Europa Universalis 3 EUROPA UNIVERSALIS III Muscowy/Russia FAQ by Sephiroth Katana (http://www.rpgclassics.com) INTRODUCTION ============ Each nation in EU3 offers a unique gameplay experience, due to their huge differences in starting potential. If you want a relatively easy time, play as Castille or France; if you want a near-impossible challenge, try The Knights or Ryukyu. If you want a reasonably challenging, yet rewarding experience, you could try starting as Muscowy in 1399. The early game is problematic and offers quite a few obstacles, and even the mid- to late-game still requires you to stay on your toes, but if you succeed, you can forge a mighty empire to rival any other nation. Interestingly, playing as Muscowy can show you the logic of real-world history -- you will experience first-hand exactly why the Russian princes fought each other rather than their common enemy, and you'll be forced to amass huge armies and conquer land just to stave off your hungry neighbours. It is a fascinating experience that often requires serious thinking, but is still quite doable even for relatively new players. As of this writing, not many EU3 resources are available on GameFAQs. If you have other questions, the Paradox forums and wiki boast a vibrant community. They have a special style of FAQ-writing, which is meant to be more open-ended than the typical walkthrough. I do not promise to follow this style; this FAQ describes what worked for me in several Muscowy playthroughs and gives some specific advice. It is meant to be a walkthrough of a particular campaign, not a tutorial on game mechanics. I will point out mechanics that are particularly important, but you should probably already be familiar with such concepts as "sliders," "infamy," and "inflation," which are common to all nations. If you are just starting the game, try to play through as Castille to get used to all these things. OUTLINE ======= Preliminary Remarks General Strategy 1. Sliders 2. National Ideas 3. Advisors 4. Province Improvements 5. Economy The Grand Campaign, 1399-1821 1. Surviving the early game (1399-1450) 2. The early mid-game: Muscowy vs. the Horde (1450-1525) 3. The late mid-game: colonization, expansion, and warfare (1525-1600) 4. The late game: basking in glory (1600-1821) 5. Other Russian states (Note: The date ranges are rough guidelines only.) PRELIMINARY REMARKS =================== As Muscowy, you start out in a pretty bad position. You have a small handful of land-locked provinces, wedged in between several hostile nations. Your three small neighbours, the fellow Russian principalities of Tver, Ryazan, and Yaroslavl, are inoffensive and can even be friendly, but unfortunately, you are going to have to conquer them to get much-needed resources to deal with your other neighbours. To your north is Novgorod, which starts out with more land and money, and wants to conquer you as much as you want to conquer it. To your west is Poland/Lithuania, which can put up a nasty fight even in the late game. To your south and east is the immense Golden Horde, which controls half of the Eurasian continent in 1399, and is incapable of any diplomatic relations (seriously, this is part of the game mechanics) other than conquest and extorting tribute. To make things worse, you have a number of additional weaknesses: 1. You start out with the Oriental technology tree. Your military units will quickly be outmatched by Western European countries, and you are forced to wait 15% longer than those countries to research the same upgrades. Your provinces start with no improvements other than basic forts, and you are initially unable to build such improvements (you need to first research some upgrades). Just to compare, Castille starts out with a free University, an advanced building that gives you free technology investments. As Muscowy, you will probably need to wait at least 150 years before you can build one. 2. You start out so far away from the ocean that you will most likely never have the chance to explore the New World. If you conquer Novgorod quickly, you might get a shot at playing Peter the Great, but chances are that Britain, Portugal, Spain, or Sweden will beat you to the colonies. 3. Did I mention the Golden Horde? Because it is absolutely terrifying. It will take almost a hundred in-game years before you can put up a fight, and you will have no choice but to pay them tribute during this entire time. This will slow down your development considerably, as it is quite difficult to build up your economy when you have to pay this extra liability every month. There are, however, some pros to balance the cons: 1. You start out with a reasonably large military and a modest cash reserve. Hey, you have to be thankful for what you can get. This allows you to at least stand up to your immediate neighbours and pay off the Horde for a little while. 2. You may never reach the New World, but you might not need to. If you survive the early game, you can actually dismantle the Horde piece by piece and expand onto their land. The northeast of Asia is no man's land, and if you manage to get that far, you can quickly colonize it. Many of these areas are rich in fur and iron, which are quite valuable. In addition, staying on land just means that you don't need to worry about spending money on a navy. Let all those fools putter about in their little ships -- the more money they waste on them, the easier it will be to smash their armies! 3. The penalty for being in the Oriental tech group actually doesn't kick in immediately. You start with Druzhina Cavalry, which will stay competitive against European cavalry for a good century. You can also switch to the Western tech group using the game's Westernization mechanics. This is difficult, but doable. 4. Although the Horde is terrifying, they use the Tribal Despotism form of government, which is just about the worst government in the entire game. In particular, every time their ruler dies, they go into a succession crisis in which most of their lands can be overrun by rebels. While this is going on, they can actually fracture into multiple smaller hordes, each of which will be much easier for Muscowy to handle. Thus, if you can survive long enough to Westernize and expand into the Horde's lands, you can then quickly build an enormous empire. It is quite gratifying to be able to mobilize 40,000 troops in the span of a month late in the game. Hopefully, this FAQ can help you get there. One final note: I developed these strategies while playing the full version of the game with all four expansions (through Divine Wind). In my opinion, this is the way the game should be played; it took them a long time to really iron out the mechanics. And, it should go without saying, but this FAQ would be most useful to readers who are not EU3 masters. I'm sure someone somewhere was able to Westernize within the first 20 years and conquer the world in the first 100, but this FAQ is for normal players and their typical EU3 experience. GENERAL STRATEGY ================ This section describes long-term strategic choices that you can make throughout the game, such as your slider moves and national ideas. I describe the choices that will specifically benefit Muscowy in my opinion. 1. Sliders Don't neglect your sliders; they exert a subtle yet deep influence on how your game plays out. You'll need to adjust them every chance you get in order to Westernize quickly. Below, I describe the relative importance of each slider and give advice on how to set it. a. Centralization vs. Decentralization Most of the sliders offer you a choice, with both sides having advantages and disadvantages. Not this one: there is absolutely no benefit to Decentralization. It may go against your political beliefs, but unfortunately this is how the medieval world works according to EU3. Maximum Centralization is always preferable. Unfortunately, Muscowy starts out with high Decentralization. Moving to Centralization should be your first priority, especially since you'll need it to Westernize. b. Aristocracy vs. Plutocracy This one depends on your play style. Full Aristocracy gives you a better land army and more diplomats; full Plutocracy gives you more merchants, spies, and trade efficiency. If you are planning to do a lot of trading, Plutocracy may be helpful. But, since Muscowy is a land-based power, my personal suggestion would be to favour Aristocracy. It is not hugely important, though, and I usually just follow whichever direction the random events suggest. Your regular slider moves would probably be better used for the other sliders. c. Serfdom vs. Free Subjects You start out with full Serfdom, which is actually not too bad. It makes it more difficult to research technology, something that Muscowy already has a problem with, but it also gives you cheaper military units and makes it easier to increase your Stability. Free Subjects basically does the opposite of all these things: it makes technology cheaper, but increases the cost of your military. I prefer to have this somewhere in the middle, but I don't make it a priority. If you have full Serfdom, you will experience fairly frequent random events allowing you to move toward Free Subjects without sacrificing a slider move. d. Innovative vs. Narrowminded This is an interesting one. You start out Narrowminded, and you must move toward Innovation in order to Westernize. Having successfully done that, however, you will actually benefit more from moving back to Narrowminded, as this will reduce the cost of Stability and give you more missionaries, which can be difficult to get otherwise. As Muscowy, you might have to do a lot of converting on Horde lands, so missionaries can be extremely useful. This slider also affects the Papal Influence of Catholic countries, but Muscowy is Orthodox, so this won't make any difference. e. Mercantilism vs. Free Trade Another interesting one. As you may expect, Free Trade favours your merchants and your ability to compete in foreign centers of trade. Mercantilism improves your performance in centers of trade that you control, but Muscowy starts out with zero. Mercantilism also gives you extra spies, which is reasonably useful. I suggest just making a one-time decision whether or not you are going to incorporate trade into your play style. I usually decide not to do this, since it is not that helpful in the crucial early game. This allows me to just focus on Mercantilism and have one less slider to worry about. You will occasionally get random events allowing you to move toward Free Trade. f. Offensive vs. Defensive Pretty self-explanatory. Offensive gives a bonus to your attacking units and their morale, whereas Defensive improves the quality of your forts. I personally prefer to have this exactly in the middle, but either extreme has its pluses. g. Land vs. Naval Again, self-explanatory: Land benefits your armies, and Naval benefits your navies. In my opinion, Muscowy benefits the most from an all-Land play style, so you can go all Land and have one less thing to think about. Perhaps the one drawback is that Land penalizes the cost of colonists, which can be important (though not hugely so) when you are conquering Horde lands. h. Quality vs. Quantity Both have benefits. Quality improves your battle performance, but increases the cost of your army and reduces your manpower, which means that you will have to wait longer to replenish your armies. Quantity does the opposite of that, giving you more and cheaper units that don't perform as well. You start out with high Quantity, which is actually OK for the early game. As you improve your economy, you might consider moving toward Quality. To summarize, your priorities in the early game are to move toward Innovative and Centralization, with Land being a useful third option. After Westernizing, you can actually move back toward Narrowminded. 2. National Ideas These are various bonuses that you can adopt as your Government Technology improves. You can switch between them (i.e. abandon one idea and replace it by another one), but this penalizes you, so it is better to choose things that can benefit you throughout the entire game. Below, I list a few of the most useful ideas for Muscowy, in the order in which I recommend getting them. Since I think that Muscowy is most successful as a land power, I do not recommend any of the naval ideas (many of the land ideas, on the other hand, are essential). a. National Conscripts Absolutely fantastic. This idea increases your manpower reserves by 50%, which is particularly useful in the early game when you may have to fight multiple wars in a row with no time to recuperate from your losses. Until you can get a fairly large number of new provinces, manpower will be a crucial factor in all of your military engagements. Should probably be your first choice for an idea. b. National Bank Automatically gives you a permanent yearly inflation reduction of 0.1%. This could even be your first idea, since inflation can be absolutely deadly in the early- or even mid-game, and it will be quite difficult to make money while you are paying tribute to the Horde. This is really the only way to reduce your inflation in the early game. You can also hire Masters of the Mint, but they need to be at least level 4 in order to be useful; a level 1 advisor will only give a 0.02% inflation reduction, which is worthless. This idea is like having a permanent level 5 Master without using up an advisor slot. c. Military Drill A great idea giving a permanent bonus to your armies' morale. Muscowy tends to spend most of her time on land anyway, so you'll need this idea eventually, although there are a few other contenders for your third. d. Bureaucracy A very nice permanent 10% boost to all of your tax income. You can never have too much money as Muscowy, though you get more out of this if you already have some tax income to boost (e.g. you've built some Constables and Workshops). e. Grand Army Another great idea that permanently increases your land supply limit by 33%, meaning that you can make substantially more military units. The benefits really start to kick in during the mid-game, when your country becomes large enough that you need multiple armies to protect all of your borders. In the early game, you might not have enough money to use up the available supply, although it can be quite useful if you do. f. Engineer Corps Fairly useful, in that it makes your defenses last longer, and also helps you to overcome enemy defenses faster. You need to put a leader in charge of your army to get that benefit, though, and you may not be able to afford one in the early game. Still, the defense bonus can make enemy armies get bogged down until your armies can come to the rescue. g. Colonial Ventures Not essential, but can be quite helpful in the mid- to late-game when you are trying to expand to the Pacific Ocean. Unlike many other countries, you can get by without ever adopting Quest for the New World, but Colonial Ventures will help out by giving you extra colonists. h. Divine Supremacy This will give you extra missionaries, which can be quite helpful in bringing former Horde lands under your control. It is a bit less useful than Colonial Ventures, since you can get enough missionaries by moving toward Narrowminded in your sliders. However, in the mid-game, you have to be more Innovative in order to Westernize, so this idea can help fill the gap. i. Church Attendance Duty Reduces the cost of Stability by 33%. This is not that useful late in the game, when you can restore Stability in a single month, but it can be situationally useful when you are trying to recover your Stability while Westernizing. j. Bill of Rights Not essential, but can give you an easier time by reducing the frequency with which those stupid rebels appear. Once you have created your vast empire, this can really cut down on the aggravation factor. k. Smithian Economics Oh yeah, baby. This will boost your production efficiency by 20%, which will send your economy into overdrive once you have conquered those iron-producing provinces. In the late game, this is a great idea, and you can only get it in the late game, since you need Production Technology 30 before you can adopt it. That's basically the only reason why it's not higher on this list. l. Napoleonic Warfare Increases your armies' damage potential by 25%, which is great. The only problem is that you need Land Technology 53 to adopt it, and by then the game will be nearly over anyhow. 3. Advisors Advisors can be very helpful for achieving your goals. The best advisors to choose vary depending on which stage your game is in. In the early game, you get the most value out of advisors who give bonuses to your technology investments. This is particularly important since Muscowy's research is penalized until you Westernize. Also, at this early stage, your economy is so poor that even a level 1-2 advisor can significantly improve your research speed, at a fairly low cost. Thus, you will be looking for the following: - Artist (Stability investment bonus; you start with a decent one) - Army Reformer (Land investment bonus) - Natural Scientist (Production investment bonus) - Statesman (Government investment bonus) Since I recommend staying away from trade and naval combat as Muscowy, I suggest focusing on the above and ignoring Treasurers and Naval Reformers. Keeping an Artist on hand will be useful for a very long time, since you can expect frequent stability drops from random events. Westernizing also carries a huge stability penalty. Aside from these guys, a Master of the Mint (inflation reduction) can be a life- saver in the early game. If you ever let your inflation go above zero, this and the National Bank idea will be your only means of reducing it. However, the advisor really needs to be level 4 or higher to be useful, since any inflation reduction below 0.08% per year is far too slow to help you. Make sure to keep up your Cultural Tradition. In the mid-game, these advisors will still be useful, but you can also get more value out of specialists like the following: - Banker (reduces interest on loans; try not to borrow money though) - Fortification Expert (improved fort defense) - Grand Captain (improved morale for land armies) - Theologian (improved conversion chance for missionaries) - Spymaster (improved chances of spy success; situationally useful) In the late game, you can rely on more subtle economic and diplomatic advisors: - Alderman (improved production efficiency; hire once you have iron production) - Diplomat (yearly Infamy reduction; quite helpful in between wars) - Grand Marshal (yearly Legitimacy bonus; situationally helpful) - Philosopher (yearly Prestige bonus; quite helpful in between wars) I rarely use the other advisors, as I feel that the bonuses they offer are either too small or not very relevant to Muscowy's situation. 4. Province Improvements Early on, you have to think hard about which improvements to build, since your money will be very limited. In my opinion, the most useful improvements for Muscowy are the economic ones (Constable, Workshop, etc.), which increase your tax base and production efficiency. The bonuses stack: a Constable gives you a 25% tax bonus, and a Workshop gives +1 to tax, so with the Constable it will actually be +1.25. The second most useful improvements are related to manpower (Armory and so on). These are particularly great early on, but decrease in importance later as you gain more lands. You might want to have a few provinces specializing in these buildings. The Conscription Center, if you get that far, gives a huge bonus to manpower and even increases your supply limit (which will stack with the Grand Army idea). The government buildings (Church and so on) are a bit less important in my view. Churches are helpful early on, and Courthouses can be useful in those high-risk provinces with a different culture and religion from the state-adopted ones. The Town Hall, if you get that far, gives a tax bonus, and the Cathedral, if you get even farther, gives nice bonuses to all your missionaries. I generally do not prioritize these buildings as highly, though. I never build any of the trade or naval buildings, since I feel that Muscowy gets less value out of them for most of the game. If you have extra money, a Dock will give you a production bonus, which is handy even if you don't plan to make a navy. Among the unique buildings, pretty much all are useful except for the Admiralty. Among the manufactories, the Weapons Manufactory is fantastic, since it gives a special bonus to provinces that produce copper or iron (both of which are plentiful in Russia). The Textile Manufactory is another good choice, since many provinces make wool. The University and Fine Arts Academy are reasonable options for places that don't make these products, but really the Weapons Manufactory should be the top priority (I typically end up with 10-20 of these). 5. Economy One of the hints on the game's loading screen says, "Did you know inflation is bad?" This is the best advice a new player can possibly receive. Do not drive your inflation up. It can take 30-50 years to bring it back down, which is devastating in the early game. Any inflation is too much. To avoid inflation, never use your monthly income on anything other than tech research. This means that you will lose money during the year; hopefully your annual income on January 1st will give you enough to last until December 31st. Don't spend all of your starting money, as you might need it to last through the first few years. Likewise, do not borrow money. Not only will you have to pay monthly interest, thus slashing your income even more, but you will have to repay the principal after five years. Of course, occasionally you will face desperate times. The only occasion when you should ever consider borrowing money is right before starting a war with the Golden Horde. This will let you hire a general (they don't come cheap in the early game), train some extra troops, and maintain those troops during the war if they go over your supply limit. Once you finally commit to a war with the Horde, the idea is that you will save money from not paying tribute, and that you will seize new land that will generate new income. Within five years, you should have enough money to pay back the loan. If not, you'll likely just lose the game anyway. There is no other time during the game when you should ever consider borrowing money. Similarly, you may occasionally mint money, thus driving up inflation. You should never do this before you have the National Bank idea. Once you adopt that idea, you will have a permanent 0.1% annual inflation reduction. If you then hire a decent Master of the Mint and improve your Centralization, you can get this up to about 0.2%. Even with this, it will take five years to reduce one single percentage point of inflation, so be very careful. Really the only time you should ever consider minting money is if it is close to the end of the year and you are about to receive your annual income. Minting for 1-2 months will not hurt you too badly, and you can reduce the inflation over the next 10-12 months while surviving on your annual income. THE GRAND CAMPAIGN, 1399-1821 ============================= 1. Surviving the early game (1399-1450) All right, then! You've started the Grand Campaign, and you're looking at your six starting provinces on the map. Before you even unpause, there are already quite a few things for you to do. First, the Horde starts out at war with you. You have no hope of defeating them with your starting army. My best advice is to immediately offer them tribute (click on any Horde province, choose "Sue for Peace" and go from there). The exact amount of tribute they demand depends on your economy, so it's better to pay it now rather than later. If you offer tribute on day one, they will typically ask for 0.9 ducats per month. This is actually horrible, but you have no choice. At least you start with 77 ducats in your treasury! Second, you get a slider move. Although your first priority should be to move toward Centralization as quickly as possible, this is a bit dangerous in 1399. This move will either spark a revolt on your territory or decrease your Stability, both of which are perilous in the early game. A relatively harmless option will be to move toward Land -- you will benefit from this in the short term, and the immediate effects are more likely to be mild. Then, you can move toward Centralization starting with your next move. Third, you need to set your research priorities. Initially, put all of your monthly income into Stability, as you need to get it to +3 in order to really do anything in this game. After that, it's a bit more open. You start at level 3 for all your research areas, and you usually need level 4 before you can start building improvements. After Stability reaches +3, put all of your money into one area of your choice. The best area to choose may depend on the available advisors. Take a look to see which advisors are available (this is all before you unpause). If there's a good advisor in, say, Land Technology, it may make more sense to prioritize that if no other advisor is available. In my opinion, it is best to focus on Government Technology if you can, since you get a chance to adopt your first national idea at level 4 (and also build Churches, which are somewhat useful). Some of the national ideas will be absolutely essential to your success; see the previous section for a discussion. In the beginning, you do not own any trade centers, and the only one you can access is Novgorod. Needless to say, they are not too keen on helping you make money. If the starting advisor pool has a reasonably high-level Trader, you can hire him and give it a shot; otherwise, your merchants will probably fail to place, wasting your money. My preference is to just give up on trading as Muscowy, which allows me to focus on Mercantilism and ignore Trade Technology in favour of other, more useful areas. Finally, you will be assigned a mission before unpausing. Nine times out of ten, you'll be asked to conquer one of your small neighbours. If you complete the mission, you will get a bonus in the form of "cores" on the conquered lands. A core on a province means that it is considered part of your heartland, and you always have an excuse to go to war with any country that holds one of your cores. Core provinces also produce more income. It is quite good to follow these missions, since otherwise you'll need to hold on to a province for 50 years in a row before it becomes a core. Unfortunately, you may not always be able to do what the missions tell you. Your starting army could probably defeat either Tver, Ryazan, or Yaroslavl in a one- on-one battle, but unfortunately Novgorod is not going to let you expand so easily. If your starting mission is to annex Ryazan, Novgorod will probably jump into the war even though they do not have an alliance with Ryazan at first. The best situation is when your first mission is to annex Yaroslavl. You can declare war before you even unpause (the mission provides the excuse for war), then start the game, move your starting army into their single province, crush their weak 4000-man army, and score a quick victory. In fact, I recommend doing that regardless of whether you get the mission or not. If you declare war before unpausing, chances are that Novgorod will not bother to defend Yaroslavl. The Golden Horde will immediately accept your tribute offer, and you can annex a new territory in your first year. After this, you'll still be in a tough spot. Tver or Ryazan will not be quite so easy to conquer, and Novgorod will quickly ally with them (or guarantee their independence), making it impossible for you to attack them for quite some time. Paying tribute to the Horde will give you at least 10 years of breathing room, but don't get lulled into a false sense of security -- they can break the truce if they sense that they can get even more money out of you. Fortunately, Poland/Lithuania will stay out of your way for a while. They start as a single entity, but their union is doomed to dissolve sooner or later, and they start with a big rebellion close to your border. In fact, the rebels are guaranteed to spill onto your territory, and you are not guaranteed to be able to defeat them with your starting army. It may actually be better to let them seize Vyazma and move on, whereupon you can retake the province. Your starting king is pretty mediocre, but has decent military skill, so you can just make him a general -- if he dies, it's not a huge loss, as long as he leaves an heir. In fact, Lithuania might actually be an easier target than the Russians in the early game. You have to be a bit careful about it, though. Don't declare war, but rather wait for the rebels to overrun the provinces at your border. Quite often, they will declare independence and form new principalities such as Polotsk or Smolensk. At that point, you can attack them (hopefully you get a random excuse like Border Friction) before they have a chance to build up an army. You can get quite a few important provinces in this way, like Bryansk and Smolensk. In terms of potential allies, I find that the best choices are countries that are nearby, but do not share a border with you. The other Russians will be glad to ally with you, but since you want to conquer them, there isn't much of a point. The Horde (and all nomad tribes in EU3) is unable to form alliances with anyone -- they recognize "only gold or steel" as the game puts it. Poland and Lithuania are way too close for comfort. However, the Teutonic Order is a decent choice (contrary to historical fact), since they regularly fight Novgorod and may help you in a war against your neighbours. Hungary is also a reasonable pick; they might not come to your aid, but at least they will act as a deterrent against potential attackers. You can form Royal Marriages with other Orthodox countries like Serbia or Georgia. I also like to develop good relations with really distant countries, like Portugal -- again, they won't help you fight, but people will think twice about picking on you with them on your side. So, in the first decade or so, the safest policy is to conquer Yaroslavl, and then wait, either until rebels break away from Lithuania, or until Novgorod is busy fighting the Teutonic Order. If you see that Tver is not allied with Novgorod, you can attack. There is no mission to conquer them, only to vassalize them, but once you do that you can often get a second mission to annex them diplomatically. Having them as a vassal is still quite nice, since you get half their income and they are always guaranteed to follow you into battle. If you do decide to fight Ryazan/Novgorod, make sure to have at least two reasonably strong armies. You won't be able to afford this with your starting territory, but if you conquered Yaroslavl and stole a couple of border provinces from Lithuania, you will be in a better position. Novgorod is actually kind of a paper tiger: their standing army greatly outclasses what you start with, but they don't have much more than that. If you can thrash their main army, you might not get much more resistance, and your second army can run around hunting down their reinforcements before they group together. Having the Teutonic Order on your side helps with this (if you're lucky, they'll engage Novgorod's main army, leaving you to run around grabbing land), although they'll exact their price by carving off lands on Novgorod's western border. When fighting Novgorod, I often find that they ignore my main army and go for my land. Having Tver as a vassal here can be quite helpful, as they'll be tied up with Tver's land and army, allowing you to run around them and grab their provinces. Their eastern lands are poorly defended, and if you can seize a couple of provinces like Beloozero, Vetluga or Ustyug, you can sue for peace and annex them. Novgorod becomes much weaker once they start losing land. You probably won't be able to overrun them entirely, but if you can take 2-3 provinces from them, you'll be in a much better position. Hopefully you can accomplish some of this within 20-30 years. The quicker you get this done now, the greater your chances of reaching the Pacific! Once you reach level 4 in at least one area, it will become a bit easier. Any one of your three main focus areas will provide a major benefit: - Government: get a national idea and build Churches (reduce Stability cost) - Production: build Constables (boost tax income) - Land: build Armories (boost manpower) Armories will help you replenish your armies, which is actually a big deal in the early game. A war with Novgorod can leave you under-manned, which means no way to defend if the Horde suddenly decides to show up. The national idea can do this even better if you choose National Conscripts, although Churches are not quite as useful. Constables are vital for improving your economy. Really you can't go wrong with any of these. You can consider yourself to be out of the early game once you've conquered Yaroslavl, vassalized Tver, grabbed at least some land from Novgorod or Lithuania, and started to build some infrastructure. If you got the Constables, start by building one in Moskva -- the 25% bonus will be larger in provinces that already have higher tax incomes. 2. The early mid-game: Muscowy vs. the Horde (1450-1525) By now, you've got to be chafing at having to pay that tribute every month. You need that money to build province improvements! You can't build them if your annual income is eaten up by your monthly expenses, but you can't increase your income until you build more Constables! Unfortunately, the Horde is an enemy unlike any you've faced up to now. You could take on Novgorod with two big armies, but the Horde will just keep coming forever. You will face multiple armies with 12-14K troops, and their Steppe Cavalry is actually pretty good in the early game, certainly a match for your forces. And you cannot even call your allies into battle against nomadic tribes, so your buddies in the Teutonic Order are not going to help you. You can't raise war taxes either (as the game says, "to the Horde, all taxes are war taxes"). Sometimes the Horde will break their truce with you even if you haven't done anything. All you can do in this situation is die (or reset the game). However, if they are OK with your tribute, you can be smart about when to attack. There are two factors to consider: a. The Horde is ruled by a Tribal Despotism, the single worst form of government in the game. Every time their ruler dies, they enter a succession crisis in which gigantic stretches of land are seized by rebels. If you're lucky, the rebels can actually splinter off into other, smaller hordes, like Crimea and Nogai. This is not always good, since the new hordes will come after you for tribute just as much as the old horde did, but at least you might be able to fight them one at a time. They might even fight each other even while they're fighting you. b. The Horde also attacks other countries, not just you. They like to harass Poland/Lithuania, which is another reason why this country won't cause you a lot of grief in the early game. Their success at this can be quite random. I have seen them conquer their way into Poland and even parts of Austria, but this usually doesn't last, and the other Europeans retake the land as soon as the next succession crisis starts. Other times, Poland will push back pretty hard, and can actually conquer large pieces of the Horde if you're not careful (you want that land for yourself). The best time to attack the Horde is when they're fighting both Poland/Lithuania and each other. You can't formally ally yourself with Poland for this war, but it doesn't matter. When you attack, you need to bring your A-game. Get at least two of the most powerful armies you can, headed by generals (your king can be a general, as long as he's not too skillful -- if you've still got your starting king, he's a good choice). Also make sure to have a cash reserve of 50-100 ducats, as you will need this in order to seize Horde lands. If you don't have the income, bite the bullet and take out a loan. If you succeed, you can use the spoils of war to repay the debt, and if you fail, you'll be dead. Sounds like a clear choice to me. Now, hopefully you can see their armies fighting around the Polish border. You want to hit far away from this place, so that they have to spend some time to reach you. The best target is Kazan, directly east of your starting province of Nizhny Novgorod. This is a very strong province which will greatly improve your tax income once you seize it. If, however, the enemy armies are centered around Kazan, then try to hit their southern regions, like Saratow or Tambow. If you're starting the war, you have no choice but to take a stability hit. It's so unfair, since they're extorting you, but you have no choice. Sometimes you can get a mission to conquer one of their provinces, which gives you an excuse. Either way, once you've made the decision to attack, send your armies to two different provinces (hopefully adjacent ones, so they can reinforce each other) and hope that you can take control of them before the really huge Horde armies show up. You can use your spies to Bribe Defenders and speed the process along; usually Horde provinces can be bribed fairly cheaply (like 10-20 ducats) and bribery has a high success rate (75-90%). Once you've taken control of some territory, pick the province that looks like the most valuable and send colonists to it. The complete version of EU3 has a unique mechanic for fighting nomads: instead of annexing their territory through diplomacy, you can only do this by sending colonists to individual provinces. Colonists are not cheap -- each one costs about 20-30 ducats at this stage of the game. Usually a successful colonist will create a settlement of 100 people, but if you're colonizing a Horde territory, this amount is doubled, the success rate is increased, and the time needed for the colonist to arrive is reduced. All told, you will need to wait about 30 in-game days to add 200 people to your settlement. Once the settlement is created, it will grow automatically every month by a small amount, even if you don't send new colonists. Usually you add about five people per month, but with Horde lands, it's more like 15-20. And the punchline is that, once your settlement grows to 1000 people, the province defects to your complete control without any need for negotiation. So you can permanently remove territory from their grasp without even ending the war. Of course, five colonists are very costly, so I usually send about 3-4 to a province and let the natural growth fill in the rest. You just need to survive the war long enough for the colonists to do their work. Hopefully you can get more than one province in this way, but one is a good start. Do not end the war until the province has defected -- if you do, the Horde will just kill all of your colonists, wiping out your work. Now, once you've gotten at least one province, you need to take over a couple more and then sue for peace. You will probably not be able to force the Horde to pay tribute, as much as you might like, but you may be able to get them to accept defeat. You may even offer to admit your own defeat, and they might accept without forcing you to pay tribute. Either way, they'll be back in ten years, but you will have some time to recover without having to pay tribute. You will stop paying tribute as soon as the war starts, which is one plus at least. In the worst case, they won't take no for an answer, and they'll force you to pay tribute again. Only this time, it won't be one ducat per month, it'll be more like 3-4, which will really wreck your economy. If you conquer Kazan, they will usually be more agreeable, but if you seize less important provinces, they might not see it as a big enough deal. Try to conquer Kazan and don't let the war last too long -- otherwise they'll make peace with their other enemies and bear down on you with everything they have. This is basically the blueprint for dismantling the Horde piece by piece, and it is probably the single most satisfying thing you can do in EU3. Go to war, colonize 1-2 provinces, make them admit defeat, wait 10 years, repeat the process. The more times you do this, the easier it will get. Their most valuable provinces are Kazan, Perm (which has iron), Samara (which has gold), Sarai, and Astrakhan (which has a trade center). Once you've grabbed at least 2-3 of these, you will quickly find that their war machine isn't quite what it used to be. Then they're doomed, and will probably splinter into Crimea, Nogai, Kazan, Sibir, Oirat, Qasim, Qara Koyunlu, and other mini-hordes, each of which can be dealt with in the exact same way. In fact, you can exploit the Horde mechanics to steal provinces from Poland and Lithuania without ever having to fight them. Just wait until the Horde grabs Polish lands, then step in and colonize them. Poland will still have an excuse to go to war with you, but they won't do it right after fighting the Horde. You can abuse this mechanic even more to divide and conquer your other rivals. For example, if you take Vetluga and Ustyug from Novgorod, you can cut off their capital from their eastern provinces like Solikamsk. With no way to move their armies there, they will inevitably lose these eastern lands to the Horde, at which point you can move in. In between wars with the Horde, you might as well finish off Novgorod. You'll probably have plenty of excuses -- I tend to get the Border Friction event with them fairly often. If you managed to take Kazan, Novgorod will suddenly seem much less tough. Two big armies will be enough to overrun them. The end goal is to annex them completely, but you might want to do it in stages to avoid building up your Infamy. Fortunately, you start with the Despotic Monarchy government, which increases your allowable Infamy limit, and you don't get any Infamy from colonizing Horde lands. By the time you're done, the Golden Horde will be just a memory. Also, during this time, the Poland/Lithuania union often goes sour. Sometimes, they'll even start fighting. Of the two, Poland tends to be more dangerous at this stage of the game, so try to stay at a respectful distance from them. But Lithuania is often a weak opponent. I have seen Polotsk break away with a large number of provinces, for example. Other times, Lithuania gets bogged down in a fight with Poland, allowing you to attack their eastern border. You can easily get your hands on Minsk and Polotsk in this way. Something to watch out for is that the conquered Horde lands are going to have a different culture (Tartar) and religion (Sunni) from your own. This generally increases the risk of revolt in these provinces, and you really don't want to have to hunt down large rebel forces in between major wars. There are a couple of ways to deal with this. If you have made progress toward Innovative, you generally become more tolerant (there are some national ideas that help with this as well) and the risk of rebellion is reduced somewhat. Your other option is to pursue a policy of total assimilation. You can't do much to change the culture in a province; that happens by itself given enough time. However, you can convert them to Orthodoxy by sending missionaries. Each missionary requires a one-time investment of about 30 ducats, and then has a small chance every year of converting the province. Don't let the province fall back into enemy hands, or the missionary will be killed and you will have to invest in another one. In the long term, using missionaries will make your lands much more stable, but in the short term, the missionary will actually slightly increase the revolt risk. The best way is to proceed cautiously and only have a couple missionaries working at a time (probably this will be all you can afford anyway) in the most high-value provinces (like Kazan or Perm). Hiring a Theologian can be quite helpful for increasing your conversion chances. Overall, the only real threat in this stage comes from the Golden Horde. Europe is still comfortably far away, and their wars don't really affect you yet. Just make the Horde your main priority, and look for other opportunities as they come up. 3. The late mid-game: colonization, expansion, and warfare (1525-1600) The final stage in this mid-game is to transition from Muscowy to Russia and Westernize. You can fulfill the requirements for this event pretty easily, once you conquer Tver, Yaroslavl, Smolensk and Novgorod. If you get missions for these, you will automatically get cores on their territory, allowing you to form the Russian nation sooner. However, don't be in a rush. Once you form Russia, you will automatically get cores on a huge number of provinces, many of which may still be under Polish or Horde control. Having cores under foreign control penalizes your Prestige, so there's no sense proclaiming your challenge until you're big enough to walk the walk. Just continue breaking up the Horde and Novgorod until you've gotten most of the provinces that will be cored by this event. When you do form Russia, you automatically move two steps toward Centralization, which is also very helpful for Westernizing. You can consider the mid-game finished once Westernization is complete. Hopefully you have diligently used every slider move up to this point to improve your Centralization, as well as move toward Innovative. I find that random events boosting your Innovative score happen more frequently, so I suggest prioritizing Centralization in your moves. To Westernize, you also need a king with an Administrative score of 6 or higher, so keep an eye on your king and heir to make sure you don't miss the time. Fight the nomads while you wait for a better king! Once you click the button for the Westernize event, you will need to go easy on the wars for a while. First, you will take a huge Stability penalty of -5, which is horrible. Fortunately, if you own the Neva province, you can immediately move your capital there to create St. Petersburg, which gives you +3 back. This is important, since Westernizing will increase your Stability cost significantly. Now, you will enter a period of transition that will end once you complete the Military Modernization event. To do this, you need a ruler with at least 7 Administrative, so if you Westernized with a 6 score, you need to wait, possibly a long time. Hopefully your heir has a 7. You need even more Centralization, and you can make the necessary slider moves while you're waiting. You actually do not need Innovative any more, so feel free to move back toward Narrowminded after your Centralization is good. The last requirement for Military Modernization is that you are not under the effects of the modifier called "Resisting Western Influences." This is harder to do than it sounds. After you Westernize, but before you modernize the military, you will regularly get very bad random events, in which your peasants revolt, your aristocrats assassinate your advisors, or other awful things happen. You have the option to avoid these negative events by Resisting Western Influences for ten consecutive years. You can't complete Military Modernization until this ten-year period expires. Actually, this isn't too bad, since you will probably have to wait a while anyway, either to get a new ruler, or to make the needed slider moves. Just accept the modifier in the meantime, and complete the final event as soon as the modifier expires. Once you finish Military Modernization, you will move to the Western European tech group, remove the Oriental research penalty, and never have to deal with Resisting Western Influences again. Now, the world is yours! At this point, your former enemies will be gone (like the Russian rivals) or incapacitated (like the Horde). Start pushing east of Perm toward Siberia. Eventually the Golden Horde will disappear and you'll be fighting Kazakh, Sibir, and Oirat hordes. The strategy is exactly the same, except these guys are going to be much weaker. Push far enough and eventually you'll see your first uninhabited provinces, usually Berezow and Obdorsk in the far north. For once, you don't need to fight -- just send a colonist to these lands. This time, you'll only get 100 settlers per colonist and a growth of about 5 new settlers per month, but if you keep an army in the area to protect against the hordes, you can take your time. These remote colonies have few natives, and those few are not very hostile, so defending the colonies is not as difficult as it could be. Many of these provinces are rich in fur and iron. You might actually find yourself making money every year! Make sure to keep increasing the size of your military, as this actually deters Europeans from attacking you. If you focus your tech research on Land, you can build your first Weapons Manufactory in an iron- or copper-producing province once you get about 1000 ducats. Remember to keep spending your money -- there is no benefit to stockpiling it. You should keep enough on hand to cover your expenses until the end of the current year, and spend as much of the rest as you can. Keep building those Constables, Workshops, and Armories. If you don't have enough magistrates to keep up with your income, you can switch from a Despotic Monarchy to an Empire as soon as you control 30 provinces or more. Definitely make this switch. An Administrative Monarchy will give you even more magistrates, but an Empire gives a bonus to your armies' morale. But now, although the East is no longer a major threat, you are suddenly going to have to deal with the West. Lithuania is usually in a shambles around now, and you can keep up your friendship with the Teutons, who usually form Prussia. The most dangerous opponents are Poland and Sweden, particularly Sweden. These guys often conquer much of Scandinavia, and then decide to attack your north- western border, where Novgorod was. If you haven't finished Westernizing yet, or if you've just done so, this is going to be a major problem. Your armies are just not going to be up to par yet, so your only hope is to overwhelm them with numbers. When the war starts, raise your war taxes and build a unit in literally every heartland province you have, then gather them together around Moskva or Novgorod. It is OK to go over your supply limit, since you can just disband extra units after the war. It's more important to have enough to beat Sweden. Typically Sweden puts up about two seriously large armies (20+ thousand troops per army), so you need about two or three with about 25K and enough generals to go around. I usually put about 60% infantry and 40% cavalry in each army, which gives you a bonus for mixed composition. Artillery is not that useful in my opinion, as it is more important to defeat the Swedish military than to win sieges quickly. After a rather bloody fight in the beginning, you can set up a few sieges on their border provinces and use your armies to hunt down reinforcements before they are able to gather together. Usually Prussia will be glad to join you, and if you were able to ally with Portugal, they might even show up to help out. Sweden will probably have other European allies, but they'll be far away, and they tend to not bother traveling across all that land. It only becomes dangerous if another major power has managed to establish a presence in Scandinavia (England or France often do this). Better hope that they don't ally with Sweden, or that you can make a separate peace with them. You don't need to conquer all of Sweden, but it is nice to grab a couple of provinces along the border. Another good option is to force them to release Finland as a free country, if they are in control of Finnish land. They will lose a substantial number of provinces, and you can easily establish a good relationship with Finland. And, if Finland ever does decide to turn against you, you can vassalize them and have a friendly kingdom defending your border for the rest of the game. Other Europeans are usually not that dangerous. Often, Prussia will call you into battle against random German duchies. You can just accept the call to arms to preserve your alliance, and then do nothing. The enemy will offer ridiculous peace terms for a while, but just keep ignoring them until they suggest a White Peace. You should avoid wars with Austria and France if you can, but otherwise you are unlikely to be in any real danger. Sometimes, Europeans will establish isolated holdings in places that you might want to control. For instance, the Crimean peninsula often ends up being taken by an Italian state like Venice or Genoa. If you don't want to start a war with them, one option is to fund patriots in these remote places, which have a chance of taking them over and forming a new horde or minor principality, both of which are far easier to deal with. Overall, your main task in this part is to successfully Westernize and handle Sweden. The hordes now go from a curse to a blessing, since they are so easy to defeat and colonize with your new Western units. 4. The late game: basking in glory (1600-1821) You could probably just safely do nothing for the remaining 200 years, but where is the fun in that when you can keep expanding? Your first priority should be to keep expanding eastward. Once you defeat Kazakh and Sibir, you will start to encounter large quantities of uninhabited provinces. You can send a couple of colonists there to start new settlements, and then send new colonists even further east as soon as new uninhabited territories become visible. At this point, you should be able to afford the maintenance costs for 3-4 colonies at a time. Just let their natural growth take its course. You should also keep some colonists on hand for any remaining horde lands. Eventually, you will be able to absorb every single horde government in northern Eurasia. When your southern borders meet up with more organized Muslim states like Persia, that is probably as far as you can go. These countries are able to form alliances, and although their tech is probably behind yours, the Ottomans and Persians can field some gigantic armies. It's probably better to leave them alone and just wait for them to collapse under internal rebellion. The Ottomans can cut a swath through Europe in some games, but they inevitably overextend and buckle. You can also play some cloak-and-dagger games with them, like funding Georgian patriots in provinces that usually end up being conquered by the Ottomans. You can actually peacefully expand all the way to the Pacific coast. The entire northeastern shore of Asia starts out uninhabited, although if you are too slow, the Western Europeans will have made it across the entire American continent and shown up at your back door. Don't let them do this -- sweep all the way to Sakhalin and the Kuril islands. You can even settle Hokkaido if you are quick enough. Your southern borders will probably bump against East Asian powers like Ming China, Korea, Qin and Manchu. They tend to ally with each other as well, so you may want to avoid fighting them, but their tech is even farther behind than the Ottomans. It is more important to maintain your military production. If you don't have enough large armies on your borders, both the Western Europeans and the Asians will see this as a sign of weakness and attack, often at the same time. It is especially important to have 4-5 very large (at least 30K) armies on your western borders, just so Sweden, France, Castille, and Austria don't get any ideas. In the very late game, the single most dangerous enemy is actually Austria. It is actually a good idea to leave Poland as a buffer, as usually countries are less likely to attack you if they don't share a border with you. You can continue to ally with Prussia and anyone else who will listen. Trying to take over the Baltic is usually quite difficult, since some micro-nations like Riga can actually be part of the Holy Roman Empire, and you'll generally have a lot of powerful countries snooping around the area. Scandinavia is more favourable to you, since you usually avoid the HRE and Austria, and Sweden tends to decline once you've thrashed them once. If England or France establishes a forward base in Scandinavia, you may be in for another long war. You can take control of their land there fairly easily, but since these provinces are fairly remote, usually they will not accept a peace offer easily, even a White Peace. During the 18th century, you can actually take the fight to France or Spain and win -- just ask Austria, Bohemia and some other guys for military access, and send out your 4-5 very large armies. By this time, your economy will be booming due to all those iron-producing provinces in your far east (I hope you've been keeping up with your Weapons Manufactories), and your armies will actually be on par with the strongest nations in Europe, except that you will have twice their manpower. England is a bit safer since they're on an island and you probably didn't bother to invest in a navy at all, but I've noticed that, in quite a few games, England can become weakened from endless wars with Western Europeans, even leading to some separatist counties like Cornwall or Northumberland. Around 1750, there probably won't be much left to do. You probably won't be able to take on Austria, so just hold on to your borders and let Poland serve as a buffer. You can attack Ming or the other East Asian countries if you want, or you can just enjoy some peacetime and keep building those improvements. By the end, you will receive thousands of ducats every year, and you will barely have enough magistrates to build manufactories everywhere. You can also create new centers of trade in your far east to make even more money -- I usually build one in Tomsk and/or Udskoye. If you moved back to Narrowminded and kept up on your missionaries, you won't even have a lot of trouble maintaining order, as your lands will become more culturally and religiously homogeneous. If you can get to the far east fast enough, the late game becomes extremely easy, and it's really up to you what you want to try to accomplish. Quite a far cry from the difficult position you started out in, back in 1399. 5. Other Russian states Of course, you can play as any of the other Russian states as well. Just choose Tver, Ryazan, Yaroslavl, or Novgorod at the starting screen. All of them face the same issues that Muscowy does in the early game, except things are more difficult, since they have less land and fewer troops, and they also have to deal with Muscowy. Novgorod has the easiest time, and probably can be a bit easier than Muscowy, since they start with a trade center and are farther away from the Golden Horde. Tver and Ryazan are in a difficult position. Your best bet is to ally with Novgorod to avoid Muscowy. You'll survive, but it won't be clear what to do next. Try to follow the same basic strategy, using Muscowy as a distraction against the Horde, or grabbing splinter lands from Lithuania if there are any. Yaroslavl is in a nearly unwinnable situation, since their only starting province just does not give them enough to muster up an army. Try to ally with anyone who will listen, to give Muscowy a deterrent. I don't have much advice beyond that -- there's a reason why Muscowy formed Russia in real life, and not the other guys. Once you survive the early game, the rest plays out much like Muscowy's game. Any of the Russian principalities can form the Russian nation, and you can then Westernize and continue on as normal, except that it will probably happen much later than for Muscowy. THE END ======= Europa Universalis III is a copyright of Paradox Interactive, 2007-2011. This FAQ is a copyright of Sephiroth Katana, 2013.