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Revision as of 18:51, 25 October 2013 by Meneth (talk | contribs) (Missions: Description)
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Primary culture

Capital province
London (236)

Feudal Monarchy Government monarchy.png

State religion

Technology group
WesternWestern technology group
English ideas
Traditions.png Traditions:
−1 National unrest
+10% Infantry combat ability

Heavy ship combat ability.png A Royal Navy

+10% Heavy ship combat ability
+0.25 Yearly navy tradition

Production efficiency.png The Eltham Ordinance

+10% Production efficiency

Diplomatic relations.png Secretaries of State

+1 Diplomatic relation

Trade efficiency.png The Navigation Acts

+10% Trade efficiency

Land fire damage.png Redcoats

+10% Land fire damage
+5% Marines force limit

Sailor recovery speed.png The Sick and Hurt Board

+10% Sailor recovery speed
−10% Sailor maintenance

Years of separatism.png English Bill of Rights

−5 Years of separatism

Idea bonus.png Ambition:

+1 Leader without upkeep
{{{name2}}} ideas
missing versioning

Traditions.png Traditions:

Trade efficiency: +5%
Morale of navies: +20%

Heavy ship combat ability.png A Royal Navy

Heavy ship combat ability: +10%
Yearly navy tradition: +0.25

National tax modifier.png The Eltham Ordinance

National tax modifier: +15%

Diplomatic relations.png Secretaries of State

Diplomatic relations: +2

Light ship combat ability.png The Navigation Acts

Light ship combat ability: +10%
National trade income modifier: +10%

National unrest.png English Bill of Rights

National revolt risk: -1%

Discipline.png Reform of Commission Buying

Discipline: +10%

Naval attrition.png The Sick and Hurt Board

Naval attrition: -25%

Idea bonus.png Ambition:

Embargo Efficiency: +33%

What truly makes England unique to play is that the country has natural borders protecting it and it is possible to strengthen those borders dramatically with rather cheap investments. England can get involved in the continent, from a safe position, or choose to isolate itself and go overseas. The country also sits on an enviable position to control the trade from the Baltic and from North America.


Main article: English missions

England's missions center around expanding in the British Isles and in North America.

Dynamic historical events

England has one of the richest and best known histories, making it a treasure trove for Dynamic Historical Events.

War of the Roses

If England in the 15th century has a ruler without an heir, that means that there is a likelihood of a large event chain beginning. The player will have to choose who to back for the throne, York or Lancaster. This decision will throw the country into turmoil with various parts declaring for either the red or white rose, and whoever is chosen the other house will back some rather strong and resilient pretenders. What makes this interesting is that this event chain is not an event series that is guaranteed to occur in every game, it occurs only if all the necessary underlying factors are fulfilled.

End of the Hundred Years War

If England has lost all of its French possessions it may choose to end the Hundreds Year War. It will lose the core on the last province ceded to the French, gaining 1 stability, and a +50 diplomatic boost to France. It can decline this for a prestige loss.

The English Civil War

The English Civil War is another major event series that England might experience if certain conditions are met.

Smaller Event Chains

The War of Captain Jenkin's Ear: if England is rivals with Spain, after 1700, then they can get a casus belli on Spain.

The Muscovy Trade Company: if England discovers the sea route to Archangelsk, and its owned by the Muscovites there is a likelihood of this historical event happening.

National decisions

England can form Great Britain, but also have several unique decisions, most of which are shared with Great Britain.

Establish British Merchant Navy


  • Any of the following:
    • Country is England
    • Country is Great Britain
  • Diplomatic technology is at least 15
  • Does not have the country modifier "British Merchant Navy"


  • Has at least 5 Naval ideas
  • Monthly income is at least 60 ducats
  • Trade is at least 33% of the country's income
  • Has the idea Grand Navy
  • Has the idea National Trade Policy


  • Adds the modifier "British Merchant Navy" for the rest of the campaign:
    • +5% global tariffs

Sing 'Britannia Rules the Waves'


  • Any of the following:
    • Country is England
    • Country is Great Britain
  • Does not have the country modifier "Britannia Rules the Waves"


  • Has at least 30 ports
  • Has at least 50 heavy ships
  • Has at least 50 light ships


  • Adds the modifier "Britannia Rules the Waves" for the rest of the campaign:
    • +100% admiral maneuver skill

Establish the Fleet as our Wooden Wall


  • Any of the following:
    • Country is England
    • Country is Great Britain
  • Does not have the country modifier "The Fleet is our Wooden Wall"


  • Has the idea Seahawks
  • Has the idea Superior Seamanship
  • British Isles:
      • Is not owned by our country


  • Adds the modifier "The Fleet is our Wooden Wall" for the rest of the campaign:
    • -10% ship recruitment speed

Designate Calais as The Staple Port


  • Country is England
  • Owns Calais
  • Calais:
    • Does not have the province modifier "The Staple Port"


  • Is not at war
  • Ruler's administrative skill is at least 2
  • Has at least 40 administrative power
  • Antwerpen:
    • Is not owned by our country


  • Antwerpen:
    • owner:
      • Adds the opinion modifier "Designated Calais as the Staple Port" towards England
  • Adds 10% mercantilism
  • Changes administrative power stored by -40
  • Calais:
    • Adds the modifier "The Staple Port" for the rest of the campaign:
      • +500% provincial trade power
      • +50% provincial tax income



There are several Trade Nodes that England (and later Great Britain) has an interest in:

  • London
    • Home trade node, from which you collect money.
    • Be wary of Continental competition siphoning off London's incomes across the channel to Antwerpen.
  • Bordeaux
    • Feeds into London.
    • Draws incomes from Spain, the Caribbean and Chesapeake Bay, which can be directed north into London.
    • Use of trade fleets to draw income to London is a viable option as England/Britain often lack the provinces to build up trade power here otherwise.
    • France will be the main competition.
  • Chesapeake Bay
    • Feeds into London.
    • This trade node covers a vast chunk of North America and as such is valuable. English/British colonial dominance there should enable you to feed to London quite easily.
    • Depending on scenario loaded or game progress, competition can come from a range of European nations.
  • North Sea
    • Feeds into London.
    • Be wary in this trade node as trade fleets operating here tend to sail into the North Sea zone, incurring attrition.
    • Scandinavians and Scotland are the primary competition.
  • General tips
    • Trade buildings will prove vital in areas you have provinces in, such as London and Chesapeake Bay.
    • Trade fleets can be used offensively to steer trade in your direction, such as in Bordeaux and the North Sea.
    • Trade fleets can also be used offensively to steer trade away from rivals.


Some general notes: (This assumes a naval-orientated England that doesn't embark on a conquest of Continental Europe)

  • Naval
    • Naval force limits are closely tied to the presence of levels 3, 5 and 6 naval buildings (not level 4, oddly). Ensure you keep up with these, as each building from level 3 up adds 2 force limit per building per province.
    • A balance between Warships and Tradeships is necessary, as England can stand to make a lot of money by drawing trade to London, but must maintain a first rate war-capable navy if it is to be a force in Europe.
    • A decent number of transport ships must also be accounted for to enable England to deploy forces overseas.
    • A strong navy makes winning Colonial Wars easy, as you are able to occupy the desired enemy provinces and allow warscore to gradually tick up in your favour while using your navy to keep the enemy locked in Europe.
  • Land
    • Unlike in EU3, acquiring decent manpower in EU4 with England does not seem to be overly difficult.
    • Land force limits are harder to raise, requiring tax increases to achieve. England should have little difficulty maximising their army size, but more difficulty raising these limits.
    • The English Army will struggle to compete with Continental competitors, and should be used strategically to achieve the best results rather than en masse fighting large land wars.
  • Force Limits
    • National Ideas of Grand Army (sixth idea in the Offensive group) and Quantity (idea group bonus) can raise land force limits.
    • Grand Navy (third idea in the Naval group) improves naval force limits.

Multiplayer considerations

This section imparts some hints for Multiplayer gaming that may not apply to Singleplayer experiences.

  • Trade
    • A player in Scandinavia will soon unite the peninsula and compete in the North Sea trade node.
    • A player in France may be more likely to abandon the prospect of a competitive battle fleet altogether and spam trade ships, making Bordeaux difficult to steer trade from.
    • Be wary of economic warfare on London, with enemies officially at peace with you making use of their fleets to pull London's trade onto the Continent. Dutch and German players are likely perpetrators of this type of warfare. Similarly, you can use your own navy to wage similar warfare on enemy trade nodes by drawing trade into your own nodes.
  • Naval wars
    • Securing bases, either from allies or conquest, around the world can greatly improve your influence on the game. The ability to operate on any sea in the world from an early stage is very useful, especially in the Mediterranean Sea where you can threaten the trade of powerful players like Spain, Italy and the Ottoman Empire.
    • Be wary of leaving England undefended, as players will seize on this opportunity with more dangerous results than the AI will.
    • A united Scandinavia or Dutch Republic can field a worthy number of ships if you're not careful. Keep on top of naval building production and navy sizes. Unlike EU3 you can freely view enemy navy sizes by Ledger ingame. Make use of this to track the people snapping at your heels and balance your fleet accordingly: more big ships means more naval supremacy at war, but too few trade ships means economic ruin at the hands of Dutch and Scandinavian trade fleets.
    • Your value in European wars cannot be understated: you're the poised knife in the back of Spain and France, the one player who can (or should) be the difference between having naval mobility and having your fleets watch the war from behind a Royal Navy blockade, and the player who, by midgame, should have the ability to strike anywhere in the world. Where France, Spain or Italy all have land borders that necessitate keeping imposing armies at home, you have only the sea. If your home fleet can blockade or sink your enemy's transports and big ships, you're free to use your entire land army to wage overseas war.
  • Land Wars
    • Whether you adopt England's historical approach of counter-hegemonic coalition creation or picking a horse to back from the start, remember the Continental Heavyweights are even less touchable than their AI versions, as they handle their armies far more competently. The British Army is a glorified marine corps, and unless you're tacked onto someone else you shouldn't be waging grand land wars in Europe.
    • Using your army in unison with your navy to appear in unexpected places will make you an unpredictable and dangerous foe, preventing your enemy from deploying their entire might to whatever land front they're engaged in. Nations like the Ottoman Empire, whose territory can be cut in two by blockading the Sea of Marmara, have good reason to be fearful of English involvement against them.
  • Diplomacy
    • As the nation with the premiere navy in Europe, your friendship will be an asset to almost everyone. Where nations like Austria, France, the Teutonic Order etc end up natural enemies over control of the Holy Roman Empire, you can remain relatively rival-free by expanding colonially.
    • Your most likely sources of friction will be in trade (with the Dutch or Scandinavians) or colonially (with anyone from Portugal and Spain to the French depending on where you and they go), both of which leave you with the upper hand if you keep your navy modern, large and active.
    • Non-European players (usually found in India or China) will tend to attempt to find a European friend early on and offer them incentives to take a province nearby, enabling their Westernisation. Unless your game rules ban this or you're sure no other players will take them up on the offer, jumping into this early will set you up nicely in Asia, netting you a province for the East India Trade Company decision.