Europa Universalis Codexery

Europa Universalis IV

Lead your nation through the early modern period in this grand strategy sandbox.

Europa Universalis IV is a 2013 grand strategy video game in the Europa Universalis series, developed and published by Paradox Interactive as a sequel to Europa Universalis III (2007). The game was released on 25 August 2013 for Windows, OS X, and Linux. It is a strategy game where players can control a nation leading up to and during the early modern period of history. Players navigate their nations through trade, administration, diplomacy, colonization, and warfare. The game has sold over 4 million copies as of February 2024.

Quick Facts

Developer
Paradox Development Studio
Publisher
Paradox Interactive
Director
Johan Andersson
Producer
Linda Kiby
Artist
Fredrik Toll
Composer
Andreas Waldetoft
Programmer
Niklas Strid
Engine
Clausewitz Engine

Lore & Background

The game includes different bookmarked starting dates called 'scenarios', with the world state, borders, and events reflecting their historical equivalents for each. The earliest scenarios begin on 11 November 1444, one day after the Christian defeat at Varna, while the latest scenario begins on 21 September 1792, the end of the French monarchy. The player can also choose any day within the game's time span as a starting date. A player's game ends when the player's nation is annexed or when the in-game date reaches 3 January 1821.

Reader's Guide

The game is an interactive map of Earth divided into provinces that compose nations. Each province contributes to its country either positively or negatively. At the beginning of the game, many provinces are 'uncolonized'. Gameplay requires the player to lead a nation by balancing military, diplomacy, and economy, spending resources such as prestige, power projection, stability, gold (ducats), manpower, legitimacy for monarchies, republican tradition for republics, devotion for theocracies, horde unity for steppe nomads, meritocracy for Celestial Empires, and monarch power (administrative, diplomatic, and military).

Players can conquer the world, become a colonial superpower, or establish trade dominance as one of over 500 nations. There is no strict win condition. Diplomacy includes alliances, vassals, tributaries, improving opinions, and preventing coalitions. Espionage can claim territory or incite rebellion.

Combat simulates morale, discipline, unit types, leaders, terrain, and supply lines. Trade flows through trade nodes and can be collected by merchants. Major religions (Catholicism, Orthodox Christianity, Protestantism, Sunni Islam, Shia Islam) provide bonuses; missionaries can convert provinces. Institutions from feudalism to industrialization appear around certain years and spread; embracing them requires ducats and a certain number of institutions present.

Technology (administrative, diplomatic, military) is invested in over time using monarch points. Random events arise periodically. Players can play single-player versus AI or multiplayer over LAN or Internet. Ironman mode locks settings and removes manual saving, and is the only way to earn achievements.

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