discoveries to prevent others from ex panding Unoccupied provinces can only be settled as colonies and there is a practi cal limit to the number of underdeveloped colonies that you may have at any one time You will expand them by sending addition al colonists until they eventually achieve full fledged colonial city status It is only then that you would begin to consider starting a new colony You will also
112. don t need to fire an advisor before replacing him 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 42 Active for 0 year s Henri de la Tour d Auvergne Active for 0 year s Pascal de Champmartin Monthly Stability Investment AE allocated to researching new technologies or im proving your country s stability The decisions you make with this inter 0 12 monthly face will have significant e ae lasting effects on your country this is the page that you are most likely to access on a regular basis Income Summary The scroll on the left side of the screen provides a summary of your realm s total monthly budg et 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 A portion of your trade income comes from the sale of each of your province s trade goods and the balance is generated by the activities of your merchants in the world s centers of trade If you own any provinces that have gold as their principal trade good this is reported on the gold inco
113. ducats and one colonist Recruiting new Leaders There are four buttons located immediately below the military tradition information that allow you to recruit each of the four types of military leader As long as the button is a gold colour you may click on it to recruit the corre 61 sponding leader Recruiting a general or an ad miral will cost a certain number of ducats from your treasury and requires the use of one of your diplomats If you do not have a diplomat in your pool or sufficient gold in your treasury the button will be greyed out There is a simi lar cost to recruit a conquistador or explorer except that a colonist is consumed instead of a dimplomat The recruit conquistador and recruit explorer buttons will be greyed out if your country has not yet adopted the Quest for the New World national idea since this is a prerequisite for their use When you recruit a leader your military tradition in the corresponding area will be reduced by 20 or its current value to reflect the fact that one of your most promising can didates has been removed from the pool of junior officers The primary attributes of the newly recruited leader are determined random ly but are heavily influenced by the country s current military tradition Having a high land tradition does not guarantee that a general will have extraordinary attributes but it does great ly increases the likelihood that he will have at le
114. e This is the resource that will be sent to a nearby center of trade for distribution abroad Supply and Demand There are about twenty different trade goods in the game all of which are listed in Appendix I You will see a base price listed for each item but the actual price that is shown in a prov ince s trade summary will fluctuate depending on how much of that resource is currently be ing produced and traded in the world and the global demand for that item As the production technology level of a country reaches higher levels and as a prov ince s population grows the province s abil ity to produce more of a trade resource will increase This is shown in the summary as an increase in the number of units being traded and an increase in global supply Higher supply levels will reduce the price of an item as there will be less competition Some province improvements that coun tries can build will increase the demand for a resource resulting in a higher price for that item in trade As more are built the price will continue to rise and the country that owns a province that produces that resource will gen erate even more trade revenue from it There are also a number of resources clas sified as New World goods that result in a demand for another resource slaves While we in no way condone the slave trade and horrors imposed upon those peoples who were forced to work in the New World plantations this was too im
115. e the critical thing to be aware of when negotiating peace is which countries are the alliance leaders as failing to do so may lead to unexpected consequences that may be hard to resolve War Score Your war score is an indication of how much success you have had thus far in the war Your war score will increase when you win battles and capture provinces and will decrease if you lose battles or when an enemy gains control of your provinces A positive value usually indi cates that you have gained an advantage over your opponent a negative value usually means that you are losing the war The war score is an important factor in de termining the terms of a peace proposal and is also a component of the enemy s decision as to whether he agrees to your proposal A high war score will generally allow the victor to is sue more punitive demands and if the victor s demands are less than the war score would dictate the loser is far more likely to agree to surrender In fact a country that declines ex tremely favourable terms may experience a loss of stability since its public will be angry at its obstinacy There are other factors that influence an en emy s likelihood of accepting a proposal You ruler s diplomacy attribute plays and important role as does your country s prestige reputation size and remaining military strength These factors can make it possible although some what unlikely that an enemy might accept an
116. e a brief delay as the necessary data is loaded at which point you will see a dis play of each of the players that is ready One by one depending on the capabilities of their sys tems each player s shield will be highlighted in gold Once all of the players are ready the host can click the start button and the game will begin The Metaserver Paradox offers a multiplayer match making service for registered owners of Europa Univer salis III When you register your copy of the game you will asked if you would also like to register for the Metaserver It takes only a minute or two to go through the few easy steps to create a user name and set your password af ter which you will be able to use the Metaserver to find other players from across the world who would be interested in joining a multiplayer game There is no registration fee we will never divulge any private information and you will never be charged for using the service It is completely free to all of our valued customers Once you have registered click the Metaserver button on the Connection Types menu to connect to our service After entering your user name and password you will connect to the Metaserver s main chat lobby where you will see a listing of all other players who are on line at the moment and might be interested in joining a game After finding a few interested players you can create a separate chat chan nel where you might discuss
117. e a city to surren der This can take long time giving the enemy an opportunity to assemble an army to coun terattack and break the siege A final advantage to the infantry regiment is that it is fairly inexpensive to purchase and quite quick to recruit If you are in need of a large inexpensive force in a short period of time the infantry regiment will be your unit of choice They also require a much lower monthly maintenance cost than any other type of regiment 89 Cavalry Regiments These mounted warriors are the most powerful regiment available for field combat at the begin ning of the game Their mobility and fearsome charges will often cause an enemy to break and run from battle They lose much of this advan tage when the terrain or weather inhibits their speed and they are utterly unsuited for siege warfare They will if absolutely essential par ticipate in the assault of a city but you should anticipate heavy casualties and rapidly falling morale if you press them into this service Western knights in shining armour and mounted Mongol cavalry archers will slow ly give way to a new breed of cavalry as land technology levels increase Like infantry they will trade in their weapons and armour for gunpowder based weapons but their distinct advantage over infantry in the open field will slowly diminish until they are only slightly more effective by the end of the game Cavalry regiments take much longer to re cruit
118. e of all possible actions you could take Having a poor reputation will cause other realms to view your country as a dangerous threat to their security and continued survival and they will become increasingly disinclined to accept any of your diplomatic proposals If your reputation reaches epic depths you could become despised throughout the known world and countries may even unite in an at tempt to destroy you As a side note if you visit our community forums you will frequently see the term bad boy used to describe the numerical value as signed to your country s reputation A badboy war is the result of crossing the relationship value threshold in the game usually spark ing an international vendetta to destroy your realm Diplomatic Summary Any existing diplomatic conditions will be list ed below your reputation This can include alli ances wars royal marriages and other similar special relationships that you have with other countries The majority of these are agree ments that you may reach with other countries by sending your diplomats there with a propos al however there are also a few that may ap pear due to other causes The two most notable of these are an enforced peace and a casus belli A casus belli is a Latin term meaning good cause or just cause It indicates that a realm has a recognised legitimate reason to go to war with another nation if it so desires
119. e of attack and the type of regiment and ap plied against the target regiment s strength The combat resolution tables and land tech nology casualty modifiers are not displayed in the game or included in this manual For the insatiably curious you may find them in the common folder of the game s root directory You should expect the casualty levels to in crease as your land technology level rises and of course it should go without saying that the higher the result in your combat check the greater the damage you will do Calculating Morale Damage There is a similar combat resolution table used to determine the morale damage inflicted on a target This too is modified by your land technology level but is not affected by your regiment s current strength Once the morale damage has been deducted the game checks to see if the enemy has sufficient morale remain ing to continue fighting If it drops too low the regiment will break and begin to flee from the battle It will no longer make any attacks al though it may still be targeted by the enemy Leadership Casualties If a side sustains any casualty damage there is a very small chance that the commanding gen eral could be one of the dead There is a daily check to determine this and you will receive immediate notification if it happens The com bat will continue but the side will lose all of its leader bonuses unless there is another general present who can assu
120. e of emergency and you should try to limit this to periods with a very short duration e Owning a province with gold as its trade good causes a slight monthly increase to your inflation value The amount of the increase depends on your country s total income If the gold income is small when compared to the country s income from other provinces the inflation value in crease will be almost negligible If the gold income is a significant portion of your in come then the rate of increase could soar to almost unbearable levels e Each Tax Assessor province improve ment that you build will reduce the rate that the inflation value increases in your country If you have a sufficient number of these they can even cause the country s in flation value to slowly decrease e Similarly the National Banking national idea will reduce the rate that the inflation value increases or could cause it to de crease e There are also a handful of random and historic events that can alter your inflation value either upwards or downwards The inflation value is applied to all province improvement costs all armed forces recruit ment costs all merchant placement and mis sionary costs the cost to establish or expand a colony and to the total investment cost re quired to research each new technology It is a very good policy to keep your inflation value as low as possible and to allow only a minimal rate of increase unless there is a very c
121. e province Naval Forces Although there are still a few details to discuss about land forces we need to turn our atten tion to the naval side of things for a while be cause most of the remaining subjects involve the combined use of an army and a fleet Recruitment of Naval Forces Building new ships to add to your fleets is handled in much the same way as the recruitment of regiments As you would expect you can only build a new ship in a coastal province When you have se lected a suitable location click on the build ship button on the Province Management in terface to open the shipbuilding panel which is very similar to the regiment recruitment inter face You will see a list of all currently available ship types along with the combat characteris tics cost and the time required to construct each one Ships use a somewhat different com bat system so their characteristics are some what different than the one you have seen for regiments Each ship type has a specific hull size number of can nons in its armament and movement speed We ll describe these are used when we discuss the intrica cies of naval combat below Unlike regiments each ship you build is a single vessel The require same how manpower ment is the though requiring 1000 men to support provision and crew Main Fleet OAST OF MOROCCO it Although the manpower demands were his torically much lower than this and wo
122. e represented on the map in a meaningful way Instead we use the concept of naval attrition to simulate the natural dangers of being at sea Each month that a fleet is not docked in a port every ship in the fleet has a random chance of suffering damage due to weather or mishap The chance of this occurring is deter mined by the attrition value displayed in the top section of the fleet details display Coastal provinces have a much lower attrition value since ships can often sense a storm approach ing and seek shelter in a bay until it has passed while open seas have a fairly high chance of at trition as the storms are often larger and more difficult to avoid If a ship is unfortunate enough to be affect ed by attrition it will suffer damage amount ing to 25 of its full operational strength so it can survive several such events while still re maining afloat Not all ships in a fleet will be affected Damage occurs only to ships that fail their attrition check Naval Repair Any damage that a ship sustains as a result of attrition or combat will reduce its operational strength If the strength ever reaches zero the ship will be sunk and removed from its fleet Ships can be repaired by sailing to the near est friendly port and remaining in harbour for a period of time Each month 10 of its strength will be restored until it has been com pletely refitted and is fully operational Naval Combat Naval combat will occur whene
123. e will resume The morale lost by both sides will be recovered over time although the current progress of the siege will limit the max imum possible morale of the defenders The besieging force will slowly replenish its forces via monthly reinforcement whereas the garri son will not so it is possible to accelerate this process a bit by launching a series of successive assaults Unless you have an extremely large force that is likely to wipe out the defenders you should probably wait until the walls have been breached before thinking about launch ing an assault Only the commander of a siege can order an assault A defender cannot initiate one nor can any other country whose army is participating in the siege The siege commander will always be the owner of the army that first initiated a siege If two or more nations armies participate in a field battle and then jointly initiate a siege the commander will be determined by the lead er with the highest siege rating If these values are equal the commander will be the leader with the highest combined fire and shock val ues If this doesn t break the tie between na tions the country with the largest force will as sume command Once a commander has been chosen only his departure from the siege will cause a new commander to be selected If you are patient you can simply wait for the city to surrender to your army without a fight Once the walls have been breached the defend
124. each regiment being composed of 1000 soldiers Each regiment will have a spe cific area of expertise that will classify it as ei ther infantry cavalry or artillery A series of regiments with then be assembled into an army assigned a general and used to accom plish your military goals Putting together an effective army will be essential to your chances of success so it is vital that you understand and consider the distinction between each of the regiment types Infantry Regiments The infantry regiment is the basic foot soldier In the early stages of the game they are armed with swords or spears or sometimes with bows or javelins Infantry move fairly slowly and are not terribly effective in combat As the game progresses and you advance in land technol ogy these will be replaced with increasingly powerful forms of gunpowder based weaponry and will become more and more dangerous to encounter Infantry is at its weakest in open fields par ticularly when faced with an opponent who is mounted They are far more effective when fighting in unfavourable terrain or treacher ous ground Infantry is especially dangerous even early in the game when defending in heavily forested or mountainous provinces Once of the most important aspects of the infantry regiment is its ability to assault a city during a siege If your army lacks infantry you will have almost no alternative but to wait for starvation to eventually forc
125. easingly large and more powerful ship designs that will be come 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 We ll talk about this in depth when we look at the military part of the game e Land technology will result in similar improvements to your land forces As you increase in land technology levels your in fantry 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 some what 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 Ar tillery regiments will become available once you have reached level 5 in land technology and are very effective at breaking down en emy fortifications 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 44 tain a new level in technology you will need to allocate a portion of your income to that field until your total investment is sufficient to achieve the next advance The exact amount that you need to invest will depend somewhat on how s
126. ed on the percentage of each type in the province An army that invades a province that is 75 forest and 25 mountain has a corre sponding 75 chance of engaging the enemy in a forested area and 25 chance of the battle occurring in the mountains An invading army will receive a 1 die roll 103 penalty if the combat takes place on a battle field that contains either forest marsh or hills A 2 penalty is applied on a mountainous bat tlefield River Crossing Modifier An invading army that crosses a river receives a l modifier to all of its attacks This penalty will apply if the movement arrow of the army intersects a river that is located on the prov ince s border or anywhere within the province that the battle is taking place It does not apply if the army crossed a river in the province from which it originated Making an Attack When it is your side s turn to attack each of your regiments will attempt to target one of the enemy s regiments It then makes two checks e Its offensive fire or offensive shock value depending on the phase is added to the die roll and its general s corresponding attribute is added This is then reduced by any terrain or river crossing modifiers and finally the defensive fire or defensive shock value of its target is subtracted from the total Any result greater than zero will cause casualty damage to the target regi ment e It also checks to see if it inflicts any mo rale da
127. eed to remain in a province for you to retain control of it It may advance onto its next target if you think that the province is safe from counterattack Over time the city s fortifications will slowly be filled with soldiers loyal to your country They will act as any regular garrison force in the event that an enemy or rebel army arrives to lay siege You cannot disband or reassign any of your army s regiments to have them man the garrison This is an occupation that re quires special training and can only be gained through normal replenishment A province will be fairly resistant to your control so you should keep a careful eye on its risk of rebellion If there is a revolt the rebel army will lay siege to whatever garrison forc es you have in the city If they succeed in capturing the city _ Ist Navy k Tlaanderen they will immediately F le Foland Chebeck relinquish control to the province s owner Similarly army can lay siege to the city and attempt to gain control over the province just as you have done Until Union a hostile ii Chebeck EE E s bip th Fle Tonnant Wargalleon le Man Wargalleon patty pithy j le Samt Michel Wargalleon lEm rillon Wargalleon my you are sure that your SHEN garrison will be able to withstand a siege you may wish to keep 108 WaN L Alexandre de Bourbon an army in the area to deal with any enemy or rebel attempts to recapture th
128. eement as to how often and how long a player should pause This prevents frustration or unnecessary disagreements between players Ending a Multiplayer Game A multiplayer game will end on December 30 1792 but since a full game will often require many sessions of play you will need to save and exit the game several times during the course of the campaign We recommend that prior to each session all players agree to a time or game date when the session will end for the day When it is time to stop the host should pause and save the game and then remind players that the session has ended before quitting the game If a client quits prior to the end or if a play er s internet connection is disrupted the oth er players will be notified that the player has dropped out of the game They will be able to continue playing but control of the country that was previously managed by the player who has left will not be taken over and controlled by the AI It will remain completely inactive and might be preyed upon unfairly by other player or Al controlled countries It is usually best to pause save the game and have all players exit and then reconnect to the host to resume play from the point that it was saved If a country that was previously controlled by a human is not selected by a player when the save is loaded the AI will take control of that nation for the subsequent session Where to Find Other Players If you are looking
129. egy game does not lend itself well to shorter periodic weather patterns When you are in your own provinces or in a province belonging to a country that is grant ing you military access it is assumed that the necessary supplies are still available when you are in hostile or un owned provinces you will experience a much higher rate of attrition dur ing winter conditions Attrition is the only ef fect of the seasonal winter effect There are no additional penalties applied to movement or combat 97 Army Reinforcement Any casualties suffered by a regiment due to attrition or combat losses will be gradually re plenished over subsequent months by drawing available soldiers from your country s manpow er pool There is no additional cost for this re inforcement although it will take some time to replace heavy losses The rate that soldiers are replaced is determined by your current month ly maintenance level but will otherwise happen automatically Army Morale When a regiment is first recruited and placed on the map it will have a very low level of morale Morale reflects a soldier s willingness to stand up and fight instead of dropping his weapon and running from the field Over time an army s morale will slowly increase until it has reached its maximum possible level This maximum is determined by your land technol ogy level but will be reduced if you are supply ing anything less than 100 maintenance to your forces
130. emy agrees you will then be at peace once more however there will be no truce in place so war could be declared with out the truce breaking penalty at any time in the future The enemy s decision of whether to accept the proposal will depend on the circumstances If you have a significant advantage in the war score and offer a white peace he is likely to ac cept it If the war has been raging for a long time and war exhaustion is becoming a danger ous issue for him he may accept your proposal even if he has a slight advantage If war exhaus tion is an issue for you or if your enemy feels that he may have the upper hand it is unlikely that he will agree to your proposal Offer Tribute When the war is going badly for you and you wish to surrender you do not need to wait for the enemy to make his demands Instead select this option to open a secondary interface where you will chose the terms you would offer upon your surrender If the enemy agrees to accept your terms you will be at peace 81 As is the case with the demand tribute option the enemy will evaluate your proposal and compare it to the terms he feels might be able to achieve if he continues to prosecute the war further If the offer is appealing enough he may agree If not he will continue to press his advantage rd aring the Terms of a Peace O If you selected the annex or white peace option in the peace offer interface the pro po
131. ere are any hostile forces in the destination province your invasion army will suffer a penalty dur ing the ensuing combat The penalty applied is the same penalty you receive for crossing a river into combat If a ship suffers attrition damage during transport this will not harm the regiment that it is transporting provided that the ship does not sink If a vessel sinks and this results in there being too few remaining transports to accommodate the army one regiment will be eliminated at random and be deemed as having gone down with the ship 114 Naval transports are not very healthy environ ments for large numbers of men Regiments suffer very high attrition rates during trans port so you should try to limit the distances travelled or the time they are left idle to the greatest degree possible As you would expect a regiment will not receive its regular monthly reinforcements while it remains at sea There is one more major aspect of land and na val activity exploration This is the subject of the next chapter EXPLORATION AND COLONIZATION Overview At the beginning of most games there will be large portions of the world that do not appear on your country s maps Instead unknown lands are covered with a dense white fog that obscures your view with the areas being re ferred to as terra incognita Latin for un known land Your armies and navies are prohibited from entering a province that has
132. ers morale and garrison will begin to drop fairly rapidly and it should only be a mat ter of time until the city simply opens the gates to your army Capturing Provinces Control of a province is transferred to the coun try that commands the siege force as soon as the city has been captured The ownership of the province does not change Ownership can only be transferred as a peace condition There is one exception to this rule that we will discuss in more detail in the next chapter an army that captures a colony that has not yet evolved into a full fledged colonial city will have the option to assume full ownership of the province as soon as it has been captured or it may choose to destroy the colony When an enemy army first enters a newly captured city there is a chance that some of the soldiers may get carried away with the thrill of 107 victory and burn one of the province s improve ments to the ground The chances of this hap pening are somewhat greater if the city is cap tured via an assault Also in the aftermath of a successful siege of an enemy s province there will be a period of twelve months where the province will need to recover from the effects of being looted During this time provincial tax revenues will be half their normal amount attrition will be considerably higher for any armies located in the province and the popu lation growth rate will be much lower or may even decline Your army does not n
133. es When you click on a province that is owned by another nation the right half of the interface will be nearly identical to the Province Man agement interface You can review all of the province details religion income and trade information about the province but because you don t own it you cannot send missionaries to convert the population The left half of the interface no longer dis plays a city view and will show the Diplomacy interface instead You cannot see specific de tails about what improvements another coun try has made to it provinces although you may see small icons appear on the Main Map to in dicate that another country is building an im provement or that a province contains a manu Natives 500 Aggressiveness 7 nk 10 Prestige 100 Manpower Capital Huesca factory We ll discuss the use of the Diplomacy interface in the chapter on Diplomacy Unoccupied Provinces A third type of interface will appear when you click on a province that has not yet been colo nized and thus has no current owner Again the right side of the interface contains most of the same details about the province The right side now shows the Colonization in terface which is used to send colonists to try to establish a new settlement Even after you have begun to colonize a province this same inter face will continue to appear when you click on the province until the population has risen to a sufficiently
134. es Increases realm s maximum supportable naval forces Increases province population growth rate Monthly investment to land technology Dou bled if built in a province with copper or iron Increases realm s maximum supportable land forces Increases province population growth rate Monthly investment to production technology Doubled if built in a province with wool or cloth Increases province population growth rate Monthly investment to national stability In creases province population growth rate Monthly investment to government technology Increases province population growth rate Appendix C Cultures This table lists all of the game s cultures and culture groups A country will consider any culture that is within the same culture group as its state culture to be an accepted culture of the realm Culture Group Accepted Cultures Germanic Pomeranian Prussian Hanoverian Hessian Saxon Rheinlander Bavarian Austrian Dutch Flemish Cosmopolitan French Gascon Normand Aquitaine Burgundian Occitain Wallonian Semitic Maghreb Arabic Al Misr Arabic Al Suryah Arabic Al lragiya Arabic Bedouin Arabic Maltese Berber Persian Azerbadjani Baluchi Kurdish Altaic Turkish Turkmeni Mongol Tunguz Pashtun Tajink Uzbehk Khazak Kirgiz Uralic siberian Yakut Tartar Central American Zapotek Mayan Aztek south American Inca Guarani Aimara Amazonian Patagonian Guajiro Teremembe Tupinamba
135. es Domestic Leaders Military Tradition Military Leaders Recruiting new Leaders Converting a Ruler to a Leader Leader Listing TRADE Overview Trade Goods Supply and Demand Centers of Trade Merchant Interface Competition Monopolies Trade Disruption DIPLOMACY WAR AND ESPIONAGE Overview The Diplomatic Interface General Information Initiating Diplomacy Diplomatic Actions Offer Royal Marriage Break Royal Ties Offer Alliance Dissolve Alliance Issue Embargo Revoke Embargo Offer Trade Agreement Cancel Trade Agreement Offer Vassalisation Cancel Vassalisation Demand Annexation Proclaim Guarantee send Warning send Insult Claim Throne 53 54 54 54 59 56 56 56 56 57 58 58 59 59 60 62 62 63 63 64 65 66 66 66 66 67 67 68 69 69 70 70 70 70 71 72 12 73 74 74 75 76 76 76 76 76 Send Gift 76 Light Ships 93 Naval Transport of Armies 114 Sell Province 77 Big Ships 93 EXPLORATION AND COLONIZATION 117 Send War Subsidies Unit Types 93 Overview 117 Revoke Subsidies 7 7 Recruiting Land Forces 93 Exploring 117 Offer Loan if Mercenaries 95 Explorers and Conquistadors 117 Request Military Access Give Military Army Information 95 Exploring Provinces 118 Access Revoke Military Access 7 7 Army Organisation 96 Land and Naval Tradition from Declaring War 78 Assigning Army Leaders 98 Exploring 119 Restrictions Prohibiting a Recruiting a New Leader 98 Natives 119 Declaration of War 78 Army B
136. es war on another country or has war declared upon him will always be the alliance leader of his side even if a more powerful Al controlled ally joins the war on his side The exception to this rule can occur in a mul tiplayer game if the most powerful country on a side is also human controlled In this instance the nor mal alliance leader rules would apply The alliance leader does not control the forc es or actions of any other country on that side of the conflict Each country is free to act as it desires and may even choose to remain inactive if it prefers The only purpose of an alli ance leader is to act as the decision maker when negotiating a subse principal The war is sill undecided Unless your enemy is eager to ght on he would be likely to accept a white peace quent peace An alliance leader is able to agree to peace terms that are binding on all members of the alliance A country that is not the alli ance leader may still negotiate a peace but the peace only affects the countries involved in the negotiations and not the entire side of the al liance We will talk about this in detail in the next section on peace Peace Negotiations Once a war has been declared between nations the only way to bring it to a close is to negotiate a peace settlement This process begins when you select a province that is owned by an en emy and select the sue for peace action from the diplomacy interface Yo
137. etail them here but rest assured that the decision is based on giving that side s army the best chance of winning the battle If a regiment is near the end of a long line or in one of the ranks to the rear there may not be an enemy within range and it will forfeit its attack for the day Die Rolls You will see a small graphic of a die just be low the name of each leader This reflects the somewhat unpredictable nature of battle where a side can never be assured of victory until the last defender has fallen The dice are rolled once at the beginning of each new phase with the result acting as a modifier to all attacks made by that side for the duration of the phase If your side rolls a five each of your regiments attacks will receive a 5 bonus for the next five days If your opponent rolls a three his regi ments will receive only a 3 bonus during their attacks The die roll does not affect your ability to defend in any way It applies only to attacks Leader Combat Attributes Leaders have their own special attributes fire shock manoeuvre and siege Fire and shock are used during field combats and affect the attacks made by each of the regiments under his command The leader s manoeuvre rating is only used to increase the movement rate of the army he commands his siege rating is used during sieges Neither of these attributes has any effect on a field battle A general s fire attribute is used dur ing the
138. eventually become com mon knowledge and you will be able to obtain copies of their maps Exploring Explorers and Conquistadors Any province in the world that is not already displayed on your country s main map is con sidered to be terra incognita and is off limits to your armies or fleets Some parts of the world are so remote and so hostile that this can never be changed These inhospitable areas are called permanent terra incognita and may never be explored All other regions are simply hitherto uncharted and await some brave soul from your country to go and discover them These special people are called explorers and conquistadors An explorer is a sort of super admiral that you can hire to command one of your fleets He is unlikely to have particularly good naval combat attributes but he has the unique abil ity to sail into unknown water provinces and chart them He may even be able to discover and map an occasional island or a coastal prov ince for you as he passes by A conquistador is a special general that is the land based counterpart of an explorer You can give him an army to command and ask him to enter and map new terrain He will usually not be very good at combat although he and his regiments will probably be able to contend with any hostile primitive tribes they encoun ter during the course of their discoveries Explorers and conquistadors are very selec tive of the countries they
139. f terms in the summary If you are an al liance leader or negotiating with an alliance leader be careful to check which country will be ceding and receiving the province since this can sometimes affect the likelihood that the proposal will be accepted Each province that changes hands as part of a peace negotiation will damage the reputa tion of the country that receives it Territorial demands made during war particularly core provinces are usually regarded as being a hostile action and even more so if the country receiving the province is on the side of the ag gressor in the conflict It is easy to gain a very bad reputation if you fight a series of wars and demand territory when making peace Core Terms A far less punitive series of terms can be found under the cores tab This will display a list of provinces that are currently considered core provinces of the loser and they do not need to be occupied to be included on the list By 83 selecting one of these a term will be added whereby the loser will agree to relinquish its core claim on the province Relinquishing a core claim does not transfer the ownership of the province if the peace pro posal is accepted If the province remains un der enemy ownership then at some point in the future usually in about 50 years it will likely become a core province of that country once more This term is more often used to force an enemy to relinquish its claim on a provi
140. f the siege will be shown beside the locations name and a tool tip provides an estimate of how much longer the city might be able to resist you Clicking on the province name will center the Main Map on the location of the siege and open the Siege interface Combats The outliner s list can include any battles that that your armies are cur rently fighting The current size of the op posing armies is shown on the list and a tool tip provides a detailed breakdown of the composition of the forces and the com manders that lead them Clicking on the conflict will center the Main Map on its location and open the Combat details in terface Recruiting Regiments Enabling this item will list any of your provinces that are cur rently recruiting new regiments for your armies as well as the number of days re maining until the regiment will be ready for action Clicking on the province name will center the Main Map on that location Building Ships This option is the same as the recruiting regiments option except it will list provinces that are currently build ing ships Colonists If you are in the process of es tablishing or enlarging a colony this option causes the outliner to include a list of prov inces that currently have a colonist en route to them You will see the name of the prov ince and the estimated time until the colo nist arrives A tool tip will show the esti mated chance the colonist will succeed the cu
141. f the dis play will show the colonisation interface In the center of this area you will see an indication of the number of natives if any who live here as well as their aggressiveness and ferocity A native tribe s aggressiveness reflects how hostile they are likely to be towards any outsid ers who enter the province using a scale of 0 to 10 Low values indicate that tribe will probably leave any foreigners alone High values make it very likely that the tribe will band togeth er into a small army and attempt to expel you from the province by force If they attempt to do so the size of the army will be the number of native who live there Similarly the ferocity of the natives indi cates how hard they will fight before fleeing This is used to determine the morale of a native army if the tribe attempts to fight you Com bat between one of your armies and a native army is handled just like a regular field com bat however if the native army breaks it will disappear and hide in the province once more Any natives you killed during the battle will be deducted from the number of native that live in the province although these will be replen ished slowly over time in much the same way that regiments receive reinforcements The rate at which they replenish is determined by the province s manpower It is not only the presence of a foreign army that might stir a native tribe to attack If you try to establish and then expand a
142. f you have an excess of gold in your treasury and wish to make such an offer select the offer loan diplomatic action from the list You will then see a secondary in terface that allows you to specify the amount of the loan the interest rate you will charge and the loan s duration When a country receives a loan offer it will decide whether the offer is worth accepting based on its current financial needs the inter est rate it would receive by taking a loan from the bank instead and the total cost it will pay during the course of the loan period If the offer is reasonable and it is in need of the cash it may agree to your terms Each month thereafter the interest pay ment will be deducted from the income of the country and deposited in the treasury of the country that offered the loan At the end of the term the country must decide whether to re pay the principal amount It will default on the loan if it lacks the funds in its treasury or if its relationship with the lender is very poor There is no way to request repayment of a loan prior to the expiry of its term and only the bank ruptcy of the borrower will cancel the loan and monthly payments while they are in effect The borrower does not have the ability to voluntar ily default on a monthly interest payment even if it must take out a bank loan to make a pay ment Offering or accepting a loan has no ef fect on the relationship or prestige of a coun tr
143. fficiency poorer espionage ability Innovative Narrowminded Increased stability cost increased war exhaustion Decreased stability cost decreased war exhaustion reduced technological research costs fewer mission increased technological research costs more mis aries fewer colonists sionaries more colonists Mercantilism Free Trade Fewer colonists fewer merchants lower cost to send More colonists more merchants higher cost to send merchants more spies merchants fewer spies Offensive Defensive Higher artillery costs lower land morale higher leader Lower artillery costs higher land morale higher shock ratings leader siege ratings 144 Lower infantry cost lower cavalry cost higher ship Higher infantry cost higher cavalry cost lower ship cost decreased trade efficiency decreased income cost increased trade efficiency increased income from overseas provinces increased manpower higher from overseas provinces decreased manpower high land unit morale greater number of supportable er naval morale greater number of supportable ships troops more colonists Quality Quantity Higher infantry cost higher cavalry cost higher land Lower infantry cost lower cavalry cost lower land morale lower manpower higher leader fire ratings morale higher manpower Serfdom Free Subjects Lower infantry cost lower production efficiency lower Higher infantry cost higher production efficiency Stability cost lo
144. fications con trol will change to your country immediately Otherwise your army will be forced to settle down and lay siege to the city Unlike field combat siege battles allow you to make one tactical choice the decision of when if at all to launch a full scale assault of the enemy defences To monitor the progress of your siege or to issue an assault order click on your besieging army You can also monitor the progress of an en emy s siege of one of your provinces by clicking on the province The siege screen will replace the Province Summary screen which prevents you from building any new province improve ments or recruiting new regiments Until the enemy army has been defeated you cannot ini tiate any new projects nor will you receive your monthly share of income or manpower 106 SS Siege of Orleanais Morale The upper area of the display shows the forti fied city As the siege continues the city view will change to reflect the siege progress Immedi ately below this you will see the level of fortifica tion the number of de fending soldiers and the morale of the defenders The lower portion of the display shows the nation ality of the besieger the 3 cs composition and morale 4 980 of the siege force and any attrition it is experi encing If you are the be sieging army you will also see a large assault button Most sieges will require many months to complete Each month the
145. find it considerably easier to establish colonies near your existing colonial cities making it considerably more likely that countries will seek to settle a general region rather than scattering isolated colonies all over the globe There are now three fundamental things that have a significant impact on your di plomacy your reputation badboy your relationship value and your prestige Pres tige is gained and lost in a variety of ways and is a major component of diplomacy EU3 has considerably expanded the range of diplomatic options You may now buy and sell provinces subsidise wars and ar range for a wide variety of different rela tionships Alliances are now also separately negotiated bilateral agreements between two nations rather than large multi coun try alliances Temporary alliance groups may form as a result of wars but will not endure beyond them Some diplomatic op tions are only available to countries that have a type of monarchy as their form of government These options can be very 133 beneficial but also carry an associated risk that can lead to temporary regencies un intended relationships with countries or even succession wars when your monarch e dies Espionage is a new feature we have intro duced to EU3 You can send spies to other countries provinces to engage in sabotage or attempts at insurrection You can also attempt to assassinate another nation s ad visors or to tarnish its reputatio
146. g any enemy forces the army will still be considered as be ing in its original province until it has complet ed the movement If it is attacked in the midst of moving it will stop to fight the battle if it is victorious it will resume its movement after the battle from the point where it was inter rupted If you deselect an army after ordering it to move the arrow will disappear but the army will still continue to march If you wish to can cel the movement you must select it and then right click on its current location To make it easier to assemble multiple ar mies from nearby provinces you can draw a large box to select all of them and then right click on the province to which you would like them all to move Although you can select ar mies that are in different provinces you will not be able to merge or reorganise them until they have all reached the same location Paths You are not limited to ordering an army to move to an adjacent location You can right click on a province that is a considerable distance away and the game will calculate the fastest avail able route that the army can use to march there The movement arrow will display the path it has chosen and the army will follow that path province by province until it arrives If you would prefer it to use a specific path that is dif ferent from the one it has chosen you can issue the movement order in a series of steps Select the army hold down either sh
147. g that this country has the sup port of the more of the curia members than any other Catholic nation The papal controller gains several special bo nuses for his realm e The investment required to regain stabil ity in the papal controller s realm is 20 lower than would normally be the case e The papal controller will receive one extra diplomat every year e Being the papal controller is a prestigious title adding a small monthly increase to the realm s prestige Below the shield of the papal controller are the names of each of the seven cardinals who make up the Holy See Each cardinal will favour one Catholic country more than any other being loyal to its ruler s desires The realm that each cardinal supports is shown at the end of each line and the realm with the greatest support will be the current papal controller The papal controller will not change until another coun try is able to gain the support of more cardinals than the current controller enjoys It is possible to sway a cardinal s sympa thies by attempting to influence him to be more sympathetic to your realm This is done by making a very generous donation to the church s coffers in the hopes that the cardinal will appreciate the gesture and begin to sup port your country instead You will see the amount of money that might make an impres sion on each cardinal and an estimate of the likelihood that the cardinal will switch loyal ties to your realm If you
148. give you an extra advantage over computer controlled coun tries Higher settings will make it more dif ficult to manage your realm and will make the AI harder to defeat Normal places the player and AI at an equal advantage and is the setting we use when establishing overall game balance Auto Save Frequency You may allow Eu ropa Universalis III to automatically save your game every month six months year or five years of elapsed game time or you can select never to disable this feature When enabled the game will automatically be saved with the frequency you have set You will see a saved game named autosave and a second one named old au tosave in your saved game folder This allows you to ar F r Settings resume a game from ei change any of the game s default settings Each tab at the top of the interface allows you to adjust a type of option game play vid eo audio or controls Af Game Video Audio If Control gt ther of the two most recent pes auto save points Enabling Difficulty auto save can be handy for Normal diff trying different strategies Autosave Interval ying BIS or to recover a game that Wever has been accidentally inter rupted Of course you can also manually save a game ter making your changes click the apply button at the bottom of the menu to save these and return to the main menu click the back bu
149. great to represent them all We have there fore incorporated a very simplified version of re Muslim Eastern Pagan ligion that inherently re quires a high degree of generalisation and the 92 France Religion ama Tolerance omission of many well recognized world reli gions We wish to assure you that this is done purely in the interests of game play and that we intend no disrespect to any creed or culture World Religions Europa Universalis III includes four fundamen tal religious groups that had extremely large fol lowings and concentrations of during this era Christian Muslim Eastern Religions and Paganism We have admittedly approached this from a decidedly Eurocentric viewpoint since European nations are the predominant focus of the game Each of these major groups is then subdivided into two or more religious subtypes and each of these has its own unique characteristics that affect play Not all of the religious subtypes will be enabled when you begin a game in 1453 since some of them did not come into existence until later in the peri od The complete list of religious subtypes and their effects may be found in Appendix E Realm Religion Each country has a specific religious subtype that it recognises as the Soro E46 ame official religion of the realm The nation will also be aware of the dis tinction other subtypes that exist within the
150. h of the armies When you release the mouse button all armies within the box will be selected and listed near the upper left of the screen When two or more armies are selected the army information displayed will not include the detailed list of their individual regiments le de France A Anjou s lst Regiment Blois s 1st Regiment Lamousi s lst Regiment Bourbons lst Reciment Ayvermme s lst Resument Newass s Ist Reciment ee ay Ey F Lows de Vendome mies into a single click the merge but ton above the listing This will place all of the one army which will be led by whichever of the armies leaders is the best overall commander If you click the split army button the Reorganise Army interface will be displayed allowing to more regiments back and forth between the larger army regiments into two You may simultaneously select as many ar mies as you like If your selection includes an army that you would prefer not to include in a merger click the small X button for the army to remove it from the listing This is also necessary if you have accidentally selected an army that is not located in the same province as the others You can merge as many armies as you like provided that they are in the same province but you may only reorganise two armies at a time Heorranize Unit My army name heren 1 Nosmandie s lst Re gimett o eaa 1st Re aiment le de Fra
151. h your offer it will also add to your pres tige and is less likely to tarnish your reputation When offering to surrender you will probably need to propose terms that amount to at least as much as the current war score to have any hope of the plea being accepted Keep in mind that the comparison between the offer value and the war score is not the only factor that is considered when the enemy de cides how to respond to your proposal how ever if the enemy declines a proposal that is very generous at least a 20 difference in his favour he will almost certainly experience a loss of stability if he refuses your offer Also keep in mind that your enemy will include the potential impact of any of his allies and yours on the future progress of the war so even if he is on the brink of defeat he may reject your overture if he feels that his allies might be able to help him achieve a more desirable set of con ditions Now let s look at each of the categories in turn The first four categories are arranged in tabs across the top of the screen since they in volve lists of possible terms and benefit from referring to the map that is included in the in terface Click on a tab to access that category of terms The special terms are arrayed as a series of buttons across a bar just above the summary and will be visible at all times Province Terms Province terms allow you to specify that the loser cede ownership of one or more province
152. he issue of succession has been resolved The conflict will only end when one of the claimants agrees to a peace term that recognises the other s right of succes sion Republics theocracies and federations are immune from inheritance or succession cri ses however those forms of government are restricted from entering into royal marriages with other countries thus somewhat limiting their diplomatic options We will return to this subject again when we talk about government types and in the chapter on Diplomacy Advisors Each country may hire as many as three Court Advisors to provide additional benefits to the realm 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 be come available e Philosopher Employing this highly re spected type of advisor will increase your nation s prestige each month e Natural Scientist This advisor will con tribute an extra investment each month to your production technology research e Artist The beauty of this advisor s work is of
153. he maximum number of loans that your country s economy can support If for any reason you are forced to make a payment that would require taking a new loan your country will be plunged into bankruptcy This can occur if you are running a monthly budget deficit if you ve defaulted on a loan or possibly as a result of a random or his torical event that demands a payment of some kind If your country goes bankrupt you will receive an on screen message to notify you of this event and its devastating effects e All of your current loans are eliminated as is the balance of whatever amount you owed that forced the bankruptcy e Every province in your country will suffer a l increase in its risk of revolt for the next five years 48 Your armies and navies will be demoralized and be much more likely to turn tail and run from combat for the next five years Any new loans that you take in the next five years will incur an additional 10 interest rate charge over and above their usual interest rates e Your country s current inflation value will be increased by 5 plus an additional 1 for each loan that has been defaulted e Any advisors currently serving in your court will depart since you have demon strated an inability to pay for their serv ices e Any mercenaries that are currently part of your military will immediately leave your employ This will happen even if they are in the midst of combat Needless to say you should
154. he nation chooses to ignore your warning and the casus belli will last only one year from the date that war was declared As you might imagine sending a warning to a country will cause damage to your relation ship Send Insult This is a hostile diplomatic action that attempts to goal another country into declaring war on you Sending an insult will damage your rela tionship with that realm and will give it a casus belli against you for one year Claim Throne If you have a royal marriage with a country you may manufacture a temporary one year casus belli against it by claiming its throne Not only will this ruin the relationship between your two realms but it will also damage your rela tionship with all other countries with whom you have a royal marriage Send Gift If your relationship with another country is poor you may attempt to improve it by send ing that realm a gift of gold from your treas ury The amount of the gift you must send is determined by the size or your realm and the extent that the gift will improve your relation ship will depend on your monarch s diplomatic skill your prestige your existing relationship and your reputation Sell Province You may offer to sell one of your provinces to another realm This can only be done when both you and the prospective buyer are at peace and you may only offer a province that is not one of your core provinces Click the sell province button to di
155. he other members of the alliance do not contribute to the cost of reparations Un like the other special terms reparations are commonly included in peace negotiations The war score value is determined by the amount of gold being paid and a country may only agree to the terms if it is able to pay the full amount of the demand without taking a loan Sending the Peace Offer You may include as many terms as you like in a peace offer Once you are satisfied with the proposal and feel there is a reasonable chance of the enemy accepting it click the send but ton Your diplomat will convey your message and sometime within the next month you will receive the enemy s reply If you change your mind you can click the cancel button to re turn to the diplomacy interface Receiving a Peace Offer When an enemy sends you a peace proposal a message alert will appear near the bottom left of the screen You will have 30 days to click on the alert review the proposal and respond If you fail to do so the offer will be automatically refused Be sure to read the terms carefully be fore agreeing to them particularly if you are part of an alliance Peace Once a peace is accepted the terms of the peace are immediately applied and the war will end Except for a white peace there will be a period of truce between the two realms that lasts for five years While it is possible to declare war on that country before the truce has expi
156. hen wait for at least one month to elapse before you will be able to send a diplomat with your declaration e You cannot declare war on a country if you have a military access agreement allowing your forces to enter that realm You must first revoke the access agreement and re move any forces from within its borders Once you have done so you will be able to declare war although there will be the mandatory one month delay before you will be able to send the second diplomat with your declaration so your intended en emy is likely to anticipate your intentions e You cannot declare war while your nation is ruled by a regency council National Stability Effects Your own population generally prefers to be at peace If you disrupt that peace by declaring war you may experience an immediate drop of stability in your realm The extent of this drop depends on several factors e If you have a casus belli against the other country your public will be somewhat sympathetic to your cause however if you declare war without a casus belli you will immediately experience a 2 drop in stabil ity e Your public dislikes it when you declare war against nations who have a similar na tional religion to your own You will expe rience a 1 drop of stability if you declare war against a country that has a state re ligion that is in the same religious group even if the religion is a different sub type of that group e Declaring war on a count
157. hip between the two realms that are competing for the cardinal s support with the effect being understandably greater if his loyal ties change There is no limit to the number of times that you may attempt to influence a cardinal nor are you required to wait for any period of time before making an additional at tempt Whenever you fail in an attempt you will lose a small amount of prestige in addition to the cost of gold While this might not seem too bad a cardinal s willingness to change his support is strongly influenced by your nation s prestige Each time you fail you decrease the chance that any cardinal will be interested in your offers and increase the amount of gold you will need to spend to make each subse quent attempt If your country is ruled by a regency coun cil or becomes the junior partner in a personal union you will be disqualified from being the controller of the Holy See Any cardinals that currently support your realm will transfer their 121 LL LLLL ED er p D NAJ S Os TO ES DTO support elsewhere and will be unwilling to be influenced until your country has a legitimate ruler once more The Holy Roman Emperor W The other large political body of WEJ this era was the Holy Roman Em pire This title of Emperor first held by Charlemagne in the 8 Century had become the pur view of the many Germanic states by this time and the Empire itself was the glue that held the ma
158. hows the nationality of the merchants and the shield s position on the chart indicates the number of that country s merchants who are in business there A country with only one active merchant will have its shield displayed on the bottom row a country with two merchants will be on the second row and so on Normally a country may have a maximum of five merchants active in a center of trade at any one time To send a merchant to a center of trade you must have a merchant available in your coun try s pool You will also require sufficient cash in your treasury to finance a new merchant s attempt to establish his business The cost required to establish a new merchant and his chance of establishing himself are shown be side the small send merchant icon to the left of the chart There is an additional requirement that the center of trade must be on the same continent as your capital or you must have a province in your country that is coastal A land locked country cannot conduct trade in distant centers Assuming that you have an available merchant and a sufficient amount gold click the send button to instruct your merchant to make the attempt It will take some period of time for your merchant to travel to the center of trade and attempt to establish his new business This can range from less than a week for a trade center within your own borders to more than a month if the center of trade is distant There is no gu
159. iety of factors e Large realms will require a larger invest ment while small countries with only a few provinces will require much less e Countries with a greater diversity of pro vincial cultures are more expensive to please particularly when some of the prov inces cultures are not currently accepted on a national level e The number of provinces that do not share your country s national religion will also increase the cost e The type of government currently in place in your country may have either a positive or negative effect on the cost e The administration attribute of your ruler will automatically contribute towards re gaining stability Hiring an artist as a court advisor will con tribute to the monthly investment The ex act amount of the investment depends on the artist s skill level e Countries that are part of the Holy Roman Empire will receive a small monthly bonus to their stability investment The Emperor receives an additional bonus for each coun try that is part of the Empire e Each of the curia s cardinals that support your country will contribute an amount to your country s stability investment The current controller of the Holy See gains an additional large bonus It would be hard to overstate the importance of maintaining a fairly reasonable level of stabil ity It might be very worthwhile to allocate a 45 large portion of your monthly budget to sta bility increa
160. ift key on your keyboard and right click on each province along the path you would like it to take Movement Restrictions There are a number of restrictions placed on the movement of your armies e You can enter any province that is owned by your country or any neutral province that you have discovered that does not cur rently have an owner e Your armies can cross rivers but they can t walk on water If you wish to move your army across the seas you will need to use naval transport vessels to get it there e You are prohibited from entering any prov ince that belongs to any other country un less you are either at war or they are grant ing you military access Vassals automati cally grant military access to their overlord otherwise you must obtain permission via diplomatic means e You cannot enter a province that is consid ered terra incognita Until it has been added to your country s map only an army com manded by a conquistador may move there When an army is currently selected your mouse pointer will indicate whether the army is able to move there There will be a small green ar row added to the pointer if the cursor is over a province to which it can move and will have a small red X if it cannot When issuing an order that requires an army to move through a number of provinces before it will arrive at its destination the game will attempt to find a path that allows it to move there If there i
161. ignificant the advancement is but it is also affected by how close the current game date is to the historical date that such a tech nology first commonly appeared Europa Uni versalis 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 drag ging 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 in cremental changes If you increase your invest ment in one slider you must decrease it by a corresponding amount somewhere else in your budget This can result in several sliders mov ing slightly downwards if you move another slider significantly upwards You can lock or unlock a slider s position by double clicking or right clicking on it At the right end of each slider you will see the amount being allocated to this technol ogy from your budget each month Hovering your mouse anywhere over the slider will dis play a tool tip indicating the total investment required to achieve the next level of technol ogy and the amount that has been invested to date The slider itself is colour coded to give you an approximate view of yo
162. ikely to gain an effective leader if tradition is high If you lack the necessary requirements to re cruit a general you may also convert your ruler into a general This is free and his abilities as a general are determined by his military skill attribute Be careful though as your country will lose stability and prestige if he is killed in battle and it is far more likely to experience a period of regency or even be forced to become the junior partner in a personal union when this happens 96 Army Basics During peacetime armies have extremely limited uses If you experience a rebellion in any of your provinces you will need to send an army to deal with the offenders otherwise they will usually do little other than to act as a deterrent to any of your neighbours who might desire your territories You will probably want to position your forces in the most suitable lo cations to minimise any attrition they might suffer and to be able to respond rapidly to any threats A neighbour will be much less inclined to declare war and attack you if it feels that your military is large enough to repel the attack of course when you do eventually go to war those same armies will be the ones that will en gage your enemies and hopefully conquer new lands While this would make it seem tempt ing to create a large number of gigantic armies there are two issues you must bear in mind the maximum number of troops that your nations
163. ile located in the root folder of your EU3 installation You can open this file with any basic text editor e g Notepad that is included with all Windows installations and manually adjust any of the above settings 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 1024 x 768 as this will cause some menus and interfaces to merge or conflict with one anoth er You can also force the game to play in Win dowed mode by changing the line windowed no to windowed yes although windowed mode is not officially supported and may cause performance loss visual issues or crashes with some systems Tutorials Click the Tutorials button in the Main Game menu to access Europa Universalis IPs series of tutorials These are designed to quickly intro duce you to the basics of play and to give you essential knowledge that you are likely to need when you begin your first campaign Each tu torial will teach you critical things about your countrys domestic needs or military power that will affect your ability to survive in the game Complete mastery of Europa Universalis ITT may take many many hours of play so do not be disheartened if your first attempts are less successful than you might have envisioned War of the Spanish Succession 1 September 1701 War of the Quadruple Alliance 17D z
164. ility and then declare war at a later date Of course you will experience no loss of stability at all if another country declares war on your nation since you are not the instigator War Exhaustion Effects Not only may your population react negatively upon hearing the news that you are at war they will also resent a war that lasts for any length of time For each month that you remain at war regardless of whether you were the instigator your provinces will experience a slight increase in the population s war exhaustion This val ue is one of a variety of factors that affect the chance of a province revolting and will con tinue to increase as the war drags on A lengthy war could result in widespread internal revolt forcing you to divert a portion of your military strength simply to deal with organized rebel armies that rise against you in your provinces Once a peace has been negotiated the public T1 will gradually forget the times of adversity and the war exhaustion will recede although it may take many months to do so if it has reached very high levels Reputation Effects Declaring war is a hostile act and the other nations in the world will become increasingly suspicious and resentful of you if you do it of ten Each declaration of war will damage your country s reputation although the damage will be greatly reduced if you have a casus belli to justify your actions Many peace terms that you demand will
165. iments currently serving our coun try but this does not mean that all five of those regiments are Latin Medieval Infantry We might have only three regiments of that type and two infantry regiments of a different type 50 Changing Your Preferred Regiment Type As you advance to higher levels in land technol ogy your regiments will gradually be come more effective Occa sionally a new level Fire Shock Morale in combat of advancement will unlock and more powerful types in one of the three land unit categories You will be notified when this happens and may wish to adopting this advanced unit as your preferred regi ment type To change your country s preferred regi ment type click on the category to display a list of all of the unit types currently available also new of regiment consider The combat characteristics of each are shown to allow you to easily compare their capabilities we ll describe what they mean in the chapter on the Military Simply click on the label for the unit that you would now like to set as your country s preferred unit type and any future recruiting that you do in your core provinces will now be for this type of unit This includes any recruitment that is already in progress Once you have adopted a new preferred reg iment type all regiments of the old preferred type that are currently in the field will also be upgraded immediately at no cost howeve
166. in their respective sections in the manual and simply provide an overview of them here Geographic Map Mode This is the default view of the Main Map You can clearly see the mountains hills forests swamps and other geographic features on the map This mode is particularly important when considering military manoeuvres where terrain will have a significant effect on your ar mies movement speeds and combat results Some provinces are also subject to special win ter climate effects that can only be seen when using the geographic map mode Political Map Mode This map mode is the one that you see when you select a country at the beginning of the game where each province is given a colour that is unique to the country that owns it It is not uncommon for a province to fall under the temporary control of another country during a war when that happens this map mode will show both countries colours in alternating stripes This makes it easy to tell at a glance when a territory has fallen to an enemy to keep track of the progress of your wars and to quickly review the size and extent of other countries ua fi Religious Map Mode Each of the game s many different religions has a unique colour that is shown for each province on the Main Map when you active the religious map mode A province does not necessarily practice the same faith as its ruling country s official religion and so some provinces may be
167. ip Religious Tolerance s Effect on Country Relationships The effect of your country s religious toler ance preferences extends far beyond your own borders Your relationship with each and every other country in the world receives a monthly adjustment based on your respective settings Being tolerant of another country s religion will tend to improve your relationship while being intolerant will cause your relationship to erode It is quite common for two countries to have different religious tolerance settings It is their combined effect that determines the monthly change in their relationship Countries that are intolerant towards each others religions may see their relationship deteriorate rapidly which can easily lead to war Converting Religion At some point in the game it is almost certain that a special chain of historic events will begin to unfold These simulate the start of the Ref ormation and may occur in any Catholic coun tries that meet a special set of requirements we wont reveal those here though because we don t want to spoil the surprise The events will usually begin sometime in the 16 cen tury and the conditions that trigger them will correspond very closely to those that prompted Luther Zwingali Calvin and others to initiate the historical Reformation Once started the Protestant and Reformed religious subtypes of Christianity will be enabled and are likely to begin spreading throughout
168. is a special relationship between two realms whereby one country accepts the other as its overlord and pays half of its tax revenue as a tithe If you wish to pursue the diplomatic ap proach you may send a diplomat to propose that a county become your vassal There are several prerequisites that must be met before this option will be available e You must have a royal marriage with the country e You must have an alliance with the coun try e You must have an extremely high relation ship 190 or more with the country e You must be part of the same religious group as the country e Both countries must be at peace with all nations Even if you meet all of these requirements the likelihood of the country accepting will usual ly be extremely low Your chances will improve if your monarch has an excellent diplomatic attribute your country has very high prestige your reputation is good or you are consider ably more powerful than the country If the country refuses your relationship will drop no ticeably If it accepts the country will become your vassal Once the vassal overlord relationship has been established there are a number of imme diate effects e The vassal will now pay one half of its tax revenue to its overlord e The overlord automatically gains military access to any provinces that belong to the vassal however this relationship is not reciprocal A vassal must make a separate diplomatic
169. is no longer relevant Dip sage and the symbol on the scroll will tell you the type of of fer the message contains You can hover your mouse over the message to find out roughly what it contains or click on it to open the message and respond Most diplomatic messages will be automatically rejected if you do not respond to them within 30 days The scroll will blink for several days prior to its expiry and will disappear once you have responded to it or when its time limit expires The Outliner Earlier in this chapter we men tioned that there is a button at the right end of the Top Bar that 24 lomatic Messages WM Countries will occasionally send you diplomatic proposals that do x not require your immediate atten eL tion and might be annoying or dis r A ruptive to the game if they auto matically opened a message win dow Instead you will see a diplomatic message appear as a small scroll icon near the bottom left of the Main Map The scroll will show the flag of the country that has sent you the mes Provinces Combat Fecruiting Keriments Building ships Colonst Buildings Missionaries Centers of Trade Haval Combat artie navies opens an extremely powerful tool called the Outliner This acts as a customisable toolbar that you can use to quickly access many of the game s features or interfaces that you use on a frequent basis Clicking the button opens the outline
170. is revealed Similarly a mission might fail but as long as your spy s attempt is not detected the target might be none the wis er The effects of being discovered depend on the type of mission involved as do the chances of success Espionage Modifiers Each spy mission has a specific degree of diffi culty but there are several addition factors that will modify the likelihood of success and detec tion Some of these are local and apply only to individual provinces that could be a target of a mission while others are global and apply to all espionage activities within a country e Any province that is considered overseas one that is not on the same continent and directly linked to your capital by land will receive a penalty to its ability to de fend against the actions of a spy e A province s tax income has a small effect on its ability to defend against espionage A province is more likely to be able to de tect a spy and prevent his success if it has a high tax income value e A province s current revolt risk contributes to a spy s chances of success If there is a high risk of rebellion a spy will be much more likely to find people sympathetic to his cause and will probably be able to carry out his mission and remain undetected e The overall stability of a realm also affects the ability of each province in the coun try to detect and thwart a spy s attempt If your country is very stable enemy spie
171. is too remote or hostile for your units and can never be entered at any time during the game Messages and the History Log You will periodically receive on screen mes sages to inform you of things that may be par ticularly important to you during play This includes reports from your military about bat tles or sieges messages from your diplomats about the success or failure of their missions information from merchants about their activi ties 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 21 History Log clicking the small circular button near the bottom of your screen The button s exact location will depend on your current screen resolution setting If you are playing at 1024 x 768 pixel resolution the button will be just to the left of the Mini Map If you are playing at higher resolutions the button will be located further to the left towards the center near the bottom of the screen If you find that it is ob structing your view you can hide it again by clicking the small button in its upper right corner Message Windows Messages that are particularly important to your realm will be displayed in a special mes sage box that opens on the screen The message box will close once you click the okay but ton t
172. l lery while naval units will either be transport vessels or one of three distinct sizes of combat vessel Each unit has a set of combat character istics that we ll talk about in detail later how ever one of these is called morale which we should introduce here Morale reflects your military units willing ness to fight When units are engaged in com bat they will gradually take losses in the form casualties but they will also slowly lose morale When a unit s morale drops too low it will break disengage from battle and attempt to retreat towards safety Few battles will last long enough to achieve the complete annihila tion of an enemy so a side s morale is usually one of the most important factors that deter mines who will emerge as the victor Units that are not engaged directly in battle will regain morale slowly over time although this process can take months if it has become thoroughly demoralized We will return to the subject of morale shortly when we talk about land and naval maintenance 1 CE lm 4 4 t AA MEE EA Preferred Unit Type The upper half of the Do mestic Military screen has a dual function it allows you to review your total and enables you to change the preferred unit type for each of the three catego military strength Naval Morale ries of land combat regi ment A preferred unit type is the type of regi ment that your country Total Support
173. l Prestige In the center of the green drape pinned to the scroll are two circles The large upper circle shows your country s current prestige value which may range anywhere between 200 and 200 Prestige has a significant effect on many aspects of your country Prestige is also a self normalising value that is modified at the end of each month If you have a high prestige it will tend to slip back towards zero if you have a negative prestige it will tend to rise a little each month For obvious reasons you should avoid allowing your coun try s prestige to sink too low and you should take advantage of its extra benefits when your prestige is high National Ranking The smaller lower circle displays your country s current ranking compared to all of the other countries in the world It is this ranking that determines the overall winner at the end of the game although many players prefer to set per sonal goals and will pay only marginal atten tion to their national ranking There are a large number of different factors that are considered when the game calculates your country s rank including the size of your realm your prestige your reputation the size of your treasury any special titles you hold such as Defender of the Faith Holy Roman Emperor and Control ler of the Holy See the overall size of your military forces your level of technological ad vancement and a variety of different diploma
174. l appear near the upper left of the main map 93 At the top of the box you will see the name of the army If you would prefer a different name click anywhere the brown label and type in whatever you like You can do this with any army s name and le de France Latin Caracolle Cavalry on Caux s lst Regiment eLatin Caracolle Cavalny Picardie s 1st Feriment eLlatin Caracolle Cavalry Calais s lst Regiment eLlatin Caracolle Cavalry may change it as of beets lst Resen eLlatin Caracolle Cavalry ten as you wish To the right of the name are several small buttons Clicking the skull and crossbones button will order the army to disband This eliminates any regiments that are contained Latin Caracolle C awalry in the army and should only be done when you are certain that you don t need them any longer The second button is used to split an army that contains more than one regiment into two smaller armies We ll look at how to do this shortly The circular X button closes the box when you have finished reviewing the information At the extreme left of this upper area is a vertical bar that gives a graphic display of the army s current morale This represents its will ingness to fight and will be very low when a regiment has first been recruited Over time the green indicator will slowly rise to the top of the bar to indicate that the army s morale is high and it is ready for battle Immediate
175. l tool tip will ap pear to provide you with those details If you have the decorative map info graphics option enabled you may also see some small towns and villages on the map These are there purely to enhance the overall visual ap peal of the game and have no effect on actual game play They do help to provide a visual clue about the total population of a province as does the size of the provincial capital city s graphic which has a fairly large effect on the amount of tax income generated for your country and the amount of manpower that it will contribute to your armed forces 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 You can eas ily see each country s capital by looking for a golden crown circling a province s flag on the map 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 con duct 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 graph ics displayed on the map Most are used to show that one of a variety of special province improvements has been constructed in the province There will also be a number of loca 14 tions that contain a s
176. ld 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 oppo nent in a war It is a measure of game victory not clout Special Political Bodies There are two symbols that might ap pear 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 36 Prestige is lost by Losing battles e Losing a war when you surrender to an enemy either voluntarily or by force o Losing a vassal union royal marriage or having an alliance dissolve e Having your capital occupied by an enemy monthly loss Having one of your colonies destroyed e Having one of your diplomatic proposals rejected by another country Failing in an attempt to influence a cardinal that you hold a position of considerable power and are enjoying the extra benefits of that of fice Details of this are found in the separate section of the manual on Special Political Bod ies National Religion Just below the drape at the right edge of the interface you ll see a symbol showing your country s current official religion We will look at the way that Europa Universalis II mode
177. ler There is also a very small chance of a suc cession war breaking out when a ruler of a country that has two or more royal mar riages dies The country will immediately decide to form a personal union with one of two competing nations and a war will ensue to attempt to enforce this The nor mal penalties and restrictions on going to war are ignored in this situation since it is an issue of dynastic disagreement however all diplomatic ties between the competing factions such as alliances or royal marriages are immediately can celled The war will continue until one side agrees to a peace where it renounces its claim to the vacant throne Offer Alliance Dissolve Alliance Alliances were another form of relationship that could be created between realms in this time period Although these would become far more complex at the beginning of the 19 cen tury involving large multi national pacts that operated as grand alliances for our purposes each alliance is treated as a bilateral pact to come to one another s aid during times of war Click the offer alliance button to send a diplomat to propose the agreement There will be a delay as your emissary presents the offer the country s decision will be based primarily on your existing relationship your ruler s di plomacy attribute your country s prestige and reputation and to a lesser degree on your eco nomic and military might There are no general restri
178. lets you hire special court ad visors Allied with Norway and e Economy A summa fifin ah Bourbonnais Brittany Burgundy Foix Orleans Provence Aragon and Milan ry of your econom and a budget interface that allows you to allocate ic situation part of your income 34 France England Armagnac Auvergne to technological advances and increased national stability Military Controls that affect the types of military units you will recruit and how ef fective they will be in combat e Religion An interface that allows you to set your country s tolerance towards differ ent religions or even change your official state religion e Government An interface that allows you to review and change your form of govern ment set specific domestic policies and determine which national ideas your realm will adopt e Leaders Information about your nation s military tradition and an interface that al lows you to hire new military leaders This chapter will explain each of these areas in detail While you will probably use the Domes tic Interface only sporadically any changes you make will often have far reaching implications on the future direction and development of your country In most cases there is no right or wrong way to approach them Domestic management is usually a matter of balancing trade offs or of pursuing a particular type of pref erence in game play Overview
179. ll begin boarding the fleet which will take some pe riod of time and will disappear from the map once the process is complete A second flag will then appear on top of your fleet to serve as a reminder that there are troops on board If you select the fleet you will be able to see the army being transported as an extra tab dis played at the right end of the fleet s summary _ P lst Navy ROM A no leadex The Channel Pie Magnanime Galley le Magnifique Cog sh AE Cog r le Monarque Cog bar The tab indicates the number of armies and total number of regiments being transport ed Click on the tab if you wish to review the exact composition of the army You may now move the fleet to wherever you intend to transport the army If you begin moving the fleet before the army has finished boarding the army will cancel its movement If you select a friendly coastal province with a port as your destination a province that your fleet is normally allowed to enter the army will automatically disembark from the fleet as soon as it has entered the harbour If you do not have access to the province to which you want the army to move you should select an adjacent sea province as the fleet s destination When your fleet arrives there you should then select the army by clicking its tab and then right click on the province into which you want it to disembark This unload ing process will take some time and if th
180. ll receive the following provinces Othe Champ agne Fran ois Villon Monthly Stability Investment 9 0 3 month Etienne Chevalier Government Tech Investment 6 028 o 0 2 Eim montt will look at this in more depth when we discuss the details of Diploma cy later in the manual There are two buttons above the scrollable list of relationship values which allow you to sort the list alphabetically by coun try or numerically by re lationship value The list can be sorted in reverse order by clicking the but ton a second time Create Vassal The create vassal button at the bottom left corner of the Domestic Overview screen is the only part of the interface that allows you to do something directly This allows you to create a new country by giving it a number of suitable provinces The country will be a vassal of your country and pay a percentage of its income di rectly into your coffers each month Unlike a country that you have forced to become your vassal at the end of a war a vassal that is vol untarily released will be grateful for its freedom and have an excellent re lationship with you This action is seen by other countries as a very hon ourable one thus improv ing your reputation To release a vassal click the button to display a list of possible countries that can be created and the provinces that would be turned over to that new nation The button will be greyed out if
181. ls the various religions of the world when we talk about the Religion tab a bit later in this chapter On the Overview screen the national religion symbol only serves as a reminder of your official state religion Reputation The lower half of the Domestic Over view screen is divided into two halves The left side provides information about your country s reputation and any diplomatic conditions that are currently in force the right side shows a scrollable list of countries and your current re lationship value with each Like prestige your country s reputation has a very large effect on your relationship with other nations and the way that they are likely to behave towards you Reputation is a reflec tion of the way that other realms regard your overall level of trustworthiness and degree of international Your country s reputation is displayed as text in the interface although you can hover your mouse over the text to display a tool tip that shows the exact numerical value belligerence Your reputation will suffer if you declare wars without any sort of territorial claim or provocation or if you gain ownership of an other country s provinces when negotiating a peace settlement It will also be damaged if you make diplomatic threats or when you are caught engaging in espionage Forcing another nation to become your vassal is viewed as a hos tile act and the outright annexation of a realm is the most worrisom
182. ly below the army s name is the name of the general who commands the army If an army has no leader it is much less likely to prevail in combat so you should avoid in volving it in battle until you have assigned it a general We ll show you how to do that in a moment Below the name of the general is the name of the province in which the army is cur rently located The total strength of the army is shown im mediately to the right of the general s name When an army suffers casualties due to combat 94 My army name here le ods de Verd ine The 3 L Hormandie s lst Regiment Vermandois lst Regiment or attrition this value Over time manpower will be withdrawn from your country s pool to replenish these losses will decrease 1 000 1 000 and each of the regi ments will ally be reinforced and the army will return to full strength The maximum size of an army is 1000 men for each of the regiments 1 000 eventu 1 000 1 000 1 000 it contains If the army is ex periencing any losses due to attrition the rate of loss will be displayed as a percentage value shown immediately below the army s current strength This is the percentage of men that will become casualties for each month that the army remains in this location Attrition can cripple an army and act as a constant drain on your manpower pool so you should avoid loca tions that have high attrition rates unless your army needs to be
183. ly your own forces but also the soldiers belonging to any other country that has an army in that prov ince as well This could be an enemy army that you are currently fighting or possible an ally s army that also happens to be there If the total number of soldiers exceeds the province s sup port capabilities a percentage of your soldiers will be lost As we saw above the army information box will indicate whether you are suffering any attrition and the percentage of the army that you will lose as a result of a shortage of sup ply You can also click on a province and look at the summary information to see how many of your men it can support and the maximum attrition rate you will suffer if you exceed this Provinces that belong to your country will usually be able to support many of your men and the attrition rate for exceeding this will be quite low The values will be somewhat worse for a province that belongs to an ally and are usually quite bad for provinces that belong to an enemy Many provinces will experience seasonal winter conditions that will be mild moderate or severe and can last for several months You are far more likely to encounter severe winter conditions in extreme latitudes northern Rus sia or in somewhat more temperate provinces that have very high elevations the Alps This is the only form of weather related condition that is considered in Europa Universalis III as the scale of a grand strat
184. mage by adding the die roll to its of fensive morale characteristic then adding the leader s attribute modifier and then subtracting any terrain and river crossing modifiers Finally it subtracts the target s defensive morale characteristic Again any result greater than zero will cause the en emy to lose a bit of morale Remember that each regiment on each side has one opportunity to attack each day and may also be forced to defend itself if targeted by an enemy regiment It is not at all uncommon for more than one regiment on one side to attack the same regiment on the opposing side so it is possible that one of your regiments might need to defend itself several times in the same day of 104 combat An invading army has the slight ad vantage of attacking first each day but it also has the disadvantage of being the only side to receive terrain or river crossing penalties Calculating Casualty Damage Any time that a regiment s fire or shock attack results in a positive value it inflicts some cas ualty damage to the targeted enemy regiment There is a special combat resolution table used by the game where the result of the attack is looked up on the table to determine a per centage amount of damage it will inflict This percentage value is the percent of its own cur rent strength that it will inflict as casualties on its enemy The casualties are then multiplied by its country s land technology modifier for the typ
185. mbat characteristics and cur rent morale At the top and bottom of the display are the shields of each nation making it easy to tell which side of the field you are on Beside each shield is the name of the general who com mands that side of the battle A general confers bonuses to his regiments during combat so it is usually a very bad idea to engage in combat without one unless you are certain that your regiment will greatly outnumber or outper form the enemy There will be some symbols below the leader s name which are special com bat modifiers which we ll explain in the next section Below those symbols is a graphic display of the overall morale of each army The individual regiments morale are combined to give an idea of the overall willingness of the army to fight As morale is lost the bar will become increas ingly red should it drop too low the entire army will disengage from combat and retreat To the extreme right of the display is a sum mary of the total forces remaining on each side 101 As combat progresses and casualties are sus tained these values will gradually decline If an army is involved in combat at month s end it will not receive the usual reinforcements from your national manpower pool Now we come to the tricky part explaining exactly how combat is resolved We describe this in detail for those who are interested how ever it is not essential to understand the exact mechanics provided
186. me line of the ledger 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 countrys ports are cur rently blockaded by hos tile fleets On January 1 of each year you will also receive 25 364 France Economy FT E Government Q jects happier and thus improve your country s stability The final slider controls how much of your income is taken in 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 treas ury If you have any vas sals their monthly pay ments will be included in the tax income line of the budget Europa Universa lis IIT uses ducats as the term for money so the to tal shown at the bottom of the income summary is the number of ducats that your country s economy is generating on a monthly basis Budget Allocation Sliders Below the income summary you will see an investments amount and then a series of fixed monthly expenses These are deducted from your monthly income and any remaining bal ance is deposited to your treasury The amount shown in the investments line is determined by the settings of the seven b
187. me command This could be the case if you have two different armies participating on a side each of which is com manded by a general There are no additional penalties when a general dies unless the general is also your country s ruler If your ruler dies in battle your country will suffer a 1 reduction in stability a loss of prestige and is also considerably more likely to experience some sort of unpleasant succession problems such as being ruled by a regency council or becoming the junior mem ber in a personal union End of Day Housekeeping If a regiment has broken or been completely eliminated it will be removed from its position at the end of the day Another regiment may move up from the rear to fill the hole in the line if one is available otherwise any other remaining units will shift together to close the gap End of Combat At the end of each day of combat there is a check to determine if the combat should come to an end If one side of the battle has been completely eliminated the result is obvious If at the end of a day one side outnumbers the other by a factor of 10 1 or greater the larger side is considered to have overwhelmed the other and the smaller side is destroyed In ei ther of these cases the losing army and its regi ments are removed from the map If the army was commanded by a general he is killed Since a side is much more likely to break than stand and fight to the very last man mo
188. ments defensive values Once both sides have had their turn to attack the day s combat will end There are two other combat characteristics of a regiment which come into play during bat tle unit morale and manoeuvrability The unit morale is its willingness to fight and is deter mined by your land technology level and your current army maintenance setting Any morale damage the regiment receives is subtracted from its unit morale If the morale drops too low it will stop fighting turn tail and run The manoeuvre value is used to determine exactly which enemy regiment each of your regi ments is able to attack Each time a side attacks each of its regiments will try to target one en emy regiment that is within range of its attack This range is determined by its manoeuvrabil ity A manoeuvre value of 1 means that it is only able to attack an enemy regiment that is in an immediately adjacent square either in the square in front it or in one of the diagonal two squares A unit with a manoeuvre of 2 can target an enemy regiment that is two squares away giving it greater selection in its attack A manoeuvre value of 3 further increases its range and so on If more than one regiment is within range of an attack the regiment will select its target based on a somewhat complex decision mak ing process that determines which target would be the best There are far too many factors in volved in the decision to d
189. more powerful player con trolled ally also joins the war in a multi player game this country will become the alliance leader This is designed to prevent an unexpected and undesired peace being negotiated by an AI ally The player will not become the alliance leader if he joins a war in support of an ally unless the player is the most powerful member of that side of an alliance We will discuss the importance of the alliance leader later in this section when we discuss peace negotiations 72 Issue Embargo Revoke Embargo Your merchants enjoy a bonus when competing for business in centers of trade that are part of your realm but there may be other countries that have domestic policies or ideas that given them an even greater advantage and who seem to be pushing your merchants out of business When this happens you have the diplomatic option available to you to issue a trade embargo against that country A trade embargo is an action that denies a country the right to send merchants to com pete in any center of trade that is part of your realm Any existing merchants that the coun try has in place prior to this edict will continue to ply their trade but if they are lost due to competition their country will not be allowed to send any new merchants to the center to re place them Issuing an embargo causes an immediate drop in the relationship between your two realms as well as a small monthly reduction in your relationship
190. n If you wish to quickly return to the location of your country s national capital click the house shaped home button that is positioned just above the Special Menus toolbar or press the home key on your keyboard If you wish to locate a specific province you can click the arrow shaped province locator button type the first few let ters of the province s name into the pop up box and then select it from the list of provinces that match your search The Mini Map Towards the corner of the screen is a small map of the world This Mini Map is a handy navigation tool that lower right allows you to quickly jump great distances on the Main Map by simply clicking on the part of the world that you d like to move to on the Mini Map The portion of the world that is currently displayed on the Main Map is shown as a small white square on the Mini Map mak ing it easy to orient yourself if the Main Map is displaying a part of the world with which you are unfamiliar 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 a frequently Each symbol has a drop down tool tip that will appear if you hover your mouse over it The tool tips provide detailed informa tion about each item and the rate that it
191. n however there is a danger that your spy will be de tected which can seriously damage your relationship or reputation and may give a nation a temporary casus belli against you A new political body called the Holy See has been added to the game Catholic countries may attempt to influence the cu ria s seven cardinals in an attempt to gain control of the Holy See The controller gains several special advantages that will often make this a worthwhile goal to pur sue The Holy Roman Empire has been consid erably expanded in its scope and intrigue as compared to EU2 Countries who are part of the HRE may attempt to influence the seven primary electors in the hopes of being elected as the new emperor when the current one dies The emperor gains significant advantages for the duration of the ruler s reign so this is something you blend of the best features and functional ity of the event engines of EU2 CK Vicky and Hol2 For the modding community EU3 is infi nitely more open to modding than previ ous Paradox games All major global and regional variables have been exported to files where they can be altered to suit your preferences Almost all aspects of the game can be modified added to reduced or otherwise adjusted in almost any way You can add or tweak religions cultures poli cies ideas and more With appropriate 3D modeling software you can now also easily edit and modify the map and any other in game gra
192. n of greatness giving the country a small monthly in crease in prestige e The Emperor will gain one extra diplomat each year to aid him with his important imperial negotiations e The Emperor s spies are slightly more ef ficient being 5 more likely to succeed in their missions e Each member state will contribute the equivalent of a one ducat investment in the Emperor s national stability each month This cost is not deducted from the member states but is applied as a bonus to the Emperor s monthly investment e The Emperor gains a large bonus in month ly manpower enabling him to recruit new regiments or replenish losses much more rapidly than would otherwise be the case The extent of this bonus is determined by the total number of member states e The Emperor is also able to maintain much larger standing armies than would nor mally be the case His country s maximum number of supportable regiments will be increased although the cost of support ing these troops must still be paid from the Emperor s treasury The degree of the increase is determined by the number of member states Member States At the beginning of the game there will be a number of countries that are considered mem ber states of the HRE You can easily check to see which countries are members by looking at the shields in the interface or you can click the imperial map mode button on the Spe cial Menus toolbar to graphically display this on y
193. n only be transferred as a result of a peace agreement a diplomatic purchase of land or outright rebellion of a province s population Unless a province is owned and controlled by the same country it will not contribute in any way to either country s economy or mili tary e Un owned Provinces Depending on the starting date you have chosen some prov inces may not be owned by any country at the beginning of the game Any country is free to move its army into that province and any country may send a colonist to the province in an attempt to establish a basic settlement Ownership is not established until a settlement attempt has been success ful at which point it becomes part of that country Province control may seesaw back and forth be tween antagonists during a war but ownership of a province can only change when it is ceded to another country as part of a peace negotia tion If a country is forced to cede its very last province to an enemy it will cease to exist and is eliminated from play Control of a province is immediately and automatically returned to the country that owns it at the end of a war We ll talk about the details of this in the Di plomacy chapter The one exception to this rule involves a colony that has not yet grown large enough to become a full fledged colonial city During war owner ship can be transferred immediately if an ene my gains control of the province although this does not happen aut
194. nce that you or an ally owns since this removes the casus belli that a core province provides for a future declaration of war Because no territory is actually changing hands the war score value of this term is much lower than the value of ceding a province and there is no damage to the victor s reputation Vassal Terms Clicking the vassals tab will display a list of the loser s current vassals By including one of these as a peace term you are negotiating the release of that vassal as a free independent country in its own right This will occur im mediately if the peace offer is accepted Neither the vassal nor the former overlord will receive the normal effects of the diplomatic action of releasing a vassal The vassal overlord relation ship will be broken with no other effects This term is often included as a means of weakening an enemy by depriving it of its vas sal s economic tithe and possibly its military support as well It also prevents the future dip lomatic annexation of the vassal by its over lord New Nations Terms When we looked at the domestic overview in terface there was an option for a country to release a portion of its territory as a vassal if it owned a group of provinces that would nor mally form a smaller country The new na tions tab allows you to propose a term where a country that could be released as a vassal is immediately released as a free independent 84 country in
195. nce s lst Feriment Maine s Ist Recitnent Bourrome s lst Remment 95 Assigning Army Leaders Before sending an army off to battle you should assign a general from your country s pool of leaders to command it Leaderless ar mies will usually perform very poorly in com bat and take considerably longer to conduct a siege Some countries may begin the game with one or more generals already in their leader pool otherwise you will need to recruit one Provided you have a general who is not cur rently leading another army simply click on the leader name line of the army summary A drop down box will display a list of available generals and their attributes Click on the gen eral who you would like to assign to command this army Recruiting a New Leader We have already seen how to recruit a new leader when we looked at the Domestic Lead ers screen Click on your country s shield in the top left corner of the screen to open the Do mestic Interface and then select the Leaders tab Any generals currently serving your realm b will be listed on the screen If they are currently leading an army the army s name will also be shown To recruit a new leader click on the recruit general button This carries a cost of 100 duc ats uses up one diplomat and reduces your current land tradition by 20 The new gen eral s attributes are determined largely by your country s land tradition value You are far more l
196. nd will only slowly regain a will ingness to enter into war again once peace has been achieved This reluctance is less for the Defender of the Faith as the popu lation expects a certain amount of blood shed to go hand in hand with the country s responsibilities Beyond the exorbitant cost there are two possible disadvantages to declaring yourself the Defender of the Faith Your realm s focus 55 on spiritual matters diverts a portion of your budget away from investments into production and trade technologies This is reflected in the Domestic Economy screen by applying a 20 surcharge to the investment amounts required to reach the next level of technology in those two fields You will also experience an increase in the revolt risk of any province that does not share the realm religion Once you have declared yourself the De fender of the Faith you will retain the title until your country either loses a war or you fail to win a war that you initiated Wars can end when one side surrenders to the other or when both sides agree to a cessation of hostili ties called a white peace If you surrender to another country you will cease to hold the De fender of the Faith title regardless of who started the war If you agree to aus di end a war in a white peace you will only lose the ti tle if you were the coun try that made the initial declaration of war If you went to war as a result of a request from one of 28 0
197. new improvements that will help to increase the economic or military contribu tion that the province makes to your country 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 Manage ment chapter Diplomatic Interface If you click on a province that is owned by an other country the Diplomatic Interface will open You will see some general information about the province as well as a series of impor tant diplomatic options that you may wish to pursue with the province s owner 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 Diplo macy chapter Colonization Interface If a province is currently un owned clicking on it will display some basic information about the province as well as the Colonization Inter face You will use this to establish and later ex pand a colonial settlement which in time may grow into a full fledged colonial city We will look at this interface in the chapter on Explora tion and Colonization Map Units Beyond pursuing the finer points of diplomacy and managing your realm most
198. ng Kong Auran Australia and Atari Benelux Special thanks to all our forum members partners and supporters who are integral for our success FORZA DJURGAR N INTRODUCTION Overview For New Players Your First Game The Game Manual and the Paradox Forums For Veterans of the Europa Universalis Series GETTING STARTED Installation system Requirements Installing EU3 Launching the Game Main Game Menu Game Options Game Options Video Options Audio Options Controls Settings txt Tutorials Starting a Game New Single Player Games selecting a Starting Date and Country Using Bookmarks The Date Selector Loading a Saved Single Player Game Starting a New or Saved Multi Player Game THE MAIN INTERFACE The Main Map Navigating the Main Map The Mini Map The Top Bar Special Menus Toolbar Holy See Button Holy Roman Empire Button Menu Button Ledger Button Map Mode Buttons Map Zoom Buttons Domestic Interface Province Related Interfaces Province Interface Diplomatic Interface Colonization Interface Map Units Messages and the History Log History Log Message Windows Floating Messages Message Settings Events 2 ODD N co O CO N i i i i a a A N S OOO O 13 13 13 14 15 15 17 17 17 20 20 20 20 21 21 22 22 22 Alerts25 Diplomatic Messages The Outliner Tool Tips PROVINCE MANAGEMENT Overview Province Ownership and Control Province Interface Provincial Summary Province Details
199. ng a merchant in a center of trade may not be easy if there are many other countries attempting to do the same There will be continual competition for the limited number of spots available in each center particularly if there is a large volume of trade passing through the center or if there are many nearby countries who might wish to cap ture a share Your merchant s ability to com pete is based on your country s trade efficiency The primary factor that determines your trade efficiency is your country s current level of research into trade technology The more advanced you are in trade the more success ful your merchants are likely to be This can be further enhanced by certain forms of gov ernment by adopting the National Trade Policy national idea and by your domestic policies You can also enter into certain diplo matic agreements with other countries that will affect your chance of competing against their merchants And finally it is usually easier to es tablish and maintain a merchant in a center of trade that already contains at least one of your own merchants and it is often quite difficult to displace a merchant in a center in which you have not previously been trading As you might imagine another country will not be particularly pleased if one of your mer chants dislodges one if its merchants since this represents a loss of income to that nation Each time you put another country s merchant out of busine
200. ng added to the prov ince s income 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 For the moment it will be sufficient to say that this part of the interface identifies the province s primary re source its value and the volume of that item it produces The name of the local center of trade is shown on a button below this and clicking it will automatically open a special Trade sub interface which allows you to send merchants there to capture a greater share of the market Do ing so will generate addi tional revenues for your country over and above the production income you receive directly from owning the province 30 303 6 Usuts Price Core Provinces and Provincial Claims At the beginning of the game each country will be assigned a number of core provinces based on the historical claims that existed at that time Claims were usually based on dynas tic inheritance rights or on traditional nation al boundaries so we use the concept of core provinces to indicate that a country considers a province to be a rightful integral core part of its realm Countries will not necessarily own all of their core provinces when play begins since territories frequently changed hands in those volatile times You will often find that one or more of a country s core provinces is currently part
201. not yet been charted and you will be unable to conduct diplomacy or send merchants to cent ers of trade if they are not on your maps If you set your heart on a quest for these new lands you will need to hire naval explor ers to chart unknown waters and conquista dors to explore new terrain This is a slow and sometimes perilous process but the potential riches of building a colonial empire will often make the venture worthwhile When you have mapped an unsettled province you may send groups of people to begin establishing a colony in these new lands They will attempt to settle there and will send back a very small amount of local resources when they are able They may also find themselves beset with hostile tribes and may need some assistance from your army if they are to remain safe and secure As more and more colonists brave the jour ney the colony will grow until it finally reaches the size that it can truly be called a colonial city and is granted the same rights and advan tages as any other province in your realm It will never be as rich as some of the provinces in the heart of your empire but it will nonethe less contribute to your economy in a meaning ful way If you are not as determined or are unable to go off exploring on your own you may sim ply sit back and let other nations do it for you They will have the first opportunity to claim the prize and reap the rewards but word of their discoveries will
202. ns on Di plomacy and the Military Many distant provinces will be completely obscured by a white impenetrable fog These areas are called terra incognita Latin for un known land and will remain hidden from view until you have explored them or learned about them from other countries 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 permanent terra incognita and are unavailable during play Parts of South America the far north and regions in Asia fall under this cat egory We ll talk about this again in the section on exploration and colonization a the Main Map The world is far too large m 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 You may also pan the map using your keyboard s left right up and down arrow keys if you prefer If you saturday 6 June 1455 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 If your mouse doesn t have a scroll wheel you can zoom the map in and out by clicking on the and magnifying glass buttons located on the Special Menus toolbar at the extreme bot tom right corner of your scree
203. nvert your ruler into a leader although there are potentially dire consequences if he subsequently falls in battle Armies are now formed of regiments that are a fixed size and recruited from your provinces By default armies have no lead er and will perform poorly unless com manded by a general Armies replenish their losses automatically over time draw ing manpower from your national pool until they return to full strength This reduces the frequency that you will need to recruit new forces to replace your com bat or attrition losses and makes each regi ment a precious commodity that you will be heartbroken to lose Similarly fleets must be commanded by admirals to be truly effective and are as sembled from individual ships that are built one at a time in your coastal prov inces Each ship now has an operational strength that affects its performance in battle and can be reduced due to attrition or by damage sustained in combat Ships are rarely sunk except in large naval battles but will periodically need to visit a friend ly port to repair any damage they sustain through combat or attrition Naval attrition is now treated as a chance of encountering trouble at sea allowing smaller fleets to embark on long voyages if they dare The unpredictable ocean storms of EU2 are gone and are now simply in corporated as a component of attrition If you are lucky it is possible to sail great dis tances with only a ship or two in
204. ny a wealthier and more productive part of your empire in a shorter period of time 117 Colonies An unoccupied province may be an excellent place to attempt to expand your colonial em pire This occurs in several distinct steps First you must establish a foothold in the province by sending a colonist to live there Next you will continue to send more colonists to expand the size of the holding Eventually the size of the colony will be large enough for it to evolve into a full colonial city and will become a full fledged province in your empire Establishing a Colony As we saw above when you click on an unoc cupied province that is available for colonisa tion the left side of the Province Management interface will display the colonisation interface At the top of this area you will see the time and cost required to establish a new colony and an approximation of how likely it is that your attempt will succeed At the bottom you will see a send colonist button Provided that you have a colonist available in your pool and sufficient gold in your treasury the button will be highlighted in gold and clicking it will send a colonist to attempt to establish your new colony The cost and time are usually a function of the distance between the intended colony and your capital The chance of success is deter mined by the presence of any natives the dis tance from the capital and most importantly by the number of other c
205. ny member states together in at least some degree of harmony and mutual self protection This isn t to suggest that there werent squab bles between states indeed there were many wars fought over issues of membership and rights within the Empire but there was also a unifying force that tended to draw them to gether in times where the survival of the Em pire was at stake The structure and rules that governed the Holy Roman Empire would change over the 122 TETE LLPLLE O Pre E H b LA OLE L POLE LISS PPP A 350 year time span of the game however we have chosen to represent it in a way that is quite similar to its organisation in the 15 century The effects of the Empire are perhaps some what less than they were in real life but we felt this was necessary to preserve a fair game bal ance Click on the Holy Roman Empire HRE button in the Special Menus tool bar at the bottom right of the screen to display the cur rent Emperor electors and member states The large ornate shield at the top bears the crest of the current Emperor Below this are the shields of the seven important electors and then a se ries of many small shields that identify each of the nations that are part of the Empire The Emperor The country that is identified as the Holy Ro man Emperor enjoys a series of advantages and will continue to do so until its current ruler dies e The title of Emperor is a sig
206. ny of its parts The User overbinds not to in whole or part spread the Software or its printed documentation to others or to electronically transfer it from one computer to another over a network Rights The User owns the original CD ROM discs on which the Software is stored but Paradox Interactive reserves the rights of ownership to all copies of the actual Software The Software is copyright protected E mail support paradoxplaza com Forum http forum paradoxplaza com forum Updates http www paradoxplaza com Downloads asp 146 147 148 rad INTERACTIVE PDX1705aUK 2007 PARADOX INTERACTIVE ALL RIGHTS RESERVED EUROPA UNIVERSALIS IS A TRADEMARK OF PARADOX INTERACTIVE
207. o France Etienne Chevalier Government Tech Investment 0 2 monthly Active for 3 year s Jean Baptiste d Ambleteuse Trade Tech Investment Price 3 0 0 12 monthly Active for 0 year s Etienne d Ambleteuse Monthly Stability Investment Domestic Economy The Economy page of the Domestic Interface is displayed by clicking the tab with the sack of gold symbol This page con tains a summary of your total provincial and trade income which can then If you choose not to em ploy him he can then be hired at any time by another country in the Price 3 0 Price 3 0 Yearly Prestige region This also means that there may always be advisors available for you y Pe 68 to hire from other realms without your having been notified of the fact Once employed an advisor will not voluntarily leave his court s service Click on an empty advisor box if you wish to check who might be available for employ Active for 0 year s 6 5 ment You will see a scrollable list of advisors including each one s type benefits and skill level 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 If you click on a box that is already occu pied by one of your advisors you will have the option to sack him This removes the advisor from your court and returns him to the pool of available advisors You
208. o confirm that you have read it Many message boxes will also have a goto button that is sensitive to the context of the message Clicking the goto button will either move the Main Map to a location that is relevant to the message or it will open the interface that will allow you to react to the message s content Floating Messages Some messages that relate to your realm are of general interest and only medium impor tance These are usually displayed directly on your screen as floating messages They typi cally provide only general information and will rarely require a specific response or action to be taken Floating messages cause a slight increase in the processing demands on your system so you may wish to consider changing them to display in a different way or perhaps turn them off altogether if your computer is very close to the game s minimum system specifications 22 Message Settings When you have increased your technology level When you are affected by a triggered modifier ex The Sound When the effect of a tiggered modifier ceases ex The Sound When a nation declares war upon you When a nation declares war upon another nation When we declare war upon another nation When a nation accepts your peace offer When a nation accepts a peace with another nation When a nation rejects your peace offer When we accept a peace offer As we mentioned a little earlier each type of message has a defa
209. o detrimental effects The maintenance setting limits the morale level of your units to that percentage of their maximum possible value A unit that receives only 50 funding will be much more likely to break in combat however after the combat is over the rate that mo rale is regained by that unit is not affected by the maintenance setting The land maintenance setting also reduc es the rate that regiments will be replen ished after sustaining casualties Similarly the naval maintenance setting will reduce the speed that repairs are made to your ships when they have been damaged Nei ther maintenance setting affects the total combat strength of a unit Both land and naval units will eventually return to full strength When your country is at peace it is generally advisable to adjust your maintenance settings to lower values since this will free up part of your monthly income to be used for other things You could invest more heavily in re search or perhaps build up a large treasury amount that could be used to purchase im provements for your provinces or other such expenditures During this time your forces will be at only a portion of their potential mo rale level and will take longer to repair if they are not currently at full strength so you will be more vulnerable to a surprise attack If you feel that war is imminent you should immediately return the sliders to their maximum levels to 5l give your force
210. o do so click on the go to button on the message or select the army 3 000 5 000 2 000 1 000 Morale that is involved in the combat If you choose not to watch or are busy doing something else where in the world the combat will proceed as normal and you will receive a second message when it has concluded indicating the outcome of the battle and any casualties sustained by ei ther side For this section of the manual we ll assume that you ve chosen to watch so when your army is selected you will see a field com bat display at the bottom left of your screen Although land combat simulates an entire multi day campaign for the province dur ing which many smaller engagements occur we felt it would be more appealing to display this on a single field of battle The display is divided in half horizontally with the invad ing army at the top and the defenders at the bottom When the two armies first take to the field their regiments are deployed in opposing lines If there are many regiments involved on a side the lines may be several ranks deep Each small square on the field represents a possible position for a regiment These posi tions will be filled by your regiments with X indicating an infantry regiment indicat ing a cavalry regiment and a dot represents an 0 0 t artillery regiment You can hover your mouse over each box to see exactly which regiment it is as well as its co
211. oading procedure You will see a progress bar on the screen as the game loads after which the Main Game Menu will be displayed Main Game Menu The Main Game Menu offers a series of op tions allowing you to choose a single or multi player game to launch the game s tutorials or to alter any of the game s main options You can also view the game credits to see all of the people involved in the production of Europa Universalis III Game Options Click the Options button of the Main Game menu to Single Player Allows you to start a new single player game or load an existing saved game Multi Player Used to host or join a multi player game Tutorial Launches a series of instructional tutorials that familiarise you with the basics of play Options Allows you to change the game s default graphics sound and game play set tings Credits Displays a list of the people who helped to design produce and test Europa Universalis III Exit Click this button to exit the game and return to your Windows desktop during play by accessing the Options menu from within the game Please note that most changes to the graphical options will not take effect until you exit and reload the game Game Options Difficulty You can change the overall dif ficulty of the game to make it somewhat more or less challenging than normal Lower difficulty settings will reduce some of the game s variables to
212. of another realm 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 As the game progresses a province may be added to the list of a country s core provinces as a result of random or historical events A prov ince can also become considered a core if your country has owned it uncontested for a signif icant 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 Provin cial 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 If you see a shield you don t recognise you can hover your mouse above it to display a tool tip indicat ing the nation s identity 1 3 As we will see in later chapters when we talk about the domestic and diplomatic components of Europa Universalis ITT there are other definite advantages for a country to try to acquire provinces that it holds claims against so it can be fairly important to know whether other countries have claims on your provinces or whether you have a claim on their
213. of which has its own special bonuses and limi tations that we discuss in ate Wess detail in Appendix F You meee can also see the specific information about your current form of govern ment by hovering your mouse over the button Each form of government can be generally classi fied as being some sort of variation of either a mon archy or a republic The important distinction be tween the two is whether N atrownninde d Fos ioe the form of government has an elected or heredi tary head of state which in turn is the second of two factors that deter mine whether a country is able to enter into a Quantity Free Subjects royal marriage with another country It was common in this era of history for na tions to form bonds between one another by arranging marriages between members of the royal household This often helped to improve the relationship between realms but could also lead to a surprising number of issues in future generations when the line of succession came into question or dispute We refer to the creation of a dynastic tie using the term royal marriage The two main prerequi sites for creating a royal marriage are that both countries must belong to the same major religious group and both coun tries must have a form of government that has a dy nastic head of state We will discuss the method for arranging a royal mar riage in the chapter on Diplomacy Countries that are able to
214. offer that exceeds the basic war score value of the proposal Peace Offers There are four different types of peace offer that you can initiate when suing for peace Two of these lead to a secondary interface where specific terms are assembled to be included in a proposal while the other two require no ad ditional information and are sent immediately to your enemy Annex This option will send an immediate demand that the other country be annexed and made part of your realm In most cases it will be greyed out because there are strict limitations to this demand e You may only demand annexation when you have a 100 war score e You must currently occupy every province that is owned by the enemy country e Ifthe enemy owns more than one province you can only demand annexation if it is a pagan tribe e If the enemy is not a pagan tribe you can only demand annexation if the country owns only one province Unlike all other peace agreements if the ene my agrees you will still remain at war with any other members of the enemy alliance even if the country you annex was the alliance leader If the enemy refuses your demands it will suf fer a loss of stability If it is already at a stability of 3 it will be forced to accept your demands Forcible annexation of a country is the most hostile act possible in Europa Universalis II Word of your cruelty will spread through out the world causing serious damage to your re
215. ollow be hind Just be sure that your vanguard is strong enough to survive any combat it encounters be fore the main force arrives to assist it Each factor of your leader s manoeuvre rat ing will increase the movement speed of every regiment under his command The speed is also affected by the terrain Armies move fast est through open plains and will be slowed down to varying degrees by forests desert swamp hills and mountains Crossing a river also requires additional time Land Combat Overview A land combat is initiated whenever an army enters a province that contains an enemy army Combat is highly abstracted in Europa Uni versalis III where each engagement represents an attacker s campaign to gain control over an enemy s entire province Combats frequently last for a period of weeks and should not be thought of as a single battle but rather as a se ries of battles that eventually determine which side has gained the upper hand in the area 100 During each day of this contest the invad ing force will make an attack against the de fender and then brace itself against the enemy s counterattack The damage you inflict on an enemy is determined by the type and size of your regiments the general that commands them any terrain or river crossing modifi ers your land technology level and a certain amount of luck The two armies will continue to exchange blows until one side has been com pletely eliminated or
216. olonial efforts you have under way Concentrating your efforts on establishing and expanding only a few colonies at a time will result in a far greater success rate than attempting to colonise many provinces at once There are a variety of other factors that will affect the cost or chance of success including some national ideas government types reli gions inflation and domestic policies Expanding a Colony Once you have sent your first colonist you will have to wait to find out if it succeeds You will 118 see a small caravan travelling across the main map towards its destination yes it really does walk on water and eventually it will arrive at the province and attempt to establish a basic colony If it fails you can always try again The likelihood of its success will usually increase with subsequent attempts Once you have a ba sic foothold your country will have claimed the province and will begin receiving a tiny trickle of income from it No other country can send a colonist to take the province away from you By expanding the colony you will increase the income you receive from it and will help it to become a colonial city To do this use the same colonisation interface you used when first establishing the colony The chance of expand ing a colony is usually considerably better than the chance of establishing one since the set tlers who are already there will help to establish the newcomers As the populati
217. omatically We provide de tails of this in the chapter on Colonisation Province ownership can only change in three other ways e Various circumstances can lead to a prov ince s population revolting against its own er An army of rebels will form and attempt to gain control of the provincial capital If they are successful and can maintain con trol for a period of time the province may subsequently declare itself free from its op pressor and form a new independent coun try Ownership of the province will be au tomatically transferred and will become the new national capital of the fledgling realm e There are occasions when you will be able to voluntarily grant a province its freedom When you do so the new nation will be come your vassal and be given ownership of the province We ll talk about this in the Domestic Management chapter e One of the many diplomatic actions that are available in the game is for a country to purchase a province from another country If the proposal is accepted the ownership of the province will be transferred in ex change for gold Province Interface 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 display is divided into approximately two halves the left half shows a picture of the pro vincial capital and the right half contains a Provincial Summary as well as a few impor tant interface bu
218. ome than provinces that are directly connected to your capital It will also take considerably longer to build ships or recruit new regiments and it will take long er to find suitable soldiers to garrison any for tresses you might construct If you capture an enemy s colonial province and wish to convert it to your own religion the cost of sending a missionary will be much higher than normal Colonial Conquest Until a colony becomes a full fledged colonial city it is extremely vulnerable to an enemy s at tack When at war you may send an army to an enemy s colony and instruct your troops to either burn the colony to the ground or to seize it This is done by clicking the burn colony or seize colony buttons that appear below the regiment listing in the army details box Burning a colony to the ground will completely destroy the colony and make the province un inhabited once more Of course you can subse quently send a colonist to create new settlement of your own If you prefer your army can be ordered to seize the colony which will imme diately transfer its ownership to your country This is the only instance when province own ership can change during war by any means other than a peace settlement You may then continue to expand the colony in the normal way although you may experience some resist ance to your efforts until you have built it up into a full fledged colonial city Gaining Maps from O
219. ompel ling reason to do otherwise Loans There may be times of extreme emergency where your country s survival will depend on being able to raise a very large amount of cash in a very short period of time You can if necessary elect to take a loan You may also be forced to take a loan if you are running a monthly budget deficit and lack the funds in your national treasury to cover the shortfall This occurs automatically although you will receive a warning when your treasury is very low and you are running a deficit as well as a message notification when the forced loan is actually taken To take a loan voluntarily click the take loan button located below the budget summa ry scroll At the beginning of the game each loan will be in the amount of 200 ducats but this can increase to larger sums later in the game A loan must be repaid in full exactly 5 years from the date that it is taken During this 60 month period you will be required to pay a monthly interest charge which is shown as a fixed expense on the budget summary scroll This interest payment does not reduce the prin cipal amount owing so a loan of 200 ducats will incur monthly interest charges for 5 years and the full 200 ducats will be payable when the loan comes due An alert will be displayed at the top of your screen approximately three months prior to the date that the loan must be repaid Clicking on it will take you to a page in your country s le
220. on grows so too will the amount of tax and trade revenue you receive from it Unless the province is in a very hostile environment it will probably grow a little of its own accord as a result of the natural popula tion growth rate This will be higher if your country maintains a positive level of national stability The presence of aggressive natives in the province may hamper expansion Each fac tor of aggressiveness will reduce the population growth rate by 1 and could even result in the population decline Similarly very unfavour able climates could result in a stagnant or de clining population Eventually by sending additional colonists or by waiting for natural population growth to occur the colony will cross the special thresh old of 1000 inhabitants granting it the sta tus of a full fledged city When this happens clicking on the province will display the full Province Management interface that allows you to build province improvements recruit local regiments and possibly build ships It is now a colonial city and any remaining natives in the province will likely join your country as citizens A colonial city will immediately convert itself to your country s state culture and re ligion After a fairly short period of time it is also very likely to be considered as one of your core provinces if it is not already Colonial Limitations Colonies and provinces that are overseas will generate somewhat less inc
221. on the elector s shield the main map will automatically reposition to place his capital at the center of the screen and will open the diplomacy interface with that country You can then decide how best to go about gaining his favour with the object being to ensure that you enjoy a better relationship with that coun try than any other member state It might take many months and many gifts to accomplish and you may face competition from other member states who also want the position but the benefits of being the Emperor may make the expense worthwhile You cannot be elected Emperor if your country is ruled by a regency council or if you are the junior member of a personal union This won t prevent you from being able to im prove your relationship with the electors but they cannot vote for you until your realm is 124 ruled by a legitimate candidate once more It goes without saying that an elector will never vote for a country that is not already a member of the HRE or with whom he is at war War With the Empire The Holy Roman Empire is not an alliance Member states are free to go to war with one another and will not act as an alliance to de fend any member from outside attack The re lationship bonuses make it far more likely that alliances or other diplomatic relationships may be formed but there is no additional threat if you choose to declare war against a member or even the Emperor himself The only thing you should
222. ons is an inexpensive venture and is fairly easy to achieve The base cost of the mission is 25 ducats and if your in volvement is discovered you will lose only a small amount of prestige Assassinate Advisor You may attempt to assassinate an advisor that is currently serving in the court of another country This mission will only be available when you have selected the capital province of 25 05 72 100 0 5 42 200 0 2 11 25 05 62 100 0 5 42 50 02 82 25 05 72 the country and will also be greyed out if the realm is not currently employing any advisors When there is more than one advisor serving in court the choice of target is made randomly Assassination is a moderately difficult ven ture that will require 100 ducats to attempt Because murder is a nefarious act you will suf fer a loss of both prestige and reputation if your involvement is detected Sabotage Reputation If you are wealthy and willing to take your chances you may instruct a spy to go to anoth er country s court and attempt to tarnish the nation s reputation Since this mission takes place in court it will only be available when you select the capital province of a country The base cost to sabotage another country s reputation is 200 ducats and the chance of suc cess will usually be very slim indeed If your smear campaign is discovered you will lose a substantial amount of prestige and will end up tarnishing your own reput
223. orld The Game Manual and the Paradox Forums This manual contains a detailed and complete explanation of each of Europa Universalis IIIs interfaces and features as well as general tips that help you to see how each of these fits to gether in the overall context of play Everything in the game is inter related Everything There is virtually nothing that you do that won t have some sort of impact on something else Learn ing these relationships and using them to your advantage is what will eventually make you a master When in doubt pause your game and re fer to the manual For specific issues that you may encounter or questions that might not be answered in enough detail for your needs you may want to visit the Europa Universalis ITT public forums It s a friendly community of many thousands of players from around the world who would be happy to help you It is also the place to check for any official patches to the game which will fix any bugs that are discovered after release and may also include new or revised features The Europa Universa lis III forums can be found by going to www europauniversalis3 com and clicking on the forums link For Veterans of the Europa Universalis Series If you are a veteran of the series we have pro vided a general overview of the major changes and new features introduced in Europa Univer salis IIT which may be found in Appendix A at the back of this manual You should find most
224. ose between several options of how to establish your connection with the other players computers 127 Host Choose the host option if you wish to host a game on a LAN or direct internet connection The game will then ask you to enter a game name for the session after which it will prepare itself to receive requests from other players to join the game It will then display the initial multiplayer lobby that is very similar to the interface you are accustomed to seeing when starting a single player game The clients may now connect to your game Join LAN Game If you and the host are on a local area network click the scan button near the top of the menu The host s game should appear in the list box at the top of the menu Highlight this and click the join LAN game button Spanish Succession r 1701 Join Internet Game If you will be connecting to a host directly over the internet click the join internet game button You will then be prompted to enter the host s IP address Once you have done so your computer will establish a connection with the host and you will see the multiplayer lobby screen Metaserver Paradox offers a free matchmaking service that facilitates multiplayer game connections and allows you to communicate with players from all over the globe Players will meet in the Metaserver s chat lobby to arrange games the Metaserver will help you create and join games f
225. ou own whose provincial religion is not exactly the same religious subtype as your realm religion will cause an increase in the amount you must invest to increase your stability al though the penalty is not as large if a prov ince s religion is within the same major re ligious group You can eliminate these last two effects by sending a missionary to attempt to convert any province that you own Although this can be an expensive and time consuming process and carries no guarantee of success the advantages of maintaining a religiously uniform country will often make this a very worthwhile ven ture Religious Tolerance Religious tolerance has two main areas of ef fect the internal stability of your country and your ongoing relationship with the other coun tries in the world Both of these are control led by a set of sliders that adjust how tolerant your realm will be towards each of the world s religions Each religion that your country has en countered is represented by a slider in the Do mestic Religious interface There is one slider for each subtype in the same religious group as your realm religion and an additional slider for each of the other major religious groups that you have met If you become aware of a previ 53 ously unknown religion or if a new one such as the various forms of Protestantism is cre ated a new slider will be added to the page You can move each of the sliders to any setting that yo
226. our econo my in detail in the chapter on Domestic Man agement Merchant Pool Merchants are used to increase your country s monthly income and this value shows how many are currently available for use You can generate significant amounts of trade revenue by sending them out to the world s centers of trade where they will try to compete against other countries merchants for a share of the profits Competition will usually be fierce so you will need a steady supply of mer chants to replace any that have been driven out of business New merchants will be added to your pool fairly gradually with the rate of re plenishment being determined by a variety of factors You are allowed a maximum of five merchants in your pool at any one time Mer chants and trade are discussed in detail in the chapter on Trade Colonist Pool You will need a steady supply of colonists if you intend to explore new lands and establish colonies in any of the unoccupied provinces you discover Colonists are needed in order to hire the intrepid explorers and con quistadors who will chart the unknown water and land provinces that are terra incognita You will also use them to establish and expand new colonies that will increase your country s terri tories and wealth The top bar shows how many colonists are currently interested in joining an expedition As you use them the pool will slowly replenish itself up to a maximum of five colonists at
227. our main map Each country that is part of the Empire receives a small bonus to its monthly stability investment as well as an increase to its man power and force limits This is much the same as though considerably less than the bonus received by the Emperor There is also a small monthly relationship bonus between all states in the Empire New members can be added to the HRE as a result of a special random event A Christian country that has a neighbour who is a member and has excellent relationship with the Emper or may be invited to join You should be careful to remain on good terms with the Emperor as well since it is also possible to be evicted from the Empire Electors There are seven states in the Empire that hold the special position of elector They receive no additional benefit from this status however when the current Emperor dies the seven elec tors will vote to determine who will become the next Emperor An elector is expected to main tain a very good relationship with the current Emperor and to maintain a fairly good inter national reputation If an elector fails to do so he may receive a special random event that will force him to resign his position in disgrace An elector can also be removed if his nation is an nexed through war or diplomacy If there is an electoral vacancy a new elector will soon be chosen by the Emperor via a spe cial random event This is a prestigious assign ment
228. our pool each year for each monopoly you hold Trade Disruption Income derived from overseas centers of trade can be precarious if you are unable to maintain control of the seas Your trade income will be reduced from any overseas source if any of your coastal provinces ports are currently block aded by enemy fleets The amount of trade lost is proportionate to the percentage of your ports that are blockaded and the lost revenue is transferred to the owner of the blockading fleet You would be well advised to ensure that you have the naval muscle to protect your coastline if your economy depends heavily on tr de Europa Universalis III does not trace spe cific trade routes province by province from their source to your capital Even if the waters immediately adjacent to an overseas center of trade are blockaded or if a trade route is obstructed by enemy fleets it will not reduce your trade income as long as the coastline im mediately adjacent to your country are free of enemies There are roving fleets of pirate ships that may periodically appear on your coastline Some of these are created randomly while oth ers may be the result of another nation s efforts at espionage These will have the same effect as an enemy s blockade but any revenue they cap ture is simply lost It is not transferred to any one else Of course if you have a very powerful navy you might wish to engage in a little piracy yourself Any
229. overture to its overlord to re quest military access e The vassal and overlord share detailed mil itary information removing the fog of war for both nations e A vassal cannot enter into an alliance with any country other than its overlord Any existing alliances that a country might have are immediately cancelled when it be comes a vassal e Similarly a vassal cannot enter into a royal marriage with any country other than its overlord and any existing royal marriage that a country has will be cancelled when it becomes a vassal Once a country has become the vassal of anoth er realm it will remain so permanently until the relationship is voluntarily or forcibly ended This may happen in one of three ways an over lord may voluntarily release the vassal from it service a vassal may attempt to declare itself independent or the overlord can be forced to release a vassal as a peace term in surrender Releasing a vassal voluntarily is considered an act of kindness and is done by sending a diplomat to inform its ruler that you have can celled the vassalisation The country will be freed from its obligation to pay you a percent age of its monthly income and will be free of all the restriction of being a vassal Your relation ship will show a marked increase and both your reputation and prestige will also benefit from this action A vassal who wishes to become free of its servitude may take the risk of declaring its in
230. ovince may rebel against your coun try As revolt risk rises the province will gen erate 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 con trol of the province the province will then either defect and declare allegiance to an adjacent country or they may declare inde pendence and attempt to survive as a new independent country The revolt risk is de termined by your country s current stability as well as other factors such as whether your realm is tolerant of the province s religion and whether it is culturally aligned to your rule There are province improvements that will alter this value as well as several ran dom 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 Culture This is one of the factors that in fluence a province s revolt risk As we ll see when we look at your domestic affairs each country has a primary state culture and may have one or more cultures that it considers to be acceptable If the provin
231. ow ly return to this mid point unless there are other fac tors involved There are many things that will affect your re lationship with another country the most obvious being any diplomatic in teractions you might have with one another Your g Normandy reputation plays a key role here A poor reputation will tend to make other countries faster to forget and slower to forgive A very bad reputation Laneuedoc may be enough to slowly make other coun tries despise you regardless of any diplomatic attempts to mend the relationship Religion will also affect your relationships If you share the same religion your countries will tend to draw closer to one another by any religions to wards which you are intolerant will tend to be come your fanatical enemies As we mentioned above prestige is also a factor and as we ll see momentarily your ruler s skill at diplomacy will also affect the way that other countries view your relationship Having a good rela tionship with another country will make it more inclined to accept your diplomatic offers and reduces the likelihood that it will do anything hostile towards you The reverse is true for poor re lationships Other coun tries will be unreceptive to your diplomatic offers and might consider you a prime target for a dec laration of war Again we Active for 38 They will receive the following provinces Caux Normandie Maine Champagne They wi
232. pe of message s display setting if it is current ly displayed on your screen Simply right click on the message to open a small dialogue box that will allow you to tog gle the settings on and off directly in the game You can do this by right click ing on a line in the history log or by right clicking anywhere in a message box This allows you to alter the setting for that message type without go ing through the longer process of opening the message settings inter face and locating the message type in the list Events Europa Universalis III has a large number of special events that may occur within your country during the course of play Events will appear on your screen in a message box and will usually require some sort of decision as to how you would like to respond to them There are two different types of events random and historical Historical events are based on the recorded past as we know it and will occur when the sit uation in the game world closely approximates the situation that caused it to happen in history Because the game situation can diverge from recorded history fairly easily we have based these events on the root causes that are gener ally accepted as having contributed to the event taking place in real life This means that a historic event can happen to any nation that satisfies the criteria we have established for the event You will be given at least two choices of how
233. pecial bag of gold sym bol to indicate that the province is a regional center of trade Provinces that are on a sea or ocean s border will often contain a special port symbol positioned somewhere on the coastline This is a quick way to see that it has a port suit able for a fleet to make harbour and conduct repairs Youll find each of these described in their appropriate sections of the manual While Europa Universalis III does not mod el individual storms or weather patterns some provinces are subject to periodic seasonal ef fects 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 by any army that is on campaign outside of its nation s borders and should be avoided if at all possible 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 immedi ately adjacent provinces This is called the fog of war and it prevents you from seeing any thing that isn t immediately within your gen eral area of control Certain diplomatic actions will lift the fog of war from a friendly country s provinces but in most cases you will only be aware of your own lands and of the provinces located in the vicinity or your armies and fleets We ll discuss this further in the sectio
234. per month is shown beside its location Attrition is handled a little differently at sea than it is on land We ll discuss this dif ference in the next section On the left side of the top area is an indica tion of the fleet s overall morale If you wish to disband the fleet and scrap all of its ships you can click on the skull and cross bones but ton located to the right of the fleet s name You can also split the fleet into two smaller fleets by clicking the reorganise fleet button Splitting reorganising and combining fleets is accom plished using exactly the same techniques used for managing armies In the lower portion of the display is a scrol lable list of each ship in the fleet Each ship s name and current operational strength is shown on the banner and its type is identified immediately below its name You can hover your mouse anywhere over the banner to see its detailed combat characteristics A ship s op 110 An le Marquis la Couronne le Protecteur la Trombe la Fraillewse le Foland erational strength determines its seaworthiness and the percentage of its guns that are manned and operational If this value ever drops to zero the ship will be sunk and lost Admirals A fleet will be far more dangerous to its foes when commanded by an admiral An admiral s effect on the course of a naval combat is often considerably greater than a general s effect in land combat so you should avoi
235. phics The multiplayer community will find EU3 s new multiplayer support far more stable and convenient to use The game permits up to 32 players to join and allows cooperative country management more than one player controlling a single coun try We have also introduced a new more convenient Metaserver matchmaking serv ice to replace ValkyrieNet As always this is provided at no charge to our registered users Appendix B Province Improvements This appendix lists each of the province im should consider if playing a country in that region The HRE is somewhat fluid so new members may be added or old ones could be banished depending on what happens in the game e The event engine has undergone a drastic change Rather than EU2 s largely coun try tag based predetermined events EU3 s event engine has been rewritten from the ground up relying primarily on underly ing cause and effect criteria This allows events to trigger when they are contextual ly appropriate for any nation that satisfies the trigger conditions This is essentially a provements available in the game Because this manual is being written well in advance of the game s release there may be a few things that will have changed a little in the final official release You may find the exact information in the buildings txt file located in the EU3 common folder of your installation 134 Building Cost Prerequisites Effects Name Time Restri
236. plies to any province that you control not just to provinces that you own This can be a very important distinction during war We discussed the difference between own ership and control in the chapter on Province Management but a quick reminder might be a good idea Any province that is part of your realm is one that you own and will also usually be under your control During a war control 54 of a province will change if an enemy is suc cessful in defeating the province s defences and occupying the provincial capital When this happens the province will have an increased revolt risk which simulates a population s nat ural tendency to resist an enemy s occupation The revolt risk will be much greater if the en emy is also intolerant towards the province s re ligion You should keep this in mind when you are fighting wars against religious enemies It might be worthwhile to make a few temporary adjustments to your religious tolerance settings to prevent too many rebellions from springing up in any provinces that you occupy Religious Tolerance s Effect on Population Growth The rate at which a province s population grows is also dependent on whether the country that controls it is tolerant towards the province s re ligion High tolerance will increase the rate of growth while low tolerance will reduce it and can even result in a gradual population decline Again this effect is determined by control not ownersh
237. portant a resource to ignore in a game that is set in this era While the initial value of slaves will be very low the demand and price for slaves will increase as the New World is colonised and provinces begin to produce the new world resources Gold is a special resource that is never trad ed It is sent directly to the country that owns the province and is added to the country s monthly income This also results in a small amount of inflation that depends on what per centage of a country s total revenue is derived from the gold Centers of Trade There are a number of special centers of trade scattered across the globe Each acts as a col lection and distribution point for the primary resources of nearby provinces and generates extra trade revenue that is distributed amongst the merchants who are active in that center A province that contains a center of trade will sig nificantly in creased month ly income and have a is also a loca where countries may send their own merchants to attempt to es tablish them selves and cap ture a share of the market A tion successful merchant will then send a month ly trade profit back to his sponsoring country This is shown as the trade revenue in the budg et summary in the Domestic Economic screen and may be a sizable portion of some countries income The easiest way to locate a center of trade is to switch to the trade map mode
238. provements conduct di plomacy fund new mercantile ventures estab lish and expand new colonies and many other things that involve an expenditure from your treasury If your monthly balance is negative it will be shown in red and this amount will be deducted from your country s treasury If you lack sufficient funds in your treasury to pay for your fixed monthly expenses you will be forced to take a loan to pay for them Inflation Europa Universalis II incorporates a basic measure of inflation which reflects the trend for things to gradually become more expensive over time The amount shown on the infla tion line of the budget summary scroll is the current percentage surcharge that applies to a large number of the things that you purchase It is not a compounded value thus an infla tion value of 10 means only that you are cur rently paying a 10 surcharge over the base cost of an item not that each item will become 10 more expensive each successive year Your inflation amount will change as a result of a number of things e Inflation increases very slowly for every ducat that is minted by the current set ting of your treasury investment slider The more gold you mint the more rapidly your inflation value will rise and the more expensive many of your purchases and in vestments will become A small amount of inflation is essentially unavoidable but you should avoid using more drastic set tings except in cas
239. provinces and its entire treasury are added to your realm This is an action that other nations will consider some what aggressive thus slightly tarnishing your reputation Proclaim Guarantee This diplomatic action is one method of manu facturing a casus belli against other nations By proclaiming a guarantee of a country you are warning all other nations that you consider yourself that nation s protector Your relation ship with that nation will improve slightly and for the next ten years you will gain an immedi ate casus belli against any nation that declares war on the country that you have guaranteed A casus belli gained in this manner will last for one year from the date that war was declared 74 Proclaiming a guarantee is immediate and requires no response from the country nor are you under any compulsion to come to its aid in the event of war This is simply a means of manufacturing a claim and perhaps to send a subtle warning to other nations that it might be ill advised to prey upon one of your friends Send Warning This is another diplomatic action used to warn a country against hostilities and potentially to manufacture a casus belli By sending this message to a country you are warning it to re main peaceful or suffer the consequences For the next ten years you will gain an immedi ate casus belli against this country if it declares war on any other nation Again you are not compelled to act if t
240. putation The extent of the damage will be somewhat less if the war was initiated by the enemy or if the enemy is a pagan tribe Even so it is often more prudent to allow the enemy s continued existence and opt to force it to be come your vassal instead Demand Tribute If you are winning the war you may demand the enemy s surrender by selecting this option Click the demand tribute button to open a secondary interface where you will chose from amongst a wide range of possible terms that may be part of your demands We will look at this interface in detail in a moment Once you have prepared the proposal you will send it the enemy and await his response The likelihood of your demands being ac cepted will depend on the enemy s evaluation of the terms compared to your war score and its ability to turn the tide of the war back against you In general your foe will be far more like ly to comply if your terms are lenient or if he lacks the resources to make a successful coun ter attack to regain the lost ground Issuing a demand for tribute when you are losing Offer White Peace If the conflict is still largely undecided you may send a proposal to suggest that the war end in a white peace Selecting this offer will immediately send a diplomat with your pro posal to cease all hostilities and end the war in a draw Neither side will be considered the victor and there will be no form of compensa tion at all If the en
241. r s rating for each of these is shown as a certain number of stars in the interface and the precise numerical value will appear in a tool tip when you hover your mouse over the rating e Administration This attribute reflects the ruler s overall ability to govern the day to day administrative needs of the realm A high administrative skill will reduce the cost to send merchants to the world s cent ers of trade and improve their ability to compete decrease the cost to build prov ince improvements increase the chance to successfully establish and expand colonies increase the chance that a missionary will be able to convert a province to your coun try s state religion contribute to the rate of recovery from any losses in stability and will increase the speed at which you will research new improvements in government production and trade technologies e Diplomacy The ruler s diplomatic rating indicates how adept he is at dealing with other countries A high rating will help to improve all of your relationships increase the number of diplomats available to be sent to conduct negotiations reduce the impact of having a poor reputation increase the rate at which you recover from having a bad reputation make your spies somewhat better at succeeding in espionage attempts and will reduce the provincial risk of re volt when you are at war for long periods of time e Military Your ruler s military attribute impro
242. r this is an extremely disruptive process that makes them utterly ineffective in combat until they have had an opportunity to acclimatise them selves to their new weaponry This is reflected in the game by setting their morale level to 0 so you should not do this at any time that you currently have units involved in combat The morale will be recovered over time in the same way that morale is regained after combat The only field regiments that will be up graded are the ones that were of the old pre ferred type If you have recruited any regi ments that are another country s preferred type in that category these will not be upgraded Keep in mind that if another country owns a province that is considered your core that realm will now be able to recruit your new pre ferred unit type as well however if they have already recruited several regiments these will not be upgraded when you change your pref erence Similarly any regiments that you have built that are another country s preferred unit type will not be upgraded if that country later changes to a new type however if you still own one of that country s core provinces you will be able to order regiments of the new type to be recruited Preferred ship types are handled differently Your preferred ship type will always be the most powerful ship type you have researched in each of the four categories of vessel When a new type is unlocked any new ships you build in yo
243. r are used to zoom the Main Map in and out It is unlikely that you will use these buttons if your mouse has a scroll wheel Domestic Interface Near the top left corner of the screen is a large ornate shield that displays your country s coat of arms 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 It serves as the method to access to one of the most important interfaces in the game the Domestic Interface 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 Province Related Interfaces 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 in terface that is displayed will depend on whether the province you selected is part of your coun try part of another nation s country or is cur rently an independent province that is available for settlement by one of your colonists Province Interface The Province Interface will be displayed when ever 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 based activities You will use this interface to construct
244. r display in the upper right corner of the screen When the outliner is visible you can click on any item on the list to immediately jump to its location on the Main Map or to open the relevant inter face that is normally used to control it There are more than a dozen different categories of items that can be displayed in the list In the Provinces ste rodtland Feros laces EENG M sterg tland Dalak ogen Halsinaland V sterbotten sterbotten Myland Tavastland Savolax Stockholm Smaland Jimtland Lappland H alarid Finland Skate Bohuslin Gotland Centres of Trade Astrakhan Stockholm example shown here we have chosen to list each province in our country our active cent ers of trade our armies and our navies Right clicking the button allows you to cus tomise the categories that are included in the outliner s list when it is open The options are Provinces Enabling this item will include a list of each of your country s provinces in the outliner list If an enemy is besieg ing one of your provinces a small siege icon will appear beside its name If you hover the pointer over a province s name a tool tip will display the province s culture religion income revolt risk and manpower Clicking on a province s name will move the Main Map to center it on the province Sieges This option will list any sieges that your armies are currently conducting The approximate progress o
245. r than the time normally required to move from one sea province to the next but when the move ment is completed the province will be added to your country s main map An explorer may only attempt to chart a new water province You cannot ask him to try to enter an unknown land province since that 383 Days Natives 4000 Aggressiveness 6 Ferocity 2 is a job for a conquistador however there is a small chance that an explorer may discover and map a coastal province or island as he sails by it To be assured of discovery you will need to send a conquistador An army that is lead by a conquistador may be ordered to enter any unknown province This too will take much longer than would normally be the case for an army to enter the province but upon completion of the move you will have a complete map of the province If you click on the province to display the Prov ince Management interface you will see that there are some differences Until a province has been colonised it will not contribute to a center of trade or anyone s economy You can see the potential basic tax value and primary trade resource but these will remain unused until a colony has been es tablished The left half of the interface is the Colonisation interface it also shows whether the province contains any natives We ll talk about natives in a moment and describe how to use the interface in the next section There is a special situation that m
246. re is a chance that the city will experience a shortage of food or that the besieging army will manage to breach the walls The chances of this occurring will in crease slightly each month and are also affected by the relative size of the besieging force to the defending force If the defenders outnumber the attackers there will be no progress on the siege If the siege force is much larger than the defending force there will be a much greater likelihood of some substantial progress Artil lery is extremely effective at conducting sieges greatly increasing the chances of a breach Cav alry is not very effective at all and is generally unsuited to the task The siege should not take as long if the army is commanded by a leader with a high siege attribute When a city experiences a food shortage some of the defenders will perish When the number of defenders reaches zero the city will fall and the province will change control to the siege force As long as the siege is not lifted the defenders will receive no reinforcements The besieging army does receive reinforcements to replenish any losses it suffers due to combat or attrition so the siege will eventually succeed if the siege force is large enough A siege may be temporarily interrupted if a friendly army attacks the besieging army Dur ing the ensuing field combat the siege will not progress any further but unless the enemy is defeated the siege will resume once the battle
247. re is not simply a single in fantry regiment that is used for everyone in the game Instead there are a many different types of infantry regiment each of which has slightly different combat characteristics and appearance The types that will be available to you will depend on the country you play the level of land technology you have achieved and who considers your provinces to be their core provinces The same is true of cavalry regi ments artillery regiments and all of the vari ous ship types Each unit type has a series of basic combat characteristics that affect its performance in battle Some units are excellent at defending but may not inflict much damage on an en emy Other units are geared towards inflicting maximum casualties on an enemy but may be somewhat less likely to win a closely contest ed battle This tends to emphasise a strategy where spending a bit of time to carefully plan the composition of your armies and fleets can lead to military success even against an op ponent that appears much stronger at a casual glance Land combat is handled differently than naval combat so you will not be surprised to learn that the characteristics for regiments are quite different from the characteristics of ships To avoid confusion we will explain and describe each of these characteristics in detail in two separate sections one on land combat and one on naval combat later in this chapter For the next few sec
248. red it will greatly upset your public and result in a drop of your nation s stability During the war your provinces will have experienced a slow increase in the risk of revolt due to war exhaustion Once the war is over this risk will slowly decrease as memory of the trials and tribulations recede in the memory of your public This will take some time though so be careful to check the war exhaustion value before initiating a new war As soon as peace is concluded any provinc es that are controlled by a former enemy are im mediately freed and returned to full control of their owner Any armies that are in the former enemy s territories must withdraw unless they have access as a result of the peace Espionage 7 There are a variety of hostile actions that you can take towards a country without directly declaring war This is the cloak and dagger world of the spy Most people would not consider espionage to be a part of diplomacy but we will discuss it here since the Espionage Interface is accessed by clicking on the send spy button that is lo cated in the Diplomacy Interface If you have a spy available in your pool you may send him to another realm to perform a 85 special covert operation for you The spy will attempt to carry out the mission with the ut most discretion but there is always the possi bility that he will be uncovered during the at tempt A mission might succeed even if your involvement
249. resume a previously saved one Make sure that you have saved your current game if wish to return to it e Message Settings There are a variety of different messages that you will receive during play that may require varying de grees of your attention These can be dis played in several different ways and are set to their default settings when you first install Europa Universalis III Choose the message settings option to access the games message settings interface where you may change the display method to suit your preference We ll talk about the vari ous message types in a moment e Quit The quit button will stop play and exit directly to your desktop Be sure to save your game first if you intend to return to it Ledger Button The Ledger Button opens the game s extensive ledger interface which pro vides a wealth of information about your country military diplomatic situation and a great deal more Details of the ledger are provided in a separate chapter near the end of the manual Map Mode Buttons The next six buttons are referred to as the Map Mode buttons Clicking a map mode button will change the appearance of the Main Map to allow you to review various types of important information at a glance This can save you a lot of time that would otherwise be required to review and compare that same information for each individual province We ll explain the meaning of each of the Map Modes
250. ries in the world In some cases it may be possible for your country to convert from one official realm religion to another Although this is highly disruptive in the short term there may be long term advantages to considering such a change You may be able to gain the title of Sole Defender of the Faith for the religious subtype that your realm officially supports While the cost of doing this is substantial it confers a number of special bonuses that may make the price worthwhile Your country will only be able to enter into a royal marriage with another country that has an official realm religion in the same major religious group We ll talk more about royal marriages in the chapter on Diplomacy There are a number of special historical events that you might receive if your coun try has a particular realm religion Some of these are beneficial while others are not The series of events that pertain to the Reformation are a good example of this We won t reveal any more about them here since they are part of the fun you are likely to encounter while playing the game e You will only receive less tax income from any province whose provincial religion is not exactly the same religious subtype as your official realm religion The exact amount of the penalty is reported in the province s tax income tool tip e You will find it much harder to regain any lost stability if you have a religiously di verse realm Each province y
251. rmy n Ist rj Building ships Murcia A AS aw t Je Se About 450 of these are water provinces which your fleets will use to navigate and explore the world The remaining 1250 are land provinces which have various types of terrain You may see forests swamps rivers hills and mountains all of which will have an impact on the move ment and combat capabilities of your armies We will discuss this in detail in the chapter on the Military Land provinces are the main building blocks of nations Each province generates im portant tax and trade revenues to support your country s economy and contributes manpower that is used to build and maintain your mili tary forces National borders are drawn on the map using a thick continuous red line Only land provinces may be owned by a country Water provinces are never owned and do not contribute to a nation s economy in any way Historically provinces usually contained 13 many small villages hamlets and towns how ever in Europa Universalis III we pay attention only to the largest and most important city in each of the provinces You will see the provin cial capital displayed on the map and its size will give you an indication of the overall popu lation of the region There will be a flag fly ing from each provincial capital to show which country currently owns it If you don t recog nise the flag you can hover your mouse pointer over the province and a smal
252. rmy or you might se lect it based on the type of regiments that can be recruited there This final consideration is the one that is likely to play the largest role in your decision As you may recall when we looked at the Domestic Military interface we stressed the fact that the type of regiments that can be built in a province are determined by the preferred unit type of each country that considers that province to be a core province You will only be able to recruit regiments of your country s preferred unit type in your own core provinces Any provinces you own that are not yet your own core provinces will not be able to supply this type of regiment If another country considers one of your 22 _ Fite 31 Days 42 Daz 21 Days Fire Shock Worale provinces to be one it cores you will be able to recruit that nation s preferred unit type In fact unless that province is also one of your cores the only type of regiments you will be able to recruit will be the other country s preferred type fno country considers a province a core no regiments can be built there at all Once you have decided on a suitable province click on it to display the Province Management interface and then click the recruit regiment button below the summary information The recruit ment interface will replace the province sum mary information on the right side of the inter face This displays a list of the regiments that
253. rom there Once the connection is established the Metaserver releases the host and players who will play the game just as though they had established the connection using a direct inter net connection I MrT Spain TheArchduke France s 3 labalag England Falstaff Austria The Multiplayer Lobby The multiplayer lobby looks very similar to the interface you normally see when you begin a single player game The panel to the right of the map will contain a list of each player that has established a connection to the host Beside each player s name is the shield of the country that he will be playing and the name of that nation will be displayed in parentheses after the player s name If you will be staring a new game the host should set the date that you would like the game to begin If you are resuming a saved game the host should click the save game tab and load the save The file will be loaded to the host s computer and also compressed and sent to each of the clients computers Each client will unpack and load the saved game so all players are beginning with the correct data This process could take a few minutes if the save game is large or if players have slow in ternet connections All players must have the same save loaded before the game can begin When you first connect you will receive the default rebel flag indicating that you have not yet selected a country Once the starting date is set or a
254. rovincial Summary There are two components of this income the taxa tion amount and the production amount The taxation amount is determined by the base tax value of the province and the size of its population This will be modi fied by your country s stability any dif ferences between the province culture or religion and nation s culture or religion and any special buildings 4 00 that you construct in the province that alter tax in 10 00 come Some percentage of tax revenue is inherently 29 lost from provinces that are overseas and may be further disrupted by pirate activi ties and enemy blockades Production income is based on the value of the province s primary trade resource we ll look at this in a moment and is modified by the size of its population and the country s production technology level You can also build province improve ments that will increase the amount of production income generated by the province Province Trade Each province has a primary resource that it produces in sufficient volumes to have a sur plus available for trade The value of the re source is determined by the global demand for that item which fluctuates over time The number of units produced is based on the level of your country s production technology and on any infrastructure improvements that may have been built in the province As we saw a moment ago this results in a certain amount of production income bei
255. rrent size of the colony and the number of natives if any that also live there Click ing on the province name will center the Main Map on that location Buildings Enabling buildings will add a list of any buildings that are currently being constructed in your provinces and the esti mated time until the project will be com plete The tool tip will identify the location and completion date while clicking on the building name will move to that location on the Main Map Missionaries If you have sent missionaries to a province to convert the population to your national religion you can have a list of the provinces included in the outliner The list will indicate when you should expect the missionary to finish his task and click ing on a province s name will move to that location on the Main Map e Centers of Trade Enabling this option will list every center of trade where you have at least one currently active merchant A tool tip will display the total value of trade passing through the center as well as the monthly revenue generated by your mer chants Clicking in the province s name will center it in the Main Map and open the Center of Trade interface to allow you to send additional merchants to that loca tion e Naval Combat This is the naval version of the combats option e Armies The outliner can include a list of each of your country s armies A tool tip will show the army s current commander
256. ry s pool courtesy of a random event There are many other such events that may occur throughout the game When you first start to play you will prob ably 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 All subsequent advisors that appear in the game are generated randomly being given names that are appropriate to the region where they are born Your current advisors are shown in the three large boxes in the Court screen of the Domes tic Interface You will see each advisor s name type and asummary of the direct benefits that he gives you You will also see his monthly sal ary and how many years he has been active Most advisors have a lifespan of at least 20 years but you should begin considering a re placement 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 avail able if you subsequently change your mind 41 Hiring and Firing Advisors Each advisor is assigned a home province when he is created 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 thos s64 Sf
257. ry of any stability disruptions you will expe rience and you will be asked to confirm your intentions After doing so any stability and reputation penalties are applied immediately and your nations will be in a state of war You will then be free to send your military forces into your enemy s territory defeat his armies and attempt to seize control of his provinces The war continues until both sides agree to cease hostilities either by one side surrendering to the other or by agreeing to a white peace where the war is concluded without a victor Allies and Alliance Leaders Once war is declared any allies of either coun try will be notified of the hostilities and be given a choice of whether or not to involve themselves in the conflict This occurs auto matically even if the nations involved in the war do not necessarily desire their allies aid Refusal to support an ally will terminate the alliance while agreeing to do so will incur the same stability penalties that would apply if the country had made the declaration itself This is a factor that you should carefully consider before supporting your ally and is a compo nent of the decision making process of the AI in such situations Only the direct allies of the two countries involved in the initial declaration of war will be notified of the war and be asked to decide whether to join in the conflict If an ally de cides to join the war this will not result in any
258. ry with which you have a good relationship will confuse and upset your public You will receive a 1 drop in stability if you declare war if you have a good relationship or a 2 penalty if you have an excellent relationship e Declaring war on a nation with which you have a royal marriage will anger your peo ple resulting in a 1 drop in stability Declaring war on a vassal will result in a 1 drop of stability since your public will not be impressed that you are being aggressive towards a nation that is already subservient to your realm e If you conclude a war with a country by either surrendering or forcing a surrender a truce will come into effect between your realms for the next five years Although you may break this truce and declare war prior to its expiry this will anger your pub lic and result in a 2 drop on your stability When a war concludes in a white peace there is no period of truce and you may de clare war at any time you like If your country is already highly unstable your public will simply refuse to go to war You may not declare war at all the button will be greyed out if your current national stability is at 3 You may declare war if you are at 2 but if the resulting loss of stability due to the above fac tors is greater than 1 this will spark an imme diate revolt in at least one of your provinces It would be much safer to bide your time invest part of your budget in improving your stab
259. s There is one absolutely critical effect of a province being considered a core you can only recruit new regiments and build new ships in core provinces although the province does not necessarily have to be your core province The ability to recruit units and the type of units available is determined exclusively by which country or countries considers the province to be a core If you own a province that is not considered a core of any country you will be unable to recruit any type of mili tary unit there You will have to wait until you have owned the province long enough for it to become one of your cores This is due to the way that regiments and ships are created and is something we will touch on again when we look at preferred unit types in the Domestic Management chapter and then again in more detail in the chapter on the Military Province Improvements During the Europa Universalis III time period provinces and countries underwent drastic changes New cathedrals and universities were built tax collection and many other national programs became somewhat more centralized fortifications were enlarged military power slowly made the transition from periodic re gional levies to permanent standing armies of conscripts ships gradually become larger and both more seaworthy and powerful and a host of other movements towards modernization While most of these advances are handled by the game s approach to the rese
260. s This setting only affects the game volume and will not change your audio card s master volume used for other system sounds Effects Volume Use this slider to adjust the volume of any special sound effects that are played in the game This includes inter face sounds and ambient sounds such as combat effects naval environment effects and other sound cues Music Volume The original score of Eu ropa Universalis III is designed to comple ment game play and will change depend ing on the events that are occurring in the game You may use this slider to adjust the music volume but you may lose some spe cial audio cues if it is completely disabled Controls Scroll Speed This slider adjusts the speed that the game s main map will move when scrolling If you find that the map is scroll ing too quickly and is difficult to control or if you find the movement somewhat jerky try lowering this setting e Zoom Speed This slider affects the rate that the map will zoom in and out as you roll your mouse s scroll wheel if your mouse has one If you find it difficult to obtain the zoom level you desire try using a slightly lower setting e Mouse Speed This slider adjusts the speed that the in game pointer moves as you move your mouse If you find it hard to accurately click on items try a slower setting to im prove your pointer control Settings txt All of the main game settings are stored in the settings txt f
261. s are far less likely to succeed Similarly a highly unstable realm will be far more sus ceptible to espionage e A rulers diplomacy attribute plays an im portant role in determining how adept the country s spies are at infiltrating a target 86 but does not contribute to the defence against covert activities within the realm Spies sent by a ruler with very high diplo macy skill will find it much easier to carry out their missions and remain undetected e The spies of the Holy Roman Emperor will enjoy an additional advantage when carry ing out their missions e The Enlightened Despotism form of government gives all of your provinces an additional bonus in defending against en emy spies e A country with a domestic policy that leans towards centralisation will tend to be better at espionage than a country with a decentralised policy e A country with a domestic policy that pro motes free subjects over serfdom will have a better ability to defend against enemy spies Spy Actions In this section we will describe each of the pos sible missions that can be given to your spies When you click the send spy button the Es pionage Interface will be displayed in place of the Diplomacy Interface Each currently avail able option will be highlighted in gold while unavailable missions will be greyed out A mis sion will be unavailable if the province you have selected is not suitable for the mission or
262. s to the victor A scrollable list of provinces that can be ceded will be displayed to the left of the map and the map will highlight them as they are selected The list of provinces will not nec essarily be a complete list of provinces that the country owns You may include any province that is considered a core province of the nation who will receive it a colonial province that has not yet achieved colonial city status we ll talk about this distinction in the chapter on colo nization or a province that is not a core but is currently controlled by the victor If you are an alliance leader the range of provinces listed will be greater since you will have the authority to cede provinces belonging to an ally You will also be able to demand that a province that is under the control of one of your allies be ceded permanently to his nation If you are negotiating with an alliance leader you will have a similar increase in the number of provinces listed since your enemy will have the authority to include those in the negotia tions as well Each province name in the list will have a war score value beside it that reflects its value towards the war score Wealthy and populous provinces will have a higher value than poor or largely empty ones Provinces that the enemy considers to be core provinces will also have a much higher value than provinces that are not normally part of its realm Click on the province name to add it to the list o
263. s a chance to reach their maxi mum possible morale levels and finish regain ing any missing strength You will receive an alert at the top of the screen to remind you that you are fighting at below optimum maintenance levels if your country becomes involved in a war Clicking on the alert will automatically open the Do mestic Interface to this page allowing you to adjust the maintenance levels to a desired level Remember that increasing maintenance only increases your units maximum morale level and that it will still take some time for your forces build up the additional morale Domestic Religion The subject of Religion is arguably one of the most potentially explosive ones in the history of our species Countless wars have been fought over religious differences or misunderstandings during the ages with no small number of them occurring during the very eras covered in Eu ropa Universalis III To omit religion from the game entirely would introduce a fundamental flaw in the design and yet to include it also risks the unintentional misrepresentation or triv ialization of the beliefs of 28 042 our customers We decided that the importance of religion in this era is too great a factor to ignore so it is included as an element of the game While there have been hundreds of different belief systems throughout history the practical limitations are We are Catholic Catholic Protestant Reformed Orthodox too
264. s not valid path you will be unable to move even if the destination is legal Movement Speed The length of time it will take for an army to march from one province to the next depends on the distance it must travel the types of regi ments in the army the commander s manoeu vre rating and the terrain You can check the expected date that an army will arrive at its destination by hovering your mouse over the army s graphic on the map You will see the to tal force composition its intended destination 99 and the date that it should arrive Europa Universalis IIIs provinces have a wide range of sizes When determining how long it takes an army to march to an adjacent province the game bases the calculation on the exact distance between the two provinces capi tals and compares this to the movement speed of the army Movement is always based on the assumption that the army begins its movement in the provincial capital s location on the map and completes its movement when it arrives in the destination province s capital An army s movement speed is determined by the speed of the slowest regiment in the army An army that is composed entirely of cavalry will move much faster than an army that con tains a regiment of infantry and an army that includes artillery will move the slowest of all If speed is an issue for your strategy you may wish to split an army into a fast moving van guard and have a slower main force f
265. s privi lege This will not improve your relationship with the country but will allow its forces to move through your territory which might have some strategic value in the future The other country may if it wishes respond by declining your offer Beyond granting permission for forces to enter another country s territory there is a special condition that is placed on the coun try which has been granted access you can not declare war on a country with which you have a military access agreement If you wish to declare war then you must first send a diplo mat to cancel the agreement and then wait for one month to elapse before you will be able to declare war This creates a strategic advantage for granting access to your territory since you are then guaranteed at least a 30 day warning before that country could declare war on you Beware This is not a reciprocal condition so there is no restriction that prevents a country from declaring war on you even if it is cur rently granting you military access 76 A military access agreement is permanent It will remain in effect until one of the nations decides to cancel the agreement by sending a diplomat with the message that military access has been revoked Doing so will harm your re lationship and is often interpreted as being a preliminary step towards a declaration of war We should point out that the access that a vassal automatically grants to its overlord is not treated
266. sal requires no additional information and is immediately sent for your enemy to consider When demanding or offering tribute you need to provide additional details about the specific terms of the agreement This is done using a DE fii Force Relision f Force d Vassalisation England will renounce their claims on Konstanz England will release Wales as soveriegn a Force Union secondary interface that allows you to select from a wide variety of different terms that may be included in the agreement Peace terms fall under five different general categories provinces cores vassals new na tions and special terms We will look at each of these in turn in a moment however each term that you add to the proposal will have a war score value associated with it As you add each new term to the proposal it will be added to the summary box at the bottom of the screen and its war score value will be added to the to tal that appears in the bottom right corner By comparing the war score value of your terms to the actual war score displayed at the top of the screen you will have some idea of the likelihood of the enemy accepting the proposal When you are winning the war demanding a 0 BE 5 4 4 4 N N k X 4 states England will pay 50 ducats lower total value of terms than the war score will make it far more likely that your enemy will agree to them Since you are being lenient wit
267. same major religious group We ll leave the historical and random events as a surprise for you to experience in the game they provide the only means for a country to convert to a different major religious group Defender of the Faith Each religious subtype may have one country that is recognised as the Defender of the Faith If there is currently no country that holds this title the Declare Sole Defender of the Faith button on the Domestic Religion interface will be highlighted in gold The 1000 ducat cost of making the declaration is high but the advan tages may make it worthwhile considering e The Defender of the Faith gains an auto matic casus belli against any country that is at war with another member of the faith You will not suffer the usual damage to your reputation for declaring war if you do so in support of another member of the faith This applies even if the country you are declaring war against also shares the same faith e The armies and navies of the Defender of the Faith receive a modest boost to their morale making them far more likely to emerge victorious from battle e The Defender of the Faith is a prestigious position The realm will receive extra pres tige on a monthly basis for holding this ti tle The revolt risk due to war exhaustion will be much lower for the Defender of the Faith A country s subjects tend to become tired of wars that last for any great length of time a
268. saved game has been loaded coun try selection is done exactly the same way that you normally use for a single player game Each player should select a country to play as this is done the country s shield and name will be updated beside the player s name Europa Universalis III supports coopera tive multiplayer games where more than one player selects the same country If two or more players will be sharing a country each player will have the full range of controls over every aspect of that nation It takes a bit of practice to avoid accidentally undoing something that one of the other players had chosen to do with the realm but this type of game can be a lot of fun if each player is agrees to manage a specific area of controls or handle combats in a certain theatre of the world You can chat with other players in the lobby by clicking in the text box at the very bottom left of the screen and typing your message The text will be communicated to all players when you press the enter key on your keyboard and will appear in the area immediately above the text box There is no way to filter this com munication to have private conversations with only a few of the players although this is pos sible once the game has begun Once all players have selected a country the PLAY button in the lower right of the host s screen will be highlighted in gold The host can then launch the game by clicking the but ton There will b
269. se any starting date you wish The arrow buttons above and below the selector s year dis play will advance the date forwards or back wards in increments of one ten or one hun dred years at a time The smaller arrows to the left and right of the month and day allow you to set a precise date in that year You may also click a bookmark to get close to the date you desire and then use the selector to adjust back wards or forwards from that point As you adjust the date selector the game refers to its history files and updates the map to reflect any changes in national borders or the countries that are available Once you have settled on a date click on the country of your choice to select it and display some basic infor mation about its ruler and political situation When youre ready to begin playing click the start button 11 Loading a Saved Single Player Game To resume playing a saved game click on the saved game tab that is located just above the bookmarks near the upper left corner of 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 Click on a file name to select it click the load button to load this game s current date into the selection screen then select your country and click the start button to resume your game If you wish you can choose a dif ferent country to play when you resume your
270. ses if your stability ever becomes too low If you are at the maximum 3 stability level this slider will be automatically set to a 0 investment and any previous allocation will be distributed evenly in the other six sliders Your stability level is always displayed in the top bar of the Main Interface as well as to the right of this slider Treasury Investment The investments amount shown on the budg et summary is the sum of the amounts that you have allocated to the five technology slid ers as well as any investment in stability The remainder of your monthly income will auto matically be allocated to your treasury alloca tion slider which is used to mint money These ducats will be used to pay your fixed monthly expenses and any remaining balance will be added directly to your treasury Investing in your treasury causes a very small but constant increase in your country s current inflation value which we ll talk about shortly The bal ance shown on the budget summary scroll is the total amount allocated to the treasury slid er after the fixed expenses have been deducted and is updated automatically as you adjust the treasury slider It is possible to run a deficit in your month ly balance after fixed expenses but it is not ad visable to do so for extended periods of times While there are no direct penalties incurred by a negative balance any shortfall will be with drawn from your country s treasury If yo
271. show you the expected date of completion You may only construct one building at a time in each of your provinces Until it has been completed it is also extremely vulnerable to an enemy attacks If an enemy army besieges and captures the province before the construction is complete all progress that has been made on the improvement and your financial invest ment will be lost Once you have regained control of the province you will be forced to start all over again There are two other but tons located to the right of the Build Improve ment button in the Province Management in Military Recruitment terface These are used to recruit new regi ments to serve in your army or new ships to become part of your navy We will look at these in the Military section of the manual For obvi ous reasons you will only be able to build ships in provinces that are located on a coastline that is why the Build Ship button is greyed out in this graphic it is important to re member that you can not recruit regiments or build ships in a province unless it is considered a province by at least one country core Spain Constitutional Monarchy King Carlos III Diplomacy Administration tert Cu nt relatio on 70 an hono Shk reputation T Castilian i Land 40 Royal Marriage with Austria and Sardinia H as Casus Belli on Great Britain and Portugal Naval 40 ec ae DD Other Countries Provinc
272. splay a list of the prov inces that you are allowed to sell then click on a province s name and set your asking price After sending your offer the other country will consider whether the purchase is worth while If the arrangement is acceptable the money will be deposited to your treasury and the province s ownership will be transferred to the buyer There is no effect on the prestige or reputation of either country nor will this alter the relationship between your realms Send War Subsidies Revoke Subsidies This is a very interesting diplomatic option that allows you to offer financial support to another country that is at war Clicking the button will display a secondary interface that allows you to specify an amount to transfer from your treas ury to the other country This subsidy will con tinue until the other country is at peace with all of its enemies or until you cancel the subsidy via the revoke subsidy diplomatic action Every month that you subsidise a country your relationship will improve with that coun try but it will also harm your relationship with any country with which it is at war There is no other effect of offering a subsidy and there are no penalties for cancelling it Offer Loan In addition to the loans that a country may re ceive using the Domestic Economy interface or be forced to take if its treasury is exhausted a country may also be offered a loan from a more wealthy country I
273. ss your relationship with that coun try will suffer a small penalty You can avoid unintentionally angering a country in this way by diplomatically arranging for a trade agree ment between your two nations This guar antees that your merchants will never try to dislodge one another A more drastic step that will give your merchants a competitive edge in your own trade centers is to diplomatically em bargo another nation s merchants This denies that country the right to expand its business in any centers of trade that you own Issuing an embargo is a somewhat drastic step that will cause your relationship with that nation to sour and will give that country a casus belli to go to war with you over the issue until you lift the embargo Monopolies There is a special level of trade that you attain in a center of trade a monopoly You will need to have researched at least trade technology level 7 before you can even attempt to achieve a monopoly and you must already have 5 mer chants active in that center You may then send a sixth merchant to try to gain a monopoly If you succeed you will gain a disproportionate ly large bonus in the value of trade that you derive from this center each month and your merchants will be even harder than usual to dislodge Also fledgling merchants will be im pressed in your achievement and will be more inclined to make themselves available to you resulting in one extra merchant being added to y
274. ssi ble due to the religious requirement If this term is accepted it will in no way improve the relationship between your countries so do not be surprised if your vassal attempts to declare independence at some point in the future unless you are prepared to invest heavily in diplomatic gifts to improve your relationship e Force Union This option will only be available if you are fighting a succession war and the negotiations are being conducted by the two principal countries contesting the succession As you may recall when the ruler of a country with two or more royal marriages dies there is a chance of a succes sion war between those countries The war is concluded when one of the countries ac knowledges the other s right to be the leader of a new political union with the country that lost its ruler This is the peace term re quired to force that claim If accepted the junior country of the personal union will enter into a personal union with you if it isn t already and the defeated contestant will relinquish his claim e Reparations The last of the special terms is an agreement for the loser to immediately pay an amount of gold to the victor If the victor is an alliance leader any gold received from the peace will be distributed evenly to all members of the alliance If a peace is agreed to by an alliance leader on the losing side any reparations must be paid entire ly from the treasury of the alliance leader t
275. st combats will not end with the utter destruction of an army Instead one side will break off the attack and be forced to retreat A defeated army must then make a decision about where it will retreat This is done automatically and is not something that you control if your army is the one that loses If you think that your army will be defeated and wish to avoid taking unnecessary casualties you can order it to withdraw before the combat would normally end Simply select it and is sue an order for it to move out of a province It doesn t matter which province you specify as a path since this retreat order is treated exactly like a normal combat defeat and is governed by the rules of retreat The victorious side is now free to do what ever it wishes If the invading army won the battle and the province is controlled by an enemy it will automatically initiate a siege If the province is neutrally owned or is already controlled by the victorious side the army will wait for new commands If it was already in the process of moving somewhere it will resume the movement from the point that it was inter rupted if doesn t need to start all over again from the beginning Retreat A losing side will retreat automatically based on a set of special rules that govern retreat e If there is an adjacent friendly province that does not contain enemy forces the army will retreat to this province If there are two or more possible loca
276. stead Although it usually involves a high war score value this peace term is often an excellent choice if you are on the winning side in a war You do not gain any territory so you will not tarnish your reputation however your enemy will be permanently weakened since he will no longer be able to draw tax in come or manpower from the provinces he has been forced to give up Special Terms There are a variety of special terms that appear as buttons near the bottom of the interface Most of these have a very high war score value are usually only included when you are the vic tor in a war you would not normally volunteer to sue for peace under these terms and some may not always be available e Force Religion If accepted this term forces the enemy to convert its national re ligion to match your own Unlike voluntary conversion this is not accompanied by a 5 stability drop You may only force the con version of a country that has a national reli gion that is within the same major religious group as yours e Force Vassalisation This term forces the loser to become the vassal of the victor This is the only way to obtain a vassal if the con ditions required for diplomatic vassalisation cannot be met You can force a republic or theocracy to become your vassal which would otherwise be impossible since they can never enter into a royal marriage You can also force a religious enemy to become your vassal which would also be impo
277. such magnitude that he actually helps to improve your country s stability each month e Statesman Employing a statesman will contribute an extra monthly investment into diplomacy technology e Treasurer This advisor will help to speed up your trade technology research e Naval Reformer You will gain new naval technologies more rapidly when you employ this type of advisor e Army Reformer Your land based military technology will increase more rapidly with an army reformer in your court e Trader This advisor increases the rate at which new merchants become available in your national pool e Theologian Your pool of missionaries will increase more rapidly when you have a theo logian in your court e Spymaster This advisor will help to recruit new spies for your national pool e Colonial Advisor You will gain new col onists more rapidly in your national pool when this advisor is a member of your court e Diplomat A diplomatic advisor increases the rate at which you recruit new diplomats to your country s pool There are also a number of random and histori cal 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 The historical event that triggers the start of the Reformation cannot occur to a country unless it has a theologian in its employ and having a colonial advisor may occasionally provide you with a free colonist for your count
278. t ic relationships that you might form 35 Prestige affects e The chance that you will gain new territories through dynastic succession e The chance that a diplomatic proposal you send to another county will be accepted o The cost and monthly salary of any court advisors you hire e The rate at which your relationship value with other countries changes each month center of trade The rate at which new diplomats become available in your diplomat pool The chance that one of your merchants will be able to establish and maintain a share of the market in a o The chance that one of your colonists will succeed when attempting to establish or enlarge a colony e he morale of your armies and navies e he chance that you will be able to successfully influence one of the seven cardinals of the curia when at tempting to gain control of the Holy See Prestige is gained by o Winning battles e Winning a war when you demand peace or an other country surrenders to you e Gaining a new vassal becoming the leader of a personal union forming a new royal marriage or creating a new alliance e Establishing a new colony e Hiring a philosopher to serve as one of your court advisors e Adopting certain national ideas that increase your prestige on a monthly basis The national ranking should not be mis taken as a measure of military might It is quite possible for the most powerful and dangerous country in the wor
279. t crispness and contrast Shift ing the slider to the left will reduce contrast and shifting it to the right will increase con trast Multisampling Use this control to set the level of multisampling also commonly called anti aliasing used to display graph ics in the game Higher levels will produce a more pleasing visual image but will also cause a slight reduction in game perform ance Shadows Enabling shadows for objects that are displayed on the main game map will reduce the overall performance of the game very slightly and is not necessary for play Enabling shadows will provide a more appealing overall image Trees If your system is very close to the minimum game specifications you may be able to improve your game s speed and per formance by turning off trees You should only disable this feature if you have a very low performance graphics card since ter rain plays a very important role in move ment and combat You should first try re ducing the anti aliasing level and disable both the decorative map info and shadows before you resort to turning off the trees Decorative Map Info There are a number of small decorative objects that are added to the main game map to enhance the over all visual appeal These do not have any ef fect on play and can be turned off to gain a slight boost in game performance Audio Options Master Volume This slider adjusts the overall volume of all game music and audio effect
280. than infantry regiments and are often as much as triple the cost Their single greatest advantage throughout the game is their speed of movement If you need to get a regiment rapidly from one place to another cavalry is the regiment to select While large cavalry ar mies might seem appealing be sure that your economy is strong enough to support the high monthly maintenance cost of keeping the regi ments ready to do battle Artillery Regiments Artillery regiments will not be available to most countries at the onset of the game but will start to make their appearance towards the end of the 15 century when nations begin to reach the necessary land technology level level 4 in most cases Although each regiment is shown as being composed of 1000 men this is not to suggest that there are that many pieces of artil lery in the field Instead the regiment repre sents a smaller infantry regiment with artillery support along with the men required to oper 90 ate load and transport these fearsome pieces of machinery Early forms of artillery were heavy and un wieldy making them highly unsuited to field combat For the most part this weapon s func tion was limited to siege work where the con stant bombardment of an enemy s walls would eventually create a large enough breach for the infantry to pour through By the beginning of the Napoleonic era artillery had undergone a drastic technological change and was becom ing de
281. that you have a general idea of the concepts Combat Resolution Fire and Shock Phases Combats occur over a period of days with a total duration of several weeks being not at all uncommon They are divided into two differ ent phases a fire phase and a shock phase Each phase lasts for five days and as combat proceeds the phases alternate back and forth until one side is declared the victor Combat begins with a fire phase that lasts for five days then advances to a shock phase that also lasts for five days before cycling back to begin an other five day fire phase This will continue until one side breaks or is eliminated Each day the invading army makes one attack against the enemy at which point the enemy then makes a counter attack The type of attack is determined by the current phase being either a fire attack or a shock at tack This means that for the first five days of a combat the armies will be exchanging fire attacks and for the subsequent five days they will be making a shock attack Fire attacks rep resent the use of ranged weapons such as bows muskets and artillery Shock attacks represent hand to hand combat where the equipment in volved is swords pikes bayonets lances and other such weapons The results of these at tacks will determine the amount of casualty damage that each side inflicts on the other In the real world each day of battle would in clude both types of ex
282. the game It would take too long to provide a full listing of everything you can find and do here so we ll describe one of the pages here and let you experiment with the others yourself The page shown in the accompanying graphic is the Country Overview page This is the first of five domestic pages that are ac cessed by clicking the first of the bookmarks at the top of the ledger and provides some handy information about each of your provinces The table identifies each province s name current tax and production income manpower cul ture religion trade good and level of fortifi cation The scrollable list of provinces will in clude every province you currently own We can sort the province listing by click ing on any of the headings on the table If we wanted to compare the production income of our provinces we would click on the produc tion heading to sort them from highest to low est Clicking the heading again will reverse the sort order Any column that has non numerical values will be sorted alphabetically We might be curious to find our why Tama roa the second last province visible on this list has such low income values Instead of closing the ledger and then trying remember where the 125 province is located all we need to do is click on that line of the table The ledger will automati cally close the province will be centered on the Main Map and the Province Management in terface will
283. then cover these concepts and their implications in detail in the separate chapter on The Military Unit Categories and Types Europa Universalis III includes a very large number of different unit types that are based upon both regional and technological differ ences around the world during the eras covered by the game In mid 15 century Europe an army was usually seasonal and was made up of heavily armoured knights accompanied by scores of poorly armed peasants levied for a specific campaign The weapons in use were primarily swords spears and various types of bows siege equipment was almost unchanged from the ponderous machinery in use several hundred years earlier Within a hundred years the towards professional armies and 925 364 E France transition gunpowder based weap onry had begun by the game s end it would be muskets and artillery that dominated the battlefields of Europe Technologi cal progress occurred at various rates throughout the world and the types of weaponry and tactics varied considerably from place to place As we saw in the pre vious section budget in in land and technology will Morale Total Support Limit Maintenance vestments naval gradually reflect these advancements by un locking new and more powerful types of mil itary units Each unit type belongs to one of seven categories land based units all fall under the classification of infantry cavalry or arti
284. ther Nations If you would prefer not to adopt the Quest for the New World as one of your national ideas it is still possible to obtain new maps of distant lands You will simply need to be patient and wait for another country to do so After a new province has been charted there will be a pe riod of some years when only the country that discovered it will be in possession of the map Eventually word of the province will begin to spread throughout the international commu nity and within several decades the province will appear many countries maps This process is usually limited to those countries that would normally interact on a frequent basis and will vary depending on your respective relationships religions cultures and various other factors It is unlikely that drastically different nations will ever share any significant amount of their knowledge There is no way to prevent this cartographic spread from occurring so if you discover an unoccu pied province that is of particular interest to your colonial aspirations you should arrange to develop it into a colony as soon as possible 119 SPECIAL POLITICAL BODIES Overview There are two special political bodies that ex isted during the Europa Universalis III time frame that were not specifically tied to a single nation or location the Holy See and the Holy Roman Empire Both are represented in the game using special interfaces and offer special advantages to the
285. there for strategic reasons At trition is caused by the size of an army exceed ing the amount of supply it can obtain from its current location The area below this will list each of the reg iments currently contained in this army You will see each regiment s name type and cur rent strength Hover your mouse pointer over a regiment to display a tool tip that details its combat characteristics Army Organisation An army that contains two or more regiments may be divided into two smaller armies and multiple armies located in the same province may be combined into a single larger army or may exchange regiments if you would like to rearrange their composition peg To split an army select it and click the split army button This will display the Army Re organisation interface where each of the reg iments in your cur rent army are listed in the army on the left Use the arrow but tons to move some of sy n en poeta y le de France the regiments to the new army If you change your mind you can return a regi ment to the original army Once you are satisfied with the composi tion of the two armies click the close but ton If two armies are in the same province you can select them and then either quickly merge them or open the reorganise army in terface to move regiments between them To select more than one army click and drag you mouse pointer on the main map to draw a box around eac
286. ties of your armies and na vies are determined by the type of units you have and your current level of land or naval technology however they will usually be far more effective in battle when commanded by capable leaders Europa Universalis II allows you to recruit four different types of com manders General A general is a leader who specialises in land combat and will be assigned to command one of your armies in battle His fire and shock capabilities will be added to the attack and defence capabilities of each of your regi ments making them far more deadly in com bat A general s manoeuvre rating is not added to the regiments rating Instead this is used to give a movement bonus to the army he com mands A general s siege rating will give a bo nus to his army s siege capabilities allowing them to breach any enemy s provincial fortifi cations more rapidly You will need to use one diplomat to recruit a general and there is a base cost 100 ducats to hire him which is sub ject to any surcharge resulting from your coun try s inflation value Admiral An admiral is a naval of ficer who will command one of your fleets in battle His fire and shock values are added to the attack and defence capabilities of each of the ships un der his command His manoeuvre rating will provide extra naval positioning bonuses to his fleet during combat This allows the ships to begin their attack on an enemy fleet a
287. tion category This national idea allows you to recruit explorers and conquistadors who can then be sent out to discover any uncharted provinces Until you have adopted the Quest for the New World you will be unable to ex plore any provinces that are terra incognita If you have visions of building a vast colonial empire you should choose this idea fairly early in the game Domestic Policies At the bottom of the Government page of the interface is a series of eight Domestic Policy Domestic F olactes national ideas Hov ering over an idea will display a tool tip that shows each one s effect on your realm All of the ide as will be available to you throughout the game as there are no pre requisites imposed upon their selection There Awstocracy ettralhtation Leo watre Mevcatilism Offermive restrictions of is also no limit on how many ideas you may choose from any one particular category You are free to choose any national idea you like Once you have decided on an idea click on it 58 sliders Domestic 5 policies are general riut ct azy trends or areas of Decentrilizatiot interest that your M amowvnrinded Free Trade country will pursue Unlike the ment and tolerance invest Defensive Naval sliders we saw ear Duantity lier domestic policies can only be changed very slowly and in frequently because they represent fairly drastic shifts in overall government policy in
288. tions it will retreat towards the closest one e If there are no adjacent friendly provinces that do not contain hostile forces the army will attempt to retreat to a neutral prov ince that it is allowed to enter and does not contain an enemy force This could be a province that has not yet been colonised and thus has no owner or a province that belongs to a country with which the army has an agreement for military access e ts next alternative will be to retreat to an adjacent enemy province that does not contain an enemy army It will do so even if this is not to its strategic advantage e If the retreating army has no alternative 105 other than to treat to a province that contains enemy forces it will use the same order of criteria listed above If two or move provinces meet the conditions it will move to the province that the k fewest enemy soldiers When it arrives it will be forced to fight another battle that it is likely to lose due to its low initial morale e If no valid province exists for it to retreat re boo contains 1 009 3 000 to the army will be destroyed Sieges Simply defeating a hostile army will rarely be sufficient to gain control of an enemy s prov ince To accomplish this you must first capture its capital city which will usually be protected by at least some level of fortifications which are manned by enemy soldiers On the rare occa sion that a province has no forti
289. tions let us focus our atten tion on your land forces Recruiting Land Forces You will usually begin the game with an army located in your capital province The number of regiments in the army will depend on the size and economic strength of the country you have chosen to play and the exact type of each regiment will depend on the starting date and your location in the world It is common for the army to be quite small so to ensure your security or to begin contemplating war you will almost certainly need to expand the size of your military To do this you will need to recruit some new regiments Each regiment is composed of 1000 men 91 Provincial Re ouments W i POs Latin Caracolle C awalry i o ivel Canton i u Mavtician Infantry Mercenary Re riments __ Magician Infantry E Latin Caracolle awalry and is recruited in one of the provinces in your realm and each province is capable of recruit ing one new regiment at a time The soldiers that will form the regiment are drawn from your country s manpower pool which is shown at the left end of the Top Bar Each of your provinces contributes a number of men to the pool each month and once you have at least 1000 men in your national pool you will be able to begin recruiting a new regiment You will begin by deciding where you would like to recruit the regiment You might select a province that is near the location that you ex pect to need your future a
290. to respond to a historical event and your decision will often have a large long term im pact on the development of your nation Some events are beneficial others may be quite the opposite Many are neutral and simply present you with a choice to make along your road into the future You will often be equally as likely to succeed no matter which path you take but the methods you will use to achieve victory will probably be different Our Treasurer Reports Merchants Successful My King our merchant successfully expanded When your merchants expanded your trade in a Display in log Open popup window Show on map a Random events are gE somewhat more generic BA in nature They provide a little added spice and unpredictability to the game but their effects Center of Trade are usually not as great in either extreme as those you will receive from historical You may receive a gift of gold to your treasury or perhaps your peas ants may cower in superstitious fear for a short events while after sighting a meteor You should be ready to take advantage of the good events and to overcome any problems that arise from the less beneficial ones The type and frequency of events will vary considerably depending on what is happening in your particular game s version of history It is not practical to list all of them here there are hundreds but each will include a descriptive text that expl
291. tton at any time to abort Many of these set tings can also be changed at any time you wish there is no limit to the number of saves that you may have stored for later use 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 Resolution Use this control to change the game s video resolution to one of many supported resolutions including 1024x768 and higher The default value is determined by your current desktop resolution If your monitor s resolution is not listed for any rea son you can manually edit the settings txt file in the EU3 root directory to provide any resolution that is 1024 x 768 or higher We do not recommend extremely high resolu tions on smaller monitors as this may make some of the in game text and controls too small to use effectively You must exit and restart the game before any changes will be applied Screen Refresh Rate Use this control to adjust the screen refresh rate from the de fault value determined by your desktop set tings Warning an incorrect setting can cause damage to your monitor Please refer to the user manual for your monitor before changing the default screen refresh setting Gamma This slider adjusts the overall con trast level of the game s graphics For most systems the middle position should pro vide excellen
292. ttons The Provincial Sum mary portion of the interface will be almost identical when you click on another country s province or an un owned province but most of the extra interface buttons will be removed Provincial Summary The Provincial Summary is divided into sev eral distinct areas that provide information about the province s details religion income and trade We ll look at each of these in turn Province Details The banner that runs across the top of the Pro vincial Summary shows the name of the prov ince and has a small X button at the right hand end which you can click to close the Prov ince Interface You may also close it by clicking a second time on the province on the Main Map You don t need to close the interface to change to a different province Just click on an other 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 e Population A province s population has a significant impact on the wealth of the province The larger the population the more tax income it will generate for its owner When a country has positive na tional stability a province s population will usually grow There are various factors that may also cause a province s population to Tax 3 00 Production 7 00
293. u is Declare War we ll save that one for last since it is somewhat more complex than the others and has certain aspects that depend on other diplomatic actions that you might have taken Offer Royal Marriage Break Royal Ties In the Europa Universalis ITI time period it was fairly common for dynastic ties to be formed between the nations powerful ruling fami lies These ties helped to form bonds and ce ment relationships avoid undesirable wars and generally help the geopolitical stability of both realms Unfortunately sometime this would lead to unforeseen problems in the fu ture where questions of succession could lead to unexpected conflict This is represented in the game by the diplomatic action of forming a royal marriage There are several criteria that must be met be fore you will be able to offer a royal marriage to another county e You cannot already have existing royal ties to that country Both countries must have a state religion that is part of the same religious group You may arrange a royal marriage be tween Protestant and Catholic realms but not between Protestant and any non Christian nation You cannot be at war with that country Both countries must have a form of gov ernment that allows a royal marriage to be created You will not be able to offer a roy al marriage if either country is a merchant republic an administrative republic or a constitutional republic Theocracies an
294. u lack the funds in your treasury to pay your fixed ex penses you will automatically be forced to take a loan to cover the shortfall Until the loan is repaid you will forced to spend an additional monthly amount in interest charges which will make it even harder to balance your budget and could eventually force your country into bank ruptcy We will look at this financial death spi ral after quickly reviewing your country s fixed expenses 46 Fixed Expenses There are three fixed expenses shown on the budget summary scroll on the left side of the screen The advisors amount is the monthly salary you must pay to retain the services of any court advisors that you may have hired The military maintenance amount is the monthly cost to maintain your current complement of armies and navies and is the subject of the next page of the Domestic interface The Interest amount will only apply if you have voluntar ily or involuntarily taken a loan and reflects the monthly amount that you must pay in in terest on the sum that you have borrowed see below Monthly Budget Balance Once your fixed expenses have been deducted from your treasury investment the monthly budget balance is reported near the bot tom of the scroll showing the number of duc ats that will be placed into your treasury each month You will use this money to recruit new troops hire mercenaries build new ships con struct new province im
295. u will see a prelimi nary menu of peace options displayed on the screen allowing you to choose between several types of peace offers and at the top of the in terface you will see a war score value At the bottom of the interface is a button that allows you to cancel the action and go back to the di plomacy menu Before we discuss the meaning of the war score and the options on the inter face we must first make a very important distinction about which countries are involved in negotiating the peace Negotiating Peace with f Alliances In the previous section we indicated that when allies become involved in a war each side of the conflict will have an alliance lead er The alliance leader is the most powerful country involved on that side and only the alliance leader has the authority to negotiate a peace that will affect all of the participants on that side This is a crucial dis 79 tinction that is best made by describing each of the possible effects of peace negotiations from your perspective e Ifyou are the leader of an alliance and ne gotiate peace with the leader of the enemy alliance any peace you agree to is binding on all countries on both sides of the con flict You will be able to make offers that affect your allies or demand terms that af fect the other country s allies If the enemy alliance leader agrees to the terms of the peace the war will end and all countries will be at peace
296. u will select one of more than 200 countries that existed in the world during this time and attempt to guide it through more than 300 years of diplomacy warfare trade religious turmoil scientific de velopment exploration and colonization The game begins just after the fall of Con stantinople in May 1453 and is played in con tinuous time until its conclusion in December 1789 As the days pass you will devote most of your efforts to looking after the domestic needs of your country negotiating with your neigh bours and conducting wars of self defence or conquest Each country begins the game owning one or more provinces A province is the essential building block of a nation contributing vital tax and trade income to drive its economy and supplying much needed manpower for use in its military The more provinces your country owns the more powerful you will be If you lose your last province your country will be eliminated and you will lose the game There are areas of the globe where you may find provinces that are unoccupied and avail able for colonisation however the majority of the world s provinces will already belong to other countries and to increase your power you must find ways to obtain them Although it is possible to achieve this through diplomatic means you are far more likely to extend your power by waging war Expansion and conquest are the goals of most nations thus creating a very volatile and
297. u wish Choosing a position to wards the extreme left will cause your country to be hostile towards anyone of that faith A setting that is towards the right end of slider will make your country quite tolerant of that religion There is one restriction to the slider settings the sum of your tolerance settings must always be neutral If you wish to be highly toler ant of one religion you must either be equally intolerant of another or somewhat intolerant of several You can adjust a slider by dragging the tab to the desired position or by clicking the arrows at either end of the slider As you do so you ll notice other sliders moving in the opposite direction to automatically maintain the required overall balance You can prevent a slider from moving by locking it in place Right click or double click the slider to lock it and repeat this process to unlock it again Be cause you must always have an overall neutral balance you will only be able to adjust your tolerance towards a religion if at least one other slider is also unlocked Religious Tolerance s Effect on Province Revolt Risk Your religious tolerance settings have a large effect on the revolt risk in any province that you control If you are tolerant towards a prov ince s religion it will be much less likely to re volt than it would if you were intolerant This effect is entirely dependent on your tolerance settings and not on your official realm religion It also ap
298. udget allocation sliders on the right side of the interface Let s take some time to look at these and then we ll return to the subject of your fixed monthly ex penses 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 di rectly to your population Doing so will result in less income for you but will make your sub s cash This is the money Production you will use to pay your j fixed monthly expenses after which the balance will be deposited to your nation s treasury r 5 Technology Investment In Europa Treasury 2 6 II technology is a very y abstracted concept Re search is divided into five primary fields of inter est and each field has as many as 60 successive levels of achievement At Stability rh Universalis the beginning of the game you will be a level 0 in most if not all fields As you invest some of your income in each area you will slowly gain new levels of advancement This will slow ly improve your nation s economy enable new province improvements and forms of govern ment and greatly increase the quality and com bat effectiveness of your military forces Let
299. uld ensure that transports are placed in fleets that include other vessels more suited to combat unless you are certain that they can complete their voyage unmolested Galleys A galley is the smallest class of combat vessel These ships carry somewhat limited armaments and cannot withstand very much damage be fore being sunk Their advantage is that they are quite inexpensive and quick to build and are cheap to maintain on a monthly basis Gal leys gain a significant bonus when involved ina battle that occurs in an inland sea zone such as the Baltic Sea and the Mediterranean Sea how ever they also receive a rather nasty penalty in combats that occur in the open ocean Light Ships This is a larger ship than a galley carrying a more powerful armament and able to with stand considerably more damage Light ships are more expensive to build and require a long er time before they will be ready They also carry a higher monthly maintenance cost The greatest advantage of a light ship is its excel lent blend of speed firepower and tolerance to damage Big Ships These are the largest class of ship carrying the greatest possible armament and able to with stand tremendous amounts of damage while still remaining afloat They tend to move quite slowly at sea and are extremely expensive to build and maintain Unit Types There are many different possible unit types for each of the regiment and ship types we out lined above The
300. uld vary from class to class it is convenient from a game play perspective to have a constant manpower requirement for every land and naval unit you can build Once you have clicked on the ship type you would like to construct a graphic appears on the map to indicate that a ship is being built A province is only able to build one ship at a time and a province cannot build a ship and recruit a regiment simultaneously It can only engage in one of these actions at a time Calais Provincial Re riment Fleet Information and Organisation Once the ship has been built it is placed into a new fleet which will be docked in the prov ince s port awaiting your command Each ship is given a unique name that is appropriate for the country that builds it You cannot change the ship s name but you can change the name of any of your fleets by clicking on the name and then typing in a new one The fleet information displayed when you select it is very similar to an army s information 109 Battle of Straits of Dover Fooke b i Morale EM ary Fose Prince Frederick Katherine c a Rogala Si Expedition gt Hope L Alexandre de Bourbon Morale At the top of the display you will see the fleet s name the name of the admiral that commands it and its current location The total number of ships in the fleet is shown beside the admi ral s name and the chance of each ship suffer ing any attrition
301. ult setting that can be changed by clicking the menu button on the Special Menus toolbar and selecting the message settings option from the menu This opens an interface that contains a complete list of each different message type and allows you to change the way it will be displayed in the game Most message types are set by default to be written to the history log The more important ones will also open a message box while the general interest ones will be displayed as float ing text some of these will not be written to the history log By using the message settings interface you can toggle each of these display types on or off Once you have saved your pref erences and resumed play the new settings will take effect There may be some message types that cannot be displayed in all three different ways so if you click on a toggle button and it doesn t change this is most likely the reason Europa Universalis III remembers your message setting preferences and will continue to apply them to all future games If you toggle the setting of a message to be off for all three display types the message will no longer be displayed anywhere on your screen and might cause you to miss something of importance Don t forget this when starting a new game since you may have turned off a particular message type in a previous game that might be more critical to you in a new one There is also a quick way to change a single ty
302. ulti Player Game When starting a multiplayer game you will first need to establish a connection between each of the players computers Europa Uni versalis III supports multiplayer games with as many as 32 players for practical purposes you can only achieve the necessary connection speeds for this many players when all play ers are on a LAN If you are connecting over the internet you will usually obtain the best results if you limit the number of players to a dozen or fewer One player must act as the host for the ses sion and all other players will be clients If there are more than a few players the ideal host will be the player with a highest internet con nection speed and most powerful system Due to the volume of data being transferred during play and the continuous time nature of the game you will not be able to use a convention al dial up modem for multiplayer games Preliminary Requirements Before launching the game each player must ensure that his system is set up to receive and transmit the necessary data In the vast majority of cases a client will not need to do anything however most Player name people now use at least one software firewall program Windows XP has an in tegrated firewall that active by default and many peo ple will also wish to play on a computer that is behind a router Most routers also include firewalls that can interfere with communica My Session Wame tions
303. union There is also the possibility that his death could trigger a succession war although the chances of this happening are still fairly low Assuming that your ruler survives any com bats he leads you may wish to return him to your leader pool by assigning a different gen eral to lead his army as soon as possible You cannot remove him from the pool but he is not at risk as long as he is not currently command ing an army When your ruler dies of natural causes he will also be removed from your lead er pool Leader Listing The lower half of the Leader page of the Do mestic Interface displays a scrollable list of all of your leaders If the leader is currently as signed to an army or fleet the name of that force will be listed below his attributes If there is no fleet or army indicated below his name the leader is currently in your country s leader pool and may be assigned as desired Each newly recruited leader will be given a random name that is appropriate for his coun try A ruler is not given a random name when he is converted into a general He retains his own name To the left of each leader s name is a symbol that indicates whether he is a gen eral a glove an admiral a blue Nelson hat a conquistador a silver Spanish helm or an explorer a spyglass To the right of his name is a graphic representation of his leadership at tributes You can also hover your mouse over his name to see a
304. ur core coastal provinces will be of the new and improved variety Existing ships of the old type are not upgraded since the technological advancements usually reflect new hull designs and rigging To take advantage of a new naval unit type you will need to build a new fleet of ships and scuttle any antiquated models Army Naval Maintenance Each month there is a cost associated with maintaining your military reflecting the need to feed them and ensure that their equipment is in good working order This maintenance cost can be quite expensive if you decide to keep a large army in the field or a sizeable fleet in your navy When a regiment has suffered combat casualties or a ship has received damage the maintenance cost is also used to automatically replenish the losses or repair the damage Each month every regiment and every ship costs a small fixed amount of money to main tain The combined total of all land and naval maintenance costs is the Military Mainte nance value we saw on the budget summary scroll on the Domestic Economy page of the interface If you wish you may reduce your funding to either facet of your military by ad justing the maintenance sliders at the bottom of the Domestic Military page The slider s range runs from a minimum of 50 to a maximum of 100 of the necessary monthly expenditure to keep it in perfect condition Setting a value below 100 will reduce your monthly mainte nance costs but has tw
305. ur 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 technol ogy If you re in a hurry you can click the small lightning bolt symbol to the right of the slider This allows you to make an investment of gold from your treasury to reach the next level a lit tle more quickly but the rate of return is only half the investment As we saw in the previous section there are also a number of advisor types that will contrib ute to your monthly investment in a particular field of research The exact amount depends on the advisor s skill level and will be invested even if you have allocated nothing at all from your monthly budget You ruler will also con tribute a free investment amount each month as determined by his attributes The budget allocation slider s tool tip may also report that you are receiving a neighbour This is another mechanism in the game that simulates the involuntary spread of bonus technology across international boundaries If another country in the region has achieved a higher level of technology than you some of that knowledge will gradually seep into your nation and be added to your investment This doesnt deduct any income from the other country nor will you lose any income if anoth er country is benefiting
306. vastating on the field of combat This is reflected in the game by the ever increasing damage caused by these regiments Until the later stages of the game artil lery s most effective use is to greatly reduce the length of time required to conclude a siege Used in concert with regiments of regular in fantry you will be able to breach the walls and assault a city much more rapidly than would otherwise be the case You will gradually want to increase the number of artillery regiments in your armies as the years go by but brace your self for the high cost to purchase and maintain them They aren t cheap They also move very slowly so don t expect an army that has a regi ment or more of artillery to get anywhere very quickly Ship Types Turning our attention to the sea your naval forces will be made up of ships that are usu ally assembled into fleets each of which will be commanded by an admiral As was the case with regiments ships come in a variety of dif ferent primary classifications Transports This is the most basic form of ship As the name suggests a transport ship is used to trans port land forces across the seas allowing you to conduct military operations far away from home Transports have no armaments and are quite easily sunk during naval combat This is the only ship type capable of carrying land forces so they are indispensable if you intend to extend your country s borders across water You sho
307. ve a wider range of options There is a small loss of stability whenever you alter your form of gov ernment reflecting the fact that such bureau cratic transitions rarely go smoothly You must have a nation stability level of at least 0 before you will be allowed to select a new form of gov ernment You will also be prohibited from making a drastic change in a sin gle step If a form of gov ernment is greyed out on the list it will be neces sary to change to one or more interim forms of government before it will become available The al lowed government transi tions are included in the listing in Appendix F National Ideas Immediately below the form of government but ton are ten National Ideas boxes A national 57 idea is a fundamental policy decision that you can instruct your country to pursue It helps to define the overall character of your realm There are thirty different unique national ide as included in Europa Universalis III which may affect your land and naval military capabilities your focus towards exploration and coloniza tion your state s business and trade or your state s culture Each country may adopt as many as ten ideas however you may only adopt as many ideas as is allowed by your current government technology level When you begin a game in 1453 it is likely that you will not yet have suf ficient government technology to adopt your first national idea In most cases
308. ver a fleet en ters a sea province that contains a hostile fleet You will receive a message to notify you of the encounter and can watch the progress of the battle by clicking the go to button on the message or by selecting the fleet on the map Like land combat naval combat alternates between two different phases every five days however most of the other mechanics are con siderably different Positioning At the beginning of the battle each fleet s ini tial position is determined based on the aver age speed characteristics of the ships in the fleet If there is an admiral in command his manoeuvre rating will also contribute favour ably to this position The fleets will then begin to close on one another attempting to find a suitable target in the enemy fleet Again an admiral s manoeuvre rating will enable them to achieve this more rapidly and efficiently It is possible that a side with a very competent ad miral might mange to inflict several rounds of damage before an enemy is able to return fire in a meaningful way Targeting Oncea ship reaches a suitable position to attack an enemy ship it will open fire with its guns When there is a choice of targets the ship will attempt to select the most suitable enemy to at tack This decision includes considerations of the threat that the enemy vessel poses to the fleet as well as the targeting ship s ability to inflict meaningful damage to that enemy In the
309. ves the morale of your armies and navies and helps to accelerate the research into new land and naval technologies that will lead to more potent forces It has one further effect that we ll talk about towards the end of this chapter a male ruler with a high military rating will usually be a much better commander when he decides to lead an army in person At the beginning of each game the ruler of each country will be the historic figure who led the nation at that time and his or her at tributes are also an approximation based on historic records All subsequent rulers will have randomly generated attributes Ruler Succession As was the case historically a ruler s lifespan is impossible to predict 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 39 date that he died historically because the game uses a degree of randomization to determine exactly when the next succession will occur 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 pe riod of domestic instability that accompanies the succession Republics theocracies and fed erations tend to have reigns that last for much shorter periods but have stable transitions of power When a king queen
310. wer land morale more vulnerable to higher stability cost higher land morale less vulner enemy espionage able to enemy espionage Appendix I Trade Goods This table contains a complete list of trade goods and their base prices Demand for items will grow depending on world population and on the requirements of certain items by provincial buildings and manufactories Type Resource Base trade Type Resource Base trade Value Resourc Resourc Base Re sources World n Naval Supplies 145 LICENSE AGREEMENT This Software is licensed not sold to the User by Paradox Interactive AB and its authorized licence holder and may only be used under these ollowing restrictions Paradox Interactive AB reserves all rights not expressively released to the User Copying The License Agreement allows the User to use the Software on one computer at a time with the exception for such Network games that are described in the documentation enclosed with the Software Copying of the Soft ware is illegal Restrictions in User rights The Software and the enclosed printed matter is protected by copyright laws The User overbinds not to in any way recreate the Software s source code so that it can be apprehended by the User or anyone else The User may not change adapt translate sub let lease sell with profit or distribute the Software nor may he store it on a public network or create derivative products based on the Software or a
311. will initiate a block ade You will see a graphic appear on the map showing a net that encircles the port Coastal provinces are assumed to rely heavily on mari time traffic for their income so a blockaded province will generate only 25 of its normal tax and trade revenues until the blockade can be lifted If the country that owns the port receives any income from overseas colonies or centers of trade and the port belongs to province that is directly linked to the country s capital a percentage of this overseas income will be cap tured by your fleet and be diverted to your own treasury If you are able to blockade all of the enemy s home ports you can completely cut off his overseas income while making a very tidy profit yourself Naval Transport of Armies Our final topic for this chapter on the military is the subject of naval transportation When you wish to move an army across any body of water you will require the services of your fleet In particular you must provide a suffi cient number of naval transports to move each regiment of the army across the seas Each transport ship is able to accommodate only one regiment of soldiers so you will need to have a fleet that includes at least as many transports as regiments you wish to move Po sition your fleet in a sea province that is im mediately adjacent to the coastal province that your army occupies Now select your army and right click on the fleet Your army wi
312. y however defaulting on a loan will result in a drastic drop in the relationship between the two realms the borrower s prestige will be damaged and the lender will be given a one year casus belli against the country that de faulted Request Military Access Give Military Access Revoke Military Access Normally unless you are at war you are not allowed to move your armies through another T5 country s territory nor may your ships enter that nation s ports This restriction can be re moved by sending a diplomat to the country to request that the ruler grant you military access Once access has been granted you may freely move your forces through that country s prov inces and your fleets may enter that country s ports in order to take on new supplies or repair themselves The agreement is not reciprocal If you have granted another country access to your realm you will still have to make a sepa rate request before you will have military access to its provinces A request for military access is far more likely to be granted if you have a good relation ship with that country and if you have a good reputation high prestige and a monarch with a high diplomacy attribute The country will respond once you diplomat has journeyed there to convey your request You may if you wish allow another nation s military forces to enter your territory by voluntarily giving it military access even if it has not requested thi
313. y your population will be very content and is unlikely to rebel or actively oppose you Stability also affects your monthly tax income since a disgruntled popu lation will be far less productive than a happy one Many of the game s historic and random events will have an effect on your stability as will any diplomatic actions you take that are likely to upset your population We ll mention stability many times in this manual but the rule of thumb is to try to maintain a positive value whenever possible Treasury The treasury is your country s current reserve of mon ey which is used for a wide vari ety of activities in the game We use the term ducats to refer to units of money rather than anachronistic or regional terms such as dollar or pound Every month you will receive an income based on the tax revenue of your provinces as well as any merchant trad ing you are conducting You will probably al locate most of this income to technological re search maintenance of your land and naval forces and a few other things that incur a monthly cost Any ducats left over from your monthly expenses will be added to your treas ury You will need plenty of money to construct special buildings that will improve your prov inces to purchase new regiments and ships to expand your military or perhaps to be used as 16 an incentive for a country to listen to your dip lomatic overtures We will look at y
314. y several special ad 18 vantages over countries that aren t and the em peror receives even greater advantages that are based on the total number of current mem bers The emperor is elected by seven specially chosen 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 Menu Button The Menu button is used to dis play a submenu where you may save your game adjust many of the game options change the in game message settings resign your current game and return to the Main Menu or quit playing and return to the desktop e Save Game Click the save game button to save your game at the current date The default save name will identify the country and date although you may change this to give the file any name you prefer e Game Options Click this button to access the same game options that are available from the Main Game Menu Remember that any changes you make to the graphi cal options will not oc cur until you have quit and re started the game See the Getting Started chapter for more details e Resign Selecting this option will stop play of your current game and return you to the Main Game Menu You can then start a new game or
315. y to one another all vying for supremacy is the ulti mate test of your mastery over the game Human players tend to seek any opportu nity to exploit or gain an advantage over one another but are also able to form more com plex informal alliances and detailed strategies than the AI will normally be willing or able to consider To accomplish this players need to be able to communicate with one another in the game To send a message to another player press the tab button on your keyboard This will open a small chat window at the bottom of the screen with the name and shield of each player listed across the top of the area and sev eral special filter buttons at the left The buttons are used to select the players who should receive your message Click on a player s name to include him in the list of re cipients If you change your mind click the player s name again to prevent him from re ceiving your communication You can quickly select all players by clicking the all button at the left You can also select only the players whose countries are currently allied to yours allies or only the players who are currently at war with you foes Type your message in the box and then press the enter key on your keyboard The text will appear on the screen and in the history log of all players you have selected to receive the message They can then reply using the same technique There are a few rules th
316. you do not own any suitable provinces Releasing a vassal is also prohibited if you are currently at war Select the new vassal that you would like to cre ate by clicking on its shield You will be asked to confirm your action after which the coun try is created and the ownership of the listed provinces is transferred More specific details about vassals may be found in the Diplomacy section of the manual Domestic Court The second page of the Domestic Manage ment interface is the Court screen accessed by clicking on the crown symbol This part of the interface provides detailed information about your current ruler and allows you to hire new court advisors to assist the development of your country Rulers Each country has a ruler At the beginning of your game this will be the person who histori cally controlled the country on that date Once this ruler dies all future heads of state will be generated randomly and given a name that is suitable for that nation While most rulers will be male there is the possibility that a female ruler may occasionally rise to the throne The title of the ruler appearing at the top of the dis play will be appropriate to the form of govern ment currently used by the country as well as its region in the world Ruler Attributes Each ruler has three individual attributes that have implications for the country an admin istrative skill a diplomatic skill and a mili tary skill The rule
317. you antici pate a declaration of war from an enemy you would be well advised to return your payments to the full maintenance value so your troops morale will be high enough that they will be willing to fight Asa rule of thumb you should never exceed the maximum supportable troop levels unless you are urgently in need of the additional forc es and have a large enough income and treas ury to support them You might recruit a few extra regiments or hire some mercenaries to carry you through a particularly difficult war against a more powerful enemy but you should disband any excess forces as soon as it is safe to do so Otherwise you will find yourself pay ing a very large percentage of your monthly in come to simply maintain your military which will leave very little for the crucial investments in technology that will keep you on a par with your neighbours Attrition Every province has a limit to the total number of soldiers that it is able to feed and supply at any one time If more men are stationed in that province at any one time than it is able to sup port some percentage of the force will be lost as a result of attrition This reflects the real life issues of desertion and disease that historically plagued large armies when they took to the field At the beginning of each month the game checks each army to see if its location is able to support the total number of soldiers stationed there This total includes not on
318. you are somewhat more belligerent you might declare war and at tempt to expand your realm by defeating the enemy and demanding that provinces be ceded to become part of your country You may wish to alter the trading relationship you have with another nation to avoid relationship harming competition between your merchants or you could take offence to a nation s aggressive trad ing and deny his merchants the right to con duct business within your borders There are many other options all designed to alter your relationship with other nations in one way or another If diplomacy or war doesn t achieve all of your goals you might also consider trying 68 your hand at the less honourable side of inter national affairs espionage You may order your spies to undertake a variety of clandestine ac tions against other nations although there is always the risk that they could be caught and expose your involvement in the operation Di plomacy war and espionage are the subjects of this chapter The Diplomatic Interface To initiate any diplomacy with another coun try click on any province that belongs to that realm An interface will appear that shows the usual provincial summary on the right side of the screen the left side contains the Diplomat ic Interface that you will use to communicate your intentions to that realm s ruler Considering its size the Diplomatic Inter face packs a lot of useful information into a re m
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