Difference between revisions of "Victorian Three"

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(it's impious, not un-pious)
(Updated to 1.18, changed Westernization section to Embracing Institutions and fleshed it out a bit, added various icons and links, cleaned up the style in a few places.)
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{{achievement infobox
 
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The '''Victorian Three''' [[achievement]] requires you to, as {{flag|Busoga}}, {{flag|Buganda}} or {{flag|Karagwe}}, the three nations bordering Lake Victoria, reach the maximum tech level in all three kinds of technology. This is quite similar to the [[Poland can into space]] achievement.
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The '''Victorian Three''' [[achievement]] requires the player to, as {{flag|Busoga}}, {{flag|Buganda}} or {{flag|Karagwe}} (the three nations bordering Lake Victoria), reach the maximum tech level in all three kinds of technology. This is quite similar to the [[Poland can into space]] achievement.
  
 
The player will want to expand in a limited fashion. Not being so small as to become a good target for Westerners seeking to make use of the Overseas expansion CB, but not expanding so much as to use a large amount of monarch points taking land.
 
The player will want to expand in a limited fashion. Not being so small as to become a good target for Westerners seeking to make use of the Overseas expansion CB, but not expanding so much as to use a large amount of monarch points taking land.
  
==Starting position==
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== Starting position ==
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[[File:Victorian_Three_starting_position.png|600px|left|thumb|A picture showing the nations in the Lake Victoria area in 1444, including the three nations involved in this achievement ({{flag|Buganda}}, {{flag|Busoga}}, and {{flag|Karagwe}}) and the wider surrounding area.]]
  
8 Nations start separated from the rest of Africa next to Lake Victoria. So after expanding to control all of this region, the player will need to either need to colonise though the wasteland in order to reach land which can access the coast, or find a CB (or no-CB) to attack the other distant African nations. Remember that you are always able to core land adjacent to a vassal on your home continent, so if you vassalise one of the nations on the coast (as an example say {{flag|Malindi}}), then you will in the future be able to core land taken adjacent to them.
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Eight nations begin the game in 1444 separated from the rest of Africa situated around Lake Victoria. Busoga and Buganda start the game with one province each; Karagwe owns two and thus may be marginally easier. Early on the player will need to expand enough that none of the other nearby nations can be a threat. After expanding to control all of this region, the player will need to either need to colonize though the wasteland in order to reach land which can access the coast, or find a CB (or no-CB) to attack the other distant African nations. Remember that it is always possible to core land adjacent to a vassal on the player's home continent, so if the player vassalizes one of the nations on the coast (as an example say {{flag|Malindi}}) or in Central Africa, then they will be able to core land taken adjacent to them in the future.
  
==Westernising==
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== Embracing {{icon|institutions}} Institutions ==
Starting in the Central African Tech group is a significant penalty for when attempting to remain as on time in all techs as possible. So westernizing should be considered to eliminate this penalty. Colonising the southern most region of Africa will usually allow for the player to achieve a border with a western nation doing the same.
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The biggest challenge for completing this achievement will be embracing institutions in a timely fashion to keep the {{icon|technology cost}} technology cost low enough to make it possible to unlock all technologies by 1820. Not embracing institutions will quickly make technology costs too high to be practical. As tribal monarchies, all of the nations involved in the achievement will also need to embrace {{icon|feudalism}} Feudalism. Most institutions require spreading from an adjacent province (though a few, such as {{icon|manufactories}} Manufactories, grow independently), so at least some of the player's provinces will need to adjoin provinces connected to the rest of the world in order to acquire institutions, either through colonization or coring next to vassals.
  
==Additional Tech Cost Reductions==
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It may be easiest to colonize/conquer to the west, until the player borders the Atlantic Ocean, and hope that Europeans colonize nearby provinces, as they will usually embrace institutions very quickly which will spread that institution to all of their provinces regardless of adjacency. It is however entirely possible to colonize/conquer to the east and the Indian Ocean, and embrace institutions as they spread south from the Horn of Africa region, though it may be slower.
In addition to westernising additional Tech Cost Reductions are available from a number sources.
 
  
1. Idea groups such as Innovative, Administrative, Diplomatic, Plutocratic, and Aristocratic all offer ideas, or finishers which provide bonuses to reduce tech cost. Also simply having a larger number of any ideas in each tech type will contribute to the reduction in tech cost for those respective tech groups.  
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The cost (in {{icon|ducats}} ducats) to embrace an institution depends on the remaining development in provinces that do not already have that institution, and institutions also spread faster in more highly-developed provinces, so for the purposes of this achievement a few well-developed provinces are more useful than many poor ones. However, the provinces in Central Africa are full of rich trade goods such as {{icon|gold}} gold, {{icon|copper}} copper, {{icon|iron}} iron, and {{icon|ivory}} ivory, so some colonization will provide additional income from these sources. The {{icon|manufactories}} Manufactories institution will grow in any province with a manufactory, so it is possible to get a head start on this institution by building manufactories in as many provinces as possible before it appears in 1650 (which will also boost income if built on these high-value trade goods).
  
2. National Ideas and Traditions. Certain formable nations have idea and tech cost reductions, such as the [[Mughals]] and [[Russia]]. However, the costs involved in culture switching, coring the required provinces to be allowed to form the nations and so on, probably outweigh the benefits from doing so.
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Several [[policies]] also give {{green|+10%}} {{icon|institution spread}} institution spread, including two involving the {{icon|humanist}} Humanist idea group (though its utility otherwise is not especially high for this achievement).
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== Additional {{icon|tech cost}} Tech Cost Reductions ==
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In addition to embracing institutions, additional technology cost reductions are available from a number of sources:
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 +
# Idea groups such as {{icon|innovative}} Innovative, {{icon|administrative}} Administrative, {{icon|diplomatic}} Diplomatic, {{icon|plutocratic}} Plutocratic, and {{icon|aristocratic}} Aristocratic all offer ideas, or finishers which provide bonuses to reduce tech cost. Also simply having a larger number of any ideas in each tech type will contribute to the reduction in tech cost for those respective tech groups. The Innovative idea group also has an idea that provides {{green|−10%}} {{icon|institution embracement cost}} institution embracement cost.
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# Religious bonuses. Certain religions provide tech cost and idea cost bonuses. Such as being an {{icon|impious}} impious {{icon|sunni}} [[Sunni]] nation ({{green|−10%}} {{icon|technology cost}} tech cost), or a {{icon|protestant}} [[Protestant]] nation with the appropriate aspect activated ({green|−5%}} {{icon|idea cost}} idea cost). Becoming Sunni be expanding east and conquering a Sunni province will likely be easier.
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# National ideas and traditions. Certain formable nations have idea and tech cost reductions, such as the {{flag|Mughals}} and {{flag|Russia}}. However, the costs involved in culture switching, coring the required provinces to be allowed to form the nations and so on, probably outweigh the benefits from doing so.
  
3. Religious Bonuses. Certain religions provide Tech cost and idea cost bonuses. Such as being an impious Sunni nation (-10% Tech cost), or a [[Protestant]] nation with appropriate Church Power activated (-5% idea cost).
 
  
 
{{Achievement navbox}}
 
{{Achievement navbox}}
 
[[Category:Achievements]]
 
[[Category:Achievements]]

Revision as of 07:27, 13 November 2016

Victorian Three
Victorian Three.jpg
Possible if
The player’s country:
Achieved if

The player’s country has:

  • an Administrative tech.png administrative technology level of 32.
  • a Diplomatic tech.png diplomatic technology level of 32.
  • a Military tech.png military technology level of 32.

The Victorian Three achievement requires the player to, as Flag of Busoga Busoga, Flag of Buganda Buganda or Flag of Karagwe Karagwe (the three nations bordering Lake Victoria), reach the maximum tech level in all three kinds of technology. This is quite similar to the Poland can into space achievement.

The player will want to expand in a limited fashion. Not being so small as to become a good target for Westerners seeking to make use of the Overseas expansion CB, but not expanding so much as to use a large amount of monarch points taking land.

Starting position

File:Victorian Three starting position.png
A picture showing the nations in the Lake Victoria area in 1444, including the three nations involved in this achievement (Flag of Buganda Buganda, Flag of Busoga Busoga, and Flag of Karagwe Karagwe) and the wider surrounding area.

Eight nations begin the game in 1444 separated from the rest of Africa situated around Lake Victoria. Busoga and Buganda start the game with one province each; Karagwe owns two and thus may be marginally easier. Early on the player will need to expand enough that none of the other nearby nations can be a threat. After expanding to control all of this region, the player will need to either need to colonize though the wasteland in order to reach land which can access the coast, or find a CB (or no-CB) to attack the other distant African nations. Remember that it is always possible to core land adjacent to a vassal on the player's home continent, so if the player vassalizes one of the nations on the coast (as an example say Flag of Malindi Malindi) or in Central Africa, then they will be able to core land taken adjacent to them in the future.

Embracing Institutions.png Institutions

The biggest challenge for completing this achievement will be embracing institutions in a timely fashion to keep the Technology cost.png technology cost low enough to make it possible to unlock all technologies by 1820. Not embracing institutions will quickly make technology costs too high to be practical. As tribal monarchies, all of the nations involved in the achievement will also need to embrace Feudalism.png Feudalism. Most institutions require spreading from an adjacent province (though a few, such as Manufactories Manufactories, grow independently), so at least some of the player's provinces will need to adjoin provinces connected to the rest of the world in order to acquire institutions, either through colonization or coring next to vassals.

It may be easiest to colonize/conquer to the west, until the player borders the Atlantic Ocean, and hope that Europeans colonize nearby provinces, as they will usually embrace institutions very quickly which will spread that institution to all of their provinces regardless of adjacency. It is however entirely possible to colonize/conquer to the east and the Indian Ocean, and embrace institutions as they spread south from the Horn of Africa region, though it may be slower.

The cost (in Gold Icon.png ducats) to embrace an institution depends on the remaining development in provinces that do not already have that institution, and institutions also spread faster in more highly-developed provinces, so for the purposes of this achievement a few well-developed provinces are more useful than many poor ones. However, the provinces in Central Africa are full of rich trade goods such as Gold gold, Copper.png copper, Iron.png iron, and Ivory.png ivory, so some colonization will provide additional income from these sources. The Manufactories Manufactories institution will grow in any province with a manufactory, so it is possible to get a head start on this institution by building manufactories in as many provinces as possible before it appears in 1650 (which will also boost income if built on these high-value trade goods).

Several policies also give +10% Institution spread.png institution spread, including two involving the Humanist idea group.png Humanist idea group (though its utility otherwise is not especially high for this achievement).

Additional Technology cost.png Tech Cost Reductions

In addition to embracing institutions, additional technology cost reductions are available from a number of sources:

  1. Idea groups such as Innovative idea group.png Innovative, Administrative idea group.png Administrative, Diplomatic idea group.png Diplomatic, Plutocratic idea group.png Plutocratic, and Aristocratic idea group.png Aristocratic all offer ideas, or finishers which provide bonuses to reduce tech cost. Also simply having a larger number of any ideas in each tech type will contribute to the reduction in tech cost for those respective tech groups. The Innovative idea group also has an idea that provides −10% Embracement cost.png institution embracement cost.
  2. Religious bonuses. Certain religions provide tech cost and idea cost bonuses. Such as being an Lack of piety impious Sunni Islam Sunni nation (−10% Technology cost.png tech cost), or a Protestantism Protestant nation with the appropriate aspect activated ({green|−5%}} Idea cost.png idea cost). Becoming Sunni be expanding east and conquering a Sunni province will likely be easier.
  3. National ideas and traditions. Certain formable nations have idea and tech cost reductions, such as the Flag of Mughals Mughals and Flag of Russia Russia. However, the costs involved in culture switching, coring the required provinces to be allowed to form the nations and so on, probably outweigh the benefits from doing so.


Very easy -
Easy A Protected Market Abu Bakr II’s Ambition Aggressive Expander At every continent Black Jack Disciples of Enlightenment Electable! Kow-Tow On the Edge of Madness One King to Rule! One Night in Paris Royal Authority Strait Talk The White Company Trade Hegemon Voting Streak
Medium Core-fu For Odin! Lessons of Hemmingstedt Neither Holy, Nor German Rekindling the Flames The Bohemians The Burgundian Conquest The Uncommonwealth Victorian Three
Hard Anglophile Back to the Piast Baltic Crusader Dar al-Islam Holy Trinity Kinslayer Lucky Lucca Prester John Terra Mariana The Sun Never Sets on the Indian Empire
Very hard A Sun God Albania or Iberia Big Blue Blob Foremost Servitor of Jagannath The Fezzan Corridors The Great Khan
Insane -