your 93% admin eff wc was the most broken thing i have ever seen in this entire game you could have full annexed ming IN A SINGLE WAR no truce breaks no problem.
You have a lot of talent, or possibly experience, in providing just the right amount of detail to be very informative, but not obtuse. I think I'll be trying a WC soon because of these guides, thank you Reman!
Very nice mini series, good work. Would love a full campaign (or as close to it as you can manage). This kind of in-depth knowledge is admirable and could be helpful to the rest of us.
Burgundy at 1444 with his vassals is actually stronger than France because each vassal has a manpower pool independent of his overlord and other vassals, as well as a base forcelimit of 6 if I remember correctly. The base manpower pool for all nations is 10,000 before factoring in any amounts you get from development in your provinces, therefore Burgundy with his 3 vassals and 1 PU has essentially 40,000 free manpower + 24,000 troops from his vassals BEFORE you even add in his OWN troops (which are about 20k). France has about 35k manpower at game start and 30-35k troops, so really you shouldn't feel bad about losing. The numbers I just explained are why having at least 1-2 vassals early game is so important, even moreso in a world conquest where your admin points are precious and so you need to use your diplo points to core stuff through diplo-annexation to alleviate the monarch point burden on your admin pool.
Make a video on what nations make for good vassals. (Core amount, ideas, culture, convertion and tolerance.) I always see people talking about Persia as a temping problem-child. :)
Nepal, Garwhal or Kutch are all excellent fighting Marches. Smolensk has the best siege ideas in the game. For coring idk, well, you could always vassalize Ottomans :p Culture and tolerance I can't remember, sorry. There's some good Indian states iirc, and Hindu faith has great tolerance of _heathens_ .
Tip for 1.20, get the +3 bonus on siege as soon as possible, then do 35 artillery armies and watch the fortifications fall, if you have opted for quantity, a good idea is to assault the level 8, since military points are usually The most abundant.
Hey Reman, I'm a new sub and I love your content. Your ability to be both thorough and succinct in detailing major aspects of the game is refreshing when compared to the more common 2-5 hour tutorials of relatively basic mechanics. Would you ever consider using this talent to make a guide for success as native North American totemists if such a thing is even possible? I dream of a day when I can make Haida become a dominant global power.
Hey Reman, love your videos! I've got some questions. Is it wise to state richer states and keep looking for those and unstate the poor beginning states, or does this matter at all?
thx for the great video. My question would be : "How would you manage your institution if you are a non-european country that is not isolated, i.e. Korea." I would usually have hard time stopping Ming from getting the institutions that I have developed painfully, and can't maintain bad relations with them because they would then DoW me whenever I eat most of the Manchu.
I know you can't stand(for some weird reason) full EU4 playthroughs, but I'd still love to see you on twitch or, better, a youtube mini-achievement run series.
A question I have is how you deal with going to hit your monarch point cap? For instance I have 6 adm ruler and power projection and have chosen to focus that however I have just taken as much land as I can hold with devastating revolts. It's early enough into the game where I am not the strongest power (say 1540) and due to circumstances can not expand a vassal either. Do I take the risk or release a vassal I don't really want just keep using my adm. or do I find another way to use the points (development or something. ) Amazing videos keep up the great work.
I think the diplo vassalisation cost is rounded to the nearest integer. So getting the cost below 1.499/dev is enough for diplo annex at 1 diplo/dev. This makes it so that we only need admin + influence ideas after admin tech 27 in patch 1.19.
12:19 This might be a minor thing, but with nations rich in provinces but few true cores, wouldn't it help with rebels/the type of rebels, to leave 1 province, and then have them revoke all cores in a very brief followup? They will only have a capital fort either way since you choose what province they're left with (and probably will make them bankrupt).
Oh, seems I'm early. Well, I guess I'll come back when the resolution is higher than 360p. But since I'm here I might as well make a joke. Uhm.. How is a european nation served south american products? On La Plata.
I have a question about corruption. You said you stop taking admin and diplo tech, so are you just paying down corruption from unbalanced research? I'm sure you have enough money to do so, but I was wondering, if I mess up and get too high unrest from overextension, can I stop buying down corruption temporarily for the unrest reduction effect? I never let my corruption get high so I don't know what its like playing at high corruption. Great series by the way, I feel like even I can do a world conquest now with your great tutorial by my side!
Hi Reman, thanks so much but I got so many questions! - Regarding Colonial Nations, you managed to annex their overlord so they ended up being yours, correct? - How many no-CB wars in this run? Only the first couple ones? - If I understand correctly, you get no stab hit for breaking a truce the same month you made peace, correct? - What's the "correct" Stability level? Best government type? - Do you "Statify" everything you can? Are there Territorial Cores that you choose to never complete? - How does the Religious Ideas nerf in 1.20 change things? (Deus Vult becomes last idea instead of first) - Regarding the -20% Diplo Annex Policy: do you leave it on all the time? Thanks again!
Great video, and thank you so much for this. I finished a WC last week, but as Austria - a rather strong country, and I didn't finish integrating all my vassals. My question is: I found myself very limited by high was exhaustion among my border subjects. They could easily rack up 5-10 war exhaustion in a war, which they never lose. This meant endless rebels, to the point where I was sitting at 0 manpower from 1650 til 1800, with full quantity and using some merc infantry. I probably killed over 400k rebels in the Mamluks, for example. How do you deal with this? I played around with enabking scutage later on, is that a good solution? Also, you can only give away land and make client states when at peace. How many wars should you normally fight at once? Only one, so you can use this properly? I sure didn't keep to that, and it cost me a lot of warscore and liberty desire. Thanks again for all the good work!
Humanist and religious are core elements of WC due to the ways they help you alleviate manpower burdens from rebels. Humanist allows you to handle having wrong culture and wrong religion provinces through increased tolerance of heretics/heathens, national unrest reduction, reduced years of separatism, higher religious unity and having more accepted culture slots to use. Religious gives increased tolerance of the true faith, which actually means lower national unrest in all provinces that have your religion. +3% missionary strength and +1 missionary to use helps you convert those wrong religion provinces quicker before rebels can spawn. Religious also has the dual purpose of serving as a rapid expansion mechanic in the form of "Deus Vult", the Casus Belli to demand all provinces of a heretic or heathen neighbour WITHOUT paying diplo points for each province taken in peace deals. Also, consider manually raising autonomy in provinces that the above tricks aren't enough to get unrest to a manageable point before rebellions pop. Once you have 2k-3k development, adding another 50-100 isn't as impactful to your economy and stability of the nation as fighting rebels and draining manpower if you are already in critical shape. Like Reman said in the second video of this series, World Conquest is about properly managing your resources to avoid waste through capped: if you are low on one resource, such as manpower, use mercs (money) to supplement it until it recovers, or adjust the sources of the drains to that resource, in your case rebellions. Sometimes even accepting rebel demands that increase autonomy or cost prestige/legitimacy can also be worth it moreso than taking critical damage to your manpower, which factors into the AI's willingness to declare war on you. Even just keeping 20k infantry on provinces for the -5 to unrest is a valid strategy for dealing with rebels. Ultimately, there's plenty of mechanics to use to control rebellions from spiralling out of control and wiping out your resource allocation flow.
With absolutism, the calculus on accepting rebel demands should have changed pretty significantly. The number of situations where I would choose to get rid of rebels at the cost of administrative efficiency is basically zero.
Yes that's true, 1.20 with absolutism and the new cap on admin efficiency has probably made it far easier to WC even though the max core creation cost reduction you can get is now 80% instead of 90%. I would imagine the reason its easier now is because you can get higher amounts of admin efficiency much sooner than previously possible, but that's just my guess and not actually tested, and mostly based on what Reman has explained in this video.
Alexander Reeves I don't think you understood my question. I had absolutely no problem in MY lands. The point I was making is that my VASSALS got overrun by rebels. They didn't have humanist ideas more often that not, and as I pointed out they accrued a ton of war exhaustion, if not by getting occupied then just from attrition. Moreover, I can't raise autonomy in provinces I am getting my vassals in a peace deal, and as far as I know I can't accept their rebel demands - many of which are separatists anyways. I can't force them to get a theologician either, or to buy stability. The only thing I could do is put a huge stack in their lands, which both unfavourably ties up an army and in most cases won't help anyways, not when their provinces have litteraly 30 unrest. You made a lot of good suggestions, but those are very basic gameplay mechanics that I would have to know to do a WC in the first place and that didn't address my actual question.
If you don't need them in your wars, and you want to wait for their WE to tick down without having to slow down your own expansion, then tick "enable scutage" under the subjects menu. This will keep them at peace during your wars because they won't get called in - and help WE tick down and ultimately their unrest, autonomy and rebels will all be more manageable. Hopefully that would be enough to help prevent rebellions getting out of control in your vassals lands.
coptic coring cost seems to be very valued and by some deemed necessary for a WC but I dont think it that way and I particulary like arumbas TTM religious strategy what do you think of it and the second question is what other religions do you suggest for a OT or even a one faith OT
I get this video may not be the best for this question, but how do you propose best dealing with separatists rebels at the beginning of the game when you have a small economy, and small army that is spread across sea/ocean tiles?
Leave 1 state for stuff like that. Assign state -> 50 autonomy -> Raise autonomy -> Revoke state -> 75 autonomy and territorial area/core AND -10 revolt risk.
Hi Reman love your guides! What happens when you don't have a colonial advisor for the range to core Maldvies? Do you make Maldives into your vassal and continue on?
Whats the maximum development your client states and vassals should have, regarding you have to integrate them later ? Maybe you got a nice graphic which shows when it's most efficient ;) Love your videos , keep it up !
There's a -3 diplo rep penalty for 10 years every time you integrate a PU or diplo-annex a vassal. Diplo rep affects the speed at which you can integrate or diplo-annex vassals. However, there is a base rate and it will always be possible so long as you have the diplo power. Therefore, you basically want to always be integrating or diplo-annexing someone the entire game as soon as possible so that you can then pick up a new vassal or PU with someone and start the process again, unless you are filling an idea group with diplo power that would give you more of a power boost, or would reduce the cost of diplo annexing (influence ideas), or would give you tech 23 for advanced casus bellis. Also, you will do a better job of using that development than the AI will. If you no longer need alliances, then you should keep as many vassals/client states as your diplomatic relations slots allow. The exception to this annexing as soon as possible is if you have a vassal that still has cores on land you haven't taken from other nations yet, in which case you should wait until you have all his cores back and then annex.
Are you gonna make a video detailing how broken the Absolutism mechanics are and how 1.20 is actually a great patch for WC (as you mentioned at the end of this video)?
It's true, patch 1.20 is a blobber's dream. A WC is probably easier now than it even has been. In fact, it becomes trivial if you're willing to use The Big Exploit that's in this patch right now.
Turn on RNW and take religion with many missioners and missioner's power. Best choose is catholicism as Austria (because you can properly fight Reformation) and islam or catolicism as Ottomans (you will change religion very fast and needn't to conquer other muslim contries/you needn't to conquer most of Europe)
easiest one faith is a ottomans if you convert to coptic right you can reach 100% religous unity pretty quickly and then convert the rest of the world pretty quickly. you get 7 missionaries and with religious you have cbs on mostly everyone.
As of 1.26 A one faith got a lot more difficult, since you can no longer convert territorial cores. that means a One Faith, has to make everything into states and revoke it after being done with the conversion, which adds a huge sink of admin points.
Did they change the corruption mechanic? I did a Cebu run which was like a quasi WC run as I haven't played the game for a year. A big problem there was corruption due to too many territorial cores and despite the maximum amount of money being spent on fighting corruption and being up to date with tech all the time, it still was an issue when overextended. If I'm going to attempt this, I'm tempted to add an idea group that lowers corruption. Gonna say goodbye to my family and disappear for a few months
Is Religious still best pick for second idea group? I'm pretty sure that after this video was uploaded, Religious Ideas was "nerfed" by moving Deus Vult into the last Idea you get from it.
It's still a viable idea group because consider the fact its your best CB until Imperialism. Deus Vult has only 75% AE when you take provinces compared to 100% for claim conquest wars, and the best part is you also save diplomatic power with Deus Vult CB because ALL PROVINCES of the enemy are considered part of the war goal, compared to a standard claim conquest war which only gives you the claimed provinces, and additional provinces without claims cost you diplomatic power. Religious still helps also with rebel issues by converting conquered land quicker to your one true faith with an extra missionary and additional missionary strength, thereby lowering unrest from not having wrong religion penalties. Less rebellions = saved money, manpower and time you can use to accomplish other goals. Cheaper stability cost helps save admin points on that which can be useful when you need to No-CB war declaration someone or truce breaking late game. Yearly prestige also helps in a myriad of ways: high prestige enables you to afford to constantly disinherit weak claim or low monarch power heirs, and positive prestige also reduces the AE you incur when you take land or vassals. So really, religious ideas (especially if you have access to Coptic or Hindu for cheaper core creation cost and a bunch of other bonuses) are fantastic even after the reallocation of deus vult as the finisher instead of the opener because the idea group is so versatile in a world conquest attempt.
You could watch Darkfireslide's video about which DLC's are important, but I can tell you that Art of War, and Rights of Man are probably the two most important DLC's.
You can find most of the DLS in discount bundles. They normally go's on sale doing any of the steam sales (the next one would probably be the summer sale) and I also believe Green Man Gaming have frequent sales if you want to look outside steam.
You need art of war and common sense. Common sense lets you force institutions by developing land which is crucial outside of europe. I would also recommend watching the darkfireslide video on it though.
I would just buy them over a long period of time. Buy one and play a dozen campaigns to understand its mechanics, and then incorporate another. Also wait for sales if you are not time sensitive.
Are there any crucial mechanics missing if all I have are art of war and common sense dlcs? I just started playing again and am learning through bitter experience mostly
In Part 2 you mentioned that gobbling small nations early on is an easier way to build power than trying to fight "The Big Guys" But how do you go forward when a large or fast-growing nation is breathing down your neck? Such as starting as anyone near the Ottomans. Destroy them ASAP or expand to match their strength before they can eat you?
I haven't tried Confucianism myself, but it seems extremely powerful. Humanist is already the main method of WC in this patch, so having a religion that combos with it so nicely is great.
How do you deal with AE while you expand up until the point when you are that strong that no coalition can threaten you? AE is a truly limiting factor for me in early expansion, its really hard not to get bog down in coalitions. Is it worth to postpone early expansion, until at least advanced CBs and influence AE reduction?
No, the sooner you get more development and the sooner you get more land to open up your range of expansion targets, the better. If AE is high in one part of the world, then go conquer somewhere else until it cools down. It's never worth it to have to face a coalition in a war, so truce juggling and managing AE is a key component in the race against time. Watch florry's guide on youtube to learn the mechanics behind AE and coalition forming. Also you don't want to be sitting at capped resources for any amount of time; every moment you should be constantly using your resources to gain even bigger advantages. That doesn't mean though you always have to be at war: for example, developing for a bit to spawn an institution is a valid strategy that can you save many resources down the track, although it really depends on where you are in the world and ease of access to conquering Europe for faster spread of tech and institutions. Or waiting for War Exhaustion to tick down and to recover the necessary amount of manpower for your next conquest. There should always be a reason for why you are waiting to expand, and figuring out if the reason for waiting is justified is what separates a good WC pace and a poor WC pace. Do enough practice at WC runs and you will eventually have an understanding and experience of what that ideal pace is.
AE really isn't a problem for me in this run. Ryukyu gets the -25% from its ideas, and there's another -10% from prestige. Also, I was getting lots of improve relations from prestige and I was almost always running a diplomat advisor from the nobility. Combine all these with the fact that I only targeted out-of-the-way areas (East Africa and Indonesia) at the start of the game, and I literally ignored AE for the entire game.
It should be "economic base compared to [your country]", and it's simply comparing the economic base of the nation you want to vassalize to yours. This used to be basetax, but I assume they migrated it over to total development. It's basically impossible to diplovassalize someone when you're small (because everyone else's development will be equal or greater than yours which gives a huge malus to them accepting).
Playing as ottomans, qara qoyunlu doesnt want to be diplo vassalized because -80 from this. Couldn't attack them because they were allied to timurids and mamluks, which were stronger than me when combined.
Can you explain how to get the later institutions i.e. printing press, or any institutions beyond renaissance for African mainly central African countries? thanks love your vids man
If in East Africa I'd probably develop the Renaissance, get Colonialism through exploration (either being the first to spawn it or generating it through a colonial nation), and I'd get the Printing Press by cozying up to a neighbor who has it (Egypt is still a good option in this case). That's what I'd do if I was trying to play optimally. If it's a casual run, I might make an effort to get the institutions, or I might just let them come naturally. You're not at a relative disadvantage if your neighbors don't have them either. Also, you could eat Goa when Portugal comes around.
Common sense for development so you can develop in provinces to get institutions quickly before you fall behind in tech too far. Disinheriting weak claim heirs or heirs that have low monarch point power generation also helps tremendously, so unless I am mistaken, that feature is part of RoM. I don't think any other DLC matters too much. AoW is just an amazing DLC regardless if you are doing WC or not.
For shits and giggles, does it take longer to play these games or writing the script/editing and uploading the video? Also roughly how long would you consider you do this per video?
How do you deal with coalitions, with them you have to peace out the entire coalition out instead of each nation one by one unless you break twice with them ?
You try not to get one by always being at war with most of them. If you declare again on the day that the truce ends then they cant join the coalition.
Brandon Lyon One sneaky option is to find a non-Coalition member who is allied/guaranteed by a coalition member. DoW them and bring the ally in as a co-belligerent. This will call in the entire coalition but only as allies to the war target, and isn't a Coalition war. It allows you to separate peace them out.
But sometimes that can be buggy cause I can count many times that somehow there truce ends with them first and I still have the truce penalty of I declaring war on them and they join a coalition because I can't immediately go to war with them cause their truce ends days to for them and nat completely different times and this can be completely random.
Niklas Gosink They certainly are (especially the CB), but becomingone gets harder and harder when you get bigger and bigger since low stability and bankruptcy could tear your empire apart.
no need for bankruptcy. just go to negative stab take until the disaster beginns to tick. to make it tick just take 25 loans and wait 100 months. to make the disaster tick faster go to 5 war exhaustion, by winning a war and not peacing out for severel years. but definitely DON´T go bankrupt
how do you dead with absolutism mechanics in patch 1.20 for world conquest? and what do you mean WC is easier in patch 1.20? doesn't patch 1.20 decrease admin efficiency from 60 to 30%
When I was doing my Ryuku run I found that being mings tributary was a load of shit because they nick your money and monarch points at the start. Worth the 1 stab hit?
I have a save on Iron Man, Year 1701 with ottomans, I own 5800 development area. Should I stop playing and learn the game more so I can make it a World Conquest?
Hi reman I am a huge EU4 noob (200 hours) and the one thing that I can't understand is how you win difficult wars. Like i always feel my armies are paper and they can't beat shit unless im ottomans or france. So maybe a video explaining combat would be nice :)
It's worth mentioning that certain terrain lowers combat width and you can use that to your advantage if you're a small nation. Dice rolls have many modifiers to them too. Here are some: General skill (fire/shock) Terrain (-1 for forest, woods, marsh, highlands, hills, -2 for mountains, -1 for attacking across river). Attacking from sea or over straits gives -2 modifier iirc. If an enemy attacks your troops that are standing in a fort, and you currently own/occupy it after sieging, _HE_ will get the terrain penalty, if any (mountains fir instance). Or if you attack him when he's sieging a fort YOU control. Same thing. Beware river crossings, though. Lastly, there's phases to combat. I believe it's like this: Shock -> Fire -> Shock -> Fire etc. So depending on your rolls and leader skills and damage received (fire/shock) and unit (infantry, cav, arty) base stats (defensive/offensive shock/fire/morale), you'll lose more or less than the enemy each combat phase. Hope this helps
Each regiment (1000 men) have their own stats and will retreat after taking some damage, based on damage taken compared to morale. If your line falters, he will surround and outflank you and get combat bonuses. You can even notice stat differences each tech if you care. For instance, early cavalry will wreck undefended early artillery. Late game (with full combat width) I personally don't find cavalry useful (unless your nation specializes in it, but even then I cringe a bit)
Reinforcements also get a combat penalty. Not 100% sure about those mechanics atm Having force march onn WILL replenish troops but NOT morale. Retreating WILL replenish morale but NOT troops.
Try to always end the month in a province where you don't take attrition, if possible. (SORRY FOR SPAM) 1st of each month, the game checks if your troops will take attrition, can recover morale, and if they can recover troops. Boats will repair while docked 1st of each month, and recover morale (repairing uses sailors). Use this to your advantage. Some terrain and climate lowers supply limit (tropical climate, hilly or desert terrain, arid climate etc) When troops have travelled more than 50% to their destination they will be LOCKED and can not change path. Use this to intercept weak stacks or attack weaker stacks while reinforcements are locked going the wrong way (ending up 1 or 2 provinces away from the battle) AI will ALWAYS go for mothballed forts if they can. I have absolutely no clue as to what "combat ability" actually does.
If you can reach Ethiopia they also have Coptic provinces. It depends what European nation you are playing, and how costly a war with the Ottomans would be. To reach Ethiopia, either conquer Egypt from the Mamluks or if you are Spain/Portugal and have early access to colonists, then either conquer Northern Africa from the Berbers to get to Egypt, or extend your colonial range by jumping around the tip of Africa to reach the Eastern side of it, then conquer all the nations leading up to Ethiopia. It really depends on your geographic location and your military power to figure out the best strategy to get Coptic quickly.