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yosraz

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Hello fellow players!

I am soon starting a new save and would like to know your tips, tricks, strategies and experiences with world conquest. Please leave a comment if you like :)
 

SKOTy

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First post some background please. How experienced are you with the game? What hardest achievements have you earned?

If you've never finished a game up to 1821 do it first before attempting world conquest.
 

rinehime

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First post some background please. How experienced are you with the game? What hardest achievements have you earned?
Yeah OP, we're going to need more information here. Where do you think you'll have difficulty? What mechanics do you understand the least?


If you've never finished a game up to 1821 do it first before attempting world conquest.
I don't think you have to play to the end, but at least into the 1750's or so. Long enough to see how end-game blobbing works.
 

CrazyDoc70

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Well, interestingly enough I have been working on an article for people like me who are just trying to get their first WC. I should say that I haven't actually gotten mine yet, but I'm well on my way finally if my Ironman isn't broken by the Japan update. So I'm not really an expert, but these are the things I have found that have helped get me close. I would welcome comment from others who are more advanced than me. Let me know what you think.

----------------------------------------------------------------------------------------------------------------------------

1) Before starting you should ask, Do I really want to do this? A good WC run can take dozens of hours over several weeks of playtime. In that same amount of time you could probably listen to a college course, learn the basics of a musical instrument, or watch all of Game of Thrones. I love EU4 so it’s worth it, but you should know what you’re getting in to.

2) DON’T PLAY TOO FAST! Before my successful WC run I usually played EU4 at speed 4, occasionally slowing to speed 3 for wars. Now I play at 3 almost always, and slow to 2 during major or multiple wars. There is just too much going on to play faster, and so some things will inevitably get missed.

3) The devil is in the details. Getting a WC or any of the other difficult achievements requires that you understand the details of many game systems. You must preserve your monarch points, especially administrative, so don’t ever throw them away. For example, if you get tech levels early it costs more. Weight the benefit of the early advance versus the savings of MP if you just wait a year or so. Similarly, you must be able to win wars even when you are weaker during the early and middle game; this is only possible if you pay close attention to army composition, bonuses, terrain, generals, etc.

4) Plan ahead – both strategically and tactically. First of all, plan your campaign. What are the major theaters that you will be focusing on, and in what order? You may have to do a few trial runs with your chosen country to see what issues you are likely to face in the first 50-100 years. Think about who your major opponents are going to be, and who might be useful allies against them. Think about where you need to expand to grow economically, whether it be accumulating rich lands or trading routes or both. Second, plan each war. While you cannot be completely at full strength for each war while doing a WC (it would take too long), you should have a reasonable plan to win each war. Plan where you will attack and, probably most important, be sure you know exactly who will be on each side. You should basically never declare war before spending some time really looking at the declaration screen and going back and forth looking at the strengths of each country that will be involved. Be SURE to pick the right casus belli; at least one of my WC runs was derailed at the end by going with the default incorrect one.

5) When you expand, your borders should not look natural. This is unsatisfying for those of us who are somewhat OCD, but you must get over it if you want a WC. There is no penalty for taking a strip of land right through your enemy in a peace deal as compared to the more natural (and historical) approach of taking a lot of bordering land. There are several advantages to this:

a. By snaking through your enemy’s territory, you can often get provinces adjoining new countries that you didn’t previously share a border with. This may open entirely new lands for conquest. For example, if playing as Russia or Austria you defeat the Ottomans, then you can snake through and get a border with the generally weaker Mamluks, which can then open all of Africa for a lot easier expansion than fighting the Ottomans over and over. Or snake through and get a border with the rich lands of Persia and then India.

b. You can take specific important provinces, especially those with trade bonuses and fortresses. One of the biggest impediments to a WC is sieging down the same damn forts over and over. During the peace deal take as many forts as possible; now they can be a pain in your enemy’s ass instead of yours during the next war. Also take provinces with trade bonuses; usually there are just 2-4 provinces in each trade zone with bonuses which will give you a majority of the trade power if you own them.

c. Sometimes you can cut off your enemy from the sea. If a country has no ports, it can have no navy. One of the most satisfying things I’ve ever done in EU4 is to take all of England’s coastal provinces in a peace deal and destroy a 100+ ship fleet instantaneously. Of course many of the trade provinces are on the coast as well.

d. By carving up your enemy into pieces, and then not allowing military access, you greatly weaken them against other countries and rebels. I have sometimes seen rebels take over an isolated piece of enemy land and create a new much weaker country.

e. Finally, if you isolate your enemies completely from each other and the sea, and again don’t allow military access, then they have nothing to do but sit there, develop their land, and accumulate money for you to eventually take from them. Think of it as fattening up the lamb before eating it.

6) Deficit spending. Think like the US government: If you’re not in debt, you’re doing it wrong. Money is the most liquid resource in the game, and you should probably have loans through much of the game. If you don’t then you may not be pushing hard enough, at least through the midgame. Don’t worry about loans at all (although certainly repay them when convenient) until you get more than 4-5 of them. You will frequently need to take loans to adopt institutions; it is almost always worth it.
 

Parapluman

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World conquest is not that hard for any moderately sized nation, the difficult thing is to keep yourself interested, as once you become the strongest nation on the planet (which shouldn't take that long) there is little to do but cleanup and micro.
I suggest picking a nation you enjoy to play instead of a nation that is fully optimized for world conquest.
 

rinehime

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World conquest is not that hard for any moderately sized nation, the difficult thing is to keep yourself interested, as once you become the strongest nation on the planet (which shouldn't take that long) there is little to do but cleanup and micro.
I suggest picking a nation you enjoy to play instead of a nation that is fully optimized for world conquest.

I mostly agree with your advice, but if you're asking for general WC tips on the forum, I wouldn't pick Byzantium, a New World native, or most OPM starts....

WC is definitely not difficult, and it does get tedious ... but you have to have a moderate understand of basic game mechanics like RCC, absolutism/AdmEff, diplo-annexation, unrest/tolerance, coalitions, etc. There's a lot of posts by people with even hundreds of hours in the game doing their first WC who don't seem to get these concepts. That's why we ask for more information and what the OP "thinks" will be the most difficult thing. There's a lot of advice that could be given, but it's much more efficient to focus on what the OP needs. Unlike, say @Sfan, most of us don't have the time to write an excellent guide (and neither does he, apparently ... still waiting for an update... ;))

@yosraz One more question: Which DLCs do you have / will you play with?
 

PizzaReaper

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Keep your eye on your sustainability, and make armies that you can use to keep inside your country to quell any rebellions! Here is what I did in my Russia play through, I used a small 20k army to patrol Russia and crush any rebellion!
 
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A tried and true first WC is still playing as the Ottomans. Reduced Coring cost in the NIs and lots of free claims through missions. Take Admin, Influence and Humanist(Influence first, then admin) for your first three idea groups, then which ever Mil groups you want, it really doesn't matter which ones although you never want Naval, and Quantity should be there near the end.

Move towards India as fast as you can after your free claim missions. Use the huge amount of ducats you make from Indian TCs to fund your conquests. I'd stay out of Europe until later in the game when you'll be larger than any possible coalition. Later in the game there are also better CBs and admin efficiency which will be nice to deal with high development European land. If you can manage it, get a border with Ming without fighting them. If you have to fight them get the border in as few wars as possible. This will tank their mandate and make their troops into tissue paper.

As stated above that hardest part when starting as a major is simply finding the willpower. WC is easily one of the most tedious things I've ever done, and I've personally quit dozens of games that were well on pace because it was simply mind numbingly boring. It's something every serious player should do at least once, and maybe it will be your thing, but it can strip all fun out of the game. I didn't play for months after my first one. Long enough that I missed a couple DLCs and was able to pick one of them up cheap.

Happy conquests and good luck.
 

Bouchart

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A bunch of tips from my experience and everything I've read:

1. Certain idea groups will really help you along. Administrative, Humanist, Influence, and Diplomatic make it easier to core, conquer, and hold land. Exploration is a big idea group for certain countries, like England, Castile, or Ming. The best military ideas vary a lot with personal taste but Offensive's faster sieges is hard to pass up. Do not waste monarch points.
2. Get your Absolutism as high as you can. You need the administrative efficiency it provides. The Discipline boost is a nice bonus but is secondary. That's why Humanist is so big- you can reduce autonomy everywhere. Some "bad" events that cause autonomy to increase in a province suddenly look attractive since you can get more absolutism from lowering the autonomy again. Force the Court and Country disaster to happen.
3. Choose a religion and stick with it. Being Christian means you can get personal unions. Being Catholic (usually) means you can become emperor of the HRE. Sunni and Shia are also powerful but don't have those two options available.
4. Don't try coring everything directly. Vassals are good for holding land that has the wrong religion, or has penalties like hostile coring cost. The Admin + Influence idea group unlocks a policy that makes annexing vassals even cheaper and it's one of the only policies I ever use. After Dip Tech 23, feel free to use client states from conquered territory that you don't want to bother with.
5. You really begin to snowball in the late 1600s when the Imperialism CB becomes available. At around 1710, consider forcing the Revolution disaster. Being the revolution target gives extremely powerful bonuses. Your capital needs to be in Europe to be the revolution target.
6. Manage your AE properly. After you really get big late game, you can ignore AE almost entirely.
7. You can conquer vast swaths of the Americas. A lot of the land is low development and colonized provinces don't contribute to overextension.
8. Understand trade mechanics.
 

Badesumofu

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It's not super hard at this point. There are few phases with targets for that phase in my mind.

Phase 0 only happens if you start as a minor - I don't recommend this for a first WC. It's the phase in which you become the strongest person in the neighborhood. Gonna skip ahead given the context.

Phase 1: 1444 - 1610. This phase has two primary aims the first is to build a powerful economy. TCs, CNs, or both will fuel your income by the mid game. Establish them, build them up. It's quite possible to have 200 ducats per month tariff income and somewhat more than that in trade income by 1610. Add maybe another 200+ for production + tax combined and you're in a good place. The second goal of the phase is to put yourself into a position to quickly reach max absolutism once that age arrives. You want to be able to lower autonomy on about 1000 development worth of land fairly soon after 1610. Reman's guide to this is really handy both for the next phase and for understanding what you need to get yourself into a position to do it.

If you can control several thousand dev by 1610 that's great but don't feel like you need crazy amounts at this point. It's more about quality of conquest than quantity at this point with the caveat that you do need the quantity to be able to quickly achieve max absolutism in phase 2.

Phase 2: 1610 to whenever you can get Imperialism: The aims for this phase are to firstly reach 50 absolutism to become eligible to trigger C&C and then to trigger it and win it. Conquest can and should continue during all this, scary as it can be to be juggling fresh conquests with a disaster. Reman's video is really the best guide to all this so I'll just link it.


Phase 3: Imperialism until the end: you have the pieces in place, now you just conquer everything, basically. 1000 dev per decade is a conservative estimate for what you can incorporate during this phase. Going revolutionary is worth it.

If you aren't playing a CCR tag then aim to form one at some point. 50 CCR plus 70 admin efficiency makes it pretty simple to core everything. If you take more than you can handle or want to handle, jamming 300 OE into a new vassal is always a helpful solution. They'll generate a ton of rebels but you can just kill them.


Crucial idea groups: Admin (obvious reasons) Influence (-50% unjustified, easier AE management, cheaper vassal integration, dip rep) Diplo (-20% warscore cost, discounted no-CBs and truce-breaks, more AE management, extra diplomat, relations slot, dip rep) Humanist (don't drown in rebels, don't have your RU tanked).

Note that with Humanism, you will probably need to stack some war exhaustion to conveniently trigger C&C. Consequently you will need to avoid getting any passive war exhaustion reduction.

Possibly crucial idea groups: Exploration: you may or may not need this. It is very helpful for setting up TCs and essential if you want to make your own CNs as opposed to stealing them from someone else. Depending on your location it may be crucial or not really needed.
 

PrimeYuri

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Nov 3, 2016
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it does depend on the DLC you have and experience. Ming for example, is the strongest starting nation and with the monarch points from tributes, easy to do WC with but you have to understand the emperor of china mechanisms. Or another example is Austria. It is the easiest nation to do a HRE run with which Vassel-swarm is the easiest for WC ones you get it but you first have to get the 7 reforms.