Great power

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The top 8 most developed and technologically advanced countries in the world receive Great Power status; bestowing with it special bonuses and diplomatic options.

Becoming a great power[edit]

To become a Great Power, the player must have high development, and usually needs to be up-to-date with institutions.

  • The great power ranking is based on the total development of a country + half of its non-tributary subjects' total development, divided by the current institution penalty (If no penalty, the value is 1). Note that this development count is not affected by autonomy, or status of the province (colonies contribute just as much as territories or states).
  • To be granted Great Power status, the player must have more points in the Great Power rankings than the country in the 8th position
  • Subject states, including tributaries, can never be great powers.

In 1444, the Great Powers are:

  1. Flag of Ming Ming
  2. Flag of Mamluks Mamluks
  3. Flag of France France
  4. Flag of England England
  5. Flag of Ottomans Ottomans
  6. Flag of Timurids Timurids
  7. Flag of Castile Castile
  8. Flag of Lithuania Lithuania

Great power bonuses[edit]

A Great Power receives the following modifiers:

  • Power projection.png +(10-25) Power projection
  • Prestige decay.png −1% Prestige decay
  • Embracement cost.png −10% Institution embracement cost
  • Max absolutism +5.0 Maximum absolutism

Great power actions[edit]

See also: Diplomacy

Being a great power also unlocks the following diplomatic actions:

  • Take on Foreign Debt – Pay off all the loans of the target independent non-great power country. Gives +10 Icon diplomacy relations.png relations bonus for every standard size loan of the target you clear, capped at +200, decaying -2/year. Also grants +5 trust and +2 favours (if The Cossacks.png The Cossacks is enabled). Requires enough money to pay off target’s loans.
  • Influence Nation – Pay 1 year of target income to increase relations and grant +1 All power costs.png monarch points in their weakest category for 10 years in a target non-great power nation. This raises their opinion of the great power by +25 for the 10 years, also gives +5 trust. Going to war with them cancels this bonus.
  • Intervene in War – If there is an ongoing war between three or more great powers but an imbalance in the number of great powers involved on each side, you can make it your business to intervene. For example, if great power England is singlehandedly fighting the great powers of France and Spain, you as a great power Commonwealth can intervene on England's side to balance out the number of great powers involved.
  • Break Alliance – This will force a nation to break its alliance with another. They will accept if the target nation is sufficiently afraid of the player and you will gain a 10-year truce with the nation you forced this upon. Useful for stripping the war target of pesky roadblocks. The former ally gets a "Forced ally to break alliance" CB against the great power for 10 years. Both the target country and the former ally get a -50 Icon diplomacy relations.png relations modifier with the great power.

Losing Great Power status[edit]

If a country falls behind on the Great Power ranking to below #8, it will be given a 5-year grace period to reclaim Great Power status. During that period, said country will still have access to Great Power diplomatic options. If the position is not regained in the grace period, the country will completely lose Great Power status.


AAA Credit icon
As a Great Power, take on over 1,000 ducats of another nation's debt.
Not just Pizza icon
Become a Great Power as Naples.