• 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.

NetherViking

Captain
Jul 22, 2015
477
259
Yes loans levels can very. I try not to ever have more than a handful. If you can keep a war going even with a tiny profit that is ideal naturally. I will go deep into the red if it is a matter of survival.
 
Jul 4, 2015
2.012
3.788
eu4_1_zpsksaupnyo.png

This is my Castilian realm so far. I'm allied with France, Scotland and Ireland (Munster) to counterbalance the english alliance with Portugal, some HRE states, the Italian naval states and possibly Aragon if they ally in the future. My OE is 110 and Im trying to lower it as much as I can with Admin Power and I got a few loans pending. Rebellions are brewing all across my domains. In fact, I expect to be embroiled in civil & separatists wars for the next two decades.

Any tips on handling domestic unrest? Does giving a province autonomy makes the situation better?

Was weakning Portugal and Aragon so much and annexing their territories so fast early in the game a valid strategy for eliminating potential troublesome enemies even though its going to be a lot of work in the future to put down these rebellions? Or should I just have eaten at them, province by province in many wars over a long time to help my OE and separatism?

Should I sell my Morocco provinces to weak Aragon instead of letting them fall to Moroccan rebels? I can conquer them later from Aragon.
 
Last edited:

Philadelphus

Not the Ptolemy. Nor the shrub.
75 Badges
Feb 8, 2015
931
927
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Cities: Skylines - Green Cities
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris: Federations
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Magicka 2: Ice, Death and Fury
  • Crusader Kings II: Conclave
  • Surviving Mars
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Deluxe Edition
Thanks for the picture, that's always helpful. Yes, increasing autonomy in a province will lower unrest in that province (and vice versa). Autonomy normally ticks down over time based on your government and whether you're are peace, so it'll come back down on its own after a while during which the separatism will have expired. Whenever I conquer a province the first thing I do is go in and raise autonomy, which will either remove the unrest in it entirely, or drop it into the single digits and make it a lot more manageable. You can also do the exact opposite and deliberately lower autonomy in order to spark rebels even faster, with an army in place to attack them; according to one person who used this method this should net you exactly two rebel attacks before the separatism modifier wears off. The advantage there is that you get the benefits of lowered autonomy much earlier in exchange for fighting some predicatable rebels that you can probably beat fairly easily. So both are viable options.

Going at Portugal and Aragon fast is totally a viable option, especially if you handle separatism as mentioned in the previous paragraph. It's all about the overextension; as long as it stays below 100 and you keep your stability high it shouldn't be a big issue. You mentioned you were at 110% OE, which suggests that it wouldn't have been too difficult to avoid it, the difference was probably one or two provinces at most. Keep that OE below 100 and it shouldn't stop your wars. The thing to keep in mind is that coring a province takes around two years, so you ideally want to stagger your wars so that by the time you're ready to peace out from your current war the provinces you took in the last war are already cored, or within a few weeks of it.

Selling your Moroccan provinces is definitely a viable strategy, although I'd rather sell them to one of those tiny nations between Morocco and Tunis (can't make out the names). They should be Muslim tech so they'll be even weaker than Aragon, and attacking them won't give you much (if any) Aggressive Expansion penalties with the rest of Europe.
 
  • 2
Reactions:

Beanicus

Sergeant
128 Badges
Jul 29, 2010
75
148
  • Rome Gold
  • Hearts of Iron III: Their Finest Hour
  • Heir to the Throne
  • Impire
  • Cities: Skylines - After Dark
  • Knights of Pen and Paper +1 Edition
  • Lead and Gold
  • The Kings Crusade
  • Majesty 2
  • March of the Eagles
  • Pillars of Eternity
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Hearts of Iron III
  • Semper Fi
  • Sengoku
  • Ship Simulator Extremes
  • Sword of the Stars
  • Supreme Ruler 2020
  • Supreme Ruler: Cold War
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
  • Europa Universalis IV: Cossacks
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Sword of Islam
  • Arsenal of Democracy
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • A Game of Dwarves
  • Commander: Conquest of the Americas
  • Darkest Hour
  • Europa Universalis III
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • For The Glory
  • For the Motherland
As has been said, never ever go over 100% OE. The only time you would want to defy that rule is if you're going for a World Conquest (which is a goal only experts can attempt). The benefits of the extra land are negated by the horrible events fired which can easily cripple you. It will give you tons of rebels, tank stability and other really unpleasant things. It's not worth crippling yourself in such a way, as unlike HOI you have a long timespan. It is actually easier to conquer more and faster if you follow this rule. Think strategically about what you take from an enemy (forts/ports/high tax provinces/high manpower provinces/split in two/etc.) rather than simply taking in bulk.

Tied to this is AE. Admittedly, Paradox have nerfed it with the latest patch, but don't take so much that everyone hates you. At your level of experience, I wouldn't recommend making any country you don't intend to war with in the immediate future (who isn't some one province minor/american native or the like) have more than 50 AE (you can find out about this on coalition mapmode and also on a tooltip in the peace screen). This can lead to coalitions which will try and crush you and can be tricky at times. A good trick is to rotate enemies. AE is mostly based on religion and culture (and proximity obviously). This means if you destroy Muslims then Europe won't care, and killing Europe will not bother Muslims. Your allies are also less bothered by your expansion so get less AE.

As said above, Autonomy is a trade-off. Increasing it decreases the revolt risk, but reduces province output. Decreasing it does the reverse. Both effects are not permanent, they will be removed with time. You can also use harsh treatment for Mil points to delay a revolt by a bit if at war or something. Parking an army on a province also reduces unrest, each unit reduces it by a bit more. All of these have their uses, it's about judging which is best and when.

Overall, you're doing a good Job so far though! EU is a complex (though deeply rewarding) game. Your first few games are not going to have spectacular long term success, it's more a case of trial and error. I'd suggest Ottomans perhaps for the next game as another nation lets you get a feel for how to adapt game mechanics to strategy. They're pretty strong and more conquest focused than Castile (who generally colonise more) They will also give you the chance to experiment with vassals more (whilst not having a difficult start, similar experience or AE issues).
 
  • 2
Reactions:

Stolen Rutters

Good morning!
97 Badges
Feb 24, 2005
3.415
4.095
  • Stellaris: Apocalypse
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Necroids
  • Europa Universalis 4: Emperor
  • Battle for Bosporus
  • Crusader Kings III: Royal Edition
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Europa Universalis IV
  • Cities: Skylines - Mass Transit
  • 500k Club
  • Cities: Skylines Deluxe Edition
  • Cities: Skylines - After Dark
  • Cities: Skylines - Snowfall
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Europa Universalis: Rome
  • Rome Gold
  • Europa Universalis IV: Call to arms event
  • Cities: Skylines
  • Europa Universalis IV: Pre-order
  • Surviving Mars
  • Stellaris
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Victoria 2
  • Surviving Mars: Digital Deluxe Edition
You are going great so far.

Should I sell my Morocco provinces to weak Aragon instead of letting them fall to Moroccan rebels? I can conquer them later from Aragon.
Enlarging your realm means making cores on the land you conquer. It costs Admin power. Expanding fast means spending lots of admin points. This will slow down admin tech, and delay the idea groups that you get at certain admin tech levels.

A small country can be made a vassal. Vassals can be held 50 -edit- I mean 10 years, then integrated with diplo power if relations are above 190. Any vassal core will become your core. This allows you to add more provinces with less admin power cost.

In short, sell provinces to a vassal, let them spend THEIR admin power to core the provinces, and when you integrate them later on, you basically traded diplo power for more cores. Granted any individual vassal is restricted in admin power same as you, so to achieve optimum growth, each vassal will be enlarged only as fast as it can add cores.

In this case, both Portugal and Aragon are probably still too large to vassalize. You can only vassalize if the cost is less than 100% warscore.

So,
-Just wait, don't make cores in Tangiers, Ceuta, Melilla. Only add cores in Europe for now. You just need to keep AE below 100% to avoid the worst rebel problems.
-Take more land from Portugal and Aragon, until you can vassalize one of them. THEN you sell those provinces to them.
-Even better, Portugal already has a core on Ceuta, so hold that province until you make Portugal your vassal, then sell it back to them.

edit -
p.s. Some people like to create a vassal from Galacia and feed most of Portugal to them. That way you don't have to spend admin power on anything you take from Portugal. Galicia will do it for you. (Just reabsorb Galicia later with DIP.) Portugal can STILL be vassalized when they get small enough, so the trick of letting a vassal Portugal colonize for you is still an option, too.
 
Last edited:
  • 1
Reactions:

Philadelphus

Not the Ptolemy. Nor the shrub.
75 Badges
Feb 8, 2015
931
927
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Cities: Skylines - Green Cities
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Stellaris: Federations
  • Surviving Mars: First Colony Edition
  • Europa Universalis IV: Mandate of Heaven
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Campus
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV Sign-up
  • Europa Universalis IV
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Magicka 2: Ice, Death and Fury
  • Crusader Kings II: Conclave
  • Surviving Mars
  • Stellaris Sign-up
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Cities: Skylines Deluxe Edition
A small country can be made a vassal. Vassals can be held 50 years, then integrated with diplo power if relations are above 190. Any vassal core will become your core. This allows you to add more provinces with less admin power cost.
You might be thinking of Personal Union junior partners—vassals can be integrated after 10 years. Otherwise, good explanation of vassal feeding. :)
 

Viperswhip

Field Marshal
101 Badges
Feb 8, 2009
3.152
610
  • Deus Vult
  • Heir to the Throne
  • King Arthur II
  • Pillars of Eternity
  • The Kings Crusade
  • Divine Wind
  • Europa Universalis III Complete
  • Cities: Skylines Deluxe Edition
  • Victoria: Revolutions
  • Rome Gold
  • Warlock 2: The Exiled
  • Crusader Kings II
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Together for Victory
  • 500k Club
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: El Dorado
  • Surviving Mars
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Galaxy Edition
  • Cities: Skylines - Mass Transit
  • BATTLETECH - Backer
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Digital Anniversary Edition
  • Surviving Mars: Digital Deluxe Edition
  • Europa Universalis IV
  • Cities: Skylines - Parklife
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV: Dharma
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Victoria 3 Sign Up
  • Victoria 2
  • Shadowrun: Dragonfall
Well, for Castile v. Granada, just let their forces come out of Granada, because all that land is mountains, put half your force on them, the other half to block off the retreat by running into their lands while the fight is happening.

I recommend not buying a mil tech, maybe in the first 4 techs, but if you do, go Quantity, it's bloody expensive to keep all those units up though.

Mil tech 7, build maybe 6 cannons, use them to siege (split them if necessary). They are kind of useless for fighting, but they are quite important for winning wars because siegeing castles is now very important.

Quite a few good tips in the thread though, but there are some threads on Castile in the forums already once you get your basics under control. My own threads on Castile presume you understand the basics of warfare at least.