Europa universalis 5: everything we want to see
Содержание:
- 2 Мамлюки
- Coalition and League Wars
- Decisions[edit | edit source]
- Continents
- Prosperity
- Europa Universalis II [ править | править код ]
- Events[edit | edit source]
- Age of Reformation
- Crusader Kings (2004)
- Access to estates[edit | edit source]
- Scandinavia region[edit | edit source]
- Crownland[edit | edit source]
- Strategy[edit | edit source]
- Formation[edit | edit source]
- Strengthen government
- Похожие игры
- Formation[edit | edit source]
- Strategy[edit | edit source]
- Europa Universalis (2001)
2 Мамлюки
Как правители Египта и Сирии мамлюки занимают чрезвычайно выгодное положение на карте. При поддержке могущественной и внушающей страх армии мамлюки имеют возможность расширяться в нескольких направлениях. Они также обладают уникальным типом правительства, если установлено DLC Cradle of Civilization .
Исторически мамлюки входили в состав Османской империи. Однако, оглядываясь назад, игроки могут принять меры, чтобы предотвратить повторение этого результата. Если удастся сохранить внутреннюю стабильность, мамлюки, несомненно, могут стать доминирующей силой на Ближнем Востоке.
Coalition and League Wars
The War of the League of Cambrai, which lasted between 1508 and 1516, was the type of international conflict at which EU4 should excel. What began as an anti-Venetian alliance quickly evolved into a pact between Venice and the Papal States to drive the French from Italy. It ended with France and Venice allied against England, Castile, Austria, and the Pope. But as anyone who has played the 1508 start date knows, the war is impossible to model within the current war system.
To make them more dynamic and interesting to interact with, coalitions should be quick to form, especially against big and threatening nations. They would attract rivals and other opportunistic nations looking for a quick land grab. To make them fairer, however, the game should offer a measure of flexibility and diplomacy — such as the opportunity to buy off wavering coalition members with promises of land or money. Assuming it can be correctly implemented (which is a big ask), wavering nations should be able to switch sides during an ongoing war (something the current system doesn’t allow for).
These changes should make coalitions still very powerful but more volatile and unreliable to work with. Early battlefield setbacks or diplomatic friction between members (especially rivals) could cause a tenuous coalition to unravel quickly as members lose the will to fight. However, friendly coalition members are more willing to support each other until the end.
Decisions[edit | edit source]
id
Make St. Petersburg the Capital
As a more western oriented state, Russia must have their capital in the west, and St. Petersburg will be our glorious beacon!
Potential requirements
Playing with normal or historical nations The country:
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Allow
Russia:
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Effects
Russia:
Neva (33):
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id
Establish Russian Patriarchate
Constantinople is no longer the bastion and defense of Christianity. We need to pick up the mantle and establish a third Rome.
Potential requirements
Playing with normal or historical nations The country:
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Allow
Russia:
Constantinople (151) is not owned by Byzantium. |
Effects
Russia:
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Continents
- See also: List of provinces
Continents
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A continent is a closed landmass of the earth. Each land province (including wastelands) belongs to one continent. A few sea zones also belong to a continent, but most by far do not.
The following table lists the in-game continents along with their respective values (not including wastelands or sea zones):
Continent | Provinces | Base Tax | Base Production | Base Manpower | Development |
---|---|---|---|---|---|
Africa | 438 | 924 | 916 | 656 | 2496 |
Asia | 1133 | 3038 | 2989 | 2172 | 8199 |
Europe | 827 | 2709 | 2675 | 1811 | 7195 |
North America | 535 | 939 | 936 | 580 | 2455 |
Oceania | 90 | 170 | 170 | 115 | 455 |
South America | 249 | 399 | 433 | 271 | 1103 |
Total | 3272 | 8179 | 8119 | 5605 | 21903 |
Prosperity
States in which every province has 0% devastation may become prosperous when the stability of owner country is positive. Prosperity gives the following benefits:
−10%.00 | Local development cost | |
+25%.00 | Local goods produced modifier | |
−0.05% | Monthly autonomy change |
Each such state has a chance of increasing its progress towards being prosperous by +1% each month, until progress reaches 100%. The chance is 5% for each ruler skill point; for example, a ruler with 3 / 3 / 3 gives provinces a 45% chance of progressing. If any province in a state has devastation or the stability is negative, it instead decays by −2% per month.
Europa Universalis II [ править | править код ]
Данная игра была разработана студией Paradox Interactive в 2001 году, как продолжение Europa Universalis. В игре игрок управляет одной нацией, проходя через сотни лет войн, революций и заговоров. Игроку предстоит управлять экономикой, создавать военно-политические союзы, колонизировать новые земли, контролировать религию и внутреннюю политику, а также обеспечить внутреннюю стабильность. Кроме того, ежегодно появляются случайные события, а также есть сотни готовых сценариев на основе реальных исторических фактов, что создаёт игроку интересный и разнообразный геймплей . По сравнению с первой частью заметно улучшилась графика . Почти все игровые данные хранятся в текстовых файлах и их очень легко отредактировать, модифицировав сценарий игры. Версия игры под названием Europa Universalis II: Asia Chapters в 2004 году была выпущена для азиатского рынка. В игру добавлены новые сценарии, которые сосредоточены вокруг азиатской истории. Также появилась обновлённая карта с новыми провинциями в Японии, Корее и Китае .
Events[edit | edit source]
id
Return to the Wakou Era
After the Korean invasion of Tsushima in 1419, the So clan signed the Treaty of Gyehae in which trade with Korea was legitimized in return for the cessation of piracy. By controlling Japanese-Korean trade, the So clan enjoyed huge profits and became highly respected in the Shogunate as specialists in Korean diplomacy.With the Shogunate weakened, some now suggest that the clan should return to the old tradition of piracy. The leader of the upstart pirates claims to be the reincarnation of the legendary pirate Akibatsu Matsura, who led a fleet of 500 ships to raid the Korean coast.
This event happens only once during a campaign.
Trigger conditions
The country:
Any country has or had the “” incident or had the event “”. |
Mean time to happen
12 months |
A pirate’s life for me! So:
We are traders and diplomats, not pirates. So: loses 1 stability. |
Age of Reformation
From East to West this is the age of religious conviction, debates and mass movements. In Europe Protestantism is entrenched while millenarianism takes hold of Iran and religious Syncretism shapes Indian society.
This Age triggers 10 years after the appearance of the first Protestant Center of Reformation (dependent on Catholic Reform desire), and is the starting Age for the Eighty Years War (1579) and Thirty Years War (1618) bookmarks.
Possible age disasters include: The Count’s Feud, French Wars of Religion, Religious Turmoil, Time of Troubles.
Objectives
Objective | Description | |
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Join the Reformation | Embrace Protestantism, Reformed, Anglican or Hussite as your state religion. | |
Humanist or Religious | Complete either the Humanist or Religious idea group. | |
Convert Provinces | Convert 10 provinces of a different religion. (Conversions done during the Age of Discovery count.) | |
Create a Colonial Empire | Have at least 5 colonial nations. | |
Converted another Nation | Convert another nation through war, subject interaction, or enforcing unity. (Doing this during the Age of Discovery counts.) | |
Asian Trade | Gain the trade bonus in Silk, Spices or Chinaware | |
Unify Culture | Own all provinces of your culture group |
Abilities
Ability | Effect | |
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Religion Enforced Edict | Allow Edict “Religion Enforced” (+90% Resistance to reformation) | |
Floating Batteries | +1 Blockade impact on siege | |
Religious Wars | −25% War score cost vs other religions | |
Mercenary Discipline | +5% Mercenary discipline | |
Powerful Tradeships | +20% Ship tradepower propagation | |
Institutional Spread | +50% Institution spread in true faith provinces | |
Prestigious Conversions | +0.3 Prestige per development from missionary after a successful conversion. | |
Spanish Tercios | −30% Shock damage received (available only to Spain) | |
Mughal Artillery | −50% Artillery cost (available only to Mughals) | |
Polish Crown | +33% Goods produced modifier (available only to Poland or Commonwealth) | |
Persian Reinforcement | −30% Reinforce cost (available only to Persia) |
Crusader Kings (2004)
Продолжение стратегической игры 2001 года Europa Universalis II, посвященной 400-летнему периоду между 1419 и 1820 годами.
Crusader Kings – это стратегическая игра в реальном времени от Paradox Entertainment, основанная на движке Europa Universalis. Игра позволяет нам возглавлять европейские королевства на протяжении почти 400 лет, начиная с 1066 года и заканчивая в 1419 году. Таким образом, игра является своего рода прологом к серии Europa Universalis, в которую разработчики добавили конвертер, позволяющий продолжить игру Crusader Kings в Europa Universalis II. Действие игры разворачивается во всей Европе и выходит за ее пределы – в Персию и северную Африку. Crusader Kings реально моделирует жизнь людей того периода, а главный упор делается не на развитие вашей страны, а на повышение престижа и влияния вашей династии.
Честь и власть имеют первостепенное значение. Чтобы расширить их, игрок может создавать альянсы с влиятельными лордами и епископами, а не только с такими странами, как в Europa Universalis. Поскольку игра фокусируется на феодальной структуре того исторического периода, игрок может управлять только христианскими монархиями, герцогствами и большими империями. Мы не можем контролировать торговые республики, такие как Венеция или Генуя, и, например, монгольские полчища
Кроме того, мы должны обратить внимание на выбор нашего рыцарского ордена: тамплиеров, рыцарей святого Иоанна, ордена Тевтонского ордена, ордена Калатравы или ордена Сантьяго. Большой новинкой по сравнению с предыдущими играми, использующими тот же двигатель, является новая боевая система, позволяющая реалистично воссоздать силу атаки монгольской кавалерии или английских лучников
Access to estates[edit | edit source]
Not all nations have access to all available estates. The reasons can vary from not being in the right geographical area, not being of a certain religion and so on – further details on this are available under each estate’s section.
Additionally, some government types do not have access to the estates mechanics at all (they have other mechanics instead):
- Pirate Republic
- and Venetian Government
- Veche Republic
- Siberian Native Council
- Sich Rada
- Native Council
- Revolutionary Republic, Revolutionary State and Revolutionary Empire
- Celestial Empire if Mandate of Heaven is disabled
- Colonial Nation
Notes: This region holds provinces necessary for forming Scandinavia.
State | Government | Religion | Tech group | National ideas | Culture group | Capital | Notes |
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Denmark | Feudal Nobility | Catholic | Western | Nordic (Danish) | Sjælland (12) |
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Finland | Feudal Nobility | Catholic | Western | Nordic (Finnish) | Nyland (28) | Releasable by Sweden | |
Gotland | Noble Elite | Catholic | Western | Nordic (Swedish) | Gotland (25) | Releasable by Denmark | |
Iceland | Feudal Nobility | Catholic | Western | Nordic (Icelandic) | Reykjavik (370) | Releasable by Norway | |
Norway | Feudal Nobility | Catholic | Western | Nordic (Norwegian) | Akershus (17) | In personal union under Denmark | |
Sweden | Feudal Nobility | Catholic | Western | Nordic (Swedish) | Stockholm (1) | In personal union under Denmark |
Crownland[edit | edit source]
The land of a realm which has access to estates is divided among all the estates, and the crownland, which represents the land you «directly control». These lands are not represented by specific provinces in game (and neither are the lands of the other estates).
The share of crownland in the realm is linked to a series of bonuses which provide better benefits. the higher this share is (as your realm becomes more centralized).
Crownland | |||||
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−50 | +0.40 | −20% | +150% | − | |
1–4 | −40 | +0.30 | −20% | +100% | − |
5–9 | −30 | +0.20 | −15% | +100% | − |
10–19 | −15 | +0.10 | −15% | +50% | − |
20–29 | −10 | − | −10% | +25% | − |
30–49 | − | − | − | − | − |
50–59 | +5 | − | +5% | − | − |
60–74 | +10 | − | +10% | − | +1 |
75–99 | +15 | −0.01 | +15% | − | +1 |
100 | +15 | −0.05 | +20% | − | +1 |
Most nations start the campaign with a base value of 29.999% crownland. The Papal States are one of the few exceptions, instead starting with 49%. Nations such as those listed above which do not use estate mechanics receive no crownland modifiers, positive or negative.
Seize Landedit | edit source
The Seize Land estate interaction can be used every 5 years and provides an instant 5% boost to crownland. The button is only available when a nation is not at war, has no active revolts and no rebel-controlled provinces. All estates lose 20% loyalty and a share of controlled land in proportion to the existing amount of land that they have(so that the ratio of lands between estates doesn’t change). If any estate’s loyalty drops below 30% due to this, rebels will spawn. The amount of rebel stacks is . The types of rebels depend on the disloyal estate. If there are multiple disloyal estates, the type of each rebel stack is randomly chosen between the rebel types of each disloyal estate. The rebels will spawn in provinces which have the highest supply limit of all owned provinces in their area and which have a land connection to the capital or which are in a state. All provinces in the area in which rebels spawn get +10 local unrest.
Since each estate loses 20% loyalty on seizing land, it is advisable to call a diet immediately before doing this. The extra 5% boost to loyalty will help prevent rebellions caused by any estate’s loyalty dropping below 30%.
Sale of Titlesedit | edit source
The Sale of Titles estate interaction can be used every 5 years to sell 10% of the crownland to the estates. The button is only available when a nation has no active revolts and no rebel-controlled provinces and the crownland share is at least 0.1%. All estates gain 10% loyalty and the sold crownland is distributed to the estates in proportion to the existing amount of land that they have(so that the ratio of lands between estates doesn’t change). The country gains ducats equal to X years of income multiplied by the sum of the land shares which all estates had before the button was pressed. X is 2.5 during the age of discovery, 2.0 in the age of reformation, 1.5 in the age of absolutism and 1.0 in the age of revolutions.
Gaining new provincesedit | edit source
Gaining new development through conquest or integration of subjects moves the land share of each estate towards an equilibrium which is determined by the relative influence of the estate compared to the other estates. The crown is considered to have an influence of 60 + absolutism in percent. How fast the land share moves towards this equilibrium depends on the amount of newly acquired development compared to the total development of the country.
Strategy[edit | edit source]
Maybe the easiest way to form Rûm is to start as Karaman and reset until:
- Hungary and the Mamluks are both rivaled to the Ottomans
- You have a level 1 diplomatic reputation advisor available
First, go through the following actions:
- Set your focus to military points
- Hire a level 1 military advisor
- Set your attitude to the Ottomans as
- Sell your ships
- Improve relations with Hungary and the Mamluks
Soon you’ll be able to ally the Mamluks. Getting Hungary is a bit more difficult, but if you tech up to 4 before them, hire the diplomatic reputation advisor and build up to the force limit, it should be doable.
Now all you need to do is wait for your truce to end and the Ottomans to enter some other war, ideally on the European side of their country. Declare war on them promising land to both your allies. The ideal outcome is that the Ottomans are sieging down Hungary, peacing them out separately, but if they don’t it’s likely best to break the promise of land to them. The Mamluks is different story. While they usually desire a couple coastal provinces, they will rarely want to take them in the war. So just transfer occupation of all the land they desire, you probably don’t need to give them anything. For yourself, you should prioritise getting forts. Maybe you can even get the provinces on both sides of one of the straights. This is desirable since it means that ships can no longer stop you from entering Europe.
After that first war is over, just repeat until the Ottomans are no more.
Formation[edit | edit source]
All countries that own their core province Salé (4563) can get the event to play as or release Salé as a march.
id
The Republic of Salé
The zealous Spanish Inquisition continues to ruthlessly purge and deport the Moriscos, the descendents of converts whom they suspect of hiding their Muslim faith. A large group of wealthy Moriscos from the province of have fled in anticipation of further oppression.They have settled in Salé, where they have abandoned their former lives and adopted a new profession; high seas piracy. Joined by a host of piratical slavers, the newly formed Republic of Salé is led by the Dutch pirate Jan Janszoon, now calling himself by his Muslim name Murat Reis.We should take these ambitious refugees under our wing. After all, the enemy of our enemy is our friend.
This event happens only once during a campaign.
Trigger conditions
Salé does not exist.
The country:
Privateers have at least 5% trade power in the trade node of Salé (4563). |
Mean time to happen
12 months |
Immediate effects
Salé (4563):
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Enabled if: A pirate’s life for me! Salé (4563):
The country:
Salé:
The human player plays as Salé. Always enabled: Let us make friends of these pirates. Salé (4563):
The country: releases Salé as an independent state. Salé:
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Strengthen government
On the government tab is a button to “Strengthen Government” by spending 100 military power. By doing this, the country gets one of the following, as appropriate for the government type and active expansions:
- +10 Legitimacy
- +10 Devotion
- +10 Horde unity
- +10 Meritocracy
- +3 Republican tradition
- +5 Revolutionary zeal
Additionally, from the Age of Absolutism onwards, it gets:
+2 Absolutism
The button is only available if the appropriate government value is not already at maximum; it cannot be used solely to boost absolutism. It is also disabled if a republic turns into a dictatorship to prevent a reliably easy restoration of republican government.
Похожие игры
Вот несколько игр, которые больше всего похожи на Europa Universalis:
Смотрите весь список похожих игр здесь и выбирайте, какая из представленных игр больше всех напоминает Europa Universalis. Там же вы сможете добавить новую игру в список похожих.
- EU: Rome — первая игра Paradox Interactive, действие которой происходит в античную эпоху;
- Игра охватывает бо́льшую часть Европы, часть Передней Азии и Северной Африки, число провинций значительно меньше, чем в Europa Universalis;
- В игре принято летоисчисление от основания Рима, она начинается в 474 году от основания Рима (начало Пирровой войны), а заканчивается в 727 году, когда в Риме была провозглашена империя;
- Из Crusader Kings в игру пришла развитая система персонажей (существенно доработанная по сравнению с CK), которые могут занимать должности (в том числе глав государств, губернаторов провинций, полководцев и флотоводцев);
- Появился механизм гражданских войн, которые могут развязать нелояльные политики и полководцы;
- Впервые в играх Paradox Interactive появились варвары, которые бродят по карте, могут атаковать цивилизованную страну и захватить часть его территории, основав на ней собственное государство;
- Используется отличающаяся от EU система торговли между провинциями.
Europa Universalis: Rome – Vae Victis
В 2009 году выпущено дополнение к игре — Europa Universalis: Rome – Vae Victis (лат. Vae Victis — горе побеждённым), которое в России вышло под названием Европа. Древний Рим: Золотой век. Главная особенность — внутренняя политика стала сложнее и проработаннее, в республиканских государствах существует Сенат, в котором ведут борьбу 5 политических фракций (военная, торговая, религиозная, гражданская и популистская), в монархиях вместо Сената есть советники (причём в случае, если большинство советников не поддерживает текущего кандидата на престол, может начаться гражданская война), в варварских государствах игрок должен учитывать интересы вождей кланов.
Formation[edit | edit source]
id
Form Italian Nation
As the heart of the Renaissance, our nation is blossoming culturally. We have just entered the beginning of what looks like a prolonged artistic rebellion, especially in the field of architecture and literature. The cultural evolution is not aiding our country in maintaining peace within our borders however. Our country is continuously stricken by foreign states seeking power and territorial gain.
Potential requirements
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Allow
The country:
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Effects
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Provinces in dark green are required to be owned and cored to form Italy. The pink provinces mark the Italian region.
Strategy[edit | edit source]
The below is one of many player suggested strategies for So. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.
The So seemingly start in a weak position in 1444: Because they have no land connection to the rest of Japan, they initially can not use the Sengoku CB, and the only claims they can make are against the vastly more powerful Ouchi. Yet they have an advantage that no other japanese tag has: A few years into the game, an event will happen that allows the So to turn into a pirate republic with the unique pirate-daimyo government, giving them the ability to raid coasts and a powerful ruler-admiral, who starts as a 2/5/5 ruler and will cost no republic tradition to reelect. The player is strongly urged to make that transition, as raiding the Ming and Korea can grant them a large amount of sailors and ducats, allowing them to build and sustain an army that is significantly above their force limit, which will be necessary in order to conquer their only cb-able target: The Ouchi.
Once the player has or is close to finishing their claims, and after they have raided the coasts, they should start building their army — it is recommended to build slightly more troops then required to siege the level 2 fort of the Ouchi, both in order to be able to deal with the Ouchi in their allies, but also to have over 50% Liberty Desire after the war. The shogun will usually attempt to kill the players ruler after a succesfull conquest via the subject-daimyo interaction, but this can only happen as long as a daimyo has less then 50% liberty desire.
The player should also build galleys until they hit their fleetlimit; as ships take longer to build and the players fleet limit will increase after turning pirate, it’s recommended to start building galleys as soon as the game starts. Prior to starting any war, the player should also ferry their troops over to the rest of Japan, which is possible since daimyo dont need to ask each other for military access; this is to prevent the players army from being stuck on Tsushima in case their fleet can’t win a naval engagement.
Europa Universalis (2001)
Эпическая грандиозная стратегическая игра от Paradox Development Studio, действие которой разворачивается на протяжении 300 лет бурной истории Старого континента – от Великих открытий (1492) до наполеоновских войн (1792).
Europa Universalis – это стратегическая военная игра в реальном времени, действие которой разворачивается на протяжении 300 лет европейской истории; со времен великих открытий (1492) до наполеоновских войн (1792). В целом, есть более 75 различных европейских стран и герцогств того периода. Игрок может выбрать одну сверхдержаву того времени, такую как Испания, Англия, Пруссия, Франция, Португалия или Польша, и в зависимости от его решений судьба его страны и ее соседей будет отличаться.
Игрок влияет на рост армии, экономики и дипломатии. Можно строить и управлять военно-морскими флотами, обучать пехоту, открывать неизвестные земли с помощью конкистадоров и приобретать новые ресурсы. Усовершенствованные дипломатические возможности позволяют не только вести войну, но и заключать союзы и торговые соглашения. Умное управление нашей страной дает ей шанс стать сильнейшей европейской сверхдержавой. Игра содержит более 2000 реальных исторических персонажей и событий, что гарантирует то, что игровой мир будет захватывающим и правдоподобным.
- Вы можете править над разными странами.
- Тщательное моделирование внешнего вида военных, флагов и гербов более 60 исторических стран.
- Более 700 провинций для завоевания и колонизации.
- Более 150 разных миссий.
- Мультиплеер через локальную сеть или интернет.