Game of monster legendary unreleased. About This Game Fulfill Your Quest For Global DominationParadox Development Studio is back with the fourth installment of the award-winning Europa Universalis series. The empire building game Europa Universalis IV gives you control of a nation to guide through the years in order to create a dominant global empire. Rule your nation through the centuries, with unparalleled freedom, depth and historical accuracy. True exploration, trade, warfare and diplomacy will be brought to life in this epic title rife with rich strategic and tactical depth.Main Features: Make your own decisionsNation building is completely flexible and the possibilities are endless. Use your Monarch PowerExperience the new system of monarch power where your choices are influenced by the caliber of the man or woman you have at the top and will direct the ebb and flow of gameplay.
Spiderman new generation streaming. However, when Wilson “Kingpin” Fiskuses a super collider, another Spider-Man from another dimension, Peter Parker,accidentally winds up in Miles’ dimension.
Europa Universalis 4 Trade Colonies
Experience history coming to lifeThe great personalities of the past are on hand to support you as you make your mark on thousands of historical events. Turn the world into your playgroundEnjoy hundreds of years of gameplay in a lush topographical map complete with dynamic seasonal effects.
Experience the all new trade systemThe trade system adds a new dimension to the great trade empires of the period. Gain control of vital trade routes and make the wealth of the world flow to your coffers. Bring out your negotiating skills in a deeper diplomatic systemUse coalitions, royal marriages and support for rebels and explore the possibilities of the new unilateral opinion system. Engage in Cross-platform MultiplayerBattle against your friends or try the co-operative multiplayer mode that allows several players to work together to control a single nation with up to 32 players. Featuring improved chat and new matchmaking servers.
Create your own history & customize your gameEuropa Universalis IV gives you the chance to customize and mod practically anything your heart may desire and uses Steam Workshop.
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Europa Universalis Trade Guide
Welcome to EU4This is a sub-reddit for Europa Universalis IV. It is a general subreddit for the Grand Strategy Game from Paradox Interactive: Europa Universalis 4.Our Discord Address is:. Hover over any of the boxes below to view relevant informationRulesFor the full rules, click.Posts must be related to Europa Universalis. Just the title of the post being relevant does not qualify.No memes, image macros, reaction pictures, or similar. Post those in.No links to pirated materials, pirated game mods, or key resellers. General discussion of piracy or leaked content is allowed.Adhere to the Reddit content policy and the reddiquette.Explain what you want people to look at when you post a screenshot. Explanations should be posted as a reddit comment - referencing the title is not enough.All giveaways, surveys, and petitions must be approved by the moderators first.
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BANNED TOPICS:.Content that breaks the spirit of these rules may be removed at moderator discretion. There are many excellent guides to trade out there, but I frequently hear people saying that dispite reading guides, they don't understand trade. This will be a simple guide to trade to help you understand the basics. This is NOT a in-depth guide, look away if you understand the basics.
This guide is written as if you have all of the DLC, as I have no idea what DLC changes what.What is a trade node?A trade node is essentially regions of trade. You can find trade nodes, along with their current value, in the trade mode map mode, being the first map mode in the economic map mode tab. You automatically collect money from the trade node your capital is in, based on your trade power there, unless you manually moved your trading port.What is trade power? How can I get more of it?Trade power is your power in a node. You can view your current trade power in the trade map mode as a percentage (eg: 45%). In order to get more of it, you can:Take provinces in the trade node.Send your light ships to protect trade in the trade node.Send a merchant.Take centers of trade.Take provinces/CoT's from a downstream node.What are centers of trade?Centers of trade (and estuary's) are special provinces in trade nodes that give you much more trade power than normal provinces. In order to find centers of trade, open up your trade map mode, make sure your zoomed in, and look for provinces with You should prioritize taking centers of trade, as they are extremely important for trade power.Why do some trade nodes have more value than other trade nodes?
What is a upstream node?Trade nodes gain value in 2 main ways:Provinces having production development. You can't influence this very much, but it's worth noting that building a manufactory counts as 5 more production for the province.Transfers from upstream nodes.
This is finally the time for you to understand what all those arrows on the trade map mode do! (If EU4 isn't open but you want to understand, please look at to see the arrows.) You can tell if a node is upstream from another node by looking at the arrows: If node A is pointing to node B, this means that node A is upstream to node B. (Example: Crimea is upstream to Constantinople.) This allows nations to pull trade power between nodes in the direction the arrows are pointing.As an example, lets say your capital is in the english channel, and the english channel is worth 20 gold. You also have 50% of the trade power in the lubeck trade node, and the lubeck node is worth 10 gold.
As lubeck is upstream from the english channel, you will automatically transfer trade power to the english channel, and as you have 50% of lubeck, the english channel will gain 5 more gold, for a total of 25 gold. This is the main way to increase a trade node's trade value.What do I do with my merchants? Should I just always collect from trade?What you should do with your merchants really depends on the situation, so there's no one rule that is always correct.
In general, by far the best thing for you to do is to experiment with your merchants to see what gets you the most money. Majority trade power does not make it ideal to transfer, you need something like 90% across multiple nodes and even then unless you are running WC style trade chain the benefit is marginal.50% trade power penalty only translates to 50% income loss as trade power share approaches zero, falling to 0% income loss as trade power share approaches 100%.
If trade power share is 66%, 50% trade power loss translate to 24% lost income (67:33 vs 33:33). But if you transferred in this case, you'd lose 30%+ outright and an additional penalty across every node until your home node that you don't 100%.You may situationally get transfer trade value increase, but its typically not enough to compensate the massive bleed from transferring on non 100% nodes. Even 3 node chain at 80% = half your income gone if you transfer.In truth the collection trade power penalty is even worse than 50% in most cases, rising to 67% with high trade power modifiers ( the collection penalty taxes tp modifiers). Still, transferring is actually so awful in most cases that collecting will get you more cash.Which is why if you advocate transferring, the advice is effectively 'do a WC to be good at trade'. This is technically correct, but not useful to someone in initial phases of empire building.Its also my big gripe with the trade system, that the true lesson is kill anyone who could be a trade partner, because coexistence is overwhelmingly a net negative except in margin cases. You are correct that its tilted towards transferring at 1 node adjacency. However, in practice, which trade node without significant outflow is it possible to 100%, and have that play be resource efficient compared to expanding in a collect node?We can eliminate practically all non end nodes from this calculation as downstream transfers make them near impossible to leak proof.
Zanzibar is a strong exception, maybe Bengal.Venice is half HRE early, Genoa the same, EC has three permanent important provinces in the HRE.Italy also has brutal AE spread. You aren't 100%ing them fast unless you play France, England, Castile.
And even then the AE accumulation will set you back, its just inefficient to fully focus them.Zanzibar connections aren't that amazing to utilize early. Typically phillipines and moluccas will be conquered before Malacca. Gulf of Aden is better not to touch, more efficient to go for India.Bengal is brutal to take as a non Sunni and Asia is so full of isolated targets you will take other outlying nodes before 100%ing it. Everything you say is correct in terms of a big blobby game, a WC game, or anything like that. People who are good enough to do that probably don't need this guide, though. If we're taking a player who's not that great who's doing a normal playthrough, they probably won't be taking enough land to consider all this.In one of those games, you don't need to have 100% trade power in your home node, you just need to have enough trade power for transfering to be more profitible than collecting, and that's a reachable bar, though it is much harder when you aren't playing near one of the end nodes like you said. In my experience of playing Old World colonial games, you definitely don't need to conquer tons of land to make buckets of money transferring in a long chain back to your home node.
If I'm playing as Portugal and have all of Ivory Coast (important for sending all the trade to the Sevilla node) and only the centers of trades all the way back to the Moluccas I'd be making hundreds of ducats per month on trade.It's important to note that merchants apply a percentage modifier when transferring trade power, and when placed in long continuous chains those percentage points multiply to huge values. For example, if I have full trade ideas and say, 9 merchants, I get +7.5% trade power per merchant. If I can link 8 of those merchants continuously and then collect in the final node I'm getting a 1.075 8 = 78% multiplier to the trade power going into the final end node. So not only are you sending a lot of trade power into your node, it's getting nearly doubled.
Meanwhile Malaccan sultanates happily eating half the trade value you transferred from moluccas. You should almost certainly collect there.Your calculation of trade steering increasing trade value is also highly idealized. Only the first merchant gives the full 5.(1+tsteering%) trade value bonus, rest has impact diminished, and the highest trade steerer is not always counted as first merchant.So in cases where you are steering where other nations are, you aren't benefitting the trade value as much as you think you are.
Transferring is better basically only in WC type games. Because those cases you can 90%+ the relevant node. The bar you are looking at for home node control in order for transferring to be effective, typically 80%+ is typically reached in the 1600s.Most of the mechanical incentives for transferring (home node transfer tp bonus) vanish as trade power share increases. However, at low power share, you shouldn't even be transferring.Most of the mechanical disincentives for collecting (collecting node to penalty) vanish as trade power share increases.it is exactly in non blobby playthroughs that collecting in high tp nodes is imperative.
Exception is inland transfers because caravan power joke mechanicIt is a mental bias because it sounds counterintuitive to collect everywhere when the games incentives seem to lean towards transferring, but the math doesn't lie.I was the same way once, then I ran into better players spamming 7/7 collect merchants.
Christopher Columbus, son of a Genoan weaver, is barely 16 years old. He’s nobody.Meanwhile, Teodosio de Magalhaes, a Portuguese navigator, receives orders from his king: sail West.
“Gladly,” says Teodosio, and with ten ships he sails across the Atlantic, pausing to resupply at the Portuguese colony on Cape Verde. In 1468 Teodosio discovers the New World, dooming that sucker Columbus to a life of mediocrity. American children grow up celebrating Teodosio Day. Also, the entire U.S. Speaks Portuguese.The sun never sets on the Portuguese Empire.This is the future I've wrought in Europa Universalis IV, the latest grand strategy game from Paradox Interactive.A whole new worldLike the three previous Europa Universalis entries, EUIV is a historical strategy game set in the Renaissance era. It’s a game about colonization, enlightenment, overthrowing tyranny, religious upheaval, nation-building, mercantilism, piracy, feuding monarchies, and political intrigue.Or none of that. Like most Paradox games, EUIV is a virtual sandbox with a ton of systems and no real end goal.
Launch the game and you’re presented with a map of the entire world, populated with various civilizations from the Aztecs to the French to the Koreans.Pick a country! Any country!You choose which country to play as, what year the game starts in, and then take command of the country.
You decide what technology your country invests in, arbitrate disputes between your nobles, put down rebellions, send spies to neighboring countries, and maybe even—if you're patient—wage a war or two.If you've never played one of Paradox's games before, know this: Europa Universalis is not like Civilization or Total War. Waging war in EUIV is often a last resort, reserved only for the most powerful countries; small countries usually shouldn't bother. Even if you win, you can't just take over an entire country in one fell swoop. You might annex one tiny corner of a country, slowly convert it to your culture and religion, and thirty or forty years later they may finally acquiesce to your rule.Grand strategy games are all about patience, EUIV demands it in spades. This is chess, played out on a world stage.The new kid on the globeThe game runs at a player-controlled speed until you decide to hit the pause button, effectively pumping the brakes to make some world-changing decisions. Technically you could play the game as a turn-based strategy game, with each turn the length of an in-game “day,” but there's really no need. While each turn in Europa Universalis is measured as a single day, many actions require months (raising an army) or even years (settling a colony).You spend a lot of time looking at beautiful maps in this game.
On the trade map, arrows represent trade routes. In motion, it's a work of art.With that in mind, let me tell you what my “grand strategy” has traditionally consisted of when approaching a new Paradox title: launch the game, marvel over the epic menu music, load the tutorial, complete the tutorial, feel like I’ve got a pretty good handle on the game, start a real campaign, play twenty minutes, realize I understand nothing at all, watch as my empire crumbles to dust, exit the game, and load up YouTube videos with titles like “Learn to Play Europa Universalis!” or “Europa Universalis for noobs!”I go through this cycle every time. I did it with Europa Universalis III, with the Hearts of Iron games, and even with Crusader Kings II.When I started playing EUIV for review, I forgot there wouldn’t be any helpful tutorials out there for me to fall back on. No beginner’s guides. No arcane forums to pore over. By and large, I was on my own.There were mishaps. One game I decided to play as the Golden Horde because it sounded like a suitably bloodthirsty experience, only to find out the Renaissance was far past the Golden Horde's prime.
Within minutes of starting the game I found my entire country partitioned up by four other tribes. Oops.But Paradox, perhaps spurred on by feedback from 2012's Crusader Kings II, has made EUIV a much more user-friendly experience than previous games.
That, or I've just gotten better at playing grand strategy games. Maybe both.The tutorial is still a bit lackluster.
It gives players the absolute basics: how to move, how to navigate some of the menus (trade, technology, etc.) and how to wage a humble war in Spain. Forget jumping into the deep end—leaping from tutorial to core EUIV experience is like leaping out of a burning helicopter directly over the Mariana Trench.For the first time, however, Paradox throws you a pair of swim floaties after you've plunged into the main game. Directly above the minimap there's a new hint system; activate it, click on whatever you're confused by, and the game will supply you with information about the most applicable system.The hints system (lower right) should help newcomers surmount the grand strategy hump.I never thought I'd be so happy to tout glorified tooltips as a feature, but it's a welcome addition for those times when you just need a quick refresher on some of the game's many systems. Once you've pulled up information on what topic, EUIV will also prompt you with related topics.
Europa Universalis 4 Trade Explained
Confused by Trade Nodes? Why not learn about Trade Goods, Trade, and Trade Value while you're at it.Veterans will probably scoff and turn the hint system off immediately (it presents you with that option each time you load your game) but it's just one more way Paradox has made the core EUIV experience more accessible without all the negative connotations that word commonly invokes.And, much as I'm sure some hardcore fans will complain the game now looks “too fancy,” the improved graphics make for a better first impression. For those of you who used Crusader Kings II as a gateway drug to Paradox's grand strategy insanity, loading up EUIV will feel like a favorite blanket. The two games shared a single art team, and thus have a very similar style—enough that you could pass off screenshots of Crusader Kings II as EUIV and vice versa.Cape Verde: The first of many Portuguese colonies.It's actually a very smart move.
At this point, you could start a game of Crusader Kings II in the year 1066 (or 867 if you bought the Old Gods DLC) and it would still appear like you were playing the same game when you finished your game of EUIV in 1820.In fact, it's possible you were playing the same game. Or, at least, playing the same basic save file.
Though technically unaffiliated, the Crusader Kings II developers went back and built a converter that will import their saves into EUIV. You could start a game of Crusader Kings II in 1066 as the Count of Ulster, unify Ireland, conquer England, maybe inherit part of modern-day France, and then bring that save game into EUIV to begin your global empire.
It's a neat feature, albeit one we haven't gotten to test out yet—the converter was not available at the time of review.Still waters run deepSo whether you got your start with Crusader Kings II or EUIV is your first grand strategy game, Paradox has certainly done a lot to bring you in. EUIV is a great update for longtime fans too; most of the improvements over the previous game are incremental, but welcome.You no longer have to waste time telling each province individually to raise units or construct buildings.
There's now a production window that color-codes your holdings based on whether you can construct the unit or building in question. You'll even get handy stats, so you can tell it will take 62 days to raise that infantry unit in Barbados but only 53 days in Tortuga, or that your Constable will give you an extra three ducats income in the Gold Coast but only one in the Azores. If this sounds like small potatoes, know that it streamlines what used to be an extremely tedious task.Portugal is first to establish New World colonies.Also gone are the various domestic policy sliders you used to manage: centralization versus decentralization, land versus naval, and the like.
Now you accrue points in three categories—Administrative, Diplomatic, and Military—which you spend on actions like boosting political stability and unlocking technologies. The number of points you get each month is affected by your leader's traits, any advisers you hire, and (in the case of the military) how many leaders you've conscripted.I'm torn about the removal of the sliders. I miss the granular control they afforded, but I don't miss babysitting those things all the time. After spending some time with the game, I largely think their removal is an improvement and I think most fans will agree. EUIV flows a lot better without constantly fretting over the sliders—and believe me, the game still affords you plenty of control.To get an idea of how the Europa Universalis team approached this game, I think it's best to look at the way maps are handled. At first glance, EUIV features six map modes.
There's a terrain mode, a political mode, a mode focused on trade—basically, the most common modes players will be interested in. Click a button, though, and you'll reveal the other fourteen map modes.
Surface-level accessibility quickly gives way to hidden depths.Turn off, drop outI didn't play these kinds of games online, but what I saw of the EUIV multiplayer is a pretty huge improvement over previous titles. As always, each player controls a different country, and the game tends to run at a constant speed instead of pausing regularly. The game I played was set to the second-lowest speed (of five) and was still fairly hectic, especially during wartime. Alliances are made, then broken in gleeful fits of betrayal, and the whole thing makes for a fun time that also occasionally incites you to murder your friends.You'll need to hire explorers to remove all that white space from the map.Paradox has finally made multiplayer a freewheeling drop-in, drop-out affair though, and it's wonderful. Not only will games continue as players drop in and out, but you can drop out and come back as an entirely different country.
If you, for example, just watched four other tribes destroy your beloved Golden Horde, you're not relegated to sitting on the sidelines; you can jump back into the fray immediately.Bottom lineEuropa Universalis IV is a much-needed update to a classic PC game franchise. An extremely useful hint system, an efficient production menu, and hugely improved graphics make this (in my eyes) the best Europa Universalis title to date. It's sleek where it needs to be, while still retaining the core complexity that makes these titles so popular.On the other hand, it also largely sticks to the formula established by its predecessors.
It's an excellent grand strategy game, just like all of Paradox's titles, but its clear the developers were playing it safe.If you've played Crusader Kings II before (or any other Paradox title for that matter), feel free to jump into EUIV. It might seem overwhelming at first, but the two games are similar enough in style (if not in core mechanics) that you'll quickly gain your bearings.For those looking to enter the grand strategy realm, however, I'll still have to recommend playing Crusader Kings II first. Because of its focus on personalities instead of countries, it remains an easier avenue for traditional players to get a hold on the genre before trying their hand at something more complicated.And who knows? Maybe you'll get hooked.
Welcome to EU4This is a sub-reddit for Europa Universalis IV. It is a general subreddit for the Grand Strategy Game from Paradox Interactive: Europa Universalis 4.Our Discord Address is:. Hover over any of the boxes below to view relevant informationRulesFor the full rules, click.Posts must be related to Europa Universalis. Just the title of the post being relevant does not qualify.No memes, image macros, reaction pictures, or similar. Post those in.No links to pirated materials, pirated game mods, or key resellers.
General discussion of piracy or leaked content is allowed.Adhere to the Reddit content policy and the reddiquette.Explain what you want people to look at when you post a screenshot. Explanations should be posted as a reddit comment - referencing the title is not enough.All giveaways, surveys, and petitions must be approved by the moderators first.
Game-trade threads are not allowed. This includes games and expansions.Users may only make one self-promotional submission per week.All posts must have link flair. Please mark spoilers as spoilers.We may occasionally ban specific topics that have flooded the subreddit. For information on topics that are temporarily banned, please view our. BANNED TOPICS:.Content that breaks the spirit of these rules may be removed at moderator discretion.
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