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Mechanics

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Mechanics are aspects of the game which require detailed discussion. Herein is a brief about each mechanic and a link to a more detailed page.

Economy and Colonisation

Mechanic Ver. Notes
Interest per annum.png Economy 1.24 The economy is one of the biggest features and revolves around income and expenses.
Tax Base Icon.png Tax 1.24 Tax is the money collected directly from a province.
Production.png Production 1.24 Production relates to the goods produced and traded locally.
Tradeview income.png Trade 1.25 Trade is income for buying and selling goods competitively abroad.
Privateer.png Privateer 1.30 Privateer (pirate) enemy trade and loot booty.
May raid coasts.png Raid Coast 1.30 Loot coastal lands and capture slaves to use as sailors.
Development.png Development 1.24 Development is the relative richness of a province. It is the sum of Tax, Production and Manpower.
Explorer Exploration 1.27 Exploration of the terra incognita; find New Worlds to colonise and new trade routes.
Colonists.png Colonization 1.23 Colonies in undeveloped lands are a way to expand without conquest.
Goods produced modifier.png Trade goods 1.22 The goods traded across the world.

War

Mechanic Ver. Notes
Manpower.png Manpower 1.24 Manpower is a measure of the number of men available to the army.
War.png Warfare 1.24 Warfare is the final extent of diplomacy and allows openly hostile actions among nations.
Army professionalism.png Professionalism 1.30 Increasing army professionalism unlocks abilities, such as building supply depots and refilling fort garrisons.
Army drill button.jpg Drill 1.30 Drill an army to increase their combat effectiveness and professionalism, trail elite regiments.
Fort level.png Fort 1.24 A fort is a strategic defensive feature available to build in a province. It requires monthly upkeep.
Infantry.png Army 1.24 Land-based warfare is conducted by the army. It requires monthly upkeep.
Hull.png Navy 1.24 Sea based warfare is conducted by the navy. It requires monthly upkeep.
Alliance.png Alliance 1.24 A military agreement between two nations.
Casus belli.png Casus belli 1.24 A reason for war.
Claim 1.24 This document entails that a province belongs rightfully to someone.
Condottieri 1.24 Troops can be hired out to other nations.
Discipline.png Discipline 1.24 How long will the army stand in face of enemy.
Land forcelimit.png Force limit 1.24 How large the army or navy can be.
Land units 1.24 The army is made up of 3 types of units: infantry, cavalry and artillery. They advance throughout the game.
Army tradition from battles Land warfare 1.24 How battles are conducted within the game.
General.png Military leader 1.22 Admirals, Generals, Explorers and Conquistadors.
Army tradition.png Military tradition 1.24 Tradition defines the quality of leaders.
Heavy ship.png Naval units 1.24 The navy is made up of 4 types of vessels. They advance throughout the game.
Naval tradition from battles Naval warfare 1.24 How battles are conducted within the game.
Sailors.png Sailors 1.23 Sailors are men available for the navy.
Icon war exhaustion.png War exhaustion 1.24 A prolonged war is draining on a nation.
Power projection.png Power projection 1.24 Power projection is how powerful a nation is relative to its rivals.

Technology

Mechanic Ver. Notes
Technology.png Technology 1.24 Technology is how a nation advances through the game and acquires new abilities or options.
Innovativeness.png Innovativeness 1.25 Innovativeness gives scaling bonuses to monarch power spending and military tradition decay.
Idea bonus.png National ideas 1.29 Each country in the game has access to seven national ideas. These ideas help define the strengths of each country.
Idea unlock Idea groups 1.24 Ideas are a representation of the disposition of a nation and their abilities. Ideas can be nation specific or selected from a list.
Technology cost.png Institutions 1.24 Institutions impact technology cost and replace westernization and the old technology groups.

Internal country management

Mechanic Ver. Notes
Absolutism.png Absolutism 1.30 Grow a ruler's absolutism so as to wield unlimited power.
Governing capacity.png Governing capacity 1.30 Grow large a realm can grow while still being managable.
Province icon.png Province 1.25 Provinces are the smallest unit of land which a nation can own.
Core Icon.png Core 1.24 Cores represent rightful and recognized ownership of a province.
Government monarchy.png Ruler 1.25 The head of a nation.
Government monarchy.png Ruler Personalities 1.18 Rulers with individual personalities; brave or cowardly, embezzler or architectural visionary, no two rulers are ever quite the same.
All power costs.png Monarch power 1.23 Monarch power is how a nation progresses and represents the skill of a ruler.
Advisor.png Advisors 1.24 Advisors provide additional Monarch Points and benefits.
Tab domestic government.png Government 1.30 Different governments offer different mechanics.
Government monarchy.png Monarchy 1.27
Government republic.png Republic 1.30
Government theocracy.png Theocracy 1.23
Government tribal.png Tribal government 1.24
Possible number of buildings.png Buildings 1.24 Buildings are built in a province to improve it, by expanding on the manpower, tax or production.
Catholic reform desire.png Religion 1.24 Religion is the beliefs of the people in a province.
Culture icon.png Culture 1.25 Culture shows the commonality between the people in a province and how it contrasts with another province.
Tab domestic estates.png Estates 1.22 Estates are a method for devolving power to province in exchange for another advantage.
Burghers.png Burghers 1.15
Clergy.png Clergy 1.15
Nobility.png Nobility 1.15
Cossacks Cossacks 1.15
Dhimmi.png Dhimmi 1.26
Tribes Tribes 1.15
Brahmins.png Brahmins 1.26
Jains.png Jains 1.26
Marathas Marathas 1.26
Rajputs.png Rajputs 1.26
Vaishyas.png Vaishyas 1.26
Autonomy.png Autonomy 1.24 Autonomy is the measure of how much self-determination a province has.
Stability cost modifier.png Stability 1.24 Stability indicates how much internal cohesion a country has.
Corruption.png Corruption 1.27 Embezzlement, treachery and loss of leader's authority.
National unrest.png Rebellion 1.23 Rebellions are uprisings against the nation's rule, they can be for many different reasons.
Disaster.png Disasters 1.27 Disasters are large scale problems which can befall a nation.
Canal 1.24 Large constructions for nations to consider.
Capital.png Capital 1.25 The seat of Government.
Factions 1.23 Factions represent the different interests of special groups within a nation.
Overextension.png Overextension 1.23 Taking new land puts strain on a nation.
Policies.png Policies 1.29 Policies reflect on how a nation intends to act.
Icon states.png States and territories 1.28 A way of focusing on more important provinces.
Mission.png Missions ~ Missions are goals set for a nation with a reward should they be completed
Decision.png Decisions ~ Decisions are active steps taken by a nation.
Msg event.png Events ~ Events happen to nations, they can be based on historical events of the time or random.

External relations

Mechanic Ver. Notes
Neutral attitude Relations 1.24 Direct relations between two nations.
Diplomatic power.png Diplomacy 1.24 Diplomacy is the mechanic for interaction between nation states.
Become Defender of the Faith.png Defender of the Faith 1.30 Become the Defender of the Faith and protect all nations of your religion from heathens and heretics.
Mapmode super region.png Regions 1.30 Areas, regions and super-regions are how the provinces in the game are split up and categorized.
Tab domestic subject.png Subject nation 1.21 Nations which are controlled by another.
Vassal.png Vassal 1.24
March icon.png March 1.25
Client state.png Client state 1.25
Personal union.png Personal union 1.24 Two or more countries under one ruler.
Subject colony icon.png Colonial nation 1.23 Subject in the Americas and Oceania which pay tariffs
Subject tradecompany icon.png Trade company 1.27
Subject tributary icon.png Tributary 1.27
Imperial authority.png Holy Roman Empire 1.28 The Holy Roman Empire is a loose federation of states over western Europe and plays a key part in the reformation.
Diplomatic feedback 1.23 Diplomacy feedback, how one nation responds to another.
Mandate.png Emperor of China 1.24 The Emperor claims the Mandate of Heaven.
Envoy travel time.png Envoy 1.24 Envoys move from nation to nation.
Diplomacy spy icon.png Espionage 1.23 Diplomats aren't always what they seem.
Papal influence.png Papacy 1.23 The Pope and the Curia.
Prestige.png Prestige 1.23 How a nation is viewed throughout the world.
Tolerance heretic.png Council of Trent 1.30 A system for modelling tensions between christian nations during the reformation and how the reformation unfolds.

Meta

Mechanic Ver. Notes
Achievements.png Achievements 1.29 Achievements using the Steam achievements mechanics.
Age of Discovery.png Ages 1.20 The wheel of time turns; complete age objectives to earn national splendour and unlock age-abilities.
Luck 1.29 Some nations are luckier than others and get bonuses to help them.
Nation designer.png Nation designer 1.24 Build a new country.
Random New World 1.23 Build a new world.
Score Score system 1.30 A way of competing across many games.


Mechanics

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology