Difference between revisions of "Genoa"

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{{Country
 
{{Country
|Government=Merchant Republic
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|Religion=Catholic
 
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'''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|Kingdom of Piedmont]] in 1814.  
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{{startup|Genoa|The Republic of Genoa first gained its independence from the Kingdom of Italy in 1005. As the hostilities between Venetians and the Greeks erupted into the sack of Constantinople, Genoa capitalized on the situation in a race against its rival {{flag|Venice}} and expanded deep into the Black Sea and [[European regions#Crimea|Crimea]].
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However the prosperity did not last; when the Black Death cast its shadow over Europe and Genoa was forced to pay the reaper’s due in blood and suffering. In an effort to recover from the tragedy of the Black Death, Genoa emulated the Venetian model of republican government where the Doge would hold the highest title in the government and claim sovereignty over the entire Republic.
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Meanwhile, Genoa would find itself in endless conflict with the Venetians, contesting hold over the Greek archipelago and the Black Sea. As conflicts with Venice began to subside, Genoa launched a crusade alongside {{flag|France}} against the Barbary corsairs in {{flag|Tunis}}. While the siege of Mahdia was not successful, both sides negotiated a peace treaty that would drastically reduced the piracy issue from the North Africans.
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In 1444, Genoa has already lost several conflicts with France and {{flag|Milan}}, and the island of [[European regions#Sardinia|Sardinia]] has long since been lost to the Crown of {{flag|Aragon}}. Genoa finds itself in a precarious position; to the east, Venice is still a competitor and the leader of the rival trade league, contesting Genoese influence in Anatolia. The {{flag|Ottomans}} have made it clear they wish to consolidate Anatolia and the Black Sea, seizing any opportunities they have to wrestle the Genoese out of the region. Meanwhile, other Italian republics and city-states continue to struggle with the dominance in Italy. Milan to the east and France and Aragon to the west pose the greatest threat to the survival of Genoa, and it will take a delicate hand on the pen and the sword to navigate this complex web of alliances and claims and guide Genoa into a prosperous future.}}
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'''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 {{flag|Venice}}. Historically, Genoa's possessions were gradually chipped away over the centuries until the city was annexed by {{flag|France}} in 1805, and handed over to the {{flag|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.
 
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.
  
 
==Missions==
 
==Missions==
{{SVersion|Timeless}}
 
 
{{main|Genoese missions}}
 
{{main|Genoese missions}}
Genoa's missions are focused on maintaining her initial territory and securing trade dominance in the Mediterranean, strongly focused on building mercantilism. Funnily, all of the titles of the missions are alliterative.
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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.
  
 
== Events ==
 
== Events ==
{{SVersion|Timeless}}
 
 
{{main|Genoese events}}
 
{{main|Genoese events}}
 
Genoa's events revolve around Admiral Andrea Doria and the Mediterranean trade after the fall of Constantinople.
 
Genoa's events revolve around Admiral Andrea Doria and the Mediterranean trade after the fall of Constantinople.
  
 
== Decisions ==
 
== Decisions ==
Genoa can form the nation of [[Italy]].
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Genoa can form the nation of {{flag|Italy}}.
{{#lst:Italy|Form Italy}}
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{{#lst:Formation decisions|italian_nation}}
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== Strategy ==
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{{add/strategy}}
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===Starting position===
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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 {{flag|Savoy}}, {{flag|Milan}} and {{flag|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. {{flag|Aragon}}, {{flag|Provence}} and the {{flag|Papal States}} also might show an interest, while the {{flag|Ottomans}} will get claims either by mission or event on all of the overseas provinces, while {{flag|Crimea}} also has a keen interest in the Black Sea colonies.
  
==Strategy==
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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.
{{SVersion|1.19}}
 
===Starting Position===
 
Genoa starts as a minor power with 7 provinces, 3 in Italy, 1 in the Aegean Sea and 3 in Crimea. It's 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 {{flag|Savoy}}, {{flag|Milan}} and {{flag|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. {{flag|Aragon}}, the {{flag|Provence}} and the {{flag|Papal States}} also might show an interest, while the {{flag|Ottomans}} will get claims either by mission or event on all of the overseas provinces, while {{flag|Crimea}} also has a keen interest in the Black Sea colonies.
 
  
===Opening Moves===
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===Opening moves===
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 {{flag|Austria}} and {{flag|Castile}}. {{flag|Austria}} is strategically located to be able to help out defensively in Italy as well as against the {{flag|Ottomans}}. Also, an alliance with the emperor will prevent the demand to return illegal territory within the HRE. {{flag|Castile}} has a decent navy that together with Genoese navy will be able to challenge the Ottoman fleet, but can also be used offensively to accomplish the Greed in Gibraltar mission against {{flag|Granada}} and potentially take Sardinia from {{flag|Aragon}} by promising land. If either of those isn't interested in an alliance {{flag|Poland}} and {{flag|France}} are good alternatives for Austria while Aragon and {{flag|Venice}} are good alternatives for Castile.
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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 {{flag|Austria}} and {{flag|Castile}}. {{flag|Austria}} is strategically located to be able to help out defensively in Italy as well as against the {{flag|Ottomans}}. Also, an alliance with the emperor will prevent the demand to return unlawful territory within the HRE. {{flag|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 {{flag|Granada}} and potentially take Sardinia from {{flag|Aragon}} by promising land. If either of those isn't interested in an alliance {{flag|Poland}} and {{flag|France}} are good alternatives for Austria while Aragon and {{flag|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 {{flag|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. {{flag|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 {{flag|Savoy}}, {{flag|Milan}} or {{flag|Florence}} will also do.
 
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 {{flag|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. {{flag|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 {{flag|Savoy}}, {{flag|Milan}} or {{flag|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 so as it will act as a defensive pact and help steer trade. {{flag|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 Rumble in Ragusa. Alternatively, one can gamble and hope they will start a trade league of their own with {{flag|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 usually willing to join are the {{flag|The Knights}}, {{flag|Cyprus}}, {{flag|Siena}} and {{flag|Lucca}}. Also keep an eye on the Champagne trade node. It doesn't start with any eligible candidates but {{flag|Bar}} might get released and {{flag|Lorraine}} might be relegated to one. If one doesn't own the {{icon|mn}} Mare Nostrum expansion and thus can't form a trade league one of the alternative allies previously mentioned can be used.
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The fourth slot will be taken by 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. {{flag|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 {{flag|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 {{flag|The Knights}}, {{flag|Cyprus}}, {{flag|Siena}} and {{flag|Lucca}}. Also keep an eye on the Champagne trade node. It doesn't start with any eligible candidates but {{flag|Bar}} might get released and {{flag|Lorraine}} might be relegated to one. If one doesn't own the {{icon|mn}} Mare Nostrum expansion and thus can't form a trade league one of the alternative allies previously mentioned can be used.
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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.
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If you happen to get access to an inquisitor, take him and convert your Orthodox and Sunni provinces.
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===Early expansion===
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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.
  
While the diplomatic envoys are traveling it's a good time to review your merchants' position and plan your first conquest, two things that with will Genoa often go together. If you plan to expand into the Black Sea region it's a good idea to start moving your troops, as it will take a while to get them there. Since the player starts with only seven cogs, it's most efficient to just leave two in Italy and build a few over there, preferably mercenaries to conserve manpower. If you do plan to expand mostly outside Italy, as the missions most likely will guide you to, you should probably also build a few more cogs so you can transport a more decent sized army in the near future.
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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.
  
As starting rivals one should definitely set {{flag|Byzantium}}, as the spy bonus will be needed to fabricate a claim and attack them to take Constantinople before the Ottomans do. {{flag|Crimea}} is another good starting rival. The third rival slot should go to either {{flag|Milan}}, {{flag|Savoy}}, {{flag|Florence}}, {{flag|Aragon}} or possibly {{flag|Ferrara}} if the Feast in Ferrara mission is available and they rival you. It's advisable to keep it open until just before the end of the month so you can observe which alliances they develop, then set it to the one which seems the easiest prey. Sometimes {{flag|Circassia}} or {{flag|Theodoro}} have Genoa as a starting rival if they do that favor should be returned as they are easy targets so great opportunities to build up some power projection.
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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.
  
===Early Expansion===
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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.
The early game is critical for Genoa as it provides some great expansion opportunities that will disappear sooner rather than later. Control over the Constantinople trade node is critical to steer the trade of the black sea colonies and control of the City of World's Desire is the most effective way to this, as it has both a Center of Trade and a Bosporus Sound Toll trade modifier. Taking it from {{flag|Byzantium}} is a lot easier than taking it from the Ottomans so this should be done as soon as possible. Since the player often will be able to choose a mission to either remove {{flag|Theodoro}} or conquer Adyghe from {{flag|Circassia}} and those are weak countries that have trouble finding allies, those can probably be taken while waiting for the spy network in Byzantium to grow enough to be able to fabricate a claim on of it's provinces.
 
  
Another early expansion target is Gibraltar through the [[Genoese_missions#Greed_in_Gibraltar|Greed in Gibraltar]] mission, taking it from {{flag|Granada}} with {{flag|Castile}} as soon as there truce expires is a lot easier than taking it from Castille later. Taking it early will also provide Genoa with a good position to explore and colonize early. It's also desirable to take at least Kuban from {{flag|Crimea}} to connect Azov with your other Crimean holdings before Crimea becomes an Ottoman march. Less critical but still desirable early conquest targets that most likely will be a lot harder later are taking Sardinia and perhaps even Sicily from {{flag|Aragon}} before the [[Iberian Wedding]] fires, Theodoro before Crimea conquers it and Tangiers through the [[Genoese_missions#Tade_Trouble_in_Tangiers|Trade Trouble in Tangiers]] mission before {{flag|Portugal}} conquers it.
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===Idea groups===
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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.  
  
Meanwhile, the player should also lookout for opportunities to expand into Italy itself as well as complete the other mercantilism missions as they are all desirable provinces. This means the player will in war or preparing for the next constantly in the early game. It's, therefore, advisable to run a mercenary heavy army, this will help to keep war exhaustion under control and keep a healthy manpower reserve. The Genoese tradition of -1% interest on loans is, therefore, more useful than it might at first appear as it can help to fund the mercenaries for those critical early wars. Playing as Genoa means playing as an opportunist. Always check if the countries you want to attack are weakened because of rebellions or war exhaustion. Your army is quite small at the beginning and the war target is often so far away that your allies don't want to help you to conquer them. One can decide not to solicit his allies too much: let them rest a bit, they will help soon enough whether the Ottomans attack you...
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[[Plutocratic ideas]] is a great choice, as this group also contains a -2 national unrest and has many other useful bonuses.
  
===Idea Groups===
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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 ‘[[Institutions#Colonialism|Colonialism]]’ institution will have a good chance to spawn in Genoa, as {{flag|Portugal}}, {{flag|Castile}} and {{flag|England}} are the only competitors. With the {{icon|won|}}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.  
Genoa starts fragmented with low religious unity and following the missions will only make it worse. [[Humanist ideas]] are therefore a great choice as first idea group as it saves you a lot hassle shipping armies across the Mediterranean Sea to defeat rebels. An alternative could be [[Religious]], especially if you plan to use your Crimean possessions as a base to conquer the hordes. Another alternative could be [[Plutocratic ideas]], as these also contains a -2 national unrest and has many other useful bonuses.
 
  
If either Gibraltar or Tangiers has been conquered [[Exploration ideas]] are recommended as a second 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 {{flag|Portugal}}, {{flag|Castile}} and {{flag|England}} are the only competitors. If the player has no interest in the colonization game [[Maritime ideas]] are a good alternative. 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.
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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.
  
As a third idea group, a military one 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 your army and your navy. Another valid alternative are the [[Defensive ideas]], as some forts on your fragment lands might be able to buy you 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]].
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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]].
  
For the later ideas there are many groups that are worth a consideration. [[Influence ideas]] has several useful bonuses: a diplomatic reputation boost will help you add more members to your trade league, a relation slot to compensate the one you'll lose for leading a trade league and the envoy travel time reduction brings you envoy home much quicker from the Black Sea. If the player chooses to stay within the HRE and thus can't upgrade to kingdom rank an idea group that provides an additional diplomat is recommended. Both [[Diplomatic ideas]] and [[Espionage ideas]] are worth considering. As a [[Merchant republic]] [[Trade ideas]] are obviously always a valid choice as a diplomatic idea group. Besides the previously mentioned military ideas the [[Offensive ideas]] and [[Naval ideas]] are also worth a consideration as a later choice for a military idea.
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As a [[merchant republic]], [[trade ideas]] are obviously a strong choice as a diplomatic idea group. It will become necessary to get enough merchants to steer trade all the way home from the Black Sea.
  
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 [[Genoese_missions#Ale_in_Alexandria|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|policies]] in mind when choosing the later groups. Due to this [[Innovative ideas]] or [[Economic ideas]] might also prove to be desirable.
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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 [[Genoese_missions#Ale_in_Alexandria|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.
  
 
{{Country navbox|Europe}}
 
{{Country navbox|Europe}}

Latest revision as of 08:05, 29 July 2020

Genoa
Genoa.png
Primary culture
Ligurian (Latin)

Capital province
Liguria (101)

Government
Plutocracy Government republic.png

State religion
CatholicCatholic.png

Technology group
WesternWestern technology group
Genoese ideas
Traditions.png Traditions:
+10% Trade efficiency
−0.5 Interest per annum

Stability cost modifier.png Reuniting the Nation

−10% Stability cost modifier
−10% Cost to justify trade conflict

Morale of navies.png Lessons of Chioggia

+20% Morale of navies

Trade power abroad.png Rebuilding Genoese Trade

+10% Trade power abroad
+20% National sailors modifier

Galley cost.png Build the Genoese Arsenal

−33% Galley cost

National tax modifier.png Overhaul the Bureaucracy

+10% National tax modifier

Naval force limit modifier.png Setup the Office of the Grand Admiral

+25% Naval force limit modifier

Shipbuilding time.png Standardization of Designs

−10% Shipbuilding time

Idea bonus.png Ambition:

−20% Naval maintenance modifier
Shield Genoa.png
The Republic of Genoa first gained its independence from the Kingdom of Italy in 1005. As the hostilities between Venetians and the Greeks erupted into the sack of Constantinople, Genoa capitalized on the situation in a race against its rival Flag of Venice Venice and expanded deep into the Black Sea and Crimea.

However the prosperity did not last; when the Black Death cast its shadow over Europe and Genoa was forced to pay the reaper’s due in blood and suffering. In an effort to recover from the tragedy of the Black Death, Genoa emulated the Venetian model of republican government where the Doge would hold the highest title in the government and claim sovereignty over the entire Republic.

Meanwhile, Genoa would find itself in endless conflict with the Venetians, contesting hold over the Greek archipelago and the Black Sea. As conflicts with Venice began to subside, Genoa launched a crusade alongside Flag of France France against the Barbary corsairs in Flag of Tunis Tunis. While the siege of Mahdia was not successful, both sides negotiated a peace treaty that would drastically reduced the piracy issue from the North Africans.

In 1444, Genoa has already lost several conflicts with France and Flag of Milan Milan, and the island of Sardinia has long since been lost to the Crown of Flag of Aragon Aragon. Genoa finds itself in a precarious position; to the east, Venice is still a competitor and the leader of the rival trade league, contesting Genoese influence in Anatolia. The Flag of Ottomans Ottomans have made it clear they wish to consolidate Anatolia and the Black Sea, seizing any opportunities they have to wrestle the Genoese out of the region. Meanwhile, other Italian republics and city-states continue to struggle with the dominance in Italy. Milan to the east and France and Aragon to the west pose the greatest threat to the survival of Genoa, and it will take a delicate hand on the pen and the sword to navigate this complex web of alliances and claims and guide Genoa into a prosperous future.

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 Flag of Venice Venice. Historically, Genoa's possessions were gradually chipped away over the centuries until the city was annexed by Flag of France France in 1805, and handed over to the Flag of Sardinia-Piedmont 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.

Missions[edit]

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.

Events[edit]

Main article: Genoese events

Genoa's events revolve around Admiral Andrea Doria and the Mediterranean trade after the fall of Constantinople.

Decisions[edit]

Genoa can form the nation of Flag of Italy Italy.

id

Execute decision.pngForm Italian Nation

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.
 
Potential requirements

Flag of Italy Italy does not exist.

The country:

If the country is AI-controlled then it:

Allow

The country:


Effects

If the country:

  • is a member of the Holy Roman Empire but not the emperor or an elector then:
    • all its provinces are removed from the HRE.
    • the emperor gets the Msg event.pngevent ‘Italy breaks out of the Empire’.
    • the emperor gets the opinion modifier ‘Left the Holy Roman Empire’ towards the country, worth Opinion.png−150 opinion with a yearly decay of 1.

The country:

If Flag of Italy Italy:

Strategy[edit]

Strategy The below is one of many player suggested strategies for Genoa. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

Starting position[edit]

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 Flag of Savoy Savoy, Flag of Milan Milan and Flag of Florence 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. Flag of Aragon Aragon, Flag of Provence Provence and the Flag of Papal States Papal States also might show an interest, while the Flag of Ottomans Ottomans will get claims either by mission or event on all of the overseas provinces, while Flag of Crimea 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.

Opening moves[edit]

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 Flag of Austria Austria and Flag of Castile Castile. Flag of Austria Austria is strategically located to be able to help out defensively in Italy as well as against the Flag of Ottomans Ottomans. Also, an alliance with the emperor will prevent the demand to return unlawful territory within the HRE. Flag of Castile 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 Flag of Granada Granada and potentially take Sardinia from Flag of Aragon Aragon by promising land. If either of those isn't interested in an alliance Flag of Poland Poland and Flag of France France are good alternatives for Austria while Aragon and Flag of Venice 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 Flag of Papal States 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. Flag of Venice 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 Flag of Savoy Savoy, Flag of Milan Milan or Flag of Florence Florence will also do.

The fourth slot will be taken by 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. Flag of Ragusa 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 Flag of Albania 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 Flag of The Knights The Knights, Flag of Cyprus Cyprus, Flag of Siena Siena and Flag of Lucca Lucca. Also keep an eye on the Champagne trade node. It doesn't start with any eligible candidates but Flag of Bar Bar might get released and Flag of Lorraine Lorraine might be relegated to one. If one doesn't own the Mare Nostrum.png 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.

Early expansion[edit]

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.

Idea groups[edit]

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 spawn in Genoa, as Flag of Portugal Portugal, Flag of Castile Castile and Flag of England England are the only competitors. With the Wealth of Nations.pngWealth 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.

As a merchant republic, trade ideas are obviously a strong choice as a diplomatic idea group. It will become necessary to get enough merchants to steer trade all the way home from the Black Sea.

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.

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