Games PC EUROPA UNIVERSALIS User Manual

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F A I T H P O W E R W E A L T H
GLOBAL CONQUEST AND DIPLOMACY
FROM COLUMBUS TO NAPOLEON
1 4 9 2 - 1 7 9 2
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Europa Universalis
Table of Contents:
Installation 2
A Simulated Europe 3
What is Europa Universalis? 3
Why is the Clock Ticking? 3
What is the Goal of the Game? 4
The Game - An Overview 5
How do I Play? 5
How is the Map Designed? 6
Geography and Weather 7
Learning Scenario
General 8
The Top Line above the Map Window 8
The Top Line above the Info. Window 8
The Information Window - a Province 8
Army Units and Battles 9
Choosing Army Units 9
Movement of Troops 9
Discovered and Undiscovered Terrain 9
Occupied and Non-Occupied Terrain 9
Colonization and Economy 10
To Colonize a Province 10
From HMS Mayflower to Cities 10
The Financial Summary 11
The Budget Window 11
Trade and Merchants 12
Placing Merchants 12
The Economical Effects of Trade 12
Fleets and Sea Transport 12
Loading of Army Units 13
Unloading of Army Units from a Fleet 13
Trading Posts 13
How to Establish a Trading Post 14
Neighboring Countries 14
Diplomacy 15
War 15
To Prepare for War 15
To Declare a War 16
To Win a War 16
Offers of Peace 16
Activities
Countries 17
Provinces 17
Sea Zones 19
Cities and Capitals 20
Trading Posts and Colonies 20
Terra Incognita and
Permanent Terra Incognita 21
Stability and the Wrath of Your Subjects 22
What is Stability? 22
Things that Lower Stability 22
Things that Increase Stability 23
What is Affected by Stability? 24
Rebellions and the Risk of Rebellion 25
Liberation Movements 27
Religion and Tolerance 28
State Religion and Provincial Religion 29
Religious Tolerance 31
Four Important Events 31
The Foreign Policy Consequences
of Religion 32
The Effects of Religion on
Domestic Politics 33
Converting by Peaceful or
Violent Means 33
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Politics and Diplomacy 34
Diplomacy as a Political Weapon 35 Diplomats and Relations 35 Royal Marriages 37 Alliances 38 Vassalage 39 Annexation 40 Refusal to Trade 40 War Affects Your Relations 41 Tolerance Affecting Your Relations 41 The Holy Roman Empire 42 War and Peace 42 Casus Belli and Declarations of War 42 Advantages and Disadvantages of War 43 Side Effects of War 44 Manpower and the Limitations of Your Provinces 44 Pillaged Provinces 45 War Taxes 45 The Goal of War 45 Peace Treaties and War Damages 46 Movement and Battle 47 Army Units 48 Fleets 49 Commanders and Specialists 50 Movement Restrictions 50 Naval Supremacy and Interception 51 Naval Battles 52 Naval Blockades and Ports 53 Pitched Battles 54 Retreat 55 Fortifications, Sieges, and Assaults 55 Supply Lines 56 Attrition 57 Combat Morale 58 Economy and Infrastructure 59 Your Economy is Your Heart 59
Europa Universalis
Annual Income 59 Monthly Income 60 Other Income 60 Provinces and Population Growth 60 Level of Development Inhabitants 62 Production and Goods 63 External Factors 66 Loans 66 Inflation 68 Upgrading the Infrastructure 69 Managing Your Resources 69 Trade and Colonization 70 Supply, Demand and Market Prices 71 Centers of Trade, Merchants and Trade Income 71 The Closing of Japan 74 Pirates 74 Trading Posts and Merchants 75 Colonization of the New World 76 The Treaty of Tordesillas 77 Explorers and Conquistadors 77 Colonial Growth and Economic Consequences 78 Protecting Your Colonies 79 Technology and Development 79 To Develop Over Time 79 To Invest in Stability 80 Areas of Technology and Research 80 Cultural Technology Groups 81 Investing in Factories 81
Monarchs 83 - 94 The Archive 95 - 96 Historic Review 97 - 126 Technical Support 127 Credits 128
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Installing and uninstalling the game.
The installation program of Europa Universalis starts automatically when the CD is inserted in your CD player. If your CD-ROM unit does not have the auto run function activated, you may start the installation by double clicking setup.exe, which you will find in the root direc­tory of the CD.
As soon as the installation program has start­ed, you may install Europa Universalis and, if n e c e s s a ry, DirectX 7.0, which is included on the CD. When the actual installation has be­gun, just follow the instructions on the screen.
If Europa Universalis is already installed on your computer just press Play in the installation program to start. You may also start the pro­gram from a suitable button in the Pro g r a m menu under the Start menu. You may uninstall Europa Universalis at any time by using either the Installation program or using the Add and Remove program of the Control Panel.
System requirements:
Pentium 200Mhz (PII 300Mhz recommended) Windows 95/98/NT/2000 (Service pack 4). 2Mb of Video RAM ( S u p p o rting 800x600), 64Mb RAM (128 Mb RAM re c o m m e n d e d ) 180Mb free hard drive space, 2x CD-ROM drive, Mouse or equivalent input device DirectX
7.0 or higher (Included with the game).
Requirements for network games:
Bandwidth of at least 512 kb/s TCP/IP protocol installed
Commands for the user interface
• "Shift" + "F12" opens the chat function of
the network game.
• "F11" saves a screenshot as a bitmap picture
on your hard disk.
• "P a u s e / B reak" pauses the game/Restart s
the game in progress.
• "Ctrl" + "+" increases game speed (not avail-
able in network games).
• "Ctrl" + "–" decreases game speed (not
available in network games).
• "+" increases map size.
• "–" decreases map size.
• "ESC" and "ENTER" often functions as Yes/No in dialogue windows.
• "F12" opens the console. Press "F12" again to close.
• "Home" centers the map on your capital.
• "F1" lets you view missions or victory points.
• E/P/N are quick commands for easy
switching of map views.
• "F10" opens the start menu for saving and loading games, including settings.
Commands for Armies and Navies
• "PageUp/PageDown" for fast jumps be­tween your various units.
• "Ctrl" + "[number]" associates the chosen unit with that number.
• "[Number]" chooses the numbered unit, p ress the number again, and the map will center on the chosen unit.
• "s" divides the chosen unit into two equal parts.
• "a" quick command during siege.
• "u" to unload armies from a chosen fleet, if you have troops onboard.
• "g" forms selected units into a single unit.
How to join a pier-to-pier game
• Start Europa Universalis as normal
• Click the [multiplayer] button
• Enter your desired name and press [internet]
• Enter IP address of the host and press [join]
How to host a pier-to-pier game
• Inform players of game and your IP address
• Start Europa Universalis as normal
• Click the [multiplayer] button
• Press the [host] button to host your
own game
• Select the scenario you wish to play
• Specify Victory options by accessing the
Victory menu
• Specify Game options by accessing the
Option menu
• When all options are set press [Start]
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Europa Universalis
A) Introduction
A Simulated Europe
This game tries to simulate the interaction be­tween the European countries during the peri­od between 1492 and 1792 as realistically as possible. This means that Europe is divided in­to provinces, which in turn make up the vari­ous countries. The provinces have populations that produce goods, pay taxes, engage in trade, and are recruited as soldiers and sailors. Each population has a religion that incorporates their view of the world and moral position. If the monarch and the government act counter to morally acceptable behavior, there is a risk of rebellion. The monarch and the govern m e n t (actually the player) are responsible for the country and represent the country to the rest of the world. In this way all of the European nations are part of the same quarreling family, where some co-operate and others fight.
As time goes by the European nations change, both in political, economic, and mili­t a r y strength. Depending on how well your country is able to manage its resources, defend its provinces, and invest in technology, nations will rise or fall in power and status. Historically the Ottoman Empire peaked during the 16th c e n t u ry, after which its power slowly waned, until it was finally regarded as the "Sick Man of Europe" in 1792. Sweden began the period as a backwards place on the outer fringes, and then gained status as a great power during the 17th century, only to lose that status at the be­ginning of the 18th, to slowly sink into a sec­ond-rate power during the latter half of the 18th century.
What is Europa Universalis?
E u ropa Universalis is a game where you can choose a European nation and play its ups and downs over 300 years. The game provides what you could philosophically call a "God perspec­tive;" that is, you lead the country through 300 years, having the opportunity to be at many
places at the same time in order to make deci­sions.
This is an extensive and advanced game, but do take it easy. By playing the learning scenario and reading all the tips included in the game, and reading the "The Learning Scenario" chapter in this manual, you will soon be able to play the game. In order to master the more subtle parts of the game, you need to play a lot of games and read the rest of the manual.
The game does not pretend to be historically accurate. This means that it does not follow the historical textbooks, because if it had, you would not be able to act differently from the actual governments. Instead you should view the game as an "alternate history," that is, the historic individuals, the nations, and the re­sources are provided, but you have a chance to act differently. In your game the Thirty Years War perhaps will never break out, or maybe France will conquer America, or Poland­Lithuania will never cease to exist as a nation.
You lead a country and have a great number of choices re g a rding war and peace, politics, economics, and religion, but at the same time your resources are limited because of the size and traditions of your nation. You are simply "The Grey Eminence" behind all of the monarchs of your country during the period of the game.
The game contains a number of diff e re n t scenarios, including the Grand Campaign. The various scenarios usually cover shorter time pe­riods, while the Grand Campaign will let you take your countr y from 1492 until 1792. When choosing a scenario or the Grand Cam­paign, you always have the choice of when the game should end.
Why is the Clock Ticking?
In a game like this, which is about historical change, it is not possible to be in every place at the same time. Time in the game is ru n n i n g forward like a clock in reality, providing a real sense of the flow of time, because an English king, for example, did not know how the bat-
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tles against the French in North America turned out until months later. Even war in gen­eral was an activity with uncertain results; since you are the one who is moving and controlling all of your troops, you are forced to give priori­ty to some while the clock is ticking away. It al­so simulates the difficulties of running a large e m p i re in contrast to a small, land-locked c o u n t ry. As a player of Spain, for example, it could be difficult to wage a successful war in Northern Italy, at the same time that you are colonizing a new province in Mexico, and making improvements to the infrastructure in the Philippines.
What you should know and remember is that you may pause the game at any time. The clock stops and the game stands still. In this "pause mode" you can order troops around (although they will not start moving until the game re­sumes), build army units and fleets, deal with diplomatic offers, make changes in your bud­get, etc. You may also change the speed of the "clock" at any time, i.e. change the speed of the game, as you perceive it. In the beginning it is advisable that you keep game time at a rela­tively slow speed, when you are feeling your way around the various parts of the game.
What Is the Goal of the Game?
The goal of the game may actually vary from player to player. The basics for the game are to receive as many victory points as possible. It is meaningless, at this moment, to discuss in any g reater detail exactly what provides victory points throughout the game, as we have not yet discussed that area of the game. Instead we will direct you to the list of victory points at the end of the manual. If you play using the "stan­d a rd" victory conditions, the player with the highest total points becomes the winner, but please note that at the end of the game you will see how many victory points your country has received, and its relative position. This means that you can play a country you find difficult to play just to try to get a better result from game to game, which is also a way of "winning." An­other approach is to play Denmark, for exam­ple, and try to get more victory points than its perennial enemy Sweden.
You can also choose a couple of other victory conditions other than the "standard" ones. The first choice is "Power Struggle," which means that the country that is first to reach a predetermined number of victory points is the winner. Power Struggle is a good choice if you
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want to play a quick game. The second choice is "Conquest," which means that the country conquering a pre d e t e rmined number of p rovinces is the winner. You set the number when you determine victory conditions. Con­quest is the number one choice if you wish to decide the outcome of the game on the battle­fields. The third choice is "Mission," which means that each country will receive a specific difficult mission, and the player that succeeds first is the winner. Various missions may in­clude: Russia must conquer all ort h o d o x provinces in the Balkans, or Spain must "con­quer England." Mission is the choice for play­ers who would like to try something random, yet challenging.
E u ropa Universalis is about a number of ways of changing history, and changing history becomes a goal in itself in the game, besides winning. How you do it is up to you.
The Game – An Overview
When you start playing you will have a map in front of you. This is the "game board" of the game; in the same way you have a game board in front of you when you play Monopoly or chess. You lead a country, or more exactly, you are a country, and all of the provinces within
the borders of your country belong to you. Provinces outside your country belong to oth­er countries. You also have access to army units (symbolized by little soldiers) and fleets (sym­bolized by small warships), which you can move around on the map (just like in chess and Monopoly). By clicking a province you get ac­cess to information about it in the "informa­tion window" on the left side of the scre e n . Here you are able to construct army units and fleets, invest in infrastructure, and many other things. Exactly what you are able to do and how to do it will be discussed in greater detail later on.
How Do I Play?
Naturally, leading a country during 300 years is not an easy task. To win the game you need to collect as many victory points as possible. Start­ing the game by waging as many wars as possi­ble may get your country a large number of vic­tory points, but may also lead to quick ruin. It is usually better to collect victory points at a relatively normal pace during all of your 300 years, rather than gaining points quickly during just 100.
The primary problem facing your country is
pure survival. The Prussian diplomat who was
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involved in the third partitioning of Poland supposedly said: "A nation not able to defend itself has no right to ex­ist." In game terms your neighbors will try to take advan­tage of your weaknesses, but will also shy away from your strength. In order to survive you must upgrade your de­fenses, and have enough army units and well-arm e d fleets, but you must also pay attention to the develop­ment of your nation.
The secondary problem facing your country is devel­opment over time. If your country lags behind in eco­nomic or military development this will show up in losses on the battlefields. When you consider economic devel­opment over time, it helps to think about this simple metaphor. In very simple terms it is like putting money in the bank. If you deposit 100 dollars at 10% interest, you will have 110 dollars one year later, and 121 dollars two years later. You should be aware of the dynamic nature of economic development.
The third problem facing your country is discovering the unknown world beyond the boundaries of Europe. The discovery of new areas, and establishment of trading posts or colonies, is quite costly at the beginning, but will provide a lot of revenue later. The heart of the matter is balancing your country’s priorities and making your re­sources meet your needs. A colonial empire also needs to be defended, which means you should give the whole idea some thought before you start putting things in mo­tion. You may have to consider matters for the next ten or twenty years ahead if you do not want to lose all you gained due to poor planning.
How Is the Map Designed?
The game is played on a world map. You can’t see every­thing on the map at the same time, but only the provinces and sea zones familiar to you country. In order to find out more you need to explore the unknown parts of the map, which are called Terra Incognita. This map, which we will call the normal map, shows each province with its name, its type of terrain, whether it contains cities, colonies, or trading posts. It will also show land boundaries between countries. In the sea zones you will see what the weather is like, and whether it is winter or summer in the provinces. Note that a fog stopping you from discovering any army units in the provinces, or fleets in the sea zones covers parts of the map. Areas not covered by the fog in­clude your own country, the countries of your allies, countries in which your monarch has entered royal mar-
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riages, and finally countries with which you are currently at war. In these countries nothing is hidden. [screenshot of the "normal" map also showing the fog of war]
You may also click on the button labeled the "Political map" in order to view it. Here you will find all of your foreign relations, and by clicking a province in another country you are shown the foreign relations of that country. Note that this is the map you will be using when you wish to perform diplomatic actions. You may also click on the button labeled "Eco­nomic map," which shows the goods produced in each province. There is also a "Trade map," showing the trade centers of the world, and which provinces they control. The last map is the "Colonial map," which you use when es-
tablishing trading posts or colonies. Note that each map has a separate click able button, which lets you view each one separately.
Geography and Weather
The game contains five different types of ter­rain: open terrain, forest, mountains, desert , and swamp. There is also one geographical ob­stacle: rivers. The terrain types affect the move­ment of army units, battles, and army unit attri­tion. Some provinces also suffer the effects of winter, which in turn affect the various terrain types.
Sea zones are also affected by the weather. Certain sea zones may be ridden by storms, or be covered by ice during parts of the year. Note also that attrition is lower in sea zones next to coastal provinces, compared with the open sea.
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B) Learning Scenario
General
The screen you see is divided into two fields, or "windows." The larger window to the right is the world map, of which you only see a very in­significant part. You will see more and more of it as you discover the unknown areas. The white and unknown parts of the map are called "Terra Incognita," which is simply "The Un­known World" in Latin—the language of knowledge and science during this age.
You will also see one pro v i n c e — U l s t e r, which happens to be your only province, con­taining your capital. If you left click on Ulster on the map, you will open a picture of your capital in the other window. For the sake of simplicity we call that window the Information window.
The Info window will be described in full a little later. Below the Info window you will find the picture of a historical map, or more correct­l y, an empty map. This is a world map in a smaller format, which will aid you later in the game when your knowledge of the world has i n c reased. Note the appearance of "tips" whenever a scenario is started. These tips pro­vide quick and abbreviated information about the most important functions of the game. We recommend that you read these. You may also access the "tips" by clicking the menu button at the bottom of the Information window, and then choosing "Tips."
The Top Line above the Map Window
On the top line above the Map window, you will find a border with three symbols and a date—the game clock—followed by another t h ree symbols. The first three show how many M e rchants, Colonists, and Diplomats you have available. If you place the pointer above any of the symbols you get information about how of­ten you receive new ones, and what generates them. The clock is shadowed whenever you pause the game, and white when time is ru n­ning. If you think that the "pro g ress of time" is too fast or too slow, you may change it by click-
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ing the menu button at the lower left of the In­f o rmation window, choosing Alternative, and then following the instructions. The three sym­bols to the right of the clock show the Stability level of your country, the Manpower in thou­sands of soldiers, and the contents of your tre a­s u ry expressed in Ducats, which was one of the most common currencies during the historical epoch. You will receive more background infor­mation if you point at the symbols.
The Top Line above the Information
Window
The embellished line above the Inform a t i o n window contains five coats of arms. If you left click any of these, specialized information will be shown in the Information window. The shields will provide the following inform a t i o n ( f rom left to right): naval information, land a rmy information, general information about the country and its monarch, the state budget, and the Financial Summary. The military infor­mation shows your level of technology, your upkeep costs, and your chances of changing the wages and costs of your soldiers and sailors. The economic information will show the income and expenditures of your country, including how they are allocated. You may also choose how to allocate your re s e a rch investments in or­der to develop your technology levels.
The Information Window—a Province
When you left click on your only province, you will see the city of the province of Ulster in the Information window. By clicking on buildings and objects in the Information window, you get additional information about the objects. The buildings are the places where the various o fficials of your province work. The off i c i a l s may be appointed to more qualified tasks by clicking the buildings, which will give you m o re advantages in the game. You may also build fleets and recruit army units.
The church is a very important building. It will be upgraded automatically when the popu­lation of the province increases. If you left click the church you will find general inform a t i o n
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about the state of your province. If you click on the text lines that appear when you click on the c h u rch, you will get additional inform a t i o n . You may also click on the symbols to get addi­tional information about the economy and re­ligion. In addition to the buildings of the p rovince you also see another shield. The shield shows the most important products of the province, including provincial re v e n u e from trade and taxes. When you appoint offi­cials, for example, you will find that these rev­enues increase.
Army Units and Battles
Your first task is to recruit an army and fight a battle. Note that there is a "Read more"-but­ton in each "Mission window." We re c o m­mend strongly that you read this additional in­formation, as it provides both historical infor­mation and information about how the game works. Please note also that by clicking any­thing under construction, you will find out when the construction is due to be finished.
Choosing Army Units
Besides left clicking a unit, you may also keep the left mouse button pressed and "circ l i n g " the unit. You know that a unit is selected when a green circle surrounds it, and you see an elon­gated rectangle at the base of the unit. The morale of the unit is indicated by the colors red, yellow, or green. A newly recruited unit al­ways starts at the lowest possible morale. It will then increase month by month to the maxi­mum level allowed by your technology level. The Information window provides additional information about the chosen unit, such as unit commander, strength, and attrition. You may also split the unit into two parts, merge units by first choosing all units in a province, and al­so reorganize – or customize – your units. Fi­nally, you may opt to disband the unit.
Movement of Troops
When you have clicked the area you want to move your army unit into, the troops will start marching. You also see a green arrow showing
the direction of the march. If you wish to do something else for a moment, such as take care of your province, you will see the green arrow if you choose the unit again. As you may have no­ticed, it will take a relatively long time to move your troops to the new area. The movement of troops takes a varying amount of time depend­ing on the composition of the unit and the state of the province to which you are moving the unit. The province you moved your unit to was undiscovered, giving you the maximum t r a n s p o rtation time. In game time it takes at least three months to move an army unit into an undiscovered area. Note that you can reset the speed of the game if you think the pace is too slow at the beginning.
Discovered and Undiscovered Terrain
Discovered terrain is any terrain which is fully disclosed on the map, while undiscovered ter­rain is only partly visible. The undiscovered ter­rain is partly covered by white, just like in old maps, where any unknown terrain was repre­sented in this fashion. Ulster was the only dis­covered terrain when you started the scenario. Now you have discovered some more. Yo u must discover any terrain that is only partly vis­ible before you may conquer it. Normally you need a Conquistador, or land military technol­ogy level of 11 in order to discover provinces. Undiscovered sea zones usually require an Ex­plorer or Naval technology level of 21. We have made an exception from this rule in the learn­ing scenario to let you discover provinces at an earlier stage.
Occupied and Non-Occupied Terrain
"A nation always has an army, either its own or somebody else’s," is a classical saying. This is also correct in principle for this game. If you see a province on the map containing a soldier, it is an army unit occupying the province. If the p rovince looks empty you may left click the p rovince. If it belongs to somebody else you will see the level of fortification. Fortifications always have garrisons. Extremely few provinces belonging to European nations completely
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lack fortifications, but there may be colonies without them, or quite undeveloped provinces at the very fringes of Europe. Fortifications are not very common in the New World, but in­stead have loose confederations of tribes and clans. This mean that somebody occupies al­most every territory.
Strictly speaking, sea zones are not occupied. Instead the struggle concerns the shipping lanes. Anyone who is able to stop others from using the shipping lanes therefore exerts a cer­tain influence.
Colonization and Economy
The importance of a good economy cannot be overrated. The economic wealth of your coun­t ry determines how much of your re s o u rc e s you can invest into various activities, from re­search to war. What then, are the cornerstones of your economy? Most of your income will come from production and taxes, which are generated by your population. The population
lives in the provinces, which provides two main paths that enable you to broaden your eco­nomic base: war and colonization.
To Colonize a Province
When you click the colonization button (the button that resembles a small, light blue ship), the map changes to show which provinces you can colonize (dark green) and which you can­not colonize (bone white). This is called the Colonial map. When you choose a province to colonize, information will appear in the Infor­mation window; that is where you choose w h e re to send your colonists. Your colonists may also be used as merchants, which will be described later.
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From HMS Mayflower to Cities
Colonies can be upgraded, and for each colonist it is upgraded one level. A colony may have up to six levels, where each level re p re­sents 100 inhabitants. When a colony reaches 700 inhabitants it is turned into a norm a l province with a city. From then on you are able to recruit troops and build fortifications in the province.
Note that the economy of the province devel­ops over time as the population grows. From the moment you have established your colony, it ex-
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periences a monthly increase in population. It is positive if the country has a high level of stabili­t y, and negative if stability is low. This means that a first level colony may develop into a pro v i n c e with a city without you having to send more colonists. Population growth will not be very high, which means that such a development will take a long time. A first level colony rarely pro­duces any revenue, while a sixth level colony is m o re or less a small province. Each colonist brings along 100 people.
The colonist, the leader of the expedition consisting of 100 people, always starts out from your capital, and is portrayed as a horse and carriage and as a small sailing ship. The fur­ther away from your capital, the longer it takes to complete the actual colonization. When you establish a colony it may happen that the colony receives the state religion of your coun­try, and that may be interpreted as the presence of a number of priests among the colonists. It is an advantage if the religion of the province is the same as the state religion, as diff e re n c e s may result in rebellions during times of unrest.
Europa Universalis
The Financial Summary
H e re you get an overview of the economic state of your countr y. Remember that the en­tire economy is affected by the stability of your c o u n t ry; low stability results in low re v e n u e s and technology levels, while a high stability rat­ing will optimize both revenues and develop­ment. You will also find that income will in­crease when you upgrade buildings and receive higher technology levels in the areas of infras­tructure and trade.
Be careful with inflation. Inflation increases proportionally with the amount of money you choose to receive each month (by minting coins), and by taking loans from the citizens of your country or from other countries. The normal state, where inflation does not increase, is when you do not take out a monthly income; that is, by increasing the amount of coins in your country. At that point you only have your annual income available. Note also that gold mines will increase inflation. If you have gold
mines you can never completely avoid infla­tion.
Your best cure against inflation is the Gover­n o r. By appointing mayors to governors you lower the rate of inflation. Remember that in­flation is relative—as long as the increases in prices are lower than the increases in revenue, it is not a bad thing, at least not in the short run.
The Budget Window
The state budget lets you decide on how to manage your re s o u rces for development, in­vestments in stability, and public consumption in the form of appointments of officials, diplo­macy, and the armed forces. This may be classi­fied into three separate areas.
The first is research, which results in qualita­tive advantages. Military units get a higher morale, better fire p o w e r, and greater impact. M e rchants become more competitive and make greater profits. Infrastructure provides a higher degree of effectiveness in production.
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The second area is stability, which affects ev­e ry area of your country. Stability affects the economy, troop morale, the risk of rebellion in your provinces, and whether your vengeful neighbors will think it wise to attack or not. If anything is more important than other factors, it must be stability. It also affects the total size of your state budget, which means that total in­vestments in technology will be lower over time if you go along with a lower stability, rather than investing in maximum stability.
Your third concern is public consumption, or actually the expenditure of liquid assets from your tre a s u ry on a monthly basis. You spend these ducats on more troops, more war ships, more colonists, and more merchants.
Trade and Merchants
Historically you could say that the global econ­omy did not exist until the discovery of Ameri­ca. The easiest way of looking at the global economy of that era is as a number of adjacent local economies. These local economies were connected to each other with sometimes weak, and sometimes strong ties. The ties consisted of course of the merchants, and the power con­necting them was external trade. The greater the number of local economies connected, the m o re trade increased. When trade incre a s e d , both demand and supply increased, giving rise to global trade over time.
Each province in the game belongs to a cen­ter of trade. Goods are exchanged at the center of trade, prices are fixed, and profits and losses are divided through the care of invisible hands. Trade during the 1492–1792 period had much stronger ties to the state and the monarch than t o d a y. The merchants you send off into the world probably belong to some public or semi­public trading company.
Placing Merchants
You may only set out merchants at your centers of trading. In order to get there you click either on the Trade button, or on the small trading company in the province on your map. In this case it’s Ulster.
Deploying merchants costs money, includ­ing their upkeep. It is more expensive to set out and keep merchants abroad than in your own country, and even more expensive the further away from your own country you get. Each m e rchant you have set out in the center of trade provides a yearly income, depending on the total trade value of each center of trade.
A center of trade covering a low number of p rovinces, with commonly available goods (such as fish, grain, and wool), has a lower trade value and will provide lower revenues, than a center of trade covering several provinces, trad­ing with exotic goods such as ivory, slaves, and spices. Your technological level will also aff e c t the profitability and competitiveness of your m e rchants. When many countries appoint mer­chants in the same center of trade a veritable trade war may very well eru p t .
The Economical Effects of Trade
The economical effects of trade should not be underestimated. A raised level in trading tech­nology with lots of provinces and trading posts, the trade centers will turn into veritable gold mines for anyone managing to maintain a monopoly. Additionally the effects of being the leading producer of certain goods will provide unimaginable profit, when war, rebellion, and c a t a s t rophes strike the European continent, changing all prices. Note also the importance of having a center of trade within your own c o u n t ry. New colonies and trading posts will almost exclusively end up under the authority of your own center of trade. This will increase both your immediate profits, and also the trade value of your center of trade. It is also easier to be competitive in your own center of trade, but more about that later.
Fleets and Sea Transport
The fleet is a military unit consisting of a vary i n g number of ships in the same way that an arm y unit consists of a varying number of tro o p s . T h e re are three types of ship in the game: Wa r­ships, Galleys, and Tr a n s p o rt Vessels. Wa r s h i p s have a transport capacity of 1; galleys have a
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t r a n s p o rt capacity of 0.5, and transport vessels a capacity of 2. What is transport capacity? Each a rmy unit has a weight; the transport capacity of your fleet indicates how many troops you are able to transport. Cavalry and art i l l e ry have g reater weight than infantry. The total weight of each army unit and the transport capacity of the fleet can be found in the Information window whenever you have selected a unit. War ships are m o re effective in battle, galleys are the least ex­pensive, and transport vessels have the larg e s t t r a n s p o rt capacity. Galleys should be kept in the Baltic Sea, the Mediterranean, and the Black Sea, as this ship type is useless on the open sea.
All fleet units suffer "attrition" when at sea. When you choose a fleet unit you will find the current attrition speed in the Information win­d o w. This is shown in connection with the small skull. There is no attrition when a fleet is in port, which means that you need to send your fleets into port at regular intervals in or­der to maintain the ships. If a fleet transporting army units is sent to port the army units will be unloaded automatically in that pro v i n c e . Merging, splitting, reorganizing, and dissolv­ing fleets is done in exactly the same way as army units are merged, etc.
Loading of Army Units
First you need to order your fleet into a sea zone, and then order an army unit in an adja­cent province to load onto the fleet. You can­not load the fleet unless it is in port.
When the troops are loaded you will find a new button in the information window when you choose the fleet. Click this button when you want to unload the army unit in another adjacent province.
Unloading an Army Unit from a Fleet
Choose the fleet and click the unloading but­ton. You will now see the army unit on the map. Now click the province where you wish to unload your army unit. The troops will now start marching to the province.
Trading posts
A colony is a province providing some produce and a small amount of trade. Trading posts do not provide any produce to speak of, but in­stead provide a better trade value affecting the center of trade to which it belongs. By estab­lishing many trading posts, preferably in p rovinces producing unusual goods, you quickly increase the trading value of the center
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of trade they belong to, and if you have a monopoly or a large number of merc h a n t s t h e re, you will receive good revenues fro m your invested funds. The trading posts may be improved up to six levels. At the higher levels the trading posts have a great trading value.
You build trading posts by sending out mer­chants. Click the colonization button. As we mentioned previously, you have some colonists available—the number is shown in the line above the map. These can be used either as colonists or merchants. Historically the first colonizations happened when the Euro p e a n countries first established trading posts in an area, and later on colonized it. Trading posts are cheaper than colonies and are usually easier to establish than colonies. It is also easier to maintain a colony in a province where you al­ready have a trading post, as compared with a neutral and empty province.
How to Establish a Trading Post
Click the colonization button. Now you see the map in its colonization view. Bone white provinces are not available for colonization or trading posts. They are either undiscovered, al-
ready fully developed provinces with more than 5000 inhabitants, or belong to other countries. Possible prospects are all of the green colored provinces. If the province is dark green, you already have a colony there, if the color is medium green, you have a trading post, and if the color is light green, you have neither. Click the province where you wish to establish a trading post, and then click the button "Send merchant." You will now see a figure unpack­ing pots from a chest as a sign of work in progress. When placing the pointer above the merchant you will see how long it will take un­til the trading post is ready for business.
Neighboring Countries
Your neighbors are naturally of great interest to you, whether they are your allies or your ene­mies. Normally you know about your Euro­pean neighbors and their provinces, but usual­ly you know nothing about the non-European countries. You must discover them. You are al­so only able to send diplomats to a country if you know about it, and diplomacy is one of your most important tools for survival and ex­pansion.
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Diplomacy
Diplomacy can be used in many ways. The diplomats you send out are your tools when you want to achieve something. What is it you want to achieve? You can offer royal marriages or alliances, or take up such offers. You may de­c l a re war or offer peace. You may try to ex­change geographical knowledge, and you may c reate better relations to other countries through gifts and tokens of respect, or worsen relations through insults and bans.
Royal marriages are a good thing. They im­p rove relations and make it difficult to carry out declarations of war. The alliances you enter are also important, as you will easily fall prey to other alliances if you do not belong to any. It is quite possible to defend yourself against anoth­er power, but if three, or even four, other coun­tries attack, you are in deep trouble.
In order to use diplomacy you click the diplomacy button below the information win­d o w. This opens a diplomacy menu for your country. You may look at another country on the map at any time. By clicking the "coat of a rms" of that country you may review the diplomatic situation of that country. You have a number of choices in your diplomacy menu.
By clicking an option, that diplomatic mission will be performed and you will have one diplo­mat less. Note that if you make an offer of roy­al marriage or an alliance the monarch will not automatically accept the off e r. The deciding factor for such a decision is your previous rela­tions. If you have attacked and occupied a number of small and innocent countries your surroundings will naturally treat you like an in­ternational pariah.
War
War is one of the fastest and best ways of ex­panding politically and economically. War also has its share of disadvantages. Your re s e a rc h will often suffer, as you probably need to invest heavily in stability after each war. Wars almost always destabilize your country. War also af­fects the risk of rebellion in your provinces. A land with multiple religions often risks a "great mess" each time a war drags out in time.
To Prepare for War
B e f o re you declare war you need to pre p a re . This usually means that you expand your a rmies and fleets in order to obtain local s u p re m a c y. You should also compare your
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strength to the strength of your potential ene­mies. If you are well pre p a red you suffer less risk of having to finance your war with war tax­es and increased minting of coins. Note that at­trition is higher for army units that are moved during the winter months. Plan your war ac­cordingly. It is also important to consider the allies of your potential enemy, and trying to fig­ure out how your own stability will be affected. On the one hand you check to see if you have any Casus Belli (Latin for "cause of war"), which will decrease your loss of stability be­cause of the declaration of war, and on the oth­er hand by declaring war and then "regretting the act." When you declare war you are in­formed of the size of your loss of stability and what caused it.
To Declare a War
War can be declared either from the diplomacy menu, where you go to the country in question and click the line "declare war," or by honoring an alliance where one of your allies either has declared war on another country, or has been attacked.
To Win a War
In order to win a war you must be victorious in battles and naval engagements and/or captur­ing the provinces of the enemy. You capture a p rovince by moving an army unit into a p rovince, defeating any enemy units in the province, and performing a successful siege or assault. When your flag is waving above the town, colony, or trading post of the province, you control it and this will be counted to your advantage during peace negotiations. Note that the opposite is true for your opponent, which means that you should try to avoid loss­es in battle and try to hang on to your provinces. Extended wars lead to exhaustion, which often results in rebellion in your various provinces.
Offers of Peace
In order to make an offer of peace you click a p rovince belonging to (or that has belonged to) the enemy. Then click the diplomacy menu. H e re you click on the line saying "Offer of Peace." Here you see the results of the war, through the number of stars or tombstones in the information window. If you see tomb­stones you should consider offering a tribute
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and/or provinces in order to gain peace. If you find stars you may often demand a tribute and/or provinces. Each star or tombstone rep­resents a province or 250 ducats, which you ei­ther may offer or demand. You may only offer to give up provinces, which have belonged to you, and are now controlled by the enemy, and you may only demand provinces, which have belonged to your enemy, and now are in your c o n t rol. If you demand provinces that be­longed to your enemy at the start of the sce­nario, that is, his or her core provinces, the en­emy now has a Casus Belli (cause for going to war) against your country.
C) Activities
Countries
Each player runs a country. Each country con­sists of one or several provinces and possessions (the diff e rence will be explained later). Yo u r country has a border marked on the map, and if you wish to view the political map, the provinces of each country are marked with the same color. Each country has a monarch and a state religion. Most of the countries are located in Europe, but there are a few non-European
countries spread out in the world that may be included in the game. Certain countries have a special political status - these countries may be played. Each scenario defines the countries you a re allowed to play. The diff e r ence between player countries and other countries is that a player country may not be occupied as the re­sult of a peace treaty or through diplomatic means (see Peace Treaties and War Damages).
Provinces
The province is the smallest geographical unit of the game. There are two types of political status for the provinces. They either belong to a country, or they are independent. Your coun­try consists of provinces belonging to you. The p rovinces are fully developed, as opposed to possessions. This means they have cities, where you may appoint officials, and where you may build ships and raise army units. Possessions are provinces that lack a city, but have either a colony or a trading post. Any province that does not belong to a country is an independent province. These provinces only exist outside of Europe, and are populated by natives, organiz­ing their societies through clan and tribal sys­tems. The independent provinces do not have
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standing army units; instead native war bands will meet you if you move an army unit into the province. You may colonize or construct trad­ing posts in independent provinces, there b y gaining a certain level of control. Only coun­tries may have a colony or a trading post in an independent province. When a colony or a trading post is established, the province is no longer considered independent. A basic differ­ence between a province with a city and a p rovince with a colony is that you can build ships and raise army units in the former, includ­ing appointing officials, and establishing facto­ries. You may not do any of this in a province with a colony.
A coastal province is a province with a port. Note that in order to have a port the province must either have a city or a colony. A province with just a trading post may never have a port. Having coastal provinces also affects the num­ber of colonists and merchants your country will receive each year. Also note that ships do not suffer attrition when in port, because they can be maintained. If you have a large country with provinces on several continents, you will
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do better if you have ports in as many places as possible, in order to send your ships in to port now and then, to avoid suffering attrition (See Attrition). The provinces you start the game with are your core provinces and your most im­p o rtant ones. Core provinces are marked on the political map with small shields. The coun­try a province belongs to is noted by the flag waving above the city, the colony, or the trad­ing post. During times of peace you may only move your army units from and to provinces belonging to your own country, or into inde­pendent provinces. During times of war you may also move army units into provinces be­longing to allied countries and dependent states, and into countries with which you are at war. There is also one exception. The Emperor of the Holy Roman Empire may freely move his army units within the borders of the Empire (see The Holy Roman Empire).
Note that a province may belong to one c o u n t r y, but may be controlled by another. This happens when two countries are at war with each other, and one of the countries has occupied a province belonging to the other
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c o u n t r y. When peace has been declared, all c o n t rolled provinces re t u rn to the original o w n e r, unless they have been surre n d e red as part of the peace treaty. There are two excep­tions. The first depends on whether you have signed the Tordesilla Treaty or not (see The Tordesilla Treaty), because you may then move into and take control of the colonies or trading posts of other countries, regardless of whether you have been at war with these countries or not. The other exception applies if rebels man­age to seize one of your provinces. The p rovince still belongs to you, but the re b e l s control it. If another country controls any of your provinces, you will not receive any income f rom these provinces. You will see that a province is controlled by another country if the flag of another country is flying above the city, the colony or the trading posts. (Rebels fly a red flag.) In order to take control of a province you must capture the city, either by storm or siege. Provinces with cities lacking fort i f i c a­tions, and provinces with colonies or trading posts are automatically controlled when you move an army unit into it. Also note that
provinces under your control will be counted to your advantage during peace negotiations.
Sea Zones
The seas are vast open areas. During this period the chances of controlling the seas was limited by the quality of the ships and their crews, the basic resources, and of course the weather. The sea is therefore divided into sea zones. Each sea zone is an area where fleets have a limited influ­ence. Each fleet actually consists of a main part and several smaller patrols. When the patro l s discovered enemy ships, the main part of the fleet was assembled to deal with the enemy fleet. This means that battles between fleets do not occur automatically; this depends on the quality of the fleets. The main problem was finding the enemy and creating local superiori­ty. If you did not succeed the engagement was called off. Your territorial waters are the sea zones off the coast from your coastal provinces. Here you have several advantages, as you know the waters, the weather, and you are close to your bases for maintenance.
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Cities and Capitals
Your capital is shown on the map. This is the city belonging to the province where you find your shield. The province with your capital may not be surrendered during peace negotia­tions other than by occupation (see Peace Treaties and War Damages). The city shows a graphic representation of the level of develop­ment of your province. What you see in the in­f o rmation window is a picture of the city, as you build ships, raise army units, upgrade buildings, and build factories. The population level of your city indicates the wealth of your province. Normally the population of the city will increase over time, but it may also drop be­cause of war, rebellions, random events, and if the city is situated in an area of adverse geo­graphical conditions, for example in the African tropics. When a colony has 700 inhabi­tants it develops into a city. The city is still colo­nial, and in order to become a real European city with efficient production the pro v i n c e must have at least 5000 inhabitants.
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Trading posts and Colonies
When you have established a trading post or a colony in a province you gain control of the province. In other words, the province is now yours. This means that no other country may use the province for troop movements during peace, and no other countr y may establish trading posts or colonies in the province. You may lose your province either through negative population growth because of the geographic conditions, which will make your population drop to zero, or by ceding the province to an­other country as part of a peace treaty. You may also lose a trading post either because an enemy army unit burned it to the ground during war (see Trading Posts and Merchants), or by ced­ing the province to another country as part of a peace treaty.
Trading posts and colonies are called posses­sions, and are diff e rent from provinces with cities, partly because of population levels, and partly because of the development levels. The difference between a trading post and a colony
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is that the trading post provides a low produc­tion value and a high trading value, while the colony provides a high production value and a low trading value. In addition the colony has population growth and may be developed into a city, while a trading post does not have pop­ulation growth, nor may it be developed into a province with a city. You may still develop your trading posts into colonies by sending colonists to your trading posts.
Terra Incognita and Permanent Terra
Incognita
Both "Terra Incognita" and "Permanent Terra Incognita" are undiscovered areas. Te rr a Incognita re p resents provinces and sea zones not yet discovered by your countr y. When these are discovered, either by moving arm y units or ships through them, or by trading maps with other countries, the areas cease to be
Terra Incognita and become part of the known world, as your country knows it. Note that you n o rmally need a Conquistador, or you must have reached Land Military level 11 in order to discover provinces. For undiscovered sea zones you need an Explorer or you must have reached Naval Technology level 21.
P e rmanent Te rra Incognita re p re s e n t s undiscovered areas not consisting of provinces or sea zones. Permanent Terra Incognita com­prises the areas that were not explored at all at this time. Historically, there were several areas that were not discovered until after 1792 (such as some parts of Siberia and Australia), or which had been discovered earlier, but where all knowledge about it had faded into legends (such as the interior of Africa), and finally areas which could not be explored using the tech­nology of the times (such as certain Northern sea routes).
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Stability and the Wrath of Your Subjects
What is Stability?
The political culture of Europe during the peri­od was not an isolated phenomenon. How each country should behave in regards to both domestic and foreign policy had already been f o rmulated during the height of the Roman Empire, and had later been developed during the Middle Ages. The ideological start i n g ­point at the end of the 15th century was Chris­tianity as a unit. Civilization was defined within the framework of Christianity and consequent­ly, what constituted civilized behavior between countries. A similar starting-point existed in the Moslem countries, where "country" was not a properly recognized concept. Instead they re g a rded all Moslems as part of the Moslem Haram. Internally the division of soci­ety was frozen, partly because of the division of power between various groups during the late Middle Ages, but also through domestic poli­cy, which could be described as a struggle or game between various groups in society. The monarch naturally played a large part.
You should also be aware of the advantages associated with breaches against "the interna­tional rules." The princes of the Renaissance were soon involved in a highly advanced game of political struggle, where a European hege­mony was the goal. In this aspect you should consider the abstract concept of stability. If the monarch broke the formal and informal rules, both his foreign and domestic reputation fell, including the status of his country. The re­sponse to declarations of war was often your own declarations of war, which caused a spiral of injustice, war, and revenge that affected all of Europe.
Stability is thus affected by both the interna­tional status of your country, and by the rela­tions between your monarch and his subjects. The stability of your country may vary on a sev­en-point scale from –3 to +3.
Things that Lower Stability
There are several reasons why stability may de­teriorate, but the most important are definitely declarations of war. Declarations of war were not regarded lightly by anyone in Europe dur­ing the period, perhaps with the exception of the issuer. In other countries the monarchs and the governments viewed any declaration of war with concern, because it might upset the bal­ance of power of the region. You could say that society viewed the country as a person and the declaration of war as a physical attack. Yo u could make this attack if you had good and proper reasons (see Casus Belli), but uncalled for wars were punished by force. As a result of a declaration of war, you could lose prestige and international honor. Add to this the quite neg­ative reactions of the population, as war meant levies, inflation, and raised taxes. A declaration of war without Casus Belli lowers the stability of your country by two steps (–2). A declara­tion of war with a proper Casus Belli does not affect your stability at all. Religion was some­thing that united and divided countries during the epoch. It was thought of as an un-Christian and therefore it was immoral to declare war on a country with the same religion, which meant that the population and the priests re a c t e d quite negatively if any monarch chose that route. A declaration of war against a country of the same religion lowers your stability an addi­tional step (–1). To declare war against an al­lied country was seen as truly degenerate be­havior, lowering your stability yet another step (–1) if the country under attack has ties through a royal marriage with yours. If you de­clare war against your own vassal your stability will drop another three steps (–3), while end­ing your vassal ties without a declaration of war lowers stability by three steps (–3). If you de­c l a re war against a country with which you have a peace treaty, your stability will drop by another five steps (–5); in effect, this means that you will become an international pariah. Peace treaties remain in effect for five years.
Some other important factors that lowered
stability during the period were various politi-
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cal acts of a dubious nature. Breaking your for­eign promises immediately lowered the reputa­tion of a country and its prestige. The principle of "Pact Sund Servanda" (agreements are binding) was a basic rule already in Roman law, and had been incorporated in the diplomatic life of the times. Annulling a royal marr i a g e could be a good thing for your country in many ways, but the stability of your country is l o w e red by one step (–1). You are seen as flighty and insecure in your foreign relations, which is cause for strong irritation among any groups of society with strong connections with the country in question. If you decide to sack a vassal your stability is lowered by three steps (–3). Especially the nobility will question your f o reign competence. A vassal has subjected himself to your decisions, even though this is mostly of a formal nature, which means that dissolving the relationship is regarded as a sign of your weakness. If you leave an alliance your stability is lowered by one step (–1), which means that many powerful men in the upper levels of society probably have invested a lot of prestige and friendship in the alliance that you are leaving. The same thing occurs if you refuse to honor an alliance; for example, if you do not help a brother when a third country attacks him. It will lower your stability by one step (–1). Sharp foreign turns will create uncertain­ty about your future direction in the political game. If you refuse a country the chance to trade at your trade centers you also lower sta­bility by one step (–1). Your neighbors will feel threatened, because what you did against one country may be repeated against another.
Finally, there are five general causes for low­ered stability. The first occurs if your country goes bankrupt. Bankruptcy occurs if you have taken out five loans from the national treasury (loans from other countries are not counted), and you are unable to repay them when they are due, or when you have taken out five loans, and your monthly costs are higher than your monthly income. With bankruptcy the stability of your country is lowered by one step (–1). The population has lost confidence in the abil-
ity of the monarch and the government when it comes to handling your finances. The same thing applies when you are unable to repay a loan from another country, as your stability is lowered by one step (–1). Stability is also low­ered if you decide to raise war taxes (see War Taxes), which means that you further increase the burdens of your country while lowering stability by one step (–1). The fourth reason is a change of state religion. Changing state reli­gion normally means a huge transformation of society, affecting every level of society. Some of your subjects will celebrate, while others will stage a revolution. Changing the state religion lowers your stability by five steps (–5), except if you change from the Catholic Church to Counter Reformed Catholicism. (For a longer description, see Religion.) Finally some ran­dom events may lower the stability of your country (see Random Events).
Please also note that all effects are cumula­tive; that is, if you have a stability of 0, and de­c l a re war against a country without a Casus Belli, and in addition you have ties to that c o u n t ry through royal marriage, and a peace t re a t y, this will lower your stability by eight steps (–2–1–5=–8). As mentioned earlier, you may not have a stability of less than –3, but for each additional step you will suffer an automat­ic rebellion in each of your provinces. In this case your stability will drop from 0 to –3, and then you will have 5 rebellions in each of your provinces.
Things that Increase Stability
You may increase the stability of your coun­try by investing in stability in your state budget (see Investing in Stability). This is handled as a c e rtain sum set aside for this purpose each month, which you may view in the information window. Note that the cost of increasing stabil­ity is higher if you have a large country, as you must appease more people. When the gre e n line has reached its end the stability of your country is increased by one step (+1), and the green line starts anew at the beginning. This is to be interpreted as the monarch and the gov-
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ernment making concessions to various groups of society; for example, a temporary lowering of taxes for the peasants, land grants for the no­b i l i t y, trading rights for the townsmen, or greater freedom for the serfs. You may also see the cost as part of certain actions, like replacing b a i l i f fs, changing the laws, etc. Finally they may cover the cost of raising the prestige of your country; for example, by holding splendid weddings, raising the magnificence of the court, etc. You cannot raise stability above +3 by investments. The rate of increases will be lower if you are at war, for each quarter you have been at war, and for each province con­t rolled by the enemy (core provinces are counted twice and the capital is counted as ten normal provinces). All investments made when your stability is at +3 will result in ducats for
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your treasury. Note that certain random occur­rences may raise stability (see Random Events). When you are victorious at war, and have man­aged to annex formerly independent countries (see Annexation), your stability will increase by one step (+1), as your victory will increase your international prestige and make a big impres­sion on your subjects.
What Is Affected by Stability?
To begin with, all population levels of your cities and your colonies and all your monthly and annual income are affected. During bad times with spreading unrest the population of­ten decreases. If your stability is low you are p robably at war with another country. Yo u r population is decreasing through levies, people running off into the woods, and because of
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plagues that were often a result of the wars. In game terms you will be able to view the per­centage of increase or decrease of your popula­tion by clicking the church of a province. If conditions are really bad, cities and colonies may have a negative growth, which means that they are being depopulated. Population levels d e t e rmine the production income of your p rovinces, which means that stability will de­termine the long-term development of your in­come. The administrative system is also less ef­fective when there is unrest. Bailiffs were not obeyed, roads and communications deteriorat­ed, and people evaded their taxes to a greater extent, resulting in a higher cost of living with l o w e red consumption and production. This will mean that your tax income will incre a s e and decrease in pro p o rtion to your stability. You see this as changes in your annual income and also by checking up on your Financial Summary. Trade is also affected by the same phenomena. Declines in both domestic and foreign trade were common during wars and during periods of unrest in general. This is portrayed by a con­nection between your annual quota of mer­chants and your stability. If your stability is at the lower end – that is, –3 or –2 – you will have g reat difficulties getting the merchants to do business; they will simply lack all incentive to trade, which lowers your pool of merchants by two (–2). If your stability is at –1, your pool is lowered by only one merchant (–1). If stability is at 0 or +1, you gain one (+1) or two (+2) ex­tra merchants. If the stability of your country is excellent, +2 or +3, you gain three extra mer­chants. In addition, stability affects the ability of the merchants to get into the trade centers, as well as their ability to compete with mer­chants who are already present. Note also that the annual interest of your loans varies along with your stability. Your diplomatic skills and the risk of rebellion are also affected by the stability of your coun­t ry. When it comes down to your diplomatic abilities, you may not declare wars if your sta­bility is at the very bottom (at –3). This is part-
ly due to social unrest and the fact that court intrigue is at such a high level that the monarch and the government are unable to deal with anything other than trying to keep the country united. To fight a war at such a time is impossi­ble. The risk of rebellion in your provinces is in direct proportion to your stability. The lower your stability is, the greater the risk of re b e l­lions, and vice versa. You can read more about this later in the manual.
Rebellions and the Risk of Rebellion
Rebellions were fairly common during the pe­riod, primarily during the early part, the 16th and 17th centuries, while decreasing in scope and frequency during the later years. There are several reasons for this. Normally re b e l l i o n s w e re caused by social or religious injustices against the broad base of society, known as "peasant uprisings." A fortunate start of a re­bellion re q u i red leaders and even administra­tors in order to compete with the governmen­tal power, and this is where the nobility and prominent townsmen entered the picture. Any successful rebellion re q u i red that all levels of society got involved if they wanted to change social reality. A few such "successful" rebellions are the war of liberation of Gustavus Vasa, and the French Revolution, but even properly or­ganized and solid rebellions could fail in the end. The fewer rebellions at the end of the pe­riod were usually due to the fact that few rebels had access to the modern weapons technolo­gies available to the government, and the in­c reasing difficulties in uniting diff e rent social classes. The arm of the government had be­come longer, and its grip was also much stronger.
The risk of rebellion varied from province to province. In order to review the risk of rebel­lion as a percentage value, click the church of the province and point at "Risk of Rebellion." You will then see what the risk is, and what is causing it. You may also look at the map show­ing religions, where you see all provinces with various levels of shading. The darker the shad is, the greater the risk of rebellion. The two
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most important causes for rebellion are the lev­el of stability and the level of tolerance of the monarch and the government toward the reli­gion of the provincial population (note that a p rovince may have another religion than the "state religion" – see "State Religion and Provincial Religion). The risk of rebellion is in direct proportion to the stability and the level of tolerance; that is, the lower the values, the g reater the risk of rebellion, and vice versa. T h e re are also a few general factors aff e c t i n g the risk of rebellion. The risk is always lower in the province with your capital, because the monarch and the government have much bet­ter political control, compared with the other p rovinces. If you have built a factory in the province the risk is lower as the population has a higher production, which results in a higher standard of living. On the other hand, the risk will increase if you have appointed a bailiff as tax collector, as more efficient taxation leads to less income for the population. You may also lower the risk of rebellion by appointing a lawyer as high judge, as this improves the judi-
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cial system and the police. The game incorpo­rates a special case, which may be good to know about: the phenomenon is called "Dutch nationalism" and will occur sometimes during the second half of the 16th century. It will re­sult in a heavily increased risk of rebellion in the Dutch core provinces, which originally (1492) belonged to Spain. This "nationalism" was controlled by religion. The risk is affected by the religion of the provinces. If the country they belong to has a different religion, the risk of rebellion will be much higher.
What happens when there is a re b e l l i o n ? Each month there will be an uprising in each province, and the chance of success depends on the risk for rebellion. When a province rebels, a rebel army unit appears, carrying a red flag. It immediately engages any regular army units in the province and then starts a siege of the forti­fied city. If the rebel forces manage to take the province, the red flag will fly above the city. If the city garrison also rebels, then the rebels will automatically control the city. This means that the rebels will control the province, and also
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that the risk of rebellion will increase in each adjacent province, and that the rebel forces will move into the next province in order to con­quer it. A rebellion may spread like wildfire all over your country if you are unable to stop it in time.
The same things apply to provinces con­t rolled by enemies as to provinces contro l l e d by rebels; you do not get any income from the province until you have manage to retake it. If the rebels manage to take control of enough provinces (the number to be controlled varies from country to country), two things may oc­cur. Either the rebels are allowed to take over the sovereignty of certain provinces (more about this in the next chapter), or the "govern­ment will fall." If the government falls, you re­turn to stability level +3 and regain all of your p rovinces that used to be controlled by the rebels, and all rebel army units disappear. There is also a chance of your country switch­ing state religion. The rebels were simply able to win, and you just lost a whole lot of victory points.
How do you get rid of a rebellion? If low lev­els of tolerance caused the rebellion, these can be changed. If the level of stability in your country is low, you may try to change that, be­cause rebellions decrease if stability is high. But if a rebellion has succeeded, and you now have a rebel force in your country, your only way of dealing with it is through the use of forc e , sending an army unit into the province and de­feating the rebels in a field battle. When an a rmy unit is fighting and taking losses, then morale decreases over time, until the unit pan­ics and has to retire. The rebels will never re­tire. If the morale of the rebels reaches the pan­ic level the unit simply dissolves. Do not forget that provinces conquered and controlled by rebels will generate new rebel forces, which must be conquered in order to put a stop to the rebellion.
Liberation Movements
A liberation movement may start as a regular rebellion, but may develop after a while into a liberation movement with demands of inde-
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pendence. Certain areas, like Brittany, Norway, Catalonia, and the Ukraine, among others, may develop into liberation movements, and then proclaiming their independence, but this is also true of formerly existing countries, which have been annexed during wars. The p rovinces under the control of the rebels are simply transferred from your country to a new c o u n t r y, which has just appeared. The new country starts its existence automatically at war with your country. There is nothing that pre­vents you from conquering the new country and annexing it.
Example: France (stability 0) is at war with Switzerland. The monarch and the govern­ment are of the firm opinion that the war may be won, and decide to switch the state religion f rom Catholicism to Protestantism. Stability d rops to –3, and rebellions start in several Catholic provinces. The war with Switzerland is not successful, and an alliance consisting of Spain, Lorraine, and Cologne declares war with France. After half a decade France has lost a few provinces to the "alliance," but Provence
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and Brittany have appeared as independent countries. The "alliance" refuses to offer peace without massive concessions of land, and France finds it necessary to make smaller con­cessions to Provence and Brittany, in order to lower the number of adversaries, thus avoiding a loss of land to Spain.
Religion and Tolerance
Religion was a very important part of life during the period. Catholicism was the uniting force in Christian Europe. In 1492 Castile and Aragon had "liberated" the Iberian Peninsula from al­most 800 years of Moslem government. Neither the Pope nor the Emperor had the same power over people any longer as during the Middle Ages, but religion still served as a common sys­tem of thought for the inhabitants of Euro p e . People on the eastern fringes of Europe still con­fessed to the Orthodox variety of Christianity, and lived within a similar, but slightly diff e re n t system. The Ottoman Empire was both the in­heritor of the Byzantine Empire and the Caliphate of Baghdad, and here the Sunnis were
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in majority. The Sunni Moslems were fighting the Shia Moslems of Persia. This struggle con­c e rned who should lead the Moslem Caliphate. A c c o rding to the Europeans, the world beyond E u rope and the Middle East was simply popu­lated with lots of heathens.
When the Reformation occurred the Catholic Church was divided, and Protestants and Reformists emerged out of the split, which also brought about a wave of violence, with both religious and political overtones. Reli­giously it was a struggle for the reformation of the old church order. It will be noted that the Catholic Church was also reformed from with­in. The political struggle concerned the power over the possessions of the church and the ap­pointment of priests, but above all about the freedom of thought: whether the Pope had the right of interpretation in all religious matters or not. You could also say that Catholicism repre­sented a universal view, a common European c h u rch, while the Protestants and the Re­formists wanted more decentralized, National churches.
After a while the struggle developed into re­ligious wars without any clear winners. Because of a general European fatigue, the diff e re n t variants of Christianity were finally forced to accept the status quo. This was the first step to­ward tolerance and freedom of thought, which would really get underway during the Age of Enlightenment.
State Religion and Provincial Religion
Each country has a state religion, and as has been mentioned earlier, it was a system of thought, regulating morals and the philosophy of life, but it was also a form of state ideology the rulers used in order to control their sub­jects. This means that the religion of your c o u n t ry affects certain phenomena of society in the following ways:
Catholicism: Provides your country with 2 additional diplomats each year. The monarc h may be elected for the office of Emperor of the Holy Roman Empire (see The Holy Roman Empire). Poland-Lithuania is an example of a Catholic country.
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Counter Reformed Catholicism: Pro v i d e s your country with 2 additional diplomats each year, and 1 additional colonist each year. You have the option of forcing protestant and re­f o rmist countries to convert to Catholicism. This religion will also provide a positive bonus when investing in stability, due to the authority restored to the Pope. Finally it lowers your an­nual and monthly income by 20%, as this part is due the Pope in Rome and the church, which is separate from the state. The monarch may be chosen for the office of Emperor of the Holy Roman Empire (see The Holy Roman Em­pire). The Papal State, naturally, and Spain dur­ing the reign of Charles V are examples of this religion.
P rotestantism: Provides 1 additional diplo­mat and 1 additional colonist each year. Provinces in Protestant countries will also have a higher production value and provide higher taxes on production than countries with other religions, as the protestant mind frame places a g reat emphasis on individualism and work ethics. Each Protestant coastal province pro-
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vides up to 3 additional merchants each year. As individualism gives rise to sectors and popu­lar uprisings, your country gets a negative bonus when investing in stability, but as the church is controlled by your monarch and gov­ernment, your annual and monthly income are increased by 20%. Sweden became a Protestant country in 1544.
R e f o rmist: Provides 1 additional diplomat and 3 colonists each year. Militant Reform i s t army units and fleets are also provided with one extra level of morale. Reformist merchants re­ceive higher profits than merchants of other re­ligions. Each Reformist coastal province pro­vides up to 3 additional merchants each year. The Reformist society was heavily contro l l e d through the general social norms, which pro­vides a positive bonus when investing in stabil­i t y. Your annual tax income will decrease by 30%, as the Reformist society was strongly de­centralized, and public spending was handled at the community level. Examples of Reformist countries include Holland, Switzerland, and Scotland.
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O rthodox: Provides 1 additional colonist each year. The Orthodox Church was not in­volved historically in the enflamed conflict be­tween Catholics and Protestants, and its diplo­matic relations were not affected in the same way by religious change in the rest of Europe. The best example of an Orthodox Euro p e a n nation is of course "The Third Rome," Russia.
Shia Moslem: Provides 2 colonists per year. During a very long period the Shia Moslem faction was forced to keep its religion a secret, in order to avoid the wrath of the Sunni Moslem majority, but after a number of upris­ings and heavy fighting, the Shia Moslems managed to establish a number of independent nations, with sharp theological differences to­ward the Sunni, which also gave rise to a cer­tain fanaticism, providing their army units and fleets with an additional level of morale. The Shia Moslem countries had a stricter relation­ship to the Koran for political guidance, which p rovides a positive bonus when investing in stability, but as a much stricter interpretation of the Koran regarding religious taxation was ob­served, the annual income is lowered by 30%. Examples of Shia Moslem countries include Persia and the Egypt of the Mamlukes.
Sunni Moslem: No special advantages or dis­advantages in game terms, but functions in­stead like Catholicism in the Christian world. An example of a Sunni Moslem country is the Ottoman Empire.
The state religion is the religion pre f e rre d and supported by the monarch and the govern­ment. In practice it means that the re l i g i o u s leaders of the state religion were re s p o n s i b l e for the spiritual guidance of the people. They also acted as missionaries. In certain countries religious minorities could be exempt from the state religion and keep their own religious lead­ers and church organizations. This practice was fairly common and came about as a result of provinces being ceded in war only if the popu­lations were allowed to keep their old religions. Another reason could be a lack of resources or an actual will to "combat heretics" in the coun­try. An example of a country with several differ-
ent religions within the borders, combined with a high religious tolerance, is Poland­Lithuania, while Spain under Ferdinand and Isabella may serve as an example of a country with a low tolerance.
The provincial religion is the religion of the population of the province. A province may have another religion than your state religion, which may result in rebellions if you have a low tolerance toward the religion of the popula­tion. As a player you have a religious/political tool you may use to control the level of toler­ance of your monarch and government toward different religions.
Religious Tolerance
You may control the level of tolerance in the re­ligion window regarding different religions on a scale from 0 to 10. Note that you have a "nat­ural balance in a zero-sum game" between how you determine your levels of tolerance. For ex­ample, if you only have two religions to control your tolerance against, and you maximize tol­erance toward Catholics (10), then you will au­tomatically minimize tolerance toward Protes­tants (0). The level of tolerance affects the risk of rebellion in your provinces (according to the tolerance toward the provincial religion), and also your diplomatic relations with other coun­tries.
An example: Sweden has a high tolerance to­w a rd Protestants (9) and a low tolerance (1) toward Orthodox Christians, which will affect diplomatic relations with Russia (state religion: O rthodox) and improve diplomatic re l a t i o n s with Brandenburg (state religion: Protestant) over time.
Four Important Events
T h e re are four important historical events closely tied to religion during the course of the game. In chronological order, these are the Re­formation, Jean Calvin, the Council at Trent, and the Edict of Tolerance. Note that they all assume that the previous one has occurred. In order for "Jean Calvin" to occur, the "Refor­mation" event must already have happened.
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The first event is the "Reformation," although not earlier than 1517. After Martin Luther nailed his 95 Theses on the gate of the church at Wittenberg a far-reaching discussion started, p a rticularly in Germ a n y, about the re l a t i o n s between religion and royal power. You could say that the big question raised by Mart i n Luther was whether the Pope and the Curia of Rome really had the right of interpretation in the areas of religion and politics, and that reli­gion and politics had become inseparable was obvious. After a while there came a break be­tween the pope and countries that had taken up the views of Luther and Melanchton of the church as an inseparable part of the influence of the princes. This means that your country may now convert (see Converting Peacefully or Using Force) to Protestantism. If a country changes its state religion from Catholicism to Protestantism, the country receives 25 ducats per province for confiscated church property. Note also that many European provinces will change their provincial religion from Catholi­cism to Protestantism as soon as the event oc­curs. In a country like Sweden, for example, al­most all of the provinces become Pro t e s t a n t , while the state religion is still Catholic, which may be as good a reason as any to change your state religion. The event "Jean Calvin" occurs after the Re­formation, and actually represents the appear­ance of Jean Calvin as a reformer. Before him Ulrich Zwingli, John Knox, and Ulrich von Hutten had already acted as reformers. Calvin, though, was one of the most important post­Lutheran reformers, and organized Protestants in a decentralized fashion, with greater empha­sis on the role of the layman in the church. Fur­t h e r, the main points concerned work ethics and predestination, and a strong anti-Catholic sentiment, which strongly increased the al­ready great tension in Europe. This means that your country and others may convert to the Reformist teachings. Please also note that cer­tain European provinces automatically convert from Protestantism to Reformist. The "Council of Trent" event occurred be-
tween 1545 and 1563. The goal originally was to reform the Catholic Church to let Protes­tants and Reformist to be able to return. The goal was not reached, however; one reason was that the Protestants and the Reformists refused to attend. They did succeed in renewing and reforming the activities and the organization of the church, and as en effect of the wars in progress they repudiated the teachings of the P rotestants and the Reformists. This in turn led to an agenda to let the lost sheep return to the fold. This means that Catholic countries now are able to convert to Counter Reformed Catholicism, which provides a unique ability. If a Counter Reformed country totally defeats (controls all of the provinces) a Protestant or R e f o rmist country, it may demand that the c o n q u e red country must convert to Catholi­cism as part of a peace treaty. The event "The Edict of Tolerance" is a gener­ic term for all of the edicts and treaties that tried to create a permanent religious peace be­tween Pro t e s t a n t s / R e f o rmists and Catholics. None of these succeeded to any great extent nor did any last very long. Ironically the sword and not the pen brought peace to the religions instead. Both the French wars of religion and the Thirty Year War created such widespre a d fatigue, that people were forced to accept the status quo in the matter of religion. The effect for your country is that the effects of both the "Tordesilla Treaty" (see The Tordesilla Treaty) and the Council of Trent end. All Counter Re­formed Catholic countries return to the status of "regular" Catholic countries, and all p rovinces and colonies with a Counter Re­f o rmed church are now automatically Catholic.
The Foreign Policy Consequences of
Religion
The state religion of your country is extremely i m p o rtant to diplomacy. Your diplomatic ca­pacity, that is your annual supply of diplomats, is affected by your state religion. Catholic and Counter Reformed Catholic countries receive 2 additional diplomats, Protestant and Re-
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formist countries receive only 1 extra diplomat, while Orthodox and Moslem countries do not receive any extra at all. The diplomatic re l a­tions (on a scale of +200 to –200; see Diplo­mats and Relations) of your country are also af­fected by your state religion. The relationship between a Protestant country and Catholic countries deteriorates over time. A simple rule of thumb is that relations deteriorate all the time between Counter Reform e d Catholics/Catholics and Pro t e s t a n t s / R e­formist, and between Christians and Moslems, between Sunni and Shia, and to a lesser extent between Orthodox Christians and every b o d y else. Relations only improve over time between countries with the same state religion, between Reformed Catholics and regular Catholics, and between Protestants and Reformists. Also note that your country may only arrange royal mar­riages with countries of the same religion, with exceptions between Protestant and Reformist, and Counter Reformed Catholic and Catholic countries. Orthodox countries could enter marriages with any and all Christian countries.
The Effects of Religion on Domestic
Politics
When we talk about the effects of religion on domestic politics, naturally we discuss how the monarch and the government are handling the politics surrounding the religious issues. The levels of tolerance in the religion window gov­ern this. It is important that you think strategi­cally when you handle religious issues. If your country has a lot of religious minorities within its borders it may become difficult to handle religious issues and become difficult to wage w a r, as the entire population probably has a rather lukewarm view of your policies, mean­ing that some are quite happy, while others are definitely unhappy about the whole thing.
Let’s try an example. It is 1631 and the state religion of Sweden is Protestant, and all of its provinces are Protestant. Sweden knows about Catholics, Reformists, Orthodox, and Moslems, and thus has a level of tolerance to­w a rd each of these. Sweden may in principle
maximize its tolerance toward Protestants and R e f o rmists (allies), and minimize tolerance against all the rest. In a violent two front war Sweden then conquers and receives during peace treaties provinces from both Russia and Spain. The Russian provinces are Ort h o d o x and of the Spanish provinces one is Catholic and the other is Sunni Moslem. The problem now is dividing tolerance, as you cannot maxi­mize all of them at the same time. If you chose to keep a low tolerance toward Catholics, even though you now have a Catholic province in your country, you must expect rebellion. It is not improbable for you to lose the province. If instead you set all tolerance levels at the middle level, war fatigue will be felt much quicker, which in itself may be quite a problem if you a re going to fight a war for thirty years. The question is if it is really a good thing for you to settle a peace on such conditions. That is why you must plan ahead, strategically, to avoid ending up in impossible situations.
The levels of tolerance and stability are the key to both control of your country and devel­opment of the same. If you let rebellion ru n rampant, it will affect your treasury.
Converting by Peaceful or Violent
Means
In modern democratic countries matters of faith are viewed as concerns on which each in­dividual must take a stand. Should I or should I not convert? During the period this was not the case. The monarch and the govern m e n t were often seen as responsible for the spiritual life of their subjects, as Gods representative on E a rth. A country where the subjects had the same faith was also much easier to rule. Con­version may mean several things in the game.
It could mean that your country changes state religion in a peaceful manner under your control. In order to change state religion, go to the religion window to choose the religion to which you wish to convert, and then click the " c o n v e rt" button. Note that you may not change state religion non-historically; for ex­ample, Gustavus Vasa of Sweden may not
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switch from Catholicism to heathenism or the Sunni Moslem faith. Changing state religion is not done lightly, because there will be a lot of negative consequences. Your stability is low­e red by five steps (–5) when you switch re l i­gion. There is one exception, though: when you switch from Catholicism to Counter Re­f o rmed Catholicism, as these two re l i g i o n s were so much alike that the subjects never real­ly bothered. The second consequence is a dete­rioration of your diplomatic relations with countries that still have your old re l i g i o n , which may lead to war if things turn out really bad. There is also a huge risk of rebellion in your provinces, especially if you switch be­tween Catholicism and Protestantism.
It may also mean that your country forc e s another country to change state religion, or another country forces your country to change. This situation re q u i res that the "en­forcer" is a Counter Reformed Catholic coun­try and the victim is a Protestant or Reformist country. Also note that the actual conversion occurs when you make an offer of peace (see Peace Treaties and War Damages). An obvious gain as a Counter Reformed Catholic is the amount of victory points received for convert­ing Protestants and Reformists.
Finally you may be forced to change state re­ligion if there are such widespread rebellions in your country that the government itself is falling.
Your provinces may also convert to other re­ligions, either to the state religion or to some­thing else. It may happen in one of two ways. Catholic provinces may change to Pro t e s­tantism because of the "Reformation" event, Protestant provinces may change to Reformist through the "Jean Calvin" event, and Catholic p rovinces may change to Counter Reform e d Catholicism because the country has per­formed the same change of state religion. The second way for a province to change religion is as a random event. It could be a change to the state religion through the work of church offi­cials, or to another religion as part of a heretic movement.
F i n a l l y, under certain conditions you may convert provinces of your country to the state religion. Under certain conditions you may use your colonists as missionaries. Use the same p ro c e d u re as when you are colonizing. Yo u may use your colonists to increase the popula­tion level to 5000 inhabitants. If you send colonists to a province with less than 5000 in­habitants it will change its religion to the state religion.
Example: Sweden (state religion: Pro t e s­tantism) has conquered the province of Carelia ( p rovincial religion: Orthodox / population:
4876) in a war with Russia. You decide to con­vert the province by sending a colonist as a mis­sionary (in the same way you send a colonist). If the colonization (the missionary operation) is successful the province of Carelia changes from Orthodoxy to Protestantism.
Note that a rebellion in a province often low­ers the population. This means that if your country has provinces you wish to convert, you may lower the level of tolerance toward their religion until they rebel. If you then quash the rebellion, thereby lowering the population to less than 5000, you may now convert the re­mainder using the above method. It is impor­tant to remember, though, that rebellions are quite dangerous affairs for your country, espe­cially if you are not able to keep them under control. Production and income are lowered, and finally you lose victory points when the population drops, as this is a clear sign of your disability to run your country. To willingly put your country at risk through a sort of religious terror must be considered carefully. Examples of failed religious politics are the Spanish driv­ing out of the Moors, and the French persecu­tion of the Huguenots.
Politics and Diplomacy
Diplomacy was developed during the second half of the 15th century from the legislative system of the Pope into an effective and orga­nized tool in the hands of the rulers at the be­ginning of the 16th century. The diplomat was the personal representative of the prince in all
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f o reign courts, and it was his duty to defend and strengthen the interests of the prince. There were also many different types of diplo­mat, but all of them are gathered under this name. Envoys had special tasks, while ambas­sadors had the highest rank and were accredit­ed to foreign courts, perf o rming all sorts of tasks for the prince. The most important mat­ter was that the informal rules for exchanging diplomats were formalized and became part of the civilized behavior between the countries. The "rules" also protected the diplomat against arbitrary violence.
In the game we only talk about diplomats. The diplomats re p resent the ability of your country to use non-violent power and to main­tain relations with other countries. By sending diplomats your country may present gifts, de­liver insults, discuss royal marriages, or even declare war or make offers of peace. The two most important factors governing effective and productive diplomacy are access to money and the amount of available diplomats.
Diplomacy as a Political Weapon
Power, violence and diplomacy are intimately connected. Earlier diplomacy was talked about as the "first tool" of the monarchs and war as the "ultimo ratio regum," or their last arg u­ment. In the classic lines of Carl von Clause­witz, war is "the continuation of politics using other means." Frederick the Great once said that diplomacy without power is like an orches­tra without notes.
The diplomatic and military means may thus be seen as alternative ways of reaching the same goal—influencing another country in a desired w a y. Let us now see how the "political weapon" may be used.
Diplomats and Relations
The nations of the world may be regarded as a very large and quarrelsome family, where each member is a separate country. Just like in a large family, there are members with different amounts of power, and they are able to enforce their will in varying degrees of success. In addi-
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tion each family member has a special relation to everyone else.
Your country has a specific relation to each other known country in the game. This rela­tion may vary between –200 and +200, and may be influenced by many different things. To s t a r t with, you should note that re l a t i o n s change much more slowly if they are very good or very bad, but quicker if they are neutral. The second item to consider was the view of the un­touchable rights of the princes to their own countries, which meant that a declaration of war without a good reason (Casus Belli) was quite unacceptable. The same thing applied to the annexation of formerly independent na­tions.
The relation between your country and an­other country is affected positively if there is a royal marriage between members of your royal families, and if you are part of the same alliance. Countries with which you have this sort of tie are less affected by any negative acts performed by your own country. But the opposite also ap­plies; for example, if Sweden declares war on the Teutonic Ord e r, then the relations be­tween countries with marriage ties to the Teu­tonic Order and Sweden will deteriorate more than with any other country.
Alliances are also important for your foreign relations. By entering an alliance your relations to your brothers in the alliance will impro v e , and continue to do so as time passes. In addi­tion the members of your alliances are much m o re indulgent toward your acts against any " t h i rd parties" (for example wars or annexa­tions aimed at countries that are not part of the alliance).
Religion is another important factor regard­ing relations. Your levels of tolerance toward various religions affect the relations of your country. If your country has a high level of tol­erance toward a specific religion, your relations will improve as time passes, while they will de­teriorate with regard to religions where toler­ance is low.
Annexations will almost certainly have a neg­ative impact on your relations. It is perhaps not
so much a question of loyalty to the expelled monarch, but the painfully realized awareness that all annexations disturb the balance of pow­er between the various countries.
Diplomats will use any kind of communica­tion between countries. When you wish to pre­sent a gift, declare war, make offers of mar­riage, etc, you send a diplomat, which means that your "diplomatic corps" is reduced by one. On the other hand it does not cost any­thing to reply to an offer from another diplo­mat. You may not send more than one diplo­mat a month to the same country. You must then wait a month before you send another one. The "diplomatic corps" of your country increases in numbers each year. The number of diplomats you receive depends on the diplo­matic ability of your monarch (each value above 5 provides an additional diplomat), and if your country is at war you receive an addi­tional diplomat. If your state religion is Protes­tantism or Reformist you receive one extra diplomat, but if your state religion is Catholi­cism or Counter Reformed Catholicism you receive two additional diplomats. It may also receive diplomats because of random events. Your country will always receive one diplomat because your neighbors recognize it.
There are three different methods of directly improving relations with other countries. You may send a letter of introduction, which costs 25 ducats and will give a small improvement. The letters of introduction were a common feature of the period, and it was not unusual for some monarchs to send steady streams of let­ters to each other. Catherine the Great of Rus­sia, Gustavus III of Sweden, Frederick the Great of Prussia, and Joseph of Austria, were all involved in discussions on the subjects of phi­losophy and national finances, for example.
You may also send personal gifts, which will cost 100 ducats, giving your relations a stable boost. In order to show how important these diplomatic gestures used to be, we only need to remind you of the tea services, embro i d e re d silk cushions, beautiful furs, etc, that are on dis­play in many European museums. You may al-
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so send a gift of state, which will cost you 250 ducats, giving your relations a huge boost. His­torically these were often a combination of dif­ferent things. It could be a large personal gift, like a gilded gala carriage or a pleasure yacht, but often there were subsidies involved in the game. Subsidies were similar to today’s aid to developing countries, gifts to poor relations. If you want to be cynical you could say that coun­tries bought the friendship of weaker coun­tries. Examples include Sweden during both the Scanian War (1674–1679) and the War of Pomerania (1757–1762), both of which were financed by French subsidies.
You may also choose to worsen your re l a­tions. You have three methods at your disposal, reminiscent of the methods above (which you used to improve your relations), with a small difference—it never costs any money to worsen your relations. The first method is sending let­ters of warning, which will worsen your rela­tions a little bit. These were quite common and were used to let somebody know that a certain act was not acceptable and that violence could be the response to further actions. The game does not require any actual unfriendly acts to have happened if you would like to send any letters of warning. Just invent something, like Peter the Great before the beginning of the war against Sweden in 1700. He claimed that he had been treated quite badly during his visit to the Swedish town of Riga, but most of the surviving documents suggest that this was just an excuse.
The second method is sending insults, which really worsen your relations. This was more un­usual, but did occur now and then. It often concerned problems between countries, which escalated when the monarchs were unable to solve their differences at the negotiation table. A good example is the exchange of letters be­tween Erik XIV of Sweden and Ivan the Terri­ble of Russia, which started with letters of in­troduction, turned into letters of warning, and then changed into a veritable flood of written insults. The relations then deteriorated into war.
The third and final method is to pre s e n t claims to the crown of a certain country, which may worsen relations all the way down to out­right war. It was not unusual to lay claims to the crown of other countries, but to do this openly was a mortal insult, as it implied that the sitting monarch was a usurper. A historical ex­ample is the claims of the Polish Vasa kings to the Swedish crown for a number of years. The Danes also had claims to the Swedish crown, and certain English monarchs had claims to the F rench crown. Both Spanish and Fre n c h monarchs had claims to the crown of Naples.
It is important to remember that changes of relations are not static, but continually depend on the diplomatic talent of your monarch. If your monarch is undiplomatic, basically an in­competent in the area, even a gift of state may cause a worsening of relations. You don’t give l a rge gilded crosses to the sultan of Istanbul without punishment, you know. The state reli­gion of your country, and its level of tolerance t o w a rd other religions also affect your re l a­tions. If Sweden has a very low tolerance to­w a rd Sunni Moslems, the relations between the Ottoman Empire will deteriorate over time.
There are some other diplomatic actions re­quiring diplomats. These will be explained in g reater detail later on, but we will mention them here anyway. Diplomats are re q u i red if you wish to make a declaration of war or make offers of peace. Diplomats are also required if you want to trade information about discover­ies with other countries, basically to get access to the maps of the other country. Finally, you must send a diplomat if you want to offer to lend money to another country.
Royal Marriages
The royal marriage was intended to unite two dynasties and thus two countries to each other. When such marriages were made the relations between the countries improved. In order to arrange a royal marriage both parties must be of the same religion. There is one exception. O rthodox Christian royalty could marry into
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any other Christian faith. The marriages were also the basis for further diplomatic relations, for example alliances and vassalage, after which an eventual political annexation was possible. Also note that the royal marriage could have a defensive purpose, as the risk of war between countries sharing royal blood is lowered. In the game this is represented by a further lowering of stability by one step if anybody declares war on a country with which it has ties of marriage. For example, you could imagine a royal mar­riage between Sweden and Russia as a precau­tion when preparing for a war with Denmark, in order to avoid the risk of a two front war. Fi­nally it should be noted that you may annul any royal marriages your country is involved in, but it will lower stability by one step as an effect of the political turnaround, and the fact that your monarch is breaking what the population views as divine order—the holy matrimony.
Please note that the term "royal marriage" is not to be interpreted literally, as even a mar­riage between the republics of Venice and the United States is defined as a royal marr i a g e . The important thing to remember is the im­p o r tant political bindings such an "off i c i a l m a rriage of state" entailed in the anarc h i c world of nations. They were the most impor­tant proofs of friendship between countries you could give. Even non-monarchies like the Papal State, Venice, and the United States mar­ried off the protégés of important and power­ful men in order to strengthen and protect the interests of their countries.
Alliances
During the period alliances between countries were as important then as now when it came to keeping the peace and being fortunate in war. To be a member of an alliance was a good thing both as a deterrent and as protection during war. The system of alliances of the period was a sort of self-help. A number of countries swore to defend each other’s independence on the principle of "one for all, all for one." Anyone attacking a member of an alliance was risking war with all of the other members of the al-
liance. You should also remember that the "al­liances" described here were a kind of ideal. In reality monarchs and governments with a s t rongly developed self-interest ruled the countries. It was not at all certain that every one in the alliance should honor their pledges.
In the game you may enter into already exist­ing alliances, accept requests of entering al­liances, or create new alliances by suggesting the idea to another country of your choice. All this is handled using the diplomacy window. In order for your country to be able to do any­thing at all, you need to have good re l a t i o n s with the country in question, or with the lead­er of the alliance you want to join. Each alliance has a leader. Traditionally this was the strongest member of the alliance, but it could also be a rather small countr y. The Papal State and the Republic of Venice are both examples of small nations that often act as leaders of various al­liances. In the game the leader is always the country that created the alliance. The advan­tage of being the leader is that only the leader may invite new members, and is also the only one who may force members of the alliance to leave. The leaders of two alliances may also en­ter a peace treaty with each other above the heads of the other members, which means that these two countries set the rules that the rest must obey. This is something that Sweden suf­fered after the war of 1674–1679, when France at the peace negotiations of Fontainebleau set­tled the peace between Sweden and its enemies and at the same time did not allow the Swedish envoys to even enter the chambers where the discussions were held. The disadvantage is that you, as the leader, may never leave the alliance yourself, but have to wait until it expires. This is not the case if you are not the leader.
Alliances are perishables. If the members do not regularly repeat their solemn promises of coming to each other’s rescue the alliance loses its relevance and expires at a set date. The run­ning time is normally 10 years from the date of the latest peace treaty of the alliance. Note that t h e re can be diff e rences if various members make separate peace treaties or choose to wage
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their own wars, without requesting the active support of the other members. If one member of an alliance (Hungary) is attacked by another country (the Ottoman Empire), all of the oth­er members of the alliance (Venice and Persia) are asked if they want to declare war on the at­tacker (the Ottoman Empire). There are two natural choices in this case, and the other two members will make the diff e rent choices. In our example Venice chooses not to honor the alliance, and will not declare war. Venice’s sta­bility is lowered by one step because of its dis­tasteful act of cowardice. Venice may also be f o rced to leave the alliance if relations with H u n g a r y drop suff i c i e n t l y. Persia chooses to honor the alliance and declares war with the Ottoman Empire. This may be done without loss of stability. Persia is now at war with the Ottoman Empire in conjunction with Hun­gary. The leader of the alliance, either Hungary or Persia, may also end the war with the Ot­toman Empire without consulting the other member.
The art of upholding a good alliance, where all members actually honor the alliance, is di­rectly related to maintaining good relations be­tween the member states. If you are not suc­cessful the alliance will dissolve sooner or later. Military annexation of countries during peace t reaties is a sure way of destroying even the strongest of alliances. A factor of some impor­tance is the fact that you receive a temporary Casus Belli toward each country not honoring an alliance if your country is attacked. The tem­porary Casus Belli is only good for six months. Two alliances could not be joined in order to form a single alliance. The diplomatic system during the period was not flexible enough to handle this. There were actually reasons why two alliances should keep away from each oth­e r, because sometimes the hatred between members of two diff e rent alliances could be enough to prevent it, and at other times the problem was simply the case of the general un­predictability of even the biggest and strongest of nations.
Vassalage
The purpose of vassalage changes with time in the game. Originally the "vassal" emerged dur­ing the Middle Ages as a subordinate prince, who was obliged to provide his lord with a number of knights for the defense of the entire kingdom. As compensation the vassal could keep most of the income from his territory, but was also required to uphold law and order in his territory, which was a profitable line of busi­ness. At the end of the middle ages, which is the earliest phase of the game (1492-1520), the political systems of Western Europe devel­oped away from feudalism and toward more centralized states, when the kings started to create the professional embryos of the state bu­reaucracies. This development also led to a lessening of the importance of having vassals throughout the country. Instead the vassal be­came countries heavily dependent on the monarch of the country on which it was depen­dent. If you were to translate this concept of vassals into modern times, you could compare the political position of some of the small Cen­tral American states in relation to the United States during the 1950s and the 1960s. A Swedish historical example would be the sub­o rdination of Estonia under the Swedish crown during the reign of Erik XIV. The Esto­nian knighthood submitted to the Swedish crown under certain conditions, which may be defined as vassalage. At a later stage the province was simply drawn into the kingdom of Sweden to be more or less annexed.
Vassalage may be the result of your country arranging a royal marriage with another coun­try. If the relations between the two countries a re at 190+, they are both sharing the same state religion; your country may offer the other country the status of vassal. If the country ac­cepts, you may freely use the provinces of that country for movement purposes, and you also receive a part of the yearly income of the coun­try. It may not enter into any royal marriages with any other countries and will be on your side if war breaks out. This also applies to the vassals of other countries, so if you declare war
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on a vassal, you risk getting the "main coun­try" coming after you.
If you start a scenario as a vassal, or if for some impossible reason you have accepted to become a vassal of another country, your only possibility to get rid of your status as a vassal is to declare war on your lord. This will of course result in a massive loss of stability. The same thing is true if you have a vassal and want to get rid of the vas­sal in order to declare war on that country. The reason for such an event could be because your relations have deteriorated so much that your vassal has started to send tenders of alliance to the archenemies of your country. Note also that your vassal may end the dependence and de­c l a re war on you if your relations deteriorate too much (it has this opportunity already at 120+). Countries available as player nations in the scenario may not be vassalized. Note that only vassals may be annexed politically.
Annexation
Political annexations were not as common dur­ing the period as military annexations, but did occur now and then. For example the union of Scotland with England, and the union of Bo­hemia and Hungary with Austria may be seen as political annexations. The political annexa­tion of a country means that a formerly inde­pendent country becomes part of your own. Its p rovinces become your provinces, and your laws, your state religion, and your decisions are to be followed, exactly as in your own country, or more correctly, the provinces become a dis­soluble part of your country. Political annexa­tions are the epitome of diplomatic ability and effort. This is where the border between war and peace disappears, and diplomacy fulfills the same goals as war.
You may only offer annexations to countries that are your vassals, and only if your relations are extremely good (190+). If your vassal ac­cepts, the provinces of the vassal are turn e d over to you and will behave just like your own provinces. You also control all of the fleets and army units of your former vassal. It is a good idea to gather everything directly after the an-
nexation, so you don’t forget any of the units, which will then needlessly suffer attrition (see Attrition). Your country will also receive a bonus when researching various areas of tech­nology, if the annexed country had any levels that were higher than your own. Your country will also receive a stability bonus if the annexed country had a higher stability at the moment of annexation. If the vassal had any loans at the moment, these are written off (your country is not liable). Finally your country will receive all of the maps of the annexed country, which means that your country now will "see" every­thing that the former vassal could see.
As an explanation you could say that "the of­fer of annexation" is given to certain select p o w e rful citizens of the country, such as the nobility or the church leaders, as the vassal himself probably would not like to lose his power, regardless of the size of it.
Refusal to Trade
To politically close a center of trade for the merchants of certain countries was not an un­usual occurrence during the time period. After the Dutch struggle for liberation, when the United Provinces were created, a temporary peace treaty was signed with Spain. This peace did not last very long, as the Dutch had closed the waterways to Antwerp, thus monopolizing trade in the whole area. This was of course un­acceptable to the Spanish king. Also mercantil­ism contributed to a monopolistic attitude with political overtones. The English Act of Navigation of 1651 and the French acts under the supervision of Colbert were de facto a re­fusal to trade. Sweden issued its own naviga­tion act during the 1720s, but with poor re­sults.
Using diplomatic means you may pre v e n t another country from trading at your centers of trade. If you subject a country to a trade em­b a rgo, this country may not send any more merchants to the trade centers in any of your p rovinces. The merchants already present are "frozen," no longer providing any income to their country. You can now put them out of
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business by sending in additional merchants of your own. Trade embargo was a common prac­tice during the time period. Monopolizing trade centers meant considerable income, and the use of this political weapon was a very effec­tive way of creating or maintaining monopo­lies, especially if the country concerned had more effective merchants. Note that refusal to trade involves some adverse effects. The coun­try you are putting into quarantine has a Casus Belli toward your country as long as the refusal to trade is in effect. If you chose to allow trade again, the Casus Belli against your country dis­appears. Also note that a trade embargo will adversely affect research in trading technology, meaning that your country receives a negative bonus (–1) for each country it subjects to a re­fusal to trade.
Also remember that your country may be subjected to the same trade embargo if your merchants start to act aggressively in any other center of trading, especially if they are starting to put the owner of the center out of business.
War Affects Your Relations
War will of course affect your relations. Decla­rations of war will catastrophically lower the level of your relations toward the one you have d e c l a red war upon, and to the allies of that c o u n t ry to a lesser degree, even if the allies choose not to honor the alliance. Relations with any country that has a better relationship to your enemy than you have will be lowered. This will also apply to all countries tied to your enemy by royal marriage. The deteriorating ef­fects of the declaration of war will lessen if you have ties through royal marriage to aff e c t e d countries.
The result of the war – the peace treaty – may also affect your relations. Military annexations will result in catastrophic worsening of re l a­tions with every country that knows about you. Only your allies are not affected this way. If you receive provinces as part of a peace treaty your loss of respect (the lowering of your relations) a re not quite as damaging, although you are now seen as dangerous and threatening. Re-
member that it is quite easy for relations with your surroundings to deteriorate. This may turn you into a hated pariah, but it takes a long time and large sums of money to repair and re­build your relations.
The relations of your country also affect you in war. Countries that hate your country will feel much less uncomfortable when attacking your country, even stabbing you in the back. Any country ceaselessly attacking other coun­tries, annexing countries left and right, will eas­ily become prey to one or more alliances that want to put it in its place.
Tolerance Affecting Your Relations
We have already mentioned that your tolerance t o w a rd the various religions is affecting your relations. Historically countries saw themselves as the protectors of every inhabitant in the world sharing the same religion (or at least as many as possible). For example, Russia consid­ered itself to be the protector of all Orthodox Christians, just like Spain during the 16th and 17th centuries considered itself to be the pro­tector of every Catholic.
The level of tolerance is a value between 0 and 10, but only the really extreme values will a ffect your relations. Normal tolerance, or a tolerance of 5, will not make any difference. A high level of tolerance (6–10) will increase the annual improvement of your relations in rela­tion to your level of tolerance. A tolerance of 10 will result in a higher increase than a toler­ance of 6. The opposite is of course true for low levels of tolerance.
This phenomena means that your country may have problems later in the game when try­ing to maintain good relations with countries of other state religions than your own. If your monarch and your government have a low lev­el of tolerance toward a religious minority, it could happen that a country with that same state religion may declare war on your country in order to protect the "religious rights" of the minority.
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The Holy Roman Empire
During the period the Holy Roman Empire was not a single nation, like Sweden or Eng­land, but rather a supranational org a n i s m . During the Middle Ages it was supposed to be a country, a vast Christian Roman empire. It had its origins in the eff o r ts of Charles the G reat to reestablish the Roman Empire. The efforts failed when his sons and grandsons di­vided the realm and started to fight over it. At the end of the Middle Ages the Empire had been quite decentralized, reducing the emper­or’s power. The Empire consisted of a number of independent states, with more or less their own foreign policies. Some of these states were called electors and elected the emperor at cer­tain times. In the game the Holy Roman Em­p i re consists of all of the independent states within its borders, except for the Italian coun­tries, Switzerland and the Netherlands. The Hapsburg dynasty ruling Austria and Bohemia had at this time been able to make the crown go from father to son within the dynasty, but the office of emperor still had to be appointed by election, and this remained.
The office of emperor of the Holy Roman Empire had certain advantages. The emperor may freely move all of his troops throughout all of the provinces of the entire empire if he is at war. He also has an easier time improving his relations to all of the countries within the em­pire. Note that your own state religion must be Catholicism or Counter Reformed Catholi­cism if your monarch is to be eligible. The rela­tions to all of the electors are very important if you want to be elected emperor. You gain 50 victory points if you are elected emperor.
Note that conquered and annexed electors no longer count as electors, and neither may the conqueror "assume" the office of elector. There is one special case. If a province of the Holy Roman Empire is somehow given up to a Moslem country through peace treaties or an­nexation, the province is no longer part of the Holy Roman Empire, as the Turkish sultan may never hold a fief under a Christian emper­or, regardless of the size of the land.
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War and Peace
Casus Belli and Declarations of War
Casus Belli has been mentioned earlier, but has not been fully explained. Casus Belli is Latin and roughly means "lawful cause of war." If your country has a lawful reason to declare war on another country, it will not affect any third parties negatively, third parties being your own population and any other countries. Normally your stability is lowered by two steps if you lack a proper Casus Belli. If you have a Casus Belli, you do not lose any stability at all.
How do you receive a Casus Belli against an­other country? Firstly, there is permanent Ca­sus Belli at the start of each scenario, because of ancient enmity between countries. The perma­nent Casus Belli are in effect throughout the scenario. Secondly, each country may re c e i v e t e m p o r a ry Casus Belli. If your country loses any of its core provinces during war you receive a Casus Belli, which is in effect until you have regained your province. If a country does not honor an alliance when you are attacked, you receive a limited Casus Belli against the coun­try or countries that chose not to honor the al­liance (6 months). If a country refuses to repay a loan to another country, this country receives a limited Casus Belli (of 12 months duration). Any country receives a Casus Belli against countries that refuse to trade. The Casus Belli is in effect until trade resumes.
You may make declarations of war whenever you wish, but with two exceptions. Firstly, your country must have a diplomat available in or­der to declare war, and secondly, you may not declare war if the stability of your country is at the lowest possible level (–3). Your monarc h and your government have enough on their minds keeping the country in one piece to wor­ry about anything other than the unrest at home.
A country must declare war on another c o u n t ry in order to move its army units into that country. There are exceptions to this rule (see The Holy Roman Empire, The Treaty of Tordesilla, and Vassalage).
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A declaration of war almost always will result in loss of stability. The loss may have a number of reasons (see Stability). After the declaration of war your country is at war until a peace treaty has been signed between your country and the country or countries with which you a re at war. Being at war affects a number of things in the game and your route toward vic­tory. Let’s take a closer look.
Advantages and Disadvantages of War
We should start by stating that if you want to win the game you must collect the gre a t e s t number of victory points. Vi c t o ry points are distributed throughout the game. For example you receive victory points for having the largest number of army units and fleets, by having a high level of stability, by conquering provinces, by winning pitched battles and naval battles, by taking fortifications through sieges, by win­ning wars (getting stars when peace ro l l s a round), and by actually keeping the peace. You lose victory points by losing wars (having tombstones when the peace treaty is to be signed), by losing provinces, pitched battles and naval battles, by losing fort i f i c a t i o n s through sieges, by losing historic commanders in battle, by breaking peace treaties, by declar­ing war, and finally when you suffer rebellions in your own country.
It is quite easy to see that war means a high risk of losing victory points, even though war may bring you victory points. If you win the war you gain many points, and if you lose the war you lose many points. Note also that this also applies to your opponent. If we take Swe­den as an example, you could say that Russia passed Sweden in victory points at the peace of Nystad in 1721, where Russia gained the same number of points that Sweden lost. All losses of victory points are directly due to declarations of war. If a declaration of war lowers your sta­b i l i t y, which it usually does, you will also re­ceive a lower annual and monthly income. Your monthly investment in technology de­pends on your income, which lowers the speed of technological development. The country
leading in technological development receives a number of victory points as time passes. In this case it will be a country other than yours. You also receive victory points if you have mer­chants present at the international centers of trading, and your ability to send merchants is limited in proportion to your loss of income. We want to stress that war is not a profitable adventure unless you can wage war without a loss of too much stability, and you should go to war only if you think you are able to win.
Now you are hopefully deterred from declar­ing and fighting wars without care or plan. War can also be a very good prospect for your coun­try. War is actually one of the best ways of ex­panding your country with new provinces, and by winning wars you may increase your income from your provinces. The higher income may now be invested in new technology, which may enable your country to defend itself at a later stage in the game. It is important to think strategically, especially when playing the long scenario from 1492 to 1792. If other countries are expanding territorially when your country is not, they are becoming relatively stronger at your expense. Later on it may become fatal, es­pecially if they have a higher income, better m i l i t a ry technology, and a better manpower. You risk your independence as a nation.
The relative effects of any shift of power should not be underestimated. Let’s try an ex­ample. Sweden (annual income: 100 ducats) goes to war with Russia (annual income: 100 ducats). Sweden wins the war and re c e i v e s Carelia, Onega, and Novgorod, which in our example are worth a total of 25 ducats annual­ly. The total effect of the war is that Sweden re­ceives an annual income of 125 ducats, and the annual income of Russia drops to 75 ducats. This shifting of power may change the entire game. Make sure you also keep track of all of the more distant countries, or else you may find that they are undefeatable.
In order to lower the impact of the negative consequences of war you may enter into an al­liance where at least one of the member states hates the country against which you would like
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to declare war. Chances are fairly high that your brother in the alliance will declare war sooner or later, and when this happens you may honor the alliance without loss of stability. You may also try to surround your enemy through alliances with all of his neighbors. If war breaks out, at least you have minimized your risks of losing the war.
Side Effects of War
One of the first things you must consider is the duration of the war. The longer a war lasts, the g reater fatigue you suff e r, and consequently the risk of rebellion in your provinces increases. If your country has a number of religious minori­ties a long war may be fatal. Your eff o rt at im­p roving your stability is a much slower affair if you are at war, compared with a period of peace.
The re c o v e ry after a war is also a diff i c u l t time. You may have to invest in stability for many years. This is when you should be invest­ing in new technology instead, the very thing your enemies are certainly busy doing. After a long war there is a particularly great risk of hav­ing lagged behind in technology, which may mean that you will loose the next war, even if you won the last one. Your foreign re l a t i o n s may also be ruined, especially if you have won a war and have annexed another country. Also remember that your country may be ruinously devastated after the war, with a number of provinces plundered, and many of your trading posts may also have burned.
A very unpleasant side effect of war is the risk of other countries getting into the game. If you are really doing badly in a war, there is a risk of getting declarations of war from countries where your relations are really bad, as they may think that your country is about to collapse.
Manpower and the Limitations of
Your Provinces
Each country has a manpower base, limiting the possibility of recruiting army units. When you recruit army units you will see how your manpower base is lowered. Each unit of 1000 infantry, 1000 cavalry or 10 pieces of artillery
lowers your manpower base 1 step. There are always a limited number of available young able-bodied men, and there is always a perma­nent demand for strong men and women if you want your farming to be handled properly in each village. This all means that there is a limit to how many soldiers you may re c ruit. Each province has a recruitment value, showing how much it contributes to the armed forces of your country. The manpower base is computed as an annual sum, which is increasing as time passes. If your country has conquered new provinces or developed colonies into towns, your annual manpower base may increase. It will also in­crease as time passes because of a general popu­lation growth. Your manpower base may also d rop if you lose provinces or suffer losses of population for any other reasons. Building ships for your fleets is not affected by your manpower base, as there was a relatively small demand of manpower, compared with the needs of the army units.
T h e re is also a local limitation, or re c ru i t­ment capacity when applied to the recruitment of army units or fleets. You recruit your army units in your provinces, which means that the level of development of each province limits each separate recruitment attempt. By appoint­ing officials, upgrading fortifications, and building factories, you improve the re c ru i t­ment capacity of each province. Note that the population level is the most important factor defining recruitment capacity. If you are raising an army unit or building a fleet in a province, you may not start recruiting a new unit or build a new fleet until the work in progress has been finished.
If your country has reached a suff i c i e n t l y high level of military or naval technology, you may increase the re c ruitment or building ca­pacity by constructing conscription centers ( m i l i t a ry tech level 31) and naval shipyard s (naval tech level 16). The conscription center is shown as a small military tent, and represents a number of administrative and economic func­tions in your province, making it easier to es­tablish larger army units. The effect is a tenfold
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i n c rease in the re c ruitment capacity of your p rovince, and improved maintenance ability for any army unit in the province (see Mainte­nance, and Attrition). The pro v i n c e ’s contri­bution to the re c ruitment capacity of your c o u n t ry is also greatly increased. The naval shipyard will change the port symbol of your province, making it larger and colored in gold. The naval shipyard is simply an improved ship­yard, with the capacity of building all ship types at a much higher speed, a sort of "assembly line" production of the times. The naval ship­y a rd increases the building capacity of your province tenfold. The first naval shipyard you build also provides one extra colonist each year.
Pillaged Provinces
Army units often lived off the land of whatever province they occupied. This means that they arbitrarily "requisitioned" whatever they need­ed. These necessities and moneys were of course taken from the inhabitants of the province. It is therefore quite understandable that provinces where enemy army units have passed through do not contribute as much to the state treasury.
In the game this means that provinces where the enemy or rebels have gone through may have been pillaged. You will see that a province has been plundered by the fires around the town or colony of the province. The pillaging does not provide any income to the pillager, but there will be negative consequences for the owner of the province. The pillaged province does not contribute to the income of the coun­try, and the population growth of the province is decreasing, which will affect your total in­come in the long run. A pillaged province will recover after a while, usually 12 months, and then the town or colony will stop "burning."
War Taxes
War was associated with standing armies and a rmed fleets during long periods. Moving t roops through the kingdom or making the fleets seaworthy almost always required good coin. The money covered running expenses for
supplies and ammunition. Money was also needed to strengthen already re c ruited arm y units. Attrition because of friction was as high then as now, although it was caused by other reasons then.
War taxes are a generic name for a number of smaller taxes that were justified because of the c o u n t r y being at war. The populations were rarely very fond of all of these special taxes, war contributions, war taxes, or lack of compensa­tions for the activities of the state.
When choosing war taxes as an option, you will get a 100 percent increase in income from each of your provinces during 6 months. The price to pay is a loss of stability of one step. You should really consider if this extra income is greater than the cost of regaining your stability. If not, you should really save this measure for any really desperate situations.
The Goal of War
We are used to looking at war in the rearview mirror and with a focus on the 20th century – the Age of Total War. During the epoch of the game the scope and goals of war were not total and all encompassing. This was an era when ideas like Honor, Fame, and Status were more i m p o rtant than Freedom, Justice, Equality, and Brotherhood. There was also a sort of fluid boundary between the war of the Prince and the war of the Nation, which of course influ­enced the overall goals. One of the reasons for the Swedish declaration of war against Prussia at the outbreak of the War of Pomerania in 1757 was that the Party of the Hats of the Swedish Parliament wanted to insult the Swedish queen, who was the sister of Frederick II of Prussia. This will serve as an example of a somewhat diff e rent way of thinking as com­pared with what we are used to. The goals were often more modest than today. Taking too much was always punished. Both Philip II of Spain and Louis XIV of France met heavy resis­tance from strong coalitions when their lust for power was perceived as a threat, but also Gus­tavus II Adolphus of Sweden and Maximilian of Austria ran into these "European scales of
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balance." When making an offer of peace your c o u n t ry may receive or lose a maximum of t h ree provinces. The exception is when you c o n t rol all of the provinces of a (non-player) country, where you may offer annexation, and thus win the entire country.
In a game like this, of course each player must formulate his or her goals. There are a few things that must be pointed out. It is important that you plan your wars. Continually ask what you want to gain through the war, and always consider your actions. Sometimes your goals may be as clear as water, for example you want to take just that province, presenting a very clear approach. There may be greater pro b­lems, though, especially if you have a larg e country with the ambition of rubbing elbows with the great powers of the world. What would happen if your neighbors realize that one of their greatest competitors has gro w n very powerful and seems to be increasing even more in power? In this case it may be necessary to form alliances and start a war against that power – which may be a war they don’t always expect to win. In this case your goal may be to keep your enemies continually occupied by wars with other countries, thereby bre a k i n g apart in rebellion because the fatigue of war has become too great.
In order to win your wars you only need to do two things, although they are admittedly quite difficult. You need to prevent your ene­mies from taking your provinces, and you need to take the provinces of your enemies. You may only demand provinces that you are actually controlling at the time of the peace talks, and your enemy will be more than willing to accept your terms if you are also controlling the capi­tal of the enemy.
Peace Treaties and War Damages
A peace treaty may be reached in three differ­ent ways. Either you accept the offer of peace coming from your enemy, or you make an offer of peace, or there will be an automatic status quo peace between you and your enemy. Note that the third alternative will occur automati-
cally only between two countries at war with each other, when there have not been any hos­tile actions during the past 36 months, and if neither of the parties are in control of any provinces belonging to the enemy. Let’s look more closely at the details. If you are offered peace you may only accept or decline. You may not renegotiate. You may decline and then fol­low up with another offer to your enemy. If you want to offer peace you open the diploma­cy window, choosing "Peace off e r," where b y another window opens. The first thing you see is the number of "stars" or "tombstones" the war has given your country so far, and a verbal assessment of the actual meaning of all these stars and tombstones.
E s s e n t i a l l y, the more stars you have, the more you may demand, and the more tomb­stones you have, the more you must give up in order to get your peace. Each star/tombstone represents a tribute of 250 ducats, which you may either demand or pay. Two stars/ducats re p resent one province, which you may de­mand or cede. Note that you may never de­mand or pay more than the number of stars or tombstones, as they are directly related to the fortunes of war so far. Also note that no more than three provinces may change ownership t h rough the same peace tre a t y. You may also only demand provinces you already contro l , and you may only cede provinces controlled by the enemy.
What actions result in stars? You receive stars for controlling enemy provinces, by winning pitched battles and naval battles, and for con­trolling the capital of the enemy. Will your ene­my accept your offer? It all depends on how well the offer conforms to the fortunes of the war, and if you are generous or not.
L e t ’s take an example. Sweden and Russia are at war, and Sweden has been fortunate, and is now offering peace. Sweden has four stars. If Sweden chooses to demand 2 pro v i n c e s (2+2=4 stars) there is a risk that Russia will not accept the off e r. If Sweden demands one province and 250 ducats (2+1=3 of 4 stars) the chance of peace is greater, and if Sweden would
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demand only one province (2 out of 4 stars) it is very likely that Russia will accept.
Also note that you may never demand the province where your enemy’s capital is located, or cede the province of your own capital. There is one special case, which has been mentioned b e f o re, and that is "military annexation." If you control all of the provinces of the enemy, with its cities, when you offer peace you will re­ceive all of its provinces (including colonies and trading posts). The enemy country then ceases to exist. There are two things of note in this case. The first is that you make an "offer" of annexation, which means that you make an offer to the political elite of that country to be­come part of the political elite of your own country; these powerful men may actually de­cline the off e r. The second is that countries that started the scenario as player countries may never be annexed, for example if you play the "The Grand Campaign of 1492–1792" as Spain, you may annex any country except France, England, Portugal, Sweden, Poland­Lithuania, Russia, and the Ottoman Empire . Don’t forget that military annexations always will worsen your foreign relations enormously. When you have annexed a country you will also control all of its army units and fleets. A useful line of action is to gather all of these immedi­ately after annexation, so you don’t "forg e t " any of them, which would make them suffer at­trition (see Attrition).
When your country has accepted an offer of peace, or when your enemy has accepted your offer of peace, or when an automatic peace is settled, your country and your enemy now have a peace treaty. A peace treaty also means that if either of you declares war on the other, the one breaking the peace treaty within 5 years after signing it will suffer a terrible fate. Breaking a peace treaty results in a massive loss of stability—a total of five steps (–5).
If your country is involved in an "alliance war," involving one or several alliances, there are two possibilities regarding peace offers. If your country is at war with an entire alliance, you may make an offer of peace to the leader of
the alliance, and thus get a binding peace treaty with all of the members of the enemy alliance, or you may sign separate peace treaties with in­dividual members of the enemy alliance. There are many instances when using this option is an excellent alternative. With a separate peace the game only involves counting the stars and tombstones that apply to your country and your single enemy to whom you are off e r i n g peace, while all of the stars and tombstones in­volved in the war are counted when you are dealing with the leader of the alliance. Here is an example of when you should offer a separate peace during a war against an alliance. The Ot­toman Empire is at war with the "Small Al­liance," consisting of Hungary (the leader), Venice and Bohemia. The Ottoman Empire has won a few battles against Venice and con­t rols three Venetian provinces. Hungary, on the other hand, has taken two Ottoman p rovinces and has won two battles. Bohemia has won a single battle against the Ottoman Empire. The Ottoman Empire starts by offer­ing Venice a separate peace. Here the Ottoman Empire has 5 stars, and demands and receives two provinces. Venice is out of the game. Then the Ottoman Empire makes an offer to Bo­hemia. The Ottoman Empire has one tomb­stone, but is hoping for a peace of status quo, and succeeds. Bohemia is out of the game, and only Hungary remains. The Ottoman Jan­itchars are turning toward Hungary. Even a peace with only the leader of the alliance may be quite effective. Sweden is at war with Russia (the leader), Poland-Lithuania and Denmark. The war is going badly for Sweden, as all three members of the alliance control three Swedish provinces each. Sweden makes an offer to Rus­sia, offering 1 province and 1000 ducats, rep­resenting 6 tombstones. Russia accepts and neither Denmark nor Poland-Lithuania re­ceives any provinces. In this case Sweden gets off the hook in relatively cheaply, only losing some money and a single province.
Movement and Battle
Battles and movement are the tactical compo-
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nents of warfare. During the period, battle and movement could often be decisive for the out­come of a war. A single pitched battle or a naval battle could save the existence and indepen­dence of an entire country. If the Spanish Ar­mada had not foundered in 1588, England probably would have become a vassal state of Spain, just like Portugal. If the Ottoman Em­pire had won outside of Vienna in 1683 Eu­rope, as we know it, most likely would not have existed. Another immensely important factor was how efficiently a military unit could be moved. Poland-Lithuania defended their giant commonwealth by dashing about with their in­c redibly mobile armies: one moment to the coast of the Black Sea; the next to the Baltic; the next to the Ukraine, winning battles in the meantime.
You may move two kinds of military units in the game: army units and fleets. There are t h ree kinds of battle: Pitched Battles, Sieges, and Naval Battles. All of this will be thorough­ly covered in this chapter.
Army Units
As has already been mentioned, there are three branches of the army that may be includ­ed in the army unit: infantry, cavalry and ar­tillery. The infantry was the basic army unit and the cheapest one to recruit, and was also easier to train. The infantry, together with the ar­tillery, served as a garrison for a fortification. In a field army, the infantry was slower than the cavalry but faster than the artillery. The cavalry was less economical and took longer to train; however it was the fastest unit, extremely ma­neuverable, and could have an enormous shock effect in the heat of battle. On the other hand it was less serviceable in a siege. It is also worth noting that the cavalry, as the successor of the knight, was the "army branch of the nobility," a status it was to hold until a long time after the period covered by this game.
At the end of the 15th century, artillery was chiefly used in sieges. Cannons were usually very heavy and immobile and seldom of much use in a pitched battle. The basis of the field
army was the infantry, which often lacked the firepower to make it the decisive factor in a bat­tle. The cavalry was the principal actor of the b a t t l e g round and lacked all fire p o w e r, but made up for this by its strong shock effect with the ability of quickly shattering the morale of the enemy, if it was employed efficiently. In the late 16th and early 17th century, the emphasis was shifted from shock effect to firepower in the armies of Europe. The infantry became the equal of the cavalry, although the two forc e s served different purposes during a battle. The artillery had become lighter, and thereby more mobile, and was also beginning to be utilized as relief for the infantry in battles. During the 18th century, another shift in focus of battle ef­ficiency took place. Drill and discipline had been established in the European arm i e s , thereby making it possible for the infantry fire­power to be utilized more efficiently. Infantry became more important on the field of battle than cavalry, even though the cavalry still played a very important operational role, being the most efficient branch for re c o n n a i s s a n c e purposes during the period. In addition, the c a v a l r y was still the only fast, long-range branch of the army, which made it indispens­able in deep-going wars such as those in Russia, Poland, and the Middle East. The efficiency of the art i l l e ry had increased, and it was org a­nized in batteries with a direct fire eff e c t against infantry on the battlefield. Eff i c i e n t l y utilized artillery could be the decisive factor of a battle, simply because the heavy artillery fire could shatter morale in a wing or even a flank, an advantage that was then used by sending a c a v a l ry shock against the shaken, retiring in­fantrymen.
The time it takes to recruit a unit varies be­tween the diff e rent branches, partly because the time it takes to train an efficient army unit varies, partly because the setup of the unit de­manded several kinds of specialized equip­ment. To simplify, we can say that artillery units take the longest to recruit, followed by the cav­alry, and then the infantry.
The cost of re c ruitment depends upon a
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number of factors. Firstly, diff e rent kinds of t roops always cost diff e re n t l y. Art i l l e ry is the most expensive, followed by cavalry, and in­fantry is the cheapest. Secondly, the cost is de­pendent on which country is re c ruiting the troops. Different countries had different tradi­tions when it came to choosing army branches and the composition of army units. Some countries, for instance, chose quality above quantity. Thirdly, the cost will vary depending on which level of military technology your country possesses. In general, troops get more expensive the higher your military technology level is, since a higher level of technology means costlier training and more expensive equipment. Infantry and cavalry are recruited in units of 1000 men and artillery in units of 10 pieces.
The maintenance of your army units is paid monthly. By accessing your country’s Financial Summary you’ll be able to see how large the sum is compared with your other expenses. You may change the maintenance payments of your country by accessing the army inform a­tion window, where you may choose what per­cent of the maintenance you wish to pay. The payment must be at least 50% of the actual costs. The size of the maintenance is also based on the size of your troops; if you have 20,000 men you’ll have to pay twice as much as if you’d had 10,000 men. You may disband army units to reduce the cost of maintenance. Note that your morale will be adversely affected if you pay less than 100% maintenance.
Fleets
As has already been mentioned, a fleet may in­clude three kinds of vessels: warships, trans­p o rts, and galleys. Warships are oceangoing, heavily armed vessels, re p resenting a number of diff e r ent sizes and designs. Your level of naval technology is the determining factor. Galleys also represent different sizes, levels of a rmament and designs, but they differ fro m warship in that they are less seaworthy on the open sea, and their strength relative to the war­ship diminishes over time. Their advantage lies
in being cheaper to build. Tr a n s p o rts are a jumble of different designs, differentiated, like the other types of vessels, by your naval tech­nology level.
Building times vary between the diff e re n t types of vessels, due to their different levels of advancement. Generally, the higher the level of naval technology a country possesses, the longer it will take to build a vessel. One rule of thumb is that warships take the longest to build, followed by transports, and then galleys.
The cost of building a vessel depends upon a number of factors. Firstly, diff e rent kinds of vessels always vary in cost. Warships are the most expensive, followed by transports, and galleys are the cheapest. Secondly, the cost is dependent on which country builds the vessels. D i ff e rent countries had diff e rent naval tradi­tions about the composition of fleets. Some countries, for instance, chose quality above quantity. Note that galleys can only be built in coastal provinces along the Baltic Sea, the Mediterranean, the Black Sea, the Red Sea, and the Gulf of Persia, which means that countries by these seas will have naval traditions includ­ing the employment of galley fleets. Third l y, the cost will vary depending on the level of naval technology your country possesses. In general, vessels become more expensive the higher your naval technology level is, since a higher level of technology entails more expen­sive training and equipment. All vessels are built in units of one ship, although cert a i n coastal provinces can build more than one at a time.
The maintenance of your fleets is paid monthly. By accessing your country’s Financial S u m m a r y you can see how large the sum is compared with your other expenses. You may change the maintenance payments of your c o u n t r y by accessing the naval inform a t i o n window, where you may choose what percent of the maintenance you wish to pay. The pay­ment must be at least 50% of the actual costs. The size of the maintenance is also based on the size of your fleets; if you have 72 vessels you’ll have to pay twice as much as if you’d had
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36 vessels. You may disband fleets to re d u c e the cost of maintenance. Note that your morale will be adversely affected if you pay less than 100% maintenance.
Commanders and Specialists
A commander leads each army unit or fleet. Commanders have a very large impact on bat­tles (see Pitched Battles and Naval Battles), transportation, and attrition. Commanders are historical or general. The former are well­known generals and admirals who worked dur­ing the period and who are regarded as particu­larly interesting, either because of their skills or their imperfections in battle. The latter come from a "national pool" and have names from history, but none of them were distinguished enough to become historically import a n t . They are something of a cheaper article, but they still mirror the state of training and skill of the country’s body of officers.
An army unit or a fleet may have more than one commander, but only one of them will command the unit; this will be the highest­ranking commander, who is also the only one who will add anything to the battle. Note that you may split a unit if you want to take advan­tage of more than one good commander.
Commanders may die in battles or through random events. A monarch, for instance Gus­tavus II Adolphus, may be a commander, which means that if the monarch dies in a bat­tle, the heir to the throne or regency will suc­ceed him. If a commander dies in a battle, the second-highest ranking commander will auto­matically assume command of the army unit or fleet. If the unit or fleet only had one historical commander, a general commander will imme­diately assume command.
All commanders are assigned a value in each of the skills of Movement, Firing, Shock Ef­f e c t / B o a rding, and Siege. Note that each commander is either an army or a navy com­mander. General commanders always have the same values, depending on their country of ori­gin. Their values may never exceed 6 or go be­low 0. Historical commanders have unique val-
ues that may be much more varied, i.e. be high­er than 6 or lower than 0.
There are also two kinds of specialists: Con­quistadors and Explorers. They function like commanders, but also possess some special functions.
Conquistadors lead army units and receive a special bonus for exploring new pro v i n c e s . They also receive a special bonus when battling natives, and a very high capacity for mainte­nance (i.e., small risk of attrition.)
Explorers lead fleets and have a special bonus for exploring new sea zones and bord e r i n g provinces. Like the Conquistadors, they have a very high capacity for maintenance (i.e., small risk of attrition.)
Movement Restrictions
When you order an army unit to move, i.e., give it marching orders, there is no limit to how far away from the province where the unit is stationed the destination may be. The unit will start moving toward the destination at the speed of its slowest army branch. If you, for in­stance, have a unit consisting of infantry, caval­ry, and art i l l e ry, the whole unit will move as slowly as if it only consisted of artillery. If an enemy army unit should move into a province t h rough which your unit is moving, the unit will stop immediately and a battle will take place. If your army unit should lose, it will re­tire. You cannot influence where it will retire, as the commander automatically will move into a neighboring province, giving pre f e rence to provinces that you control. If your army unit wins the battle, the enemy will retire while your unit stands still, and you must give it new m a rching orders. Thus, two army units fro m enemy armies may never stand still in the same p rovince after a pitched battle, unlike units from allied countries.
In times of peace, you may move your army units both through your own provinces and those of your vassals. When you are at war, you may also move through the provinces of your allies. You can also move freely through unfor­tified and fortified enemy provinces, provided
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that you detach a troop to watch the fortifica­tion. After detaching a troop, the main part of your unit may march on. To detach a troop for guard purposes, click on that button in the in­formation window.
Each army unit is assigned a number of move­ment points each month, according to the fol­lowing table:
Infantry 2
Cavalry 3
Artillery 1.5 Each time you move to a province it costs movement points as follows:
Open terrain 1 Woods 1.25 Mountains 1.75 Desert 1.25 Swamps 1.5
Rivers 1
Country border 0.5
Example: A cavalry unit (3 MP/month) is con­sequently able to move through thre e p rovinces of open terrain in one month; or t h rough one desert and one mountain p rovince in one month. A mixed army unit with all three army branches (1.5 MP/month) wanting to move into a swamp province on the other side of a river and a country border (1.5 + 1 + 0.5 = 3) will need two months to complete their movement.
Fleets are moved in the same way as arm y units, the only diff e rence being that the sea zones through which the fleet moves don’t be­long to anybody. If you move into a zone where an enemy fleet is located, an attempt of naval interception will occur (see Naval Inter­ception.) If neither your fleet nor the enemy fleet succeeds with the interception, you may keep moving. If either of you succeeds, a naval battle will take place and the one who success­fully intercepted the other one will receive a bonus since he surprised the other one. Ports do not count as sea zones, and no interception or naval battle can take place against a fleet in
port. However, it may be blockaded if the level of naval technology is sufficiently advanced (see Naval Blockades and Ports.)
Each fleet is assigned a number of movement
points according to the following table:
Naval technology level Warships Galleys Transports Carrack 6 4 6 Galleon 10 4 10 Lateen sail 10 4 10 Battery deck 10 4 10 Vaisseaux 12 4 12 Three-Decker 14 4 12
Each discovered sea zone costs one movement point.
Naval Supremacy and Interception
As has already been mentioned, you cannot control the ocean; you can only try to prevent the enemy from controlling the shipping lanes. Naval warfare was conducted in a fundamen­tally different way from the battle on land, and reaching what is sometimes known as domina­tion of the seas was a lengthy process. We will attempt to explain this.
Firstly, it was important to defend coastlines and the strategic and important passages that must be used. Enemy fleets could not be al­lowed to cruise off a country ’s own coast, as this could mean a sudden landing with disas­trous consequences; England lived under this threat for many years, mainly from Spain and France. Moreover, a country could have a nar­row canalizing passage such as the English Channel, the control over which would give economic advantages and would minimize the risk of having part of the country cut off from the rest. To defend a coast from a nearby ene­my fleet, it was necessary to go out to sea, find the enemy, and attack, and thus forcing him back to his own waters. This is where intercep­tion is important. Since the sea zones were so large, and a fleet could only control a small area physically, it was never certain that a naval bat-
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tle would occur. Many times, two enemy fleets would keep sailing back and forth looking for each other for a long time without having a de­cisive battle.
When your fleet gets into the same sea zone as an enemy fleet, there is always a chance of a successful interception and an ensuing battle. What happens depends on what respective lev­els of naval technology the combatants possess, how skilled the commanders are in maneuver­ing their vessels and a considerable portion of luck. Luck in this context is all about how the wind blows. The one in the right quarter of the wind usually had the decisive advantage in the era of sailing ships. Note that fleets cru i s i n g outside their own coast receive a bonus when intercepting, and that interceptions in certain coastal provinces (Scania, Zealand, the B o s p h o r us, Gibraltar, and Tangiers) always succeed, due to the tactical advantages for the fleet controlling these constricted passages.
After having successfully chased an enemy fleet away to their own port, the defending fleet would then cruise outside the enemy coast
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or try to blockade the enemy ports. When a majority of the enemy fleets were eradicated or in blockade, naval supremacy was achieved.
Naval Battles
A naval battle will occur when two or more en­emy fleets receive orders to stop in the same sea zone, or when an attempted naval interception has succeeded.
The battle will consequently come about when two or more enemy fleets are in the same sea zone. You will see two battling sailing ships, symbolizing the two sides in the battle. Each ship will have a narrow rectangle. The color of the rectangle shows the level of morale and how it changes during the course of the battle. The length of the rectangle shows the size of the fleet compared with the enemy fleet, and how the relative size of the fleets change as they suf­fer losses in the battle. The battle is divided into a number of phases that will continue until one side loses the battle. Note that you can’t influ­ence what happens during the various phases; this is the duty of the fleet’s commander.
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The losing side is the one which first loses all its morale and thereby flees, i.e. retires (see Re­treat) or who loses all its vessels in the battle. Note that both sides may choose to re t i re at any point during the battle. If you do, your fleet will hoist a white flag. If you win the bat­tle, the enemy will re t i re and you may either move your fleet to another sea zone or, if you wish and possess the naval technology for it, begin a naval blockade; or simply cruise in the sea zone.
What determines the outcome of a naval bat­tle? Firstly the odds, i.e., the relative difference in strength between the fleets, are immensely i m p o rtant. Secondly, the diff e rence in naval technology levels is very important. Third l y the commander is important, as his skill value in maneuvering, firing, and boarding will influ­ence the phases of the battle. Fourthly the out­come of the battle is influenced by who has uti­lized the wind conditions most efficiently, for which your commander is responsible. Yo u cannot influence this, but note that only one side will get the bonus for wind conditions.
The loser of a naval battle must retire from the sea zone. If the enemy originally tried to force himself out of a blockaded port, his fleet will retire to the same port, or else it will retire to the sea zone which is closest to one of the country’s own or allied ports, and which does not contain an enemy fleet.
Naval Blockades and Ports
It has already been stated that cert a i n p rovinces—coastal provinces—possess port s . You may send a fleet into one of your own ports (i.e., a port in your own country) at any time providing that you control the province where the port is located. You may also send your fleets into the ports of allied countries provided that the country in question controls the province where the port is, and that your country and the allied country together are at war with another country.
Why would you want to send your fleet into p o rt? Firstly, a fleet in port may never be at­tacked by an enemy fleet, which means that it can be tactically sound to send a fleet into port
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if the enemy’s naval strength is superior to yours. Secondly, fleets don’t suffer attrition in port, which means that it is advisable to send a fleet into port from time to time. Note that if an enemy army unit takes control of a province in which there is a port where you have a fleet, the fleet is automatically forced out of the port into the nearest sea zone. If there is an enemy fleet there, a naval battle will take place.
What is a naval blockade? A naval blockade means that you have a fleet in the sea zone ad­jacent to a port, and that your country has reached the right naval technology level. What will automatically happen is that your fleet blockades every enemy port bordering on the sea zone. Your fleet will patrol the entrance of the port and thus prevent ships from leaving and calling at the port. A fleet blockading a port can be attacked both from other sea zones and from the port in question. The fleet will automatically receive the bonus for successfully utilizing wind conditions if it defends itself against the blockaded fleet.
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Pitched Battles
A pitched battle will occur when an army unit moves or withdraws into a province containing a hostile army unit, or when a hostile army does something similar and moves into a pro v i n c e containing one of your own army units. It may also occur when an army unit moves into an in­dependent province and encounters a band of natives. If you have an army unit present a pitched battle will take place. If not, one of two things may happen. Either you had no trading post or colony there before, and then nothing will happen, or you had one, and in that case the natives will take control over the colony.
Pitched battles, in other words, occur when two or several army units find themselves in the same province. You will then see two fighting soldiers, symbolizing the two sides of the bat­tle. Each soldier has a long rectangle. The color of the rectangles shows the level of morale and how it changes during the battle. The length of the rectangles shows the size of the army unit in proportion to the enemy army unit, and how
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the size changes when the unit sustains casual­ties. The battle is divided into phases that will continue until one of the sides loses the battle. Note that you can’t control the action during the phases. That is the task of the commander.
The side that either loses its morale and t h e reby flees (or withdraws, see Retreat) or los­es all its soldiers has been defeated. Note that ei­ther one of the armies may chose to withdraw at any time. If you do that your army will carry a white flag. If you win the battle the enemy will withdraw and you may either move your arm y to another province or you may chose to begin a siege or assault against any fortifications in the p rovince where the army unit is standing.
What determines the outcome of the battle? Firstly, the odds, i.e. the relative strength be­tween the army units, are extremely important. S e c o n d l y, the diff e rence in level of military technology is very important. Third l y, the commander is important since his skills of movement, fire, and shock effect will influence the phases of the battle. Furthermore, the out­come of the battle is affected by the side that has cavalry superiority. This will give the com­mander scouting information that he may use while commanding the battle and an effective f o rce to send against retiring enemies. Note that cavalry superiority loses its importance in p rovinces with forests, swamps, and moun­tains. Finally, the invader will receive a negative bonus when attacking in a mountain province, a c ross a river, or when disembarking in a province containing a hostile army unit.
The defeated party in a battle must withdraw f rom the province, preferably to a pro v i n c e c o n t rolled by its own country or an ally, and not containing any hostile army units.
Retreat
R e t reat will occur if either of two conditions are present: when your army or fleet is defeated in a pitched battle or naval battle, or when you order your army or fleet during a pitched battle or naval battle to move away from the province where the battle is taking place, i.e. voluntary retreat.
Note that if an army is defeated in a pitched battle or if a fleet is defeated in a naval battle it must withdraw. If, for some reason, there is no province or sea zone to withdraw to, the unit will be destroyed.
When a fleet or army withdraws the unit’s flag will be exchanged for a white flag, thus marking that your are no longer in control of the unit, that it will not affect the province it withdraws to, and that it is increasingly vulner­able if attacked by the enemy.
When a withdrawing army or fleet arrives in a province or sea zone free of hostile units, the unit’s flag reverts to the flag of its country, the player regains control over the unit, and morale will slowly recover.
Note that it is tactically sound to pursue a withdrawing enemy and immediately re s u m e the pitched battle or naval battle, thus using the advantage of your unit’s superior morale.
Fortifications, Sieges, and Assaults
The importance of fortifications cannot be o v e restimated. A hostile army unit automati­cally controls a province without a fortress as soon as it has moved into the province. A province with a fortress, however, must either be put under siege or assaulted. Sieges may take a long time; anywhere from three months up to a year is common. The assault may be quick, but usually with great loss of life. In ad­dition, the great loss in combat morale experi­enced after an assault makes you vulnerable to a quick counterattack that could completely wipe out a hitherto successful military opera­tion (see Combat Morale). You should ere c t fortifications in your provinces. The basic cost is 100 ducats, but the price may be higher de­pending on the country’s level of inflation. You may also upgrade existing fort resses to more modern and larger models, but in order to do that you must achieve a certain level of military technology.
A siege commences after a victorious pitched battle in a fortified enemy province, or once an army unit is moved into a hostile province with a fortress but with no enemy army units pre-
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sent. In both cases the army unit must be of minimum size in order to initiate the siege. Normally the size should be equal to that of the unit stationed at the garrison.
Why would you want to besiege a fortress? This is your only opportunity to control the city and thereby the province. A contro l l e d p rovince gives you more stars when you or your enemy offers peace. When preparing for a siege, you have a couple of options. Firstly, you may assign a watch detail. This makes it possi­ble for you to maintain a supply line through the province, keep an eye on the fortress, and control the province. Secondly, you may assign the actual siege force. This force will subse­quently attempt to take the city by building trenches that are successively extended and ad­vanced, attempt to undermine the fort re s s walls using sappers, fire upon, and starve the garrison into surrendering.
Each month the garrison’s defenses are test­ed. If they fail, the fort ress falls into your hands. Factors that affect this include how long the siege has been in place, the besieged com­mander’s siege experience, the province’s ter­rain (where the fortress is located), the relative difference in artillery, the size of the fortress, and earlier results.
A fort ress usually falls sooner or later, but note that your enemy may send an army unit into the province, forcing you to fight and win a pitched battle in order to continue the siege. Another problem is attrition: If the size of your a rmy unit becomes smaller than that of the forces defending the garrison, then the siege is lifted and you may only guard the fortress. You may of course move additional units into the province and resume the siege. Also note that at any time you may break off the siege in order to leave the province, or assault the fortress.
It has been noted earlier that an assault may t u rn out to be very bloody. An example of a failed assault is Charles X Gustavus’ attempted assault of Copenhagen in 1659. Assaults may also be successful. Assaulting after a few months’ siege is usually a good strategy. To launch an assault, click on the assault button in
the information window. The assault itself is similar to a pitched battle, with a few notable exceptions.
The person launching the assault will win if the enemy’s garrison is completely wiped out or forced to retreat (which means it is disband­ed). The terrain is of no consequence. Nor is cavalry used during an assault. If the assault is successful, the fort re s s ’s level is lowered one step (e.g. from medium to small), although never so low that the province is left without a fortress. Finally there is a risk that the town is pillaged, which significantly reduces the popu­lation. Pillaging is an abstract phase of the bat­tle that can’t be seen, and the player cannot control it since it is the result of soldiers who run amuck.
Supply Lines
A rmy units and fleets sometimes suffer attri­tion, i.e. suffer a loss of lives without having ex­perienced battle. Army units must maintain functioning supply lines in order to reduce the risk of attrition. Historically, a supply line was more or less a caravan of wagons with supplies and necessities that shuttled back and forth be­tween the field units and the supply depots lo­cated in more civilized areas. Each army unit has its supply level checked once a month. If the level is high there is a low rate of attrition, but if the level is low the unit will lose more sol­diers.
So what is a supply line? An army unit must be able to draw an imaginary line thro u g h provinces on the map to a province that serves as a supply base. There is no limit to how long this line may be. This line may only be drawn through provinces that are controlled by you or your allies and not through those containing enemy units or provinces that are not held ei­ther by your forces or those of your allies. The point is that the line cannot be drawn through a province containing enemy army units. Also, the line may not be drawn through neutral p rovinces (i.e. provinces belonging to coun­tries that are not involved in your war) or inde­pendent provinces.
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Which provinces may then serve as supply bases? First of all, all provinces with a town or colony, without a port, that belong to and are c o n t rolled by the countr y. Secondly, coastal provinces controlled by the country (i.e. they do not have to belong to the country) and that a re not under a sea blockade. Note that you and your allies may use each other’s supply bases during war. In addition, note that provinces with trading posts cannot be used as supply bases.
The effect of not being able to draw a supply line is that the attrition rate increases by 30% a month.
Attrition
Army units were traditionally worn out more quickly than they are today. There wasn’t the same level of medical care, the diet was differ­ent, and there was a different awareness of hy­giene. You marched regardless of the weather, you were seldom dry, and you slept under the stars. Diseases and epidemics flourished and poor nutrition increased susceptibility. To top
it all off, there were soldiers who didn’t want to fight. They were simply fed up and escaped as soon as they saw their chance. These are a few factors affecting attrition and are sometimes re­ferred to as one element in the strategic con­cept of "friction."
In the game it is of course the case that the more trials an army unit or fleet is exposed to, the greater the attrition. Time also plays a part. Each month the supply level of each army unit and fleet is checked. The result is shown as the number of losses due to attrition.
Which are the factors affecting attrition in an a rmy unit? Most important is the size of the unit. Secondly, the allegiance, control, and sta­tus (pillaged or not) of the province in which the unit is located. Thirdly, the province’s rela­tive richness, i.e. the size of its production, is c o n s i d e red. You may see this information for each selected province in the information win­dow if you click on the church. Also, some types of terrain and the weather in the province may have an influence (e.g. desert or swamps, and winter). Moreover, the attrition rate is af-
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fected by the use of the army unit: movements, re t reats, battles, sieges, assaults, and whether the unit is able to maintain a supply line. Final­ly, the attrition rate is lowered in proportion to the commander’s movement skill. Note here that one of the great advantages of the Con­quistadors above all other commanders is their ability to reduce the attrition rate to a mini­mum level.
A skull in the information window indicates the attrition level for a selected army unit. The extent of attrition is shown using colors. Red Lacks a supply line Yellow Attrition is occurring White Army unit located in tropical climate
(very high attrition)
Grey No attrition
Which factors play a part in the attrition of a fleet? Firstly, the level of naval military technol­ogy achieved affects attrition. The higher the level, the lower the attrition. Secondly, it is a matter of where the fleet is located. Attrition is always zero in port, but increases incrementally in the following: sea zones that border on a coastal province, sea zones that border on an­other province, and finally sea zones that do not border on a coast. The attrition rises to catastrophic levels if the fleet is located in a sea zone where there is a storm or one that is ice­locked. Further, attrition is reduced in propor­tion to the commander’s movement skill. Also, attrition increases for each month that the fleet is at sea without visiting a port. Finally, attrition i n c reases on galleys operating outside the Baltic Sea, the Mediterranean, or the Black Sea.
A skull in the information window indicates the attrition level for a selected fleet. The ex­tent of attrition is shown using colors. Red Storm (as well as galleys in any "in-
correct" sea zones) Yellow At sea White Following the coast Grey In port
Combat Morale
Combat morale is an important factor in battle. If the army unit’s or fleet’s combat morale falls to the lowest level during combat, then it will lose the battle. Each army unit and fleet has a combat morale value, shown as a narrow rect­angle at the base of the unit. This indicates the unit’s morale in the scale red-yellow-green. A newly recruited or assembled unit always starts its career with the lowest possible morale. It in­creases each month until it reaches the maxi­mum level possible considering your level of technology.
The combat morale depends on the naval and land military level of technology, re s p e c­t i v e l y, that your country has achieved. The higher the technology level is, the higher the combat morale. There are some special cases.
F i r s t l y, countries with a re f o rmed or Shia Moslem state religion experience a bonus in combat morale. Secondly, the combat morale in your country decreases for five years if it has s u ff e red an economic collapse. Third l y, the morale is lower if you pay less than 100 % of the cost of maintenance. Fourthly, fleets consisting only of transport ships have a very low combat morale. Finally, galleys always suffer a low com­bat morale and are not affected by impro v e­ments in naval military technology.
Note that a unit whose combat morale has d e c reased will recover to maximum morale each month. It may there f o r e be tactically sound to wait a month before using a unit with low morale to attack and thereby allow it to "take the bull by the horns" when it is fully re­covered.
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Economy and Infrastructure
Your Economy Is Your Heart
Economy is, of course, the art of managing your re s o u rces. Your country enjoys many sources of income, but also has a number of ex­penses as a result of the activities (war, trade, etc.) that your country carries out. If your country is poor, i.e. all enemies or potential en­emies are richer than your country, then an im­portant conclusion to draw is that you must in­crease the income and/or reduce the expenses. Also note that poorly financed activities (such as financing war by taking loans) seldom pays in the long run.
There are different types of income, and they vary both in form and size. First of all, we dis­tinguish between annual, monthly, and other incomes.
Annual income
The annual income is received at the start of each new year and comprises a Census Ta x , Tolls, and Trade Tariffs. When you receive the annual income, the funds are placed in your treasury at your disposal.
The Census Tax is a fixed tax that was as­sessed per inhabitant and in the game it is based on the sum value of your provinces’ taxes. In reality, tolls were the fees that the state charged on goods as they were transported from one place to another within the country, and it was through these that the government attempted to control trade by channeling goods to only a few cities. The size of the tolls depends on your country’s level of trade technology, as well as the size and number of cities, colonies, and trading posts that belong to your country. Trade tariffs are a fixed fee that merchants must pay in order to run their business in the trade centers that belong to your country (i.e. those located in one of your provinces). The trade tariff is 5 ducats per merchant.
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Monthly income
The monthly income is received once the monthly cost (more about this later) has been deducted. The monthly income comprises Tax Income, Production Income, Interest on Ex­tended Loans, and Income from factories. The monthly income is to be distributed. You may invest in stability, research in areas of technolo­gy (land military, naval military, trade, infras­tructure), and make "withdrawals" to cash.
The exact composition the of tax income varies from country to country and period to period, but historically it may be said in gener­al that land taxes and informal fees (e.g. salt fees, etc.) made up the largest part. Tax income is based on the sum value of your pro v i n c e s ’ taxes. Production income traditionally came f rom the sale of products from the ro y a l g rounds, as well as the sale of official off i c e s and a throng of various minor fees aimed at the subjects’ production and consumption. The production income is based on the sum value of your provinces’ production. Trade income derived primarily from an indirect tax on inter­national trade, but during the Mercantile era also became a political method of attempting to subsidize the development of the country’s means of production. The trade income’s size is a result of the total number of merc h a n t s your country has stationed in foreign centers of trade. Interest on extended loans is exactly what it says: the interest you earn on the loans you have made to other countries (see Loans). Income from factories is the income that the state receives, partly due to the special prices that the governments’ own institutions enjoy when buying the factory products, partly be­cause the state often owned part of the facto­ries and thereby received part of the pro f i t s . These incomes are dependent on how many factories your country has and of what type (see Upgrading the Infrastructure).
Other Income
The other sources of income lack re g u l a r i t y and appear on special occasions when the in­come appears as liquid assets in your treasury.
These can be gifts from other countries, new loans, tributes paid as a result of a peace agree­ment, the levying of a war tax (see War Taxes) as well as random events.
Such things as the stability of the country, the national level of inflation, and the level of technology at which your country’s infrastruc­t u re operates affect both the annual and monthly incomes.
In terms of expenses there are only monthly expenses and other expenses. In other words, there are no annual expenses. Monthly expens­es include the cost of maintaining a military and the interest on loans you have taken. As mentioned earlier, the monthly expenses are deducted from the monthly income before it is received. If the monthly balance is negative, the difference is withdrawn from the treasury. If there isn’t enough money to cover the differ­ence or the treasury is empty, then your coun­try is automatically forced to borrow money. If your country already has borrowed the maxi­mum five times allowed in the game (see Loans), then it is automatically declare d bankrupt.
For example, balance is achieved if: monthly income – (monthly expenses + investments) =
0.
If there is no balance, then: liquid assets in treasury – negative result.
The other expenses lack regularity and ap­pear on special occasions at which the cost is immediately deducted from the liquid assets in your tre a s u ry. These include gifts to other countries, repayment of loans, payment of trib­utes as a result of a peace agreement, as well as random events. Included in other expenses are the variable costs incurred when re c ru i t i n g army units, building fleets, appointing officials, building or upgrading fortresses, and sending out colonists, traders, and merchants.
Provinces and Population Growth
If it is true that your country’s economy is its h e a rt, then the provinces are your country ’s veins. It is in the provinces that everything hap­pens. The economic system is alive with the ex-
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change of goods. This occurs in the market places next to where people live, people who produce and consume.
In other words, the population of a province is directly related to the amount of goods pro­duced, the number of people working, the ex­tent of the trade, and finally the government’s ability to receive income from taxes and fees.
This means that every province has a tax val­ue, a production value, and a trade value. These are in direct proportion to the size of the p ro v i n c e ’s population. If the population in­creases, then these three values increase as well, which in the end means that both the monthly and annual incomes increase.
How then do you increase the size of the population? Note first of all that when we refer to the population we are talking about the town’s, the colony’s, or the trading post’s pop­ulation, i.e. the provincial center. Each province normally experiences a positive popu­lation growth that contributes to an increase in the size of the provincial population each month. You can see the exact amount by click-
ing on the church in the information window. The amount of growth can be higher than nor­mal if there is a center of trade in the province or in a neighboring province, if there is a facto­ry in the province, or if the province contains the country’s capital.
The province may also experience a negative population growth (i.e. the size of the popula­tion decreases over time). This is likely to occur in provinces where you have founded a colony and in cities located in very inhospitable are a s (e.g. in the tropical parts of Africa). The p rovince may also suffer a temporary negative or less positive population growth if the province is p l u n d e red, besieged, or if the province is con­t rolled by re b e l s .
T h e re are also times when the size of the population changes suddenly and at once, ei­ther up or down. When you send a colonist, the population will increase by 100 inhabitants, al­though you cannot send colonists to provinces with a population of 5000 or more. When an a rmy unit successfully conquers a pro v i n c e through siege or assault, the population might
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decrease in size due to a massacre (the soldiers of the time were sometimes very difficult to c o n t rol). Finally, random events may change the size of the population.
So, the larger the population the higher the p roduction value, tax value, and trade value. Trading posts usually have a very low produc­tion value and barely any tax value, but have a very high trade value. The colony will be seen as a less developed city. A city has more bal­anced values, but the production value and tax value may increase significantly as the popula­tion increases, while the trade value re m a i n s steady. Note that the trade value is not as de­pendent on the population size as are the other values. What is much more important is supply and demand and the market price, but more about this later. To get an idea of at what popu­lation levels these three values are strongly af­fected, see "levels of development" below. When a city’s population has grown so much that the city achieves a new level of develop­ment, the three values increase significantly.
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Level of development Inhabitants
Colony Level 1* 100 Colony Level 2* 200 Colony Level 3* 300 Colony Level 4* 400 Colony Level 5* 500 Colony Level 6* 600 Colonial City Level 1* 700 Colonial City Level 2* 1400 Colonial City Level 3* 2800 City Level 1 5000 City Level 2 10000 City Level 3 20000 City Level 4 40000 City Level 5 80000 City Level 6 200000
Sending colonists may increase the population. Also note that if the population size re a c h e s 1000 inhabitants it can never decrease to less than this amount. Remember that stability al­ways has an impact on population growth.
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Production and goods
Production is, of course, the foundation of any e c o n o m y. The inhabitants of a province pro­duce goods and these goods are varied, but usually one or a few stand out as characteristic for a province. Using modern terminology one would speak of "comparative advantages," i.e. if a province is best at producing a certain prod­uct then that product should be the one they produce. It isn’t difficult to see that it is better they produce wine and feta cheese in southern Europe, and timber and furs in northern Eu­rope rather than the other way around. There­fore, in this game each province has a specific product that they produce. This should be seen as the most important product in the province (after all, historically every province produced grain and fish).
For obvious reasons, products have different prices on the market. The market price de­pends on supply and demand, but also on what we call the product’s base value. What is base value? Today there are relatively few new prod­ucts that have never been seen before, but the pricing mechanism is affected by advert i s i n g and trends. During the period of the game there were similar factors that affected pricing. N e w, exotic goods created the same kind of "higher value" as our trends today. Status was not only as important then as it is now, but it was more visible. Open and boastful consump­tion brought status and showed everyone what a great person you were. Base value is, in other words, the difference in value that is caused by reasons not normally taken into account by the pricing mechanism. The chart below shows the products found in this game and their respec­tive base values.
Product Product’s base value
Cloth Normal (10) Gold* Special (-) Cotton Normal (10) Fish Normal (10) Fur Normal (10) Grain Low (5) Ivory High (15)
Iron Normal (10) Copper Normal (10) Chinaware Very High (20) Naval Supplies High (15) Salt Normal (10) Slaves Normal (10) Spices Very High (20) Sugar High (15) Tobacco High (15) Wine Low (5)
Wool Low (5) *Gold is not traded and is not given a base val­ue. However, the production value is automat­ically converted to liquid assets. Below you will find a more detailed description of each prod­uct and what affects the demand side of the pricing mechanism.
Cloth represent various fabrics and raw ma­terials for clothes that were used during this time period, primarily fleece and wool, but also linen, rough homespun, etc. Once the planta­tions started up in America during the 18th century and trade with India increased, cotton also became a raw material in the production of cloth. Demand for cloth increases when more trade good factories and re c ruitment centers are built.
Gold and silver were the basis for the entire m o n e t a r y system in Europe, and they were much-coveted raw materials. The discovery and exploitation of gold deposits in Central and South America made some Euro p e a n countries very wealthy, but also increased infla­tion and significantly lowered the value of their currencies. The value of gold is not affected by supply and demand. The more gold that is ex­tracted globally, however, the more inflation i n c reases for all countries in the game. The countries mining gold will experience even greater inflation.
Cotton originally came from Central Asia but was not commonly used in Europe until it was successfully planted in the American colonies. It was used as an inexpensive and ad­equate complement and substitute for wool in the emerging textile industry of the 18th cen­t u ry. The demand for cotton increases when
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more trade good factories are built, as well as when provinces that produce textiles are colo­nized.
Fish was not only the basic source of nour­ishment for historical Europe (meat was con­sidered the luxury food of the upper class), but also the entire fishing industry contributed to considerable shipbuilding. Fishermen were the p r i m a ry manpower for most naval military fleets. The demand for fish increases when more factories, recruitment centers, and naval shipyards are built.
Furs were the basis of high quality, warm clothing and came from a number of different animals such as sable, fox, mink, bear, and wolf. The highly desirable furs originally came main­ly from Scandinavia and Russia, but as America was colonized this also became an import a n t source up until the middle of the 18th century. The demand for furs increases when more fac­tories, recruitment centers, and naval shipyards are built, as well when an increasing number of cities appoint chief judges and governors.
Grain re p resents the diff e r ent vegetables that constituted the foundation of the daily di­et (i.e. bread) for both humans and domesti­cated animals. The lack of grain nearly always led to uprisings and rebellion. The European cereals – especially rye, oats, and barley – were later joined by tomatoes, corn, and even pota­toes, which provided a significantly more var­ied diet. The demand for grain increases when more factories, recruitment centers, and naval shipyards are built.
Ivory was one of the most important trade goods from Africa alongside the slave trade. Ivory was highly sought after by the craftsmen of Europe, who used it to make eating utensils, j e w e l r y cases, reliquaries, instruments, orn a­ments, furniture, etc. The demand for ivory in­creases when more factories, recruitment cen­ters, and naval shipyards are built; and when more cities appoint chief judges and governors.
Iron includes iron and similar metals except copper, lead, and precious metals. Iron was the most important raw material of the entire met­al industry, and was used for weapons, tools,
shipbuilding, reinforcement of buildings, etc. The demand for iron increases when more weapon factories and naval shipyards are built.
Copper also includes metals such as tin, zinc, lead, and silver, as well as gems. Copper is one of the ingredients in brass and therefore impor­tant to the early foundries, but it was also used in its pure form or in other alloys to manufac­ture receptacles, weapons, armor, and canons. The metal was also used to make coins and ob­jects of art. The demand for copper increases when more weapon factories and naval ship­yards are built.
C h i n a w a re includes various exotic trade goods such as silk, porcelain, carpets, gems, ebony, and other arts and crafts manufactured in India, China, Persia and the Far East. Since every object of this sort was completely unique in Europe, the merchants and sea captains who succeeded in bringing home a couple of ob­jects often received astronomical sums. The demand for chinaware increases when more factories, recruitment centers, and naval ship­yards are built; and when more cities appoint chief judges and governors.
Naval supplies represent all of the different raw materials necessary for shipbuilding, from timber and canvas to tar, hemp, and ro p e s . Originally most of these raw materials came from Scandinavia, but later North America be­came an increasingly important source. The demand for Naval supplies increases when m o re shipbuilding plants and naval shipyard s are built.
Salt was as important a part of the domesti­cated animals’ diet as it was for the humans. It was also the only way (apart from freezing in the winter) of preserving food. They used ei­ther the mineral salt from the mines in Central Europe, or the sea salt extracted by evaporation at sunnier latitudes. The demand for salt in­creases when more factories, recruitment cen­ters, and naval shipyards are built.
Slaves were an accepted commodity for trade since antiquity, but demand increased drasti­cally when they were needed as labor on the N o rth American cotton, tobacco, and sugar
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plantations. Slaves were an important com­modity in the Moslem world long after the time when slave trade was more or less abol­ished in Europe. The demand for slaves in­creases as more provinces that produce cotton, sugar, and tobacco are colonized.
Spices were known in Europe since antiquity and used both for food preservation, seasoning of rather rotten food, and for alleged healing p ro p e rties. Pepper, ginger, nutmeg, cinna­mon, etc., were shipped from East Africa, In­dia, China, and the Spice Islands (today called Indonesia) to the markets in Alexandria and the Middle East. The European call for a faster and less expensive supply was the main reason for the first Portuguese explorations eastward. The demand for spices increases when more factories, recruitment centers, and naval ship­yards are built; and when more cities appoint chief judges and governors.
Sugar was used not only as a seasoning but also as a pre s e rvative. At the time cane sugar was the only known source of sugar, and it was originally cultivated near the Mediterr a n e a n .
The plantations in America, primarily in the Caribbean, quickly took the lead, however. The demand for sugar increases when more breweries are built.
Tobacco was unknown in Europe until the first Conquistadors re t u r ned home fro m America during the 16th century. It quickly became fashionable in the upper classes to smoke the expensive tobacco, which lead to a quick economic boost for the British colonies on the North American East coast and in Por­tuguese Brazil. The demand for tobacco in­creases when more factories, recruitment cen­ters, and naval shipyards are built; and when more cities appoint chief judges and governors.
Wine had been produced in southern Eu­rope for as long as anyone could remember and was a regular feature in the daily diet, with the exception of the Moslem world. Wine was not considered exclusive, but was probably a rather welcome relief from the pains of everyday life a couple of hundred years before penicillin, an­tibiotics, and sterile environments. In northern and eastern Europe mead, beer, vodka, and
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low-alcohol beer were similarly used as meal­time beverages. The demand for wine increases when more factories, recruitment centers, and naval shipyards are built.
Wool came primarily from the flocks of sheep that were kept in Europe and Asia’s more dis­tant corners, and together with linen constitut­ed the main raw material for clothing before the arrival of cotton. The demand for wool in­c reases when factories, re c ruitment centers, and naval shipyards are built.
External Factors
Your country’s economy is, of course, affected by what happens in the world at large and what your country does. The factors we discussed earlier in the chapter – production, taxes, trade, etc. – take place in your provinces; i.e., within your own country. We have also described what "normally" happens, when the world is quiet and peaceful. Things may be quite differ­ent, however, in times of war or general unrest.
Two factors that affect your economy on dif­f e rent levels and thereby have "multiple eff e c t s "
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a re your country ’s level of stability and its level of infrastru c t u re technology. If your country s u ffers reduced stability, all of your income will be reduced together with your ability to invest in re s e a rch. War is another scourge since, even if your country ’s stability is intact (i.e. another c o u n t ry declares war on yours), you will face re­duced re s o u rces. Pillaged provinces, centers of revolt, sieges, assaults, and many other factors may reduce the population of your pro v i n c e s and, with time, your income.
Remember that you must think re l a t i v e l y. When you look back on the past decade and discover that your annual income has risen 10%, it is not necessarily time to celebrate. If the annual income of your potential enemies has increased by 50% during the same period, you have lost economic strength in relation to them.
Loans
Loans during this period were as common as they are today, but repayment was not as com­mon.
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First of all, you may receive a loan from the country’s national bank. This means that you a re borrowing money internally from your own subjects. If you do not repay the loan you will suffer the consequences, since your sub­jects are not likely to trust you in the future. A national bank loan equals 200 ducats, no more and no less. The size of the loan, however, may change as a result of development of your c o u n t ry ’s financial institutions (random events). Your country may have no more than five loans simultaneously. Each loan has a term of five years (effective as of the loan date). After five years, the loan is either repaid or extended for five more years. If a loan is extended, then the interest rate on all loans increases. Each month the interest due on all loans is deducted from the monthly income, since the interest is part of monthly costs, as was mentioned earlier. The level of stability in the country, the num­ber of loans you have taken, if the country has been declared bankrupt, and whether you have renewed any loans, affects the interest rate.
Countries may also lend each other money. You decide the terms when you extend the off e r to lend money (in the diplomacy window). Here you decide the sum you want to off e r, and you may offer no more than half the sum in your t re a s u ry at any one time. You may also decide the interest rate, which can be between 1 and 10%. Finally you decide the loan period, which may be between 1 and 300 months. Note that your counterpart may decline the loan off e r. This is a result of the terms you off e red and your f o reign affairs relationship. If you are off e red a loan you cannot negotiate the terms. You may only accept or decline. If two countries that have a loan relationship (one has borrowed from the other) go to war, then the loan ceases to exist, i.e. the lender will never be repaid and the bor­rower never has to repay the money.
Repayment of a loan is always a problem and may sometimes come as an unpleasant surprise. The best way to avoid the surprise is to use the a rchive effectively (see Archive). Loans fro m the national bank are for a five-year period, which means they are to be repaid five years af-
ter they are issued. You cannot choose to repay the loan earlier because loans of liquid assets had to be repaid in liquid assets, and since the majority of the country’s income and expenses was managed within a barter economy, careful planning was required. Nor can loans be amor­tized, i.e. paid back a little bit at a time. This is because those who extended the loans obvi­ously want to maximize the interest income they receive. When a loan is due for repayment, you may choose either to repay it in full, or to renew the loan. Note that if you renew a loan, you are only postponing the problem because sooner or later you will either have to repay or declare national bankruptcy. The latter is very unpleasant and should be avoided at all costs. Repayment of loans from other countries works a little diff e re n t l y. Firstly, they are not counted toward the five-loan limit. Secondly, you may simply decide not to pay back the m o n e y, i.e. declare that you do not owe the other country any money. This will re s u l t , h o w e v e r, in your stability level dropping one level and giving the other country a Casus Bel­li against your country.
You must declare national bankruptcy if your c o u n t ry has five unpaid loans and you either cannot repay one of them on the due date, or if you have five unpaid loans and your monthly income/expense balance is negative and your treasury lacks the funds to cover the difference. Note that if this should occur and you have less than five loans, then a loan will automatically be taken to cover the negative balance.
When your country declares national bankruptcy the stability level drops one level, since your subjects lose faith in the ability of the monarch and the government to manage the country’s finances. All loans from the national bank are written off (i.e. disappear) when you d e c l a re bankru p t c y, but all future loans fro m the national bank will have a much higher in­t e rest rate. Inflation is cut in half since the c o u n t ry no longer has interest payments to make. Finally, your army units and fleets’ com­bat morale drops. This effect will last for three years from the time your country goes
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bankrupt. The reason for the drop is the gener­al unrest that spread through the troops when they heard that the national tre a s u r y, fro m which their salary is paid, was empty.
Observe that loans are not necessarily trou­ble, only poorly managed loans are. Loans are in fact often a necessity. A few examples are when your country wants to build factories or needs to re c ruit army units quickly for a war that is about to break out. In other word s , there will be times in the game when you can­not afford not to take a loan, and then it will be m o re profitable to take the loan instead of slowly saving money in the bank.
Inflation
In the past inflation was an even greater prob­lem than it is today, at least in Europe. The rea­son for this was that they had a lesser under­standing of the causes of inflation than today, and that they lacked the political control neces­sary to suppress it.
As you know, inflation is a function of gener­al price increases keeping a higher pace than in­dividuals’ increases in income, as well as the amount of legal tender (i.e. money) circulating in the economy. This was very pro b l e m a t i c during the pre-capitalist era, and for good rea­son. One problem was the differentiated mon­etary system during this period. It meant that part of the system was a barter economy with­out money as a means of payment. When mon­ey was used there were several different types of coins used simultaneously. The value of the coins was based on the value of the metal of which the coins were made. Generally it can be said that the majority of people used copper coins, the merchants and city dwellers added the use of silver coins, and the govern m e n t added gold coins to the mix. If, say, the value of copper dropped then the relative value of silver and gold coins increased, amplifying the effects of inflation for the broad masses of society. An­other problem was the subjects’ confidence in the quality of the coinage. There were many possibilities for forg e ry, a fact abused by less scrupulous governments.
What will increase inflation in your country? First, it is the supply of gold in your provinces. The problem was that gold could be used for little else than coins. If a country could extract a lot of gold from its gold-pro d u c i n g p rovinces, then the country ’s govern m e n t could use this gold as a means of payment. In simple terms you could say that the amount of currency in a country must be in balance with the country’s total production, and when the means of payment increased disproportionate­ly inflation followed. The rule of thumb is, then, that gold causes inflation, but at the same time gold production provides a direct profit of liquid assets that the other provinces do not yield. Secondly, inflation is affected if your c o u n t ry borders on a country that pro d u c e s gold. Thirdly, the inflation rate will be impact­ed for every neighboring country that has higher inflation than your country. Fourthly, it is affected by each loan your country has taken, since the loan results in liquid assets pouring into your country ’s monetary system. Fifthly and perhaps most importantly, it is changed by the amount of liquid assets you choose to with­draw from your monthly income. By with­drawing liquid assets in this way you are financ­ing public consumption through the produc­tion of coins, which in modern terms is usually referred to as "starting up the printing press" (for bank notes).
So what will decrease the country’s inflation? You may conquer and annex countries that have a higher inflation than yours, but for obvi­ous reasons this is hardly cost-effective. Choos­ing to cede gold-producing provinces through peace treaties isn’t an alternative either since these provinces are some of the richest in the world. There were, after all, more reasons than just establishing trading posts for why Spain chose to colonize America. You may, however, attempt to avoid taking loans, or at least take as few as possible and pay them back on when due. To never withdraw part of your disposable monthly income as liquid assets is a near im­possibility, but not doing it unnecessarily is a virtue. Declaring national bankruptcy will cut
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inflation in half, but as mentioned earlier car­ries with it a number of negative economic consequences. It is almost impossible to avoid inflation completely, but through a planned and well-executed economy you may lessen its effects. One thing you may do to control infla­tion is to appoint mayors as governors. They a re efficient inflation fighters and each ap­pointment lower inflation by one percent.
What are the effects of inflation? Basically, the price of anything that money can buy will increase with inflation. This includes recruiting army units, building fleets, building or upgrad­ing fortresses, building factories, and appoint­ing public officials. Note that all income con­nected to taxes, trade, and production is affect­ed by inflation.
Upgrading the Infrastructure
Your country ’s income is dependent on the provinces and their ability to generate it. How can you affect the provinces’ tax, production, and trade value?
First of all you may appoint public officials in the provinces. The bailiff can be appointed tax collector (infrastru c t u re technology level 1 is necessary), which means that the province’s tax value and production value increase, while at the same time the risk of rebellion in the p rovince increases. The population does not approve of the introduction of an efficient tax a u t h o r i t y. Provided that you have appointed the bailiff as tax collector you may appoint the legal counsel to chief justice (infrastru c t u re technology level 3 is needed), which further in­creases the province’s tax value and lessens the risk of rebellion. The population is justified in feeling more secure with an efficient justice sys­tem. You may also appoint the mayor to be governor (infrastructure technology level 5 is necessary), which increases the province’s pro­duction value and population, while at the same time lowering the country ’s inflation. This is natural since the highest public official has higher status and authority to control and manage the province.
One should view the appointment of public o fficials in the game as a development over time from a decentralized semi-feudal political system to an increasingly centralized political system. The political reform introduced during the period of the game had strong ties to the o rganization of the country ’ s economy. In countries with a semi feudal economy such as Poland-Lithuania and the Ottoman Empire , the political development toward a more cen­tralized society could quickly come to a halt.
Secondly, you may build factories which of themselves affect a lot of other factors (see In­vesting in Factories). Factories raise the pro­duction value and tax value of the province in which they are built, since their relatively ad­vanced work methods had "spin-off" eff e c t s . Note also that factories increase the size of the population in the province and increase global demand for certain products.
Thirdly, you may build and upgrade fortress­es. These do not affect the economy signifi­c a n t l y, but protect the province from enemy control that in turn would lead to a loss of in­come.
Managing Your Resources
Managing your resources is not a miracle drug, but it may significantly simplify your country’s challenging path toward victory. "Resourc e s are limited, but goals are unlimited" is an old saying that rings true to this day.
When you use your resources, "balance" is a keyword. This applies both to the monthly bal­ance between income and expenses, as well as the balance between the different enterprises in which you may invest your re s o u rces. We di­vide these enterprises roughly into three areas: Defense, Finance, and Expansion.
The challenge is to defend your country while you are investing in re s e a rch and upgrading f o rt resses, appointing public officials, and colo­nizing the New World. If you can succeed in cre­ating monopolies in trade centers and winning a war or two, then your fortune is secure d — b u t i t ’s all a matter of keeping the balance.
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Trade and Colonization
When the Europeans first came to America it was to find gold, honor, and new souls to Christianize. But the driving force of the ex­pansion changed very quickly. While they start­ed out as discoverers and explorers, the Euro­peans changed to become traders and con­querors. Both in the role as trader, which the Europeans were in Africa and initially in North America; and in the role as conqueror, which they were in South and Central America, the motivational force behind the expansion evolved as the native ("discovered") people’s economy was penetrated, broken apart, and fi­nally replaced with the Western economic sys­tem (during the larger part of the historical pe­riod a form a proto-capitalism).
What happened may be illustrated by the Eu­ropean contact with the native peoples of Nort h America. The native population primarily sub­sisted on hunting and fishing before the Euro­peans came, but after the first contact when the E u ropeans off e red weapons and luxury items in
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exchange for furs, it made more sense in the s h o rt term for the native people to hunt and gather furs and to a lesser extent grow corn for a living. By so doing the native people slowly but s u rely moved further inland and left the fishing waters and game-filled hunting grounds behind. When a tribe later experienced a poor harvest or d rought they were forced to turn to the Euro­pean traders who exchanged goods for future supplies of furs at prices that today would be called profiteering. The areas that the native people left behind, either due to the afore m e n­tioned reason or because of epidemics, was ex­t remely suitable for European colonization that indeed started during the early 17th century. Once the Europeans had a strong foothold in N o rth America the native peoples never suc­ceeded in retaliating. The Europeans had more advanced weapons that in fact could have been p a rried by the native people’s mobility and ef­fective combat tactics, here t o f o re never seen by the Europeans, but what finally proved decisive was the diff e rence in political systems. While the
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E u ropean system’s main purpose was to central­ize re s o u rces for use by a small government, the native people’s decentralized system pre v e n t e d the North American tribes from mustering joint re s i s t a n c e .
Due to increasing international trade, more and more non-European economies were tied to the European economy, which eventually transformed into a global economy. The new colonies grew, increasing the demand for prod­ucts, sparking a dynamic, forw a rd - p u s h i n g economic effect.
Supply, Demand and Market Prices
As was mentioned earlier, each province has a tax value, production value, and a trade value. Production and taxes were an important part of a pro v i n c e ’s economy, but very few coun­tries were autarchies, i.e. self-sufficient. Differ­ent countries’ inhabitants were variously profi­cient at producing diff e rent products, and some countries lacked the necessary prerequi­sites to produce some products. Switzerland does not produce a lot of fish, and Sweden does not produce a lot of ivory. Trade started as a means to acquire all the goods that a country needed but didn’t produce. You could say that a province’s tax and production values benefit the country to which the province belongs, while a province’s trade value goes into a pool from which every country can compete for the profits using merchants.
E v e ry province has a trade value based on the size of the population and the base value of the p roduct. The trade value is placed in the trade center to which the province belongs, which you may see on the trade map by clicking on the trade symbol in the information window. All trade t h e reby takes place in the globally distributed centers of trade. In these centers market prices a re "set" as a balance between the product value and the trade value, which re p r esent supply and demand. The trade income your country re­ceives depends on the number of merchants you have sent to the trade centers around the world, i.e. your income is directly pro p o rtional to how much of the trade your country contro l s .
Centers of Trade, Merchants and
Trade Income
When a center of trade has "set" a market price each country with merchants in place will re­ceive income from the trade in proportion to how much of the trade they control. Note that different centers have different total trade val­ues. A center of trade with a relatively low total trade value provides less trade income than a center with a high total trade value. Your coun­try’s trade income depends primarily, however, on two factors: trade levels and trade techno­logical levels.
First, it depends on the trade level your country has achieved in each center of trade. A country may have anywhere from no trade lev­el (i.e. does not control any trade there) to trade level 6, which means they have a monop­olistic status. More than one country may have the same trade level. The only exception is trade level 6, since only one country may have a monopolistic status. The reason the term "mo­nopolistic status" and not "monopoly" is used is simply because a country with trade level 6 may accept that other countries trade at the center but do not send more merchants. In terms of trade income, the higher your coun­try’s trade level is, the greater the trade income will be.
Second, your country ’s trade technology level plays an important part. The concept "trade technology" perhaps sounds a bit strange, but it is a generic term for a number of innovations in the areas or transport a t i o n , measurement, credit systems, accounting sys­tems, administrative and financial advances such as corporations and insurance, and corpo­rate law. The higher your country ’s level of trade technology, the greater your trade in­come from all centers of trade; and each mer­chant is given greater competitive power in the battle over market shares.
How do you increase your trade level at a center of trade? The only way is to send your merchants. Stationing merchants costs money, as does their maintenance. It is more expensive to station and maintain merchants abroad than
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it is to do so in your own country, and it is more expensive the further from your own borders the center is located. When one or more mer­chants have been sent to a center of trade they will fight with existing merchants for market s h a res. It takes at least a month to settle this and success depends on the distance from your capital to the center of trade. Once it is done, you may see if your country has achieved a higher trade level or not as well as if you have driven the merchants of any other country out of the market. Doing this means that their country drops one trade level. Note also that the reverse may happen to you; i.e., that you lose trade levels in a center of trade as a result of other countries sending merchants who drive you out of the market.
Your country ’s merchants’ guild will gro w each year. The reason for this is your country starts with one merchant, in addition to which you earn one merchant for every center of trade within your country’s borders, one mer­chant for every center of trade where your c o u n t ry has a monopolistic status, one mer-
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chant if your country has achieved trade tech­nology level 5, one merchant for every core p rovince that is also a coastal province, one m e rchant for every two coastal provinces if your state religion is Reformist or pro t e s t a n t (to a maximum of three merchants), and final­ly the level of stability is deducted or added de­pending on whether it is negative or positive. Your country does not have to send out the m e rchants immediately upon receiving them but may instead save up to six merchants at a time. You may also choose to automatically send the merchants to the centers of trade. This you do at one of the centers of trade. Observe, however, that in this case, you cannot control where the merchants are sent. The computer will instead calculate which placement is the most profitable for your country and send the m e rchants as soon as there are ducats in the treasury. Also note that you cannot send mer­chants to trade centers located in countries that are carrying out a trade embargo against your country (see Trade Embargo).
The competition at a center of trade depends
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on how many merchants have been sent there and how often. If the level of competition is high at the center it may be because the total trade value is high, the cost of sending mer­chants there is low, and that nearby countries have access to a small number of altern a t i v e centers of trade. It is important to remember that the trade income from a center of trade where you have monopolistic status (trade lev­el 6) is so much greater than the income at oth­er levels that the fight for monopolistic status may increase competition immeasurably. In terms of income, the country with monopolis­tic status receives trade income from their trade level (6) as well as all other trade income that would have been generated if the center of trade had been filled with merchants; i.e., had all the trade levels been occupied.
The competitiveness of the merchants de­pends on the relative trade technology level of their country, the administrative skill of their monarch, which trade level they have already achieved at the center of trade in question, and the stability of their country. Additional factors
that may affect their competitive ability is whether there is a trade embargo in place be­tween competing merchants of different coun­tries, and if the center of trade in which the competition is taking place lies within either of the competing merchants’ own borders or not.
Trade income is based on how many trade levels your country has achieved in the centers of trade. At each center of trade there are 20 trade levels that may be occupied by the mer­chants. When the trade income is distributed your country receives as large a share of the to­tal trade value of the trade centers as the num­ber of trade levels you hold divided by the total number of trade levels, and finally multiplied by your country’s trade technology level divid­ed by ten.
Example: Curland has trade technology level 3 and four trade levels in the center of trade "Novgorod" (total trade value: 200). The for­mula reads: (Curland’s trade levels / 20) x total trade value x Curland’s trade technology level / 10 = Trade income from center of trade. Curland would in this case receive (4 / 20) x
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200 x 3/10 = 12 ducats from the trade in "Novgorod."
As mentioned earlier, monopolistic status (trade level 6) gives you extra trade income. What makes this so is the number of trade lev­els that you may count as yours; i.e., you are c redited for all the "empty" trade levels. It seems you have more trade levels than you real­ly own. Here’s an example.
Example: Spain has trade level 6, England trade level 3, and Curland has trade level 2. Since there are 20 trade levels at a center of trade, Spain may count on 6 + (20-6-3-2) trade levels = 6+9 = 15 trade levels, which gives them 15/20 of the center of trade’s total trade value.
The closing of Japan – a historic event
In 1636, the warlord and leader of Japan, the Shogun Tokugawa Iyemitsu, decides to close the door of Japan on the world. The Japanese are not allowed to travel abroad, and those re­siding abroad are not allowed to return home. This is the beginning of a consistent blockade policy under which Japan lives in total isolation
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for 250 years – a petrified Middle Age king­dom, shut out from the world’s political, so­cial, and economic progress, but also protected from the aggressive colonial policy of the Eu­ropeans.
The event means that Japan carries out, au­tomatically and without negative conse­quences, a trade embargo against every other c o u n t ry in the world. In order to trade with Japan you have to defeat them in a war.
Pirates
The period of 1492-1792 may be described as the golden age of piracy. Pirates worked in more or less all the known seas, mainly because of the lack of any protective bases. The relative­ly unprotected trade caused piracy. The colo­nial powers naturally tried to protect their trade, but they were not able to patrol the oceans beyond Europe until the later part of the period. Nevertheless piracy continued and still exists today, although on a lesser scale. Piracy involves enormous risk, but also very high profits if you are lucky.
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Pirates are autonomous fleets cruising the sea zones close to centers of trade. The goal of the pirates is to exploit the weakly protected lu­crative trade far away from the European naval bases, thereby stealing as much as possible. Pi­rates, (naval units) may never be controlled by a player but are always autonomous. Pirates are automatically at war with every country in the game, and may attack and be attacked by all countries in the game at any time. Note that a country does not have to declare war to attack pirates. A country is never at war when pirates attack their ships. The country does not lose any stability, and may not issue any war taxes, etc.
Pirates influence economy and trade in the area they reside in by capturing ships and at­tacking coastal provinces. In all provinces adja­cent to a sea zone with pirates, tax income and trade values are lowered by 0.5 ducats for each ship of the pirate fleet. In this way pirates affect both your annual and monthly incomes.
The only way to get rid of pirates is to wipe them out by sending a fleet and defeating the pirates in a naval battle. Note that the pirates may return, because even if the risk was great, the chance of profit was even greater. We also recommend placing a fleet in the vicinity of any sea zone where pirates have attacked, in order to quickly eliminate any further attempts. Fi­n a l l y, pirates strongly dislike fortifications as they make it harder to attack your coastal p rovinces. Building fortifications lessens the risk of pirates appearing at your coasts, and thereby leaving your income untouched.
Trading posts and Merchants
Trading posts do not provide any notable pro­duce from the province, but instead give you a better trading value, which affects the center of trade it belongs to. It may never have more than six levels. At the higher levels the trading post provides a very high trading value. Each level is equal to one merchant you have sent there who has succeeded in setting up the next level. Your colonists may be used as merchants, colonists or missionaries.
You could say that by setting up a trading post you lose the ability to start production, as you let the local inhabitants produce, and in­stead manage the trade with the goods pro­duced.
Trade centers have been mentioned earlier and it will again be noted that there are big dif­ferences between centers situated in your own country and centers located outside your bor­ders. If your country has trade centers within its own borders, the trading value of each trad­ing post your country establishes will belong to centers in your country. It is also easier to ac­quire and maintain a monopoly (trading level
6) in a center of trade in your own country, as your merchants will have better competitive powers.
What are the advantages and disadvantages of trading posts? The advantage of having trad­ing posts compared with colonies is that they a re cheap. It is a cheap and practical tool to "claim" what is yours and thereby tell other countries to stay away. You may at any time send a colonist and turn the trading post into a colony.
Additionally, some parts of the world are di­rectly unsuitably for colonization, but trading posts are always feasible. Greater parts of Africa and Asia have climates, which prohibited al­most all colonization prior to the 19th century. Finally, and perhaps most importantly, trading posts produce high trade values, especially when trading in unusual and exotic products. If you manage to establish a number of such posts and also manage to acquire a monopoly, trading posts can be a lot more profitable than colonies.
The drawbacks of trading posts are that they do not increase the population of your country, and thereby do not increase your production and tax values. Trading posts also lack port s , which limits the reach of your fleets. You may not build fortifications, recruit armies, or build any fleets at your trading posts. This makes them quite vulnerable to attacks. Additionally, the maintenance ability is low in provinces with trading posts, which means that attrition is very
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high. Finally, while colonies may only be trans­f e rred to other countries through peace treaties, enemy army units in the province may burn trading posts.
If your army unit is in a province with an en­emy trading post, a "Burn trading post" but­ton will appear in the information window. If you press the button the trading post will dis­appear and the province will be emptied.
Establishing trading posts is the quickest and easiest way to raise the total trade value of a center of trade.
Colonization of the New World
We have mentioned before that trading posts are cheaper then colonies, and most often the attempt to establish a trading post has a greater chance of success than an attempt at coloniza­tion. Furt h e rm o re, it is easier to establish a colony in a province where you already have a trading post, compared with a neutral province. Provinces with colonies may develop into provinces with towns, which is very good for your country. Provinces with towns provide both tax and production income, along with certain trading revenues. A nation with a limit­ed economy can never win in the long run. Be­sides war, colonization is the means by which you may expand your country ’s financial strength. It must be noted that not all coun­tries were colonial powers of the same caliber as Spain, Portugal, France, England, and the Netherlands. Countries like Russia, Sweden, Denmark, and Curland made attempts along those lines but failed to create lasting empires mainly due to their less strategic geographical locations and relatively weak economies. To colonize, your country must explore new p rovinces, and have access to colonists that may be sent out as settlers (including mer­chants).
You receive an annual number of colonists at your capitol. The actual number available to your country depends on the following condi­tions. Firstly: you never get any colonists if your country lacks coastal provinces. Secondly: you acquire one colonist if you build a naval
shipyard. Thirdly; countries with the following state religions acquire colonists in accordance with their religion: Catholics and Sunni Moslems get none; re f o rmed Catholics, Or­thodox Christians, and Protestants get 1; Shia Moslems get 2; and Reformists get 3. Further: you may receive colonists through random events. Finally you may receive 0-3 colonists depending on colonial dynamics. This depends on what nation you are playing and what year you have reached in the game.
When you discover an independent province to colonize, there are a couple if questions you should ask. First, check to see if the province contains local inhabitants, and in such cases, al­so check the size of their military forces (in game terms: number of army units) and the ag­gression level of the units. You have two choic­es. Either you may send army units to destroy all enemy forces or you make an attempt at col­onizing, even though the local inhabitants are still in the province. The advantage of your first choice is that you get a higher chance of suc­cess, and that there are no more locals to rebel and take over your colony. The advantage of the second alternative is that when you have sent seven colonists to the province, it develops into a town. The local army units will then dis­solve and are added to the population of the city, which in turn may provide very high pop­ulations and thereby a high income. Base your choice on the aggression level of the locals, which varies from province to province but falls within a scale of "Ve ry low" to "Ve ry high." You should also consider whether the province is suitable for colonization or not. Maybe it would be better to set up a trading post. This is something you will learn by playing the game, but the goods produced by the province and the aggression level of the natives also play a part. A rule of thumb is that Africa is rarely suit­able for colonies.
The chance of establishing a colony or a trad­ing post along with its respective costs depends on a number of things. The cost is lower if you have a conquistador in your province or an ex­plorer in an adjacent sea zone, if it is a coastal
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province, and if it borders on a province with a town, or a colony belonging to your nation. The cost is also heavily dependent on the ag­g ression level of the natives, the distance to your capital, things present in the province at your colonization attempt, whether it already contains a trading post, colony or town, and what level it may have. The climate of the province also plays a part. The chance of suc­cess depends on whether you have a conquista­dor in the province or not, if there is a town, colony or trading post already present, and the number of earlier attempts. Note also that France has a small extra bonus if there are na­tives in the province, which represents the his­torical successes of France in negotiating with the natives of America, India and Africa.
When you have succeeded in establishing a colony it is appropriate to check the rate of population increase of your province by click­ing the church icon in the information win­dow. If the population growth is negative you have either chosen a very poor location for the colony or your country has a low stability. Note that growth also is dependent on the size of the c o l o n y, i.e. if you send more colonists and thereby increasing the population, you will also i n c rease the growth rate, and the chance of success at your next attempt at colonization will increase. It’s a good thing to have colonies, but developing them into towns is even better.
The Treaty of Tordesillas —
A Historical Event
The Treaty of Tordesillas formalized the decree of the Pope that the world west of the Azores should belong to Spain and that the eastern half should belong to Portugal. The dividing line was later moved to the west of the Cape Ve rde islands, allowing Portugal to keep its possessions in Brazil. The world was also divid­ed in the Pacific to let Spain keep the Philip­pines. Portugal got everything west of the line and Spain everything to the east. The borders of the Treaty can be seen on the map, i.e. the one you use when you want to send colonists.
The Treaty of Tordesillas ceases to be valid
when the Edict of Tolerance occurs (see Four Important Events).
Explorers and Conquistadors
E x p l o rer and Conquistadors are often abso­lutely necessary if your country is to become a real colonial power. Explorers explore sea zones that are Terra Incognita, and conquista­dors explore provinces that are Terra Incogni­ta.
Note that there are areas that are Permanent Te rra Incognita that may never be explore d . When a country reaches Naval Te c h n o l o g y Level 21 and Land Military Level 11 any "nor­mal" commanders may discover provinces and sea zones that were previously Terra Incognita, but it takes much longer, when compared with explorers and conquistadors.
Conquistadors and explorers also have some unique abilities, which is why they are called specialists and not commanders. Conquista­dors and explorers provide lower attrition rates for their respective fleets and army units. This is due to their personal courage and excellent ability to lead these units into the unknown. Conquistadors also receive a bonus in pitched battles against natives, due to the better weaponry of the Europeans, and the ability to turn cultural beliefs about gods and myths to their own advantage. Finally, the conquista­dors have a nasty ability to spread disease among the natives in the provinces thro u g h which they pass.
Note that the measles, smallpox, and the common cold were some of the most impor­tant reasons why the Europeans managed to establish control over North America. Note al­so that none of the special values have any ef­fect in Europe and that the power value is a lot lower there then beyond the borders of Eu­rope.
Note also that explorers need to get ashore from time to time; otherwise they will wear out and disappear. A good tactic is to establish colonies here and there, so that your explorers do not have to travel far every time they go to e x p l o re Te rra Incognita. Regarding the con-
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quistadors it may be a good idea to develop at least one colony into a town in every important region or continent you try to explore, as you may then periodically increase the army of the c o n q u i s t a d o r, as even these units suffer attri­tion.
As the conquistador increases the chance of a successful attempt at colonization, it may be a good idea to return with a conquistador to a colony when you want to speed up the devel­opment by sending more colonists. Remember that it may be a good idea to "claim" a province you can’t afford to colonize by establishing a trading post, as the trading post is both cheap and easy to establish.
Colonial Growth and Economic
Consequences
We have mentioned that the populations of your provinces grow over time. The popula­tion of a province grows or declines on a monthly basis, with growth depending on the population growth factor of the province. The only difference between a province with a town
78
and a colony is that the colony has a lower pop­ulation growth due to its smaller size. Other then that all growth factors are the same.
Whether it is best to concentrate on a few colonies and develop them into towns as fast as possible, or to go for more colonies that partly run themselves and let them develop over time with the population growth, is not an easy question to answer. It all depends on the style of the player, the position of your country on the map and what the other countries are do­ing, where your colonies are located, et cetera.
The important thing to keep in mind is that a good balance between trading posts and colonies is very profitable for your nation, as you receive higher income from both produc­tion and taxes, and from trade. Trading posts c o m p a red with colonies provide higher re v­enues in a shorter period of time at a lower price. The only problem is in defending them. Another good point is that, no matter what strategies you choose, you always have to find a way to defend your possessions. Remember that if, for example, you have decided to colo-
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nize North America, (between 50 to 100 colonies) with Level 1 colonies, and if you have not deployed any army units or fleets as protec­tion, your transatlantic empire will be a quick and easy target for any of your neighbors. Even computerized countries enjoy free lunches.
Protecting Your Colonies
As has been mentioned earlier, colonies and trade centers need protection. The attrition rate of the army units are often very high in p rovinces with trading posts and high in provinces with colonies and for this reason it is often a good idea to expand a colony into a town, preferable in a province within marching distance of your other colonies and trading posts. You may only re c r uit army units and build ships for your navies in provinces with towns. Unless you want to transport a gre a t number of army units that are rapidly worn out all over the oceans, it is important that you try to create a small, civilized zone in an ocean of colonies.
It is also appropriate to base naval forces at strategic points along your new pro v i n c i a l coasts, in order to fight pirates and to ward off enemy troops. We should mention that a trade station may never provide the province with a port, which in some regions (i.e. Africa) means that you may have to build colonies in less prof­itable locations if you want to be able to sail from Europe to India or Asia, or if you want to be able to defend any of your trading posts in Africa.
Note that diplomacy is a natural tool for pro­tecting your colonies and trading posts. If for instance the Netherlands were creating a small trade empire with unprotected colonies and trading posts spread all over the world, it would be wise not to make enemies with pow­erful neighbors like Portugal.
Technology and Development.
To Develop Over Time
This game starts in the late Middle Ages when a rm o red knights, crossbows, and halberd s ruled the battlefield. Then comes the re n a i s­sance with the first fire a rms and the drill. It ends with the late baroque period with well­trained and drilled mass armies in perf e c t squares and scientifically formed sieges. Under such conditions it is of utmost importance that you develop over time.
Your nation has four areas of technology. Re­search is automatic in these areas and the level of technology in each field increases over time. This basic re s e a r ch is slow, but may be im­p roved by investments. This means that you may choose how much of your monthly in­come you want to spend on research in the var­ious fields on a regular basis, but you may also directly invest in one or more areas of research. The direct investment cost 200 ducats and pro­vides a technology advancement equal to 100 ducats spent over time. Note that you may on­ly invest directly in a field of technology once a year. All investments are made in your state ac­count. When enough research has been made within a field the level increases by one step. If your nation has reached the maximum level in a field of technology at the end of the game, all investments in that area are transferred to the treasury.
The four fields of technology are Land mili­t a r y technology, Naval military technology, Trade level and Infrastructure.
Besides the investments mentioned above, research is influenced by the military and ad­ministrative skill of the monarch with reference to trade and infrastructure, which both influ­ence the land and naval military technology. Also, you receive a negative research bonus for e v e r y trade embargo your country has re­ceived, as it prevents influence and impulses from abroad. The levels of your neighbors in those areas influence all areas of technology. It
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is also linked to the technology group of your country, which will be explained later. Finally, re s e a r ch is cheaper if your country is small (containing fewer provinces) than if your country is large (with more provinces), as ap­plying and coordinating re s e a rch and intro­ducing the results need more time in larg e r countries compared with the smaller ones.
Note that every consecutive level of technol­ogy becomes more expensive over time. This is due to inflation and the increase of your in­come, as well as due to the fact that innovations in time become more highly advanced and need more resources. Technology does not re­ally advance until the Industrial Revolution.
To Invest in Stability
Stability is not technology as such, but as we mentioned earlier, it is a generic term for the political and social state of your country. You may divide your monthly income as "invest­ments" in stability or you may make point con­tributions in the same way as in the other tech­nological areas. This investment is actually the cost of countering and pacifying various upset social groups. It should be noted that when your country ’s stability reaches its maximum (+3) the entire sum invested each month is paid out in real ducats instead. It is therefore wise to watch this development, in order to re­set the distribution of your investments so you won’t get unnecessary inflation.
Areas of Technology and Research.
There are four areas of technology in the game; Land military, Naval military, Trade and Infras­tructure.
Land Military Technology concerns the in­novation and change of weaponry and equip­ment; e.g. firearms, standardized uniforms and new systems of maintenance and support, but also tactical and strategic developments such as f o rmations and the introduction of the dra­goon on the battlefield. Sometimes advances in natural science may have immediate effects on warfare. Your land military technology affects all of your army units. The higher the level is,
the higher the firepower, the shock effect, and the morale of your units will be. It should be noted that in pitched battles, the most impor­tant factor is the relative strength of the oppos­ing forces.
Naval Military Technology comprises inno­vations and changes in weaponry, equipment and new types of ships, e.g. new naval artillery types, roping and rigging in new materials, new navigational techniques, or the introduction of the frigate as a heavily armed vessel etc. Also in­cluded are tactical and strategic advancements such as new flag signaling systems, new battle arrays and new improved ways of maneuvering.
Sometimes advances in natural science may have immediate effects on naval warfare. Your naval technology affects all your fleets. The higher the level is, the higher the firepower, the shock effects and morale of your fleets, along with a better ability to use the winds and the sea will be. As with pitched battles, the important factor is the relative strength of the opposing forces.
Trade is not technology in itself, but a devel­opment and refinement of the rules and meth­ods that make trade more effective and prof­itable. Examples are transportation, measure­ments, and systems for credit, bookkeeping, administrative and financial innovations like companies and insurance, and the right of c o m m e rce. Trade technology affects the in­come of trade and the competitiveness of your merchants.
Infrastructure is not technology either, but a generic term covering the changes in society, which increase governmental influence and ef­ficiency of the economy. The systems of trans­p o rtation are another example. Additionally we should mention factors such as new im­proved systems for taxes and fees, a functional national banking system, the bureaucracy of the state management, partitioning of land and c rop rotation, and changes in the guilds. In­f r a s t ru c t u re affects all your income except trade revenues.
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Cultural Technology Groups
The game contains four technology gro u p s : the Exotic, Orthodox, Moslem, and Latin groups. Each nation belongs to a technology group, which may never be changed. You may not change technology group by changing your state religion, as there are more factors in­volved than just religion. The technology groups represent the different political and so­cial attitudes, along with cultural and religious beliefs about and against new technology. The d i ff e rence between the technology groups is the rate of research. The groups are listed be­low in technological order of eff e c t i v e n e s s (from the slowest to the fastest).
Exotic: All non-European nations having neither Moslem nor Christian state re l i g i o n s , along with the Nubians and the Mughal Em­pire.
Moslem: All nations with the Moslem state religion except the Nubians and the Mughal Empire.
O rthodox: All nations with the Ort h o d o x state religion, including Hungary, Poland­Lithuania, Moldavia and Wallachia.
Latin: All other nations.
Investing in Factories
Your nation may invest in factories, which are specialized buildings of great importance to your nation. Historically we may show that the number of proto-companies and pro t o - i n d u s­tries determined the relative importance of the various regions of Europe in economic, politi­cal, and social status. A factory turns your p rovince into one of the important regions. Yo u may only build one factory in each pro v i n c e .
Factories provide a monthly income, as has been discussed above. Additionally they affect research in their respective fields of technology, lessen the risk of rebellion, increase the de­mand for certain goods, and increase the rate of population growth in the province where the factory is located. There are five buildings
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that are called factories: refineries, naval equip­ment factories, fine arts academies, weapons factories, and goods factories.
The refinery was usually a semi-governmen­tal distillery, which could produce alcoholic beverages at a reasonable price and in much higher quantities then at home. Lots of liquor became important export goods to fore i g n countries and colonies. Liquor also became a part of the social intercourse among both high and low. The calming effects of the intoxicat­ing beverages lessened social anxiety and in­c reased the fighting ability of soldiers and sailors during harsh conditions. You may build refineries when you have reached technology level 2, providing an extra monthly income if the refinery is placed in a province producing sugar or wine. Every re f i n e ry provides a re­search bonus in Trade.
Naval equipment factories were a number of smaller factories producing rope, rigging, treated hemp and flax and sails. Naval equip­ment factories are necessary if you want to achieve the status of naval nation, because all of these goods are in demand if you are going to build ships. The naval equipment factory may only be built when you have reached naval technology level 5, providing an extra monthly income if it is built in a province pro d u c i n g naval necessities or fish. Each factory you build p rovides a re s e a rch bonus in naval military technology.
The fine arts academies were not actually places of manufacture, but places where the at­mosphere and environment were designed to attract artists such as singers, philosophers, his­torians, academics and learned men. The fine arts academy also contains a number of things,
which attract these people, such as universities, theaters, opera houses, churches, and magnifi­cent castles and palaces. They had immaculate botanical gardens, and you could also find the occasional triumphal arches.
A fine arts academy may be built when you have reached infrastructure level 4, and it pro­vides an extra monthly income if you build it in your capital province. Each academy provides a research bonus for stability.
The weapons factories consisted of a number of diff e rent production facilities. These were advanced furnaces, smithies, and foundries, and they could also contain mines and facilities for ore processing. To have a weapons factory is a definite plus in the technological struggle for advantages on the battlefield. Weapons fac­tories may be built when you reach land mili­tary technology level 17 and they provide an extra monthly income when building in provinces producing iron or copper. Each fac­tory provides a research bonus in land military technology.
Goods factories are a generic term for all the specialized smaller workshops producing goods for export. Mostly these include refined cloth, cotton, and tobacco, but other luxuries may al­so be included, such as ivory, furs, spices, and oriental goods, or even the packaging and han­dling of fish, sugar and salt. The spread of the goods factories comprised the origin of indus­trialization, a catalyst for huge trade volumes and capitalism in general. Goods factories may be built when you reach infrastru c t u re level 6 and each provides a monthly income if built in p rovinces producing cloth, cotton or tobacco.
Each factory also provides a bonus in re­search in the area of infrastructure.
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Monarchs
Stimulating Development
The development of your country is aff e c t e d by a number of factors. It is affected by every­thing you may do that is described in this text, along with everything that your opponents are doing and how they are reacting. We have mentioned earlier that you are playing the man behind the throne, "the gray eminence." This means that the monarchs of your country are succeeding each other over time. The qualities of your monarch affect the development of your country in a number of areas. Each monarch has a military, an administrative, and a diplomatic skill.
The military skill provides a continuous bonus in research in both land and naval mili­tary technology. Note that a monarch does not have to be skilled on the battlefield to obtain a high level of military skill, but may be a re­f o rmer with strong interests in technological and organizational development. Examples of such monarchs are the Swedish king Charles XI and the Ottoman sultan Süleyman the Great. If the monarch is a great leader on the battlefield, your country will then gain a supreme com­mander in the monarch. Note that the monarch may die prematurely in battle on land or at sea, just like ordinary commanders. If this happens, governmental control is taken over by regency. Andrea Doria, a leader of the Gen­ovese Republic, Jan Sobieski, a Polish-Lithua­nian king, and Gustavus II Adolphus, a king of Sweden, are examples of such monarchs.
The administrative skill provides a continu­ous bonus in re s e a r ch for infrastru c t u re and trading technology, along with an investment bonus for stability.
The Administrative skill affects your foreign political relations every time your country is in­volved in diplomatic activities. The higher the skill of your monarch, the greater the chance of making successful suggestions will be.
Epochal Events
There are monarchs and there are monarchs.
In the game, some monarchs are joined in what are called "epochal events." This simulates the exceptional dynamics of your country during the period. Below is a list and description of the m o n a rchs and statesmen who automatically provide epochal events. These events are in fact random events, which are no longer random, but happen automatically during each re i g n . Exactly what these events are will not be re­vealed here, as you will have to play to find out.
Süleyman I
Country: The Ottoman Empire Skills:
Administration: 9 Military: 8
Diplomacy: 7 Period of reign: 1520-1566 Type: Monarch Süleyman the Great, or "the Magnificent" as he was also known, was the son of Selim I, and gained power in a fast and bloody coup. His b rothers, who lost all their influence in the coup, w e re executed, just like Ottoman custom dictat­ed. His 46 years as a ruler is re g a rded as a very glorious period in Ottoman history, and poster­ity often calls this the golden age of the Ottoman E m p i re. He was a highly skilled administrator and lawmaker, and he also re f o rmed the econo­m y, financing system, and the bure a u c r a c y. He also sped up the incorporation of Euro p e a n technology in the Ottoman Empire. After hav­ing re o rganized and modernized the Ottoman a rmies, the great conqueror launched thirt e e n g reat military campaigns. These added Serbia, Rhodes, Hungary, Iraq, Moldavia, and Azerbai­jan to the realm. Parts of Hapsburg Austria and Persia were also conquered. At the same time the Ottoman fleets were spreading terro r t h roughout the Mediterranean. The Christian nations in the area were highly concerned about ending up under the scepter of the sultan. He al­so negotiated with François I of France, who re­g a rded Süleyman as a bulwark against Austrian h e g e m o n y. Until his death in 1566, Süleyman – and thereby the Ottoman Empire – was perh a p s the most important arbitrator of Euro p e .
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Henry VIII
Country: England Skill:
Administration: 7 Military: 8
Diplomacy: 6 Period of reign: 1509-1547 Type: Monarch As the son of Henry VII, the founder of the Tudor dynasty after the War of the Roses, the most important goal for Henry VIII was the s u rvival of the dynasty. To reach his goal he married six times in order to provide the En­glish throne with an heir. Henry VIII was a monarch of his times and he was very proud of his court and its splendor, but he nevertheless took care of the political, economic, and reli­gious problems facing England. He very skill­fully used the animosity between Spain and France, and allied himself sometimes with the one, sometimes with the other. As an adminis­trator, Henry managed very well in his work to pull England out of the economic misery it had fallen into after the War of the Roses. He chiefly supported the production of wool, and it would later become the foundation for Eng­land’s prosperity, as this wool was then export­ed to the Flemish cities, which turned it into cloth, dyed it, and sold it. Because of this eco­nomic connection, England would later on show a great interest in the Dutch struggle for freedom.
Charles V
Country: Spain and Austria Skill:
Administration: 9
Military: 8
Diplomacy: 6 Period of reign: 1516-1566 Type: Monarch Charles was the leading man of the house of Hapsburg, and as son of Philip the Good and Joan the Mad he came to inherit a realm where the sun never set. From his mother he inherited Spain, southern Italy, and The New World to the west, and from his father he inherited Aus-
tria, Bohemia, Hungary, and the Netherlands. In Austria he was Charles V but in Spain he was known as Charles I. Charles was a very pious Catholic and spent most of his time fighting the Pro t e s t a n t h e retics in Germany and the infidel Turks in the whole of the Mediterranean region. He al­so launched an attack against the Barbary States of Algeria and Tunis, and although the attack failed, it did not affect his rising star. His greatest victory was against France in Italy. The French had invaded this region and Charles de­feated François I at Pavia in 1525. The struggle against the French fared worse at his northern front in present day Belgium and Lorraine, and this may have been the first signs showing that his realm was far too big and too diverse. In 1566 he abdicated, bitter about his setbacks in the religious conflicts in Germany. The empire was split between his brother Maximilian of Austria and his son Philip II of Spain. Charles returned to his beloved Spain where he spent the last of his days praying in the monastery of San Yuste.
François I
Country: France Skill:
Administration: 8 Military: 9
Diplomacy: 5 Period of reign: 1515-1547 Type: Monarch When Louis XII, also called the spider king, died in 1515, his sons were long since dead. As France had an order of succession preventing women from inheriting the throne, François de Valois-Angoulème, the son of a second cousin, succeeded to the throne. He was crowned in 1515 as François I. He was imbued with the c h i v a l rous and knightly ideals of the earlier generations, and the legendary Bayard had dubbed him a knight directly on the battlefield at Marignano in 1515. He was also without s c ruples as a diplomat and politician, who made alliances with both the heretic Pro t e s­tants of Germany and the Moslems. François
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was also a leading personality in the field of cul­ture and a protector of the arts, with a passion­ate interest in the Italian renaissance. François was less successful in his wars against Charles V and left his nation in chaos at his death in 1547. Maybe he should be excused as France had ac­tually fought several wars against one of the greatest empires of the world without losing as much as an inch of his lands.
Ivan IV
Country: Russia Skill:
Administration: 4 Military: 9
Diplomacy: 8 Period of reign: 1533-1584 Type: Monarch Ivan was born in 1533 and his mother Elena ruled the nation from when he was three years old until he ascended to the throne as czar of all Russia in 1547. He was a highly skilled and ac­tive organizer and re f o rm e r, and set up the S t relstser Guard (infantry in the west Euro­pean style equipped with firearms), and man­aged to expand the realm south (Volga) and east (Kazan and Siberia). He failed to make in­roads in the Baltic counties or Finland, but in all probability laid the foundation for the strategic dogma which influenced all later czars, namely to gain ports in the west. Ivan is often given the epithet "the Terrible." It is true that he reigned with terror chiefly against the powerful nobles at the end of his period, but it should be noted that his mother "disappeared" when he was only eight and that during the next decade he lived in fear of the nobles who had pushed him aside and humiliated him. He also accused them of the death of his beloved wife Anastasia in 1560. His violent behavior seems to have its origin in the senile dementia Ivan acquired toward the end of his life. The fear of forgetfulness and the hate he felt for the nobles could well have been the offsetting fac­tors. His death in 1584 was followed by a long period of anarchy in Russia.
Mehmet Sokullu
Country: The Ottoman Empire Skill:
Administration: 9 Military: 6
Diplomacy: 6 Period of reign: 1564-1579 Type: Statesman Mehmet Sokullu was Sadr-I azam or "grand vizier" in the Ottoman Empire. Sokullu Pasha, as he most often was called, was a very righ­teous and loyal administrator, which was rather unusual during the period. Mehmet part i a l l y reformed the financial system of the Ottoman Empire and made the state less dependent on the feudal system. He also managed to recon­struct the finances after the costly wars of Sü­leyman the Great. At an early stage he also un­derstood the fact that the naval forces of the country were not up to the task of expanding its dominion at sea in the Mediterranean and then keeping it without upgrading the technol­o g y. Unsuccessfully he tried to convince his ruler, but Süleyman’s continued naval warfare resulted in the battle at Lepanto in 1571, which turned into a strategic loss for the realm.
Elizabeth I
Country: England Skill:
Administration: 8
Military: 6
Diplomacy: 8 Period of reign: 1558-1603 Type: Monarch Elizabeth was the daughter of Henry VIII and Ann Boleyn and succeeded her half bro t h e r E d w a rd VI and her half sister Mary on the throne. Elizabeth was a strong monarch with the same spirit as her father and grandfather, a true Tudor. Under Elizabeth’s firm leadership England developed from a backward land of farmers on the outskirts of Europe to a nation of merchants and seafarers. It was also during her reign that English explorers and adventur­ers, like the Cabots, father and son, and Sir Francis Drake, sailed the oceans. She also es-
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tablished trading companies for trade to the West Indies, the Far East and India. The manu­facture of wool was developed further with dif­ferent protectionist measures and special trad­ing companies. Elizabeth ruled with an author­ity that resembled the autocracies later devel­oped on the continent. Autocracy never got a foothold in England, mainly because of its strong parliament, but during the reign of Eliz­abeth, decisions were often made by royal de­c ree and within the Privy Counsel without passing through parliament. This way of ruling worked during the reign of Elizabeth, as the nation faced strong and powerful neighbors like Spain and France, but after the destruction of the Armada in 1558 and the death of the queen in 1603, the conflict between the new S t u a rt dynasty and the parliament incre a s e d . This would eventually be the catalyst for the coming civil war.
Richelieu
Country: France Skill:
Administration: 8 Military: 7
Diplomacy: 9 Period of reign: 1624-1643 Type: Statesman Armand Jean du Plessis, the cardinal Richelieu, was 39 years old when he was accepted into the council of ministers through the widowed queen, Marie de’Medici. Four years later he was the prime minister of Louis XIII. His greatest accomplishments in domestic politics were the elimination of resistance against the crown among the dukes and princes, and the abolition of the privileges of the Huguenots, enjoyed since the religious peace of Henry IV. He was also a man of progress who supported colonial expansion, non-European trade, and the founding of a permanent royal navy. His best characteristic was perhaps his exceptional diplomatic skill. The intricate game he played during the Thirty Years War is a prime example. With subsidies he managed to maintain an ef­fective Swedish offensive, which seriously
t h reatened the power of the Empero r, and made France finally enter the war against the Emperor in 1653. France entered as an individ­ual participant that made it independent of the f o rtunes or misfortunes of the other nations. His goal was to reduce the power of the Haps­burg dynasty and prevent the surrounding of France; for the most part, the great card i n a l was successful in this.
Olivares
Country: Spain Skill:
Administration: 8 Military: 7
Diplomacy: 7 Period of reign: 1621-1643 Type: Statesman The Count of Olivares led the Spanish govern­ment under the reign of Philip IV between 1621 and 1665. Philip IV ascended the throne as king at the age of 16. He was a talented youth and more interested in culture than pol­itics, which gave Olivares quite a free hand. Olivares was a brilliant man, a cunning states­man with a hard grip. Poetry, literature (Calderon), and art (El Greco, Velasquez, and Murillo) flourished. Spanish fashion and cus­toms spread rapidly across Europe. In its poli­tics Spain fared worse, mainly because the country no longer had the resources of a few decades earlier, but also because Olivares tried to accomplish too much in too short a time. He quickly involved Spain in the Thirty Years War on the side of the Emperor and the Span­ish troops were considered the best in Europe at the beginning of the war. At the same time he started a re-conquest of the Netherlands. When the Holy Alliance started to lose ground and it was seen that Spain couldn’t retake the Netherlands the situation turned chaotic. Spain was paralyzed by rebellion and in 1640 both Catalonia and Portugal broke free of the kingdom, although Catalonia was re c a p t u re d in 1652. The tre a s u r y of Spain was emptied and the nation was exhausted by the wars. Oli­v a res was dismissed. It should be noted that
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many of the Spanish problems were based on economic reasons, or depended on the poor strategic position of Spain, for which Olivares should not be blamed.
Gustavus II Adolphus
Country: Sweden Skill:
Administration: 8 Military: 9
Diplomacy: 9 Period of reign: 1611-1632 Type: Monarch Gustavus II Adolphus was crowned in 1611 at a time when Sweden was in the middle of a rag­ing war. He was a magnificent and refined, but slightly choleric, gentleman who had inherited many of the traits of his grandfather, Gustavus Vasa. His goal was to bring order to the domes­tic politics and to stop Russian expansion and the Danish attempts at recapturing Sweden. These political goals later developed into a de­sire to control the sea and to create a Swedish influence in Protestant Germ a n y. Sweden reached peace with Denmark in 1613, with Russia in 1617, and agreed to a cease-fire with Poland-Lithuania in 1692, all of which provid­ed Sweden with a political breathing space, some new provinces, and customs income from a number of Polish ports. This gave Gus­tavus II Adolphus a chance to engage in the Thirty Years War. It was a war that, for a short period of time, turned Sweden into a gre a t power, but also resulted in a number of neigh­bors lusting for revenge. Gustavus II Adolphus reorganized and made the military more effec­tive, and thus provided Sweden with one of the s t rongest armies of the century. As a man he was always at the center of events, and died in battle one foggy morning at Lützen. He was the last of the Vasa dynasty, as his daughter Kristina left no heirs, and after a short reign she abdicated and left Sweden for Rome and Catholicism.
Axel Oxenstierna
Country: Sweden Skill:
Administration: 8 Military: 8
Diplomacy: 8 Period of reign: 1612-1654 Type: Statesman Count Axel Oxenstierna was born in 1583 and started his career in the service of the state as early as 1602. In 1612 he was appointed lord high counselor and became the right hand of Gustavus II Adolphus. In many ways he was al­so the king’s teacher in economic and diplo­matic matters, but his influence did have limi­tations. He did not manage to stop the king from entering the heavy strife over religion that developed into the Thirty Years War. After the death of the king in 1632 he took control over Sweden and the Protestant Union. He also managed to get Richelieu’s France to intervene in the conflict. Initially he also had a stro n g grip on domestic politics, but lost everything when queen Kristina abdicated, something he was dead set against. He died in 1654, only a s h o rt time after the coronation of Charles X Gustavus.
Colbert
Country: France Skill:
Administration: 9
Military: 8
Diplomacy: 8 Period of reign: 1661-1683 Type: Statesman Jean-Baptiste Colbert was born in 1619 and was appointed counselor of the exchequer in 1661 by Louis XIV. Colbert created a uniform F rench economy in the modern sense. His s t a t e - c o n t rolled economy resulted in better systems for taxation, systematic budgeting, and budget follow-ups. Colbert was also one of the first economy theorists. By defining the work­ings of the economy he was able to influence the economy profitably. In this sense Colbert c reated the economic and political theories
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that today are known as mercantilism. In ac­cordance with this he strove to maintain trade balance by supporting exports and introducing t a r i ffs on imports. He encouraged and in­c reased the efficiency of domestic trade by building roads and canals, by abolishing local tolls, and the introduction of state monopolies. He subsidized manufacturing, supported trad­ing associations, and forbade emigration to ar­eas other then Canada, etc. He supported the royal navy, the merchant fleet, and the national shipbuilding industry. The main weakness of m e rcantilism was that it did not strive to en­courage any increase in production. When C o l b e rt died in 1683, his son Colbert de Seignelay took over until 1690. The son was a good and loyal associate but he lacked the bril­liance and courtly skills of his father.
Peter I
Country: Russia Skill:
Administration: 9 Military: 9
Diplomacy: 9 Period of reign: 1682-1725 Type: Monarch Piotr Alexeievitch was the son of Fyodor III and succeeded him to the throne in 1682, at the age of 10. His half sister Sophia was not pleased and through a palace coup she placed his mentally ill half brother Ivan V as co-re­gent. She herself ruled Russia from behind the t h rone with her lover Vasilij Golitsyn. When Ivan died in 1689, Peter took over as ruler. His goal was to expand Russia and to succeed where his predecessors had failed. He made a trip to We s t e rn Europe in 1697-98 and it probably gave him the practical ideas needed to i m p rove the technology of Russia. Thro u g h­out most of his reign he was busily making war. Before the Great Nordic War he was conquer­ing lands around the Black Sea. During the Great Nordic War he conquered the Baltic, and the battle of Poltava is considered one of the most important battles in Russian military his­tory. The victory marked Russia’s position as a
E u ropean nation and one of considerable s t rength. His re f o rms were mainly aimed at creating a powerful and skilled army, but it pro­vided a number of positive side effects. The re­f o rms concerned trade, production, politics, military organization and the establishment of a navy. Many are of the opinion that Peter the Great, as he was called later, was the greatest of all the Russian czars.
Köprülü
Country: The Ottoman Empire Skill:
Administration: 9 Military: 7
Diplomacy: 8 Period of reign: 1656-1661 (Mehmet) and 1661-1676 (Ahmed) Type: Statesman Mehmet Köprülü was born sometime between 1557 and 1580 in the small village of Radnick in Albania. His parents were Christian and as a young boy he was re c ruited by the devsirm sys­tem (Christian boys without clan loyalties were collected at a very young age and brought up as w a rriors and good Moslems). He started his ca­reer as a cook and advanced to the ministry of fi­nance, where his competence soon made him pasha of central Anatolia, where he before long he e a rned a reputation of being a very fair and disin­t e rested administrator. This was relatively un­h e a rd of in the Ottoman Empire during the peri­od, as local clans were quite powerful. You need­ed great integrity and social competence to rule a p rovince with authority. As governor of Damas­cus he was brought to Rum on the 15th of September in 1656 and entered the role as sadr- i azam (grand vizier) by order of the mother of the young sultan Mehhmet IV. Köprülü was a warr i o r by heart, who fought corruption and intro d u c e d many re f o rms, balanced the state budget, and led the nation in war against Venice. After his death in 1661, his son Ahmed the Righteous inherited the position and ruled until 1676. Other sadr-i azams, like Kara Mustafa (1676-1683), Mustafa Pasha (1689-1691) and Hussein Pasha (1697-
1702) were all descendants of Mehmet.
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De Witt
Country: The Netherlands Skill:
Administration: 9 Military: 7
Diplomacy: 8 Period of reign: 1653-1672 Type: Statesman Jan de Witt became prime minister in 1653, and the Netherlands experienced a golden age during his rule. Jan also spent the greatest part of his life fighting the power of the house of Orania. This struggle can be viewed in the light of the battles between parliaments and the roy­alty of other nations, but the house of Orania was the "stathoulder," which was more like s u p reme commander of the military, rather than royalty. In 1667 Jan managed to get his bill of exclusion directed at them, thereby elim­inating their influence from the affairs of the state. This would later backlash when the Netherlands declared war on France, as the family returned and he himself was imprisoned. On the 20th of August 1672 Jan and his broth­er Cornelis were lynched by a mob incited by de Witt’s political adversaries.
Louis XIV
Country: France Skill:
Administration: 6
Military: 9
Diplomacy: 8 Period of reign: 1643-1715 Type: Monarch Louise XIV inherited the throne from his fa­ther Louis XIII at the age of five. A rebellious nobility and civil war threatened France during the early years of his reign. When he personally came to power he ruled as autocrat. "I am the State," is an expression that has been attributed to Louis XIV. The expression "We’ll see," which he used systematically to always get the last word, is more interesting. During the peri­od the palace at Versailles was completed and the royal family took residence there. The no­bles had no alternative but to go there to re-
ceive their orders. Louis XIV was very pompous; he regarded himself as the Sun King, and his goal was French hegemony in Europe. The pomposity had two very real political pur­poses—to serve as propaganda to trump others in pomp and flare, and by limiting the influen­tial power of the nobility on the rule of the na­tion by the pompous rituals surrounding the monarch. Louis XIV did not succeed with the goal of hegemony, but nonetheless managed to put his grandson on the Spanish throne. It must also be mentioned that his anti-Pro t e s­tant domestic politics, which were a conse­quence of the autocracy, resulted in economic and humanitarian disaster. The highly industri­ous Huguenots left France for countries like England, the Netherlands, and Sweden, where they provided an economic renaissance. When his majesty died in 1715 at the age of 78, France was exhausted and on the verge of bankruptcy. But at the same time France had become the leading nation of culture , renowned for its fine arts, its culture and fash­ion. Louis XIV is probably the best-known French king throughout history.
Frederick William I
Country: Prussia Skill:
Administration: 8 Military: 7
Diplomacy: 7 Period of reign: 1713-1740 Type: Monarch Frederick William I of Prussia was a very com­petent organizer who shunned all unnecessary expense, except when it applied to military matters. It has been said that Frederick William tried to build a company of guards consisting of giants (i.e. they were all more than two me­ters tall) and pairing these with equally giant ladies, but to his great dismay their offspring were of normal height. Frederick William is of­ten called the "soldier king" and more or less lived with his soldiers, because that was what he preferred. It’s been said that when he was sick, he used to order his favorite regiment to
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m a rch through the royal bedchamber in full parade uniform. This naturally improved his mood and made him feel better. He built an army of 80,000 men that was one of the best organized and trained in Europe. He reorga­nized the social system, giving the junker class (the land-owning nobility) priority to the army in exchange for total obedience. The only time he used this magnificent war machinery was when he occupied Swedish Pomerania during the Great Nordic War. His son, Frederick II, had greater use of the army.
William Pitt the elder
Country: England Skill:
Administration: 9 Military: 9
Diplomacy: 9 Period of reign: 1757-1778 (actually a recess between 1763 and 1765) Type: Statesman William Pitt the elder was born in 1708 and was the grandson of the English governor of Madras, India. Originally he was meant to have a military career, but he became member of the House of Commons as a representative of the Whig party and a glowing patriot. Wi l l i a m s t rove to turn England into a global empire based on the supremacy at sea. He led his coali­tion government to victory in North America and India during the Seven Years War, despite the strong disapproval of king George II. William was forced to leave his position in 1763, which probably saved France from los­ing even more land than they did at the peace of Paris. William regained his power in 1766 despite his failing health and became involved in a war with France in 1778. William died the same year and was thereby spared the indepen­dence of the United States at the end of the war in 1783.
Hensius
Country: The Netherlands Skill:
Administration: 8 Military: 7
Diplomacy: 9 Period of reign: 1688-1720 Type: Statesman Antonius Hensius was born in 1640 and en­joyed the confidence of William II of Orania throughout his life. He was sent to Versailles after the peace at Nijemen in 1672 to supervise the implementation of the clauses and was ap­pointed prime minister in 1668 when William became king of England and had to move to London. Hensius was a tough negotiator and one of the greatest and most obstinate oppo­nents of France. He was the mind behind most of the anti-French coalitions made during the late 1600s to counter French expansion. He died in 1720
Kaunitz
Country: Austria Skill:
Administration: 8
Military: 8
Diplomacy: 9 Period of reign: 1753-1792 Type: Statesman Count Wenzel-Anton of Rittberg-Kaunitz was b o rn in Bohemia in 1711 and was later ap­pointed Prince. He was raised in the spirit of the enlightenment and he was a dutiful man of the state. Through­out his career he had the confidence of queen Maria-Theresia. After his initial diplomatic ca­reer he became prime minister of Austria, a po­sition he held until two years prior to his death. As a specialist in alliance changes and with an acute sense for new political currents, he built a strong alliance with France against the Prussia of Friedrich II. But at the end of the Seven Years War he turned to Prussia and pro v i d e d Austria with large areas of land at the first parti­tioning of Poland-Lithuania.
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Fleury
Country: France Skill:
Administration: 8 Military: 7
Diplomacy: 9 Period of reign: 1726-1743 Type: Statesman Hercule de Fleury was born in 1653 and was the son of a tax collector. He made his way up in society by means of his own skills. In 1715 he became the teacher of young Louis XV, and a very great mutual trust developed between the monarch and his teacher. At the age of 73 F l e u ry was appointed chief minister in 1726. He held this position until his death in 1743. Fleury was loyal and honest and stood above all the intrigue of the court and strove for peace for France. During his reign France had its longest period of peace in more than 300 years.
Guilio Alberoni
Country: Spain Skill:
Administration: 7
Military: 7
Diplomacy: 6 Period of reign: 1702-1719 Type: Statesman Guilio Alberoni, the son of a simple gardener in Fiorenzuela of Italy, was born in 1664 and began his career in the service of a French gen­eral, the duke of Vendôme. Alberoni advanced to negotiator to the duke of Parma, when the duke married Elizabeth Farnese to Philip V of Spain. As a reward for his services Alberoni en­tered the center of the Spanish state adminis­tration and was appointed cardinal in 1717. Neither his politics nor his diplomatic talents helped Bourbon Spain to any greater acquisi­tions of land. His Spanish adventure ended in 1719, when he was banished from this country. Alberoni was a talented and ambitious politi­cian, but failed to raise Spain out of its deep re­cession.
Frederick II ‘the Great’
Country: Prussia Skill:
Administration: 9 Military: 9
Diplomacy: 9 Period of reign: 1740-1786 Type: Monarch Frederick II had a very harsh childhood under his tyrannical father Frederick William I, who regularly whipped his frail son, who was inter­ested in culture. Eventually he ran away, but when his tough-skinned father caned his little sister Wilhelmine, he gave up and reconciled to the will of his father. Frederick was an enlight­ened monarch, but also a warrior. He success­fully led his father’s army during the Austrian War of Succession (1740-1748) and he thor­oughly learned the art of war, which gave him the epithet Frederick the Great. He was one of the greatest field marshals in history. His quali­ties on the battlefield were definitely shown during the Seven Years War (1756-1763), when he used inner lines and tactical off e n­sives. This gave him many victories and he also avoided many losses if the war itself was one he could not win. Frederick was also a skilled diplomat and among other things he produced the Machiavellian plan to divide Poland. He al­so enjoyed culture, was a personal friend of Voltaire, and a good example of a typical en­lightened despot.
Robert Walpole
Country: England Skill:
Administration: 8
Military: 7
Diplomacy: 9 Period of reign: 1721-1742 Type: Statesman Robert Walpole, the count of Oxford (1676-
1745), was appointed minister of war in 1708, but was compromised by a number of scandals, and he lost his position. When the house of Hanover came to power in England he re-
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gained his position as minister and pursued a consequent policy of balance in order to pro­mote peace in Europe. He dominated politics in England from 1721 to 1742 as First Lord and Exchequer, a post that later developed into the present office of prime minister.
Charles XII
Country: Sweden Skill:
Administration: 6 Military: 9
Diplomacy: 5 Period of reign: 1697-1718 Type: Monarch Charles XII became king at the age of 15 in
1697. He was a bold and sometimes quite s t u b b o rn ru l e r. Charles was less skilled as a diplomat. He liked the simple life of a soldier and had great problems with the refined flat­tery and ramblings associated with diplomacy. To this may be added his strong religious con­victions, which at times may have swayed his decisions at certain points. He was an excellent field marshal who often used the superior tac­tics of shock, and his greatest victory may very well have been the one at Narva where his 10,000 Swedish soldiers met 36,000 Russians and won an overwhelming victory. The defen­sive battles against Denmark, Poland-Lithua­nia, and Russia were too great a task in the long run. The invasion of Russia was a high-risk campaign, which turned bad. His gre a t e s t chance at maintaining and supporting his troops was to be found in the Ukraine, but Pe­ter the Great beat him to it and Charles XII had to make do with wagons of provisions that slowly rolled across the almost endless country. After the battle at Poltava, the greatest victory of Peter the Great, Charles fled to Bender in the Ottoman Empire where he tried to gain the support of the Ottomans, which succeeded in 1711, when the Ottoman Empire attacked Russia. Nothing was accomplished by the war, and after peace was signed Charles XII was
banished from the Empire. He re t u rned to Sweden in 1715, and in 1716 and 1718 respec­tively, he launched two invasions against Dan­ish Norway in order to kick Denmark out of the enemy alliance. On The 30th of November 1718 a bullet from outside the Norwegian for­tification at Fredrikshald killed him. As Charles had no brothers the crown went to his youngest sister, Ulrika Eleonora, who together with her husband Frederick of Hessen-Cassel made peace with all of the enemies of Sweden. The nation lost almost a third of its holdings and its status, as a great power was lost.
Catherine II
Country: Russia Skill:
Administration: 7 Military: 7
Diplomacy: 8 Period of reign: 1762-1796 Type: Monarch Jekatrina II, who also was called "the Great," was a princess of German origin who married the czar Piotr III. She managed to win the love and respect of her people by converting to the Orthodox faith, by supporting the church and fighting the pro - P russian politics of her. He was probably mentally ill and indulged in a number of atrocities, which were directly of­fensive to the people surrounding him. In 1762 Katarina launched a successful coup and then ruled without hindrance after the execu­tion of her husband. During her reign Russia reached its greatest expansion after having con­quered the Crimea in 1783, Odessa (1774 and
1791), nort h e rn Caucasus (1786) and in the west the three partitions of Poland (1772, 1793 and 1795). The only major threat to Russia during the period was the Pugatchev re­volt in 1773-74. Catherine was a typical en­lightened despot, who exchanged letters with Voltaire. She turned a major part of the gov­ernment over to her lover Potemkin.
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Oleg Potemkin
Country: Russia Skill:
Administration: 9 Military: 8
Diplomacy: 9 Period of reign: 1772-1796 Type: Statesman In the year of 1772 the great prince Oleg Potemkin became prime minister and the fa­vorite of Catherine the Great. This happened immediately after her former favorite, Gregorij Orlov, had been dismissed from office and was forced to retire. Potemkin is mostly known for the conquest of the Crimea and his talents as an a d m i n i s t r a t o r. He increased the development in the more backward southern parts of the e m p i re. He was also a highly skilled political leader and must have been rather loyal and de­pendable as he held the confidence of the Em­press, and actually retained his position when she left him for a younger lover.
Stefan Batory
Country: Poland-Lithuania Skill:
Administration: 5
Military: 5
Diplomacy: 3 Period of reign: 1574-1586 Type: Monarch In 1574 King Henri de Anjou left the country and declared it as a republic of nobles with an elected king. Poland-Lithuania was facing chaos. Czar Ivan IV of Russia, Emperor Max­imillian II of Austria, and Johan III of Sweden all tried to seize the throne, but it was the Prince of Siebenbürgen (Transylvania) who eventually claimed it, much to Poland-Lithua­nia’s joy and fortune. Stefan became an unusu­ally powerful ruler, who both managed to keep the nobility at bay and successfully maintained the interests of Poland-Lithuania on the Baltic. When he was elected king in 1575 he immedi­ately made sure that his brother Christopher could succeed him in Siebenbürgen. He then launched a quick campaign to pacify Poland.
After reinforcing the army with Cossack units and sending a suggestion of peace to the Ot­toman Empire he attacked czar Ivan IV, whose forces were trying to capture the Baltic hold­ings of Poland-Lithuania. This war is often called the Livonian War and ended in 1582 when Russia had to recognize the rightful holding of Polotsk and Livonia. Stefan had a very faithful and loyal associate in his statesman and field marshal, Jan Zamoyski, who helped him reinforce royal authority and of course aid­ed in the wars. Stefan Batory was a stro n g ­willed man and also an ardent Catholic. Per­sonally he had a very tolerant view of the other religions of his realm. Nevertheless he gave some support to the Counter Reform a t i o n , which met with great resistance among the people. He also had to fight difficult battles of domestic politics to reinforce royal power, but he never let these problems stop him from ful­filling his ambitious plans of expansion. Ste­fan’s goal was to unite Poland-Lithuania, Rus­sia and Siebenbürgen under his personal lead­ership. His advanced plan of a war against Rus­sia and the Ottoman Empire was stopped only by his own death. Stefan is re g a rded as the most ambitious monarch in the entire history of Poland-Lithuania.
Wladyslaw IV Vasa
Country: Poland-Lithuania Skill:
Administration: 7 Military: 6
Diplomacy: 4 Period of reign: 1632-1648 Type: Monarch Wladyslaw was born in Krakow on the June 9, 1595, the son of King Sigismund of Poland­Lithuania and Sweden, and he was the crown prince of Sweden for almost six years. When he turned fifteen his father managed to have him elected czar of Russia, which was a step on the way to conquering all the Russians by force and c o n v e rting them to Catholicism. The thro n e was not held for long as the "time of troubles" in Russia ended shortly after he had ascended,
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and instead Michail Romanov took the throne. During his youth he participated in many Pol­ish wars and acquired a lot of military knowl­edge. His most important meeting was perhaps the one with the Spanish field marshal Spanio­la, who taught him the value of having a well­trained military. The country suffered during the rule of his father, an obstinate and humor­less man, with extreme religious politics and many failed wars. As king, Wladyslaw healed many of the wounds his father had inflicted on the society of Poland-Lithuania. He was imme­diately forced into war against Russia and the Ottoman Empire, but successfully kept them at bay. He succeeded with his main goal, which was to create peace for Poland-Lithuania. The main solution was his modernization of the army, and from 1633 and for a long period af­terward, Poland-Lithuania fought on equal or better terms than its enemies. Wladyslaw never managed to regain the Swedish crown, nor did he manage to stop the "Sejm" (the parliament) from undermining royal power within the na­tion. In a final effort in trying to become indis­pensable, he ord e red the Cossacks to attack t a rgets within the Ottoman Empire, to forc e them into attacking Poland-Lithuania in re­turn, thereby placing him at the center of at­tention again, but these tactics failed. Broken­h e a rted over the recent death of his son, he himself died in 1648. That same year the Cos­sacks began the greatest rebellion in the history of Poland-Lithuania.
rior king with excellent qualities. He never lost a single battle after being appointed field mar­shal and crowned as king. He was appointed field marshal in 1668. During the 1650s he p a rticipated in many battles against Cossacks and Swedes and did so with great skill. During the 1670s he won a number of brilliant victo­ries against the Ottoman Empire. He also ne­gotiated a secret agreement with France to at­tack Brandenburg together with Sweden. This chance never materialized as the war against the Ottomans could not be interrupted, and Sweden lost two great battles in Brandenburg. After the peace with the Ottoman Empire, Jan made a compact with Austria, and in 1683 he relieved and rescued Vienna from the Ottoman armies. In two great campaigns he led his army of 65,000 men to victory. This gave him a rep­utation of almost epic proportions and stopped the Turkish advances in Europe. Unfortunate­ly, Jan continued his wars against the Ottoman Empire, which hindered him from seeing the g rowing danger of Brandenburg - P russia and Russia. He also avoided dealing with the do­mestic reforms without which Poland-Lithua­nia would be lost. When he died in 1696 the commonwealth was on the verge of bankrupt­cy, and was faced with another chaotic round of electing a new king. The Polish nobility took of that chaos during a very brief period of time. Jan III Sobieski was the last of the great kings of Poland-Lithuania; afterw a r ds, the nation was slowly brought under Russian dominance.
Jan III Sobieski
Country: Poland-Lithuania Skill:
Administration: 7 Military: 9
Diplomacy: 8 Period of reign: 1674-1696 Type: Monarch The legends tell that Jan III Sobieski was born in 1624 in Olesko in present day Ukraine on a night when the thunder was rolling and the Tartars were attacking. Jan was a typical war-
94
Random Events
We have mentioned earlier that random events may affect your country and its dealings. There is a function in the game that randomly gener­ates events of a kind that may affect any of the areas previously discussed. Exactly what those events are will not be discussed, as it would de­s t roy the fun of playing the game. Random events may be of a political, economical, social, religious, or military nature, and may be either t e m p o r a ry, i.e. occurring between two dates, or may become permanent.
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D) The Archive
To the player the archive is what the royal secretary was for the renaissance prince. All the inform a t i o n you might need is stored systematically in the archive. As with all other kinds of information it may initially be hard to see the forest for all the trees, but by using the archive effectively you will soon realize what a gold mine it really is. It is the only way you may see how your country fares in comparison with your opponents. When you click the icon showing a small book in the information window the game pauses and the archive opens on the last page you ac­cessed. The archive contains 33 pages organized in the fol­lowing chapters:
Monarchs and victory points 1-4 Economy 5-16 Diplomacy 17-20 Technology 21-22 Military 23-29 Settlements 30-32
There are three ways of browsing through the pages. You may either right click on any page to get an in­dex, where you click on the page you want to view. Or you may turn one page at a time by using the ar­row keys on your keyboard. The third way is by click­ing the arrow icons of the archive. You may also change chapters by clicking the icons for each chap­ter, which you will find below the page at which you are looking. If you do, the archive will open on the first page of the chosen chapter.
T h e re are two types of pages—those that present da­ta in tables, and those that display the data in graphs. To sort data into tables, just click on the corre s p o n d­ing column and it will be sorted according to the label. For example, if you click on Year of ascension in the M o n a rch table you will see the monarchs in chro n o­logical ord e r. You may also add/remove data in the graphs by checking or unchecking the boxes at the bottom of the page. Checked boxes will show the da­ta, unchecked will not. When many lines in the graphs a re very close to each other it is often hard to see which one is which. A good tip is to check/uncheck the needed lines several times to make them blink. An ex­ample of this is the graph for naval military technology development, where the leading nations may be very close to each other in the race for new impro v e m e n t s .
Monarchs and Victory Points
The victory points gained and developed along with the monarchs of your nation are shown on these four pages (1-4). One graph (1) shows the victory points over time, which is also shown in a table (3) bro k e n down by Battle, Diplomacy, Explorations, Economi­cal development, Settlements, Missions and Peace t reaties. There is also a separate table (2) showing the missions you have received and whether you have suc­ceeded or failed, and of course your re w a rds in victo­ry points. Finally there is a table (4) showing the for­mer and present monarchs of your nation. The table will show each monarch along with an assessment of his or her ability to rule the country within the ad­ministrative, diplomatic, economic, and military ar­eas. You will also see the year of ascension to power and the year of death, along with the number of victo­ry points your country gained during the reign of that p a rticular monarc h .
Economy
The four first pages contain graphs showing the de­velopment of your country’s wealth, inflation, infras­tructure, and trade levels compared with the other great nations. All the graphs show development over time. Note that wealth is what is left when your na­tion’s expenses have been subtracted from your in­come. Inflation is given as a percentage. Changes in infrastructure and trade levels are given in levels of technology levels.
The following four pages (9-12) show the income and expenses of your country, broken down by entry, and the income/expense ratio of each entry along with the figures for these from the previous and the current year.
The last four pages (13-16) deal with information in the provinces, trade, and any loans, along with the maintenance costs of your army and navy units. The p rovincial information contains tax revenues, the base of re c ruitment, production income, and specifies the main product of the province. The table may be viewed as a summary of the pro v i n c e ’s financial strength. The trade information presents a table of all the trade cen­ters you know of, your activities at each of them, the level of competition as a percentage, the center’s total trade value, and the monthly cost associated with keep­ing a merchant there. The loan information shows which loans you have, where they come from, the sum, the interest in absolute numbers, and percentages and their expiration dates. The table for maintenance costs shows the number of men and the monthly cost of
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keeping them trained and equipped, branch by branch (cavalry, infantry, etc.).
Diplomacy
These four tables (17-20) show the other nations (friend and foe), existing alliances, along with cur­rent wars, if any. The first two tables (17-18) show your relations to other nations. The first (17) con­tains all the countries you know of and specifies who your vassals are, and describes your alliances. It also shows where you have dynastic connections in terms of royal marriages, where you refuse to trade, and w h e re you have Casus Belli (reason for war). The other table (18) shows anyone who has a Casus Belli against you, trade embargos directed at you, and the nations with which you are at war. The last two tables (19-20) show both existing alliances, the members of the alliances, and the expiration dates (month and year) along with all other current wars, showing the participants of each.
Technology
These two pages (21-22) show the development of land and naval military technology over time for all the great nations.
Military
Seven pages (23-29) showing graphs and tables for commanders and experts, army and naval units, ship­building, and army recruitment, along with the total military losses of your country.
The first page (23) shows each of your comman­ders and specialists, giving the name, type, rank, and name of the units under his command, his year of ap­pointment, along with his skill levels in maneuvering, battle, shock and sieges.
The following two pages (24-25) show a graph of the strength of your army in thousands of soldiers and the strength of your navy in number of ships over
time, and in comparison to the other nations. Note that each piece of artillery counts as 1000 soldiers. Following that you will find two tables (26-27) showing your armies and fleets with their respective names, provinces or sea zones, regions, and s t rengths. Page 28 describes army units under re­cruitment and naval units under construction, both in table format. The page shows the number and type of unit under construction, where it is being assem­bled, and when the unit will be ready for battle. Fi­nally table 29 shows your total military losses of men and equipment up until now. It is divided into branches showing the amount lost in total, in battle, by attrition and by disbandment of units.
Settlements
The first page (30) contains a graph showing how your entire terr i t o ry, your provinces, colonies and trading posts have changed over time, along with the rest of the nations. The table on page 31 gives infor­mation about your provinces. Each province is de­scribed by name, the area and greater region in which it is located, the provincial capital, its population, its base of recruitment, and the extensiveness of fortifi­cations, and whether any other nation has taken con­trol over it. The third page (32) shows your colonial holdings in table format. You will find its name, whether it is a trading post or a colony, and in what region and on what continent it is located. You will get information on the size of the holding, the size of any fortifications, and whether any other nation has taken control over it.
These tables can be of great help if you use them correctly. It is easy to see the advantages if you com­pare the amount of work you have to put in to check your status by moving around the entire map in or­der to spot any hostile takeovers among any of your thirty some holdings. Instead you can just right click the archive icon, choose page 32, and have all your holdings listed.
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E) Historic Review
Three Points of Departure
The Year of 1492
This is a year more than five hundred years ago. It is a year imprinted upon our historic consciousness and collective view of the world. It was the year when Columbus discovered America. A new world opened up for Europe, but what constituted Europe?
E u rope had experienced a relatively quiet period for approximately a century. The population was about 70 or 80 million people. The continent had not quite recovered from the catastrophic ravages of the Black Death during the 1350s. The towns had g rown somewhat, but only at the expense of the countryside.
Today it is difficult to imagine what the long lost landscapes of that age really looked like, but we may assume that swamps were more prevalent, covering vast areas of northern Germany, Russia, and parts of France. The Italian countryside was very desolate and not quite as romantic as we may imagine it. The Slavic name for the Hungarian plains, which consist­ed of nothing more than grass and ponds, was ‘pusz­ta’, which means "desolate" or "abandoned" The Muscovite deciduous forests were beginning to give way to the vast fields of oats, even if the conquest of the steppe south of Moscow had not yet begun. Along the shores of the North Sea the struggle to re­claim land from the sea had not yet had any notable success. In the far North of Europe there were vast a reas of pine and spruce and fur-bearing animals, which turned hunting into an important source of income, and at the same time farming and raising cat­tle contributed to the clearcut areas of central Swe­den. In the Po Valley and on the Spanish plains the landscape was transformed by irrigation, and the conquest of distant valleys of the vast Alpine are a s continued.
Europe was still an entity with one foot in the Mid­dle Ages and one foot in the new era. All of the 15th century, as well as the Middle Ages, were as one with Christianity. "The Empire," together with the Pope and his clerical administration, was and remained a powerful moral and spiritual force, in which people still believed, regardless of its laughably small actual p o w e r. It was primarily seen as a Republica Chris­t i a n o rum, Corpus Christianorum (a Christian Re­public, a Christian Body), without any special refer­ence to the holy Roman crown. The idea that all
s o v e reigns were equal became more and more ac­cepted, as a result of the previous political power struggles between Pope and Emperor. Of course the E m p e ror had many problems if he chose to work with any kind of authority within the formal borders of the Empire.
Diplomacy had its origins in the Papal bureaucracy, and it developed because a hierarchy of states existed based on importance and prestige. The political or­gans of the kings of France, England, Port u g a l , Castile, and Aragon had monopolized this diplomat­ic function. The first important steps toward a cen­tralized rule were taken in these countries at that time.
Economically Europe was facing a change of sys­tem. Poland-Lithuania and the Baltic area were the main producers of grain. England, Flanders, Bra­bant, and Northern Italy produced fabric. Northern E u rope provided furs and fish. The Hanseatic League was the most important transporter of goods in the Northern half of Europe, but was on the de­cline. A more differentiated trade was slowly emerg­ing throughout Europe. Venice and Genoa were the middlemen in the Southern part of Europe, with monopolies on the trade with the Levant. Northern Italy was the strongest economic center of Europe, with an enormous ability to finance production and trade. The Ottoman Empire functioned as an inter­mediary with trade from the Orient. This situation raised the prices greatly on goods like spices, incense, dyes, and silk.
The effect of all this meant that rich and strategical­ly situated countries like Spain and Portugal intensi­fied their eff o rts to reach India by sea in order to avoid the Ottoman middlemen. The Portuguese had already found the way to India by rounding the Cape of Good Hope, but the Spaniards wanted to find a more direct route. Columbus went looking for India when he left Europe, but instead discovered Ameri­ca, a continent named after the explorer Amerigo Vespucci, who was the first to claim that the new con­tinent could not be a part of Asia. Soon Spaniard s such as Cortez and Pizzaro had conquered the Aztec and Inca empires. Pedro Alvarez Cabral discovered Brazil, Diego Diaz discovered Madagascar. Francis­co de Almeida and Albuquerque conquered impor­tant coastal provinces in India. These discoveries and conquests broke the economic power of Venice and Genoa. Slowly but surely Portugal and Spain e m e rged as the economic great powers of Euro p e , P o rtugal through its control of the trade of spices and silk in India, and Spain through the silver and
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gold mined in America.
Culturally Europe was facing a period of expansion, and 1492 hints at the great things that were about to be created. At the court of Ludovico Sforza a 40­year-old man named Leonardo da Vinci was busily drawing statues of horsemen, building cannons, and creating machinery for the theater. At the monastery at Steyn Geert Geertsz, a 26-year-old monk, was say­ing his prayers. He would soon leave the monastery when he no longer felt his calling. We know him as Erasmus of Rotterdam. The 23-year-old son of a p o o r, but well-bred family, was sitting in his study finishing his exams in Latin. Within two years he was about to start an undistinguished career as a civil ser­vant in Florence. As an adult Niccolo Machiavelli was exiled from his beloved Florence and would write "The Prince," a study of ‘realpolitik.’ There was a 1 6 - y e a r-old in Florence named Michelangelo Buonarroti, who was said to be quite talented with a chisel. The Duke of Ferrara had a commander, whose 17-year-old son was called Ludovico Ariosto. He was studying law, but would soon begin a literary career and write "Orlando Furioso," one of the gre a t e s t "bestsellers" of the period. Nine-year-old Rafael Santi lived in Urbino, the son of the rather mediocre c o u rt painter Giovanni Santi. A Saxon boy by the name of Martin, son of a miner with the surname of Luther, was nine years old. As a priest he would cre­ate the greatest ideological upheaval in Europe since the advent of Christianity. Ignatius of Loyola had been born the previous year and was still in his cradle. As an adult he would provide the Catholic Church with its greatest rekindling since the Middle Ages.
In 1492 the struggle for supremacy was knocking at the door. The political arena of Europe was a hotbed of intrigue, drama, and great personalities. A few days after Columbus left Seville, the College of C a rdinals had just elected Rodrigo Borgia as pope under the name of Alexander VI. He was probably one of the most controversial popes in history. This pope was rich, both in earthly goods, energ y, mis­tresses, and children. A few years later he hammered out the Treaty of To rdesillas, which divided the world between Portugal and Spain. During the later half of the 15th century Europe’s first federal experi­ment was carried out—the Duchy of Burgund, con­sisting of the Netherlands, Lorraine, Franché­Comte, Bourgogne, and periodically southern Italy. When this state was dissolved there was a conflict about how to divide it involving Maximilian I of Aus­tria, Charles VII of France, and Ferdinand and Is­abella of Spain, and finally Henry VII of England.
France was most aggressive, and when Charles VII p re p a red and carried out an invasion of Naples, Spain, and Austria closed ranks in a way that led to a dynastic marriage. France brought the war to the Netherlands, the Spanish border, and southern Italy, but no real victor emerged. It was rather the dynastic union between Spain and Austria that resulted in the most important shift of power during the entire 16th c e n t u ry. We should mention that France tried to counter the union by binding Poland-Lithuania to France, by making Henri of Anjou elected as king, but the plan was a total failure.
The transformation of the political structure of Eu­rope had begun. Both the heritage of Burgundy and the Spanish-Austrian marriage were to create con­flicts and tension for years ahead, initially at the Dutch border and in nort h e rn Italy, but it would soon spread to all of Western Europe.
In the south Portugal was busy with its new colo­nial empire and did not get involved in the politics to any greater extent.
In the southeast Venice, Hungary, and Poland­Lithuania were involved in small clashes with the Ot­toman Empire, which was definitely on the rise, and would have conquered all of the Balkans, Hungary, the realm of the Mamelukes all the way to Egypt, Iraq, parts of Persia and Austria within 50 years. The multinational commonwealth of Poland-Lithuania was in principle the largest country of Europe and the only one to stop the Ottomans from conquering Europe from the southeast. Russia was still a mere babe in arms. Austria had not yet grown strong un­der the Hapsburg dynasty. Venice was still fighting the Ottoman Empire, but was too weak to confront the Ottomans on her own. Hungary was large, but quite feudal and lagging in development, and would soon succumb. Russia had just been created when the Grand Duchy of Moscow conquered the mer­chant’s republic of Novgorod. The country was still lagged technologically after having been under the yoke of the Mongols, but was quite aggressive and would soon start to expand far in all directions. The wish of Russia to conquer a window on the oceans, and the goal of the Ottoman Empire to conquer Vi­enna, in order for the Imperator at Rum (Con­stantinople) to become the only legitimate ruler of Europe, were the main destabilizing forces in eastern Europe (the sultan regarded himself as a Roman em­peror).
In the northwest England was licking its wounds after the War of the Roses, but would soon be em­broiled in dynastic conflicts with Spain, France, and
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