• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

unmerged(6325)

Tip Master!
Nov 12, 2001
688
1
In-game tips: We can do much better!

I just clean-installed 1.03 on my machine, and when I restarted to my suprise I was presented with the in-game tip window, which I haven't seen since I bought the game. I'm sure everybody deactivates it after a little while. :)


Some of the tips are wrong, the following come to mind:

- You can't conquer more than 3 provinces in a war, unless you annex a country. No comment here... ;)
- Sending a colonist to a province with less than 5000 inhabitants will change the religion of the province to the state religion. Um, no.
- Having an army in a province increases the chances of colonisation. Um, no again, only if a conquistador is present.

These errors must be changed, newbies are rightly getting confused. Moreover, these hints are really the best vehicle for all those one-liners that we have all noted down (mentally or otherwise), so that people (especially newbies) don't ask the same question again and again.

What I would like to propose is for everyone to contribute their favorite one-line or one-paragraph hints, so that we can collate them, and hopefully submit them to Paradox for the next patch. Happy to organise myself if need be. Hopefully we can build a great hint list above and beyond the 50 or so hints currently present.



---

On a tangent, here are a couple hints from the list that I didn't know they were facts (or are they?).

- The admin value of the monarch, affects the cost of sending a merchant or colonist. Blimey, that could save me some money!
- Promoting judges and mayors will increase demand (and thus your income) of spices, tobacco, chinaware, ivory, furs). True?

/coralsaw
 
Last edited by a moderator:
All right then, here is Final Draft 3 of the proposed tiplist. :)

- Thanks again for everyone's input. Hopefully newbies will have an easier time now.
- Please post any proofreading or other errors with tip numbers.

Patric or any other person in the know, please let me know if I need to do anything so that the list will appear in a next patch. If it's ok with you all, that is.

Thanks for all your help. Over and out. :)

/coralsaw

---

General concepts (01-17)

01: Stability is your number one indicator of governance. Stability above +1 results in tax bonuses and lower revolt risks.

02: The stability recovery cost of your country directly relates to the stability cost of each province. These costs are higher for provinces that are of a different religion than your country religion. Stability cost is also modified by your Domestic Policy settings. If your stability costs are huge, slow your expansion down and use missionaries.

03: Establishing Colonies is the most profitable long-term form of colonization. Establish Colonies where the climate allows the Colony to grow. A Colony achieves city status when it reaches 700 inhabitants. The native population, if present, is added to the population at 600 inhabitants.

04: Establishing Trading Posts is the fastest and easiest form of colonization. Establish Trading Posts to preempt your opponents from grabbing a province, or where low growth due to climate does not foster the creation of a Colony. Beware that a Trading Post can be burned to the ground.

05: A Trading Post does not contribute substantially to your production income. You only get a portion of its trade generated revenue if it belongs to a Center of Trade to which you have merchants posted.

06: Every time you declare a war without a just cause (Casus Belli), annex a province or worse, militarily annex a country your reputation suffers. If your reputation (bad boy value) becomes bad, your relations with other countries will worsen and you may experience hostility and declarations of war. You can improve your reputation by freeing a vassal, or by just waiting for time to pass.

07: The most important factor in your technology costs are your Domestic Policy settings. Inflation as well as your country technology group (which cannot be changed) also affect these costs.

08: If you want to increase your chance of getting an explorer go all Naval in your Domestic Policy settings. If you want to increase your chance of getting a conquistador go Narrow-Minded.

09: If you want to build a colonial empire far away overseas, build colonies in coastal provinces along the way so that your navies can resupply in their ports.

10: Promote Bailiffs, Legal counsels and Mayors to increase province Tax Incomes and Troop Build Capacity.

11: Promote Mayors to fight inflation. Each Mayor promotion results in a one-time drop of 1% of inflation.

12: Your Monarchs' Diplomatic Rating primarily affects the chance to create alliances and to get favorable peace terms.

13: Your Monarch's Military Rating primarily affects budget investments in Land and Naval Technology.

14: Your Monarch's Administration Value primarily affects budget investments in Trade Infrastructure and Stability and costs for sending merchants, colonists and missionaries.

15: If you build a Shipyard you get +1 colonist per year. The number does not increase if you build more than one Shipyard though.

16: If your colony has negative growth because of location, try building a governor, increasing your country's stability, or colonising it to over 1000 inhabitants.

17: On the diplomatic map, you will see signs around other countries' shields when you click on your country. A 'cloud with lightning' means that you have Casus Belli (cause for war) against them, a 'crown' that you have a Royal Marriage with them, 'fire' that you're at war with them, a 'hand holding lightning' that you're allied with them, and 'two lions' that they are your vassal.


Military (18-45)

18: 1000 Infantry = 1000 Cavalry = 10 Cannons . The in-game display of an army size is the "weight" of a unit for naval transport. All values are rounded up, so 1001 Infantry weighs 2. A transport can carry twice the amount of troops as a galley or a warship.

19: Cavalry is the fastest land unit followed by infantry followed by cannons. A mixed army moves at the speed of its slowest unit.

20: Use your military leaders wisely, they can be the difference between victory and defeat. Be careful going against an army headed by a historic leader (hover mouse over enemy army to see his name).

21: Assaulting is costly in casualties, but may be the best way of conquering a fortress in the face of high attrition due to bad weather or low number of troops supported in the province. Assaults will be much more successful once the siege value (the defenders number on the siege screen) is below 0, and when the wall on the screen looks breached.

22: Make troop attrition due to winter weather or province size work for you. Wait until an enemy sieging army is depleted by attrition before striking at it, if the fortress can hold long enough.

23: Observe the terrain which you are defending, attacking or simply passing through. Cavalry is worthless in mountains (brown), swamps (aqua) or forests (green), where the defender has an advantage and movement is slow. Cavalry is well suited to plains (white) or desert (yellow) terrain.

24: Consider investing in a "fire-brigade" army consisting only of cavalry, if revolts pester your large empire. This army moves faster and has a high shock value that can succumb most revolts, especially those on plains or deserts terrain.

25: Deal with rebellions swiftly. Rebels can take over a fortress sometimes even without a siege, and increase the revolt risk in neighbouring provinces. Worse, rebel-controlled provinces can defect to an enemy country if their country religion or culture is close to the province ones.

26: When a fortress sieged by allied armies falls, the army with the highest ranked leader gets control of the province, irrespective of the size of the armies, otherwise control passes to the army that initiated the siege.

27: Being elected as Holy Roman Emperor gives you 50 VP and the right to march your troops throughout the Holy Roman Empire land when at war, regardless of your alliances. The borders of the Holy Roman Empire can be seen on the religious map. To be elected Holly Roman Emperor, you need to be Catholic or Counter-Reformed Catholic and have the highest relationships with all elector countries, even those that are Protestant. Luck plays some part too.

28: Refusing a peace negotiation that is 11% lower than the war percentage outcome results in a stability hit. Each stability point lost when at -3 will cause a revolt, which could lead to the fall of the government and all provinces falling in their controllers' hands.

29: During the early period of the EU2 cavalry is more powerful than infantry but its importance wanes with time. Similarly, during the early period of the EU2 galleys are more powerful than warships, and remain quite competitive for the major part of the game. Cannons become more powerful during the late period of the EU2.

30: Units commanded by a Conquistador or Explorer will suffer less attrition than other units.

31: Cavalry never participates in assaults – they do however take losses. Cannon are almost essential to defeat larger fortresses.

32: The leader with the highest rank will automatically command a unit. If there are several historical leaders in a unit, split it to get the maximum effect of all the leaders' values.

33: Transport ships do not inflict any damage in combat, but do take a share of the warships' losses.

34: If you are in a war together with another nation, your troops may walk through its provinces and your navies may enter its ports.

35: The lower your maintenance level, the lower your troops' morale. It will take three months to increase your troops' morale to maximum if you pull the maintenance slider from 50 to 100 percent. Do not attack with troops that don't have maximum morale unless you have to.

36: Move navies into ports regularly to cancel attrition effects. Although ships don't suffer attrition when next to a port, moving away from a port will keep the additive attrition effects of the time spend next to a port. Do not move galleys outside the Mediterranean, the Black Sea or Baltic Sea as they risk destruction.

37: Before declaring war, check the levels of enemy fortresses and plan accordingly. Seize unfortified provinces rapidly with blitzing cavalry if possible. An army wishing to siege a fortress must be at least as large as the garrison in the fortress (10 cannons count as 1000 infantry).

38: A possible strategy for conducting war is to use cavalry for the first wave of attacks, then after the enemy's armies are mostly defeated, follow up with waves of infantry and cannon only forces to do the sieging!

39: Ten cannons per enemy fortification level in a province will give you a minimum sieging bonus.
During the latest periods there is a penalty for having no cannons during a siege.

40: Annexing a country as a result of a peace offer will give your country a one time +1 stability bonus. You will also obtain control of all of the other country's land and naval forces.

41: If your stability is less than 0 and a country declares war on you, your stability will increase by 1.

42: Pirates will not appear in sea zones containing regular fleets.

43: When you annex a non core-province the revolt risk because of nationalist forces in the province will increase by +3. This risk will drop by one every decade.

44: There is an optimal army size or number of ships supported at any moment by a country, above which support costs become very expensive. You can find these amounts on the army and navy maintenance windows.

45: Conscription centers, grain producing provinces and weapons manufactories increase your supportable manpower. You can only build conscription centers in your core (national) provinces.

<end of part 1>

edit: proofreading changes, thanks Lib.
 
Last edited:
Part 2

Economy (46-61)

46: Raising war taxes raises your tax income for six months and the troops you can raise in a province, but results in a stability hit of -1 and a higher chance of revolts.

47: Inflation is an index of cost relative to the start of each scenario. An inflation of 100% means that a unit, structure, action etc that used to cost e.g. 10 ducats at the start of the scenario, now costs 20 ducats.

48: Each of your vassals surrenders to you, the suzerain, half of its monthly taxation revenue (not its full revenue). Your vassals cannot enter other alliances or Royal Marriages with other countries without breaking the vassalage.

49: Only take loans when there is no other way out of a crisis. Loans will raise your inflation, result in monthly interest payments and possibly eventually in bankruptcy, during which you will suffer lower army morale for 5 years. Bankrupt countries can reform, but are easy prey to enemies.

50: On the balance sheet screen, next to each source of your income (trade, production, tax) is a percentage. This is your efficiency for that source of income. Raise the efficiency of your higher income sources first to improve your economy effectively.

51: As trade embargoes last forever (or until you lose a war against the target country), you may want to embargo some countries while you are at war with them (thus not suffering the -1 stability hit) just in case you will gain one of their CoT in the war.

52: The trade value of provinces producing slaves increases as more cotton and tobacco provinces are colonized by all countries.

53: If your neighbors produce much gold, your inflation will increase as well.

54: Manufactories are worthwhile investments. Aside from the monthly economic bonus, they contribute to the growth of the province, reduce the revolt risk and result in free budget investments in their respective disciplines.

55: Getting a Monopoly in a rich Center of Trade is by far the best way to make money.

56: Your core (national) provinces have a small shield with your country's flag on them. If an enemy occupies any of these provinces, you get a Casus Belli (cause for war) against them. Never give your core provinces away.

57: Any changes you make in the budget window are taken into account only when you close the window.

58: The trade value of a province is added only to the controlling Center of Trade, not your monthly income. In order to profit from this you need to send merchants to the appropriate Center of Trade. Keep this in mind when setting up trading posts, as they generally have high trade values but very low tax and production.

59: Use the merchant Auto-send function with caution, it may not be the optimal way of distributing merchants to Centers of Trade (CoT) and can be very expensive.

60: Sending a merchant to a CoT can increase the number of merchants you have in it, kick out a merchant from another country creating an empty spot or simply fail. It pays to send merchants in batches rather than individually, since an empty spot can be filled immediately.

61: Sending merchants can be uneconomical if the CoT is far from your capital, very competitive or of low value. Check the report to see what the costs are versus the rewards for each CoT and decide accordingly. Sometimes it makes sense to let merchants expire.


Diplomacy (62-72)

62: You cannot enter a Royal Marriage with The Papal States or The Knights as another country.

63: Target your Letters of Recommendation and Personal and country Gifts carefully, they can be quite expensive. Create a nexus of friendly countries according to your strategy.

64: You cannot influence the number of diplomats available to you, except by going to war (+1) or shifting your relative domestic policy slider towards Aristocracy increasing the diplomatic rating of the Monarch.

65: Being the leader of an alliance gives you the power to negotiate terms on behalf of the alliance or to ban a member from it. It also prohibits you from leaving the alliance.

66: Each alliance is valid for 10 years after the last war in which a member was involved has ended. If during these 10 years a new war starts, the alliance gets renewed for the next 10 years automatically.

67: Diplomatically annexing a country is very difficult. The chance is higher if your monarch has a very high Diplomatic Rating, the country has lower relations with everyone else, and you have a much bigger country, a stronger economy and a bigger army.

68: You cannot vassalize or diplomatically annex a country if either you or they are at war.

69: Just before declaring war make sure that the country(ies) that you are targeting have no new alliances since you last checked! Also check for independence guarantee, and enemy land and naval technology levels.

70: Entering a Royal Marriage with a country will remove the fog of war in it.

71: If you want to maximize your chances of successfully exchanging maps, make sure that you have close to +200 relations with the country, that you know of at least some provinces which they don't, and that your Monarch's diplomatic rating is as high as possible.

72: You can only annex an enemy country as a result of peace negotiations if it only consists of 1 province, the capital one (TPs and colonies do not count). Reduce the country to 1 province, then try again.


Religion and Culture (73-83)

73: Converting to Protestantism will give you a large one-time economical boost.

74: Countries having a Reformed religion get a bonus on their monthly stability investment.

75: The armies of Reformed and Shiite countries receive a bonus in their fighting morale.

76: You cannot change the Culture of a province unless it is of Pagan culture or does not contain a city, in which case sending a colonist (or a missionary) can change the Culture to one of your country Cultures. You can change the culture of a Pagan province even if it contains a city.

77: Having a Conquistador present in a province at the time of sending a colonist will increase the chance of success. The Conquistador does not have to wait for the colonist to arrive.

78: An army consisting only of cavalry and headed by a Conquistador suffers less attrition because of the Conquistador presence and the high movement rate, and is thus the best way to explore Terra Incognita.

79: If your country religion is catholic, you get an automatic Casus Belli (cause for war) with any country that is at war with the Papal States. This Casus Belli lasts for the duration of the war.

80: If your religion is Sunni you get a Casus Belli (cause for war) against all Shiite countries. Similarly, if your religion is Shiite, you get a Casus Belli against all Sunni countries.

81: The chance of a successful religious conversion by a missionary is determined at the time he is sent to a province. This chance is higher if your monarch has a high Administrative Rating, the province has a country culture, and the population is low. Some religions (e.g. pagan) are more easier to convert from.

82: Setting the religious tolerance sliders directly affects the revolt chances in each province. You can change these sliders by clicking on the sign of your country religion in the monarch window.

83: Your country cultures can be found in the monarch screen. Any province you control that doesn't belong to any of these cultures will be penalized by a 30% decrease in tax income and a higher revolt risk. A further 30% decrease in tax income is applied if the province religion is not your country religion.


User interface (84-97)

84: You can switch countries in a saved scenario if you start a new scenario as the country in question and then reload your saved scenario without exiting EU2.

85: While besieging you cannot reorganize your armies, but you can move individual armies by selecting them by pressing the appropriate morale bar.

86: You cannot load troops on a navy in port. Move the navy to an adjacent sea zone.

87: Selecting a friendly port as the final destination for a navy with troops loaded, will automatically unload the troops at the destination.

88: You can hold down the 'shift' key to add additional destinations to a unit's movement path.

89: You can right-click on the mini-map to filter the display options.

90: The little square to the right of the status bar of a navy indicates it has troops loaded. Clicking that icon is a shortcut to the 'Unload Troops' button.

91: If you find conquering the world too easy, try harder starting settings. Playing without pauses also brings new flavour to the game. Or you can try roleplaying, that is making sure that all your actions would have been plausible in historical terms.

92: Setting difficulty at "Very hard" results in more frequent declarations of war by the AI if you expand your country a lot.

93. Use messages that pause action wisely, for example: To not waste time when colonizing, set message for colonist to pause, then hit "go to" and send another one immediately. When a province or sea is discovered, set the message to pause so you can give instructions to your explorer or conquistador without wasting time and thus extra attrition. Set the stability increase message to pause so that you remember to reset your treasury slider to your required inflation level.

94: Double-click on a slider in the budget window to lock it in place (grayed out). This is useful if you want to move some sliders without affecting others. Double-click on the slider again to unlock it.

95: After you reach a stability level of +3, all prior stability investment goes to the treasury and the treasury slider shifts accordingly to the right. Check that the resulting inflation is acceptable.

96: If you don't get a message after an event or diplomatic action (e.g. map exchange), check that your message display option for that event is not suppressed.

97: Use the in-game help system. Hover the mouse over each number in every window and wait a bit. You'll almost always see a useful breakdown of the factors that affect it, or a suitable explanation.


Multiplayer and Other (98-99)

98: Diplomatic Relation Values have no game effect between two human players. Let your actions speak for themselves!

99: Visit regularly the EU2 forum on the web at http://www.europa-universalis.com/forum/index.php for answers to your questions and more tips and discussions.

<end>

edit: proofreading changes, thanks Lib.
 
Last edited:
Status
Not open for further replies.