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Revision as of 11:42, 23 January 2019 by Lillebror (talk | contribs) (External Relations)
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Mechanics are aspects of the game which require detailed discussion. Herein is a brief about each mechanic and a link to a more detailed page.


Mechanic Ver. Notes
Interest per annum.png Economy 1.24 The economy is one of the biggest features and revolves around income and expenses.
Tax Base Icon.png Tax 1.24 Tax is the money collected directly from a province.
Production.png Production 1.24 Production relates to the goods produced and traded locally.
Tradeview income.png Trade 1.22 Trade is income for buying and selling goods competitively abroad.
Development.png Development 1.24 Development is the relative richness of a province. It is the sum of Tax, Production and Manpower.
Colonists.png Colonization 1.22 Colonies in undeveloped lands are a way to expand without conquest.
Goods produced modifier.png Trade goods 1.22 The goods traded across the world.


Mechanic Ver. Notes
Manpower.png Manpower 1.24 Manpower is a measure of the number of men available to the army.
War.png Warfare 1.24 Warfare is the final extent of diplomacy and allows openly hostile actions among nations.
Fort level.png Fort 1.24 A fort is a strategic defensive feature available to buid in a province. It requires monthly upkeep.
Infantry.png Army 1.24 Land-based warfare is conducted by the army. It requires monthly upkeep.
Hull.png Navy 1.24 Sea based warfare is conducted by the navy. It requires monthly upkeep.
Alliance.png Alliance 1.24 A military agreement between two nations.
Casus belli.png Casus belli 1.24 A reason for war.
Claim 1.24 This document entails that a province belongs rightfully to someone.
Condottieri 1.24 Troops can be hired out to other nations.
Discipline.png Discipline 1.24 How long will the army stand in face of enemy.
Land forcelimit.png Force limit 1.24 How large the army or navy can be.
Land units 1.24 The army is made up of 3 types of units: infantry, cavalry and artillery. They advance throughout the game.
Army tradition from battles Land warfare 1.24 How battles are conducted within the game.
General.png Military leader 1.22 Admirals, Generals, Explorers and Conquistadors.
Army tradition.png Military tradition 1.24 Tradition defines the quality of leaders.
Naval units 1.24 The navy is made up of 4 types of vessels. They advance throughout the game.
Naval tradition from battles Naval warfare 1.24 How battles are conducted within the game.
Sailors.png Sailors 1.23 Sailors are men available for the navy.
Icon war exhaustion.png War exhaustion 1.24 A prolonged war is draining on a nation.
Power projection.png Power projection 1.24 Power projection is how powerful a nation is relative to its rivals.


Mechanic Ver. Notes
Technology.png Technology 1.24 Technology is how a nation advances through the game and acquires new abilities or options.
Idea bonus.png National ideas 1.24 Each country in the game has access to seven national ideas. These ideas help define the strengths of each country.
Idea unlock Idea groups 1.24 Ideas are a representation of the disposition of a nation and their abilities. Ideas can be nation specific or selected from a list.
Technology cost.png Institutions 1.24 Institutions impact technology cost and replace westernization and the old technology groups.

Internal country management

Mechanic Ver. Notes
Province icon.png Province 1.25 Provinces are the smallest unit of land which a nation can own.
Core Icon.png Core 1.24 Cores represent rightful and recognized ownership of a province.
Government monarchy.png Ruler 1.25 The head of a nation.
All power costs.png Monarch power 1.23 Monarch power is how a nation progresses and represents the skill of a ruler.
Advisor.png Advisors 1.24 Advisors provide additional Monarch Points and benefits.
Government monarchy.png Government 1.23 Different governments offer up different mechanics for how rulers are chosen and what bonuses a country has access to.
Possible number of buildings.png Buildings 1.24 Buildings are built in a province to improve it, by expanding on the manpower, tax or production.
Catholic reform desire.png Religion 1.24 Religion is the beliefs of the people in a province.
Culture icon.png Culture 1.25 Culture shows the commonality between the people in a province and how it contrasts with another province.
Tab domestic estates.png Estates 1.22 Estates are a method for devolving power to province in exchange for another advantage.
Autonomy.png Autonomy 1.24 Autonomy is the measure of how much self-determination a province has.
Stability cost modifier.png Stability 1.24 Stability indicates how much internal cohesion a country has.
Corruption.png Corruption 1.27 Embezzlement, treachery and loss of leader's authority.
National unrest.png Rebellion 1.23 Rebellions are uprisings against the nation's rule, they can be for many different reasons.
Disaster.png Disasters 1.27 Disasters are large scale problems which can befall a nation.
Canal 1.24 Large constructions for nations to consider.
Capital.png Capital 1.25 The seat of Government.
Factions 1.23 Factions represent the different interests of special groups within a nation.
Overextension.png Overextension 1.23 Taking new land puts strain on a nation.
Policies.png Policies 1.24 Policies reflect on how a nation intends to act.
Religions and denominations 1.23 The multiple different religions in the game.
Icon states.png Territories and states 1.21 A way of focusing on more important provinces.
Native council 1.24 Special government forms for tribal nations.
Steppe hordes 1.23 Special government forms for hordes.
Mission.png Missions ~ Missions are goals set for a nation with a reward should they be completed
Decision.png Decisions ~ Decisions are active steps taken by a nation.
Msg event.png Events ~ Events happen to nations, they can be based on historical events of the time or random.

External relations

Mechanic Ver. Notes
Neutral attitude Relations 1.24 Direct relations between two nations.
Diplomatic power.png Diplomacy 1.24 Diplomacy is the mechanic for interaction between nation states.
Estate territory Regions 1.23 Areas, regions and super-regions are how the provinces in the game are split up and categorized.
Tab domestic subject.png Subject nation 1.21 Nations which are controlled by another. Including vassals, colonies, client states, trade companies, and personal unions.
Imperial authority.png Holy Roman Empire 1.18 The Holy Roman Empire is a loose federation of states over western Europe and plays a key part in the reformation.
Personal union.png Personal union 1.24 Two or more countries under one ruler.
Diplomatic feedback 1.23 Diplomacy feedback, how one nation responds to another.
Mandate.png Emperor of China 1.24 The Emperor claims the Mandate of Heaven.
Envoy travel time.png Envoy 1.24 Envoys move from nation to nation.
Espionage idea group.png Espionage 1.23 Diplomats aren't always what they seem.
Papal influence.png Papacy 1.23 The Pope and the Curia.
Prestige.png Prestige 1.23 How a nation is viewed throughout the world.


Mechanic Ver. Notes
Luck 1.27 Some nations are luckier than others and get bonuses to help them.
Nation designer.png Nation designer 1.24 Build a new country.
Random New World 1.23 Build a new world.
Score system 1.18 A way of competing across many games.