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:
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.
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
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.
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