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Paradox Interactive President and CEO: Theodore Bergqvist. Producer: Johan Andersson. Game Design: Johan Andersson. Lead Programmer: Adam Skoglund. Programming: Thomas Johansson, Pontus Åberg, Anna Drevendal, Johan Andersson. Lead Artist: Marcus Edström. 3D Artist: Dick Sjöström. Nikitova Tutorial: Marcus Edström. Original Music & Sound Effects: Andreas Waldetoft. Lead Tester: Chris King. Sales & Acquisitions: Fredrik Wester. CFO: Lena Eriksson. Marketing and PR Director: Susana Meza.
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INTRODUCTION Overview For New Players Your First Game The Game Manual and the Paradox Forums For Veterans of the Europa Universalis Series GETTING STARTED Installation System Requirements Installing EU3 Launching the Game Main Game Menu Game Options Game Options Video Options Audio Options Controls Settings.
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Send Gift 76 Sell Province 77 Send War Subsidies/ Revoke Subsidies 77 Offer Loan 77 Request Military Access/Give Military Access/Revoke Military Access 77 Declaring War 78 Restrictions Prohibiting a Declaration of War 78 National Stability Effects 79 War Exhaustion Effects 79 Reputation Effects 80 Alliance Considerations 80 Declaring War 80 Allies and Alliance Leaders 80 Peace Negotiations 81 Negotiating Peace with Alliances 81 War Score 82 Peace Offers 82 Annex 83 Demand Tribute 83 Offer White Peace 83 Off
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INTRODUCTION Overview Europa Universalis III is a grand strategy game set during the Renaissance and Reformation periods of history. You will select one of more than 200 countries that existed in the world during this time, and attempt to guide it through more than 300 years of diplomacy, warfare, trade, religious turmoil, scientific development, exploration, and colonization.
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range of possibilities somewhat daunting when The Game Manual and the you first start to play. You might want to begin Paradox Forums by doing the series of tutorials which will intro- This manual contains a detailed and complete duce you to the most important aspects of the explanation of each of Europa Universalis III’s game; then pick a date and country that inter- interfaces and features, as well as general tips ests you and practice what you’ve learned.
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GETTING STARTED Installation System Requirements To play Europa Universalis III, your computer should meet or exceed all of the following system requirements: • 1.9GHz Intel Pentium 4 or AMD Athlon processor or equivalent with 512MB RAM (1.0GB RAM is highly recommended). • 128MB Video Card with Hardware T&L and support for Pixelshader 2.0 or better. • DirectX7 compatible sound card • CD-ROM drive • Windows-compatible mouse. Mouse with scroll wheel highly recommended.
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Main Game Menu The Main Game Menu offers a series of options, allowing you to choose a single or multiplayer game, to launch the game’s tutorials, or to alter any of the game’s main options. You can also view the game credits to see all of the people involved in the production of Europa Universalis III. • Single Player: Allows you to start a new single-player game or load an existing saved game. • Multi Player: Used to host or join a multiplayer game.
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Video Options Important: Graphical options are loaded into memory during the initial launch process, so any changes you make to these settings will not take effect until you have exited and restarted the game. • Resolution: Use this control to change the game’s video resolution to one of many supported resolutions, including 1024x768 and higher. The default value is determined by your current desktop resolution. If your monitor’s resolution is not listed for any reason, you can manually edit the settings.
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• • if you find the movement somewhat jerky, try lowering this setting. Zoom Speed: This slider affects the rate that the map will zoom in and out as you roll your mouse’s scroll wheel (if your mouse has one). If you find it difficult to obtain the zoom level you desire, try using a slightly lower setting. Mouse Speed: This slider adjusts the speed that the in-game pointer moves as you move your mouse. If you find it hard to accurately click on items, try a slower setting to improve your pointer control.
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Starting a Game New Single Player Games Click the “Single Player” button on the Main Game menu to start a new single-player game, or to load an existing saved game. After a moment, you will see the main country selection menu that you will use to choose a starting date and nation to play during your game. The central area of your screen is dominated by a large, scrollable map of the world.
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Selecting a Starting Date and Country Europa Universalis III covers a period of great international upheaval. Countries evolved into new nations; others disappeared or were destroyed; several new states declared independence and broke away from a former state; and, throughout the era, the borders of nations were constantly shifting through war or inheritance.
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Loading a Saved Single Player Game To resume playing a saved game, click on the “saved game” tab that is located just above the bookmarks, near the upper left corner of the screen. The bookmarks will be replaced by a listing of all of your saved games (including any auto-saved games if you have that feature enabled).
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THE MAIN INTERFACE Once the game has finished loading, you will see the main interface. It consists of a large map that displays the provinces in a small portion of the world, and a variety of buttons and other interface elements that you will use frequently while playing. In this section, we will give you an overview of this interface and provide references to the chapters where you will find more detailed information about each of the game’s elements and features.
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many small villages, hamlets, and towns; however, in Europa Universalis III, we pay attention only to the largest and most important city in each of the provinces. You will see the provincial capital displayed on the map, and its size will give you an indication of the overall population of the region. There will be a flag flying from each provincial capital to show which country currently owns it.
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“permanent terra incognita” and are unavailable during play. Parts of South America, the far north, and regions in Asia fall under this category. We’ll talk about this again in the section on exploration and colonization. Navigating the Main Map The world is far too large to fit on your screen all at once, so you will frequently need to examine distant areas by simply moving your mouse to the edge of the screen, causing it to pan in that direction.
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tion’s “ideas”, and the presence of certain province improvements that you may build. We’ll look at this in detail in the Military section, although some of the factors that affect its replenishment rate and maximum size are discussed in the chapters on Province Management and Domestic Management. Stability: This critical value represents the overall social stability of your country and can range between values of -3 and +3.
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to negotiate all sorts of agreements with other rulers; and to hire new generals or admirals to lead your military forces. Keep a close eye on this value, particularly if you are at war. As is the case with all of the pools, the rate of replenishment is determined by a wide variety of factors that are discussed throughout the rest of the manual. You may have a maximum of five diplomats in your country’s pool at any one time.
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Special Menus Toolbar The Special Menus toolbar is located in the bottom-right corner of your screen and provides access to a variety of interfaces and “map modes” that you are likely to use on a very regular basis during play. Let’s look at them one by one, starting at the top of the toolbar. Holy See Button vantages over countries that aren’t, and the emperor receives even greater advantages that are based on the total number of current members.
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• • Message Settings: There are a variety of different “messages” that you will receive during play that may require varying degrees of your attention. These can be displayed in several different ways, and are set to their default settings when you first install Europa Universalis III. Choose the “message settings” option to access the game’s message settings interface, where you may change the display method to suit your preference. We’ll talk about the various message types in a moment.
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is particularly handy for seeing which countries should be the target of your diplomatic efforts when you are trying to arrange for your election as the next emperor. It is also useful when preparing to go to war in that region, since members of the HRE usually present a more difficult challenge than you might otherwise expect. The emperor enjoys a number of significant military advantages that should make you very wary of engaging him unless you are extremely well prepared.
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based activities. You will use this interface to construct new “improvements” that will help to increase the economic or military contribution that the province makes to your country. You will also use it to recruit new regiments to serve in your armies and to build new ships to be added to your navy. If the province does not currently share your official state religion, you will also access the province interface to send a missionary to convert the population.
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History Log Message Settings The history log is a scrollable record of all messages that you have received in the game. When you first load a game, the history log will be hidden from view, but you can display it by clicking the small, circular “+” button near the bottom of your screen. The button’s exact location will depend on your current screen resolution setting.
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that will allow you to toggle the settings on and off directly in the game. You can do this by right-clicking on a line in the history log, or by right-clicking anywhere in a message box. This allows you to alter the setting for that message type without going through the longer process of opening the message settings interface and locating the message type in the list. Events Europa Universalis III has a large number of special “events” that may occur within your country during the course of play.
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have the game take you to the appropriate location or automatically open the relevant interface for you. Alerts will include reminders that you can change your domestic policy, that a loan will soon be due, that your country is at war, or that your economy is currently running a deficit. You do not need to respond immediately to an alert if you are busy doing something else. It will remain there until you have time to review it, or will disappear if it is no longer relevant.
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• • • • • • of the siege and open the Siege interface. Combats: The outliner’s list can include any battles that that your armies are currently fighting. The current size of the opposing armies is shown on the list and a tool tip provides a detailed breakdown of the composition of the forces and the commanders that lead them. Clicking on the conflict will center the Main Map on its location and open the Combat details interface.
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PROVINCE MANAGEMENT Overview As we said in the previous chapter, the map of the world is divided into approximately 1700 provinces. Approximately 450 of these are water provinces, while the balance of them will contain at least some amount of land. Land provinces are the building blocks of countries. Every country must own at least one province in order to survive, and only land provinces can be owned.
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• • • Various circ*mstances can lead to a province's population revolting against its owner. An army of rebels will form and attempt to gain control of the provincial capital. If they are successful and can maintain control for a period of time, the province may subsequently declare itself free from its oppressor and form a new, independent country. Ownership of the province will be automatically transferred and will become the new national capital of the fledgling realm.
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• • • 28 decline, including very low stability or the province being under siege by an enemy. The tool tip will display a detailed list of any factors that are affecting the population growth in the province. Supply Limit: Each province is able to feed and support a limited number of active armed forces. Each factor of the displayed supply limit allows the province to feed and supply 1,000 men in an active army located in that province.
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larger garrisons and withstand longer sieges; as the siege progresses, the defenders will eventually begin to die and the attacker may eventually breach the walls and capture the province. Once a siege is lifted, or a province is captured, the garrison will slowly regain strength until it reaches its maximum level once more. We’ll talk about this again in the warfare section. Province Religion and Conversions look at in the next chapter) will also influence the likelihood of success.
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• lost from provinces that are overseas, and may be further disrupted by pirate activities and enemy blockades. Production income is based on the value of the province's primary trade resource (we'll look at this in a moment) and is modified by the size of its population and the country's production technology level. You can also build "province improvements" that will increase the amount of production income generated by the province.
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diplomatic components of Europa Universalis III, there are other definite advantages for a country to try to acquire provinces that it holds claims against, so it can be fairly important to know whether other countries have claims on your provinces, or whether you have a claim on theirs.
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There are nearly a dozen different types of buildings and six incremental levels of fortification that you can construct in your provinces, although a few of these have special restrictions that limit where they may be built, and you will first need to achieve the required level of technology to make them available. There are also six different types of manufactory in the game. A province may only contain one manufactory, so you will need to choose carefully when deciding which one to construct.
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Other Countries’ Provinces When you click on a province that is owned by another nation, the right half of the interface will be nearly identical to the Province Management interface. You can review all of the province details, religion, income, and trade information about the province, but, because you don’t own it, you cannot send missionaries to convert the population. The left half of the interface no longer displays a city view, and will show the Diplomacy interface instead.
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DOMESTIC MANAGEMENT to technological advances and increased national stability. • Military: Controls that affect the types of military units you will recruit, and how effective they will be in combat. Religion: An interface that allows you to Now that we have looked closely at your indi- • vidual provinces, it’s time to put them together set your country’s tolerance towards differand talk about your country.
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information displayed on this screen, several of which are not shown elsewhere in the game. National Culture Towards the top of the display is a scroll that identifies your current form of government and the name of your ruler. It also indicates which culture is considered to be your primary state culture. We’ll talk about your ruler and government later in this chapter, but let’s focus for a moment on culture.
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Prestige affects… • • • • • • • • • The chance that you will gain new territories through dynastic succession. The chance that a diplomatic proposal you send to another county will be accepted. The cost and monthly salary of any court advisors you hire. The rate at which your relationship value with other countries changes each month. The rate at which new diplomats become available in your diplomat pool.
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view screen is divided into two halves. The left Diplomatic Summary side provides information about your country’s Any existing diplomatic conditions will be listreputation and any diplomatic conditions that ed below your reputation. This can include alliare currently in force; the right side shows a ances, wars, royal marriages, and other similar scrollable list of countries and your current re- special relationships that you have with other lationship value with each. countries.
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that is either positive or negative will tend to slowly return to this mid point unless there are other factors involved. There are many things that will affect your relationship with another country, the most obvious being any diplomatic interactions you might have with one another. Your reputation plays a key role here. A poor reputation will tend to make other countries faster to forget, and slower to forgive.
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Select the new vassal that you would like to create by clicking on its shield. You will be asked to confirm your action, after which the country is created and the ownership of the listed provinces is transferred. More specific details about vassals may be found in the Diplomacy section of the manual. Domestic Court The second page of the Domestic Management interface is the Court screen, accessed by clicking on the crown symbol.
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If a country has a royal marriage with andate that he died historically, because the game • uses a degree of randomization to determine other country, there is a chance that the exactly when the next succession will occur. two realms may temporarily unite to form The Court screen displays the date that a "personal union" with one another. The your current ruler began his or her reign.
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their diplomatic options. We will return to this subject again when we talk about government types and in the chapter on Diplomacy. Advisors Each country may hire as many as three “Court Advisors” to provide additional benefits to the realm. Each advisor has an area of expertise and a certain level of skill. The more skilled the advisor, the greater the benefit he will confer to the country that employs him.
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Hiring and Firing Advisors Domestic Economy Each advisor is assigned a “home province” when The Economy page of he is created. You will the Domestic Interface is receive a message that displayed by clicking the notifies you when a new tab with the sack of gold symbol. This page conadvisor appears in your realm, and will have the tains a summary of your exclusive right to hire total provincial and trade him for the first 30 days.
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country’s ports are currently blockaded by hostile fleets. On January 1st of each year you will also receive a large, lump sum amount of per capita tax which should be thought of as a tithe. The per capita tax is not displayed in the budget and is deposited directly into your treasury. If you have any vassals, their monthly payments will be included in the tax income line of the budget.
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production efficiency of all of your provinces which, in turn, will lead to significant increases in your monthly income. • Trade: technology level 1 is required before you will be able to send merchants out to the world’s centers of trade. As you progress further in this field of research, your merchants will become far more efficient at competing for trade and will find it easier to establish themselves in the world’s centers of trade.
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from your treasury to reach the next level a little more quickly, but the rate of return is only half the investment. As we saw in the previous section, there are also a number of advisor types that will contribute to your monthly investment in a particular field of research. The exact amount depends on the advisor’s skill level, and will be invested even if you have allocated nothing at all from your monthly budget.
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large portion of your monthly budget to sta- Fixed Expenses bility increases if your stability ever becomes There are three fixed expenses shown on the too low. If you are at the maximum +3 stability budget summary scroll on the left side of the level, this slider will be automatically set to a 0 screen. The “advisors” amount is the monthly investment and any previous allocation will be salary you must pay to retain the services of any distributed evenly in the other six sliders.
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cost of an item, not that each item will become 10% more expensive each successive year. Your inflation amount will change as a result of a number of things: • Inflation increases very slowly for every ducat that is minted by the current setting of your treasury investment slider. The more gold you mint, the more rapidly your inflation value will rise, and the more expensive many of your purchases and investments will become.
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monthly interest payment for the duration of the new loan. The maximum number of loans that you may take at any one time depends on your ability to pay the monthly interest charges and each successive loan incurs a somewhat higher interest rate than the previous one. The base rate for the first loan is 5%, and then the interest charged on each successive loan will increase by 2% for each (thus your second loan would be at 7%, your third would be at 9%, and so on).
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Domestic Military gradually reflect these advancements by unlocking new and more powerful types of military units. Each unit type belongs to one of seven categories: land-based units all fall under the classification of infantry, cavalry, or artillery, while naval units will either be transport vessels or one of three distinct sizes of combat vessel. Each unit has a set of combat characteristics that we’ll talk about in detail later; however, one of these is called “morale” which we should introduce here.
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As we will see in the chapter on the Military, your armies are composed of regiments that are recruited from your provinces. The type of regiment you can recruit in any specific province is determined by the preferred unit type of any country that considers that province to be a core province. You will only be able to recruit new regiments of your own preferred unit type in provinces that your country considers to be cores.
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morale will be recovered over time in the same tain. The combined total of all land and naval way that morale is regained after combat. maintenance costs is the “Military MainteThe only field regiments that will be up- nance” value we saw on the budget summary graded are the ones that were of the old pre- scroll on the Domestic Economy page of the ferred type. If you have recruited any regi- interface.
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give your forces a chance to reach their maxi- omission of many well-recognized world relimum possible morale levels and finish regain- gions. We wish to assure you that this is done ing any missing strength. purely in the interests of game play and that we You will receive an alert at the top of the intend no disrespect to any creed or culture. screen to remind you that you are fighting at below optimum maintenance levels if your World Religions country becomes involved in a war.
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tinguish between the other Christian religious subtypes: Protestant, Reformed, and Orthodox. France does not understand that there is a difference between “Sunni” and “Shiite” religious subtypes, and simply treats them a “Muslim”. Only a country with one of the Muslim religion’s subtypes would be able to recognise the difference, but it would treat the four Christian subtypes simply as “Christian”. Your country’s official realm religion will be shown on the banner at the top left of the page.
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ously unknown religion, or if a new one (such as the various forms of Protestantism) is created, a new slider will be added to the page. You can move each of the sliders to any setting that you wish. Choosing a position towards the extreme left will cause your country to be hostile towards anyone of that faith. A setting that is towards the right end of slider will make your country quite tolerant of that religion.
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that a special chain of historic events will begin to unfold. These simulate the start of the Reformation and may occur in any Catholic countries that meet a special set of requirements (we won’t reveal those here, though, because we don’t want to spoil the surprise). The events will usually begin sometime in the 16th century, and the conditions that trigger them will correspond very closely to those that prompted Luther, Zwingali, Calvin, and others to initiate the historical Reformation.
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on spiritual matters diverts a portion of your nation, whereas the Domestic Government budget away from investments into production represents the entire bureaucracy and structure and trade technologies. This is reflected in the that runs the day-to-day business of the realm.
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generations when the line of succession came into question or dispute. We refer to the creation of a dynastic tie using the term “royal marriage”. The two main prerequisites for creating a royal marriage are that both countries must belong to the same major religious group, and both countries must have a form of government that has a dynastic head of state. We will discuss the method for arranging a royal marriage in the chapter on Diplomacy.
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idea is a fundamental policy decision that you to adopt it in your realm. You will see the idea’s can instruct your country to pursue. It helps graphic displayed in the box, and its effects will to define the overall character of your realm. be applied to your realm immediately. There are thirty different, unique national ideYou should choose your national ideas with as included in Europa Universalis III which may care.
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its political stance towards two opposing points of view. Most domestic policies have incremental penalties and rewards that become greater as you approach the minimum or maximum settings of the slider. As you move towards an extreme, you will gain a greater benefit in one area of your country at the expense of a corresponding penalty on another. As is the case with most fundamental decisions in Europa Universalis III, there is no “right” or “wrong” domestic policy.
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Domestic Leaders The final page of the Domestic Interface is the Leaders screen. This is the interface that you will use to review your country’s current levels of military tradition; and to recruit and review the various leaders who will command your military forces. Military Tradition For the most part, the leaders that will command your armies and navies are recruited from within your country’s existing armed forces.
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Military Leaders (Note: We will be introducing a few terms in this section that you won’t have seeen yet if you are reading this manual from cover to cover. Although this will undoubtedly be somewhat confusing, we won’t explain the meaning of them here since they won’t make much sense unless explained in the overall context of the way that land and naval combats are handled by the game engine. You may want to refer back to this section after reading the chapter on the Military.
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sponding leader. Recruiting a general or an ad- risk that a leader may die gloriously in battle, miral will cost a certain number of ducats from sacrificing his life to the service of the realm. your treasury and requires the use of one of your diplomats. If you do not have a diplomat Converting a Ruler to a Leader in your pool or sufficient gold in your treasury, There will be times when you are in urgent the button will be greyed out.
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trigger a succession war, although the chances of this happening are still fairly low. Assuming that your ruler survives any combats he leads, you may wish to return him to your leader “pool” by assigning a different general to lead his army as soon as possible. You cannot remove him from the pool, but he is not at risk as long as he is not currently commanding an army. When your ruler dies of natural causes, he will also be removed from your leader pool.
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TRADE Overview In this chapter, we finally begin to look further afield and consider things beyond our country’s borders. Trade can be an integral part of your realm’s income, particularly if your country is somewhat small and lacks wealthy provinces. Some of the most powerful nations during the Europa Universalis III period of history were based upon enormous trade revenues that would fill the country’s coffers, allowing it to wield wealth as a weapon that was almost as effective as a sword.
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item in trade. As more are built, the price will continue to rise and the country that owns a province that produces that resource will generate even more trade revenue from it. There are also a number of resources classified as “New World” goods that result in a demand for another resource: slaves.
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A maximum of 20 merchants may hold a position in a center of trade at any one time. Each shield displayed in the interface shows the nationality of the merchants, and the shield’s position on the chart indicates the number of that country’s merchants who are in business there. A country with only one active merchant will have its shield displayed on the bottom row; a country with two merchants will be on the second row; and so on.
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own merchants, and it is often quite difficult to displace a merchant in a center in which you have not previously been trading. As you might imagine, another country will not be particularly pleased if one of your merchants dislodges one if its merchants since this represents a loss of income to that nation. Each time you put another country’s merchant out of business, your relationship with that country will suffer a small penalty.
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DIPLOMACY, WAR, AND ESPIONAGE Overview Now that we have discussed most of the details of managing the internal affairs of your nation, it is time to turn our attention beyond your country’s borders. In almost all games of Europa Universalis III, you will devote the majority of your time and effort to your interactions with the other realms in the world. At the beginning of the game, there are in excess of 170 countries scattered across the globe. At times, this number can climb to more then 200.
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symbol of country’s official realm religion will appear to the left of its state culture, and its current level of military technology is shown just below. You will then be able to review any other diplomatic relationships that the realm has with other nations, including a list of any casus belli.
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Diplomatic Actions This section contains a complete list of diplomatic actions, their requirements, and their effects. Although the first option on the list in the menu is “Declare War,” we’ll save that one for last since it is somewhat more complex than the others and has certain aspects that depend on other diplomatic actions that you might have taken.
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• countries with a royal marriage will form a "personal union" when one of the rulers dies. This is a situation where both nations are governed by the surviving ruler for the remainder of his lifespan. The country whose ruler has died becomes the "junior" member of the union and cannot make any new alliances or royal marriages during this time. It is also unable to convert its ruler into a general for use in combat.
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ship between the realms, the strategic value of supporting the ally, and on the reputation and prestige of the protagonists. If one of your allies goes to war, you will receive a notification to this effect and will be required to make a decision as to whether you wish to support your ally. If you choose to do so, you will be making a declaration of war which could result in a loss of stability (see the "declare war" diplomatic option below).
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the world’s trade centers. Each may attempt to • compete against other nations’ merchants, but will never attempt to dislodge one another’s • merchants. This can be useful to avoid damaging relationships with another country, or as a means to avoid being forced to compete with a nation that is more adept at trade than you are.
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the stability of the former vassal and the former overlord will gain a casus belli against its former vassal for the next five years. If you are forced to release a vassal as a peace condition to end a war, the relationship value between your two realms will remain at the same level that existed prior to the surrender. It will neither increase or decrease and you will not gain a casus belli against your former vassal unless one of its provinces is considered to be a core province of your realm.
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extent that the gift will improve your relationship will depend on your monarch’s diplomatic skill, your prestige, your existing relationship, and your reputation. Sell Province You may offer to sell one of your provinces to another realm. This can only be done when both you and the prospective buyer are at peace, and you may only offer a province that is not one of your core provinces.
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country’s territory, nor may your ships enter A military access agreement is permanent. that nation’s ports. This restriction can be re- It will remain in effect until one of the nations moved by sending a diplomat to the country to decides to cancel the agreement by sending a request that the ruler grant you military access. diplomat with the message that military access Once access has been granted, you may freely has been revoked.
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Declaring war on a vassal will result in a -1 for at least one month to elapse before you • will be able to send a diplomat with your drop of stability since your public will not declaration. be impressed that you are being aggressive • You cannot declare war on a country if you towards a nation that is already subservient have a military access agreement allowing to your realm. If you conclude a war with a country by your forces to enter that realm.
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will gradually forget the times of adversity and the war exhaustion will recede, although it may take many months to do so if it has reached very high levels. Reputation Effects Declaring war is a hostile act, and the other nations in the world will become increasingly suspicious and resentful of you if you do it often. Each declaration of war will damage your country’s reputation, although the damage will be greatly reduced if you have a casus belli to justify your actions.
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send diplomats first to advise the nation of your intentions. If one or more allies become involved in a war, each side will have an alliance leader which is treated as the principal leader of the alliance. The alliance leader is determined by comparing the size, wealth, and military power of each country involved on that side of the conflict, with the strongest being appointed as the leader.
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tinction that is best made by describing each of the possible effects of peace negotiations from your perspective: • If you are the leader of an alliance and negotiate peace with the leader of the enemy alliance, any peace you agree to is binding on all countries on both sides of the conflict. You will be able to make offers that affect your allies, or demand terms that affect the other country's allies.
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specific terms are assembled to be included in a proposal, while the other two require no additional information and are sent immediately to your enemy. Annex This option will send an immediate demand that the other country be annexed and made part of your realm. In most cases, it will be greyed out because there are strict limitations to this demand. • You may only demand annexation when you have a 100% war score. • You must currently occupy every province that is owned by the enemy country.
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As is the case with the “demand tribute” option, the enemy will evaluate your proposal and compare it to the terms he feels might be able to achieve if he continues to prosecute the war further. If the offer is appealing enough, he may agree. If not, he will continue to press his advantage. Preparing the Terms of a Peace Offer If you selected the “annex” or “white peace” option in the peace offer interface, the proposal requires no additional information and is immediately sent for your enemy to consider.
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lower total value of terms than the war score will make it far more likely that your enemy will agree to them. Since you are being lenient with your offer, it will also add to your prestige and is less likely to tarnish your reputation. When offering to surrender, you will probably need to propose terms that amount to at least as much as the current war score to have any hope of the plea being accepted.
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selecting one of these, a term will be added whereby the loser will agree to relinquish its core claim on the province. Relinquishing a core claim does not transfer the ownership of the province if the peace proposal is accepted. If the province remains under enemy ownership, then at some point in the future (usually in about 50 years) it will likely become a core province of that country once more.
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• and the negotiations are being conducted by the two principal countries contesting the succession. As you may recall, when the ruler of a country with two or more royal marriages dies, there is a chance of a succession war between those countries. The war is concluded when one of the countries acknowledges the other’s right to be the leader of a new political union with the country that lost its ruler. This is the peace term required to force that claim.
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special covert operation for you. The spy will attempt to carry out the mission with the utmost discretion, but there is always the possibility that he will be uncovered during the attempt. A mission might succeed, even if your involvement is revealed. Similarly, a mission • might fail but as long as your spy’s attempt is not detected, the target might be none the wiser. The effects of being discovered depend on • the type of mission involved, as do the chances of success.
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your spy to proceed. If you go ahead with the operation, the cost will be deducted from your treasury and the spy will depart on his mission. It will take a little time before you will know whether the attempt was successful. Incite Troop Desertions If this operation is a success, the province will experience a temporary increase in its attrition and maximum attrition rates, resulting in greater potential losses to a large army that is located in the province.
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province’s primary resource. If your agent is successful, the merchants will be despised by the population, resulting in a 75% reduction in trade income from that province for the next 10 years. Due to natural resentment of the wealthy, this action is fairly easy to accomplish and requires only a modest 25 ducat investment. You will lose only a very small amount of prestige if your hand in the attempt is detected.
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THE MILITARY Overview We have spent a long time talking about interfaces and displays, war and peace, domestic affairs and diplomacy; but we haven’t yet talked directly about the nuts and bolts of one of the more important aspects of the game: the creation and control of your military. This chapter will teach you how to raise an army or a fleet, assign generals and admirals to lead them, and then how to control their actions in the field or at sea.
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Cavalry Regiments These mounted warriors are the most powerful regiment available for field combat at the beginning of the game. Their mobility and fearsome charges will often cause an enemy to break and run from battle. They lose much of this advantage when the terrain or weather inhibits their speed, and they are utterly unsuited for siege warfare.
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forces, so they are indispensable if you intend to extend your country’s borders across water. You should ensure that transports are placed in fleets that include other vessels more suited to combat unless you are certain that they can complete their voyage unmolested. Galleys A galley is the smallest class of combat vessel. These ships carry somewhat limited armaments and cannot withstand very much damage before being sunk.
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and is recruited in one of the provinces in your realm, and each province is capable of recruiting one new regiment at a time. The soldiers that will form the regiment are drawn from your country’s manpower pool which is shown at the left end of the Top Bar. Each of your provinces contributes a number of men to the pool each month, and once you have at least 1000 men in your national pool, you will be able to begin recruiting a new regiment.
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when we look at the way in which combats are resolved. At the end of each line is the cost that must be paid from your treasury to begin recruiting this type of regiment, and the length of time it will take before the unit is ready for action. Clicking anywhere on the line will issue the order to begin recruiting one of these regiments. If the line is greyed out, you either lack the necessary 1000 men in your manpower pool, or you don’t have enough cash in your treasury to afford the unit.
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At the top of the box you will see the name of the army. If you would prefer a different name, click anywhere on the brown label and type in whatever you like. You can do this with any army’s name, and may change it as often as you wish. To the right of the name are several small buttons. Clicking the skull and crossbones button will order the army to disband. This eliminates any regiments that are contained in the army, and should only be done when you are certain that you don’t need them any longer.
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display the Army Reorganisation interface where each of the regiments in your current army are listed in the army on the left. Use the arrow buttons to move some of the regiments to the new army. If you change your mind, you can return a regiment to the original army. Once you are satisfied with the composition of the two armies, click the “close” button.
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Assigning Army Leaders Army Basics Before sending an army off to battle, you should assign a general from your country’s pool of leaders to command it. Leaderless armies will usually perform very poorly in combat, and take considerably longer to conduct a siege. Some countries may begin the game with one or more generals already in their leader pool; otherwise, you will need to recruit one.
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mum supportable troops”, which, if exceeded, support the total number of soldiers stationed causes their maintenance cost to be consider- there. This total includes not only your own ably higher than would normally be the case. forces, but also the soldiers belonging to any This acts as a mechanism to prevent a country other country that has an army in that provfrom being able to field an unreasonably large ince as well.
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Army Reinforcement Any casualties suffered by a regiment due to attrition or combat losses will be gradually replenished over subsequent months by drawing available soldiers from your country’s manpower pool. There is no additional cost for this reinforcement, although it will take some time to replace heavy losses. The rate that soldiers are replaced is determined by your current monthly maintenance level but will otherwise happen automatically.
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army information box. Once an army has been selected, right-click on the province to which you would like it to march. You will see the outline of an arrow drawn from its current location to the intended destination. As the army marches, the outline will gradually fill with white to indicate its progress. The army graphic on the screen is also animated to indicate that it is marching.
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and the date that it should arrive. Europa Universalis III’s provinces have a wide range of sizes. When determining how long it takes an army to march to an adjacent province, the game bases the calculation on the exact distance between the two provinces’ capitals and compares this to the movement speed of the army.
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that is involved in the combat. If you choose not to watch, or are busy doing something elsewhere in the world, the combat will proceed as normal and you will receive a second message when it has concluded, indicating the outcome of the battle and any casualties sustained by either side. For this section of the manual, we’ll assume that you’ve chosen to watch, so when your army is selected, you will see a field combat display at the bottom left of your screen.
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As combat progresses and casualties are sustained, these values will gradually decline. If an army is involved in combat at month’s end, it will not receive the usual reinforcements from your national manpower pool. Now we come to the tricky part: explaining exactly how combat is resolved. We describe this in detail for those who are interested; however, it is not essential to understand the exact mechanics, provided that you have a general idea of the concepts.
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each of its regiments will try to target one enemy regiment that is within range of its attack. This range is determined by its manoeuvrability. A manoeuvre value of “1” means that it is only able to attack an enemy regiment that is in an immediately adjacent square -- either in the square in front it, or in one of the diagonal two squares. A unit with a manoeuvre of “2” can target an enemy regiment that is two squares away, giving it greater selection in its attack.
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penalty if the combat takes place on a battlefield that contains either forest, marsh, or hills. A -2 penalty is applied on a mountainous battlefield. combat. An invading army has the slight advantage of attacking first each day but it also has the disadvantage of being the only side to receive terrain or river-crossing penalties. River-Crossing Modifier Calculating Casualty Damage An invading army that crosses a river receives a -1 modifier to all of its attacks.
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eral could be one of the dead. There is a daily check to determine this, and you will receive immediate notification if it happens. The combat will continue, but the side will lose all of its leader bonuses unless there is another general present who can assume command. This could be the case if you have two different armies participating on a side, each of which is commanded by a general. There are no additional penalties when a general dies, unless the general is also your country’s ruler.
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• other than to retreat to a province that contains enemy forces, it will use the same order of criteria listed above. If two or move provinces meet the conditions, it will move to the province that contains the fewest enemy soldiers. When it arrives, it will be forced to fight another battle that it is likely to lose due to its low initial morale. If no valid province exists for it to retreat to, the army will be destroyed.
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attrition, so the siege will eventually succeed if the siege force is large enough. A siege may be temporarily interrupted if a friendly army attacks the besieging army. During the ensuing field combat the siege will not progress any further; but unless the enemy is defeated the siege will resume once the battle is over. This attempt to lift the siege will not allow the defenders to receive reinforcements or repair any damage to their walls. The siege will simply pick up from the point that it left off.
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victory and burn one of the province’s improvements to the ground. The chances of this happening are somewhat greater if the city is captured via an assault. Also, in the aftermath of a successful siege of an enemy’s province there will be a period of twelve months where the province will need to recover from the effects of being looted.
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it. Although the manpower demands were historically much lower than this and would vary from class to class, it is convenient from a game play perspective to have a constant manpower requirement for every land and naval unit you can build. Once you have clicked on the ship type you would like to construct, a graphic appears on the map to indicate that a ship is being built. A province is only able to build one ship at a time, and a province cannot build a ship and recruit a regiment simultaneously.
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At the top of the display you will see the fleet’s name, the name of the admiral that commands it, and its current location. The total number of ships in the fleet is shown beside the admiral’s name, and the chance of each ship suffering any attrition per month is shown beside its location. Attrition is handled a little differently at sea than it is on land. We’ll discuss this difference in the next section. On the left side of the top area is an indication of the fleet’s overall morale.
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When a fleet is docked in a province, its icon is not displayed on the map. Instead, a “fleet in port” graphic is added to the map that shows a cluster of ships in the vicinity of the harbour. In the accompanying graphic, there is a fleet in the port of Tangiers. To select it, either click on the cluster of ships or drag a square around the location with your mouse. In the graphic, you can also see that the port of Andalucia is currently being blockaded by an enemy fleet.
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instances of accidental friendly fire. Where possible, ships try to minimise this risk. Each ship on each side of the battle will have one opportunity to attack a target each day. Because of this targeting mechanism, ships of a similar class or basic characteristics will tend to concentrate their fire on only a few targets if possible, giving them the greatest opportunity to sink the vessel.
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is the subject of naval transportation. When you wish to move an army across any body of water, you will require the services of your fleet. In particular, you must provide a sufficient number of naval transports to move each regiment of the army across the seas. Each transport ship is able to accommodate only one regiment of soldiers, so you will need to have a fleet that includes at least as many transports as regiments you wish to move.
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your invasion army will suffer a penalty during the ensuing combat. The penalty applied is the same penalty you receive for crossing a river into combat. If a ship suffers attrition damage during transport, this will not harm the regiment that it is transporting, provided that the ship does not sink. If a vessel sinks and this results in there being too few remaining transports to accommodate the army, one regiment will be eliminated at random and be deemed as having gone down with the ship.
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EXPLORATION AND COLONIZATION Overview They will have the first opportunity to claim the prize and reap the rewards, but word of their discoveries will eventually become common knowledge and you will be able to obtain copies of their maps. Exploring At the beginning of most games, there will be Explorers and Conquistadors large portions of the world that do not appear Any province in the world that is not already on your country’s maps.
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New World national idea, you can go to the Domestic Leader interface and hire one of these special leaders. They will each cost 100 ducats from your treasury and will require one colonist from your national pool. This colonist represents several hundred hardy people who are willing to risk life and limb for a better life in a new land. Until you satisfy all of these requirements, the explorer and conquistador buttons will remain greyed out.
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that are already inhabited by other nations that you simply haven’t encountered yet. This only happens when a full-fledged country owns the province. The presence of natives will not prevent your movement. Land and Naval Tradition from Exploring There is an additional benefit to exploration: every new province you discover will give you a small amount of tradition. An explorer will increase your naval tradition, and a conquistador will increase your land tradition as they go about their jobs.
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Colonies An unoccupied province may be an excellent place to attempt to expand your colonial empire. This occurs in several distinct steps. First, you must establish a foothold in the province by sending a colonist to live there. Next, you will continue to send more colonists to expand the size of the holding. Eventually, the size of the colony will be large enough for it to evolve into a full colonial city and will become a fullfledged province in your empire.
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A colonial city will immediately “convert itself ” to your country’s state culture and religion. After a fairly short period of time, it is also very likely to be considered as one of your core provinces if it is not already. Colonial Limitations Colonies and provinces that are overseas will generate somewhat less income than provinces that are directly connected to your capital.
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SPECIAL POLITICAL BODIES Overview There are two special political bodies that existed during the Europa Universalis III timeframe that were not specifically tied to a single nation or location: the Holy See and the Holy Roman Empire. Both are represented in the game using special interfaces and offer special advantages to the countries to which they apply. 120 The Holy See The Holy See (or “curia”) is the governing body of the Catholic world.
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interface, you will see the shield of the country that currently holds the title of “Papal Controller”, indicating that this country has the support of the more of the curia members than any other Catholic nation. The papal controller gains several special bonuses for his realm: • The investment required to regain stability in the papal controller's realm is 20% lower than would normally be the case. • The papal controller will receive one extra diplomat every year.
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support elsewhere and will be unwilling to be influenced until your country has a legitimate ruler once more. The Holy Roman Emperor 350-year time span of the game; however, we have chosen to represent it in a way that is quite similar to its organisation in the 15th century. The effects of the Empire are, perhaps, somewhat less than they were in real life, but we felt this was necessary to preserve a fair game balance.
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• • • • • The Emperor will gain one extra diplomat each year to aid him with his important imperial negotiations. The Emperor's spies are slightly more efficient, being 5% more likely to succeed in their missions. Each member state will contribute the equivalent of a one-ducat investment in the Emperor's national stability each month. This cost is not deducted from the member states, but is applied as a bonus to the Emperor's monthly investment.
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peror will be the ruler of the leading contender with the highest prestige. If you seek election, you will need to gain the support of at least one or two electors by diplomatic means. In the chapter on Diplomacy, we saw a variety of ways to achieve this, with the most direct method being to simply shower the nation with gifts of gold. You can quickly check to find out which countries are currently electors by consulting the HRE interface.
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LEDGER The final game feature we will look at in this manual is your national ledger. The ledger consists of more than twenty pages packed full of charts, graphs, tables, and other useful information. To access it, click the ledger button on the Special Menus toolbar. The pages may be viewed one by one by clicking the “previous” and “next” buttons at the bottom of the screen, or you can use the handy set of bookmark buttons at the top of the screen to quickly jump to a particular category of pages.
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province is located, all we need to do is click on that line of the table. The ledger will automatically close, the province will be centered on the Main Map, and the Province Management interface will be opened. Virtually every piece of information found on any of the ledger pages will be directly linked to a relevant interface or location.
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MULTIPLAYER Starting a Multi-Player Game When starting a multiplayer game, you will first need to establish a connection between each of the players’ computers. Europa Universalis III supports multiplayer games with as many as 32 players; for practical purposes, you can only achieve the necessary connection speeds for this many players when all players are on a LAN. If you are connecting over the internet, you will usually obtain the best results if you limit the number of players to a dozen or fewer.
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Host Choose the “host” option if you wish to host a game on a LAN or direct internet connection. The game will then ask you to enter a game name for the session, after which it will prepare itself to receive requests from other players to join the game. It will then display the initial multiplayer “lobby” that is very similar to the interface you are accustomed to seeing when starting a single-player game. The clients may now connect to your game.
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The Multiplayer Lobby left of the screen and typing your message. The The multiplayer lobby looks very similar to the text will be communicated to all players when interface you normally see when you begin a you press the enter key on your keyboard and single player game. The panel to the right of will appear in the area immediately above the the map will contain a list of each player that text box. There is no way to filter this comhas established a connection to the host.
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game, and which countries you will each play. Once you’re ready to begin, the player who will host the game will click the “create game” button to launch the game’s multiplayer lobby. The other players will then see the game listed in the Metaserver and can click on it to join. The Metaserver will take care of the details of establishing the connection.
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• • peace settlement that is binding on you, whether you like it or not. This can provide a player with a wonderful opportunity to backstab or otherwise interfere with another player's plans. Any special strategies that you have developed to defeat AI-controlled nations will probably be known or anticipated by other players. You should not expect human players to behave as AI countries do, and should plan accordingly.
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APPENDICES Appendix A - New and Changed Feature List If you are a veteran of Europa Universalis II, this appendix provides a summary of most of the new or altered features introduced in Europa Universalis III. It is by no means a complete list since there far too many minor tweaks and changes to itemize them all here. • EU3 is the first major Paradox strategy game to be introduced with 3D graphics.
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• • • • reduced. It will be difficult and prohibitively expensive to field armies or navies that are even remotely close to the size of the ones that you may have used in EU2. There are now a large number of different forms of government available in the game, many of which will only become available when you have invested enough research in the newly introduced "government technology" field.
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• • • • beneficial but also carry an associated risk that can lead to temporary regencies, unintended relationships with countries, or even succession wars when your monarch dies. Espionage is a new feature we have introduced to EU3. You can send spies to other countries' provinces to engage in sabotage or attempts at insurrection.
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Building Name Cost/ Time Prerequisites/ Restrictions Effects Temple 500 d 24 m Gov. Tech 6 Reduces cost to increase national stability Workshop 50 d 12 m Prod. Tech 1 Increases monthly tax income from province Regimental Camp 200 d 24 m Land Tech 9 Increases supply limit in the province. New regiments will recruit faster. Increases the realm’s maximum supportable land forces. Ship Yard 1000 d 24 m Naval Tech 16 Decreases time required to build ships in the province.
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Building Name Cost/ Time Prerequisites/ Restrictions Effects Fortification Level 1 50 d 12 m Land Tech 1 Defends province against hostile armies. Enemy must now lay siege to gain control of province. Increases chance of missionary success to convert province. Fortification Level 2 100 d 12 m Land Tech 8 Must have Fort L1 Improves siege defences. Increases chance of missionary success to convert province.
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Appendix C - Cultures This table lists all of the game’s cultures and culture groups. A country will consider any culture that is within the same culture group as its state culture to be an accepted culture of the realm.
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Culture Group Accepted Cultures African Madagasque, Tuareg, Senegambian, Dyola, Nubian, Somali, Bantu, Swahili, Ethiopian, Kongolese, Shona, Mali, Yorumba, Aka, Ashanti Appendix D - Technology Modifiers This table lists the modifiers that apply to the investment required to research each new level of technology. Each country belongs to one of the seven technology groups and will receive the applicable modifier.
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20 1 30% Shiite 20 1 27% Buddhism 20 1 30% Hinduism 25 35% Confucianism 20 20% Shinto 15 20% Animism 10 1 50% Shamanism 10 1 50% Other Extra Diplomats per year Extra Colonist per year Base Chance of Converting this Province Religion Major Group Extra Missionaries per year Muslim Base Stability Cost/province Eastern Religious Subtype Pagan Sunni Land forces receive morale bonus Land forces receive morale bonus 139
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Appendix F - Forms of Government This table lists each possible form of government, the government technology level required to unlock it, which forms of government may change to this new government type, and any benefits or penalties for choosing this form of government. Government Type Rq. Gov.
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Government Type Rq. Gov. Tech Policy Change Can Convert From Rate These Forms of Government Comments Enlightened Despotism 43 8 years Constitutional Monarchy, Bureaucratic Despotism Large defence bonus against enemy spies Bureaucratic Despotism 47 5 years Constitutional Monarchy, Republican Dictatorship Much lower cost to improve realm stability Tribal Despotism 0 25 years Tribal Federation, Tribal Democracy Very high manpower rate.
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Appendix G - National Ideas This table lists each of the national ideas and their effects.
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State Business Ideas Exploration Ideas Type National Idea Effects Merchant Adventures Receives additional merchants Quest for the New World Enables the realm to hire explorers and conquistadors Colonial Adventures Receives additional colonists Shrewd Commerce Practices Merchants have improved chance of competing in centers of trade Viceroys Increase income from overseas provinces Smithian Economics Increased production efficiency throughout the realm Bureaucracy Increased tax income from a
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Culture Ideas Type National Idea Effects Church Attendance Duty Reduced cost to improve stability Divine Supremacy Receives additional missionaries Humanistic Tolerance Reduced revolt risk in all provinces Scientific Revolution Reduced research costs in all fields of technology Patron of the Arts Large monthly prestige bonus Deus Vult! Automatic casus belli on all religious enemies Appendix H - Domestic Policies This table lists the general effects of each domestic policy.
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Land Naval Lower infantry cost, lower cavalry cost, higher ship cost, decreased trade efficiency, decreased income from overseas provinces, increased manpower, higher land unit morale, greater number of supportable troops Higher infantry cost, higher cavalry cost, lower ship cost, increased trade efficiency, increased income from overseas provinces, decreased manpower, higher naval morale, greater number of supportable ships, more colonists Quality Quantity Higher infantry cost, higher cavalry cost, h
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LICENSE AGREEMENT This Software is licensed, not sold, to the User by Paradox Interactive AB and its authorized licence holder and may only be used under these ollowing restrictions. Paradox Interactive AB reserves all rights not expressively released to the User. Copying. The License Agreement allows the User to use the Software on one computer at a time, with the exception for such Network games that are described in the documentation enclosed with the Software. Copying of the Software is illegal.
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