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Europa universalis 4 steal technology. EUROPA UNIVERSALIS IV Game Guide: Technological Development - EU IV Guides and Diaries - Europa Universalis IV (Europe IV) - Library - Imperial Community

AHTUNG! MANY LETTERS! This is essentially training. Also, some part of this article is in the tutorial for the game itself.
In advance, I ask you not to criticize me for punctuation and poorly written sentences. Well, maybe also spelling in some cases.

The game is from a Swedish company that has released games such as, but has only a few differences. For example, when the game takes place and some changes in gameplay occur.
The very beginning of the game.
After launch, the boot menu shows some hints that I would advise you to listen to, and portraits of famous personalities.

Next comes a menu in which you can choose to play alone or online. You can also change settings, look at the authors, or take training.


We select a single game and get into a menu with a choice of era and country.
About time. You can choose absolutely any date from 1444 to 1821, or a scenario like the War of Independence or the colonization of the New World.
Unfortunately, you can only play indefinitely thanks to plugins available in the Steam Workshop, and only until 1821.
Also, the game will tell you which country is easier to play for at a certain point in time.

Almost the entire world is available for exploration. Some regions need to be colonized, and some will require certain sciences.

Now about it gameplay.
Having chosen one of many different countries, the camera is centralized on the capital of that country.


Here we can see many different buttons, icons and other, other, other things.
Let's start from the center. This is your capital, where the initial troops and fleet are located, which depend on the choice of certain factors, such as difficulty and handicap.
There are troops and countries located around, within your visibility zone, that is, adjacent to your borders. You can also see the borders of countries that have an alliance with you.
The window on the right, under the timer, shows your diplomats, merchants (initially each country has 2 of them, but trading republics such as Venice have one more), armies and navy. This window can also be customized and the time of construction of buildings, formation of troops, and others can be shown in it.
About the timer itself. There is a pause, which, of course, stops time in the game (in network game, if any player stops the time, it can be started after 30 seconds). 5 speeds are also available. At its highest, a month lasts about 8 seconds.
Now about the top bar. The first is the treasury. The game currency is ducats. The plus or minus next to the coin means whether coins are coming into your treasury or going out. By hovering, you can find out the exact number of incoming or outgoing ducats.
Then come the recruits. This is an important factor in wars, because recruits are needed to form armies and replenish them in case of losses.
Every month the number of recruits increases due to various buildings, sciences or events, as well as the number of regions that you own.
Stability. Stability increases or decreases due to events, or by purchasing it with ruler points. It varies from -3 to 3. At -3, there will always be uprisings and many other disadvantages in the country. With positive stability, there will obviously be advantages.
Prestige. Prestige ranges from -100 to 100, which changes due to events and annually. Every year prestige waxes and wanes, depending on how much there is. That is, if prestige is negative, it will increase, because tends to zero. Actually, with a positive amount, it will decrease. The amount of prestige gained per year depends on events, advisors, the base change value of 5% and several other factors.
Delegitimacy (republican traditions in the case of Venice). Legitimacy also changes in connection with events that sometimes occur in the country. Unlike prestige, legitimacy tends to reach 100. Legitimacy affects the risk of uprising in the provinces and other factors.
Ziplomatichesky weight, which changes depending on the rivals you have (more on them later). At certain weight amounts you will receive some bonuses.
Now there are three icons under the top bar. These are the ruler's glasses. Administrative, diplomatic and military, respectively.
They are needed for various purposes, such as constructing buildings, nationalizing captured provinces, hiring generals, or simply being spent in events. Every month you get n number of points, which depends on the abilities of your ruler and advisers.
Next come the flags that show that your country is missing something. For example, the first flag indicates that you have few rivals who influence diplomatic weight and help with the military capture of provinces.
The second flag indicates possible uprisings. To suppress them, it is enough to spend a few military points, increase stability, nationalize the region, or some other reason, of which there are enough.
The third checkbox indicates that advisors are available for you to hire, who provide various bonuses, including that same increase to the ruler’s points. There are only three advisors available, one for each point.


Here I chose to hire an administrator. At first, only 3 advisors are available for hire, the number of which may change when certain groups of ideas are adopted, or due to events.
The fourth checkbox shows you your truce agreements.
The fifth checkbox is that at the moment you can choose a certain task that gives prestige and other advantages. These tasks rather help you advance in the game, because... there is often the capture of someone or the conclusion of an alliance.
Well, the sixth thing is that you can hire a general for your armies.
There are, of course, more flags, but I won’t talk about all of them.
Map. At a certain point in the game, certain countries have their own open territories. Depends on historical factors, or, if you do not want to open new territories, over time you will receive a notification that a new land has been opened.

There are also several map modes. Each of them is needed for something. The first, for example, shows the climate and terrain of the regions. I will not describe each mode; when you hover over its icon, its functions are described.

Now click on the coat of arms located in the upper left corner. A window of the country is opening for us.

First tab, Control, it says: your type of government, the ruler’s abilities, country bonuses, cultural affiliation and the monthly increase in ruler points.
About rulers. Republican countries have a period for electing a ruler, depending on the type of government itself. You can choose from three rulers: an official, a diplomat and a military man. Each has the power to gain monthly ruler points based on its direction.
In ordinary countries they reign until death through inheritance. If the ruler of the country dies and his heir is too young, then the board will take control of a temporary regency council. If there is no heir, then an interregnum begins.
To increase the number of heirs, it is necessary to enter into dynastic marriages with other countries.

Second tab, Diplomacy, in it you can see neighboring countries, relations with them, countries that consider you enemies, or choose those same rivals to increase diplomatic weight.

It is also possible to create vassals from regions that you have captured, but which you have not nationalized. Vassals will be your allies, and will pay you monthly.
Here you can also see what religion the country professes, your ruler, the number of diplomatic connections, exceeding the limit of which will negatively affect the diplomatic points you receive.

Economy.

This shows the country's income, income bonuses, inflation and other money-related information.
Inflation can increase both when receiving money from the country in the event of concluding a peace treaty, as part of it, and when mining gold.
Loans are needed when there is no money at all in the country's treasury. Loans are taken out for a specific period and must be repaid with interest. The total number of loans you can get depends on the countries and several other factors.

Trade.

Trading is necessary to make a profit. The income received from trading and modifiers that increase its percentage are also shown here. This lists the various trading nodes within your sight where you can send one of your merchants. BUT this does not mean that you can send your merchant to the other side of the world. Range is affected by... "range".
Now about the trade itself.
You can place a merchant on a trade node to redirect trade influence to another node, which will increase the total income from the node of all countries whose merchants are located in it. Or send the merchant to collect profit. The profit extracted from a node is affected by trade influence.

Technologies.

Ruler points are spent on technology. Each of the three technologies has its own direction, as, of course, the points required to study it. For example, military technologies are needed to unlock military bonuses, and diplomatic technologies are needed to improve trade or open a new fleet.
The number of ruler points needed for technology is influenced by the technological group to which the country belongs, or by temporary interest received for falling behind in the study of science, or, conversely, in success. As well as some bonuses received from certain groups of ideas.

Ideas.

Idea groups are unlocked by learning new levels of administrative technologies.
Like technologies, idea groups are divided into three types and studying them costs ruler points. When studying a new branch of an idea, a point is added to national ideas (Venetian ideas, in this case).

Tasks.

Needed to gain prestige and advance in the game.
In the tasks there is a point “national decisions”, in which, under certain conditions, it is possible, for example, to create a Russian nation from Muscovy, or Scandinavia, by uniting Denmark, Norway and Sweden.
Internal Policy bonuses are available when researching idea groups.

Stability and expansion.

In this tab, you can reduce war fatigue, which negatively affects many factors, such as the time it takes to form armies and the risk of uprising. You can increase the stability itself for administrative points.
You can also see which provinces are uprising, manage overexpansion, and see colonization data.
Learn more about colonization. The menu shows three colonization factors. The first is distance. Distance affects how far your colonist can explore uninhabited lands from your nearest region. This number can also be increased by science. The second point is the annual increase in settlers. In order to completely colonize a region you need to have 1000 people in the city. This is a standard number, and it is also increased by science. The third point is administrative efficiency. It is "a measure of how effectively your country manages captured territories..."
To colonize a territory, it is necessary to destroy all the natives currently in it. If you don’t do this, they will raid your settlement and kill people. This is done simply by moving your squad to the desired region and selecting the desired item in the army menu.
In addition to the base growth, there is a chance of some population joining your colonial city every month.

Religion.

Here you can see which of your provinces is dominated by a religion different from yours and you can send a missionary to this region. Also shown are units of tolerance for other religions and the ability to change the main religion of the country.
Catholics can vote for unelected cardinals to gain a certain amount of influence over the Pope each month, thereby gaining the influence of those cardinals when they become one. If this happens and your power begins to control the Papal Curia, you will have access to such a cause of war as a crusade. You can call upon it against a certain power that professes a different religion. In this case, all Catholic countries will have a cause for war with this country. The Pope can also excommunicate a Catholic country from the church.
To increase your influence on the Pope, you can become a defender of the faith for 500 ducats for a period of 24 months. But if you have less prestige than another country that wants to be the defender of the faith, then this title will fall from you. You will also lose this title if you attack a country that professes the same religion as you, or if your ruler dies. This will also give you an additional missionary and increase the morale of your army, but will increase the number of points needed to study science.
Orthodox countries have a Patriarch, whose influence you can increase or decrease in certain fairly frequent events. There are no downsides to minimal influence, but at 100%, the patriarch will increase the strength of missionaries, reduce the risk of uprising, increase the number of recruits by 33%, but also reduce tax income by 33%. So decide for yourself.
In general, there are too many religions to describe each of them. You can see everything for yourself.

Warfare.

Here you can hire a general who will allow your army to be more effective during a siege or in battles, as well as survive in winter conditions, or during the same siege.
You can change the type of troops you hire, which opens when you discover new military technologies.
You can see the various modifiers to your army that make it more effective, and its limits. The troop limit increases as you gain regions.
Now about what the icons mean. The first is the cost in ducats for one detachment (1000 people). Then combat effectiveness is an increase in the damage of your army. Firepower, which affects fire damage during battles. Onslaught power that affects melee damage. And the total number of units you have. It's similar with the fleet. Cost, combat effectiveness, guns, ship size (I don’t know what they influence) and the result.

Autonomy.

Your vassals are shown here. These are your allies who will fight with you in wars and will help capture provinces on your behalf. They generate monthly income, which depends on the form of government or idea groups. We also see income from the colonies, and the total income received from all colonies and vassals. Vassalage occupies one of several possible diplomatic connections, so you cannot take on a huge number of vassals. You can, of course, but then you won’t be able to study diplomatic sciences.

Factions.

Factions are available to merchant republics. Their influence can be increased either with the help of ruler points, or it will increase itself when choosing a ruler. Give factions various bonuses that will help you in certain cases. Although the factions are located oppositely, relative to administrative points. So, aristocrats give military bonuses, and guilds give administrative ones.

Achievements.
Achievements can only be obtained in single player in the absence of any plugins in Ironman mode. There are many achievements of varying complexity, such as capturing the WHOLE world, or capturing one insignificant province.

Well, that’s basically it. It seems like I haven't forgotten anything. Thank you for reading, I hope this article will help someone understand the game, and will push someone to buy it.

Europa Universalis IV - computer game in the genre of global strategy developed by the company Paradox Interactive. The game was released on August 13, 2013. It is the fifth game in the Europa Universalis series.

Here will be a list of everything that will be in “Human Rights” and the “Prussian Patch” (some things will be new, I will put these innovations under a spoiler, and I have already posted some things and will provide a link to the information in this thread.)

Go.

Main Features
Personalities of the Rulers- we’ll go into detail here, all the info is under the spoiler

Spoiler

So, first of all, let's take a look at our King/Khan/Doge/Emperor/Prince.
The ruler of your state is your nation's greatest asset, but when you see the birth of a new heir or the ascension of a khan to the throne, it all comes down to "umm, OK" and a quick glance at the three parameters of the monarch, after which you either make a "handy smile" or throw up with joy fist up. In a suitable expansion, we'll be giving these walking monarch point generators some spice along with Personalities of the Rulers.

When a ruler reaches an age fit to rule, he will acquire the personality, the character necessary to rule the country. They will acquire (“accumulate”) a second trait after 10 years of rule and a third after 25 years (if they survive). These personalities, characters, traits will provide a modifier for your nation in the same way as bonus options in events and will change the actions of the AI. For Duke François De Dreu (something like this), this Trait has become a “caring individual” and he will not favor aggressive expansion during expansion

Most characters are good for your country, but not all of them are positive. At the same time, when it’s cool, if all your rulers are Fair, Incorruptible and Charismatic, there will also be people like Wilhelm Skarm from Denmark, greedy and eager for money-grubbing

King William is a greedy bastard and will snatch up to 10% of your income from taxes, but there is also a small silver cherry in his bad shit. Many events have UNLOCKABLE options, now dependent on the personality of the monarch and will be the defining choice in most cases. For example, Obscurantism, in most cases, will lead the nation to restlessness and will fly into prestige, but Wilhelm's character will lead him to... a more profitable path.

All x-ry will open similar options in some events, while at the same time having their own. Who knows what the ardor will bring knowledge x-r The King or the Bloodthirsty Personality of Khan?


Big Player Mechanics- also not mentioned by us before, so all the info is under a spoiler

Spoiler

In patch 1.18, which will accompany the "Human Rights" expansion, we will give the most powerful powers the status of "Major Player", along with new available diplomacy options, additional bonuses and, probably the most important thing here: a glowing halo around your shield, which will tell everyone who is the main bwamba here.

Before we get bogged down in details about bonuses and leverage, let's take a closer look at how to become that “Big Player”. As we mentioned earlier, the technology system will be redesigned (more on this later, in a separate link - approx. translation) and the “Big Player” mechanics will play a major role here. Your rank in the Big Eight system depends on your total development plus half the development of all subjects, and then divided by half the cost of your technologies. This will make it possible for the "Big Players" early game, such as the Ming Empire and the Timurids will enjoy their status, but as soon as the rising nations raise their heads, introducing new development institutions, the old Forces will lose their power. Of course, Min, for example, while remaining a united and enlightened power, may not lose this status at all. Subordinate subjects will not be able to become “Big Players”.

As a High Player you will enjoy the Power Protection bonus. These are separate glasses that will guarantee you protection from attacks, they will also have several gradations, plus you will receive a bonus to slow down the decline in prestige.

Bonuses are, of course, cool and good, but where is the fun if you can’t project your Greatness onto smaller creatures? Four new diplomatic options are now open to "Big Players":

Take on all foreign debts– Repay all loans of the target, independent non-G8 state. Gives +10 to relations for each loan of a standard size, up to a ceiling of +200, with a decay of -2/year, also gives +1 to Trust for each loan repaid or +2 if Cossacks are installed. Requires enough money to pay off the target's debts.

Draw the Nation into your Sphere of Influence (just like in Victoria 2)– Pay the target their annual income to increase relationships, as well as provide +1 monarch stat point in their weakest category for 10 years. This will raise their opinion of you by +25, and will also give +5 trust. If you start a war for the purpose, all bonuses will be lost.

Military Intervention– If a war is brewing between the G8 countries, but there is some imbalance in the smaller nations participating in this mahacha, you can decide that this concerns you and intervene. For example, if BI (Big Player) Britain is fighting alone with BI France and BI Spain, you, as BI Rzeczpospolita, can intervene on the side of BI Britain to balance the ratio of the parties.

Break the Alliance– This will force a nation to break its alliance with another nation. It will work if the nation is very afraid of you and will give confidence to the one for whom you are doing this. Useful for clearing obstacles when achieving military objectives.

Develop a subordinate nation.

If you have enough money and "Big Player" influence points, you can now spend them to develop a subject nation.

Finally, you will want to retain your BI status, right? If you climb to the top of the pyramid and enter the G8, YOU will receive a 5 year shield period that will prevent you from "falling out" of the G8. But if you still fall out, for another five years you will have a bonus on high power points, a total of +25, to realize your revenge intentions. At this time, you will have all the BI options, but if you fail, someone else will take your place.

Current BI in 1444:

Medium importance

Leader Traits- Let's go into detail.

Spoiler

A sufficient number of forum members were able to predict this feature after Personalities of the Rulers, so we present to you: Leader Traits

At the conclusion of any battle, the Leader involved in it can receive a Trait. This Trait, unlike the Personalities of rulers, will always be a bonus. At the moment, the chance of a Leader gaining the Trait is set at 2%, multiplied by Army Traditions gained from battles (these numbers, like many others, are still a matter of debate).

Leaders are limited to receiving only one Trait each and it will affect all troops under their command.

A couple of such Traits:
Goal Oriented: +10% Movement Speed
Seasoned Warrior: -20% Exhaustion
Siege Specialist +15% Siege Skill
Born in the Saddle: +50% cavalry flanking range

Of course, Admirals will also be able to receive Traits. The same rules, except that the multiplier will come from the Sea Traditions received in battles.

Buccaneer: +25% Privateering Efficiency
Prize Hunter: +5% chance of capturing enemy ships
Ironskin: +5% Ship Resilience
Enterprising: +15% Light Ships Trade Power

There are 22 Traits in total, many with combat modifiers that were introduced into the game earlier by modders (along with Nazis, more on that later). It wouldn't be worth anything if Heirs, Monarchs, Explorers and Conquistadors also couldn't get these Traits, but they can


New military focuses for subjects-Info will appear on August 25


Factions of the Revolutionary Republics- Information in the future.

Minor
Currency depreciation- in future
Renunciation- more details under the spoiler here

Spoiler

It would be an understatement to say that the Ottomans rocked the world during that period. Moreover, they are one of the most played nations in EU4. We would like to give them something that would add a little spice to their gameplay, as we are a little ashamed that they are nothing more than another run-of-the-mill sultanate. Besides, it’s a complete piss that you have an Ottoman nation... without Osmanoglu at its helm.

And therefore, for the upcoming expansion, we introduced a new type of government for the Ottoman Empire: Ottoman Sultanate.
The Ottoman Sultanate does not generate heirs like normal Monarchies do. The Ottoman Sultanate will have its own Harem to ensure that the dynasty prospers. At the age of 30, your ruler will choose one of his sons as heir to the throne. They will, of course, be from your dynasty.

So, the Ottoman Sultanate will always be provided with a strong line of Osmanoglu. This is all true only until the moment the Sultan dies without leaving a single heir. In this case, the Ottomans will still end up with Osmanoglu. "Blessed" is just a relative term in this case.

There are a couple dozen events that accompany this unique type of government to simulate the behind-the-scenes power struggles and intrigue.

In addition, meet new system on the board - Renunciation

Yes, you can simply remove the reigning monarch and install his heir. To do this, he needs to be at least 25 years old or older than 60, and the heir is already at the required age. Yes, stability and prestige will fall, but many of us were in a state of “die already, die bad King!!!”

The mechanics of legacy wars will also be improved.


Ottoman rule- see Abnegation
Viewing information about subjects- 25-th of August
Construction and Development at Subjects- In future
Minimap improvement- In future
Death counter- In future

Strengthening the government
Disinheritance
Leave personal Union

"Prussian Patch"
New technology system- details under the spoiler

Spoiler

One of the parts of the game that hasn't changed much since EU1 is the concept of technology groups and technological development around the world. We added concepts like Westernization and improved it, but overall the mechanics weren't that fun and the gameplay changed less the longer you played.
And this is what will happen in patch 1.18, which we will release this fall:

The nation's tech group no longer influences research.

Now there is a concept of so-called Institutes that will influence your technology research. There will be a total of 7 technological institutions that will arise throughout the game, and if you do not take them to distribute them throughout your country and implement them through the government, then the cost of technologies will begin to rise.


Each institution will appear in a province, which will meet certain factors and then slowly spread throughout the world. The nation that owns that province will receive prestige and royal points.

Every year the penalty for non-acceptance/distribution of an institution will increase by 1%, that is, there is a gradational process.

When an institution reaches at least 10% of your development, you can let it in and accept it into your government, removing the penalty permanently, along with adding a bonus to your nation. The cost of raising such an institution will depend on the level of development of your nation without it.

All these institutions spread across state borders if the relationship is positive and the spread depends on the level of development of the province in which it comes. There are also a number of other factors that influence distribution.

So, what kind of institutions are these? Go:

Feudalism
Present from the start in almost the entire world, except for the hordes, the new world and sub-Saharan Africa. It will slowly spread across neighboring lands, but this is a slow process.
Bonus: Gives one free extra leader
Penalty: 50%

Renaissance
Appears in Italy after 1450 or in the capital or province with 20+ level of development. It will quickly spread throughout highly developed Europe, mainly, however, in Italy, and only in the provinces that ALREADY have Feudalism.
Bonus: 5% Cheaper Development & 5% Cheaper Construction
Penalty: 20%

Colonialism
It will appear after 1500 in a port province in Europe, whose owner will choose the idea of ​​​​In Search of the New World and discover the New World accordingly And will quickly spread throughout the port provinces in countries with colonies.
Bonus: +10% Provincial Trade Power
Penalty: 20%

Printing
Appears after 1550, most likely in Germany, but can also appear in any Protestant or Reformed province. will quickly spread across all Protestant and reformist territories, but also across capitals with a diplomatic development of 15
Bonus: 5% Cheaper cost of stability
Penalty: 20%

World trade
It will arrive after 1600 at the center of trade with the highest level of the trade hub and will quickly spread across the gaps with trade buildings.
Bonus: +1Merchant
Penalty: 20%

Manufactories
It will appear after 1650 in areas with a development level of 30 and manufacturing and will quickly spread across the same areas.
Bonus: +10% to goods production
Penalty: 20%

Education
Will appear after 1700 in a province in which there will either be a parliament meeting or in Europe in a province owned by a monarch with stats of 5/5/5. Universities and Parliamentary meetings disseminate this institution
Bonus: 25% Cheaper culture conversion
Penalty: 30%

What does all this mean?

Europe's progress is no longer guaranteed, but more importantly, a nation in Asia or Africa is no longer downtrodden from day 1 and forced to shy away from spending points on ideas and development.
------

We are constantly improving the mechanics of distribution, but here are a couple of screenshots from the 18th century on this mechanic.

This is a mode of the map of institutions, where green indicates that they own everyone and yellow indicates not the full number of them.


And this is a technology map from the same batch


A couple of other aspects that have been changed:
- In the new world, the Native Reform will receive all institutions from those from whom they were reformed
- Trading companies are available to all tech groups
- A bunch of triggers in Western tech groups have been changed to check special relevant institutions


Cultural support- under the spoiler

Complete list of codes for the global strategy Europa Universalis 4: all codes - country tags, change of religion, province ids, rapid construction, traditions and money

Paradox DS, one of the best modern developers of global historical strategies, has pleased fans with another masterpiece - Europa Universalis 4.

Gamers will again have to take control of one of the European states and lead it to prosperity, simultaneously developing the economy, diplomacy, fighting aggressive neighbors and independently seizing new territories. And this is by no means as simple as many might think - artificial intelligence has evolved significantly compared to previously released parts, and now “thinks” outside the box, creating a lot of obstacles for players along the way.

Fortunately, if difficulties suddenly arise, you can always use one of the many cheating commands. Conventionally, they can be divided into codes and events. Most of both will allow you to acquire some bonuses and advantages that make it easier to complete, or organize a unique gaming session with specified parameters.

How to enter cheats in Europa Universalis 4

The developers did not deviate from the standards and come up with a new way to enter commands, so they limited themselves to the console familiar to most gamers. You need to press “~” on the keyboard (tilde, as well as the letter E, if you have a controller with a Russian layout) and enter the desired cheat in the window that opens. For the changes to be applied, the action must be confirmed by pressing the Enter key.

The number of commands entered is not limited - they combine perfectly with each other without causing conflicts or breakdowns game mechanic. The effects of entering similar commands can be cumulative. On the other hand, many cheats cannot be canceled within the current game session, so it is recommended to save before entering the command, so that if necessary, you can simply start from a clean save.

More detailed information You can learn about using commands directly in the game - console command help will give all available list cheats, and if you use it with a qualifying identifier in the help format, the help system will give you useful information on a specific code. This is very convenient and allows you to get information without being distracted from the gameplay.

Basic codes for the game Europa Universalis 4

A list of the most popular codes for the game, which allows you to gain advantages in controlling a country, changing its political system, influencing the army, population, wealth and much more.

How to find country tags?

Debug_mode is the most useful cheat in the game, as it will allow the player to easily recognize the identifiers and tags of countries by simply hovering over a particular province. A lot of the code in the list below will require you to bind to these variables.
Date [year.month.day] – change the current game date to the one specified by the player. Must be entered in decimal format. For example, the first number is written not as 1, but as 01.
Event [identifier] – activation of an event with a specified digital identifier. More details about identifiers will be discussed below.
Die – in the specified country its ruler (monarch) dies. The “Kill” command performs a similar function.
Kill_heir – the heir to the throne dies in the specified country.
Siege [province identifier] – the siege of the specified region ends early, and the victory is credited to the besieging side.
Vassalize – transfers the country with the specified identifier to the status of your vassal.
Annex – allows you to initiate annexation of the selected country. An important condition for the command to be executed is that this country must be in the list of your vassals (if it is not there, use the previous command).
Integrate – allows you to integrate the specified state if it is among your junior partners in the alliance.
Discover [country identifier] – after entering the code, the capital of the marked country will be visible to the player.
Kill_Cardinal – entering this code instantly kills the cardinal.
Cash [number] – code for money, enter the value you need and receive the equivalent amount for your faction.
Population [number] – allows you to increase the population in a certain region by the number of inhabitants specified by the player.
Manpower [number] – adds recruits to your state. The number of units is calculated as the value entered by the player * 1000. If you do not specify a specific parameter, 50 thousand people will be automatically added.
Add_natives [number] – increase in the number of indigenous people (aboriginals) of the region by a given amount.
Add_reformlevel [number] – increases the level of reforms for the Roman Empire faction.
Add_opinion – instantly improves diplomacy with the designated state.
Add_cb / Remove_Cb [reason identifier] [country identifier] – a pair of opposites, the first gives a reason to attack a particular country, the second allows you to remove this or that reason.
Tag – by entering this command, the player gets the opportunity to instantly take control of any of the existing game world factions.
Add_missionary – a country with the specified identifier acquires its own missionary.
Add_colonist – a country with the specified identifier gets its own colonist.
Add_idea_group – adding a marked group of ideas to your country.
Prestige [number] – the state you control receives the specified prestige number.
Fow [province identifier] – rids the selected area of ​​the “fog of war” (a similar function is performed by the “debug_fow” command). If you want to open all game card, just do not fill in the qualifying parameter.
Ti – the discovery of all unexplored lands. If you need to undo the changes, simply enter the command again.
Revolt [identifier] – a rebellion begins in the region with the specified identifier.
Pirate [identifier] – pirates appear in the specified region.
Legitimacy [number] – the command determines how legitimate your ruler is. Legitimacy increases at high values ​​and decreases at low values.
Own – get control of any region located on the world map by simply entering this code along with the province identifier.
Controll - similar to the previous code, but now you take control of the region by force (occupation).

Codes for points in Europa Universalis 4

Piety, stability, diplomacy and many other important parameters in EU4 are changeable and measured in points. If you don’t want to waste time on manual development, just add the required variable using a special command.

Winwars – maximum advantage points during all wars currently being waged by the player’s faction.
Powerpoints [number] – supplies the player with monarch points in the specified amount (all three types existing in the game). If you do not enter a specific parameter, their maximum value is calculated by default.
Adm [number] – a certain number of administrative points.
Dip / Mil [number] – two commands. The first allows you to get a given amount of diplomacy points, the other supplies the player with military points.
Piety / Stability [number] – commands allow you to acquire points of piety and stability. As in previous cases, it is not necessary to enter a clarifying number after the code, but then the value given to the player will be maximized.
Imperial_authority [number] – adds points to imperial authority.

Cheat events in the game Europa Universalis 4

The codes from the list below provide access to events, the final result of which will be the accrual of any bonuses or random changes to your state. They should be used with the Event command, for example, the command to increase the level of morale looks like this: “Event”.

Revolution.10 – according to the political structure, your country becomes a revolutionary republic.
flavor_hol.3502 – the form of government has now been replaced with a republican one (Dutch or administrative).
flavor_tib.1 – from now on your state will have a theocratic regime of government.
flavor_mng.17 – according to the political structure, the state will become feudal-monarchical.
flavor_mch.6 – all technologies will now cost 20% less.
flavor_mch.3 – thanks to this cheat event, army traditions receive a 20% increase.
flavor_mng.04 – in one of the provinces (selected randomly) the main resource will change to porcelain.
flavor_jap.1 – adds ten points to commercialism.
flavor_jap.39 – tea becomes the main resource in all regions of your state.
4021 – an event with the specified code allows you to receive a random increase in prestige. This can be either 50 points or 1 point.
4022/4023 - Either of these commands triggers an event that results in a 10% increase in tax yield.
4022/4028 – administrative technologies will now cost 10% less. Choose one of the commands to choose from or enter them sequentially to enhance the effect.
4024/4026 – cheat events that allow you to get a 10% discount on all diplomacy-related technologies.
4025 – Stability improvements now cost 1/5th of the current cost.
4029 – duties will bring 10% more money to the treasury.
4027 – the missionary will receive an increased chance of success (+2%).
4030 – spy attack and defense indicator improves by 15%.
4031/4032 – free diplomatic points (50 pieces) after the completion of the event. The second team allows you to get half as many points (25 pieces).
4104 – the inflation rate decreases annually by a greater value (+0.1).
4110 – Colonial range increases by 1/10th of the current value.
4114 – increase in the morale of troops by a fixed value of 0.25 units.
4115 – the forcelimit increases by 10 points.
4116 – discipline increases by 1/10 of the current value.
4117 – The speed at which reinforcements can arrive increases by 15%.
4118 – cheat event allows you to increase military strength by 10% of its current value.
4119 – an impressive 25% increase in the defensive power of forts. By building up the border with them and strengthening them with an army, you are more likely to withstand an attack. 5057 is a command similar in operating principle, only the final increase is much more modest (10%).
5019 – taxation of residents of your state increases by 50%.
5023 – you have an additional merchant. Re-entering the command will no longer work if you want to get another merchant if you have the previous one obtained as a result of the event.
5024/5026 – a random neighboring country receives an increase of 30 points to their opinion.
5039 – event with a random outcome. The province receives an increased number of recruits or has an increase in basic taxes.
6418 – the militaristic strength of your state increases by a certain value.
6419 – reduces the risk of local uprisings by 5%.
6423 – your country’s naval forces receive an increase of 2 units to traditions.
6426 – the cost of purchasing heavy ships is reduced by 5% from their current value.
9469 – a legal heir is born to the ruler. There are three options to choose from: Alexander (military), Caesar (administrative) and Johan (diplomatic).
6002 – morale level increases by 10%.
5022 – your faction gets new colonists (you have already seen a similar command in the list of main cheat codes for the game, but there you can specify exact value units you need).
5070 – allows you to trade a little more efficiently (+15 points to the trading indicator).
5099 – based on the outcome of the event, you can choose whether you want to reduce mercantilism in the state or increase it.
718 – relieves fatigue from military operations.
737 – a random fortress on the map of your state is significantly strengthened.
742 – new recruits are added to you in a randomly determined number. If you enter a similar command from the list of basic cheats, you can specify the exact desired value.
850 – increase in legitimacy or prestige, one of the two parameters is chosen randomly.
853 is a cheat event that completely removes inflation.
6502 – allows you to acquire three units, two infantry and one cavalry.
9467 – adds a random amount of cash and leadership points.
9465 is a similar team to the previous one, but you will have to choose between money and prestige.

As you can see, the list of cheating commands in the Europa Universalis game is truly impressive - for those who want to get an additional advantage in the gameplay, there is definitely room for maneuver here. And that's not all. In addition to the codes provided by the EU4 developers themselves, you can also use one of the many trainers created by folk craftsmen.

For example, a fresh trainer from a certain MrAntiFun opens access to the Divine Mode, and also allows you to manipulate dozens of in-game variables, conveniently assigned by the program to the F1-F12 keys and an additional numeric keypad (infinite money, endless morality, etc.).

Description: Technologies, national ideas, development

Game Guide EUROPA UNIVERSALIS IV

Part 7: Technological development

Technological development in EUIV may look complicated at first, but after careful study, it will become clear that the process is very simple. First of all, the ruler's points are again most important. Ruler Points determine when you can develop new technologies. There are three basic technology trees - administrative, diplomatic and military. You can develop any of them by spending the appropriate ruler points on it. The base cost of technologies is 60 ruler points, but this value is modified by your neighbors, ideas and the current date. The more ahead of time you are, the more expensive the next level of technology will be. Also, if your neighbors are more technologically advanced, then you will receive a 5% discount on each level. Sometimes, it's worth it to lag a little behind the leaders in the technology race.

The further technological development goes, the more diverse ideas will be unlocked. Upon opening new technology you will be given detailed information about the improvement. In addition, those elements that will be improved are specially highlighted on the panel.

Ideas

In addition to developing technological levels, ruler points can be spent on developing ideas. Ideas are permanent bonuses of a certain type. They are a powerful tool that must be taken into account in the country's development plans. There are 15 idea groups in total, 5 of each type ( those. administrative, diplomatic and military), and each of them requires the corresponding ruler points for its development. You can choose a new idea after you reach the following levels of administrative technologies - 4, 7, 10, 14, 17, 22, 26, 29. As you can see, it is impossible to develop all levels. Which group you choose will be the general line of your development, for example, if you plan to create a colonial empire, then the “Research Group” will be a priority for you. She will give you access to explorers and conquistadors.

Once you select an idea, you must decide where you want to spend the majority of your points. The base cost of unlocking an idea is 400 ruler points of the corresponding type. Make sure you can spend it on developing the right idea without compromising another industry. For example, points are also needed to unlock higher levels of technology, nationalize provinces, and also increase stability. The last action listed requires administrative points from you, and you will encounter this often, so opening another additional administrative idea does not make sense, it is better to invest points in opening military or diplomatic groups.

Ideas are opened one at a time from left to right, i.e. you won't be able to open first the third one on the left and then the first one on the right. After you open the entire group, you receive a special bonus. In addition, each idea is associated with a random effect that occurs every five years.

National ideas

An additional element is national ideas, which differ for each country. Firstly, each country has access to two special bonuses of its own traditions from the start of the game, which no longer need to be opened. For example, France receives a bonus to diplomatic relations, and Portugal to trade. Secondly, there is a special line consisting of seven ideas that automatically open from left to right, for each open three ordinary ideas. It is not necessary to open three ideas from the same group. In order to unlock all seven National Ideas, you will need to unlock a total of 21 regular Ideas. With the full opening of the entire national line, you will also receive an additional bonus unique to each country.

National ideas correspond historical features nations. For example, in the case of Poland, they give +33% to the onslaught of cavalry, due to the Polish Hussars, for Spain, +10% to the fleet, due to the Spanish Armada. Therefore, it will be a good idea to familiarize yourself with all the bonuses given by national ideas and make every effort to receive them.

The next part will talk about religion.

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