Difference between revisions of "Genoa"

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(Strategy: Expanded on the strategy guide)
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{{Add|strategy}}
 
{{Add|strategy}}
  
===Find powerful allies===
+
===Starting Position===
First of all, you need to find good allies who will help you to fight against your enemies: Milan has rich provinces and should be set as a rival; the [[Ottomans]] will be the main threat during the whole game.
+
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 Savoy, Milan and Florence are at least 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. Aragon, the Provence and the Papal States also might show an interest, while the Ottomans will get claims either by mission or event on all of the overseas provinces, while Crimea also has a keen interest in the Black Sea colonies.
  
Because of an event that occurs several times during the game, you’ll have to choose between [[France]] and [[Austria]]. If you intend to stay in the HRE, Austria can then help you to fight against the Ottomans and would not be able to declare war if you conquer some provinces of the HRE. On the other hand, France would be a great ally by helping you to conquer Italy.
+
===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 Austria and Castille. Austria is strategically located to be able to help out in both Italy as well as against the Ottomans. Another upside that an alliance witht he emperor will prevent the demand to return illegal territory with in the HRE. Castille 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 and potentially take Sardinia for Aragon by promising land. If either of those isn't interest in an alliance Poland and France are good alternatives for Austria while Aragon and Venice or good alternatives for Castille.
  
If [[Poland]] gets a personal union over Lithuania, it is strongly recommended to ally this country. With a large amount of troops and manpower, it will help you to fight against the Ottomans. Moreover, it will likely join wars again [[Muscovy]] if you attend to expand in the Crimean region.
+
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 Castille is likely not interested in such a distant war either and favours take long to earn with more powerful countries. The Papals 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. Venice is also a great ally as it's the strongest independent Italian nation will be able to help out both in Italy and against the Ottomans. If neither of those is willing Florence, Milan or Savoy will also do.
  
The Genoese mercantilism missions are quite nice and give you claims on Grenada and Morocco. After conquering them (that can be done quickly after the beginning of the game), a colonial game can be envisaged and France can help you to fight against other colonial powers. As a consequence, you could be dragged into other colonial wars that do not interest you at all.
+
The fourth slot will be taken by the the Trade League if Genoa forms it. It is advised to so as it will act as a defensive pact and help steer trade. The first one add to the trade league should be Ragusa, before it forms one on it's own, as the Ragusa 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. Other good candidates that are useful in gaining trade power in critical nodes and usually willing to join are the Knights, Cyprus, Sienna and Lucca. Also keep an eye on the Champagne trade node. It doesn't start with any eligible candidates but Barrois might get released and Lorraine might be relegated to one. If one doesn't own the Res Publica expansion and thus can't form a trade league one of the alternative allies mentioned can be used.
  
===Expansion===
+
While the diplomatic envoys are travelling it's a good time to review your merchants position and plan your first conquest, two things that with 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 start with only seven cogs, it's most efficient to just leave two in Italy and build a few 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.
At the beginning of the game, Genoa is quite weak and need to expand fast in order to build an efficient army. Thanks to the Crimean possessions, you can conquer lots of provinces in the Crimean and Georgian regions without risking a coalition war against your European neighbors. Your technological advance against Crimea, Kazan, the Golden Horde and Georgia, added to the help of the [[Commonwealth]], makes it easier.
 
  
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 at the beginning quite small and the target country is often so far away that your allies will not 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...
+
As starting rivals one should definitely set Byzantium, as the spy bonus will be needed to fabricate a claim and attack them to take Constantinople before the Ottomans do. Crimea is another good starting rival. The third rival slot should go to either Milan, Savoy, Florence or Aragon. It's advisable to keep it open until just before the end of the month so you can observe which alliance they develop, than set it to the one which seems the easiest prey. Sometimes Circassia or Theodoro have Genoa as a starting rival, if they do that favour should be returned as they are easy targets so great to build up some power projection.
 +
 
 +
===Early Expansion===
 +
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 Byzantium is a lot easier than taking it from the Ottomans so this should be done as soon as possible.
 +
 
 +
Another early expansion target is Gibraltar through the Greed in Gibraltar mission, taking it from Granada with Castille 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 colonise early. It's also desirable to take at least Kuban from 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 Aragon before the Iberian Wedding fires, Theodoro before Crimea conquers it and Tangiers through the Trade Trouble in Tangiers mission before Portugal conquers it.
 +
 
 +
Meanwhile the player should also lookout for opportunities to expand into Italy it self 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 mercs 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 will not 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...
  
 
===Idea Groups===
 
===Idea Groups===
If you use the mercantilism missions to expand (what is recommended because of the free casus belli on rich provinces), you will face a problem: your empire will be fragmented and your army will need several months in order to move across the sea. The conquered provinces often do not worship the same religion as yours. Taking the Humanist idea group will prevent corruption (+25% religious unity) and rebellions (-2 national unrest).
+
Genoa starts fragmented with low religious unity and following the missions will only make it worse. Humanism is there for a great first idea group as it safe you a lot hassle shipping across to defeat rebels. An alternative could be religious, especially if you plan to use your Crimean possessions as a base to conquer the hords. Another alternative could be Plutocratic, as this also contain a -2 national unrest and has many other useful bonuses.
 +
 
 +
If either Gibraltar or Tangiers has been conquered Exploration is a good second choice. Colonies will help to make the Genoa trade node even richer and the naval forcelimits modifier is very welcome as well. If the player has no interest in the colonisation game Maritime is 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.
 +
 
 +
Influence has several useful ideas: 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.
 +
 
 +
For military ideas Quality is recommended as for Genoa it's actually very useful it boost both your soldier and your ships. Defensive has morale bonus that stacks with plutocratic, and some forts on your fragment lands might by you some time to send troops in case of rebel or surprise attacks. Offensive and Naval are also worth a consideration.
  
The Quality idea group will balance your lack of troops. Added to the Offensive idea group, your discipline can become a great advantage, especially if you turned Protestant (what is very difficult if you took the Humanist idea group). The Naval idea group is highly recommended too because of the powerful navies of your enemies, Spain and the Ottomans.
+
Other ideas to consider as Genoa are Trade and Expansion, as Genoa can always use more merchants Asian Trade can be steered through Alexandria. Admanistrative is also worth a look, as Italian provinces are expensive to core and a mercenary heavy army is recommended for Genoa as a merchant republic has more ducats that manpower.
  
 
{{Country navbox|Europe}}
 
{{Country navbox|Europe}}

Revision as of 03:49, 17 December 2016

Genoa
Genoa.png
Primary culture
Ligurian (Latin)

Capital province
Liguria (101)

Government
Merchant Republic 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

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 Kingdom of 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

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. Funnily, all of the titles of the missions are alliterative.

Events

Main article: Genoese events

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

Decisions

Genoa can form the nation of Italy.


Strategy

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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 Savoy, Milan and Florence are at least 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. Aragon, the Provence and the Papal States also might show an interest, while the Ottomans will get claims either by mission or event on all of the overseas provinces, while Crimea also has a keen interest in the Black Sea colonies.

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 Austria and Castille. Austria is strategically located to be able to help out in both Italy as well as against the Ottomans. Another upside that an alliance witht he emperor will prevent the demand to return illegal territory with in the HRE. Castille 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 and potentially take Sardinia for Aragon by promising land. If either of those isn't interest in an alliance Poland and France are good alternatives for Austria while Aragon and Venice or good alternatives for Castille.

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 Castille is likely not interested in such a distant war either and favours take long to earn with more powerful countries. The Papals 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. Venice is also a great ally as it's the strongest independent Italian nation will be able to help out both in Italy and against the Ottomans. If neither of those is willing Florence, Milan or Savoy will also do.

The fourth slot will be taken by the the Trade League if Genoa forms it. It is advised to so as it will act as a defensive pact and help steer trade. The first one add to the trade league should be Ragusa, before it forms one on it's own, as the Ragusa 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. Other good candidates that are useful in gaining trade power in critical nodes and usually willing to join are the Knights, Cyprus, Sienna and Lucca. Also keep an eye on the Champagne trade node. It doesn't start with any eligible candidates but Barrois might get released and Lorraine might be relegated to one. If one doesn't own the Res Publica expansion and thus can't form a trade league one of the alternative allies mentioned can be used.

While the diplomatic envoys are travelling it's a good time to review your merchants position and plan your first conquest, two things that with 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 start with only seven cogs, it's most efficient to just leave two in Italy and build a few 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.

As starting rivals one should definitely set Byzantium, as the spy bonus will be needed to fabricate a claim and attack them to take Constantinople before the Ottomans do. Crimea is another good starting rival. The third rival slot should go to either Milan, Savoy, Florence or Aragon. It's advisable to keep it open until just before the end of the month so you can observe which alliance they develop, than set it to the one which seems the easiest prey. Sometimes Circassia or Theodoro have Genoa as a starting rival, if they do that favour should be returned as they are easy targets so great to build up some power projection.

Early Expansion

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 Byzantium is a lot easier than taking it from the Ottomans so this should be done as soon as possible.

Another early expansion target is Gibraltar through the Greed in Gibraltar mission, taking it from Granada with Castille 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 colonise early. It's also desirable to take at least Kuban from 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 Aragon before the Iberian Wedding fires, Theodoro before Crimea conquers it and Tangiers through the Trade Trouble in Tangiers mission before Portugal conquers it.

Meanwhile the player should also lookout for opportunities to expand into Italy it self 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 mercs 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 will not 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...

Idea Groups

Genoa starts fragmented with low religious unity and following the missions will only make it worse. Humanism is there for a great first idea group as it safe you a lot hassle shipping across to defeat rebels. An alternative could be religious, especially if you plan to use your Crimean possessions as a base to conquer the hords. Another alternative could be Plutocratic, as this also contain a -2 national unrest and has many other useful bonuses.

If either Gibraltar or Tangiers has been conquered Exploration is a good second choice. Colonies will help to make the Genoa trade node even richer and the naval forcelimits modifier is very welcome as well. If the player has no interest in the colonisation game Maritime is 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.

Influence has several useful ideas: 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.

For military ideas Quality is recommended as for Genoa it's actually very useful it boost both your soldier and your ships. Defensive has morale bonus that stacks with plutocratic, and some forts on your fragment lands might by you some time to send troops in case of rebel or surprise attacks. Offensive and Naval are also worth a consideration.

Other ideas to consider as Genoa are Trade and Expansion, as Genoa can always use more merchants Asian Trade can be steered through Alexandria. Admanistrative is also worth a look, as Italian provinces are expensive to core and a mercenary heavy army is recommended for Genoa as a merchant republic has more ducats that manpower.

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