Nation Selection - Friday, Jul 10, 20:00 EST
First Session - Sunday, Jul 12, 19:00-22:00 EST |
FINAL RANKINGS - PRESTIGE
MissingNo/Weston - Archbishopric of Cologne - 25 "Keeper of the Keys"
Lookatall/Blake - Archbishopric of Verden - 20
Jack - Order of Riga - 19
MoneyMaker/Braxton - Imperial Duchy of Prussia - 18 "Charlemagne's Heir"
Erik - United Provinces of Wurttemberg - 17
Shoober - Kingdom of Hanover - 16
Pixel - Monastic Federation of Jerusalem - 15
CaptainDickers/Josh - Archbishopric of Trent - 14
Alex - Archbishopric of Trier - 13
DarthJello/RJ - Archbishopric of Mainz - 12
Blyatt/Wyatt - Princedom of Croatia - 11
Cycoboy/Jorge - Kingdom of Bavaria - 10
pianoplayer - Principality of Romania - 9
Alec - Empire of the Ottomans - 8 "The Conqueror"
Mr. Scruff/Brad - Duchy of Lorraine - 7
Requiem - Great Republic of Italy - 6
William - Empire of Spain - 5
Iron/Brian - Empire of Denmark - 4
Aqulan - Archbishopric of Bohemia - 3
Stavis/Logan - Most Serene Rep. of the Commonwealth - 2
DrDecoy - Kingdom of France - 1
Lookatall/Blake - Archbishopric of Verden - 20
Jack - Order of Riga - 19
MoneyMaker/Braxton - Imperial Duchy of Prussia - 18 "Charlemagne's Heir"
Erik - United Provinces of Wurttemberg - 17
Shoober - Kingdom of Hanover - 16
Pixel - Monastic Federation of Jerusalem - 15
CaptainDickers/Josh - Archbishopric of Trent - 14
Alex - Archbishopric of Trier - 13
DarthJello/RJ - Archbishopric of Mainz - 12
Blyatt/Wyatt - Princedom of Croatia - 11
Cycoboy/Jorge - Kingdom of Bavaria - 10
pianoplayer - Principality of Romania - 9
Alec - Empire of the Ottomans - 8 "The Conqueror"
Mr. Scruff/Brad - Duchy of Lorraine - 7
Requiem - Great Republic of Italy - 6
William - Empire of Spain - 5
Iron/Brian - Empire of Denmark - 4
Aqulan - Archbishopric of Bohemia - 3
Stavis/Logan - Most Serene Rep. of the Commonwealth - 2
DrDecoy - Kingdom of France - 1
Emperor - Starting Conditions
Scoring Rules
Scoring - Victory Cards and Tier Objectives
In-game points will be ignored for this campaign. Instead, players may accumulate points as described below.
Ages and Scoring - This campaign will count score at the election (or inheritance) of each new Holy Roman Emperor
Most scoring is counted at the end of each Age, giving four opportunities for players to gain most of their score. Achieving these objectives is only counted at the end of the age, and will not count for any score if lost the day before the Age ends. Unless otherwise stated, such as with Victory Cards, these scores are multiplied by the number of the Age, meaning objectives become much more valuable over time. Score can also be gained in some ways that are immediate and any immediate score will generally be multiplied by the number of the Age it takes place during (Discovery - x1, Reformation - x2, Absolutism - x3, Revolution - x4).
Advice: Treachery works best when executed close to the end of an Age, giving others little chance to retaliate before score is counted, but it can also be difficult to quickly pry away an objective from another player. Generally it is more reliable to obtain objectives as early as possible and defend them, rather than steal them. On the other hand, securing objectives early and aggressively can set the field against you in the campaign's early diplomacy. Waiting until the late game to make decisive moves can pay off, as the Age multiplier can quickly catapult a player into the lead as long as previous leaders are deprived of their own sources of score.
Tiers - This campaign will have only 1 Tier, but players are in groups with some unique scoring rules.
In order to allow players some choice in competitiveness and difficulty, the nations are placed in tiers that share most of their scoring objectives. A player cannot gain score from objectives from other tiers than their own. Players in Tier 1 will always place before players in Tier 2 in final rankings for the purpose of prestige and future nation selection, no matter the score. In other words, the highest score in Tier 2 will rank directly behind the lowest score in Tier 1 as long as the player finishes the game. This is to ensure that players who wish to challenge themselves with difficult starts and competitive opponents are not unduly punished for a tough campaign. The winner (highest score) from each tier, however, will win +5 to their Gametactica prestige and a Paradox DLC of their choice.
Advice: Allies from other tiers will likely be more reliable than allies from your own tier, since you should not need to directly compete over objectives or ranking. However, allies from other tiers are also less likely to be focused on similar goals.
Victory Cards - Victory Cards will not be used for this campaign.
Objectives - Scoring objectives differ depending on the nation's group (scoring will occur at the coronation of each new Holy Roman Emperor). Objectives count as owned by a nation if that nation owns it or if one of their AI subjects own it (the AI subject does not count as owning the objective unless otherwise specified). Any player that is a subject (including a tributary) must give half the value of any objectives owned to his overlord. If the overlord is an AI, then these points are simply lost. If an objective happens to be in a player's protected area, the objective province does not count as protected.
Exalted Despots
- 1000 points for owning at least one of the objectives from a Conqueror Objective pair. Owning both objectives in a pair will still only be worth 1000 points total, but if any other Despot owns the other Conqueror Objective from that pair, both objectives are worth 0 pts.
- 1000 points for owning at least one Imperial Objective. Owning further Imperial Objectives will not yield any further points, but if two or more different Despots own any Imperial Objectives, all Imperial Objectives are worth 0 points for Despots.
Noble Counts
- For each Imperial Objective owned, Points equal to 10 times the Imperial Authority after the new election for each Imperial Objective owned.
- 1000 points for each Conqueror Objective owned or for each alliance with the owner of a Conqueror Objective if the owner is a member of the Holy Roman Empire
- 500 points for every other Conqueror Objective that is owned by any non-allied member of the Holy Roman Empire (even AI or a member of another group) as long as the player is a member of the Empire (cooperative objective).
- If a Count is ever Kingdom rank or higher and not a member of the Holy Roman Empire, they will be considered a Despot for the remainder of the campaign and be subject to their scoring rules. Previous score accumulated is not affected.
Righteous Bishops
- 200 points for each province owned with a Cardinal
- 500 points for each Papal Bull issued (scored immediately, not upon Imperial succession)
- 500 points for each Conqueror or Imperial Objective that is held by a Catholic Theocracy or the Catholic Defender of the Faith (cooperative objective).
- 100 points for each Conqueror Objective or Imperial Objective province that is Catholic (cooperative objective)
- If a Bishop is ever Kingdom rank or higher and not a Theocracy, they will be considered a Despot for the remainder of the campaign and be subject to their scoring rules. Previous score accumulated is not affected.
In-game points will be ignored for this campaign. Instead, players may accumulate points as described below.
Ages and Scoring - This campaign will count score at the election (or inheritance) of each new Holy Roman Emperor
Most scoring is counted at the end of each Age, giving four opportunities for players to gain most of their score. Achieving these objectives is only counted at the end of the age, and will not count for any score if lost the day before the Age ends. Unless otherwise stated, such as with Victory Cards, these scores are multiplied by the number of the Age, meaning objectives become much more valuable over time. Score can also be gained in some ways that are immediate and any immediate score will generally be multiplied by the number of the Age it takes place during (Discovery - x1, Reformation - x2, Absolutism - x3, Revolution - x4).
Advice: Treachery works best when executed close to the end of an Age, giving others little chance to retaliate before score is counted, but it can also be difficult to quickly pry away an objective from another player. Generally it is more reliable to obtain objectives as early as possible and defend them, rather than steal them. On the other hand, securing objectives early and aggressively can set the field against you in the campaign's early diplomacy. Waiting until the late game to make decisive moves can pay off, as the Age multiplier can quickly catapult a player into the lead as long as previous leaders are deprived of their own sources of score.
Tiers - This campaign will have only 1 Tier, but players are in groups with some unique scoring rules.
In order to allow players some choice in competitiveness and difficulty, the nations are placed in tiers that share most of their scoring objectives. A player cannot gain score from objectives from other tiers than their own. Players in Tier 1 will always place before players in Tier 2 in final rankings for the purpose of prestige and future nation selection, no matter the score. In other words, the highest score in Tier 2 will rank directly behind the lowest score in Tier 1 as long as the player finishes the game. This is to ensure that players who wish to challenge themselves with difficult starts and competitive opponents are not unduly punished for a tough campaign. The winner (highest score) from each tier, however, will win +5 to their Gametactica prestige and a Paradox DLC of their choice.
Advice: Allies from other tiers will likely be more reliable than allies from your own tier, since you should not need to directly compete over objectives or ranking. However, allies from other tiers are also less likely to be focused on similar goals.
Victory Cards - Victory Cards will not be used for this campaign.
Objectives - Scoring objectives differ depending on the nation's group (scoring will occur at the coronation of each new Holy Roman Emperor). Objectives count as owned by a nation if that nation owns it or if one of their AI subjects own it (the AI subject does not count as owning the objective unless otherwise specified). Any player that is a subject (including a tributary) must give half the value of any objectives owned to his overlord. If the overlord is an AI, then these points are simply lost. If an objective happens to be in a player's protected area, the objective province does not count as protected.
Exalted Despots
- 1000 points for owning at least one of the objectives from a Conqueror Objective pair. Owning both objectives in a pair will still only be worth 1000 points total, but if any other Despot owns the other Conqueror Objective from that pair, both objectives are worth 0 pts.
- 1000 points for owning at least one Imperial Objective. Owning further Imperial Objectives will not yield any further points, but if two or more different Despots own any Imperial Objectives, all Imperial Objectives are worth 0 points for Despots.
Noble Counts
- For each Imperial Objective owned, Points equal to 10 times the Imperial Authority after the new election for each Imperial Objective owned.
- 1000 points for each Conqueror Objective owned or for each alliance with the owner of a Conqueror Objective if the owner is a member of the Holy Roman Empire
- 500 points for every other Conqueror Objective that is owned by any non-allied member of the Holy Roman Empire (even AI or a member of another group) as long as the player is a member of the Empire (cooperative objective).
- If a Count is ever Kingdom rank or higher and not a member of the Holy Roman Empire, they will be considered a Despot for the remainder of the campaign and be subject to their scoring rules. Previous score accumulated is not affected.
Righteous Bishops
- 200 points for each province owned with a Cardinal
- 500 points for each Papal Bull issued (scored immediately, not upon Imperial succession)
- 500 points for each Conqueror or Imperial Objective that is held by a Catholic Theocracy or the Catholic Defender of the Faith (cooperative objective).
- 100 points for each Conqueror Objective or Imperial Objective province that is Catholic (cooperative objective)
- If a Bishop is ever Kingdom rank or higher and not a Theocracy, they will be considered a Despot for the remainder of the campaign and be subject to their scoring rules. Previous score accumulated is not affected.
Rewards
- $20 worth of Paradox DLC
- Prestige - Earn 1 Prestige for your name on the Campaign Player List for participating in the campaign plus 1 Prestige for each player that you place higher than. The highest scoring player will earn an additional 5 Prestige.
-Titles - In addition, the highest scoring player within each starting group will earn a title for their name on the Campaign Player List.
!Clarification for this campaign: A player's starting group does not change!
Top scoring Noble Count - "Charlemagne's Heir"
Top scoring Righteous Bishop - "Keeper of the Keys"
Top scoring Exalted Despot - "The Conqueror"
- Nation selection in a future campaign will go in order of prestige earned in this campaign, except players who received prizes will pick last (in order of final score).
Other Campaign Rules
1. Diplomacy Campaign Rules - Rules to frustrate our most successful players
- The Gametactica campaign mod will make it maintaining alliances difficult for Great Powers, forcing them to use other diplomatic options such as Guarantees and Enforce Peace in order to shepherd their sphere of influence.
2. The 30% Treaty Rule - To encourage riskier and shorter wars
In order to encourage more frequent, shorter wars that do not devolve into world-spanning conflicts, we will be using the 30% Rule in this campaign. At any point in a war that the primary aggressor/defender has 30% or more war-score, they may send a peace treaty demanding a white peace or the annexation of one province that they occupy, that is owned by the primary defender/aggressor, and that they share a border with by land or sea, and this peace treaty cannot be refused. To be unrefusable, the treaty must contain no other conditions except a white peace or the annexation of the single province and the province must not be a nation's capital. The sending player may pause the game for this treaty, so that the war-score will not change and the rule can be enforced. For this rule, provinces owned or occupied by non-tributary subjects count as being owned or occupied by their overlord.
3. Home Area Protection - Protection rules to maintain a minimal power base of every player.
Any player who loses their capital Area holdings to another nation will be able to pay a nominal fee to immediately seize the territory back. In this way, each player's starting Area is safe from annexation and players are not allowed to eliminate other players.
4. Endless Player Restart - Protection rules to maintain a minimal power base of every player.
If a player is eliminated by the AI, his starting capital, and all provinces in his capital's area that still have cores of his nation, will be released at the start of the next session as a vassal of the nation that now owns his starting capital province.
5. One-Time Absence Protection - Protection rules to maintain a minimal power base of every player.
During a missed session, a player may invoke protection for their nation one time. Other players may not attack a protected nation, and may not demand any peace terms from their nation if they find themselves at war by other means. Otherwise absent players' nations are not protected in missed sessions and players cannot take advantage of protection after the year 1750 regardless. If a war continues into a player's protected session, his enemies may not demand the ceding/release of land they did not occupy at the start of the protected session, or release nations that do not entirely exist within land they occupied at the start of the protected session, but other treaty terms that have no direct effect on province ownership are allowed in this situation. This protection is ignored in any wars initiated by the protected nation that target another player, so players are responsible for ensuring their nation is passive during their absence in their AI settings. Please inform one of the game hosts anytime before the start of a session if you will be absent and would like to use your protection. Protection may be used if arriving late but not for departing early.
6. Switching to a new Nation
A player may use the vassal release mechanic or colonial nation release mechanic to switch to playing another nation. Protected Areas in the campaign will not be changed. Players may switch nations via any in-game decision available, but their Protected Area will never change.
7. Nation Selection
Selection Order - Nation selection in this campaign will draw from the final rankings of the Mandate of Heaven II campaign (using the previous rewards description). Excluding the winners of each tier (who will be selecting last), all players returning from the Third Rome campaign will be able to to select nations in order of their final ranking descending from top score to lowest score, followed by any new players in a randomly determined order, followed by the winners of each tier in order of final ranking. A player who has played in earlier campaigns but did not participate in Third Rome will be allowed to use the final ranking of their latest campaign to determine their selection placement, and will be placed directly behind the player of equivalent ranking from Third Rome. Any players who missed more than 50% of sessions in their last campaign will not pick according to score and will be placed at the end of the selection order in a random ranking determined by d100. A roll of 80 or higher will also place them before the 'winners' group', just to make things a bit less predictable.
Tiers - Tiers are not being used in this campaign. Please remember to choose a tier that reflects the challenge and intensity that you wish to experience. While you will interact and compete for the same resources with all other players, your score will only be compared to players from within your own tier. Tier 1 is rewarded with first choice from the (undisclosed) prize pool (winner only) and earliest choices in nation selection in the next campaign (according to the latest "rewards" update seen below), and is intended for players seeking difficult starts, intense diplomacy and intrigue, and experienced competition. Tier 4 is intended for players seeking more secure starts, more room to learn, more leniency for absences, and a fair amount of cooperation alongside their competition, but will have later placement for the next nation selection and its winner gets last selection from the prize pool. With four tiers, it is hoped that each player will be given some chance to customize their game experience.
Imbalance - Obviously, even within tiers, the nation choices are imbalanced in strength, making earlier selection positions very valuable for grabbing the "best" nations in any one tier. The choices available have been selected to allow each player good opportunities to use diplomacy and intrigue to compensate for any lacking in raw military or economic might. Any viewing of the previous campaign final rankings should be sufficient evidence to support the fact that starting nation strength does not predict final ranking.
Secret Nations - Once any tier has had all nations claimed, one or more additional secret nations will become available for that tier, with possibly drastic changes to that tier's balance of power. Yes, this means that these secret nations will be impossible to pick by those with the earliest picks. These new nations could be of major or insignificant power, may not appear at all if a tier is left unfinished, and will likely be great sources of hope and disappointment for those stuck with the last picks. The campaign designer(s) is not permitted to select one of these secret nations if any other choice is available.
8. Discord War Camps - Public channels for private coordination
Please do not enter occupied War Camp channels unless invited by an occupant. These channels are available for both plotting in peacetime and coordination during wartime. Refusing to respect War Camp privacy will lead to being kicked from the Discord.
9. Shared Bloodlines - Mentoring
In order to mitigate the steep learning curve of EU4 for new players and to prevent the worst forms of manipulation, it is helpful to have at least one player that any newer player can know is a trustworthy source of advice. Towards that end, two players may agree to play in a Shared Bloodlines format in this campaign, conferring the below unique mechanics:
- Both players will choose their nation together, at the earliest selection position of the two players.
- The players must choose two nations in different Tiers. The player in the higher tier will be considered the "Mentor".
- The Mentor's nation selection must own 10 provinces or less and the Mentor may never exceed ownership of more than 10 provinces throughout the course of the campaign. Ownership for this purpose will include all Personal Unions, due to their inheritance mechanics, but excludes Vassals, Colonial Nations, and provinces assigned to a Trade Company. Willful violation of this rule will cause the independent release of all foreign cores within the Mentor's nation and all subjects at the end of the session. Violation of this rule outside of the Mentor's control must be immediately rectified by province release in-game.
- All score from Victory Cards and the specific provinces designated as Age Objectives will be combined from both players and split evenly between them. Other objectives will not be split due to possible improportionalities between Tier scoring systems.
- Any victory cards from either nation that fall on land that would penalize their partner will be rerolled.
- The Gametactica campaign mod will make it maintaining alliances difficult for Great Powers, forcing them to use other diplomatic options such as Guarantees and Enforce Peace in order to shepherd their sphere of influence.
2. The 30% Treaty Rule - To encourage riskier and shorter wars
In order to encourage more frequent, shorter wars that do not devolve into world-spanning conflicts, we will be using the 30% Rule in this campaign. At any point in a war that the primary aggressor/defender has 30% or more war-score, they may send a peace treaty demanding a white peace or the annexation of one province that they occupy, that is owned by the primary defender/aggressor, and that they share a border with by land or sea, and this peace treaty cannot be refused. To be unrefusable, the treaty must contain no other conditions except a white peace or the annexation of the single province and the province must not be a nation's capital. The sending player may pause the game for this treaty, so that the war-score will not change and the rule can be enforced. For this rule, provinces owned or occupied by non-tributary subjects count as being owned or occupied by their overlord.
3. Home Area Protection - Protection rules to maintain a minimal power base of every player.
Any player who loses their capital Area holdings to another nation will be able to pay a nominal fee to immediately seize the territory back. In this way, each player's starting Area is safe from annexation and players are not allowed to eliminate other players.
4. Endless Player Restart - Protection rules to maintain a minimal power base of every player.
If a player is eliminated by the AI, his starting capital, and all provinces in his capital's area that still have cores of his nation, will be released at the start of the next session as a vassal of the nation that now owns his starting capital province.
5. One-Time Absence Protection - Protection rules to maintain a minimal power base of every player.
During a missed session, a player may invoke protection for their nation one time. Other players may not attack a protected nation, and may not demand any peace terms from their nation if they find themselves at war by other means. Otherwise absent players' nations are not protected in missed sessions and players cannot take advantage of protection after the year 1750 regardless. If a war continues into a player's protected session, his enemies may not demand the ceding/release of land they did not occupy at the start of the protected session, or release nations that do not entirely exist within land they occupied at the start of the protected session, but other treaty terms that have no direct effect on province ownership are allowed in this situation. This protection is ignored in any wars initiated by the protected nation that target another player, so players are responsible for ensuring their nation is passive during their absence in their AI settings. Please inform one of the game hosts anytime before the start of a session if you will be absent and would like to use your protection. Protection may be used if arriving late but not for departing early.
6. Switching to a new Nation
A player may use the vassal release mechanic or colonial nation release mechanic to switch to playing another nation. Protected Areas in the campaign will not be changed. Players may switch nations via any in-game decision available, but their Protected Area will never change.
7. Nation Selection
Selection Order - Nation selection in this campaign will draw from the final rankings of the Mandate of Heaven II campaign (using the previous rewards description). Excluding the winners of each tier (who will be selecting last), all players returning from the Third Rome campaign will be able to to select nations in order of their final ranking descending from top score to lowest score, followed by any new players in a randomly determined order, followed by the winners of each tier in order of final ranking. A player who has played in earlier campaigns but did not participate in Third Rome will be allowed to use the final ranking of their latest campaign to determine their selection placement, and will be placed directly behind the player of equivalent ranking from Third Rome. Any players who missed more than 50% of sessions in their last campaign will not pick according to score and will be placed at the end of the selection order in a random ranking determined by d100. A roll of 80 or higher will also place them before the 'winners' group', just to make things a bit less predictable.
Tiers - Tiers are not being used in this campaign. Please remember to choose a tier that reflects the challenge and intensity that you wish to experience. While you will interact and compete for the same resources with all other players, your score will only be compared to players from within your own tier. Tier 1 is rewarded with first choice from the (undisclosed) prize pool (winner only) and earliest choices in nation selection in the next campaign (according to the latest "rewards" update seen below), and is intended for players seeking difficult starts, intense diplomacy and intrigue, and experienced competition. Tier 4 is intended for players seeking more secure starts, more room to learn, more leniency for absences, and a fair amount of cooperation alongside their competition, but will have later placement for the next nation selection and its winner gets last selection from the prize pool. With four tiers, it is hoped that each player will be given some chance to customize their game experience.
Imbalance - Obviously, even within tiers, the nation choices are imbalanced in strength, making earlier selection positions very valuable for grabbing the "best" nations in any one tier. The choices available have been selected to allow each player good opportunities to use diplomacy and intrigue to compensate for any lacking in raw military or economic might. Any viewing of the previous campaign final rankings should be sufficient evidence to support the fact that starting nation strength does not predict final ranking.
Secret Nations - Once any tier has had all nations claimed, one or more additional secret nations will become available for that tier, with possibly drastic changes to that tier's balance of power. Yes, this means that these secret nations will be impossible to pick by those with the earliest picks. These new nations could be of major or insignificant power, may not appear at all if a tier is left unfinished, and will likely be great sources of hope and disappointment for those stuck with the last picks. The campaign designer(s) is not permitted to select one of these secret nations if any other choice is available.
8. Discord War Camps - Public channels for private coordination
Please do not enter occupied War Camp channels unless invited by an occupant. These channels are available for both plotting in peacetime and coordination during wartime. Refusing to respect War Camp privacy will lead to being kicked from the Discord.
9. Shared Bloodlines - Mentoring
In order to mitigate the steep learning curve of EU4 for new players and to prevent the worst forms of manipulation, it is helpful to have at least one player that any newer player can know is a trustworthy source of advice. Towards that end, two players may agree to play in a Shared Bloodlines format in this campaign, conferring the below unique mechanics:
- Both players will choose their nation together, at the earliest selection position of the two players.
- The players must choose two nations in different Tiers. The player in the higher tier will be considered the "Mentor".
- The Mentor's nation selection must own 10 provinces or less and the Mentor may never exceed ownership of more than 10 provinces throughout the course of the campaign. Ownership for this purpose will include all Personal Unions, due to their inheritance mechanics, but excludes Vassals, Colonial Nations, and provinces assigned to a Trade Company. Willful violation of this rule will cause the independent release of all foreign cores within the Mentor's nation and all subjects at the end of the session. Violation of this rule outside of the Mentor's control must be immediately rectified by province release in-game.
- All score from Victory Cards and the specific provinces designated as Age Objectives will be combined from both players and split evenly between them. Other objectives will not be split due to possible improportionalities between Tier scoring systems.
- Any victory cards from either nation that fall on land that would penalize their partner will be rerolled.
MoDs
Gametactica Campaign Mod
Increased Diplomat Reliance:
- Alliances require a mutual 75+ opinion to create and maintain. This means your diplomats will be more vital to alliances, and actions such as guaranteeing independence and enforcing peace will be more useful as unilateral actions.
Decreased ability to rapidly expand:
- Higher war-score costs for annexations. This means discounts from casus belli will be important to your goals.
- Higher Aggressive Expansion, Over-Expansion, and Increased rebellion strength. This means expanding quickly is far more risky and supporting rebels is far more effective.
Idea Group changes:
- Increased significance of non-military Idea Groups
Increased Diplomat Reliance:
- Alliances require a mutual 75+ opinion to create and maintain. This means your diplomats will be more vital to alliances, and actions such as guaranteeing independence and enforcing peace will be more useful as unilateral actions.
Decreased ability to rapidly expand:
- Higher war-score costs for annexations. This means discounts from casus belli will be important to your goals.
- Higher Aggressive Expansion, Over-Expansion, and Increased rebellion strength. This means expanding quickly is far more risky and supporting rebels is far more effective.
Idea Group changes:
- Increased significance of non-military Idea Groups
The nations available are listed below, in order of most desirable starting conditions within each grouping.
The Hidden nations for each group will be revealed when all other nations in the group have been selected or if any player only has a single nation to choose from during his turn.
The Hidden nations for each group will be revealed when all other nations in the group have been selected or if any player only has a single nation to choose from during his turn.
Groups
(No tiers)
(No tiers)
Noble Counts
Brunswick - Shoober Landshut - Jorge Stettin - Braxton Wurttemburg - Erik Lorraine - Brad Cilli - Wyatt L Mantua - Requiem Wallachia - pianoplayer |
Righteous Bishops
Cologne - Weston Trier - Alex Mainz - RJ Trent - Josh Verden - Blake Riga - Jack Knights - Pixel |
Exalted Despots
Ottomans - Alec France - Wyatt T Poland - Logan Denmark - Brian Castile - William Bohemia - Aqulan |
Conqueror Objectives
(8 objectives, 4 Pairs) London - Amsterdam Naples - Tunis Danzig - Novgorod Pest - Cafa |
Imperial Objectives
Wien Berlin Ulm Nurnberg Aachen Hamburg |
the Noble Counts
The County of Brunswick - Count Heinrich IV von Welf
- Starting Development: 32
- Provinces: 4
- Fort Level: 3
The County of Landshut - Count Heinrich XVI von Wittelsbach
- Starting Development: 30
- Provinces: 3
- Fort Level: 3
The County of Stettin - Count Joachim Gryf
- Starting Development: 21
- Provinces: 2
- Fort Level: 3
The County of Wurttemberg - Count Ulrich V von Wurttemberg
- Starting Development: 19
- Provinces: 2
- Fort Level: 1
The County of Lorraine - Duke Rene de Valois
- Starting Development: 32
- Provinces: 2
- Fort Level: 1
- Begins under Personal Union with Provence
The County of Cilli - Count Friderik II von Cilli
- Starting Development: 9
- Provinces: 1
- Fort Level: 1
The County of Mantua - Count Lodovico III il Turco
- Starting Development: 19
- Provinces: 1
- Fort Level: 3
- Starting Development: 32
- Provinces: 4
- Fort Level: 3
The County of Landshut - Count Heinrich XVI von Wittelsbach
- Starting Development: 30
- Provinces: 3
- Fort Level: 3
The County of Stettin - Count Joachim Gryf
- Starting Development: 21
- Provinces: 2
- Fort Level: 3
The County of Wurttemberg - Count Ulrich V von Wurttemberg
- Starting Development: 19
- Provinces: 2
- Fort Level: 1
The County of Lorraine - Duke Rene de Valois
- Starting Development: 32
- Provinces: 2
- Fort Level: 1
- Begins under Personal Union with Provence
The County of Cilli - Count Friderik II von Cilli
- Starting Development: 9
- Provinces: 1
- Fort Level: 1
The County of Mantua - Count Lodovico III il Turco
- Starting Development: 19
- Provinces: 1
- Fort Level: 3
the Righteous Bishops
The Archbishopric of Cologne - Archbishop-Elector Dietrich II von Mors
- Starting Development: 27
- Provinces: 3
- Fort Level: 3
The Archbishopric of Trier - Archbishop-Elector Jakob von Sirk
- Starting Development: 22
- Provinces: 2
- Fort Level: 3
The Archbishopric of Mainz - Archbishop-Elector Dietrich von Erbach
- Starting Development: 17
- Provinces: 2
- Fort Level: 1
The Bishopric of Trent - Bishop Benedikt von Trent
- Starting Development: 8
- Provinces: 1
- Fort Level: 1
The Bishopric of Verden - Bishop Gerhard III von Verden
- Starting Development: 13
- Provinces: 2
- Fort Level: 1
The Archbishopric of Riga - Archbishop Hennig Scharffenberg
- Starting Development: 11
- Provinces: 1
- Fort Level: 3
The Order of the Knights Hospitaller - Grandmaster Jean de Lastic
- Starting Development: 11
- Provinces: 1
- Fort Level: 3
- Starting Development: 27
- Provinces: 3
- Fort Level: 3
The Archbishopric of Trier - Archbishop-Elector Jakob von Sirk
- Starting Development: 22
- Provinces: 2
- Fort Level: 3
The Archbishopric of Mainz - Archbishop-Elector Dietrich von Erbach
- Starting Development: 17
- Provinces: 2
- Fort Level: 1
The Bishopric of Trent - Bishop Benedikt von Trent
- Starting Development: 8
- Provinces: 1
- Fort Level: 1
The Bishopric of Verden - Bishop Gerhard III von Verden
- Starting Development: 13
- Provinces: 2
- Fort Level: 1
The Archbishopric of Riga - Archbishop Hennig Scharffenberg
- Starting Development: 11
- Provinces: 1
- Fort Level: 3
The Order of the Knights Hospitaller - Grandmaster Jean de Lastic
- Starting Development: 11
- Provinces: 1
- Fort Level: 3
the exalted despots
The Sultanate of the Ottomans - Sultan Mehmed II Osmanoglu
- Starting Development: 325
- Provinces: 42
- Fort Level: 11
The Kingdom of France - King Charles VII de Valois
- Starting Development: 252
- Provinces: 20
- Fort Level: 9
- Begins with Vassals: Orleans, Bourbonnnais, Auvergne, Armagnac, and Foix (126 Development)
The Kingdom of Poland - Interregnum
- Starting Development: 183
- Provinces: 22
- Fort Level: 7
- Begins with Vassals: Mazovia (37 Development)
The Kingdom of Denmark - Arch-King Christopher III von Wittelsbach
- Starting Development: 128
- Provinces: 13
- Fort Level: 9
- Begins with Personal Unions: Sweden and Norway (203 Development)
- Begins with Vassals: Holstein (21 Development)
The Kingdom of Castile - King Juan II de Trastamara
- Starting Development: 276
- Provinces: 32
- Fort Level: 5
The Kingdom of Bohemia - Interregnum
- Starting Development: 119
- Provinces: 14
- Fort Level: 5
- Begins with Vassals: Opole, Glogow (48 Development)
- Starting Development: 325
- Provinces: 42
- Fort Level: 11
The Kingdom of France - King Charles VII de Valois
- Starting Development: 252
- Provinces: 20
- Fort Level: 9
- Begins with Vassals: Orleans, Bourbonnnais, Auvergne, Armagnac, and Foix (126 Development)
The Kingdom of Poland - Interregnum
- Starting Development: 183
- Provinces: 22
- Fort Level: 7
- Begins with Vassals: Mazovia (37 Development)
The Kingdom of Denmark - Arch-King Christopher III von Wittelsbach
- Starting Development: 128
- Provinces: 13
- Fort Level: 9
- Begins with Personal Unions: Sweden and Norway (203 Development)
- Begins with Vassals: Holstein (21 Development)
The Kingdom of Castile - King Juan II de Trastamara
- Starting Development: 276
- Provinces: 32
- Fort Level: 5
The Kingdom of Bohemia - Interregnum
- Starting Development: 119
- Provinces: 14
- Fort Level: 5
- Begins with Vassals: Opole, Glogow (48 Development)
Session 1
1444-1478
Archbishopric of Cologne Archbishopric of Trier Archbishopric of Mainz Bishopric of Trent Bishopric of Verden Archbishopric of Riga Order of the Knights Hospitaller Kingdom of Denmark Duchy of Stettin County of Wurttemberg Empire of the Ottomans Kingdom of France Kingdom of Poland Kingdom of Castile Kingdom of Bohemia Duchy of Brunswick Duchy of Bavaria Duchy of Lorraine County of Cilli Duchy of Mantua |
Total Score
1300 1100 1100 1100 1100 1100 550 1000 500 500 0 0 0 0 0 0 0 0 0 0 |
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Session 2
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Campaign Total
Total Score
7000 4900 4900 4700 4700 4530 4530 4500 4300 4300 3000 3000 3000 3000 3000 3000 0 0 0 0 0 |
Session Scores
|
Session 3
|
Campaign Total
|
Session Scores
|
Kingdom of Denmark Imperial Duchy of Wurttemberg Order of Riga Duchy of Pomerania Bishopric of Trent Archbishopric of Cologne Archbishopric of Trier Archbishopric of Mainz Bishopric of Verden Order of the Knights Hospitaller Duchy of Mantua Duchy of Hanover Electorate of Bavaria Duchy of Lorraine Princedom of Croatia Principality of Wallachia Empire of the Ottomans Kingdom of France Kingdom of Poland Kingdom of Castile Kingdom of Bohemia |
Total Score
11000 9570 9300 8570 8300 8100 7700 7500 7300 7300 7000 6000 6000 6000 6000 6000 0 0 0 0 0 |
Conqueror Objectives
2000 4000 2000 3000 2000 2000 2000 2000 2000 2000 4000 3000 3000 3000 3000 3000 |
Imperial Objectives
2000 1040 1000 1040 1000 1000 1000 1000 1000 1000 |
The Holy See
1400 400 400 |
Session 4
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Campaign Total
|
Session Scores
|
Imperial Duchy of Wurttemberg Order of Riga Bishopric of Trent Kingdom of Denmark Archbishopric of Cologne Duchy of Pomerania Duchy of Mantua Archbishopric of Trier Archbishopric of Verden Archbishopric of Mainz Order of the Knights Hospitaller Electorate of Bavaria Duchy of Hanover Duchy of Lorraine Princedom of Croatia Principality of Wallachia Kingdom of Bohemia Empire of the Ottomans Kingdom of France Kingdom of Poland Kingdom of Spain |
Total Score
13930 13500 13300 13000 12300 11930 11000 10500 10500 10300 10100 10000 9360 9000 9000 9000 2000 0 0 0 0 |
Conqueror Objectives
4000 1600 1600 2000 1600 3000 4000 1600 1600 1600 1600 4000 3000 3000 3000 3000 |
Imperial Objectives
360 1200 1200 1200 360 1200 1200 1200 360 2000 |
The Holy See
1400 2200 1400 400 |
Session 5
|
Campaign Total
|
Session Scores
|
Imperial Duchy of Wurttemberg Duchy of Pomerania Order of Riga Bishopric of Trent Archbishopric of Cologne Kingdom of Italy Electorate of Bavaria Duchy of Hanover Archbishopric of Verden Archbishopric of Trier Archbishopric of Mainz Kingdom of Denmark Duchy of Lorraine Order of Jerusalem Princedom of Croatia Principality of Wallachia Kingdom of Bohemia Kingdom of Spain Empire of the Ottomans Kingdom of France Kingdom of Poland |
Total Score
19230 19230 19100 18900 17900 17000 17000 16660 16300 15700 15500 15000 15000 14500 14000 14000 4000 2000 0 0 0 |
Conqueror Objectives
5000 7000 2400 2400 2400 6000 7000 7000 2400 2400 2400 2000 6000 2400 5000 5000 2000 |
Imperial Objectives
300 300 2000 2000 2000 300 2000 2000 2000 2000 2000 |
The Holy See
1200 1200 1200 1400 800 800 |
Session 6
|
Campaign Total
|
Session Scores
|
Archbishopric of Cologne Order of Riga Duchy of Pomerania Archbishopric of Trier Duchy of Hanover Archbishopric of Trent Duchy of Wurttemberg Archbishopric of Verden Imperial Duchy of Bavaria Archbishopric of Mainz Princedom of Croatia Order of Jerusalem Duchy of Lorraine Principality of Wallachia Kingdom of Denmark Kingdom of Italy Kingdom of Bohemia Kingdom of Poland Kingdom of Spain Empire of the Ottomans Kingdom of France |
Total Score
39200 36500 35940 34600 33370 33300 32940 32500 32000 29300 29000 27100 27000 26000 21000 17000 10000 6000 2000 0 0 |
Conqueror Objectives
8400 8400 15000 8400 15000 8400 12000 8400 15000 8400 15000 8400 12000 12000 6000 6000 |
Imperial Objectives
4200 4200 1710 4200 1710 4200 1710 4200 4200 4200 6000 |
The Holy See
8700 4800 6300 1800 3600 1200 |
Session 7
|
Campaign Total
|
Session Scores
|
Archbishopric of Cologne Order of Riga Duchy of Pomerania Archbishopric of Trier Archbishopric of Verden Duchy of Hanover Duchy of Wurttemberg Archbishopric of Trent Kingdom of Bavaria Archbishopric of Mainz Imperial Princedom of Croatia Order of Jerusalem Duchy of Lorraine Principality of Wallachia Kingdom of Denmark Empire of Italy Kingdom of Bohemia Kingdom of Poland Empire of Spain Empire of the Ottomans Kingdom of France |
Total Score
46700 43400 42810 41500 40600 40240 39810 39000 38870 35000 35000 33400 31500 30500 24000 17000 13000 9000 5000 0 0 |
Conqueror Objectives
2700 2700 6000 2700 2700 6000 6000 2700 6000 2700 6000 2700 4500 4500 3000 3000 3000 3000 |
Imperial Objectives
2400 2400 870 2400 2400 870 870 2400 870 2400 2400 |
The Holy See
2400 1800 1800 3000 600 600 1200 |
Session 8
|
Campaign Total
|
Session Scores
|
Archbishopric of Cologne Order of Riga Duchy of Pomerania Archbishopric of Trier Archbishopric of Verden Archbishopric of Trent Duchy of Hanover Duchy of Wurttemberg Kingdom of Bavaria Archbishopric of Mainz Imperial Princedom of Croatia Order of Jerusalem Duchy of Lorraine Principality of Wallachia Kingdom of Denmark Empire of Italy Kingdom of Bohemia Kingdom of Poland Empire of Spain Empire of the Ottomans Kingdom of France |
Total Score
48200 43400 42810 41500 40600 40500 40240 39810 38870 35000 35000 33400 31500 30500 24000 17000 13000 9000 5000 0 0 |
Conqueror Objectives
|
Imperial Objectives
|
The Holy See
1500 1500 |
Session 9
|
Campaign Total
|
Session Scores
|
Archbishopric of Cologne Archbishopric of Verden Order of Riga Archbishopric of Trent Archbishopric of Trier Archbishopric of Mainz Imperial Duchy of Prussia Duchy of Hanover Duchy of Wurttemberg Princedom of Croatia Kingdom of Bavaria Monastic State of Jerusalem Duchy of Lorraine Principality of Wallachia Empire of the Ottomans Kingdom of Denmark Empire of Italy Kingdom of Bohemia Empire of Spain Kingdom of Poland Kingdom of France |
Total Score
112600 112600 99400 88500 87100 85400 84850 82280 81290 75000 68870 68500 65500 60500 58900 44000 37000 33000 25000 9000 0 |
Conqueror Objectives
28000 28000 28000 28000 28000 28000 40000 40000 38000 40000 30000 19600 34000 30000 28400 20000 20000 20000 20000 |
Imperial Objectives
16000 16000 16000 16000 16000 16000 2040 2040 3480 11200 4800 |
The Holy See
20400 28000 12000 4000 1600 6400 21000 9000 |
Session 10
|
Campaign Total
|
Session Scores
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Archbishopric of Verden Archbishopric of Cologne Order of Riga Archbishopric of Trent Archbishopric of Trier Archbishopric of Mainz Imperial Duchy of Prussia Duchy of Hanover Duchy of Wurttemberg Monastic State of Jerusalem Princedom of Croatia Kingdom of Bavaria Kingdom of Romania Empire of the Ottomans Kingdom of Lorraine Kingdom of Denmark Great Republic of Italy Grand Republic of Bohemia Empire of Spain Empire of the Commonwealth Kingdom of France |
Total Score
135000 134200 117000 104500 103100 101400 97450 94880 92490 90100 83000 80870 60500 58900 57250 44000 41000 41000 37250 9000 0 |
Conqueror Objectives
10400 10400 10400 10400 10400 10400 12000 12000 10000 10400 8000 12000 4000 8000 4000 |
Imperial Objectives
5600 5600 5600 5600 5600 5600 600 600 1200 5600 |
The Holy See
6400 5600 1600 5600 |
Session 11
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Campaign Total
|
Session Scores
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Archbishopric of Verden Archbishopric of Cologne Order of Riga Archbishopric of Trent Archbishopric of Trier Archbishopric of Mainz Imperial Duchy of Prussia Kingdom of Hanover Duchy of Wurttemberg Monastic State of Jerusalem Princedom of Croatia Kingdom of Bavaria Principality of Romania Empire of the Ottomans Duchy of Lorraine Empire of Denmark Great Republic of Italy Grand Republic of Bohemia Empire of Spain Empire of the Commonwealth Kingdom of France |
Total Score
137000 136200 117000 104500 103100 101400 97450 94880 92490 92100 83000 80870 60500 58900 57250 44000 41000 41000 37250 9000 0 |
Conqueror Objectives
|
Imperial Objectives
|
The Holy See
2000 2000 2000 |
Session 12
|
Campaign Total
|
Session Scores
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Archbishopric of Cologne Archbishopric of Verden Order of Riga Imperial Duchy of Prussia United Provinces of Wurttemberg Kingdom of Hanover Monastic Federation of Jerusalem Archbishopric of Trent Archbishopric of Trier Archbishopric of Mainz Princedom of Croatia Kingdom of Bavaria Principality of Romania Empire of the Ottomans Duchy of Lorraine Great Republic of Italy Empire of Spain Empire of Denmark Archbishopric of Bohemia Most Serene Rep. of the Commonwealth Kingdom of France |
Total Score
196200 183800 144200 137730 137050 135160 134500 134100 133500 128600 115000 100780 60500 58900 57250 53000 49250 44000 41000 9000 0 |
Conqueror Objectives
13600 13600 13600 32000 28000 32000 13600 13600 13600 13600 32000 32000 12000 12000 |
Imperial Objectives
12000 12000 12000 8280 16560 8280 12000 12000 12000 12000 8280 |
The Holy See
34400 21200 1600 16800 4000 4800 1600 |