This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.29.
- +10% Trade efficiency
- −0.5 Interest per annum
- −10% Stability cost modifier
- −10% Cost to justify trade conflict
- +20% Morale of navies
- +10% Trade power abroad
- +20% National sailors modifier
- −33% Galley cost
- +10% National tax modifier
- +25% Naval force limit modifier
- −10% Shipbuilding time
- −20% Naval maintenance modifier
Genoa is a merchant republic centred on Liguria in northwest Italy, with colonies throughout the Mediterranean and the Black Sea. In 1444 Genoa finds itself in a precarious position, surrounded by more powerful countries and losing the sustaining Mediterranean trade to the vastly more powerful Venice. Historically, Genoa's possessions were gradually chipped away over the centuries until the city was annexed by France in 1805, and handed over to the Sardinia-Piedmont in 1814.
However, Genoa in 1444 is not beyond saving: the colonies in the Black and Aegean Seas provide a lucrative, if declining, income from trade in Constantinople and the Crimea; many of the nearby Italian city-states—though, for the most part, stronger than Genoa herself—are willing to align themselves with the Genovese, or are vulnerable enough to be subjugated by a well-timed (and well-supported) strike; and the city of Genoa itself sits on an enviable position to dominate the trade routes from the east. If a capable doge can consolidate Genoa's territories and move swiftly to secure his position, Genoa can be pulled back from the brink of ruin and rise to dominate the Mediterranean.
- Main article: Genoese missions
Genoa's missions are focused on maintaining her initial territory and securing trade dominance in the Mediterranean, strongly focused on building mercantilism and taking acquiring trade ports and estuaries in each node. Amusingly, all of the titles of the missions are alliterative.
- Main article: Genoese events
Genoa's events revolve around Admiral Andrea Doria and the Mediterranean trade after the fall of Constantinople.
Genoa can form the nation of Italy.
Form Italian Nation
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
As the heart of the Renaissance, our nation is blossoming culturally. We have just entered the beginning of what looks like a prolonged artistic rebellion, especially in the field of architecture and literature. The cultural evolution is not aiding our country in maintaining peace within our borders however. Our country is continuously stricken by foreign states seeking power and territorial gain.
Italy does not exist.
If the country is AI-controlled then it:
If the country:
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.25.
Genoa starts as a minor power with 7 provinces, 3 in Italy, 1 in the Aegean Sea and 3 in Crimea. Its fragmented possessions do give many potential areas to expand into, but also mean that Genoa faces many potential threats, both internal and external. Only the Italian provinces are of the state religion, giving Genoa a low religious unity and thus a lot of internal unrest and potential for rebellion. Genoa is surrounded by potential enemies: in Italy Savoy, Milan and Florence are at least as powerful and all have their eyes on the lucrative Center of Trade that is the namesake of the trade node and the capital of Genoa. Aragon, Provence and the Papal States also might show an interest, while the Ottomans will get claims either by mission or event on all of the overseas provinces, while Crimea also has a keen interest in the Black Sea colonies.
The default merchant setting is for a merchant to collect trade in isolated Crimea. However, this incurs a -50% power penalty there and negates the 30% power bonus (from 3 merchants) one would receive if that merchant steers trade to the much richer Genoa node.
The first thing Genoa needs to do with so many potential threats from all sides is to get some strong allies. The preferred choices are Austria and Castile. Austria is strategically located to be able to help out defensively in Italy as well as against the Ottomans. Also, an alliance with the emperor will prevent the demand to return unlawful territory within the HRE. Castile has a big enough navy for it, together with the Genoese navy, to challenge the Ottoman fleet, but can also be used offensively to accomplish the Greed in Gibraltar mission against Granada and potentially take Sardinia from Aragon by promising land. If either of those isn't interested in an alliance Poland and France are good alternatives for Austria while Aragon and Venice are good alternatives for Castile.
The third relations slot should be used for an Italian nation to help out with any expansion opportunities within Italy, as Austria won't help against fellow HRE member and Castile is likely not interested in such a distant war either and favors take long to earn with more powerful countries. The Papal States is a good choice as it's one of the larger Italian nations and strong papal relation will help to earn Papal Influence faster. Venice is also a great ally as it's the strongest independent Italian nation that will be able to help out both in Italy and against the Ottomans. If neither of those is willing Savoy, Milan or Florence will also do.
The fourth slot will be taken by the the Trade League if Genoa decides to form it. It is advised to do so as it will act as a defensive pact and help steer trade. Ragusa usually starts friendly and since it's guaranteed by the Ottomans, it can be a good idea to add it before they change their attitude, as the Ragusa trade node is critical to steer the Black Sea trade back home. They can always be kicked out without penalty if the times comes to declare war on Ragusa. Alternatively, one can gamble and hope they will start a trade league of their own with Albania, although this is not guaranteed as sometimes they'll actually ally the Ottomans. Other good candidates that are useful in gaining trade power in critical nodes and that are usually willing to join are the The Knights, Cyprus, Siena and Lucca. Also keep an eye on the Champagne trade node. It doesn't start with any eligible candidates but Bar might get released and Lorraine might be relegated to one. If one doesn't own the Mare Nostrum expansion and thus can't form a trade league one of the alternative allies previously mentioned can be used.
Since Provence and Firenze are strong nearby trade provinces that compete for trade and would solidify Genoa's trade income if conquered, Provence and Florence make good rivals. Rivaling Aragon would help gain Castile as an ally, and rivalling the Ottomans helps with an Austria/Poland alliance.
If you happen to get access to an inquisitor, take him and convert your Orthodox and Sunni provinces.
As a merchant republic, Genoa is effectively limited to stated 20 provinces. This means expansion should focus on high trade value targets that can establish trade power in trade nodes so trade can be steered back to Genoa. Genoa will get permanent claims on trade centers Tunis, Firenze, Ferrara (can't be steered back but is necessary to get the claim on Ragusa), and Tangers. Iskandariyya and Gibraltar also get claims, but are not trade ports. The former can be take to make regular claims on Rashid and Dumyat, which are estuaries.
Local expansion should be limited to bridging Genoa with potential trade centers like Firenze, Provence, and Ferrara. Naploli is another good one, but don't take Roma unless you have converted away from Catholicism.
Trade provinces Sugla and Selanik in the Aegean can be claimed from your island province Scio. These two trade provinces can provide the trade power in Constantinople and Ragusa nodes necessary to link your Crimean trade with Genoa. Powerful allies such as Austria or Poland will be necessary to beat them out of the Ottoman Empire though.
Note that if the player isn't colonizing, it is highly beneficial that a strong Castile and Portugal does it for you. This way, the overseas trade will go to the Seville node (rather than to France or the English channel) where your Tangiers trade power can draw it to Genoa. Your trade bonuses will also help pull trade to Seville. A strong Spain will also help protect you from France, which usually takes interest in Northern Italy. Just be careful to not take too many of Aragon's provinces, or make them drop those cores in later wars if you do, in case it becomes a junior partner of Castile's.
Genoa starts fragmented with a low religious unity and following the missions will only make it worse. Humanist ideas are therefore a great choice as it saves the player a lot hassle sending armies across the Mediterranean Sea to defeat rebels. An alternative could be religious ideas, especially if the player plans to use the Crimean possessions as a base to conquer the hordes.
Plutocratic ideas is a great choice, as this group also contains a -2 national unrest and has many other useful bonuses.
If either Gibraltar or Tangiers has been conquered exploration ideas are an excellent choice. Colonies in the Caribbean and South America will help to make the Genoa trade node even richer and the naval force limits modifier is very welcome as well. An additional advantage is that the ‘Colonialism’ institution will have a good chance to span in Genoa, as Portugal, Castile and England are the only competitors. With the Wealth of Nations expansion, provinces in trade company regions such as the Ivory Coast can be kept as territories, which will not count against the merchant republic province limit, making exploration ideas even better.
If the player has no interest in the colonization game maritime ideas are a good alternative, naval ideas are not recommended, as they do not help with trade. As this idea group is also needed for the powerful ‘Confirm Thalassocracy’ decision, it can also be taken in addition to exploration in a later stage.
A military idea group is recommended to spread out the point cost. If not taken earlier plutocratic ideas are still a good option, but quality ideas are also very useful as it boost both the player's army and their navy. Another valid alternative are the defensive ideas, as some forts on the player's fragmented lands might be able to buy the player some time to send troops in case of a rebellion or surprise attack and the morale boost stacks nicely with the one from the plutocratic ideas.
From the administrative ideas there are many valid choices depending on the objectives of the player. If the player plans to conquer lots of Italian or Berber and Caucasian lands administrative ideas are a solid choice as the high development of Italian provinces make them expensive to core and the Berber, Circassian and Georgian national traditions have an increased coring cost modifier. The mercenary bonuses of this group are also welcome as Genoa has a relatively low manpower pool and even the -1% interest idea stacks nicely with the Genoese traditions. Expansion ideas are a great choice if the player wants to colonise as the player can steer the spice trade through Alexandria after it has completed the ‘Ale in Alexandria’ mission. It also provides another merchant and another relation slot to compensate the on used by the trade league and has great synergy with the Genoese National Ideas. One should also keep policies in mind when choosing the later groups. Due to this innovative ideas or economic ideas might also prove to be desirable.