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Extreme Unction

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Kersch's EU3 Tutorial -- A Tutorial AAR in four parts [Image heavy]

What is this?
This is a tutorial Let's Play thread (aka an AAR) written by a guy named Kersch, and originally posted to the Something Awful forums back in September.


"Written by a guy named Kersch"? Does that mean you didn't write it?
Correct. I am not the author of the AAR contained in this thread. This is not an attempt to take credit for his work.


So who are you, then?
I'm a new EU3 player who hunted high and low for a useful beginner's tutorial for the game, and was pointed at the thread in question. I found it very useful and informative, and felt that it should be preserved for posterity.


So why not just provide the link and let us read the original thread? Why port the whole thing over here?
Well, first and foremost, the Paradox forums apparently censor Something Awful links. (Since I am an Internet user of considerable experience, I can probably guess why.)

But also because the Something Awful forums don't keep their posts around indefinitely. As I understand it (and I am not a registered Something Awful member, so my understanding may be flawed), after six months, threads get moved to their archives and are no longer accessible to the rest of the Internet. So even if the Paradox forums allowed me to post a link to the thread, the thread will vanish at some point within the next few months anyways.

And that would be a shame, because it's really an exceptional AAR and tutorial. It has given me a firm foothold on the cliff-like learning curve of EU3. I still have a long way to go before I am as good at the game as Kersch, but I am no longer intimidated by the sheer complexity of the game.

My sole interest here is to ensure continued access to a useful and informative EU3 AAR/Beginner's Guide for the EU3 community (especially because I know I'll want to read it again at some point :D). I have looked over the AAR rules, and I don't think I am violating any explicit rules by posting this here. If I have done so inadvertently, then I offer my sincere and profuse apologies in advance. I have taken the liberty of hosting the original images from the original thread on my own webhosting service so as to insure that I am not leeching from any third party (and particularly not from Something Awful).

Once again, I wish to stress: This is not my work. I am not in any way trying to take credit for it. I am merely the conduit.


Anything else we need to know?
Yes. The original thread contains two additional AARs which, by Kersch's own admission, are not intended to be instructive, and are simply traditional AARs (albeit played with MiscMods). Since they are not explicitly instructive, I will not be including them in this thread.

Also: THIS WILL BE A VERY IMAGE-HEAVY THREAD. Kersch's original thread contained hundreds of screenshots.

And without further ado, here's Kersch...
 
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Extreme Unction

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castille-index-01.jpg


What is this?
This is an instructional LP of EU3: Divine Wind. I have some friends who bought the game but are basically too scared to try it, so I'm going to try to help ease them in a bit by describing some basic gameplay and explaining game mechanics. I guess Europa Universalis is pretty infamous for its steep learning curve. If you've ever gazed wistfully at other people playing EU3 and muttered to yourself "I wish I could do this...", then you might get something out of this thread.

How are you going to do it?
I'm going to post updates with screenshots along with explanations of everything from options and game setup through strategic decisions with my reasoning behind those decisions. Since this thread is meant to be helpful, I'll also try to answer any questions that people may have about game mechanics or gameplay advice. I'd also welcome any other knowledgeable players to answer questions that they have answers to. If you'd like, you could try to play along, but due to random events, different missions, and how other foreign powers grow and fall, our games may diverge pretty quickly.

Who are we going to be?
We will be playing as Castille, the largest of the few remaining kingdoms that would come to be Spain. Castille is a good nation for people who are new to the game.
castille-index-02.jpg



Since EU3 is essentially a sandbox game, you need to set your own goals. I think some good short-term and long-term goals for this Castille game might be:
  • Finish the Reconquista and conquer Granada to our South
  • Fight into the Holy Lands to reclaim some notable sites for Christendom such as Jerusalem and Alexandria
  • Form the Spanish Nation
  • Colonize the Caribbean

Depending on how things play out, we may add to or detract things from that list.

First things first
One thing you need to do before starting to play a real game is to get your message settings under control. If you start a game with the default message settings and let it run for a month, your screen will be full of hundreds and hundreds of messages and icons letting you know, for example, that Saxony tried to form a Royal Marriage with Lithuania, but Lithuania refused! That's pretty rude of them, but we really don't care. Customizing the message settings so that you only get popups for things that are important to you increases playability more than anything else you can do. If you don't want to go through the hundreds of message settings and tweak them all to your own specifications, feel free to use my own message settings which I've filtered down to pause and display the things that I feel are important: http://www.megaupload.com/?d=EJCD4CE0 Simply overwrite your own default messagetypes_custom file with this one.

Main Updates
Spanish Empire: A full Grand Campaign, starting as Castille in 1399 and ending in 1821. Covers a wide range of topics and goes in-depth into game mechanics wherever I can.
Part 1: Getting Started
Part 2: War with Granada
Part 3: Claiming the Throne of Aragon
Part 4: 20 Years of Peace
Part 5: Sidetracked by Burgundy & the Crusade of Morocco
Part 6: The Spanish Empire Mini-Update
Part 7: Getting a Foothold in Egypt
Part 8: Expanding in Two Directions
Part 9: Regency Council & The First 100 Years
Part 10: Reformation Tension, 30 Years of War
Part 11: Colonial Conquests
Part 12: Late-Game Goals
Part 13: End-Game
Completed


Secondary Updates
Holland: Starting as a small nation and growing into a position of strength.
Holland Part 1: 1399-1438
Holland Part 2: 1439-1467
Holland Part 3: 1468-1498
Holland Part 4: 1499-1569
Completed

Austria: Playing inside of the Holy Roman Empire and taking advantage of the HRE mechanics.
Austria Part 1: 1399-1409
Austria Part 2: 1412-1441
Austria Part 3: Becoming Emperor 1441-1469
Austria Part 4: 1469-1535
Austria Part 5: 1535-1572
Austria Part 6: 1572-1648
Completed

The Ottomans: The mechanics of Westernization
The Ottomans Part 1: 1399-1423
The Ottomans Part 2: 1423-1451
The Ottomans Part 3: 1451-1510
The Ottomans Part 4: 1510-1569
The Ottomans Part 5: 1569-1635
The Ottomans Part 6: 1635-1714
The Ottomans Part 7: Epilogue
Completed
 
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Extreme Unction

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Part 1: Getting Started


Starting up a singleplayer game brings you here, where you can select your starting date and country. There are a handful of bookmarked dates on the left where certain things like rulers, advisors, armies, and diplomatic states have been pre-set with some care, but you can modify the exact starting date down to the day if you desire. The earliest starting date is October 14, 1399 and the game ends on January 1, 1821. I generally always start the Grand Campaign, which is the earliest start date, and that's what we'll be doing here.
castille-post01-001.jpg




Clicking on Options from the country selection screen will bring up this menu where you can change some settings for the game you are about to start. You can't get to this option menu for a game that is in progress, so make sure you've changed anything that you want to change before you start. I've turned AI aggressiveness down to low because sometimes large AI nations tend to bite off more than they can chew and then completely fall apart. I'd rather see some other superpowers develop. I used to turn "Lucky Nations" to off, but this time I've left it on Historical. What this will do is give some additional bonuses to help 7 AI nations such as England, France, and Portugal stay in the game as stronger powers. This menu also has options to make Leaders and Advisors historical only (a bad idea, because there aren't rulers and advisors hard coded in for every nation for every date), and options to make the cost of using agents like spies and missionaries free (which we aren't going to do). The Spread of Land and Sea Provinces options means that after a nation uncovers the fog of war over an undiscovered land or sea province, it will spread to every other nation which shares the same technology group as them after that many years.
castille-post01-002.jpg




After I've got my options set, I select Castille and start the game. We begin with the game paused, the map centered on our country in the terrain mapmode and a popup detailing our first mission. There are plenty of things to do before we unpause the game. For now, let's take a look at the screen, and then we'll look at all of the features of the UI.
castille-post01-003.jpg



National Menu - At the very top left, we have our nation's name and coat of arms. Clicking on this will bring up a 9 tab national menu full of information and options regarding our nation. Leave it closed for now.

Manpower - Next to the coat of arms is a little group of men standing by the number 17,855. This is our nation's Manpower. Manpower dictates how many men you can recruit at once and what your capacity is for replenishing men lost in battle. Spent manpower returns partially at the beginning of each month, but if you are in a horrible war and losing troops faster than your manpower is replenishing, you will eventually find yourself in a situation where your armies aren't able to get back into fighting condition.

Stability - The next number, indicated by a small set of scales, is your nation's stability. Stability ranges from -3 to +3. Stability influences things like the efficiency of your tax collection and your global monthly revolt risk in each province among other things. If you are ever lower than +3 stability, your priority should be to raise that before anything else. We'll come back to that later.

Treasury - Next to Stability is our Treasury. We have 191 ducats in our treasury that we can spend on hiring new troops, commissioning new ships, ordering the construction of new buildings, among other things. We don't want to spend all of it though. Hover over our 191 gold and you'll see that each month we pay a bit of money out from our treasury. If we spend all of our money now, we'll end up going into the red before the end of the year when we collect our yearly taxes and be forced to take out a loan that we'll have to pay interest on.

Prestige - The number next to the little crown shows how much Prestige our nation has. This number can range from -100 to +100, and right now we have +5. Our prestige has minor passive effects on various things that you can see if you hover over it. Also, including nations into our sphere on influence costs prestige, and we need to have more prestige than another nation in order to claim their throne. We'll come back to those 2 subjects in later updates.

Infamy - The little number by the flag shows how much Infamy we have. Infamy is a bad thing. If negatively influences our relations with other nations, increases our revolt risk, and cripples the effectiveness of our merchants trading in other countries. Hovering over Infamy will show you how much it decays yearly, as well as your current infamy limit. If you go over the infamy limit, you can expect to see non-stop revolts all across your country as well as enemy nations jumping into wars against you because you are 'dishonorable scum'. Infamy is the biggest roadblock to world domination, because taking provinces that you have no right to increases it quickly.

Legitimacy - The number by the crown is our ruler's legitimacy. This is the perception of how rightful his or her rule is. If you are a republic with an elected ruler (maybe with the exception of a Noble Republic), your nation doesn't have a legitimacy measure. High legitimacy gives you some bonuses, and low legitimacy gives you some penalties.

Agents - The next segment of the UI has 6 little face icons with numbers next to them. This is how many of each agent type we have. You can have up to 5 max of any agent stored up at a time. Agents replenish automatically over time at different rates of speed based on our government policies and other modifiers. For now, here's a short description of each agent type from left to right.
  • Merchants: We send merchants to Centers of Trade, and depending on how savvy our merchants are based on trade technology and other things, they will remain in business there for some time and provide us with monthly trade revenue.
  • Colonists: We will send colonists to unsettled areas that we've discovered to create colonies.
  • Diplomats: 1 Diplomat is used for each diplomatic action we attempt, such as asking another nation for an alliance or declaring war.
  • Missionaries: We send missionaries to provinces that don't share the same religion as our nation. In time, they eventually convert those provinces.
  • Spies: Spies are most frequently used to cause revolts in enemy provinces and to infiltrate their administration so we can see their troop movements.
  • Magistrates: It costs 1 magistrate for each building that we queue up to build in our provinces. Cultural actions inside of the National Menu use magistrates as well.

The red banners beneath the agents are little reminders warning us of things we can do. These 3 in particular are telling us that we can move one of our domestic policy sliders, that we have empty advisor positions, and that there are nations having succession issues where we could potentially claim their thrones. We'll hit on all of these subjects later.

Next we have the date display where you can pause, unpause, and speed up or slow down the game.

At the very far top right corner there is an icon. Click it and it'll display some useful information in the top right corner.

Moving down the right side of the screen, there's an icon with a double headed eagle. This is the menu for the Holy Roman Empire, and the number indicates how much influence the current Holy Roman Emperor has. We may or may not get into this later.

Below the HRE icon is the icon for the Holy See, or the Papacy. This number is how much Papal Influence we have. If we have a large amount of Papal Influence, then we have an increased chance that next time a new cardinal is appointed, they might be from our country. When a majority of the cardinals in the Holy See are from our country, we are considered the Papal Controller and can suggest for the Pope to excommunicate other Catholic rulers or to call crusades against heathen nations.

The final vertical bar at the bottom contains from top to bottom:
  • A list of Triggered Modifiers. These are buffs that your nation can receive if you fulfill certain conditions. For example, holding Rome would give us a yearly bonus to prestige.
  • National History. The game generates a little chronological list of facts about your nation, grouped by ruler.
  • Find a Province. You can click on the arrow, type in a province name, and the map will center on it.
  • Hotkeys to center the map on your Capital and National Focus
  • The Game Menu
  • The Ledger, which has something like 29 pages of numbers, graphs, lists, and details about your nation and the world.
  • Zoom buttons, which don't do anything different than scrolling the mouse wheel.

The 5 mini-icons along the left side of the vertical bar are organizational rows for Message Icons. Since I don't have message icons activated for anything, these don't really have any meaning or functionality.

The Mapmodes - There are 22 different map modes that you can switch through an display on the main map. I'm not going to go into detail about all of these. The game starts in Terrain Mapmode, but I spend about 99% of my time in Political Mapmode. Sometimes I switch back to Terrain Mapmode for a minute to pick out my army icons more easily. Sometimes they get a little lost in the flood of colors in Political Mapmode. When a situation arises where I use any other mapmode for decision making or information gathering during gameplay, I'll bring it up further.

The Journal - The final feature of the UI in this picture is the Journal. If you click the little + sign in the bottom middle of the screen, you can display a text journal where all of the other news from other nations that I've hidden from popups will be displayed. I rarely need to look at this.


So here is what the screen looks like after I click away the mission, click the icon in the top right to display that useful information, and switch the Mapmode from Terrain to Political.
castille-post01-004.jpg




Now, go click on the National Menu. That's the coat of arms in the very upper left. I'll go through each tab of this menu briefly and we can take care of some things that we need to do before we unpause the game. The first tab is our country overview. It displays our government form (Feudal Monarchy), our state religion (Catholic), the name of our ruler (Enrique III) and our primary culture (Castilian). It also prominently displays our Prestige and where we rank in prestige in relation to other countries - but this screen sort of makes a bigger deal out of that than it really is. Our diplomatic status is listed in the lower left, and the level of our relationships with other nations is listed in the lower right. Relations with other nations can range from -200 to +200, so we begin the game pretty friendly with the Papal States. The Create Vassals button allows us to release provinces that we own which other nations have cores on as vassal states. I have no need or desire to release any of my provinces right now, so we'll leave that alone.
castille-post01-005.jpg




The next tab of the National Menu is our Court. This tab displays our King and all of his statistics, an heir (if we have one), and all of our advisors. We need an heir, but there's nothing we can do other than wait for one. Our ruler's stats can all range from 3 to 9, and we get all sorts of wonderful bonuses based on how high those are. Mouse over them to see what we get. Exceptional rulers with say, 7+ in every stat are always wonderful to see. We have 3 empty slots for advisors, and we start the game with a pool of potential advisors to browse through. Let's assign some advisors to our court.
castille-post01-006.jpg




Click on an empty advisor slot, and we open up the pool of great men available to our nation to appoint as advisors. Near the beginning of the game, advisors that give a bonus to technology research are pretty good. This 6-star treasurer adds +18 to monthly trade tech research. Right now, our entire monthly income that we can apply to investments is only a few ducats higher than that. We don't have any need for the Fort Defense that other advisor provides. The stability investment bonus of those great artists would be better than nothing if we were going through some kind of great turmoil that was amplifying our stability costs and we we having trouble increasing stability, but we're not in that situation.
castille-post01-007.jpg




I pick up the 6 star trade tech investment advisor and scroll further down the list to look for another person to get. This alderman that gives +5% production efficiency is an example of an advisor that is great later on in the game, but relatively worthless right now. Right now our total monthly production is only a few ducats per month, so he wouldn't even make up for his own monthly salary. Later in the game, our production income will be hundreds per month and he'd be a much better pick.
castille-post01-008.jpg




I end up picking up a 3 star natural scientist to get a bonus to production tech investment. None of the other options available right now seemed too good to me, so I'm leaving the third seat empty. I would have liked to get a statesman for + to monthly government tech investment, but none were available. We'll get a popup if any new great men get added to the advisor pool, and if one pops up that looks good we can always go assign them a position later. We also have the option of cultivating a specific type of advisor through another tab of our national menu, but chances are any advisor we try to add to the pool right now will be a measly 1 or 2 star chump. I also should point out, we have a 1 year exclusive right to all of these unassigned potential advisors. Once that year is up, on October 14, 1400, they will basically become free agents and can be hired by any other country in our tech group. This goes both ways though, and every other western nation is going to have unassigned advisors sitting around that we can hire 1 year from now as well. I always seem to end up missing this, but we should try to remember to pause the game on Oct 14, 1400 and check for some talented advisors from other countries.
castille-post01-009.jpg




The next tab is our Economy. This tab shows us all of our monthly income and expenses, allows us to adjust the amount of maintenance we're spending on our placed colonists and missionaries, gives us the option to take out a loan, and provides us with a group of sliders so we can assign where our monthly income is going. Tax income is unique in that we collect it twice per year. We collect tax as one of the components of our monthly income, and we also collect a yearly tax on the 1st of January every year as the sole source of our yearly "census tax" income. The actual "Tax" number listed under monthly income actually includes a couple other categories, however. If you hover over our tax efficiency percent (110%), you'll see that some of it is from Taxation, while the rest is from tolls and harbor fees. All you really need to know about that at the moment is that only the Taxation amount is collected in the yearly census tax. If you multiply the amount listed as "Taxation" by 12, it should equal the amount that is listed as the amount collected at the end of each year when you hover over the amount in our treasury at the top of the screen.
castille-post01-010.jpg




By adjusting the sliders to the right, we can dictate where our monthly income is going to be invested. Government, Production, Trade, Naval, and Land sliders all impact how much we are investing into technology. Investing in those technologies will unlock new government types, buildings, military units, and increase things like our production and trade efficiency, the range that our colonists and merchants can travel, and what national ideas and decisions we can implement. The Stability slider impacts how much of our monthly income is being invested into increasing our Stability. Remember earlier when I said that if your stability is less than 3 you should always focus on increasing that first? This is where you do that.

Finally we have the treasury slider. This slider impacts how much of our monthly income is converted directly into more ducats for us to spend on recruiting new units or building new buildings. This is a dangerous slider to mess with, because unless we have some method in place of reducing inflation, any increase to the treasury slider will increase our inflation slightly each month. Inflation is bad. For example, in this screenshot I've maxed out the treasury slider. This means that our monthly change to our treasury, instead of a negative, would be 24.8-4.2 = +20.6. We'd be paying a great price for this though. None of our technologies would be increasing beyond the passive investments we get from out ruler and advisors, our stability would not be making any progress towards increasing to +2, and we would accumulate 1% of inflation per year with this slider policy. 1% of inflation in EU3 increases the cost of all military units, buildings, ships, technology research, stability investment by 1%. If you were to keep going like this for a long period of time, like uh a couple decades, you'd end up falling significantly behind your neighbors in technology. One way to lessen this effect is to increase your inflation reduction modifiers. For example, a 5 star Master of the Mint advisor would give -0.10 yearly inflation. This would let you work down 1% of accumulated inflation over a decade, or alternatively, set your treasury slider up to the breakeven point so you can mint some extra ducats with no change in inflation. You still end up losing the tech investment that you would have gained from not minting at all, though.
castille-post01-011.jpg




For now, I just set my Stability investment to the maximum, and right click my treasury slider at 0 (which locks it) so I don't accidentally increase it.
castille-post01-012.jpg




The next tab is our military tab. Our units are in the Western Unit Tech group. This is the best unit group, in the end. All of our preferred units are listed, along with their Fire and Shock multipliers, which are directly effected by our levels of Land and Navy technology. The number of units we own in each category is displayed as well. Our war exhaustion is also displayed on this screen, and if you hover over it you can see exactly what is increasing or decreasing it each month. High war exhaustion can cause rioting in your cities. The bottom of the tab lets you adjust your maintenance level for your land and sea units. If we were going to spend several years in peace doing a build-up, we could probably lower the land slider to 25-50% and the naval slider to 0, but since we're going to be going to war almost right away I'm going to keep them maxed out.
castille-post01-013.jpg




Clicking on one of our preferred land units, like Latin Knights for example, will bring up a list of all the options we have available to set as our preferred cavalry unit. When we choose a preferred land unit, all of our existing land units of that class will change to our new preferred type. This is good, because when we hit a new level of Land Technology that allows better troops, we can upgrade all of our land units with a single click. This temporarily cripples your morale though, so don't do it in the middle of a war. Naval units don't work the same way. Once you build a ship, it remains the same forever. If you research a new type of vessel, you need to actually build them and phase your old ones out or use them for other jobs (like parking in new world ports to deter piracy).
castille-post01-014.jpg



The 5th tab is our Religion tab. This is the tab where we enact all of our religious decisions. Our tolerance towards other faiths are listed here as well. This means that if we own a Catholic province, that province has -4% chance to its revolt risk, but if we owned a heretic or heathen province, it would get +2% to its revolt risks. This tab also has a button that allows us to claim the title of Defender of the Faith. We will claim that title later before we go to war deeper in the Holy Lands. When the reformation starts, this is the tab where we can decide to switch to Protestant or Reformed Christianity if we so desire. There are some good decisions to enact here, but not yet.
castille-post01-015.jpg




This is the Domestic Policy tab. This is where you can change your government form, choose national ideas, and move your domestic policy sliders. Each of the domestic policy sliders range from -5 on the left end to +5 on the right end, and you can move one slider one step every 10-12 years or so, based on your government form. The red barriers in the middle of the top 3 policy sliders are "soft caps" based on our form of government. Feudal Monarchy requires us to have the Serfdom/Free Subjects slider below +2. For each tick we take a slider beyond its soft cap, we gain +1% national revolt risk in each province. My first priority is to move one tick towards free trade. This update has enough information as it is, so I'll go more into these sliders when Castille's next slider move becomes available in about a decade.
castille-post01-016.jpg




Moving a slider has the potential to cause good and bad events to happen. In this case, when I moved the slider towards Free Trade it caused some of my merchants to pack it up and go get a job farming dirt or something.
castille-post01-017.jpg




The Leaders tab is relatively simple. Discipline indicates what percent of base damage your troops will inflict. 100% discipline troops will do normal damage. This is where we recruit generals to lead our armies and admirals to lead our navies. Recruiting a general or admiral will cost 50 ducats, spend 1 diplomat agent, and reduce our current Army or Navy tradition, respectively, by 20%. In order to recruit conquistadors or explorers, we need to have a specific national idea that we won't have access for to a while. These lead armies and navies much like generals and admirals, but they can also move into unexplored territory to uncover the fog of war and open up new places for us to colonize. Converting your ruler to a general tends to reduce his lifespan, even if you never put him into an army or use him in combat. I would recommend making terrible rulers into generals so they can die a bit sooner and never converting a particularly good ruler into general.
castille-post01-018.jpg



In the culture tab, we can add a fresh advisor of any type to the advisor pool. Doing this decreases your Cultural Tradition by 20%, so we'd go down to 16% tradition after recruiting one. In my experience, we'd be lucky to get a 2 star advisor out of 20% cultural tradition, so we're not going to do this yet. With 100% cultural tradition, the advisor would be 5 or 6 stars. We can also spend magistrates here on cultural decisions. We don't have the capability to construct any buildings yet, so our magistrates might as well be spent here. I spend our one starting magistrate on commissioning a tapestry.
castille-post01-019.jpg



The final tab shows us our current mission and any possible national decisions we can enact. This is the mission we were issued as soon as we started the game. Of all the national decisions below that, the only one we can enact right now is the Liquor Act. This increases our tax efficiency by a few percent and makes our stability a few percent harder to increase. I'm going to go ahead and enact the liquor act. You may notice that at the bottom of the list is a decision to form the nation of Spain. We will definitely be doing that down the road.
castille-post01-020.jpg


(cont'd)
 
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Part 1: Getting Started (cont'd)


Now that we've gone through all of those tabs in the national menu, lets take a look at something back on the map: one of our provinces. I selected the province of Andalucia. On the left is where we would click to queue up the building of a structure. We don't have the technology level needed to build anything other than level 1 forts (which all out provinces start with), although some of our provinces actually begin the game with some buildings we can't construct yet which is nice. Every province can potentially have every building in each category up to the 4th one, but you can only have a level 5 and 6 building of a single category in each province. The unique buildings row shows off the 8 unique buildings our nation can have. We can only have 1 of each of these buildings in our entire empire, but we won't be able to make any of them for a long time. Finally, the manufactory slot can contain one of the manufactory type buildings. We can't build any of those yet either, but we're lucky enough to have one of them - a University - in one of our other provinces. That University adds +5 monthly government tech investment and +6 yearly production income for us.

Taking a look at Andalucia's stats on the right, it has a population of 22,018 with a population growth rate of +10% every 10 years. Population determines how many units of a trade good a province produces. Its supply limit is 20, which means up to 20 full regiments of 1000 men each can stand in the province without suffering from attrition. Max Attrition is the maximum % of soldiers a stack can possibly lose by standing in this province under the worst conditions. Max Attrition can increase due to bad winters (Switzerland and Russia often have bad winters), and can also be increased by scorching your own land. Revolt Risk is the monthly chance that this province will spawn some kind of stack rebel army. Culture can affect revolt risk. Unaccepted cultures and cultures that aren't in your culture group will increase it. Manpower is how much manpower this province contributes to your national manpower pool in the top left. Stability Cost for all of your provinces is totaled on the economy tab of the national menu to determine how many ducats you need to invest to increase Stability by +1. The little tower indicates that that there's a level 1 fort there with a garrison of 1000 men, and the buttons below that are for enacting provincial decisions, recruiting troops, hiring mercenaries, and building ships.

The cross in the middle tells us that the majority religion of the province is Catholic, which matches our state religion. The Send button underneath the cross is therefore unimportant, because we have no need to send a missionary to a province that already matches our religion. On the far right, the province's yearly contribution to Tax and Production is listed, as well as what kind and how many units of a trade good the province produces. Andalucia produces 1.6 units of Wine multiplied by the cost per unit of 12.9 for 20.9 total trade value. The yearly Production of the province is equal to the total trade value of the province (20.9) multiplied by our production efficiency (26%). The full value of the provinces trade value is added to the value of whatever Center of Trade that province trades through. In this case, Andalucia itself contains a CoT and it trades through itself. Finally, notice at the bottom of the province window that there is a tiny Castillian flag. This indicates that this is one of our "core" provinces. Cores will come up more later.
castille-post01-021.jpg



Let's take a quick look at the Capital, Toledo. Toledo is both our Capital and our National Focus. Sometimes you must make a province your national focus to enact a particular decision there, or to build a Center of Trade there. Your National Focus also gives a few bonuses such as increased colonial growth to bordering provinces, and increased chance of converting to your religion. Generally I only assign a new national focus when I want to build a new center of trade, which isn't very often. Another big difference between Toledo and any of our other provinces is its trade good. Toledo produces gold, which has no trade value. Our currency is gold, so merchants are not standing around in centers of trade arguing and bartering over its price. Gold producing provinces go directly into production, which unfortunately means that trade value boosting buildings do nothing to increase the trade value (and thus, production) of gold.
castille-post01-022.jpg




Clicking on any Castillian province will show the center of trade as Being Andalucia. Clicking on the center of trade for any of those provinces will bring us to the Center of Trade screen for Andalucia. The total trade value of every province that trades through this CoT is totaled here (242.84). This is essentially the amount of ducats that are up for grabs. We can see how many merchants are placed here by every nation. We have 3, Portugal has 2, The Knights and Granada each have a single merchant. You can have up to 5 merchants in a single CoT unless you have sufficient trade technology to allow monopolies, in which case you can have 6. I'll touch on monopolies again when our trade tech reaches that level. Every CoT has exactly 20 spots, and this one has 13 that are currently unfilled. Every merchant that you place in a center of trade will bring you home 5% of that CoT's total value, multiplied by your trade efficiency, yearly. 242.84 total value * 15% for our 3 merchants = 36.4 * our trade efficiency (26%) = 9.47 annual trade income for us from this CoT. Apparently there's some other hidden voodoo that turns it into 9.27 on the screen here. As our trade technology rises and we start building trade buildings, we'll see the price of goods increase, which will increase the total trade value of that province (and likewise our production income), along with the total value of whatever CoT that province is trading through and ultimately the amount we bring home in annual trade income if we trade there.
castille-post01-023.jpg



Click on the little brown book in the CoT panel and it will open the journal page for all known CoTs. We can sort this by some useful measure like Total Value or the % chance for our merchants to successfully compete there (the dice icon) by clicking on the headers at the top. From personal experience, I can say that if we try to go trade in Liguria, Antwerp, or Lubeck, despite what this screen says we will immediately get punted out by the 3 dozen little HRE microstates that do nothing but spam merchants all day long. Those CoTs are the big leagues and Castille isn't ready to compete there yet. For now, I click on the red X on Andalucia 3 times to increase the merchant autosend priority on our own CoT to max. Now, as we produce fresh merchants they will automatically be sent there whenever we have less than 5 merchants placed and enough ducats to send one.
castille-post01-024.jpg



In the next update, we will get to unpause the game (but not right away)! Isn't it exciting?
 
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Part 2: War with Granada


Normally, in EU3 you will need to do things like "prepare" or "plan" before your first war. Castille and Granada have a special relationship in which Castille really doesn't need to do any of those things. Your starting army is pretty much powerful enough to conquer their entire country, and your navy is powerful enough to keep their allies from landing any number of troops worth worrying about on your shores.

Still, before we declare war on them let's do a few more things.

Portugal borders us to the west. We don't need any of their provinces to form Spain. It also appears that they have a mission to improve relations with us. A war with them doesn't really fit into any of my goals right now, so let's form an alliance with them. Clicking on any one of Portugal's provinces will give us access to diplomatic actions with them. I do that, then click on Offer Alliance. We don't receive an immediate response because it takes time for our diplomat to travel there and the game is still paused.
castille-post02-001.jpg



Aragon borders us to the east. We need 3 of their provinces (including their capital) to fulfill the criteria to form the Spanish nation. There are a couple ways we could go about this. One way would be a series of wars where we take the necessary provinces in peace settlements. Aragon is too big to completely annex in a single war, so it would take at least 2 wars with huge infamy hits. Another way to go about it is to claim their throne, force them into a personal union, and then inherit their nation at some point down the road. I'm going to opt to do it this way. The first thing we need is a royal marriage with them, but the game said that they were unlikely to accept such an offer, so I'm buttering them up with gifts first instead. I'll describe the plans with Aragon in more detail after the war with Granada is over.
castille-post02-002.jpg




You can drag and drop a square around a group of units to select them all at once, just like in other RTS games. I select all my starting armies and then right-click to issue an order to move them to Cordoba before I begin the war. At this point I also hit spacebar to ~* unpause the game *~ and hit numpad + a few times to speed it up to 3 or 4x speed. Portugal responds that the alliance offer has been accepted.
castille-post02-003.jpg

castille-post02-004.jpg



When the armies both arrive in Cordoba, I select them both again and then press the button with the 2 arrows pointing at each other. This merges the 2 armies together, and then I hit Ctrl-1 to assign that army to a control group, just like any other RTS.
castille-post02-005.jpg



Now we need to declare war on Granada. I click on Declare War, but now we need to decide which casus belli we will use. Our casus belli states what our justification is for starting the war. If we declare war without a CB, then we will suffer a big stability hit and be suffer larger consequences for the demands we force on them in a peace settlement. Let's look at what all of our available casus belli are by clicking through them on the right.
castille-post02-006.jpg

castille-post02-007.jpg

castille-post02-008.jpg


Declaring on them with no CB is out of the question, so we need to decide between declaring on them with a Reconquest CB, or a Holy War CB. The main thing we are interested in for this particular war is how much infamy we will accrue. I have plans for other wars soon after this one, so I don't want to be burdened by a large amount of infamy from our first war. In order to figure out how these 2 CBs would affect our infamy, I need to tell you that the base infamy cost for taking a province is 4, and the base cost for fully annexing a nation is also 4.

With our Reconquest CB, we would accrue 0 infamy for fully annexing them, 0 for taking Almeria and Granada, and 4 infamy for taking Gibraltar. With the Holy War CB we would accrue 25% (1) infamy for fully annexing them, as well as 25% (1) infamy for seizing each of their 3 provinces. Either way it works out to 4 infamy for us, so I just pick Holy War because it will give us more prestige.

castille-post02-009.jpg

I could also opt to call our ally Portugal in. I'm not going to yet, because I don't want there to be even the slightest chance of them getting to Gibraltar or Almeria via ship before I do. If they were to initiate a siege on one of those provinces before me, then they would be the one to receive the province after the war instead of me. I want them for myself. We can just go to diplomacy with Portugal later and call them into the war manually if we need to.



castille-post02-010.jpg

castille-post02-011.jpg

Its near the end of the year and I have plenty of gold in my treasury, so I queue up 3 transport cogs in my southern ports and 4 new land regiments: 2 cavalry and 2 infantry in some northern provinces far away from any potential fighting. The cogs will boost the number of troops that my navy can transport by an additional 3 regiments. I'm just getting started on preparing for the next wars to come after Granada. The extra land troops are going to be backup in case Granada's allies join in the war and somehow sneak a stack of troops onto my shores.


castille-post02-012.jpg

The game is unpaused again after declaring war on Granada and there are some immediate consequences. Granada's allies, Morocco and Tunisia immediately join the war. Our war with Granada fulfills the criteria of the mission we got when we started the game and we're immediately granted a free +1 to our Stability. Unrelated to the declaration of war, Aragon declines a royal marriage offer that I made.


castille-post02-013.jpg

Granada must have turned down their military maintenance slider, because their morale is extremely low (indicated by the red background on their army's regiment number). I'm going into bad terrain, but I outnumber them 4 to 1 and their morale is in the gutter, so I order my entire army to move towards theirs. My movement arrow is red because I'm moving into hostile territory. You have to be wary of the support limit on provinces. If an army's weight with the province is more than the province's support limit, it will lose troops each month to attrition.


castille-post02-014.jpg

The battle between Castille and Granada's armies begins and the battle window is displayed. The battle lines show how our troops are positioned, but there's nothing we can do to control what is going on here. All we can do is see how the rolls turn out and which way the battle goes. I have a terrible -5 penalty due to attacking into mountains, another -1 penalty for attacking across a river, and the enemy army actually has a +2 bonus to their roll here due to their general. If this were an even sided battle, I would almost certainly lose.


castille-post02-015.jpg

Unfortunately for Granada, they were outnumbered 4 to 1 and started with extremely low morale and this lead to their 2 regiments being completely wiped out. This battle results screen shows how much Prestige, (Army) Tradition, and War Exhaustion changed for each side at the top, and how many losses each side suffered at the bottom, along with the stats of any general that may have been leading either side.


castille-post02-016.jpg

castille-post02-017.jpg

castille-post02-018.jpg

The siege of Granada begins. I click "Detach Siege" on my army 2 times to break off 2 small infantry units to move on their other cities. One unit goes to Gibraltar, and the other to Almeria. While they are on the move, Granada manages to hire a regiment and send it north to siege Cadiz. The "Assault" button you see on the siege screen in the first of these 3 screens lets us attempt to storm the fort and defeat the garrison quickly. This will probably kill a bunch of our troops and severely damage their morale for at least a couple months. I'm still a little paranoid of potential enemies landing from Morocco or Tunisia, so I just let the sieges continue normally. I don't respond to the Granadan siege of Cadiz immediately because my 4 fresh regiments in the north are nearly ready and I'll be able to move them down soon.


castille-post02-019.jpg

The Ottomans formed an alliance with Morocco and then joined the war on their side. I could have done without seeing this. Luckily, the Ottomans are tied up fighting the Timurid hordes right now and can't really be bothered to send a significant force all the way across the Mediterranean.


castille-post02-020.jpg

The new recruits in the northern provinces are all ready now, and I order them south so they can gather in Andalucia before rescuing Cadiz.

(cont'd)
 
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Part 2: War with Granada (cont)

castille-post02-021.jpg

Good and bad events can pop up randomly at any time. Some of my nobles decide that they should ask for a huge pile of gold that would put my treasury at well below 0 by the end of the year if I were to agree to their demands. I ignore them instead and take a -1 hit to my Stability.


castille-post02-022.jpg

castille-post02-023.jpg

castille-post02-024.jpg

Algiers joins in against me as well. I finally call Portugal to arms, and they gladly enter the war on my side. Aragon responds favorably to another of my royal marriage offers. Castille and Aragon are now linked by a royal marriage. This will come into play in the next update.


castille-post02-025.jpg

Before I could move my troops in to rescue Cadiz from Granada's siege, Portugal's fleet sailed up, dropped 9000 troops on top of them, and then sailed off. The Portugese army obliterated them for me and then calmly turned around and marched all the way back to Lisbon.


castille-post02-026.jpg

castille-post02-027.jpg

castille-post02-028.jpg

I notice an Algierian fleet with some troops loading onto it. I sent my navy to intercept it, and Portugal's massive navy raced over to join in as well. The Algierian navy was outnumbered by about 7:1 and stood absolutely no chance. One thing that differs between naval and land battles is that you can lose individual ships during a naval battle as they are captured or sunk, but you can't lose individual regiments out of an army. The after battle report for a naval engagement is basically the same as the one for land armies, except you are gaining naval tradition instead of land tradition.


castille-post02-029.jpg

castille-post02-030.jpg

While the other naval battle was going on, Morocco attempted to ferry some troops into southern Portugal. Both of our navies rushed over and sank the entire Moroccan fleet, and Portugal's army destroyed the enemy army that managed to disembark.


castille-post02-031.jpg

castille-post02-032.jpg

I move the troops I had stationed in Andalucia down to help hurry the siege in Gibraltar along. Once they arrive, I notice that they are over the local supply limit. In the second screenshot, you can see in the bottom right corner that the Supply Limit of the province to me, as an invader, is 7. My weight in the province with 8 full regiments is 8. That's one too many, so I split off a regiment of infantry and move it to Almeria to assist the siege there. I'm feeling pretty safe at this point, with Portugal in the war and a few enemy navies wiped out. There's no need to get any extra war exhaustion from attrition that I can easily prevent.


castille-post02-033.jpg

castille-post02-034.jpg

I notice that its October 17, 1400. We had an important date pass 3 days ago that I missed! 1 year from the original starting date is when other nation's unused advisors become available to us to recruit. I was hoping for a good Master of the Mint, but the best one in the list only had 1 star. I decide to grab a 6 star Banker who provides -6% interest. Once we finish this war and hit +3 stability, I'll show you how he can be useful.


castille-post02-035.jpg

Its the end of the year and I have a good amount of spare ducats in the treasury again. I decide to spend them on more military buildup. 4 more infantry and 2 more cavalry are queued up in the northern provinces.


castille-post02-036.jpg

The war has been going for over a year now, and Granada's allies are getting restless. They start spamming me with peace offers, but they are all extremely demanding. They are all ignored.


castille-post02-037.jpg

castille-post02-038.jpg

castille-post02-039.jpg

Granada's forts all start to fall, and soon enough all of their provinces are occupied by Castille's armies.

(cont'd)
 

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Part 2: War with Granada (cont)

castille-post02-040.jpg

castille-post02-041.jpg

Granada's full annexation is demanded, and they have no choice but to accept. I actually end up accruing 1 less infamy than I expected, which is nice. All of Granada's provinces now belong to Castille.


castille-post02-042.jpg

And now that the war with Granada is over, I can't help but notice that Aragon is still in the middle of a disputed succession. In order to claim the throne of another nation, 3 things must be true:
  • The target nation must have a disputed succession
  • You have a royal marriage with the target nation
  • You have more prestige than the target nation

Castille meets all 3 of these criteria with Aragon, and we'll take this opportunity to force them into a personal union under us in the next update.
 

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This is a really good idea; I love the use of the screenshots, although you may want to watch triggering the 20 screenies per 5 hours rule.
 

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This is a really good idea; I love the use of the screenshots, although you may want to watch triggering the 20 screenies per 5 hours rule.

Oop. I missed that there was such a rule. I did see that there was a 20 screenshots per post rule, which is why Part 1 takes two posts and Part 2 takes 3 posts. (The SA forums apparently don't have a limit on the number of images per post, so some of Kersch's posts contain over 50 images.)

I was already taking a break anyways just because I didn't want to increase the forum's Update Exhaustion, so I'll put off further updates until the weekend.
 

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This is a great idea ;)

Although I already know the game's basics, there's still plenty here for me to learn.

Thanks for posting this! I always like it when people write AAR's with attention to game play. I wish that more people would do this.
 

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Part 3: Claiming the Throne of Aragon

There's still a few loose ends to wrap up from the war with Granada. When Algiers entered the war on their side, they became the senior member of the war on the enemy's side. That means that even though I ended the war with Granada, the war against all of the other members of Granada's alliance web is still going. The wars against all of these other nations do us no good, because we only declared war with a casus belli against Granada. Taking any land from these other nations would come with full infamy cost, and I'm not really interested in any other token demands I could make of them. We have better things we could spend our time on right now.

castille-post03-001.jpg

Clicking the little Algierian flag in the lower right section of the screen by the vertical menu brings up this war overview. We can see each side's number of troops and ships, a list of all the battles that have taken place, and an overall measure of which side is winning. The positive 13% indicates that Castille and Portugal are considered to be winning the overall war by a small margin. You can click on any of the coats of arms here to open diplomacy with that particular nation. Since Algiers is the senior partner of their side and Castille is the senior partner of our side, making peace with Algiers will cease all hostilities between all nations involved on both sides.

castille-post03-002.jpg

Algiers isn't willing to concede defeat without us actually sailing over and occupying some of their provinces, and they aren't even willing to agree to a "White Peace", which is when both parties agree that nobody won. I offer them a handful of ducats for peace instead, and they take it.

castille-post03-003.jpg

castille-post03-004.jpg

We're at 3 stability now, and I go to check what that 6 star banker I recruited can do. 1% interest on a 5 year loan of 221 ducats. 221*1.01^5 = 232.27, so in addition to the 221 ducat principal that we need to pay back at the end of 5 years, we would have to pay around 11 ducats of interest over 60 months, or about 0.2 ducats per month rounded up. I take 2 of these loans out to fund a military buildup, and immediately spend it on recruiting 15 new regiments across the country.


castille-post03-005.jpg

I also want to take a quick look at one of our new holdings, the province of Granada. There are a few things of interest here. This province is actually really well developed. It has a level 1 building of each type constructed in it, and so does our new province of Almeria. If you seize a province that you have a core on, you get to keep all of the buildings that its previous owner had built in it. If you take a province that you do not have a core on, all buildings are destroyed when you take ownership and you need to rebuild them yourself. This makes core provinces very valuable targets.

You might notice that both Castille and Granada consider this province a core. That means that I could potentially go to the first tab of my national menu and release my the nation of Granada as a vassal state (we're not going to do this). It also means that if Granadan nationalist rebels spawned here and I allowed them to occupy the province for long enough, Granada might break off and re-appear. Other nations can also try and demand us to release Granada as a free state as part of a peace deal during war.

The local majority religion is Sunni in the 3 new provinces we've taken from Granada. When a province's religion differs from your state religion, you suffer tax collection penalties, stability cost increases, and increased revolt risk in that province based on how intolerant you are towards that particular religion. I have 2 missionaries right now, so I send one to Granada and one to Almeria to begin conversion. Gibraltar will have to wait until I produce a third missionary.


castille-post03-006.jpg

All of the new regiments I commissioned have finished and I organize them all into armies that I place along the borders of Aragon and Navarra (which has apparently been conquered by Sicily). One army contains 11 regiments (7 infantry and 4 cavalry), and the rest of my troops are divided up into armies of 6 regiments.


castille-post03-007.jpg

Enrique finally produces an heir, and he's actually pretty good! Hopefully he won't die of some terrible illness before he grows up.


castille-post03-008.jpg

We send a diplomat do the kingdom of Aragon to politely let them know that we are claiming their throne. This doesn't make them very happy at all and our relationship with them drops by about 100 points. This may be a good time to describe why I want to claim their throne. We don't have cores on any of Aragon's provinces, and they have a ton of provinces. If we were to take their provinces through regular wars, it would probably take 2 wars and we'd end up accruing something like 32 infamy altogether. After all that is said and done, we would have all of their provinces, but we'd have to wait another 50 years for them to be considered core provinces of our country.

Claming a throne of another country is a pretty fantastic alternate way of taking territory. After you claim another nation's throne, if their ruler dies with no legitimate heir, their nation becomes the junior partner in a Personal Union under your king. The nation continues some normal administrative operations as an AI nation, but you are its king, and it cannot form diplomatic relations on its own or go to war on its own. A nation in a personal union under you that you form an alliance with, much like a vassal state, will always come to war with you when called because they don't have a diplomatic web that conflicts with yours.

Every time your ruler passes away and a new heir takes the throne, there are 3 possible things that can happen with the junior partners of your personal unions:
  • The junior partner may break the personal union and install someone else on their throne. This would probably only happen if you have terrible relations with them.
  • The personal union may continue as normal.
  • Your newly crowned king might inherit the junior kingdom, and all of its provinces will become part of your primary kingdom. Any inherited provinces that share the same culture group with you will immediately be cored and all of the buildings in those provinces will transfer intact.

That third possibility would work out great for us, because all of Aragon's provinces are in our culture group. Even if we don't inherit them though, they'd make a strong ally as a permanent junior member of a PU. As it turns out, there's really no reason to wait for their ruler to die to form the PU. There's also the chance that he could produce an heir, which would immediately cancel our claim on their throne. Thankfully, when you claim another nation's throne, you also gain this CB:

castille-post03-009.jpg

castille-post03-010.jpg

The Claim Throne CB allows us to force a personal union on that nation immediately in a peace settlement. Its in our best interests to make use of this CB as soon as possible before they produce a legitimate heir, so I declare on them right away. Brittany and Sicily are allies of Aragon. If Sicily joins the war, I could potentially seize Navarra from them too, albeit for full infamy cost. Since I know this isn't going to be the same kind of pushover as Granada, I request Portugal to enter the war with me right away.


castille-post03-011.jpg

War is declared with the Claim Throne CB. Portugal joins our call to arms like a champ. Brittany and Sicily both join in on Aragon's side, but Brittany is also in the middle of a separate war with England, so I doubt we'll be seeing any of them. Our stability drops 1 point for declaring war on someone who we have royal marriage ties with.


castille-post03-012.jpg

Time to max out our investment in Stability again. I take the opportunity while I'm here to enact war taxes. This give us a huge boost to taxes collected both monthly and annually, but increases our war exhaustion by .10 monthly. One of our current ruler's stats reduces our monthly war exhaustion by .08 monthly I believe, so as long as we don't suffer too much attrition we should be able to keep this up for a while before suffering any really bad ill effects.


castille-post03-013.jpg

I take a look at the war overview to see what our odds look like. We outnumber them in both infantry and cavalry as well as in naval forces. Also, some of the land forces counted in their total are away in Sicily and up in Brittany. All of our forces are concentrated on the Iberian peninsula.


castille-post03-014.jpg

My army and navy tradition scores were just barely high enough from the previous war to allow me to recruit a general and an admiral. I pick up one of each. They are terrible, but they are still better than no leader at all.


castille-post03-015.jpg

You assign leaders to armies or navies by selecting the unit you want to place them in and clicking the spot on the unit panel where it says "No Leader". This brings up the list of unassigned leaders so you can pick one to fill the spot. I assign the general to my large army, and the admiral to my single navy which contains all my ships.


castille-post03-016.jpg

I order our navy to move into the Gulf of Almeria for now. This will bottle Aragon and Sicily up in the Mediterranean. They won't be able to sail past and drop off troops on my southern or northern coasts (or in Portugal) without getting in a huge naval battle here first.


castille-post03-017.jpg

The larger army is ordered to the far end of Aragon. I'm not sure where their troops are, but I'd rather find them with my big army if I can. The smaller armies of 6 regiments are sent into the border provinces to begin sieging.


castille-post03-018.jpg

After a few days, Aragon's main army comes into sight and it is making a beeline for Toledo. By hovering over an army, you can see in the lower right tooltip where they are headed and what date they are expected to arrive there. I change my large army's orders to head for Toledo, and it looks like they will arrive there before Aragon does.


castille-post03-019.jpg

Aragon's army meets Castille's in Toledo. Our forces are even, but they are suffering terrain penalties as the attacker. One of my smaller armies in Alicante wheels around to join the fight in Toledo and stack the odds further in our favor.


castille-post03-020.jpg

While Aragon's army is tied up in battle, my other armies split up and spread out to siege all of their northern provinces, along with Sicilian Navarra.

(to be continued)
 

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Part 3: Claiming the Throne of Aragon (cont'd)

castille-post03-021.jpg

Aragon's army takes heavy losses and we win the battle of Toledo. They are on the run towards Alicante. Anxious to wipe them out completely, I order our two armies in Toledo to chase them down. If we can catch them in Alicante before the end of the month, they will still be flatlined on morale and we may be able to completely wipe them out.


castille-post03-022.jpg

Unfortunately, I forgot to check the morale of my own armies and somehow my 11 regiment stack was not in fighting condition. They chase the fleeing Aragonese army down and then promptly die and/or surrender to them. This isn't quite what I wanted to happen.


castille-post03-023.jpg

My smaller army, which is actually IS in fighting condition catches up on the following day and starts enacting revenge. I split some of the northern sieging stacks up, leaving behind only the minimum amount to continue a siege and send the excess troops south to make sure Aragon's troops get wiped out.


castille-post03-024.jpg

Portugal's army just happened to be in the neighborhood and dropped in to help me out as well. Aragon's army is in serious trouble.


castille-post03-025.jpg

They are beaten in Alicante and then chased to Toledo where they are wiped out.


castille-post03-026.jpg

Aragon doesn't have any soldiers on the field anymore and all of their provinces in Iberia are under siege. I notice that we have 4 magistrates that have built up and take a quick break from watching the war to deal with them. I'd like to hire another highly skilled advisor at some point, so I go to the cultural tab and have them all commission some artwork. Our cultural tradition is getting higher, but I'd prefer to get it much higher before considering using it to attract a great person.


castille-post03-027.jpg

I'm feeling a bit curious, and send the fleet over to Sicily to see how formidable their army looks. With Aragon under control, now I'm thinking that maybe instead of just seizing Navarra from Sicily we can get something more significant from them. They only have 8 regiments in their standing army.


castille-post03-028.jpg

All of Aragon's provinces are still under siege. In fact, some of them have already been occupied. I reorganize some of our spare men into a 12,000 man army and load it onto our navy for an invasion of Sicily.


castille-post03-029.jpg

I unload them in Messina and then march on Palermo. Hopefully our superior numbers will beat out the terrain penalties from being the attacker here. If we have a disaster and lose this entire army, we'll simply have to be satisfied with a decisive victory against Aragon alone.


castille-post03-030.jpg

We skirmish in Palermo and the Sicilians quickly retreat to Messina. I make sure to check our army's morale and then I order them to follow the fleeing enemy.


castille-post03-031.jpg

Another minor skirmish happens in Messina, but the retreating Sicilians are run ragged by the time they get back to Palermo and another attack completely destroys them.


castille-post03-032.jpg

The army in Palermo is split in to three and then sent to siege all of Sicily's provinces. I should point out that by this point, enough of Aragon's provinces have been occupied that they would be willing to accept our demands and be forced into a personal union. We don't want to do that yet, though! If we end the war with Aragon, it will put us at peace with all of their former allies as well. We're on the verge of getting something quite nice from Sicily, so the war is going to have to continue until we finish our sieges in Sicily.


castille-post03-033.jpg

Finally, all of Sicily's provinces fall to us.


castille-post03-034.jpg

Demanding their full annexation doesn't seem very appealing to me right now. Without a proper casus belli, we'd subject ourselves to a huge Infamy hit for taking everything from them. Instead of annexation, lets click on Demand Tribute and take something else.


castille-post03-035.jpg

From here we can make all sorts of demands on them. We can force them to revoke cores that they have on provinces that they don't own, to break treaties that they have with other nations, or we could ask them to release Navarra as a sovereign state. Instead of any of that, I'm looking at vassalization. Forcing them to become a vassal state will allow them to continue to exist as an AI nation, but they will pay us half of their taxes, and we'll be able to use them as a rock solid ally in all of our wars. Also, Sicily is perfectly placed to be a stopping off point for our navies, halfway between Castille and the Holy Lands. Finally, at any point after 10 years from now, it will be within our rights to demand the annexation of Sicily through diplomacy. Diplomatically annexing a vassal only costs us 1 infamy per province taken.


castille-post03-036.jpg

Vassalization is demanded, and they have no choice but to accept. I also make them throw in 25 ducats, just 'cause.


castille-post03-037.jpg

Aragon has been occupied for a long time now, waiting for us to finish in Sicily. The Baleares are still holding on, but they've simply lost too many of their big, core provinces to refuse the demands that I want to make.


castille-post03-038.jpg

Its time to force a personal union on Aragon. Notice how the cost to demand their vassalization would be 196%? Even if we were to fully occupy them, our warscore would only max out at 100%. Large nations are essentially immune from being entirely wiped out in a single war.


castille-post03-039.jpg

Aragon is now ruled by the king of Castille. If we get lucky, then after Enrique III dies, his son Alfonso will inherit Aragon and we'll be able to form Spain. Either way, we've increased our strength significantly with this victory.


(to be continued)
 

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Part 3: Claiming the Throne of Aragon (cont'd)


castille-post03-040.jpg

Let's take a look at the map. With Sicily a vassal and Aragon in a personal union under us, all of the Iberian peninsula (minus Portugal) is under our control. Frankly, Portugal has been such a good ally to us so far that I could count them as another element of our control over Iberia.


castille-post03-041.jpg

Two of our loans are coming due in just a little under 2 years from now. We don't quite have enough ducats to pay them back, and our monthly and yearly budgets are not looking very good at the moment. The next update will probably focus on a period of peace where we get our economy under control and engage in some diplomacy with our friends and subject nations.

(End Part 3)
 

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Part 4: 20 Years of Peace

Over 400 ducats worth of loans are due in just under 2 years, and I know that there's a third loan that will be coming up shortly after those. There's more to worry about than just repaying those loans though. We lost 11 regiments of men in the war with Aragon and our army will need to be restored before we launch ourselves into any further major wars. Also, we're going to be finishing some research soon that will allow us to build structures in our provinces. We'll need money for that, too.

castille-post04-001.jpg

We're losing money on a yearly basis now, so unless we make some changes, those loans are going to get extended at even worse interest rates.


castille-post04-002.jpg

On the subject of our interest rates, I'm not sure what our banker has been doing, but the interest rates on our loans have skyrocketed. We used to only pay about .6 ducats worth of interest on them monthly, but our total interest payments have increased to 3.6 ducats monthly by the time our war with Aragon was over.


castille-post04-003.jpg

The first thing we'll do is cut the amount of maintenance we spend on our military. I can always just keep my ships in port to keep them safe, so I cut naval maintenance to the bare minimum. Maintenance for land forces is more important. I don't want my armies to be immediately wiped out if attacked by some unexpected rebels, so I leave their funding at about 1/3 of normal. This isn't enough for a real war, but it will be plenty to deal with any rebel uprisings.


castille-post04-004.jpg

I give some attention to my diplomatic situation along with our economic issues, and send some diplomats out to improve our most important relationships. I actually had a mission that required me to form a royal marriage with Portugal, so that gets completed.


castille-post04-005.jpg

And it is replaced by a new mission to continue the Reconquista by seizing some Moroccan provinces on the north coast of Africa. This will have to wait until later.


castille-post04-006.jpg

Official alliances are formed with our subject nations, and I Proclaim Guarantees on both of them. This warns any country that would try to invade them that Castille is guaranteeing their independence, and it improves our relations with them. I also trade rights for military access with our subject nations and Portugal. All of these actions increase our relations a bit for no actual monetary cost.


castille-post04-007.jpg

The missionaries we have in Granada, Almeria, and Gibraltar are costing us money in upkeep each month, too. I don't really want to reduce their funding and hinder their chances for success, so instead I move my National Focus to Granada by clicking the 2nd little crown icon at the top of Granada's province window. Since the effects of a national focus radiate out to all bordering provinces, The "Local Missionary Chance" buff that the national focus provides will help all of our currently placed missionaries convert more quickly.


castille-post04-008.jpg

I really wanted to get my cultural tradition higher before I started producing great people, but this sort of economic situation calls for a Master of the Mint advisor and I need to take what I can get. We get a 3 star Master of the Mint added to our pool of great men.


castille-post04-009.jpg

All of our 3 advisor positions are currently filled, so we need to replace one of them with the master of the mint. Our 6 star treasurer is quite good, so I don't want to lose him. I'm actually unsure of what would happen if we get rid of our banker right now. I don't want to risk our interest payments getting any worse than they already are, so I replace our 3 star Natural Scientist.


castille-post04-010.jpg

We can now increase our treasury slider without impacting our inflation, since our master of the mint gives -0.06 inflation reduction. Working within the limits of our master of the mint won't be sufficient though.


castille-post04-011.jpg

I increase our treasury slider past our master of the mint's ability to the point that we are generating .20 yearly inflation. If we didn't have our new advisor, we'd be generating .26 yearly inflation from minting the same amount of ducats. This is not the kind of minting that you want to maintain for a long period of time. If we keep the treasury slider here, we will end up with a total of 1% inflation within 5 years. We'll only need a couple years, though.


castille-post04-012.jpg

With our military cuts and the increases to our monthly revenue from minting, we're generating a very respectable number of ducats per year. We're going to need them.


castille-post04-013.jpg

Our Trade Tech level increase, granting us the ability to build marketplaces in our provinces along with buffs to our trade range and efficiency. Remember, Trade Efficiency effects you in 2 ways. It increases the % of the CoT's value that your merchants are able to take home. 1% trade efficiency also increases your merchant's chance to compete with rival merchants and gain or maintain seats in a CoT by .5% Trade Range dictates how far your merchants can travel to CoTs. If a CoT isn't within your range, you can't send merchants there.


castille-post04-014.jpg

Sunni Zealots appear in Gibraltar, angry over the presence of our missionary. One of our armies is sent to battle them and wins easily, even with our lowered land maintenance.


castille-post04-015.jpg

Our first 2 loans come due and we have more than enough ducats to pay them back. Now that they are paid off, some of our monthly interest expense is gone.

(to be continued)
 

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Part 4: 20 Years of Peace (cont'd)


castille-post04-016.jpg

Our Government Tech level increases, giving us access to our first National Idea, along with the capability to build churches. Churches are wonderful. Each one increases your monthly stability investment by 4. Recovering from stability losses more quickly means spending more time investing ducats into research. Ideas are very powerful, and I'll take a look at some of the ideas that are generally considered "top tier" picks for a first idea.


castille-post04-017.jpg

To assign a national idea, you can click on the little red banner with the lightbulb on the main game window, or manually head to the Government tab in the national menu. Click on one of the empty Idea slots at the top and it will bring up a list containing all of the ideas that you can pick from.


castille-post04-018.jpg

Military Drill gives +1 morale. Keep in mind that every battle we have been in up to this point has hinged on who ran out of morale first. Our loss of 11 regiments in the war with Aragon was completely due to their morale being empty. Also, consider that our armies have something like 2.5 morale at full maintenance right now. Increasing that by a full 1 point is a significant increase.


castille-post04-019.jpg

National Bank gives +0.10 inflation reduction. I don't think I need to describe how good this is after describing how the master of the mint worked earlier. Right now, the amount that we're minting is increasing our inflation at .20 per year. With the National Bank Idea, we could mint the same amount and cut the rate that our inflation is increasing at by half.


castille-post04-020.jpg

+3 cultural tradition per year would not give us an immediate benefit, but it would keep us stocked with talented advisors through the entire game. They do die in time, after all, and need to be replaced. To illustrate how this is useful, the difference between a level 1 and a level 6 master of the mint is the same difference as having the National Bank idea or not. We won't have as many spare magistrates to commission paintings with now that we need to use them on constructing buildings.


castille-post04-021.jpg

I love National Trade Policy. +10% Trade Efficiency is not just an increase to your trade revenue, but +5% compete chance as well.


castille-post04-022.jpg

Shrewd Commerce Practice gives +10% compete chance. Sometimes you just need the extra compete chance. This could potentially be a good one for us so we can start trading in the more developed CoTs with some success.


castille-post04-023.jpg

I decide on taking Military Drill. The loss of our army in the war with Aragon was enough to convince me. We're in a a period of peace at the moment, but I can foresee so much more war in Castille's future that I know it will pay for itself.


castille-post04-024.jpg

castille-post04-025.jpg

I begin using diplomats on the "Expand Influence" diplomatic option. This adds the targeted nation to our sphere of influence. For each nation in our sphere of influence, we gain +1 to our ruler's diplomacy skill for the purposes of diplomatic interaction with other nations, as well as +.05 extra yearly magistrates. I'm going to want to sphere as many nations as I can for the magistrate bonus alone, but the diplomacy boost is extremely powerful as well. I start by adding Sicily and Sardinia to our sphere. Once I get more diplomats, I add the tiny catholic nations on the west coast of the Balkans to our sphere as well: Montenegro, Ragusa, and Albania. The other effect of being in our sphere of influence is that if another country "meddles" with nations in our sphere through diplomacy or war, we get a casus belli against the offending nation.


castille-post04-026.jpg

Once our third loan comes due and is paid off, I reduce the amount that we are minting a bit to slow down the rate at which we're building inflation.


castille-post04-027.jpg

I'm being continually reminded by this little button that we have buildings to build, and with our loans paid off and some spare money in the treasury I decide that its time to invest in a few. Click on the red banner with the saw and hammer to come to the construction ledger page:


castille-post04-028.jpg

I decide to build a couple of markets first, so I click on the Trade Building tab. Markets increase the trade value of a province's trade good by 10%. It'd be nice if there were a column here for Trade Value, but there isn't. I sort by Production instead, because I know that Production is directly related to Trade Value. We need to keep in mind though that Toledo produces gold, which has 0 trade value. Salamanca's production value is a little misleading as well. That province is unique among all our provinces because it is home to a University, which gives it a bonus +6 production unrelated to the trade value of its grain. I queue up markets to build in Andalucia and Asturias by clicking where it says "1. Marketplace" at the end of their rows in the ledger.


castille-post04-029.jpg

Enrique III gets sick and a bad event pops up. I can either take a slider move towards Aristocracy or a slider move towards Decentralization. Those are both in the opposite directions of where I want to take those sliders. I opt for taking the move towards Aristocracy because Decentralization is by far the worst slider position in the game.


castille-post04-030.jpg

Our first few buildings finish construction after a year, and I queue up a couple more markets and churches as I have the magistrates and money for it.


castille-post04-031.jpg

France diplomatically annexes one of its vassals. Keep in mind, many of the other little nations in the middle of France such as Orleans, Berry, Alencon, and Bourbon start as French vassal states and they will all eventually get diplomatically annexed by France. France is already quite strong and it will only get stronger at this rate.


castille-post04-032.jpg

Our Production Tech increases and we get access to the construction of Constables. My top priority is now to construct constables in every province as the ducats and magistrates are available. Constables give a +25% direct tax increase to the province they are built in, which means they will increase the annual (census) tax I get at the end of the year. If I build a constable in all of my provinces, my total annual census tax will be 25% higher than it is right now. This is a good bonus, but the main reason that I want to get constables up everywhere is that at Production Tech 8, we get access to Workshops and they have to come after a constable. Workshops give the province they are in +1 tax, which means +1 monthly tax and +1.25 yearly tax (due to the constable). They pay for themselves very quickly and are quite good this early in the game. It'll still be a while before we get to Production Tech 8, but it's good to be prepared.


castille-post04-033.jpg

Our first batch of constables finishes, and more are queued up as magistrates become available.


castille-post04-034.jpg

Our economy is now robust enough once more that I can turn the treasury slider all the way down. We accumulated 0.7% inflation during all this minting, but with our master of the mint on the job we'll slowly work that down. At this rate it will take a little over 11 years to completely erase that inflation.


castille-post04-035.jpg

Here is what our annual budget looks like right now with the treasury slider at zero.

(to be continued)
 

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Part 4: 20 Years of Peace (cont'd)

castille-post04-036.jpg

castille-post04-037.jpg

Its that time of the decade again, and we get another slider move. I move us towards Free Trade again. We're starting to develop a bonus to our compete chance, which is nice. This is probably a good opportunity to go into further detail about these policy sliders. These are just my suggestions, and other people might have different opinions on slider moves.
  • Centralization/Decentralization: Centralization is always better. Centralization gives bonuses to Tax, Production, Inflation Reduction, extra Magistrates, and other goodies. Decentralization literally doesn't give anything worth mentioning. This is a high priority slider for spending moves on.
  • Aristocracy/Plutocracy: This slider is actually an interesting choice, because both extremes are good. This slider's fate is sort of locked with your Mercantilism/Free Trade slider, though. In order to generate spy agents, you need to have either Mercantilism or Plutocracy. Thus, Mercantilism/Aristrocracy and Free Trade/Plutocracy kind of go together. Aristocracy gives better bonuses for combat and diplomacy while Plutocracy mostly helps your economy.
  • Serfdom/Free Subjects: Serfdom can be good in some situations, but I would never actually spend a slider move to go towards it. For example, non-western nations really need to westernize in order to remain competitive later in the game. The process of westernizing slams you with gigantic stability hits and giant increases to the cost of increasing stability. If you start with high serfdom and plan on westernizing, leave your serfdom slider moves for last so you can take advantage of the bonuses to stability cost that it provides. In any other situation, Free Subjects gives you some wonderful bonuses to your tech research rates and those bonuses outweigh its negatives.
  • Innovative/Narrowminded: You have to be at least a bit Narrowminded in order produce some missionaries. Narrowmindedness also gives you a large bonus to your stability costs. Going fully Innovative can further stack you towards out-teching other nations, but this can honestly wait be the very last slider you touch.
  • Mercantilism/Free Trade: Full Mercantilism gives you a tremendous boost to your ability to compete in CoTs in which the majority of trade going through them is yours. Full Free Trade gives you a healthy boost to competing in any CoT. Being Mertantilistic decreases the trade values of all of your colonial goods (tobacco, coffee, sugar, spices, etc.) by 50%. Free Trade increases the trade value of your Grain by 80%. Ultimately, Free Trade is always going to be better unless your country gets absolutely gigantic AND you activate all 3 of the big Triggered Modifiers that require mercantilism. I might explain what I mean by that at some other time unless someone beats me to it. The amount of revenue that you can gain through trading makes this a high priority for slider moves.
  • Offensive/Defensive: I prefer Defensive. Later in the game, forts can really become a pain to siege and having extra siege skill on your leaders is nice. The +25% fort defense is pretty huge. It would make a level 4 fort equivalent to a level 5 fort, on top of increasing the overall time to siege it by 25%. This could be the difference of over a year.
  • Land/Navy: Both extremes can be good, but the naval extreme is better for most nations. I would only ever max out land if you were going to focus on being a continental power with no or few colonies.
  • Quality/Quantity: Quality is always better, but I would move the Centralization, Free Trade, and Land/Navy sliders first.

castille-post04-038.jpg

This time, we get an actual honest to goodness good event from a slider move. Our move towards free trade has attracted a great trader that we could appoint to our court as an advisor. At this point, I'm thinking we should employ him and look into expanding our trade revenue.


castille-post04-039.jpg

One look at my court screen and I immediately know which slot he can fill, too. Our French banker Hubert isn't going us any good at the moment since our old loans are paid off and I have no intention of taking new loans any time soon. I politely dismiss him and replace him with our new Trader.


castille-post04-040.jpg

I get started by setting merchants to autosend to Alexandria. Alexandria is a good CoT to try trading in early if you can't compete at the bigger ones in Europe. All of the little landlocked HRE nations don't have sufficient trade range to reach it by land, so the number of potential competitors is a bit lower.


castille-post04-041.jpg

To illustrate the value of boosting the compete chance of your merchants, take a look at our current monthly income for investments with just our merchants in Andalucia. We'll take a look at this later after we manage to get a foothold in some other CoTs.


castille-post04-042.jpg

Our 6 star Treasury advisor writes The Wealth of Nations in like 1411 AD and gives us a huge additional temporary boost to our Trade Tech research. Just our advisor and this modifier together give us +33 monthly investment to trade technology.


castille-post04-043.jpg

Our merchants get placed in Andalucia and their position there seems to be pretty rock solid. They aren't going anywhere. I start to feel a bit more confident, so I try autosending more of our merchants to the biggest CoT in Europe right now: Venice. They manage to fill it up and hold their spots. I autosend more to Liguria and Lubeck and while I start losing a merchant here or there, it seems possible for us to actually maintain 4-5 spots in all of these CoTs at once. If you are trading in at least 25% of the known world's supply of a particular good, you get a passive bonus for it. Trading in all of these CoTs starts showering us with passive bonuses for trading in all sorts of goods.


castille-post04-044.jpg

More constables go up and more are ordered to be constructed. After a few more years, we will have them in every province that we own.


castille-post04-045.jpg

We gain the ability to construct docks. Docks are great because in addition to leading to the higher level of naval structures, they give a bonus to production. After the constables finish, I queue up some docks in our highest production coastal provinces.


castille-post04-046.jpg

A boundry dispute! This is another random even that can fire at any time. Its a wonderful thing to see when it happens to a province that you want to take. Gaining a core on a province will give you a Reconquest CB to take it from its owner for 0 infamy. In this case, the event triggered on one of Aragon's provinces. We don't need to do things that way with Aragon, and I don't want to hurt my relations with them so I just settle the issue.


castille-post04-047.jpg

General Gomez dies from natural causes. We recruited him right before the war with Aragon, and it has only been about 10 years since the end of that war. Generals don't seem to have very long natural lifespans.


castille-post04-048.jpg

Here's another look at our monthly income for investments after getting our merchants placed in all of those CoTs. Quite a bit higher than before. This is also why tiny nations can sometimes seem to have a disproportionately large army. If they are a small nation with really exceptionally good sliders for trading, they can just mint some of that monthly trading income to pay for their army and make up for the fact that they're probably only getting 10 or 15 ducats per year from census taxes on their one province.


castille-post04-049.jpg

Our annual census taxes are getting pretty high due to all of our constables.


castille-post04-050.jpg

Poland falls victim to a bad event that can happen to nations that are very far into serfdom. I'm pretty sure they are going to have revolts popping up everywhere for the next few years.


castille-post04-051.jpg

In the early 1420s we gain another slider move and it immediately goes into Free Trade. Our bonuses are starting to look pretty good.


castille-post04-052.jpg

I should have mentioned this earlier, but I've been getting all sorts of alliance offers throughout the game that I've had to reject over and over again. Lithuania, Hungary, tiny nations in the middle of the HRE. They all want me to ally with them, but none of those alliances were of any value strategically so I turned them all down. Burgundy is a powerful nation though, so I take a look to see if there's any merit in it. They've recently been in a war with France and they are allied with Portugal. France is going to become a a danger to me as our borders meet and they continue to grow. It could be helpful to have a powerful ally that borders them on another front. Also, they are allies with Portugal so this could prove to be a powerful little alliance bloc.


castille-post04-053.jpg


I accept their offer and immediately begin strengthening our relations with a royal marriage, sharing military access, and a gift.


castille-post04-054.jpg

Over 15 years have passed since the war with Aragon ended and I still haven't repaired the military. We are way under our forcelimits for both the army and the navy. I decide that its time to start building up again to prepare for future wars.


castille-post04-055.jpg

To help finish our military buildup a bit more quickly, I go move the treasury slider to just under what our master of the mint can handle without gaining inflation. New infantry, cavalry, and heavy ships get queued up all across Castille.


(to be continued)
 

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Part 4: 20 Years of Peace (cont'd)

castille-post04-056.jpg

While we're building our new troops, Land Tech 5 is successfully researched and we get access to new troop types.


castille-post04-057.jpg

Going to the military tab of the national menu and clicking on our preferred infantry unit brings up this list, showing our new options. We are upgrading from Latin Medieval Infantry to Men-at-Arms. The extra tick of morale defense on Men-at-Arms over Longbowmen appeals to me.


castille-post04-058.jpg

castille-post04-059.jpg

Burgundy enters a war with the small republic of Danzig and requests assistance. I'm eager to see where this alliance will go, so I accept their request. Declining a call to arms from an ally is never a good thing, anyway. It would have cancelled my alliance with them and I would have received a huge hit to my prestige. Our subject nations follow our lead and join the war.


castille-post04-060.jpg

I check the war overview to see if Burgundy actually does need some sort of physical help winning. Hahahah nope. I just use this opportunity to enact war taxes for as long as I can.


castille-post04-061.jpg

Our Trader advisor passes away after only a few years of service, unfortunately. What's worse, it requires naval tradition as well as cultural tradition to attract a new trader, and there are no replacements available to hire.


castille-post04-062.jpg

Instead, I use the 97 cultural tradition that I've built up to hire a replacement master of the mint. Our old master of the mint has been in our service for 23 years and I want to have a lot of economic flexibility going into our next major wars.

castille-post04-063.jpg

Burgundy seizes victory with a nearly 200,000 man strong force behind them, then boldly demands 2 ducats from Danzig.


castille-post04-064.jpg

castille-post04-065.jpg

We now have a fully staffed army and navy. Our finances look extremely good and we shouldn't have any trouble, economically, going into our next wars. The next update should start with a war against Morocco to fulfill our Reconquista mission.

Its 1428 now, nearly 30 years since the beginning of the game and 20 since the end of our war with Aragon. Let's take a look at how things have progressed so far.


castille-post04-066.jpg

Morocco has turned on its allies and seized land from Algiers, Tunis, and Tripoli. It'll be interesting to see who is going to come to their aid in our next war against them.


castille-post04-067.jpg

Burgundy has managed to maintain a link between its provinces in southern France and its rich Flemish provinces in the north. England conquered all of Ireland very early on except for one province which was seized by Portugal. This caused the relations between those 2 nations to deteriorate over the years until England broke ties with Portugal. England has just declared war on Portugal recently to try and seize their Irish province. Portugal hasn't called me into the war, but if England tries to come poke around in Iberia I'll step in whether I'm asked to or not.


castille-post04-068.jpg

Thanks to our investments in economic buildings along with our merchants placed int the richest CoTs in Europe we've managed to top the list for Income.


castille-post04-069.jpg

Most of the Islamic nations are still ahead in tech, since they start at a higher tech level than the European countries. Castille is competitive in tech levels and sitting right about where all of Europe is - except for one exception. The little administrative republic of Aachen has shot ahead of not just the other European countries, but all of the Islamic countries. I'm pretty impressed.


castille-post04-070.jpg

We are neck and neck with France for the largest standing army in Europe. It makes me feel a bit safer to see our new ally Burgundy on the first page.


castille-post04-071.jpg

We have even less to worry about on the naval side of things. Only Venice can match our number of ships, and most of theirs are galleys. Furthermore, Aragon and Portugal follow up right behind us with large fleets of their own. We're safe from attacks by sea.

More to come later.

(End Part 4)
 

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Nice tutorial ...
It's quite rare that England got beaten this early on the seas , is it Portugal that did it to them?
 
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