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SKOTy

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Hello there!

It's me, again. After conquering the World with Ryukyu for the second time (and finally doing it in more fashionable one-tag way), I still can't take a break from EU4 so here I am again.

This time I won't be pulling out some crazy feat like 3 mountains or Norwegian wood or anything similar. Instead of this I'd like to play as Ottomans (yeah, I know this nation is to easy for me :().

The goal of this campaign and AAR will be to show how to obtain World Conqueror (and One Faith) achievements many players desire (judging by all the "Help with WC threads"). The pace will be slower and there'll be more chapters than just 10 in my last AAR where I've conquered the world as Ryukyu

Why Ottomans? They're still the superb choice for world conquest for beginners, their starting position, development and missions make the game more forgiving in terms of mistakes. Then there are their ideas (that sweet coring cost reduction, although it has been nerfed it's still much more than 95% countries have) and the fact I won't have to deal with Ottoblob in this campaign :p
Plus I haven't played Ottomans since 1.8.

What to expect?
  • World conquest of course :p
  • Definitive guide to world conquest :p
What to NOT expect?
  • Crazy stunts like Coptomans, HREmans, becoming Prussia and other things that simply require too much effort for not that much gain
 
Guide

SKOTy

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Other useful resources:
Colition handling guide by @atwix
PU guide by @atwix


General things you need to know before you actually start playing:

When to attempt world conquest?
I recommend having at least 100 hours clocked and having played up to at least 1750 so you have experienced late game. Additionally you should have completed Mare Nostrum achievement (form Roman Empire) or any other with similar difficulty.

Which tag to play?

That's usually first question many players ask while thinking of World conquest. The answer is dependent on many factors. Are you going for certain achievement which requires you to start as certain nation and do not change it, prime example is The Three Mountains achievement which requires you to start and stay as Ryukyu tag whole game.
Here's a list of countries I consider prime candidates of ideal first World conquests:
  • Ottomans - no surprise here, amazing starting position which allows them to expand to multiple directions, coring cost reduction in their national idea set, lot of starting development
  • Ming - even stronger starting position than Ottoblob, once you pass Celestial reforms you get 20% coring cost reduction, thanks to tributaries basically unlimited MP to brute force institutions, but the Emperor of China is such an awkward mechanic, especially for heavy blobbing games so I don't recommend
  • France, Castile - both of them can kill other colonizers, can become HRE eventually and have ideal position to from Italy (25% RCC) or Roman empire (20% RCC), Castile have easy access to 2 personal unions
  • Hordes - Kazan, Jurchen tribes - world conquest with them always felt more rewarding for me, harder early game due to balancing on the edge
  • Ryukyu :mad:

Now some theory:

Tagswitching

Changing your tag also changes your national idea set and this is main purpose of tag switching - to get an idea set which includes some form of coring cost reduction. Witch change of accepted/promoted/primary cultures works it's now pretty easy to switch primary culture to new one by simple stating new land with desired culture and unstating province with the old primary culture (be aware that state cores are lost by unstating). The most notable tagswitches are:
* Italy - easily available for anyone in Europe, provides 25% RCC
* Roman empire - tag switch which does not require culture switching, provides 20% RCC, however you can not form Roman Empire while you're HRE
* Mughals - RotW Italy, with some surgical strikes easily available for anyone in Asia and east Africa, 25% RCC and imo better idea set than Italy's thanks to +3 heathen tolerance
* Yuan - 25% RCC with additional 20% RCC coming from Empire of China, 5% admin efficiency, however with Empire of China bonusses also comes managing your mandate which is pain and I do not recommend this
* Manchu - amazing idea set, highly situational for countries like Korea


Coring cost reduction

This is probably the most important factor deciding how smooth and fast your run will be as it reduces the amount you have to pay in order to core a province, but it also reduces coring TIME by the same factor. While with absolutism and 25% RCC coming from admin ideas I was able to core 19000 development in last 110 years it was not nice as I had to sit at 100+ overextension for quite long period of time.
RCC comes from following things:
* territorial coring 50% - pretty much self explainable as in WC games you don't want to manually state provinces
* from playing privileged tag like Mughals, Yuan, Golden Horde, Hordes with generic ideas, Italy and Kazan (25% RCC), Ottomans, Turkish Beyliks, Manchu, Roman empire (20% RCC) and many other (15% or 10%)
* religion - 10% RCC from being Coptic, or Hindu with Shiva deity (or Norse with Odin)
* HRE 3rd reform provices 10% RCC, which can be combined with 10% RCC from being Coptic
* 20% from Celestial reform and decree
* 20% and 10% from Mayan, Inti reforms, but you don't want to be playing as unreformed natives
* 5/10/15% from tribal despotism government
* 10% from claims - it may still be worth in late game in case you have spare diplomats
* 25% from permanent claims - this allows Mughals to eat India very fast

* and most important - 2nd idea of administrative idea group - adaptability provides 25% RCC which is only source of RCC for counties like Catholic Norway

The maximum coring cost is capped at 30 development for a province. This means that if the province has 31 development, it's coring cost will be treated as if it only had 30 development.
 
Last edited:

stnylan

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I will follow with interest. Who knows, maybe I may try to do another WC one day.

I presume you are using all DLC?
 

Saqquara

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Reserved for a guide, which will be continuously updated with new stuff as game progresses.

Research is never definitive. However your EU4 knowledge and experience should provide a very well structured framework for many EU4 players (and not only dummies) in their WC-one tag ambition.
I look forward following it.
 

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I presume you are using all DLC?

Yeah, PDX is doing good job of signing treaties where I end up paying them ducats.

Research is never definitive. However your EU4 knowledge and experience should provide a very well structured framework for many EU4 players (and not only dummies) in their WC-one tag ambition.
I look forward following it.

The meta changes each patch slightly, but most of the general principles apply for a long time and I aim to describe these things which stand for quite some already.

I'm not sure I'd ever try for world conquest, but it is really interesting to see how it can be done. Subscribed.

Maybe I'll inspire you ;)

Pah, WC and One Faith with Ottomans is way too easy. WC and One Faith with Castile - THATS worthwile!

Well, to be honest Castile has much better starting position to do one faith as you may kill colonizers before they start colonizing and go rogue with Protestantism.
 
1. The city of World's desire (1444 - 1455)

SKOTy

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1. The city of World's desire (1444 - 1455)


Before actual gameplay let's take a look on what makes Ottomans still one of the top contenders for a country with easiest time conquering the world.

Probably the most important thing is their starting position as they start bordering Catholic, Orthodox and Sunni nations which allows almost constant bullying of someone as Catholics and Orthodox nations do not really care what you're doing to Sunnis and Sunnis are not really caring about you beating Christians. Then there's their unique government where instead of getting random heir a choice between 3 is presented and heirs like Castile's Enrique are less likely to happen. There are also Janissaries, but I wouldn't rate them as strong as e.g. banners as if I am not mistaken they still Janissaries still need manpower to reinforce unlike banners.
As usual yellow will be used for important stuff, explanations and my personal comments.

28px-Traditions.png
Ottoman Traditions

+5% Discipline
+3 Tolerance of heathens
There's probably no-one that would complain about extra discipline so the first traditions bonus is self-explainable. Extra tolerance is also extremely nice bonus as +3 negates the penalty and combined with humanist idea group this means that you can say goodbye to any rebellions in heathen provinces. However it's not that strong when you're aiming for one faith World conquest (for obvious reasons).

28px-Core-creation_cost.png
Kanunnames
-20%
Core-creation cost
+1 Max promoted cultures
This is what makes Ottomans one of the best tags to paint map with as there are just few privileged tags with coring cost reduction in the game. Although it has been nerfed from -33% it's still on par with Manchu ideas and is almost like having adaptability without actually taking the administrative idea group. The promoted cultures bonus is nothing breathtaking.

28px-Manpower_recovery_speed.png
Ghazi
+20% Manpower recovery speed
Extra manpower, who wouldn't want it? Military ideas are always nice to have in the national ideas set as in World conquest game there's little room to focus on military idea groups as there are better ideas like e.g. influence to have.
Synergies well with Ottoman unique decision Adopt the Devshirme system which grants
28px-National_manpower_modifier.png
+10%
National manpower modifier.


28px-Cavalry_combat_ability.png
Timar System
+15% Cavalry combat ability
Although I am not cavalry enthusiast this comes early enough when cavalry is still ruling and 15% is not too shabby.

28px-Cost_of_reducing_war_exhaustion.png
Autonomous Pashas
-10% Cost of reducing war exhaustion
Worst idea in whole set.

28px-National_tax_modifier.png
The law code of Suleiman
+10%
National tax modifier
Although the main source of money in WC game is from trade (these sweet trade companies) this comes early enough (level 7 admin tech) to make a difference as in early game the main source of income is from tax.

28px-Trade_efficiency.png
Tulip Period
+10% Trade efficiency
Free money once trade companies start rolling, probably second best economic idea to goods produced.

28px-Ship_costs.png
Found the Imperial School of Naval Engineering
-10%
Ship costs
Just slightly worse idea than Autonomous Pashas.

28px-Idea_bonus.png
Ambition

+33% Land forcelimit modifier
Really nice finisher to the nation idea set as it means more troops and more troops translate directly into more conquest. Additionally this supplements +50% from quantity idea group (I am not picking anyway as it can be fully supplemented by money).

Generally when it comes to judging national ideas I follow this pattern: coring cost reduction >>>>>>>> diplo annexation reduction > diplomatic reputation > military ideas > tolerance/unrest > trade efficiency/goods produced > other economic ideas > rest.
 

SKOTy

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9MRCHkF.jpg


Before unpausing land is distributed to estates so their influence gets past 75% but not over 80% which means that estates can be milked for 150 points each.
Don't underestimate the points you can get from estates as each 20 years you can get 50 - 200 points. While going for full 200 is not safe most of the time you should be going for 150 whenever possible as gaining 450 points each 20 years is like having monarch with almost 2 more skill points.
Another good advice is to have game stop with a pop-up whenever estate modifier expires - this way you won't forget about the interaction being available once again as with fully optimal milking of estates whenever it's available you can gain 8550 points during the game.



AU8hAb3.jpg


Ramazan is just few points away from accepting diplomatic annexation so a diplomat is immediately dispatched in order to improve relations.
I can't say how much I love the diplomatic macro builder as it saves a lot of clicking when you're looking for a guy which accepts diplomatic annexation or alliance.
Diplomatic annexation means that we won't gain any AE for subduing Ramazan and we'll also gain a vassal which has +20% coring cost reduction in their TRADITIONS.



rFeauH2.jpg


Mission to conquer the city of World's desire is taken, rivals are set, diplomat is sent to improve relations with Ramazan. Everything looks like it's set as forts has been deleted, advisors assigned and we're ready to unpause the game.
As for monarch I've forgot to do a screen but he's 6/4/6 and the focus is currently set to military with option to be switched out which will be done once military tech 4 is unlocked (probably to dip to compensate 4 in diplo skill and to allow faster purchase of influence idea group which will be definitely first one to unlock).
Advisors:
level 3 inquisitor from estate interaction which is 50% cheaper for obvious reasons
level 2 diplomat also for obvious reasons (make AE decay faster)
level 1 military guy (I think extra morale but can't recall right now)
Do not rush in the game but take your time while the game is paused, look for possible allies, study rivalry patterns which will help you get allies and if there's someone to be annexed peacefully, do it as it will save you AE later. Do not forget about estates!
I've spent at least 10 minutes with the game paused while looking at rivalries, possible vassals, milking estates, deleting forts, taking decisions etc.



sQxqb5T.jpg


As one month passes Byzantium is immediately attacked. Without any alliance their armies do not pose any real threat and in fact are wiped as the war starts.
Byzantium's armies are wiped thanks to the fact that AI tends to lower maintenance when not in war, thus their armies had not full morale when engaged. You can also capture some mothballed forts during that first month as AI loves to mothball forts.
Always declare your wars on 1st day of the month as this maximizes the change you will catch your opponents with pants down ;)


hccR11c.jpg


Just as diplomatic interaction with Byzantium becomes available it's used to check how much aggressive expansion will be gained with desired peace deal and with whom.
Check your predicted AE immediately after declaration of war and act accordingly! Do not wait with checking it till your opponent is fully besieged just to discover that you either have to make a sub-optimal peace deal or spend 3 years improving relations before making a peace or face a coalition.
A coalition will form when there are at least four nations which:

  • you have have 50+ aggressive expansion with
  • do not have truce with
  • target country have negative opinion of you (this is when diplomats come into play)


VlgbTTW.jpg


With Byzantine armies wiped it's time to siege their land. Small stacks (fort level x 3 + 1) are placed on the enemy forts and fleet is ordered to blockade the forts.
With enemy armies wiped out and not threatening us there's really no reason why bigger stacks than fort level x 3 + 1 (+1 is there for case of disease outbreak which kills 5% of attackers and would thus halt the siege).
Watch the attrition, if there's no need to sit on fort with big stack - don't do it and whenever possible blockade coastal forts.


utfPOgD.jpg


As soon as siege of Constantinople finishes the general is transferred to Morea due to his 2 siege pips.
Use every opportunity to quicken the sieges!


fXUSoOy.jpg


Once fort in Morea falls Byzantium is annexed. The only country which really cares is Wallachia, but a diplomat has been already improving relations with them so the situation is not that problematic.
Decision to move capital to Constantinople is taken as it's nobrainer which provides core and also raises stability by 1 to 1. Notice that I haven't spent single admin point in raising stability.
I think lot of less experienced players still struggle with understanding of that stability is just a number and admin points can be spend on much more important things than just raising a number.


gY6TA8r.jpg


Army is placed on top of a dhimmi controlled province then their control of the province is revoked which causes rebels to pop and be treated as attackers.
Revoking provinces from disloyal dhimmis is a quick way how to spawn a lot of religious rebels in case you want to quickly switch religions. However there it's done with intention of removing dhimmis completely as they prevent conversion of provinces they control.


N8wETih.jpg


Ramazan becomes vassal and safeguard eastern Anatolia mission is taken which provides a lot of claims and determines direction of future expansion.
My intention here is to feed some of the land to Ramazan and do not complete the mission as it only provides the inspiring victory bonuses which are +1 yearly prestige and +10% manpower recovery speed. The claims itself are much more bigger reward than actual reward of the mission.


DrQJBem.jpg


Candar is made co-belligerent as they have no other allies than Dulkadir, the actual war target. The other ally is Crimea which will be forced out of the war as soon as possible with hopes of the Crimean succession event later.


2NG3pOA.jpg


Armies of Dulkadir and Candar have been WIPED o_O Carpet sieges has just begun.


zVh3iAS.jpg


Crimea has been engaged in Silistre.
The key for a successful game is having game pause with a pop-up for basically everything. Your armies attack someone or gets attacked and you miss that? Let the game automatically pause so you can react accordingly. You armies arrive into destination, siege completes? Again, autopause.


HFGAAYs.jpg


Although Crimea is enjoying flat terrain advantage, they're WIPED o_O


9YAGVWO.jpg


Crimea without armies becomes fully occupied, but still refuses to sign a white peace, however sending one under-strength regiment to sit on their capital changes their mind and they peace out very eagerly for war reparations and cash.
The trick was that even with fully occupied country their war enthusiasm was still high enough to keep fighting, but at the moment their capital became besieged by even one regiment their war enthusiasm dropped by a lot due to "Occupied and besieged provinces". You can severely hamper you enemies war enthusiasm by sending single regiment(s) to sit on their capital and/or forts.


Fel8bhz.jpg


Candar is annexed in a separate peace which allows us to take their money.
The price for the peace is 51 dip due to unjustified demands as we're lacking claims for the provinces. We would have to pay these 51 dip even if we took the provinces via war leader Dulkadir as we lack the claims (the price is still the same).
However imagine situation where the claims would be available for both Kastamonu and Sinop. In case of separate peace with Candar we would have to pay 51 dip for unjustified demands, but in case of demanding these provinces from war leader Dulkadir the price for unjustified demands would be 0 as we have claims and are using conquest CB.
Hope that clarifies demanding unjustified demands and demanding from warleader and separate peaces a bit ;)




b2ZOuYF.jpg


Dulkadir is fully annexed and province Ayntab is started to being cored. The remaining three provinces are then gifted to Ramazan.
Ayntab is kept by us as in order to be eligible to obtain the conquer Levant mission we have to have a province bordering with Levant.
Additionally, once you start coring province which you have access from capital you can break this connection, the province will finish coring unless you manually cancel it. This is something what I did here.



1xRuxzp.jpg


Fleet expansion has been ordered. Galleys are dirt cheep to maintain and rule the Mediterranean sea.
Don't neglect your navy, it allows you multiple things: e.g. rapid transportation of troops (useful now with movement speed nerfs), shortens coastal forts sieges and allows you to blockade your enemies driving up warscore and their war exhaustion. Obviously it denies this opportunity from your enemies.
Navy should not be neglected especially if you play in Med and SEA.


cdaNKad.jpg


We become defender of the faith for numerous reasons - it's one of the sources of passive war exhaustion reduction apart from innovative ideas, defensive-influence policy, Prussian monarchy and some national ideas.
Extra missionary is self-explainable, especially in one faith game. Extra bit of morale is always welcome and prestige bonus is also something not negligible. The extra 5% tech cost is a small price to pay for this.


V1VmIuc.jpg


Trebizond is allied with just Theodoro. Both of their armies are wiped and victory is just matter of occupying the forts.


6Nepn0A.jpg


Again, check for predicted AE and diplomat is disptched to Circassia.
The Knights and Serbia won't be eligible after year's tick (it's close to the end of the year) as AE with them decays by about 3 each year. This is where diplomat advisor (+20% improve relations) and high prestige (up to +50% improve relations) come into play.


cU6UapH.jpg


Relations with Circassia have been improved, Theodoro will be truce locked after the war, Trebizond won't exist so this means that there are just 3 countries eligible for creating a coalition which is not enough.


qcSo581.jpg


Naples is attacked using a claim which brings in their overlord Aragon and Aragonese ally Genoa. Venice won't join due to their troubles in Serbia which makes it ideal time to strike.
As there's no land connection to Naples strong navy will be deciding factor in this war.


SpnAqr6.jpg


Land tech 4 versus land tech 3 ensures WIPE o_O


K7VnWzg.jpg


Another wipe, this Genoese army gets wipe using two attacking stacks, while one regiment is kept in Napoli to save the siege progress.


bHTD0Jt.jpg


Aragon gets attacked by Castile as their ally Genoa is exhausted from being at war with us and didn't honor the call against Castile.
In the end Aragon cedes 3 island provinces to provide us operational base in Mediterranean and gets humiliated which fulfills one of the age objectives.
I was hoping for getting the Balearic islands, but coring range without diplo tech 7 is too small :(
Don't underestimate getting 50 PP! It's free monarch points which are just laying around. I'd say one of the first objectives should be getting to 50PP e.g. by declaring on ally of your rival for land and then humiliating rival in a separate peace or just by taking rival's land for yourself.


RtgryQb.jpg


Current age objective situation, the -10% aggressive expansion will be taken first, then +33% siege ability.



vQF4XV5.jpg


AQ is attacked for provinces claimed by the safeguard eastern Anatolia mission as they're allied just with Karaman and one 3 province minor from Arabian peninsula. All of them are quickly overrun.
Influence idea group is unlocked as it's in my opinion the best opening group for world conquest, unless you're playing some special starts which can snipe colonialism using exploration and then attack on multiple continents (e.g. my Ryukyu) or even some more weird choice.


zpF5Kuc.jpg


AQ is fully annexed and still no-one bats an eye which results in slightly over 200 development eaten in first 11 years.



That's enough for the first chapter, please let me know how do you find my progress and my explanations. Is there anything you'd like to know, anything to change? I am open to criticism and new ideas ;)
 
Last edited:

stnylan

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Very interesting.

Can you delve into more depth into your thinking of stability, as I think you are right in that less experienced & more casual players (myself in the latter of those two) do generally prefer positive stability?
 

Tom D.

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Can you delve into more depth into your thinking of stability, as I think you are right in that less experienced & more casual players (myself in the latter of those two) do generally prefer positive stability?
Indeed, I do give stability some attention as I'm not convinced it's "just a number", the unrest you can get from negative stability can be quite a headache, definitely in a WC I suppose?
 

SKOTy

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I am advocate of never manually raising stability past 0 as the points can invested elsewhere into things with higher gain, unless I am brutally overflowing with MP and there's nothing better to spend them at or I am raising stab in order to avoid a disaster.
Negative stability of -1 or -2 is bearable as the only real downside is legitimacy ticking down, but this can be countered by high prestige, royal marriages, PP, chinaware and many other things. The revolt impacts just recently conquered provinces or heathen provinces, which would be revolting anyway as -2 or -4 unrest from low stability is countered by tolerance and other sources of unrest reduction.
The other things like -1% global trade power, interest, caravan power are laughable.
The only thing you're missing from never raising stability past 0 is that prosperity in states isn't progressing, but that's not extra important in situation when you have 15 states, 50 territories and another 50 trade company states.

As for ignoring war exhaustion - this is also by same kept at too cautiously low levels (usually once it hits 2 some players have tendency to buy it down), but it can safely ignored to a point where you have at most -0.1 unrest in provinces without separatism, and depending on conversion policy they're of your true faith (religious ideas) or heathen (humanist path). Once you cross 0.01 unrest in these provinces I'd suggest buying it down unless the peace is really really near.
Similar rule also determines how much overextension past 100% you can eat lategame - check unrest levels in provinces without separatism and for every -5% unrest you can gobble extra 100% overextension.

@parats @Hillgrove there was a change in 1.22 I believe or even some earlier patch where PDX removed Byzantium as a possible rival for Ottomans. Believe me that if there was an option to set Byzantium as a rival I would do it in order to get past 50 PP as soon as possible.