![]() The best way to gain a province is without effort: Threaten War and colonising subjects are ideal for this. This is worth doing, with any money a bonus. Privateering your rivals can give up to +10 Power Projections per rival. Give them subsidies, and build Shipyards and Soldier’s Households in their provinces, and enjoy. You can also tell them to do so as a subject interaction. Therefore, try to ensure you have little AE when you discover it, so you can immediately put it to use.Ĭolonial nations can declare wars on other colonial nations and primitives, if they have a CB. ![]() Imperialism is a very powerful CB, especially because it generates less AE. Improve relations also affects how quickly AE decays. The concede colonial area CB also prevents the nation from founding any more colonies in that colonial area for the next five years. The reconquest wars will generate less AE, and the vassal will love you for returning its provinces.ĪI-controlled colonial nations will accept full annexation surprisingly early in a war. When vassalising nations, try to choose ones with lots of cores on other nations. For the latter, you will generally have to judge if they’re worth the trouble, but remember that diplo-annexation causes no AE. Once you get to a reasonable size, regularly check in the diplomatic macro builder for nations that will transfer trade power to you, or which will become your vassal. So don’t bother looting provinces you intend to take and raze. That being said, go for Free Oarsmen if you’re using galleys, Fleet in Being if you’re short on cash, and Merchant Navy if you aren’t going to try and fight anyone on the seas, and are just going to use light ships for the money.Īs a Steppe Horde, razing a province gives you all its loot. While the best Naval Doctrine is debatable, Ship Boarding is certainly the funniest. But no-one loses battles who doesn’t fight. Never count on them not turning up.Īlways assume that neutral nations will grant military access. Use them for blockades, protecting trade, and privateering only.ĪI allies will always march to the war, even if it’s half a continent away. Light ships will still get slaughtered though. This is because heavy ships take up three combat width each. Galleys, in an inland sea, will beat an equivalent weight of heavy ships. This is especially powerful when combined with +garrison size modifiers, which also affect the minimum number of regiments to siege a fort. But the enemy will have to move significant numbers of troops to besiege them, allowing you to intercept and sink them. Similarly, as nearly all naval landings take more than a month, you will need to send at least two divisions to take an unfortified, unguarded island.įorts on islands might seem inefficient, as they can’t guard any other provinces. When detaching single regiments to siege down unfortified provinces, take ones with low drill first.Ī single regiment will suffice for an unfortified province if you control a province bordering it. Similarly, if you have to hire mercenaries, do so early in a war, not as a last gasp.ĭead mercenaries don’t have to be paid. If you’re short on manpower, especially going into a war, raise more troops. I particularly like 14/6/10 inf/cav/art, which gets the maximum bonus against 2nd level forts. Therefore, add a few extra cav and inf so you can detach them to occupy provinces. The optimal army composition mid- and late-game is 4 cav, and one art per inf. ![]() This is primarily because it and morale are the only two things you can really control. These tips and tricks, arranged in no real order, should help ameliorate that frustration. This guide is basically what I’ve learned about them, over too-many hours spent playing this game.ĮU4 is a deeply wonderful game, but also a deeply frustrating game to newcomer and old grognard alike. EU4 has many systems, most of them poorly-explained.
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