Gaining score[edit | edit source]
The top ten nations in each of the three categories earn points towards their overall score at the end of every month. The point values vary based on the nation's ranking in each category with higher ranks earning more. A nation cannot lose points, and there are no penalties for falling behind, but if a nation is outside the top ten, then it will not get any points that month. Additionally victory cards grant score.
|Rank||Score per year||Score per month|
Rating[edit | edit source]
Ranking is determined by the following ratings:
Administrative rating[edit | edit source]
Administrative rating assesses economic, political and bureaucratic aspects of a country.
Diplomatic rating[edit | edit source]
Diplomatic rating considers a country's international relations and naval power.
|Diplomatic technology||+0.2 per technology level.|
|Diplomatic ideas||+0.1 per idea + +0.25 per completed idea set.|
|Merchants||+0.5 per extra merchant above the first two.|
|Trade efficiency||+0.05 per percent of trade efficiency.|
|Admirals||+0.33 per admiral or explorer pip.|
|Fleet||+0.2 per heavy ship
+0.03333333333 per trade ship
+0.066666666666 per galley
+0.02 per transport
|Ship quality||+0.15 per +5% combat ability (sum of all types).|
|Morale of navies||+0.5 per point.|
|Subject nations||+0.02 per subjects provinces.|
|Strong allies||+1 per ally with the same or more province than the player.|
|Emperorship||+1 for being emperor of the HRE.|
|Losing wars||-15 (scaled) for having -100% war score (lowest value is taken if the country is in multiple wars)|
Military rating[edit | edit source]
Military rating evaluates the land warfare capabilities of a country.
|Military technology||+0.2 per technology level.|
|Military ideas||+0.1 per idea + +0.25 per completed idea set.|
|Generals||+0.025 per pip for each general or conquistador (counting rulers/heirs). Max 5.00.|
|Military quality||+0.15 per +5% combat ability (sum of all types).|
|Discipline||+0.15 per +5%.|
|Soldiers||+0.066 per unit.|
|Morale of armies||+0.5 per point.|
|War exhaustion||-0.2 per point.|
|Fort maintenance||-3 to 0 (scaled) for having a current technology fort per 50 development.|
Score modifiers[edit | edit source]
Difficulty[edit | edit source]
Bonus[edit | edit source]
- Sufficient rivals/No possible rivals: +10% score gain per month. This bonus applies to all three categories.
- Stronger rival: +10% per each rival whose rank is higher than the country. Counted separately for each category. Stack with rival not enough penalty. Do not stack with default +10% bonus.
Penalty[edit | edit source]
- Not enough rivals: -25% per each empty rival slot. This penalty applies to all three categories.
Typical scenarios[edit | edit source]
|Possible Rival Slots||Number of Rivals||Stronger Rivals||Rate of Score Gain|
Hegemons[edit | edit source]
|Available only with the Emperor DLC enabled.|
Victory cards[edit | edit source]
In multiplayer, countries at 300 development or more will get victory cards every 100 years from 1450 and onwards, to a total of 4 cards at 1750. A victory card requires a nation to own, control and core a certain area. The cards are randomly picked near the nation (player) or its subjects where the areas belong to potential or current rivals. There is a higher chance of getting the cards on nations ahead in score or belonging to other players.
The first victory card is worth 1000 points with each subsequent card worth +1000 than the one before. The score then ticks upwards over the course of 10 years up to the card's maximum value. If the area of the card is lost the score will begin ticking downwards until it reaches zero (again, over a period of 10 years). A completed victory card is worth +1 score per month.
Victory cards owned by opponents on previously controlled provinces reduce score by 50% of their value.