Europa Universalis IV

Europa Universalis IV

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Gameplay Basics: Learn from the best.
By banankratta and 1 collaborators
This guide is for those who use the following game modifications:

Europa Expanded
Holy Roman Empire Expanded
Subjects Expanded
Peace Treaties Expanded
Modifiers sorting and coloring
Flat Map Mod
Better Nation Designer and Unlimited Points'
Additional Alerts
   
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Step 1: Choosing a nation
Select Muscovy.
Step 2: Analyse Muscovy's Political Situation
Open the country view:
Step 3: Court
The ''Court'' page is where you see your ruler and their abilities aswell as your heir and consort. On the Court page is also where you hire advisors which contribute to your monthly adm/dip/mil power gain in return for Ducats.
Step 4: Government
The ''Government'' page's features include dictating your nation's Accepted- and Non-Accepted cultures, your government rank [duchy/kingdom/empire] and other conditional functions such as the absolutism* and the russian sudebnik/oprichnina/streltsy progresses. *The absolutism feature doesn't have an effect until the absolutism era which begins circa 1600s
Step 5: Diplomacy
On the ''Diplomacy'' page is where you see your nation's or other nations' diplomatic relations, army sizes, manpower reserves, religions, technology* levels, rivals* etc. Other nations' diplomacy pages are easily accessed by pressing RMB on the map.*See Step 8: Technology.
*One should always aspire to have three rivals at any given time.
Step 6: Economy
The ''Economy'' page describes your nation's Income and Expenses and include features to take on loans, debase your currency in exchange for corruption* and several adjustable sliders.*Higher levels of corruption deal a range of debuffs to your nation and costs a sizeable slice of your income to lower.
Step 7: Trade
The ''Trade'' page shows an indepth review of your trade income aswell as the Trade Nodes of which you can reach according to your trade range. The trade functions through assigning merchants to trade nodes to either collect or transfer trade power. Your goal is in it's essence to transfer your trade power to your Trade Capital in which you gather and earn almost all of your trade income.

You can access the trade nodes mapmode through either the mapmode console or by pressing the assigned keybinds, in this case E.
Step 8: Technology
The ''Technology'' page depicts the adm/dip/mil technology levels and institutions such as the renaissance & the colonialism. The only way to improve your technology levels is to accumulate adm/dip/mil power in order to unlock new military units, buildings, and naval units and other modifiers along the way.
Step 9: Ideas
The ''Ideas'' page is an alternative way to spend excessive adm/dip/mil power for a wide range of different modifiers.


Among the different idea groups, some are more fit for other nations than Muscovy. The best idea groups depend on your individual playstyle. However, for Muscovy, the best idea groups should, in general, focus on manpower, supply limits and expansion.

Step 10: Missions
Choosing between the Vanilla/DLC Muscovite Mission tree or the Europa Expanded Muscovite Mission tree.


The ''Missions'' page is a help provided to streamline the formation of the Russian Empire and gives some helpful modifiers along the way.

Step 11: Decisions and Policies
The ''Decisions and Policies'' page is linked both to the missions page and the ideas page and serves to offer certain helpful modifiers along the way, often times with some smaller drawbacks in regards to the several decisions presented from the beginnning.
Step 12: Stability and Expansion
The ''Stability and Expansion'' page is used for handling overextension, coring provinces, increasing stability*, moderating war exhaustion, dealing with rebels and setting colonial policies.

*Increasing stability costs a great deal of administrative power.
Step 13: Religion
The ''Religion'' tab describes your religious unity and the followed faith in each of your provinces.
Step 14: Military
The ''Military'' tab describes the quality of your military and allows you to manage your generals, upgrade your military units and mothball* your forts while at peace.
*Saves ducats on fort maintenance
Step 15: Subjects
The ''Subjects'' tab is where you manage your vassals through improving relations, developing their provinces etc. As Muscovy, you will eventually annex* your subjects through the diplomacy tab.

*Requires +190 opinion, having been your subject for 10 years & 1 Diplomat
Step 16: Estates
The ''Estates'' tab depicts the power balance between different estates which provide many benefits in exchange for influence and crownland in forms of privileges as long as you own 30% crownland.

Crownland is increased through the ''Seize Land'' feature. Seize Land is best used when the estates have atleast 50% loyalty as otherwise they'll start an uprising of varying size.

Loyalty is increased over time until it reaches the ''Loyalty Equilibrium'' which is increased through giving out privileges to the estates:



Step 17: WHERE TO GO?
EVERYWHERE
3 Comments
aldepthwhat 14 Aug @ 7:20am 
ty for this
banankratta  [author] 14 Aug @ 7:16am 
this shit for you
aldepthwhat 14 Aug @ 7:13am 
:GoLMoney: