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The Western tech group of course also has an advantage in tech costs. But the advantage isn't that large. It's a 20% advantage. Meanwhile, eastern countries can now fairly easily get 'Western Arms Trade,' for a 10% bonus. And Eastern countries that expand into the middle east could even convert to Islam.
- The High American Tech Group If your CK2 game was running the Sunset Invasion DLC when you exported it, the Europeans will find a very different version of the Americas when they arrive in EU4.
- Up-to-date, detailed help for the Europa Universalis IV (EU4) command tech. This page includes help on how to use the command, argument explanation and examples. This command adds the specified amount of levels in all technology types (for your current country).
- EU4 Cheats is a searchable list of all EU4 Console Commands for the lastest version on Steam (PC and Mac). Type the name of a console command into the search box to instantly search 227 EU4 commands.Hover over a cheat code to view detailed argument explanation.
Trade changes
Trade flow–
- Reworked some trade flows around India and Africa this patch
- Biggest change was connecting the Coromandel node to Cape. This means that all that spice trade from Indonesia and the riches of India can flow directly to Cape. And you don’t need to control all of Arabia or Zanzibar trade area.
- Significant impact on how colonizers should play early game
Centers of Trade (CoTs)–
- Lot more CoTs now
- Can be upgraded to level 2 and level 3 CoT, for more trade power among other bonuses. Upgrades cost 200 and 1000 ducats respectively.
Charter company–
- Can now buy a province from any nation in a trade company region.
- Not cheap; prices scale depending on the province and country development and opinion modifiers.
Trade company–
- Can build extra buildings in these trade companies to boost goods, production efficiency, trade power, trade steering and other things.
- Expensive, but worth the investment if done right
Colonization changes–
- New policies synergize well with ideas groups related to colonization.
- Exploration-Expansion policy gives settler increase and -50% native uprising. Which can be combined with Native trading policy giving +50% native assimilation (ass) with no native uprising.
- First policies are free, so you can get that perk for no cost.
- Use your colonizer to upgrade development in your provinces, although I don’t see much use coming from it honestly. (more testing needed)
Now that we have reviewed all trade and colonization changes in the new patch and DLC. Lets start with our opening moves for Portugal.
Opening moves–
- Take scripted discount advisors at the start. So take the level 2 admin and level 3 diplo guy. And any level 1 mil guy.
- Set Morocco and Granada as rivals. Set Tunis as your third rival in December, this is to make sure all your rivals don’t band together.
- Bring army maintenance to zero.
- Mothball all forts and delete the fort in evora
- Set 4 light ships to protect trade in sevilla. Set 1 heavy to hunt pirates there. And set the other 2 heavy and 1 light ship to explore west africa. Portugal starts with an explorer even though you don’t have the exploration idea yet. The idea is to explore just west africa soon, as you never know when your explorer might die. This is save you time and diplo points later, as you don’t have to wait for an explorer to start colonizing when you get exploration ideas. Once you are done exploring West Africa, get your explorer to help with protecting trade in Sevilla.
- Build light ships to force limit. This will satisfy a mission. Once the mission is done, you can sell your transport if you want, but I prefer to keep mine as shuttling armies to from Ceuta is easier that way.
- Ally and RM Castile. Break your alliance with England. You don’t want to fight France early game. Or ever actually.
Now you will be losing money and you will take few loans for the first couple of decades. Just keep paying loans whenever possible. You will be fine. The higher cost advisors are going to die soon as the scripted ones are in their 40s and 50s. After which you can get level 1 advisors which helps with finances a bit.
Early conquests
- Regency until 1447.
- Start building spy network in morocco for Tangiers.
- Granada is a good target for humiliate CB, but you have truce with them will 1448. Unfortunately, Castile’s truce with them expires earlier than yours. So if they go for reconquista, you can’t do much about it.
- Ideally, you would want Granada to ally just morocco. And for Castile to join the war with a promise of land. But this doesn’t always happen. You will have to figure out the best time to fight them based on the alliance web in north africa.
Conquest of Tangiers
- Your navy is strong enough to have naval dominance over Morocco and Granada. But if they ally Tunis, you can’t take them on your own. Usually there is one alliance between morocco, tlemcen and tunis. So try to ally the third wheel here as they will help you out with promise of land.
- Take Tangiers. Humiliate, if possible.
Conquest of Granada
- If Granada joins the war against Morocco, humiliate them and peace out. Give a province or two to Castile, if they helped you out.
- Try to get humiliate early to get splendor generation going soon, as you have a settler increase perk in the first age. Crucial to establishing the early colonies.
- If you ever find Granada all alone without any allies, declare with humiliate rival CB immediately. You can peace out either with humiliate rival or show strength. Humiliate rival needs 40% warscore gives you 30PP and satisfies the age objective. Show strength needs 100% warscore gives you 30pp, 100 monarch points each but it doesn’t satisfy the age objective, which in my opinion is an oversight by devs (hope it gets fixed soon)
Colonization
- Beeline to admin tech 5 then get the first colonist ASAP
- Colonize Arguin.
- In the older patch, it was beneficial to start colonizing the new world next as that gave you more money quicker and it also guaranteed your colonial dominance over the new world.
- For the new patch, top priority here is to get full dominance of the cape node as that’s where most of the money is going to come from (India and Indonesia trade ducats)
- Colonize West Africa -> Kongo -> Cape.
- As soon as you see any other colonizer starting to colonize the new world, you should spare a colonist to start colonization there too. You will have the settler growth advantage, so you should be able to beat them to the first colony which means you get the benefit of Treaty of Tordesillas.
- Prioritize colonizing CoTs first then fill in the rest of provinces.
Africa
- Colonize West Africa -> Kongo -> Cape -> East Africa.
- Start taking provinces from African nations as well.
- Focus on taking, coastal CoTs -> all provinces in the trade company areas -> inland CoTs -> gold mines.
- Don’t need a big army to conquer these provinces, in fact you don’t need to have a big army until late game.
- Naval dominance is key though. Invest heavily on your navy.
- Always give your conquered provinces to trade companies. I don’t even bother converting religion first as that gives more unrest and I would rather not deal with rebels when I have a small army and small manpower pool. The religious unity hurts a bit, but we can fix that later with humanist idea group.
- Before approaching East Africa, try to get a province from Kilwa as a charter company. They will sell you Sofala which is a CoT and it gives you a foothold for conquests later. Do this before you get a colony there, as the adjacency negative modifier will deter any country from selling you provinces.
New world
- Take your time building colonies here, but don’t completely ignore it.
- Get the Caribbeans colony going faster for more income and trade power.
- Get Mexico colony faster by attacking one the countries there. The Mexican countries might attack your colony later, just enforce peace and join the war. These wars are not difficult as long as you have naval dominance and enough transports to ferry your army.
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South East Asia
- Start your colonies in SE Asia as soon as you can.
- Some seriously rich provinces there which will give you a lot of trade power. Fabricate and attack countries with weak allies. Again as long as you have naval dominance, these wars will be easy.
- Provinces here will give you a launching base for future wars in India and China.
Trade Network
- High trade income by early to mid game.
- Build new trade company buildings.
- Company Garrison (local defensiveness and supply limit)- Not worth investment.
- Harbor (trade power and local production efficiency)- Prioritize in CoTs. Great investment.
- Local Ventures (production efficiency and goods produced)- Prioritize in areas with high value goods, such as, slaves or spices. Very good investments.
- Foreign Influence (Tax and local dev cost)- Build if you have money after the above two buildings.
- Special investments (limited to 1 per trade company)-
- Officers’ Mess and Admiralty (land and naval force limits)- Not worth 1000 ducats.
- Property Appraiser (trade steering) and Township (trade value, army tradition)- Great investments, even at 1000 ducats each.
All these trade company building don’t require any build time, which I think might change in future patches. Right now they seem really overpowered.
- Upgrade CoTs as soon as you get enough ducats
- Start by upgrading the ones in Sevilla node first. Sevilla node isn’t an end node and you need to make sure the outgoing money is minimal. Again the upgrading of CoTs doesn’t take any time, so as soon as you have the money click the button.
- Upgrade restrictions-
- Cannot upgrade when at war
- Cannot have more than 1 level 3 CoT in the same area.
- Can only upgrade a CoT if its in a state or a trade company.
- Number of level 3 CoTs = Number of merchants.
Upgrade all CoTs from Sevilla -> Ivory coast -> Cape -> Zanzibar -> India -> SE Asia to at least level 2 as soon as you have the ducats.
Europe?
- Be opportunistic when it comes to getting some provinces in Europe
- Operation Backstab Spain- Need to get more trade power in Sevilla. Get the CoTs with help from France.
- France is your long term ally now.
- PUs can also give you large areas of land in Europe. Keep an eye on the disputed succession tab.
North Africa
- Take control of Safi trade node and taking over morocco is not that hard.
- If they are allied to Ottomans just wait till they are busy in another war.
- Make sure you release subjects here as Berber provinces have 50% increased coring costs.
Late game conquests
By 1700 you should have complete dominance over African and SE Asia trade nodes. Now you will swimming in money and although you don’t have the strongest army, you can just throw mercs against whoever is strongest in India and Ming. Late game objective is to get all those trade company provinces if you are keen on it.
Ideas
Exploration- For early colonization boost
Expansion- Continue colonization dominance
Offensive/Defensive- Time to buff up your army
Humanist- By this time your religious unity will be suffering, so you need to go humanist. Humanist also has some good policies.
Naval- For the new patch, I recommend going naval next as having the naval dominance is key. And naval ideas and some policies associated with it makes it easier.
Next is up to you. I would go diplo for the extra diplomat and PU possibilities. Then Quality for some army buffs and even more overpowered navy. And finish it up with either another military idea if you feel you need more firepower. Or go trade, to get more merchants which means more level 3 CoTs, just to see how much money you can make!
Policies
Exploration – Expansion policy-
- Change your native policy to native trading and still get no native uprising while having a small boost to good produced
- Along with a lot of native assimilation pop up events
Cutting board designer keygen download. Exploration – Naval policy-
- OP navy with extra 20% naval engagement
Humanist – Exploration policy-
- Settler increase along with an extra 50% native ass. That means with the earlier policy you get 100% native ass. That is a significant boost to economy.
Expansion – Naval policy-
- Reduced LD in subjects which is helpful as you will have a lot of subjects.
Later you can get more policies from trade ideas group for more trade power and steering. Not that you will need to make more money.
Institutions
- If RNGesus blesses your game, you can spawn Colonialism, Manufactories and Enlightenment.
- Spawning Global trade also possible, but a bit harder as Sevilla is not an end node and making it highest value trade node by 1600 is tough.
- Develop institutions as you can afford level 5 advisors giving you more monarch points.
- Build Manufactories and Universities everywhere for faster institution spread. A
Missions and Events
- Follow Portugal mission tree for amazing perks and claims
- Good events such as Vasco de Gama event from a mission. Gives you the province of Goa for free.
I’m having a lot of fun playing Portugal and going full colonizer/Trade. It’s a refreshing change from taking all provinces for yourself in most games. The new changes in 1.26/Dharma DLC are great for playing as a colonizer or trade focus. Hope this guide helps out players looking to try their hand at the new and improved Portugal!
Here is a video tutorial if that makes it easier to understand.
Creating The Nation
- The first thing you are going to need to do is come up with two 3-letter codes (also called 'country tag') that's not in use by the game. In this example we will use BRI (and BR2). If you need to check if a combination is in use, simply check the Tag article or your Historycountries folder. This code is used by the game to identify anything related to your country (history, flag, and so forth).
- One of these tags is for the main country, and the second tag is requires for a revolt faction.
- To begin, go into your game mod folder. By default this is located in the following location: C:Program Files (x86)SteamsteamappscommonEuropa Universalis Rome
- Any changes you make should be performed in your mod folder, C:Program Files (x86)SteamsteamappscommonEuropa Universalis Romemod<modName>
- You will notice several sub-folders here. The three we are interested in are: history, gfx, and common. Go ahead and browse around a bit.
- Once you've gotten a general idea of what's in each folder, go ahead into the Common folder.
- You will see a bunch of sub-folders and text files.
- Open up countries.txt in your text editor of choice (Notepad is fine)
- You will see a bunch of text like the following:
- Find the part of the world where you want to add your nation to. In our example you could go and add a line to the #Britain section. Try to keep it alphabetical.
- Great job! Now remember the name of the .txt file you just named in this file.
- Now go into the countries sub-folder.
- For now, pick a nation of a similar culture etc. as the nation you want to make, and copy/paste its text file back into the same folder. You should get a name like: Pictii - Copy.txt . Now rename the file to the name of your nation. In the example the text file would be named 'Britain.txt'. This name MUST match the name you put into the countries.txt file before; if it does not, the game will crash on launch.
- You should also repeat the process for the 'Britain Revolt.txt'.
- For now we are going to leave the contents of this file alone. We can change it later to suit your nation (see part 4 below).
- Great. Your nation now kinda exists. Of course it's not in the game yet, it has no flag, and has no history! Let's try to rectify this a bit.
- Let's go ahead and go back to the C:Program FilesParadox InteractiveEuropa Universalis Rome folder and head into the gfx sub-folder.
- Once there go into the flags sub-folder. Now let's go ahead and copy/paste the PIC.tga file back into its own directory. Let's rename the new file to BRI.tga . (the 3 letters must match the 3 letter combination you came up with before)
- Likewise, copy PI2.tgs to BR2.tga for the rebels.
- At this time you can use your favorite graphics editing tool to edit this flag. You could use the free paint.net.
- Once you are satisfied with your flag, delete the flagfiles.dds cache file (per Havard's tip) so there aren't any graphical glitches in the game as a result of the change.
- Let's go head back to the C:Program FilesParadox InteractiveEuropa Universalis Rome folder.
- Now that we have a country and a flag let's go ahead and give it some basic history.
- Go to the C:Program FilesParadox InteractiveEuropa Universalis Romehistorycountries folder. Similar to what you've done before copy/paste a similar countries file, and rename it to: BRI - Britain.txt - Yes you can have spaces in the name file.
- Repeat to create BR2 - Britain Revolt.txt
- Go ahead into the file. Change the values to what you want them to be. I made mine very simple for now, although I will adjust it more later in the guide.
- For the Capital you'll have to go into the C:Program FilesParadox InteractiveEuropa Universalis Romehistoryprovinces folder and get the number of the province you want to be the PREFERRED capital of your nation. If this is a revolting nation or one that can be released as a vassal, the capital may end up in a different location, so don't be surprised to see it that way.
- Great, now your country has its starting technology, government, capital, and religion.
- Now we have one final step to do. Go into C:Program FilesParadox InteractiveEu3localisation . You will see several files. Open countries.csv in either Notepad or Excel. Excel will be faster but you CAN use notepad if you must. NOTE: Do not use OpenOffice Calc. It seems to add characters that mess up the file and will cause EU3 to not work correctly.
- Do a search for any existing 3 digit code.
- You'll come to a bunch of entries. Add your 3 digit code to the list alphabetically, keeping the same format. Below is a sample including our entry.
- What this file does is name your nation in the game. Make sure the name is not too long or text will overlap in game. For example, this nation was originally Great American Caliphate—too long, but change it to American Caliphate and no problems.
- While you're here, you should go ahead and create an adjective for the nation as well.
- Find the following in the file:
Gothic 2 character creation. ACH_ADJ;Achaean;Achéens;Achäisch;;Aquea;acheo;;;;;;xAC2_ADJ;Achaean;Achéens;Achäisch;;Aquea;achei;;;;;;xAED_ADJ;Aeduian;Eduens;Häduisch;;Edua;eduo;;;;;;xAE3_ADJ;Aeduian;Eduens;Häduisch;;Edua;edui;;;;;;x
- In between Frisian and Gakwari, add the following:
This will make it so there can be things like the Roman-British war etc.
Now save your file.
That's it for part 1! Congrats, you have now made your very first country!
Adding the Nation to the Game
- So now you have your nation created.. and good work with that. What's that you say? Your nation doesn't show up in the game? Of course not! It doesn't magically know where its supposed to be!
- One of the best parts of EU3 is that you can choose any start date for any nation. While this is great for players it can be a real pain for modders. You have to tell EVERY territory about EVERY change a nation has throughout the games history.
- I'm going to use the same example as part one. Since this is just an example, we are going to actually put GAC in Europe so we don't have to worry about things like Terra Incognita etc.
- To start with lets go into the C:Program FilesParadox InteractiveEu3historyprovinces folder.
- Pick a province you want to belong to the American Caliphate. For the example we're going to give them Yorkshire (#259). Go ahead and open that text file now.
- This file shows the initial values at the beginning. For one that contains changes based on start date, you can see 93 - Rome.txt
- The most critical portion is to add the owner, controller, and add a core, all set to BRI.
- You need to add population to an empty provicne, otherwise the game will crash to desktop. A normal value would be '10'.
- Barbarians cause problems, get rid of them.
- The final province file should look like this:
- Now simply rinse and repeat for any province you want your country to start with!
- Your nation is now in the game! Woohoo!
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Adding Events and History to the Nation
- No dignificnat change from EU3.
Customizing Your Nation
- From EU3, some elements change.
- In the commoncountries folder:
- gender_equality = yes - allows women to full government roles.
- Go ahead an open up the GAC - American Caliphate.txt file in the C:Program FilesParadox InteractiveEu3historycountries folder. If you remember we created this waaaay back in part 1.
Lets go line by line what you can change:
- government: This determines what form of government your nation starts with. Your choices are: military_republic, aristocratic_republic, oligarchic_republic, democratic_republic, republic_confederacy, dictatorship, theocracy, despotic_monarchy, federal_monarchy, aristocratic_monarchy, military_tribe, religious_tribe, trade_tribe, civic_tribe
- technology_group: What Technology group your nation is a part of. Your choices are: roman_tech, seleucid_tech, egyptian_tech, greek_tech, carthaginian_tech, persian_tech, german_tech, celtic_tech, iberian_tech, scythian_tech.
- primary_culture: This is the primary culture for your civilization. You have a LOT of choices.
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- religion: What religion your nation starts as.
- capital: This is the NUMBER of the province you want to put as your countries preferred capital. Look in your C:Program FilesParadox InteractiveEu3historyprovinces folder for the number.
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- Now lets go ahead and open the C:Program FilesParadox InteractiveEu3commoncountries folder.
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External links
This article was adapted from a guide by Strager at Paradoxplaza, and from the EU3 Wiki.
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