Great power

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Revision as of 23:23, 12 November 2016 by Philadelphus (talk | contribs) (Great power actions: Minor grammar fix, bolded diplomatic action names)
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The top 8 most developed and technologically advanced countries in the world receive Great Power status bestowing with it special diplomatic options and bonuses.

In 1444, the Great Powers are :

  1. Flag of Ming Ming
  2. Flag of France France
  3. Flag of Ottomans Ottomans
  4. Flag of Timurids Timurids
  5. Flag of Mamluks Mamluks
  6. Flag of England England
  7. Flag of Lithuania Lithuania
  8. Flag of Castile Castile

Becoming a great power

To become a great power, the player must have high development and has to be up-to-date with institutions.

  • The great power ranking is based on the total development of a country + half of its subjects' development divided by the current institution penalty
  • To be granted the "great power" status, the player must have more points on the great power rank than the current country in the 8th position

Great power bonuses

A Great Power country receives the following modifiers:

  • Power projection boost that escalates depending on the country's position on the great power rank and goes up to +25 at the first position
  • Yearly prestige decay -1%
  • Institution Embracement Cost -10%

Great power actions

See also: Diplomacy

Being a great power also unlocks the following diplomatic actions:

  • Take on Foreign Debt – Pay off all the loans of the target independent non-GP country. Gives +10 Icon diplomacy relations.png relations bonus for every standard size loan of the target you clear, capped at +200, decaying -2/year Also grants +1 trust for every loan cleared, or +2 favours (if The Cossacks.png The Cossacks is enabled). Requires enough money to pay off target’s loans.
  • Influence Nation – Pay 1 year of target income to increase relations and grant +1 All power costs.png monarch points in their weakest category for 10 years in a target independent non-GP nation. This raises their opinion of the Great Power by +25 for the 10 years, also gives +5 trust. Going to war with them cancels this bonus.
  • Intervene in War – If there is an ongoing war between Great Powers but an imbalance in the number of GPs involved, you can make it your business to intervene. For example, if GP Britain is singlehandedly fighting GP France and GP Spain, you as a Great Power Commonwealth can intervene on Great Britain's side to balance out the number of great powers involved.
  • Break Alliance – This will force a nation to break its alliance with another. They will accept if the target nation is sufficiently afraid of the player and he will gain a truce with the nation he force this upon. Useful for stripping the war target of pesky roadblocks.


Losing the great power status

If a country falls behind on the great power ranking to below the current #8, it will be given a 5-year grace period to re-claim the great power status, during that period, said country will still have access to great power diplomatic options, if the position is not re-gained in the grace period, the country will completely lose the "great power" status.