The best kittens, technology, and video games blog in the world.

Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Friday, July 10, 2026

Factorio Modded Planets Review

factorio cat in space by Grok

I'm about halfway through a Factorio campaign with Enable Planet Mods Lite modpack by Kryzeth, a bit over 200h into the campaign.

Factorio is very popular, but very few people play with modded planets, so I'm writing about my experiences so you can see if that's something for you. It will contain mild spoilers.

General notes

What I describe is an early/mid game experience. The planets sometimes have additional late game content that I won't cover. I also won't list all less impactful bonuses, as there are too many.

Most planets want you to return there multiple times with more advanced technology. The first time you land, you'd likely build a starter base able to just do some basic rocket launches, and export a trickle of planet specific science packs. Then after unlocking a few technologies, you'd be able to come back and build a much better base. And perhaps later you'll come back again, combining technologies from multiple planets.

Various planet mods were created by different modders, but they all put considerable effort into making the overall experience cohesive! Planets try to work with each other, and nothing from one planet is going to break another.

For every planet, I offer a quick description, main rewards, 1-5 star rating for difficulty and reward, and any special notes. Difficulty rating is based on building a sustainable base that can work and export relevant goods without your presence, and with only modest ongoing imports (like calcite).

The campaign is still on Factorio 2.0, and the mods might have changed since I played them. Enable Planet Mods Lite also keeps moving planets between recommended and optional every now and then, so you might get a different set if you start now. I list the planets in order I visited them, but after Muluna you can visit all of them in pretty much any order you want.

Game balance

Modded planets offer rewards, but they're dramatically lower than vanilla planets.

For comparison, the cost of a blue chip is (counting each mined resource as costing 1, oil as 0.1, and water as free):

  • Nauvis tech only - 24.1 iron, 40 copper, 2 coal, 48.8 oil - cost 71
  • with Fulgora tech - 10.2 iron, 11.3 copper, 0.9 coal, 23.4 oil - cost 24.75
  • with Vulcanus tech - 10.8 iron, 8.9 copper, 2 coal, 0.4 calcite, 48.8 oil - cost 27.1
  • with both Vulcanus and Fulgora tech - 4.6 iron, 3.8 copper, 0.9 coal, 0.2 calcite, 23.4 oil - 11.85

So with these two planets you can make 6x as many blue chips as you would with Nauvis tech. This is supposed to give you incentive to explore space, but if there were 20 planets with these kind of bonuses, it would completely break the game. So the bonuses you get are usually a lot smaller, but hopefully still meaningful.

Lignumis, woody moon of Nauvis

This is an optional dependency. I included it, but I recommend against doing so. This is my only negative recommendation, I loved all other planets.

Lignumis is a moon of Nauvis. If you enable it, you start the game there until you build a Provisional Rocket Silo. It can launch a single-use rocket that brings you to Nauvis with a small inventory. Then your Provisional Rocket Silo blows up, and your Lignumis base will probably get overrun by native wildlife before you get back to space.

Lignumis is sort of Gleba lite. There are easy enemies, and a new pollution type - noise - which is even emitted by conveyor belts! You grow some trees and golden bacteria, and build things mainly from wood and gold. There are burner and steam versions of early game buildings.

Your reward is tier 0 technology, like wooden walls (worse than stone walls), wooden darts (worse than basic ammo), wooden conveyor belts (worse than basic conveyor belts) and so on. You also get some buildings for planting trees and processing wood. The most useful rewards you get are coal-powered personal roboports, and basic construction robots, which you can take with you to Nauvis for an easier first hour or two. But a few hours into Nauvis, you'll be using none of that. Tier 1 items are cheap enough, and if you're reading this, you probably played Factorio enough times that you know how to get construction bots quickly.

The main problem with this mod is that you can choose to enable "telescopic recipes", that is, make tier 1 items require a corresponding tier 0 item to build. By default it does it to green chips only. Vanilla recipe is 1 iron plate, 3 copper cables, and with Lignumis you can either make them with 1 iron plate, 3 copper cables, and 1 wooden chip, or with vanilla recipe at twice the cost - 2 iron plates, 6 copper cables.

This is fine on Nauvis, as mass producing wooden chips is a minor hassle. This is fine on Fulgora, as you don't make green chips from scratch. This is fine on Vulcanus, as you can brute force your way through double the cost, as metals are so cheap there anyway. I'm not entirely sure if you can plant trees on Gleba or not. But it makes the start on so many modded planets a huge pain for no good reason. Rubia even has a special Rubia-only "you can use vanilla recipe for green chips here" recipe, even with Lignumis enabled.

And if you disable telescopic recipes completely, Lignumis offers pretty much nothing. You'll forget it even existed as soon as you unlock blue science on Nauvis for proper construction bots. This is likely still a better experience than default settings.

Lignumis is probably a lot better for a separate playthrough. Just vanilla planets, Lignumis, a lot of extra mods like "Wooden Fulgora", "Wooden Vulcanus" and so on, and you can enable all those telescopic recipes. But for all planets playthrough, just don't enable Lignumis.

Reward rating: 1 star

Difficulty rating: 3 stars

Nauvis and your first space station

After launching yourself from Lignumis to Nauvis, you play the normal game up to your rocket launch, except you start with some basic construction bots operating out of your coal-powered personal roboport. I took a lot of supplies from Lignumis, but you can actually build all of that on Nauvis anyway.

You might be tempted to use tier 0 buildings for your defensive wall and belts to save on iron and stone, but it will cost you a lot more time fixing all the wall breaches than it saves resources.

And if you play without Lignumis, or just disable telescopic recipes, then you just play a totally normal game.

Either way, everything continues normally until you build your first rocket silo. But there's a surprise coming.

Reward rating: 4 stars

Difficulty rating: 2 stars

Muluna, barren moon of Nauvis

Muluna is the other optional dependency I included. It changes the game in two ways:

  • you cannot make crushers, or asteroid collectors, or make space science in space at first
  • all rocket launches are 2x more expensive from everywhere except Muluna. But you get 2x as many module slots in the rocket silo, a lot of rocket part productivity tech, so it isn't as much of a nerf as it seems.

With the Muluna mod enabled, you need to barrel some ingredients that will be turned into thruster fuel and oxidizer for your first space ship, unload them there, and travel to Muluna to unlock the rest of space science.

Muluna is somewhat challenging. You can mine all 3 types of asteroids, as well as an extra type that produces aluminum (since copper from metallic asteroids is post Gleba tech), produce space science there, and send it back to Nauvis by rocket. Ironically you need to grow trees on the moon, in greenhouses, to produce rocket fuel and plastic for blue chips and low density structures for rocket launches. Balancing oxygen, carbon dioxide, water, steam, and various wood products without your base getting stuck is not easy, especially with the limited technology you have available at this point.

And in the end, what's the reward you get? The most important part is probably that you can build a far better space casino on Muluna than you could realistically build in limited space available on space stations. And you get Crusher 2, with twice as many module slots for quality modules. Ironically, Factorio 2.1 will ban all space casinos, and other planets have better quality sources, so I'd say that Muluna is probably making the game harder rather than easier in 2.1. But it's still fun, and the difficulty is mostly contained to your first few hours in space.

You will return to Muluna many times as you unlock new technologies, unlocking another science pack that gives more rocket part productivity, thruster fuel productivity and so on, but none of it seems to do anything too game changing.

Reward rating: 3 stars (1 star once they ban space casinos)

Difficulty rating: 3 stars

Vulcanus

After Muluna I went straight for Vulcanus. Vulcanus is super easy, and rewards are crazy overpowered.

The biggest difficulty with Vulcanus is dealing with the temptation to abandon your base on Nauvis, and build your main base here. Sure, only Nauvis can have biolabs at 50% science pack drain, but you can probably make twice as many science packs on Vulcanus with metals and stone being free, so it sort of evens out.

Reward rating: 5 stars

Difficulty rating: 1 star

Cerys, moon of Fulgora

This is the third moon I visited, and not even one new real planet yet. Cerys is tiny, with a fixed map, and all of it starts frozen and unusable. At first it might seem like it's just like a Fulgora island with a different type of scrap, but you need to solve multiple puzzles to win.

Cerys won't let you drop anything there at all (except construction bots, somehow I missed that) until you unlock the right tech, so you have to solve it with only what's on the moon.

Cerys has a teleporter to Fulgora, which you can use to teleport away (without any inventory, it would get deleted!), so you don't get soft locked even if you can't solve the puzzles.

The most important things that you get for all the trouble:

  • techs for holmium plate productivity, which can improve your science production on Fulgora
  • a slightly better version of your personal nuclear reactor
  • flare stack, which lets you void any fluid - surprisingly useful on many planets!

You also get a plutonium nuclear reactor, which is more powerful than Nauvis version, but setting up regular plutonium fuel cell shipments from Cerys would be a challenge, and it's not like you really need that.

Reward rating: 2 stars

Difficulty rating: 3 stars

Fulgora

Then I went for Fulgora, only making a tiny starter base to unlock some techs and export electromagnetic plants. I came there later to build a bigger base, and even an extra base for just quality ingredients, but Fulgora really isn't the right planet to get quality.

Fulgora benefits a lot from modded planets. Cerys gives holmium plate productivity, Corrundum gives sulfuric acid productivity (which is used to make accumulators for science packs), while Cubium gives you easy access to high quality modules-2.

Reward rating: 5 stars

Difficulty rating: 3 stars

Arig

After that I went to Arig. Its main resource is sand, which is a fluid (there's a completely unrelated sand item on Moshine - this can be a bit confusing when looking for recipes). The planet is super easy - just pump sand, extract various goodies out of it, and discard what you don't need as everything is infinite.

There are minor difficulties as space is a bit tight until you unlock sandstone foundations, and robots cost a lot more energy, so you should really belt things up if possible. And you cannot drop anything to Arig (except construction bots) until you research unlocking tech, but it's so easy that you don't need to.

For rewards you get:

  • second calcite exporting planet after Vulcanus
  • Press that has 50% productivity and some extra recipes for some chemical products, notably plastic, solid fuel, and landfill
  • water harvesting that lets you capture water from air on multiple planets (but not all, and its efficiency varies by planet)
  • better solar panels
  • power poles that can be installed in deep ocean, including on Fulgora (they're not lightning proof, but you can often connect power grids of nearby islands this way if you have good lightning rods protecting them)
  • big storage boxes

Reward rating: 3 stars

Difficulty rating: 1 star

Corrundum

Corrundum is a sulfur planet. You'll be processing a lot of sulfur products to extract metals from minerals. There's also platinum used in science packs and for the catalytic plant.

For rewards you get:

  • sulfuric acid productivity tech - it's extremely cheap research without typical 1.5x exponential scaling, so you should get it all the way to +300% cap as soon as practical; Corrundum is quite hard to make work decently without this bonus, and you need sulfuric acid on many planets
  • catalytic plant - 2x faster chemical plant, with one special recipe (rocket fuel), but no inherent productivity bonus. Rocket fuel recipe only gets productivity bonus after you research relevant tech. It's fine, but you can get high quality chemical plant a lot more easily than catalytic plant, so that speed difference isn't so significant
  • productivity bonuses for pipes and (for some reason) steam turbines, at the usual 1.5x exponentially scaling cost

Reward rating: 2 stars

Difficulty rating: 2 stars

Moshine

Moshine is another sand planet, but it has solid instead of fluid sand.

The main problem with Moshine is that you need to go through a lot of steps of tech progression that do nothing except for unlocking the next level of Moshine tech progression. Any reward relevant to other planets is only at the very end of the process, so you'll probably leave it before you even get anything of value.

It felt like the least rewarding planet, even though late game rewards look pretty solid, if I ever get to them.

Reward rating: 1 star

Difficulty rating: 2 stars

Igrys

Igrys is a ribbon world. It can't quite decide if it has a magic theme or a mineral theme. You can collect copper from the air at night, but there's no iron at all. Due to lack of iron, you need to drop some supplies to get started, but there are alternative recipes for most things.

For rewards you get:

  • copper plate productivity techs - this is really impactful, but it only affects copper plate, not other products, so you should switch from making copper cables and low density structures in foundries to making copper plates in foundries, and converting them to copper cables and low density structures in electromagnetic plants and assemblers respectively. You can double your copper on all planets this way.
  • stone to magic glass recipe, and various productivity levels for it; magic glass can be used on other planets in alternative recipes for many common ingredients, notably for plastic and green chips. You could probably get some meaningful high quality products out of excess stone available on many planets.

Reward rating: 3 stars

Difficulty rating: 1 star

Cubium

Cubium is a cube-shaped planet where the main resource is a cube. It's unlike all other planets you've ever played. Every recipe takes an energized cube, and converts some inputs to some outputs, while making the cube dormant. You can either wait for it to wake up again (it takes 1h to wake up on its own, and 30 minutes to go dormant on its own), or use another recipe to wake it up at some cost. Later there's a second type of cube.

You can easily make thousands of cubes, each used to produce a small amount of various resources, like iron ore, copper ore, plastic, and so on, while using some other resource like steam, carbon, or copper plates. You could drop some cubes on each planet, and use this to generate any resource that's lacking on that planet, but that's the least powerful thing you can do.

If you put some quality modules in the loop, step by step, all cubes will eventually become legendary cubes, producing legendary resources directly, without any recycling or casinos. The only real limitation is that it doesn't easily produce legendary planet specific resources, but with hundreds of thousands of legendary modules-2, you can figure something out. And the second cube type seems to have some ways to get tungsten and holmium products out of it, in a highly convoluted way.

And if that's not enough, there are alternative recipes for all 6 basic science packs that take energized cubes and concentrated dream in addition to their normal inputs, and generate 3x as many science packs. This is especially useful for the purple production science packs, as they don't benefit from any infinite research or other tricks, but nothing stops you from just making all 6 science packs this way.

And that's just the first cube type. There's so much beyond that.

Cubium is the only planet that's about as powerful as vanilla planets Vulcanus, Fulgora, or Gleba. A playthrough can deal with one OP planet, and the complexity cost is considerable, as you'll need not just a Cubium base, but also fairly complex Cubium bases on Nauvis, Vulcanus, and who knows where else. Cubium offers a lot, but there's a cost.

For rewards you get:

  • infinite legendary resources
  • 3x all vanilla science packs
  • and a lot more

Reward rating: 5 stars

Difficulty rating: 4 stars

Rubia

Rubia is a planet of wind. It blows to the right so strongly that all the belts can only move up, down, or right. All inserters and splitters can only move to the right. Bots can't fly at all. Eventually you unlock armored trains, but until then you'll likely be dragging a lot of resources upwind by hand. All recipes are nasty with multiple inputs and outputs. And everything is bombarded by trash asteroids, which spawn everywhere, so you can't just put gun turrets around your base like on Nauvis - you need them to cover every tile of your base.

Oh and just for good measure:

  • you can't drop anything to Rubia until you unlock the right tech
  • asteroids are immune to lasers
  • asteroids get more hp based on your physical damage tech so you can't just outtech the problem
  • recyclers don't work on Rubia
  • there's a lot of toilet humor (there's an extra mod to disable that part if you want)

It's as if Rubia is trying to outcompete Gleba for being the most miserable one in Factorio.

The rewards are interesting. Once you unlock drops to Rubia, importing various items from other planets and throwing them into the wind gives you either personal or planet specific bonuses, and they are all quite solid. Some are planet specific (like improving Arig Presses from +50% to +60%), while most upgrade your character slightly (reach, speed, trash slots etc.).

There's even an optional Rubia stage two, where you mix Gleba's, Rubia's, and Nauvis's wildlife all together into some abomination, which I did not try yet.

Reward rating: 3 stars

Difficulty rating: 5 stars

Gleba

And finally after I ran out of planets to try, I had to go to Gleba. Rewards from Gleba are extremely solid - biolabs that double your science per pack, belt stacking and stack inserters, bonuses to plastic and rocket fuel productivity. But it's also a really miserable planet.

Reward rating: 5 stars

Difficulty rating: 5 stars

And there's more

There's a whole second tier of planets after Gleba. When I finish the campaign, which might take months, I'd like to write a follow-up to this post.

If what I described sounds like something you'd be interested in, you can play it now. Either grab Enable Planet Mods Lite with a preselected list of recommended planets, or just pick and choose the ones you like the most.

Overall I've been extremely happy with the planets. They range from alright (like Igrys, Corrundum, and Moshine) to just amazing (like Cubium, Cerys, and Rubia). Even the one planet I recommend against - Lignumis - is in no way bad, it just doesn't fit this kind of playthrough.

Thursday, July 02, 2026

How to make a great automation game

Factorio Cat (made with Grok AI)

Factorio just released version 2.1, its last major update. Or at least that's what they're saying now. Terraria has been releasing new "final" updates every other year since 2011, so only time will tell.

Factorio started the automation games genre, which is now well established with many great games. This is a great time to review the whole genre all at once, what works and what doesn't. And even Factorio got a few things wrong, as the genre was still new back then.

What makes a great automation game

In automation games, players spend time doing 5 things:

  1. figuring out and automating new things
  2. identifying bottlenecks
  3. dealing with bottlenecks
  4. waiting
  5. bullshit

The best automation games are those where you do mostly 1, 2, and 3, and keep 4 and 5 to minimum.

Figuring out and automating new things

You want to build some new product you don't have yet, or are only making manually. Or you want to use some new more efficient process to get the same product, like foundry based steel instead of furnaces. Or you're setting up new logistics system like a rail network. Or a different combat system like a wall of flamethrower turrets.

This is the part all automation games get right. There's so much variety. Automation usually starts with belts carrying simple items, and machines doing 1-to-1 and 2-to-1 manufacturing, but then it goes into all kinds of crazy directions.

And whenever I think I've seen it all, I try another automation game or mod, and it turns out there's some completely new way to automate things! Dyson Sphere Program lets you solve electricity production by building a ring of solar panels around the equator, so half of them are always in the sun. On Cerys you produce plutonium by funneling cosmic ray particles with charged rods so they hit your stored uranium as many times as possible. On Rubia strong winds prevent belts and inserters from facing West, so you have to build your entire factory from West to East, throwing any excess into the wind.

A very important thing is that this is a one-way progression. Once something is automated, it stays automated without any further effort. The game should never ever break what you automated.

I can't think of a single game or a mod that got this part wrong, the range goes from fairly good to totally amazing.

Identifying bottlenecks

The second thing is identifying bottlenecks. You make some science packs, but you want to make more. You seem to be making enough green chips, but they're stuck on a slow belt and some of the destinations are not getting enough. Your factory is suffering from power outages, so you need more power. You need more space for your factory. You produce too much waste product, and for now you just dump it into a chest and haul it out manually, but you really need to address it properly.

Automation games have a mixed record here. Some bottlenecks are very easy to identify. Belt based designs make it especially simple - empty belt means you need to produce more, overfilled belt means you need to consume more. Or when producers are idle as belt is full, while consumer is idle as belt is empty, you need to increase belt throughput. That's one of the reasons belts are so popular - it's so easy to figure them out!

But often you aren't really given tools to figure things out. How many items per second or per minute a given building produces? Most games including Factorio 2.x now show you that on a tooltip but back in Factorio 1.x you had to do the math yourself. How many accumulators do you need? There's still nothing in game to tell you, you can either find out some ratios online, or add more when you run out of power.

Unfortunately there's a conflict between these two activities. Making processes more complex makes automating new things more exciting, but it can also make identifying bottlenecks more frustrating, and players should be able to stay in the game and figure things out, not feel forced to look for online tutorials.

For more exotic ways of production, you often see that things aren't working well enough, while having no good idea why. Why is my Gleba factory working sometimes, but then it just randomly dies and turns into a cesspit of spoilage? Nobody can tell. Why is my asteroid reprocessing loop getting stuck, while an identical system elsewhere keeps working perfectly? Who knows really. Why my wall can hold biter attack most times just fine, but then they break through once in a while? The game has no numbers to help you, so you just blindly tweak something and hope it's the right thing.

Dealing with bottlenecks

Once you've identified a bottleneck, you need to deal with it. Sometimes it's easy, just add a few machines, upgrade them to next tier, add more belts, and so on.

Sometimes you see that your current approach just isn't working, and you need to automate something new to really address the bottleneck. Maybe your belts just aren't good enough and you need to get some trains. Maybe there's no way to get enough blue chips on your new planet for all the rocket launches, and it's just easier to setup a space ship bringing them from another one where blue chips are abundant. Maybe your gun turrets aren't holding with highly evolved biters, and you'd rather add some flamethrowers to your walls instead of trying to double down on your current solution.

Sometimes you need to get creative. You identified that you need more space. Do you clear some biter nests and build a new wall? Make a landfill factory, then landfill a lake? Bring cliff explosives from Vulcanus to flatten an area that's unused for now as cliffs are making it too awkward to use? Or use a different design that's more space efficient, like adding speed beacons?

And most of the time, you just need to make a bigger version of what you already build, or copy it over a bunch of times.

This part needs careful balancing, and a lot of games do it quite poorly. If you make it too easy, just copy&paste whatever, and it just works, then you don't really have bottlenecks. But if you know what needs to be done, but it takes hours to actually do, it can take fun out of the game, and make it feel tedious.

This is where I feel Factorio got the balance wrong, making scaling up before construction bots just infuriating. Placing 1000 belts? Just run and drag, and it's done in seconds. Placing 100 assemblers? Run and drag, done in seconds. Placing power poles? Smart placement will make sure nothing is disconnected. But then you have to go through ridiculous and error prone tedium of connecting it all with inserters that takes the fun out of the game.

Then you finally unlock construction bots, and the whole problem is completely solved, but at the same time you also unlock logistics bots, which trivialize the game.

There are other operations you pretty much need construction bots for, like moving parts of your factory a bit because you didn't leave enough space, even though you keep telling yourself to leave more space over and over.

Most post-Factorio games got it right. You get equivalent of construction bots either immediately or very early, but logistics bots very late. And many popular mods like FasterStart give you a small number of personal construction robots either right away, or at least very early.

An interesting if simplistic example of an automation game is Shapez, where resources are infinite, machines are free, but there's just one thing that takes a special resource and that's copy&paste cost, so you can't just make your factory infinitely big with a few clicks.

And these are three things automation games should be about. Automating new things, identifying bottlenecks, dealing with bottlenecks, in a loop until you win. Unfortunately...

Waiting

A very common anti-pattern is forced waiting. All automation games want you to produce big amounts of something to progress, a lot of research packs, or a lot of machines, a lot of rocket launches, and so on.

It's quite easy to find yourself in a situation where you feel stuck - you can just wait a few hours doing nothing and then progression just happens, but there's not much you can even do until then that feels meaningful.

This is not the same as dealing with bottlenecks. For example Dyson Sphere Program has "Mission Accomplished!" tech that "wins" the game (you can of course continue as a sandbox). This requires a huge number of Universe Matrices, which are produced very slowly by your Dyson Sphere. There's no good way to speed it up, and whatever bottlenecks your factory has won't matter after you "win" the game, so the best strategy is to AFK for a few hours. Absolutely terrible. Or at least that was the case when I last played it, it's still an early access game, so they might have changed it by the time you're reading it.

Shapez is notorious for this, as every research requires a different item, many of which aren't used by anything afterwards, so you really don't have any incentive to scale things up. And as for doing the next item while you wait for current research, that research often unlocks a new building you need for the next item.

Compared to most other automation games, Factorio is really good at not doing that - technologies that would hard block you tend to be cheap or even unlock automatically with a trigger. The game is also complex enough that there's always a bunch of things you want to improve about your base while you wait. You could still wait for technologies that make your factory more efficient, but they don't require unique items you'll never need again, and they don't block you from progressing.

A few Factorio mods like Cerys got this wrong, and force you to wait for some item like a huge number of blue chips to progress, and Cerys prevents scaling up until very far down the tech tree. Cerys is overall a great mod, but it could use some numbers being tweaked a bit. At least you can remote view into another planet and fix things there while you wait.

Bullshit

And finally, the last category, bullshit - everything that doesn't make your factory better. Especially pointless grind, but there's a few other types of bullshit too. There are games where grind is acceptable, but automation games are not it.

Factorio was clearly designed before it was understood, and it still has two main bullshit grind activities - fixing resource patch depletion, and dealing with biter nest expansion after you clear them up.

And they know perfectly well that it's bullshit. You can litearlly disable biter expansion on campaign start, it's disabled on some presets, and most new world (Vulcanus, Fulgora, Aquilo, space asteroids) don't have any equivalent of biter expansion.

They also know perfectly well that resource patch depletion is bullshit. Space Age made resource patches deplete at 50% speed with common big mining drills (down to only 8% with legendary), and most of all it made mining productivity techs dramatically cheaper.

In Factorio 1.x, a level of mining productivity costs about 940k in minable resources, and 1300k oil.

In Factorio 2.x Space Age, a level of mining productivity costs, between foundries, electromagnetic plants, biolabs, and cheap mining drills, costs about 18k in minable resources, 33k oil, and a bit of rocket launch capacity to send calcite over (it could be zero if you mine it in space).

These changes kept resource depletion in the game, but by mid game it's about 100x less of a problem than in Factorio 1.x. Because they know perfectly well that it was bullshit, but they couldn't quite make themselves just remove it.

Satisfactory is full of grind early game as well (again, I played it during early access). You're going to spend more time gathering fuel and bringing it to power plants than actually automating for very very long time.

Dyson Sphere Project has notable non-grindy type of bullshit - flying between planets. The whole space flight system is highly unintuitive and you can find yourself randomly stranded in space if you didn't quite hit the target, forcing you to load the save.

Most automation games unfortunately have some kind of bullshit. Cut it all out.

Summary

And that's how you can make a great automation game or mod. Have a lot of fun things to automate, provide good tools to identify bottlenecks, don't make fixing bottlenecks too tedious, cut waiting and bullshit to minimum.

Friday, April 30, 2021

Ranking of all EU4 religions for 1.31.1

sad cat diary by greyloch from flickr (CC-SA)

I recently posted EU4 1.30 religion ranking, and 1.31 completely flipped it around.

There are minor religion specific changes:

  • whole new religion Alcheringa for Australian natives, similar to Fetishist - it has really good Rainbow Serpent cult (+1 a month to every monarch power!), but it's locked behind completing 10 missions, and you won't even get any of those missions if you flip to Alcheringa somehow
  • Zoroastrians have Coptic style holy site system. Of these +5% trade goods bonus is currently broken in 1.31.1 as they accidentally coded local not global modifier, but there's no province it applies to, but I'm treating it as if it was working correctly.
  • Totemists got ancestor worship system, that's potentially very powerful, but it's very RNG driven who you get into your ancestor pool, and very slow to get all 10
  • Sikhs getting new system, but it doesn't seem to work correctly, so I didn't include it in this analysis, and treating Sikhs as if you didn't have the latest DLC. So actual Sikhs should be ranked higher once it works properly.

But by far the most important is monument system. Monuments are either universally accessible, or locked to specific religions, and having access to best monuments makes certain religions far stronger. In this analysis I assume you got every single monument allowed by your religion, at max tier. This isn't even that many - no religion has more than 7 monuments, usually they're conveniently located, and really most of the power is in top few like Alhambra and Petra.

Some monuments are also culture locked, but all it does is requiring you to accept local culture, and accepted culture slots are generous enough that this can be ignored. The only exception is Pyramids which require you to be either Pagan religion or Egyptian culture. I'm treating them as requiring Pagan religion, but Mamluks specifically can use them (but not really anybody else non-Pagan unless you culture flip).

Monuments were broken beyond belief at release, already got nerfed between 1.30.0 and 1.31.1, losing about 1/4 of their original value, but strongest ones got nerfed the hardest. But monuments still completely dominate this system, so we can expect further nerfs.

Summary of results

  • SS Tier - maxed out Orthodox (takes time), maxed out Coptic (takes time), Catholic + Curia Controller (very hard to do reliably)
  • S Tier - Sunni (easiest to max out early), more realistic Orthodox, Hussite, Buddhist + neutral karma (basically impossible), Totemist + 10 best ancestors (basically impossible in any reasonable time)
  • A Tier - Hussite, Protestant, Reformed
  • B Tier - Shia, Ibadi, Fully Reformed New World religions (hilariously fell from S tier here, and your subjects will not have full reforms!), Buddhist + high karma (basically impossible), Sikh, Catholic (without curia), Hindu
  • C Tier - Alcheringa with best cult (takes very long time), Totemint + realistic ancestors, Anglican
  • D Tier - Alcheringa with early cults, Tengri, Shinto, Buddhist + low karma (what you'll most likely see), unreformed New World religions, Norse, Animist, Confucian (once it finishen harmonizing everyone)
  • F Tier - Jewish (bonuses barely worth anything, and zero monuments)
  • FF Tier - Confucian

So basically religions not able to get Alhambra, even in its nerfed state, are bad. Non-Sunni Muslims cannot benefit from Alhambda so the winner among Muslims is absolutely clear now. Christians, Muslims, Indians, and Buddhists got decent number of monuments. Rest of the world, not so much.

Orthodox, Coptic, and Sunni, already strongest religions, got even stronger.

The biggest losers are Jewish, Shinto, and Confucian. Confucian at least got consolation prize in a bit extra harmony from monuments, and ability to culture convert, so it can complete its suffering a bit earlier.

The Jews got nothing. In addition to balance issues, I find it baffling what got and what didn't get a monument. The most ridiculous case is how the hell there's no buildable Third Temple is Jerusalem for the Jews? Like, how could they have missed that? How can one possibly have a satisfying Jewish campaign, that doesn't include rebuilding the Third Temple? CK2 has it for sure.

Shinto also got basically nothing.

There's also some other things I expected to get monument, like world's largest castle in Malbork, and administrative center of Teutonic Order.

All scores

  • 11.744400 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of Eleusa
  • 11.647900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of St. Michael
  • 11.207900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of St. Nicholas
  • 10.629800 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of Christ Pantocrator
  • 10.539400 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of Eleusa
  • 10.460100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs + Legitimize Government + Encourage Warriors of the Faith
  • 10.452900 - Catholic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Saint Peter's Basilica) + Curia Controller
  • 10.442900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of St. Michael
  • 10.327900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + Icon of St. John Climacus
  • 10.207900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 100% Patriarchy + No Icon
  • 10.100100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs + Legitimize Government
  • 10.002900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of St. Nicholas
  • 9.701400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Legalism
  • 9.650100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs
  • 9.424800 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of Christ Pantocrator
  • 9.365400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Mysticism
  • 9.334400 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of Eleusa
  • 9.276600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious + Silver Tongue + Entrepreneur
  • 9.237900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of St. Michael
  • 9.201400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Legalism
  • 9.186700 - Mahayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + Neutral Karma
  • 9.181700 - Vajrayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + Neutral Karma
  • 9.176700 - Theravada + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda, Mount Fuji) + Neutral Karma
  • 9.122900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + Icon of St. John Climacus
  • 9.110100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights + Send Monks to Establish Monasteries
  • 9.078700 - Hussite + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Taborite Resurgence + Sola Scriptura + Bread and Wine
  • 9.002900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 50% Patriarchy + No Icon
  • 8.961400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Legalism
  • 8.956600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious + Silver Tongue
  • 8.895300 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Legalism
  • 8.865400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Mysticism
  • 8.828700 - Protestant + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Holy Sacraments + Translated Bibles + Adult Baptism
  • 8.797900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of St. Nicholas
  • 8.625400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Mysticism
  • 8.559300 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Mysticism
  • 8.556600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious
  • 8.476500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Amar Das
  • 8.360100 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia) + Promote Territorial Rights
  • 8.300700 - Reformed + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Fervent focus on stability
  • 8.219800 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of Christ Pantocrator
  • 8.140600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator
  • 8.083300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Legalism
  • 7.917900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + Icon of St. John Climacus
  • 7.806100 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion + Reform the Bureaucracy + Central Arbitration + Central Armories + A Unified Army
  • 7.797900 - Orthodox + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Kiev Pechersk Lavra, Cologne Cathedral, Hagia Sophia) + 0% Patriarchy + No Icon
  • 7.783300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Legalism
  • 7.747300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Mysticism
  • 7.653800 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 7.646700 - Mahayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + Low Karma
  • 7.641700 - Vajrayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + Low Karma
  • 7.640600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just
  • 7.637300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Legalism
  • 7.636700 - Theravada + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda, Mount Fuji) + Low Karma
  • 7.623300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Legalism
  • 7.623300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Legalism
  • 7.606700 - Mahayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + High Karma
  • 7.601700 - Vajrayana + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda) + High Karma
  • 7.596700 - Theravada + Monuments (Bagan Temples, Buddha Statues, Angkor Wat, Jokhang Temple, Shwedagon Pagoda, Mount Fuji) + High Karma
  • 7.584300 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Gobind Singh
  • 7.583300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Legalism
  • 7.566500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Granth Sahib
  • 7.556500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Hargobind
  • 7.536100 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion + Reform the Bureaucracy + Central Arbitration + Central Armories
  • 7.509400 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 7.477300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Legalism
  • 7.477300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Legalism
  • 7.447300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Mysticism
  • 7.427200 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 7.400700 - Reformed + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Fervent focus on war
  • 7.376500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Shakti
  • 7.343300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Legalism
  • 7.330900 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Shiva
  • 7.325700 - Coptic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Hagia Sophia)
  • 7.301300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Mysticism
  • 7.287300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Mysticism
  • 7.287300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Mysticism
  • 7.280700 - Reformed + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + Fervent focus on trade
  • 7.277200 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Legalism
  • 7.247300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Mysticism
  • 7.246500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Vishnu
  • 7.177200 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 7.141300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Mysticism
  • 7.141300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Mysticism
  • 7.140600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot + Righteous
  • 7.125400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Neutral Piety
  • 7.120800 - Anglican + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral)
  • 7.076500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Angad
  • 7.040600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 7.039300 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion + Reform the Bureaucracy + Central Arbitration
  • 7.007300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Mysticism
  • 6.976500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Har Rai
  • 6.946500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Ganesha
  • 6.941200 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Mysticism
  • 6.925700 - Catholic + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral, Saint Peter's Basilica)
  • 6.891100 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 6.817200 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 6.800700 - Reformed + Monuments (Alhambra, Petra, Heddal Stave Church, Notre-Dame Cathedral, Cologne Cathedral) + No Fervor
  • 6.676500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Arjan
  • 6.654500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Surya
  • 6.653800 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 6.641100 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 6.640600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter + Zealot
  • 6.625400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Neutral Piety
  • 6.576500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Tegh Bahadur
  • 6.566500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Buddha
  • 6.548700 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Ram Das
  • 6.509400 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 6.476500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + No Guru
  • 6.476500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Har Krishan
  • 6.476500 - Sikh + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Guru Granth Sahib
  • 6.385400 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Neutral Piety
  • 6.355000 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 6.335500 - Mayan + Tribal Expansion + Reform the Bureaucracy + Central Arbitration + Central Armories + A Unified Army
  • 6.319300 - Sunni + Monuments (Alhambra, Petra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Neutral Piety
  • 6.290600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion + Warrior Ranks
  • 6.289500 - Hindu + Monuments (Prambanan Temple, Angkor Wat, Harmandir Sahib, Pura Besakih) + Ganga
  • 6.281100 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 6.277200 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 6.183200 - Nahuatl + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 6.140600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar + Bold Fighter
  • 6.106000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious + Silver Tongue + Entrepreneur
  • 6.105000 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 6.065500 - Mayan + Tribal Expansion + Reform the Bureaucracy + Central Arbitration + Central Armories
  • 6.040600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 6.039300 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion + Reform the Bureaucracy
  • 6.038800 - Nahuatl + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 5.956600 - Inti + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 5.786000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious + Silver Tongue
  • 5.745000 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 5.741100 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 5.706600 - Inti + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 5.653800 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 5.600600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict + Scholar
  • 5.570000 - Nahuatl + 0% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 5.568700 - Mayan + Tribal Expansion + Reform the Bureaucracy + Central Arbitration
  • 5.509400 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 5.507300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Shafi'i + Neutral Piety
  • 5.420500 - Inti + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 5.386000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator + Industrious
  • 5.346600 - Inti + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 5.290600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion + Warrior Ranks
  • 5.242800 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority + Expanded Mitma Policy
  • 5.240600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + The Rainbow Serpent
  • 5.210600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom + Tribal Expansion
  • 5.207300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Neutral Piety
  • 5.205000 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 5.183200 - Nahuatl + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 5.170500 - Inti + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 5.061300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Ismaili + Neutral Piety
  • 5.047300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Neutral Piety
  • 5.047300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Neutral Piety
  • 5.040600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 5.038800 - Nahuatl + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 5.007300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanbali + Neutral Piety
  • 5.000600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops) + Strict
  • 4.977000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote + Manthras + Haoma + Dakhma + Yasna
  • 4.970000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just + Charismatic Negotiator
  • 4.932000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote + Manthras + Haoma + Dakhma
  • 4.901300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Zaidi + Neutral Piety
  • 4.901300 - Shia + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Jafari + Neutral Piety
  • 4.884400 - Inti + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment + Reform the Cult of Inti
  • 4.820000 - Nahuatl + 0% Doom + Tribal Expansion + Warrior Ranks
  • 4.818000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote + Manthras + Haoma
  • 4.810500 - Inti + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 4.806600 - Inti + 100% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 4.767300 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Hanafi + Neutral Piety
  • 4.706700 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority + Expanded Mitma Policy
  • 4.701200 - Ibadi + Monuments (Alhambra, Registan Square, Hagia Sophia, Taj Mahal) + Maliki + Neutral Piety
  • 4.634400 - Inti + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords + Organized Recruitment
  • 4.610000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote + Manthras
  • 4.570000 - Nahuatl + 50% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 4.568700 - Mayan + Tribal Expansion + Reform the Bureaucracy
  • 4.470000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous + Just
  • 4.440600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Baiame
  • 4.290600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion + Warrior Ranks
  • 4.274400 - Inti + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy + Yana Lords
  • 4.270500 - Inti + 50% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 4.268700 - Orthodox + 100% Patriarchy + Icon of Eleusa
  • 4.250600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Mazdayasna
  • 4.210600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom + Tribal Expansion
  • 4.183200 - Nahuatl + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions + Legal Reform
  • 4.172200 - Orthodox + 100% Patriarchy + Icon of St. Michael
  • 4.170600 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority + Expanded Mitma Policy
  • 4.038800 - Nahuatl + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations + Open up Sumptuary Restrictions
  • 3.992000 - Ibadi + Shafi'i + Legalism
  • 3.970600 - Mayan + Monuments (City of Khami, Pyramid of Cheops) + Tribal Expansion
  • 3.970000 - Totemist + Strict + Scholar + Bold Fighter + Zealot + Righteous
  • 3.920600 - Totemist + Monuments (Mesa Verde, City of Khami, Pyramid of Cheops)
  • 3.820000 - Nahuatl + 50% Doom + Tribal Expansion + Warrior Ranks
  • 3.772200 - Inti + 100% Authority + Expanded Mitma Policy
  • 3.770000 - Alcheringa + The Rainbow Serpent
  • 3.752200 - Catholic + Curia Controller
  • 3.740600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Wagyl
  • 3.740600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + The Spirits
  • 3.740000 - Nahuatl + 0% Doom + Tribal Expansion
  • 3.734400 - Inti + 0% Authority + Expanded Mitma Policy + Reform the Bureaucracy
  • 3.732200 - Orthodox + 100% Patriarchy + Icon of St. Nicholas
  • 3.710000 - Zoroastrian + Monuments (Baku Ateshgah) + Navjote
  • 3.692000 - Ibadi + Ismaili + Legalism
  • 3.656000 - Ibadi + Shafi'i + Mysticism
  • 3.576000 - Sunni + Shafi'i + Legalism
  • 3.570000 - Nahuatl + 100% Doom + Tribal Expansion + Warrior Ranks + Extend Pochteca Obligations
  • 3.546000 - Shia + Ismaili + Legalism
  • 3.532000 - Ibadi + Zaidi + Legalism
  • 3.532000 - Ibadi + Jafari + Legalism
  • 3.507800 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Lumaluma
  • 3.492000 - Ibadi + Hanbali + Legalism
  • 3.484400 - Coptic + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs + Legitimize Government + Encourage Warriors of the Faith
  • 3.470000 - Totemist + Strict + Scholar + Bold Fighter + Zealot
  • 3.386000 - Shia + Zaidi + Legalism
  • 3.386000 - Shia + Jafari + Legalism
  • 3.356000 - Ibadi + Ismaili + Mysticism
  • 3.320600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Adnoartina
  • 3.280600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Islamic Dreaming
  • 3.252000 - Ibadi + Hanafi + Legalism
  • 3.250600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Waaq
  • 3.240600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + The Ancestors
  • 3.240000 - Sunni + Shafi'i + Mysticism
  • 3.236100 - Inti + 50% Authority + Expanded Mitma Policy
  • 3.210600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom + Tribal Expansion
  • 3.210000 - Shia + Ismaili + Mysticism
  • 3.196000 - Ibadi + Zaidi + Mysticism
  • 3.196000 - Ibadi + Jafari + Mysticism
  • 3.185900 - Ibadi + Maliki + Legalism
  • 3.156000 - Ibadi + Hanbali + Mysticism
  • 3.154100 - Orthodox + 100% Patriarchy + Icon of Christ Pantocrator
  • 3.124400 - Coptic + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs + Legitimize Government
  • 3.087000 - Zoroastrian + Navjote + Manthras + Haoma + Dakhma + Yasna
  • 3.076000 - Sunni + Hanbali + Legalism
  • 3.063700 - Orthodox + 50% Patriarchy + Icon of Eleusa
  • 3.050600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Shinto
  • 3.050000 - Shia + Zaidi + Mysticism
  • 3.050000 - Shia + Jafari + Mysticism
  • 3.042800 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 100% Authority
  • 3.042000 - Zoroastrian + Navjote + Manthras + Haoma + Dakhma
  • 3.010600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 0% Doom
  • 2.980600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Crow
  • 2.970000 - Alcheringa + Baiame
  • 2.970000 - Totemist + Strict + Scholar + Bold Fighter
  • 2.967200 - Orthodox + 50% Patriarchy + Icon of St. Michael
  • 2.928000 - Zoroastrian + Navjote + Manthras + Haoma
  • 2.916000 - Ibadi + Hanafi + Mysticism
  • 2.852200 - Orthodox + 100% Patriarchy + Icon of St. John Climacus
  • 2.849900 - Ibadi + Maliki + Mysticism
  • 2.840600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Moinee
  • 2.836000 - Sunni + Hanafi + Legalism
  • 2.820000 - Nahuatl + 100% Doom + Tribal Expansion + Warrior Ranks
  • 2.820000 - Sikh + Guru Amar Das
  • 2.790600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Mwari
  • 2.790600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Enkai
  • 2.780000 - Fetishist + Mazdayasna
  • 2.769900 - Sunni + Maliki + Legalism
  • 2.750600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Nyame
  • 2.750600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Mlira
  • 2.740000 - Nahuatl + 50% Doom + Tribal Expansion
  • 2.740000 - Sunni + Hanbali + Mysticism
  • 2.732200 - Orthodox + 100% Patriarchy + No Icon
  • 2.720600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Zoroastrian
  • 2.720000 - Zoroastrian + Navjote + Manthras
  • 2.719400 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Zanahary
  • 2.710600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Dharmic Dreaming
  • 2.710000 - Zoroastrian + Monuments (Baku Ateshgah)
  • 2.703900 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + High Harmony + All Harmony Bonuses
  • 2.700000 - Inti + 0% Authority + Expanded Mitma Policy
  • 2.674400 - Coptic + Promote Territorial Rights + Send Monks to Establish Monasteries + Will of the Martyrs
  • 2.666600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Sanatana Dharma
  • 2.650600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Cwezi
  • 2.634500 - Confucian + High Harmony + All Harmony Bonuses
  • 2.627000 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Odin
  • 2.622600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Tyr
  • 2.565600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Erathipa
  • 2.530600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Freyja
  • 2.527200 - Orthodox + 50% Patriarchy + Icon of St. Nicholas
  • 2.520600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Teotl
  • 2.506700 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 50% Authority
  • 2.500000 - Mayan + Tribal Expansion
  • 2.500000 - Sunni + Hanafi + Mysticism
  • 2.490600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Haymanot
  • 2.453900 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + Neutral Harmony + All Harmony Bonuses
  • 2.444500 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Buddhadharma
  • 2.433900 - Sunni + Maliki + Mysticism
  • 2.430000 - Totemist + Strict + Scholar
  • 2.414500 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Theravada
  • 2.384500 - Confucian + Neutral Harmony + All Harmony Bonuses
  • 2.380000 - Mahayana + Neutral Karma
  • 2.378000 - Hussite + Taborite Resurgence + Sola Scriptura + Bread and Wine
  • 2.375000 - Vajrayana + Neutral Karma
  • 2.370600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Snotra
  • 2.370600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Roog
  • 2.370000 - Theravada + Neutral Karma
  • 2.350600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Christianity
  • 2.313600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Yemoja
  • 2.300600 - Alcheringa + Monuments (City of Khami, Pyramid of Cheops) + Djunkgao Sisters
  • 2.278600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Njord
  • 2.270000 - Alcheringa + Wagyl
  • 2.270000 - Alcheringa + The Spirits
  • 2.250600 - Fetishist + Monuments (City of Khami, Pyramid of Cheops) + Islam
  • 2.240600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Sikh
  • 2.230600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Freya
  • 2.220600 - Animist + Monuments (City of Khami, Pyramid of Cheops)
  • 2.210600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Reformed
  • 2.210600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Alcheringa
  • 2.182600 - Norse + Monuments (City of Khami, Pyramid of Cheops) + Tor
  • 2.134400 - Coptic + Promote Territorial Rights + Send Monks to Establish Monasteries
  • 2.128000 - Protestant + Holy Sacraments + Translated Bibles + Adult Baptism
  • 2.070600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Coptic
  • 2.062800 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Confucian
  • 2.038600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Mahayana
  • 2.037200 - Alcheringa + Lumaluma
  • 2.020600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Catholic
  • 2.010600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 50% Doom
  • 2.000600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Totemist
  • 2.000600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Fetishist
  • 2.000600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Animist
  • 1.980600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Shia
  • 1.970600 - Inti + Monuments (City of Khami, Pyramid of Cheops) + 0% Authority
  • 1.970600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Protestant
  • 1.970600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Inti
  • 1.970600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Anglican
  • 1.949100 - Orthodox + 50% Patriarchy + Icon of Christ Pantocrator
  • 1.927800 - Sikh + Guru Gobind Singh
  • 1.920600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Orthodox
  • 1.910000 - Sikh + Guru Granth Sahib
  • 1.900000 - Sikh + Guru Hargobind
  • 1.858700 - Orthodox + 0% Patriarchy + Icon of Eleusa
  • 1.850000 - Alcheringa + Adnoartina
  • 1.830000 - Totemist + Strict
  • 1.820000 - Zoroastrian + Navjote
  • 1.810000 - Alcheringa + Islamic Dreaming
  • 1.790600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Sunni
  • 1.780000 - Fetishist + Waaq
  • 1.775600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Hindu
  • 1.770600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Ibadi
  • 1.770600 - Mayan + Monuments (City of Khami, Pyramid of Cheops)
  • 1.770000 - Alcheringa + The Ancestors
  • 1.762200 - Orthodox + 0% Patriarchy + Icon of St. Michael
  • 1.760600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Jewish
  • 1.740600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Nahuatl
  • 1.740000 - Nahuatl + 100% Doom + Tribal Expansion
  • 1.720600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Vajrayana
  • 1.720000 - Hindu + Shakti
  • 1.674400 - Hindu + Shiva
  • 1.647200 - Orthodox + 50% Patriarchy + Icon of St. John Climacus
  • 1.605600 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Hussite
  • 1.600000 - Reformed + Fervent focus on stability
  • 1.592800 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Mayan
  • 1.590000 - Hindu + Vishnu
  • 1.580000 - Tengri + Shinto
  • 1.572200 - Inti + 100% Authority
  • 1.540000 - Nahuatl + 0% Doom
  • 1.540000 - Shinto + Monuments (Mount Fuji) + Isolationism (3)
  • 1.540000 - Shinto + Isolationism (3)
  • 1.527200 - Orthodox + 50% Patriarchy + No Icon
  • 1.511900 - Tengri + Monuments (City of Khami, Pyramid of Cheops) + Norse
  • 1.510000 - Alcheringa + Crow
  • 1.420000 - Sikh + Guru Angad
  • 1.416000 - Ibadi + Shafi'i + Neutral Piety
  • 1.384400 - Coptic + Promote Territorial Rights
  • 1.370000 - Alcheringa + Moinee
  • 1.322200 - Orthodox + 0% Patriarchy + Icon of St. Nicholas
  • 1.320000 - Fetishist + Mwari
  • 1.320000 - Fetishist + Enkai
  • 1.320000 - Sikh + Guru Har Rai
  • 1.290000 - Hindu + Ganesha
  • 1.280000 - Fetishist + Nyame
  • 1.280000 - Fetishist + Mlira
  • 1.268000 - Shinto + Selective Integration (2)
  • 1.268000 - Shinto + Monuments (Mount Fuji) + Selective Integration (2)
  • 1.250000 - Tengri + Zoroastrian
  • 1.248800 - Fetishist + Zanahary
  • 1.240000 - Alcheringa + Dharmic Dreaming
  • 1.200000 - Shinto + Open Doors (0)
  • 1.200000 - Shinto + Monuments (Mount Fuji) + Open Doors (0)
  • 1.196000 - Fetishist + Sanatana Dharma
  • 1.180000 - Fetishist + Cwezi
  • 1.156400 - Norse + Odin
  • 1.152000 - Norse + Tyr
  • 1.116000 - Ibadi + Ismaili + Neutral Piety
  • 1.095000 - Alcheringa + Erathipa
  • 1.060000 - Fetishist + Freyja
  • 1.050000 - Fetishist + Teotl
  • 1.036100 - Inti + 50% Authority
  • 1.020000 - Fetishist + Haymanot
  • 1.020000 - Sikh + Guru Arjan
  • 1.010600 - Nahuatl + Monuments (City of Khami, Pyramid of Cheops) + 100% Doom
  • 1.000000 - Sunni + Shafi'i + Neutral Piety
  • 0.998000 - Hindu + Surya
  • 0.973900 - Fetishist + Buddhadharma
  • 0.970000 - Shia + Ismaili + Neutral Piety
  • 0.956000 - Ibadi + Zaidi + Neutral Piety
  • 0.956000 - Ibadi + Jafari + Neutral Piety
  • 0.943900 - Tengri + Theravada
  • 0.929600 - Shinto + Monuments (Mount Fuji) + Closed Doors (4)
  • 0.929600 - Shinto + Closed Doors (4)
  • 0.920000 - Sikh + Guru Tegh Bahadur
  • 0.916000 - Ibadi + Hanbali + Neutral Piety
  • 0.910000 - Hindu + Buddha
  • 0.900000 - Fetishist + Roog
  • 0.900000 - Norse + Snotra
  • 0.892200 - Sikh + Guru Ram Das
  • 0.889400 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + High Harmony
  • 0.880000 - Fetishist + Christianity
  • 0.843000 - Fetishist + Yemoja
  • 0.840000 - Mahayana + Low Karma
  • 0.835000 - Vajrayana + Low Karma
  • 0.830000 - Theravada + Low Karma
  • 0.830000 - Alcheringa + Djunkgao Sisters
  • 0.820000 - Confucian + High Harmony
  • 0.820000 - Zoroastrian
  • 0.820000 - Sikh + No Guru
  • 0.820000 - Sikh + Guru Har Krishan
  • 0.820000 - Sikh + Guru Granth Sahib
  • 0.810000 - Shia + Zaidi + Neutral Piety
  • 0.810000 - Shia + Jafari + Neutral Piety
  • 0.808000 - Norse + Njord
  • 0.800000 - Mahayana + High Karma
  • 0.795000 - Vajrayana + High Karma
  • 0.790000 - Theravada + High Karma
  • 0.780000 - Fetishist + Islam
  • 0.770000 - Tengri + Sikh
  • 0.760000 - Norse + Freya
  • 0.750000 - Totemist
  • 0.750000 - Animist
  • 0.744100 - Orthodox + 0% Patriarchy + Icon of Christ Pantocrator
  • 0.740000 - Tengri + Reformed
  • 0.740000 - Tengri + Alcheringa
  • 0.733900 - Shinto + Monuments (Mount Fuji) + Adaptive (1)
  • 0.733900 - Shinto + Adaptive (1)
  • 0.719100 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + Low Harmony + All Harmony Bonuses
  • 0.712000 - Norse + Tor
  • 0.700000 - Reformed + Fervent focus on war
  • 0.676000 - Ibadi + Hanafi + Neutral Piety
  • 0.649700 - Confucian + Low Harmony + All Harmony Bonuses
  • 0.639400 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + Neutral Harmony
  • 0.633000 - Hindu + Ganga
  • 0.609900 - Ibadi + Maliki + Neutral Piety
  • 0.600000 - Tengri + Coptic
  • 0.592200 - Tengri + Confucian
  • 0.580000 - Reformed + Fervent focus on trade
  • 0.570000 - Confucian + Neutral Harmony
  • 0.568000 - Tengri + Mahayana
  • 0.550000 - Tengri + Catholic
  • 0.550000 - Jewish
  • 0.540000 - Nahuatl + 50% Doom
  • 0.530000 - Tengri + Totemist
  • 0.530000 - Tengri + Fetishist
  • 0.530000 - Tengri + Animist
  • 0.510000 - Tengri + Shia
  • 0.500000 - Inti + 0% Authority
  • 0.500000 - Tengri + Protestant
  • 0.500000 - Tengri + Inti
  • 0.500000 - Tengri + Anglican
  • 0.500000 - Sunni + Hanbali + Neutral Piety
  • 0.450000 - Tengri + Orthodox
  • 0.442200 - Orthodox + 0% Patriarchy + Icon of St. John Climacus
  • 0.420100 - Anglican
  • 0.350000 - Coptic
  • 0.322200 - Orthodox + 0% Patriarchy + No Icon
  • 0.320000 - Tengri + Sunni
  • 0.305000 - Tengri + Hindu
  • 0.300000 - Tengri + Ibadi
  • 0.300000 - Mayan
  • 0.290000 - Tengri + Jewish
  • 0.270000 - Tengri + Nahuatl
  • 0.260000 - Sunni + Hanafi + Neutral Piety
  • 0.250000 - Tengri + Vajrayana
  • 0.225000 - Catholic
  • 0.193900 - Sunni + Maliki + Neutral Piety
  • 0.135000 - Tengri + Hussite
  • 0.122200 - Tengri + Mayan
  • 0.100000 - Reformed + No Fervor
  • 0.041300 - Tengri + Norse
  • -0.460000 - Nahuatl + 100% Doom
  • -1.095400 - Confucian + Monuments (Temple of Confucius, The Forbidden City) + Low Harmony
  • -1.164800 - Confucian + Low Harmony

Monument scores

The scores exclude any bonus that's too situational to matter for any country. That doesn't necessarily mean 0 score monuments (with bonuses like prestige decay, extra karma, curia costs etc.) are completely worthless for you - just that they'd be completely worthless for vast majority of countries.

Only country-level bonuses are scored. Area/province bonuses are ignored, and honestly none of them matter anyway.
  • 3.00 Bagan Temples (Pagan; 3; Theravada/Vajrayana/Mahayana)
  • 2.98 Kanbawzathadi Palace (Pegu; 3)
  • 2.49 Alhambra (Granada; 3; Muslim/Christian)
  • 2.19 Prambanan Temple (Kotagede; 3; Dharmic)
  • 2.03 Petra (Maan; 3; (Sunni/Christian) and (Syrian/Bedouin))
  • 1.91 Kanbawzathadi Palace (Pegu; 2)
  • 1.89 Baku Ateshgah (Shirvan; 3; Zoroastrian)
  • 1.88 The Grand Palace of Bangkok (Bangkok; 3)
  • 1.70 Mesa Verde (Tachii'nii; 3; Totemist)
  • 1.50 Bagan Temples (Pagan; 2; Theravada/Vajrayana/Mahayana)
  • 1.50 Buddha Statues (Bamyan; 2; Theravada/Vajrayana/Mahayana)
  • 1.50 Buddha Statues (Bamyan; 3; Theravada/Vajrayana/Mahayana)
  • 1.20 Angkor Wat (Angkor; 2; Theravada/Vajrayana/Mahayana/Dharmic)
  • 1.20 Angkor Wat (Angkor; 3; Theravada/Vajrayana/Mahayana/Dharmic)
  • 1.19 Harmandir Sahib (Multan; 3; Dharmic)
  • 1.12 Heddal Stave Church (Bratsberg; 3; Christian)
  • 1.11 Jokhang Temple (Lhasa; 3; Theravada/Vajrayana/Mahayana)
  • 1.08 Registan Square (Samarkand; 3; Muslim)
  • 1.08 Baku Ateshgah (Shirvan; 2; Zoroastrian)
  • 1.08 Pura Besakih (Bali; 3; Dharmic)
  • 1.06 Heddal Stave Church (Bratsberg; 2; Christian)
  • 1.06 Versailles (Paris; 3; French)
  • 0.92 The Grand Palace of Bangkok (Bangkok; 2)
  • 0.85 Machu Picchu (Abancay; 3; Quechua)
  • 0.85 Mesa Verde (Tachii'nii; 2; Totemist)
  • 0.85 Stonehenge (Hampshire; 3; Pagan/English)
  • 0.81 Baku Ateshgah (Shirvan; 1; Zoroastrian)
  • 0.80 Versailles (Paris; 2; French)
  • 0.74 City of Khami (Zimbabwe; 3; Pagan)
  • 0.73 Pyramid of Cheops (Cairo; 3; Pagan/Egyptian)
  • 0.73 Chichen Itza (Sotuta; 3; Mayan)
  • 0.71 Parthenon (Athens; 3; Greek)
  • 0.71 Harmandir Sahib (Multan; 2; Dharmic)
  • 0.69 Inukshuk (Ahiarmiut; 3)
  • 0.69 Petra (Maan; 2; (Sunni/Christian) and (Syrian/Bedouin))
  • 0.66 Mausoleum at Halicarnassus (Mentese; 3)
  • 0.62 Notre-Dame Cathedral (Paris; 3; Christian)
  • 0.60 Petra (Maan; 1; (Sunni/Christian) and (Syrian/Bedouin))
  • 0.60 Alhambra (Granada; 2; Muslim/Christian)
  • 0.60 Angkor Wat (Angkor; 1; Theravada/Vajrayana/Mahayana/Dharmic)
  • 0.60 City of Khami (Zimbabwe; 2; Pagan)
  • 0.60 Machu Picchu (Abancay; 2; Quechua)
  • 0.60 Mesa Verde (Tachii'nii; 1; Totemist)
  • 0.60 Prambanan Temple (Kotagede; 2; Dharmic)
  • 0.58 Kanbawzathadi Palace (Pegu; 1)
  • 0.58 Tower of London (London; 3; Norman/English)
  • 0.56 Jokhang Temple (Lhasa; 2; Theravada/Vajrayana/Mahayana)
  • 0.54 Chichen Itza (Sotuta; 2; Mayan)
  • 0.50 Bagan Temples (Pagan; 1; Theravada/Vajrayana/Mahayana)
  • 0.50 Buddha Statues (Bamyan; 1; Theravada/Vajrayana/Mahayana)
  • 0.50 Kiev Pechersk Lavra (Kiev; 3; Orthodox)
  • 0.49 Pyramid of Cheops (Cairo; 2; Pagan/Egyptian)
  • 0.49 Versailles (Paris; 1; French)
  • 0.47 Aït Benhaddou (Demnate; 3)
  • 0.45 The Grand Palace of Bangkok (Bangkok; 1)
  • 0.44 Cologne Cathedral (Köln; 3; Christian)
  • 0.39 Inukshuk (Ahiarmiut; 2)
  • 0.37 Murud-Janjira Fort (Chaul; 3)
  • 0.36 Chichen Itza (Sotuta; 1; Mayan)
  • 0.31 Moai (Rapanui; 3; Polynesian)
  • 0.30 Cologne Cathedral (Köln; 2; Christian)
  • 0.30 Notre-Dame Cathedral (Paris; 2; Christian)
  • 0.30 The Kremlin (Moskva; 3; East Slavic)
  • 0.29 Parthenon (Athens; 2; Greek)
  • 0.29 Prambanan Temple (Kotagede; 1; Dharmic)
  • 0.29 Tower of London (London; 1; Norman/English)
  • 0.29 Tower of London (London; 2; Norman/English)
  • 0.28 Hagia Sophia (Constantinople; 3; Orthodox/Coptic/Muslim)
  • 0.26 Moai (Rapanui; 2; Polynesian)
  • 0.26 Pura Besakih (Bali; 2; Dharmic)
  • 0.25 Kiev Pechersk Lavra (Kiev; 2; Orthodox)
  • 0.25 Machu Picchu (Abancay; 1; Quechua)
  • 0.25 Pena Palace (Lisboa; 3)
  • 0.25 Taj Mahal (Central Doab; 3; Muslim)
  • 0.24 Parthenon (Athens; 1; Greek)
  • 0.21 Borobudur Temple (Kotagede; 3; Theravada/Vajrayana/Mahayana/Javanese)
  • 0.21 Inukshuk (Ahiarmiut; 1)
  • 0.21 Registan Square (Samarkand; 2; Muslim)
  • 0.21 Murud-Janjira Fort (Chaul; 2)
  • 0.20 Aït Benhaddou (Demnate; 2)
  • 0.20 The Great Wall of China (Ningxia; 3; Chinese)
  • 0.18 Sankin-kotai Palaces (Musashi; 3)
  • 0.15 Stonehenge (Hampshire; 2; Pagan/English)
  • 0.15 Notre-Dame Cathedral (Paris; 1; Christian)
  • 0.14 Hagia Sophia (Constantinople; 2; Orthodox/Coptic/Muslim)
  • 0.13 Moai (Rapanui; 1; Polynesian)
  • 0.13 Cologne Cathedral (Köln; 1; Christian)
  • 0.12 Harmandir Sahib (Multan; 1; Dharmic)
  • 0.12 Pyramid of Cheops (Cairo; 1; Pagan/Egyptian)
  • 0.10 Alhambra (Granada; 1; Muslim/Christian)
  • 0.10 The Great Wall of China (Ningxia; 2; Chinese)
  • 0.09 Sankin-kotai Palaces (Musashi; 2)
  • 0.08 Stonehenge (Hampshire; 1; Pagan/English)
  • 0.08 Kiel canal (Holstein; 3)
  • 0.08 Panama canal (Panama; 3)
  • 0.08 Suez canal (Sharqiya; 3)
  • 0.07 Registan Square (Samarkand; 1; Muslim)
  • 0.07 Temple of Confucius (Yanzhou; 3; Confucian)
  • 0.07 Hagia Sophia (Constantinople; 1; Orthodox/Coptic/Muslim)
  • 0.06 Himeji Castle (Harima; 3; Japanese)
  • 0.05 Murud-Janjira Fort (Chaul; 1)
  • 0.05 Kiel canal (Holstein; 2)
  • 0.05 Panama canal (Panama; 2)
  • 0.05 Suez canal (Sharqiya; 2)
  • 0.04 Himeji Castle (Harima; 2; Japanese)
  • 0.04 Pura Besakih (Bali; 1; Dharmic)
  • 0.03 Temple of Confucius (Yanzhou; 2; Confucian)
  • 0.03 Kiel canal (Holstein; 1)
  • 0.03 Panama canal (Panama; 1)
  • 0.03 Suez canal (Sharqiya; 1)
  • 0.03 Jokhang Temple (Lhasa; 1; Theravada/Vajrayana/Mahayana)
  • 0.03 Mausoleum at Halicarnassus (Mentese; 2)
  • 0.02 Aït Benhaddou (Demnate; 1)
  • 0.02 Heddal Stave Church (Bratsberg; 1; Christian)
  • 0.02 Kiel canal (Holstein; 0)
  • 0.02 Panama canal (Panama; 0)
  • 0.02 Suez canal (Sharqiya; 0)
  • 0.00 Ambras Castle (Etschtal; 3)
  • 0.00 Ambras Castle (Etschtal; 2)
  • 0.00 Ambras Castle (Etschtal; 1)
  • 0.00 Borobudur Temple (Kotagede; 2; Theravada/Vajrayana/Mahayana/Javanese)
  • 0.00 Himeji Castle (Harima; 1; Japanese)
  • 0.00 Kiev Pechersk Lavra (Kiev; 1; Orthodox)
  • 0.00 Mausoleum at Halicarnassus (Mentese; 1)
  • 0.00 Mount Fuji (Kai; 3; Shinto/Theravada)
  • 0.00 Saint Peter's Basilica (Roma; 3; Catholic)
  • 0.00 Saint Peter's Basilica (Roma; 2; Catholic)
  • 0.00 Saint Peter's Basilica (Roma; 1; Catholic)
  • 0.00 Sankin-kotai Palaces (Musashi; 1)
  • 0.00 Shwedagon Pagoda (Dagon; 3; Theravada/Vajrayana/Mahayana)
  • 0.00 Shwedagon Pagoda (Dagon; 2; Theravada/Vajrayana/Mahayana)
  • 0.00 Shwedagon Pagoda (Dagon; 1; Theravada/Vajrayana/Mahayana)
  • 0.00 Taj Mahal (Central Doab; 2; Muslim)
  • 0.00 Taj Mahal (Central Doab; 1; Muslim)
  • 0.00 Temple of Confucius (Yanzhou; 1; Confucian)
  • 0.00 The Forbidden City (Beijing; 3; Confucian)
  • 0.00 The Forbidden City (Beijing; 2; Confucian)
  • 0.00 The Forbidden City (Beijing; 1; Confucian)

Monday, April 05, 2021

Review of Vanilla Beyond mod for Medieval 2 Total War

sweet baby by Neticola from flickr (CC-ND)

Vanilla Beyond is my favorite kind of mod, one that tries to improve the base game without turning it into a kitchen sink of every cool feature modders possible.

The mod changes world map - extending the map a bit to the East, squeezing the Atlantic (probably to avoid game engine limitations on max campaign size), adding a bunch of extra factions (some from Kingdoms campaigns).

The new map is definitely a great improvement.

The mod changes how New World and Mongols are implemented. New World colonization is open from day one, and you'll see Norwegians, Portuguese and so on colonize right away, which feels a bit off, but the way it works in vanilla where they might as well not be in the game is also a bit off. Maybe it would be best to actually remove them from the game completely instead?

Mongols start on-map, and instead of a lot of free doom stack they get a bit of gold, troops, and king's purse every time they conquer new settlement, with the idea of creating a huge snowball. I didn't play long enough to see if it works properly or not. They seem to have long range missiles (including horse archers), which feels a bit bs in terms of both gameplay and historical accuracy, but game gives long range missiles and effective against armor effect quite generously to everyone.

These seem like sensible changes.

I played a quick game as Armenia on normal, as that faction wasn't available in any previous campaign. I got from 1 to 8 regions by turn 13, defeating Emirate of Damascus and getting some rebel lands.

AI was extremely passive, and nobody declared any wars against anyone else. In vanilla there's a 10 turn timer for AI, maybe it's much longer here? It felt like I can do a lot before AI wakes up. I guess I could have been more aggressive, in Empire I usually get 3 declaration of war on me turn one, and I got used to that a bit.

The biggest change in the came is in recruitment buildings. Basic city/castle tier has no recruitment slots at all - that means city or castle cannot recruit any units at all just by existing. That's an especially huge nerf to castles (which in vanilla can already recruit Mailed Knights or equivalent even at low level). You need to build a bunch of recruitment buildings to do any recruiting, so early game you'll be mostly relying on mercenaries and your starting army.

The related change is that higher tier buildings can only recruit higher tier units, and cannot recruit anything low tier. This is annoying for garrison logic, and sometimes you just don't have any units at all in the pool to recruit because of this. I suspect after a while (like 20-50 turns), it all starts working properly, but very early game is extremely awkward due to these changes.

There's a bit less difference between cities and castles - castles get some trade buildings, some low tier units overlap between both instead of having completely separate chains, and some castle garrison is upkeep free.

There's also a bunch of unique buildings in various settlements, which make sense I guess.

Merchant income got deservedly increased, as it was just way too low in vanilla.

Overall the mod has very awkward early game, so I don't think it's suitable for quick campaigns, but it could work better for something longer.

Tuesday, March 16, 2021

Empire Total War Campaign Guides

 

Origins by pjmorse from flickr (CC-SA)

As I got back to Empire Total War, somehow I couldn't find any good faction guides. All advice was awful, or only applicable to outdated patches.

So I decided to did some research and write my own guides. It's mostly based on campaigns I played before, but for factions I played less I did a lot of testing.

The guides apply to unmodded campaigns, or lightly modded campaigns (things like removing forts, faction unlocks, additional units, graphics mods etc.). Because Empire modding is rather limited, you can still mostly follow them even for big mods like Darthmod as long as they have start similar to 1700 vanilla start.

The guide mostly targets hard/hard campaign difficulty. I find it's an enjoyable balance of modest AI bonuses to be a bit more challenging without game being completely stupid they way very hard is.

Most of the advice would still apply on very hard, but some fights I see as very winnable on hard might be pushing your luck a bit on very hard. It definitely applies on normal - on normal you can just play without much plan too and do fine.

I genuinely believe these are the best guides for pretty much every country, but I might have missed something big, so feedback is very welcome.

I also wrote some general gameplay tips before (one, two). They're not essential, but a few factions can really use techniques like ship switching and move after landing.

General advice

The stuff advisor says is mostly nonsense. Also you shouldn't care the tiniest bit about your victory conditions. Your priorities should always be:

  • safety
  • economy
  • everything else

in this order. Once you're safe and rich, getting any victory conditions is trivial.

Whoever you play as, your main concern should be safety of your country. Empire Total War is an offense-only game, with no good defense options. Armies no longer need to wait a turn to build siege equipment before taking a province. Garrison troops are completely worthless and just 1-2 Line Infantry can crush every garrison except maybe capitals. Walls would be worthless even if it wasn't for 0fps bug that makes people mod them out. And AI is really aggressive and will randomly declare war on you a lot.

Generally the easiest factions are those with one or two fronts, and hardest are those which need to defend from every direction at once.

You can predict which wars you'll need to fight by starting new campaign, and pressing end turn a few times. AI moves in the first few turns are extremely predictable, that's one of the reasons this guide works as well as it does.

The only ways to protect yourself are:

  • keeping very expensive troops on the borders - one full stack can protect your frontline very well, but one full stack costs about 5000 a turn
  • attacking first to eliminate your opponents and get more favorable borders. However simply eliminating your current enemies isn't enough, as countries that become your new neighbours really love to declare war on you next turn (give them military access and trade agreements instantly)
  • alliances with potential enemies - you might need to use bribes to secure alliances. At least AI doesn't surprise backstab its allies as much as it did back in Medieval 2, at least as long as it has some other ways to expand available. If you get allies, they generally won't attack you, but do not call them into your wars unless you absolutely have to, as allies abandon you more often than not
  • bribe your enemies to peace out - AI especially loves technologies, and giving away technologies doesn't cost you anything; however game tracks how many times you trades each technology; which presumably means other AIs will value it less each time you trade it; don't count on such peace lasting long, so use time you bought well

You can and should tone down AI aggressiveness by giving everyone unlimited military access and trying to get trade agreements with all neighbouring factions. If AI wants some money for trade agreement, it's usually worth paying, as it will repay itself in a few turns, and trade agreements make AIs a lot less aggressive.

Also give unlimited military access to Great Britain, and any other great powers far away from you, so they don't get an idea of dropping a surprise naval landing on you.

You should trade with all your neighbours by land, as it cannot be blocked and doesn't cost you trade slots. For naval trade, best partners are Marathas and Britain as pretty much they never get trade blockaded. New Spain, Thirteen Colonies, and Louisiana are good for the first few turns, but then they get annexed. The worst partner are the Mughals, they get blockaded every time without exception. Everyone else, it depends on how campaign goes - having trade agreement that cannot be fulfilled due to blockaded ports loses you huge amounts of money, so be sure to break any such agreements unless you think they'll fix it soon.

Pirates and Barbary States are a big hassle first few turns, but AI fleets usually crush them even if you do nothing, so don't worry too much.

You should aim at having about 4 universities within first ten turns, usually 2 universities in your capital region, replacing any inn or church that's there. Best place for others are 6-slot settlements (so you can build culture buildings to counter unhappiness), but not capitals of playable factions (capitals of playable factions start with -30 resistance to foreign occupation, everything else just -13).

So places like: Portugal, Denmark, Koenigsberg, Saxony, Rome, Mysore, and so on. If you play with factions unlocked mod, be sure to use a version that only unlocks whichever faction you want to play - otherwise every faction's capital will have -30 resistance to foreign occupation.

Always research Canister Shot first, no exceptions or excuses. It unlocks mobile artillery, adds ridiculously overpowered canister shot ability for artillery, and even gives that ability to your existing fixed Demi-Cannons. After that, aim for Fire by Rank as soon as possible, and get Square Formation on the way - these technologies make your Line Infantry a lot better. Enlightenment technologies that let you build better schools and give research bonuses are great as well. Everything else has much much lower priority.

You really shouldn't obsess over special units - most European factions will have core army of Line Infantry, 12-lber Foot Artillery, and a bit of whichever cavalry you can get, and that's perfectly adequate. Getting military techs earlier than your enemies matters far far more than faction-unique units.

You start with some really trash units - Pikemen, Militia, Demicanons, and worse. You absolutely want to replace them with proper troops as soon as you can, but don't disband that trash - have them die for their country instead, that will save some of your regular units. Just don't reinforce them, and merge depleted units, until there's not much left, or you find yourself at peace for a few turns.

Austria

I'm a bit baffled by Austria.

If you do nothing, Prussia, Poland, and Ottomans will attack you within first few turns, setting you up for awkward fights on multiple fronts. It's not too bad, as Prussia and Poland will also fight each other, while Ottomans are weak and have a lot of other enemies, but it's somewhat challenging.

However, on completely unmodded hard/hard campaign, if you give away military access and trade agreements to all your neighbours, nobody will attack you. This trick is supposed to tone down AI aggressiveness, but in testing with every other faction, it was never anywhere near that kind of effective. Perhaps that trick plus your extremely long list of allies is enough to be a perfect deterrent?

But that's not all - the usual wars between Austria's neighbours like Prussia vs Saxony and Poland, just don't start. If allowed, Prussia and Poland both keep armies just barely within Austria's borders, and there they stayed on extended holidays.

So that's pretty much the guide - just offer all your neighbours except one free holidays, and then do whatever you want to that last one. I recommend taking Balkans from the Ottomans, as early game Ottomans are a total pushover, and you'll have very easy to defend natural borders in either Constantinople or Anatolia by the time you stop.

Eventually, Prussia and Poland might finally wake up, but once you have your Southern border secure, it's going to be extremely easy.

Once you're in a mood for fighting Poland, attack their protectorate - Saxony if it still exists, or Courland otherwise. Poland will likely still be allied to Russia, and maybe Denmark, and getting them involved is a pointless distraction. Prussia usually has no allies or just Hannover, so they can be declared upon directly.

Your starting ministers are decent. You can get better with a small reshuffle, but it's not essential.

You should absolutely destroy church in Innsbruck, Austria and replace by university. Same with inn in Olmutz, Bohemia. That gives you 3 universities, you can build another one or two on conquered lands like Saxony or Greece.

You start with a missionary and a rake. Missionary should be converting Muslims not other Christians, as Muslims generate 5x more unrest per person for Christian rulers, and converting in Europe is really slow. Your rake should try to assassinate Ottoman imam in Bosnia for the same reason. You'll be taking over those lands, and the agents are literally standing there next to their targets so might as well use them.

France

France starts with ministers with mostly good stats who infuriate everyone, with total of -2 nobility and -3 lower class happiness. The worst offender is your treasury minister, who gives +7% tax income at cost of -2 lower class happiness - +7% means 7% of wealth not of taxes, so he increases your tax income by about 20% over what it would otherwise be. Your king has -2 happiness for nobility, and sadly cannot be replaced except through a guillotine. You should replace at least your incompetent justice minister by someone who can keep the masses in check.

You start allied with Spain, and that means you'll be pulled into turn one war with Netherlands. Your Canadian holdings will be attacked by the Iroquois, and likely also the Huron.

You have 6 provinces in the New World, and not one of them can recruit any good units. It's a good idea to at least build Barracks and Ordnance Factory in Quebec, so you don't have to rely on Militia, and native troops.

If you start war with Netherlands in your colonies, Netherlands can get a lot better units in Curacao than you on your holdings.

You'll be issued a mission that lets you annex Louisiana if you take 3 native provinces, but it's not worth the rush - Louisiana is just 2 poor provinces, just let them be.

I'd go even further - if you can find a buyer for Montreal, I'd recommend selling it, as it's just a liability - it makes no money, can recruit no troops, and will expose you to inevitable expensive wars with the natives which you'll need to fight with awful troops. I couldn't find anyone who'd exchange any provinces for it, but you can sell it to random European minors for all their cash.

Natives will likely take it at some point, but by that time you'll have some military buildings in Quebec to retake that with decent force.

Your European situation is much better. Move all your armies towards Le Havre, and recruit as much Life Infantry as you can in Paris and Alsace, and move them there too. Your fleets can be split between Le Havre, Brest, and Marseille (just to protect it from Barbary States blockade).

Then you have two options:

Netherlands will attack Spain, accept call to arms, drop your troops on Amsterdam, and take it, eliminating Netherlands from the game, turn two or three. If you do that, be sure to take Curacao and Dutch Guyana, they are great provinces close to you.

Netherlands will attack Spain, accept call to arms, ignore that as Dutch and Spaniards will likely just stare at each other for a few turns. Instead attack Britain (declaring on their protectorate, not on Britain!), drop your troops on Ireland, Scotland, and England to take it over with overwhelming force in one turn before they can react. You can destroy Britain turn three to five, without a single naval battle. Britain has so many ports it's likely a lot of them will be undefended, and you can just land and walk to your target. And if not, you can use move-after-landing technique as a fallback.

Going Netherlands first, you could do Britain second - in one way it's great, since it gives you a few extra turns to recruit more troops. But German minors might then decide to attack you in Netherlands or Alsace, so that could be quite awkward.

Going Britain first you can do Netherlands second. This order completely closes that frontline, as AI will never land in French Britain. If Netherlands takes Flanders from Spain you'll even have pretty borders once you take both. The downside of that is that you can have French Guyana attacked, and there's a chance Netherlands can take Flanders too fast, invade France, and complicate your plans.

So neither of these orders are perfect, but either way you'll eliminate your two main rivals by 1702 or 1703.

After that you can focus on Pirates, or Italy, or German minors, or Iroquois. If you want to conquer India, you could send a small army to Ceylon or Begal, but it will take it very long time to get there, and you'll be paying it all that time. Basically whatever you conquer there should be your main recruiting base, moving troops between theaters is just too expensive to do except in most exceptional cases.

Spain will remain your ally, and other than Flanders looking annoying you have no real reason to break that.

Great Britain

You will need to fight a bit on sea, so this campaign is easy if you're comfortable with naval battles, and maybe less so if you're not.

Great Britain starts allied with Portugal, Netherlands, Hannover, Austria, and overlord of Thirteen Colonies. Of these Austria is a huge liability, will drag you into pointless wars with Prussia, Poland, and Ottomans, never do anything useful for you, so just break that alliance right away.

You or your protectorate will get attacked by Iroqouis and Huron turn one. The Pirates will also attack your fleets in the Caribbean.

There's really easy way to fix some of those issues. The Huron really want Rupert's Land, so sell it to them for their whole treasury of 8000. It would take something like 50 turns for that region to make that kind of money, even if you didn't have to pay to defend it.

This will also teleport your army from there to Bahamas. It's only 2 bad units, but add 4 units already on Bahamas, put them on ships, and sail towards Antigua. You'll have to fight two naval battles (3 ships vs 3; and then what's left vs another 3), which you can win by chainshot zigzag easily. You can capture Antigua turn two, then eliminate pirates turn three or four. If you feel uncomfortable with that, there's 2 extra ships that are a bit slower, but they'll still reach Antigua turn 2 if you keep all 5 together. There are also some units in Jamaica, if you want to send one ship to pick them up and return.

For every captured island, if it has a shipyard, you absolutely must destroy it and build a trade port. Otherwise, plantations on those islands cannot export and they whole island is completely worthless.

Thirteen Colonies will likely struggle against Iroquois, and might lose New York, but they shouldn't get overrun. If they struggle for very long time you can send some troops to help them, but that's not a priority.

To annex Thirteen Colonies you'll need to take over three provinces. From Cherokees you need Georgia, and Cherokee Territory; from France you need Quebec (New France in game). Defeating Cherokees is relatively easy and they're close to your Caribbean power base, France is a much harder, and it's out of the way.

In any case, there's no rush. Thirteen Colonies start really poor, so let them develop, using magical extra money each faction gets. You can give them techs for free to help them a bit.

In Europe you're at no risk of any invasion, but your weak starting army and limited recruitment slots will limit your ability to achieve much in first few turns.

The most obvious thing to do is put all your troops in Greenwich and recruit some more, then drop them all in the usually undefended Le Havre, and take Paris in same turn as you declare war. If you then take Alsace-Lorraine, France will be removed from the game, and all their colonies will go rebel - except your mission goal Quebec will instead form a new nation. In occupied France destroy church in Dijon. It's up to you want to keep university in Orleans or not. France has decent happiness bonuses, with inn in Lille, and you can build another in Dijon, so it's relatively fine as far as -30 resistance to foreign occupation provinces go.

You can try to drop on Spain as well, but Spain has far too many European provinces to be eliminated quickly, no convenient port accessible for easy landing from Britain, and France might interfere if you do, so I'd recommend eliminating France first, and Spain only later.

You can pack all your army on ships and send them to India, to attack Mughals - or for a bigger challenge Marathas. Sending armies is obscenely expensive, so just get enough on the boats to conquer first couple of provinces, and then rely on local recruits. Even Sepoys can deal with Mughal trash troops just fine.

Replace church in Oxford by second university. There aren't any amazing places for third, but Cork, Ireland, is a very poor town, and is likely better used for an university than a factory.

If you have spare cash, and you'll be fairly well off, just build Indianmen in every port that can, all the time. Britain is in great position to exploit all trade.

Your ministers have good stats, but they really piss off your nobility (-4 nobility, +2 middle class), so you might want to replace them.

Marathas

It's about the easiest campaign in the game.

Just rush Mughals like crazy. If you're feeling confident in your ability to win even battles, you should be able to take Ahmadnagar, take Hyderabad, and destroy Mughal army in Bijapur all on turn one. If you're feeling less confident in your abilities, try to do at least do two of those three things.

Don't stop pushing until Mughals are eliminated - if the first punch is hard enough, they'll never get their stuff together. Even better, as Mughals are a non-playable faction, their capital has only -13 resistance, not -30, so you can keep its university without much hassle.

Destroy pointless tavern in Trichinopoly, Carnatica. It's not a perfect place, but I'd recommend building university there. Or alternatively you could build a factory there instead.

Your starting ministers are quite good. Be sure to prioritize unrest reduction (especially for lower classes), as you'll be conquering a lot of land, with many Muslims in it (Muslims generate far more unrest than various Christians), and your troops should be pushing hard, not wasting their time on rebels. South India is mostly Hindu, but you should build some ashrams in North India to help convert the peasants there.

It's important to avoid temptation of attacking Goa and Ceylon. Portugal and Netherlands both have only one provinces in Europe each, and they very frequently get eliminated. This will make their Indian possessions go rebel, and then you can take them for free.

Mysore is a valuable region with pre-built university, but they're very unlikely to attack you, so just let them live until you're dealt with the Mughals. They'll invest most of their money back into developing your future province.

Consider getting a few boats to blockade the Mughals, and build a lot of trade ships for Indonesia and East Africa. You don't really need to protect them - AIs will likely eliminate Pirates before you even get there, and you won't have any wars with Europeans.

After conquering Mughals, Mysore, and getting Goa and Ceylon from rebels, you can take Persia for the Maharajah of the Indies achievement. It's a lot easier than achievements for other theaters.

Mughals

Mughals are the only major faction that's not playable, so you'll need to play with that faction unlocked. Due to playable factions getting -30 resistance to foreign occupation, it messes up the game a bit if you make all factions playable, so get a mod that only unlocks the Mughals if possible.

I think they were intended to be playable, as there's even recorded advisor speech for them, they were likely cut at the last minute.

Anyway, the whole campaign can be basically won turn one. Just offer Marathas some money for peace deal. If you do it right away, they'll request your whole 12000, but you can bargain it down a bit. Just queue some buildings to make you appear to have less money, and they should accept about 6000-8000 plus military access (at least on hard) - you might even get trade agreement as part of the deal. Then unqueue those buildings and buy something else.

Once you have peace, just move all your troops to the frontline. Then you can take your time to get your country in order - about 10 turns should be enough. Once you're done, either break your peace treaty and attack once your whole army can do it together, or just stay there waiting for Marathas to do their first move, there's really no rush, time is absolutely on your side here.

Playing Mughals the hard way, and actually winning the war with Marathas while your armies are scattered all over India is a lot harder.

Your early troops are absolute trash and far worse than any other factions, but you'll get decent troops eventually.

Your economy starts terrible, but if you fill all empty towns with tier 1 buildings, and replace your shitty treasury minister, it will get better fast.

You have a bunch of inns which you should replace by universities, factories, or at least madrasas. Hindu peasantry in India does not like you, so converting them is a good long term investment.

Persia will not attack you, and they might even ally you. You have no other enemies for very long time. Europeans might show up eventually, but it will be very late game.

Netherlands

Netherlands start as a republic, so you'll be constantly replacing ministers one by one by kicking out the worst to get a random new one. It's a lot of hassle, and every 16 turns it's all thrown away and a completely new random cabinet replaces what you worked so long for. Other than that, being a republic comes with a lot of bonuses to research rate, town wealth growth, and lower class happiness.

Your universities generate 80% less unhappiness, so you can put them pretty much anywhere, and you don't need to destroy captured ones. On the other hand you have very limited building slots at start, so I recommend destroying factory in Kandy, Ceylon, and building your second university there. A few more will need to be on captured land.

Netherlands start is challenging not because it's particularly difficult, but because you'll wants to do so many things at once, but you'll need to choose just some:

  • you want to take Flanders from Spain; then either conquer France or conquer German minors
  • you want to start conquering defenceless land from the Mughals
  • you want to take over New World, starting from French Guyana, and islands controlled by Pirates, France, and Spain; then either New Spain or coastal North America
  • you want to just spam trade ships, send them everywhere, and have piles of trade goods

Sadly you won't have money and armies to do all those things at once, so just pick whichever one or two of these you fancy to do first.

I'd recommend breaking your alliance with Austria, as that only pulls you into a lot of wars you don't want, and Austria does nothing to help you. Cancel your trade agreement with the Mughals - their ports will get blockaded by Marathas in a few turns every campaign, and that makes your ships throw all cargo overboard for some reason, instead of trading somewhere else.

Here's a sketch of what you could do with every direction.

If you want to expand in India, I recommend starting from Orissa and Begal, using usual tricks to jump form ship to ship to double your movement range, and to attack same turn you land. Ceylon can recruit 2 Sepoys a turn, which are not great, but Mughals have absolutely trash units and zero navy, so they'll do just fine. From there either walk West to Gujarat, or build second army in Ceylon to land in Gujarat.

It would be nice to ally Marathas and divide India between you, but they're unlikely to accept that. If by some change they would, just take it. If not, at least give them military access so they chill a bit. Once you upgrade your barracks, you'll get VOC infantry and cavalry units instead of Sepoys - VOC troops massively outclass anything Indians have.

Portugal will likely get destroyed at some point, so that's a good time to snipe Goa from the rebels before Marathas do.

If you want to exapnd in Europe, you need to start with Flanders, and that means war with Spain. Do not declare war on Spain, declare war on their protectorate New Spain. This way France doesn't join, and New Spain will do literally nothing anyway - they can't walk to Dutch Guyana or Curacao, and they have no ships.

Unfortunately France is very likely to attack you in the first few turns anyway. It won't be an easy fight, but you could just keep recruiting as fast as you can, take Paris, France and Strassburg, Alsace-Lorraine, and that eliminates your biggest rival. German minors you neighbour are likely to ally you and trade with you, but they probably won't defend you. It's worth it anyway, at least one less thing to worry about - you definitely don't have anyone to spare for protecting your borders there.

In Americas you have military building at Curacao able to recruit 2 Line Infantry per turn. Destroy Pirates, and then island hop to take colony after colony of whomever you're fighting against - Spain and France typically. Pirate capital will have stronger garrison than any other settlement in the game, so you might need to recruit for a few turns before you can take them on.

For every captured island, if it has a shipyard, you absolutely must destroy it and build a trade port. Otherwise, plantations on those islands cannot export and they whole island is completely worthless. It's a good idea to destroy and replace shipyard in Antwerp, Flanders as well, as it's wealthy town and that gives you more trade slots.

Your best investment other than tier 1 buildings (there's one empty slot in Dutch Guyana) will be trade ships, which you can send everywhere. The game tries to trick you into recruiting Fluyts as trade ships. Do not fall for that, and recruit only regular Indianmen. Fluyts are obscenely expensive in upkeep so they won't even pay for themselves, and they're absolute trash at fighting as well due to low range of their guns.

If you eliminate Pirates by taking their both islands, that removes all Pirate fleets from all trade theaters, so you can trade in peace. If not, AI usually overbuilds fleets and fights Pirate fleets anyway, it will just take a while.

Ottomans

You start with 12 provinces, and two protectorates with 4 more. You seem like overextended extremely poor empire on verge of collapse under imminent attack from every direction.

You already start at war with Russia; and Austria and Persia will attack you turn one. Georgia and Venice will probably attack you turn two or three. As every Christian power in Europe is at war with your protectorate Barbary states, you cannot ally any of them. Morocco might attack Barbary States, so if you accept that's another war you'll be pulled into.

So 6 wars in three turns, and no money to fight them? Oh and all your troops are absolute garbage, barely better than Mughals. Looks really hard, right?

Well, you can turn it all around very quickly. For some crazy reason Venice will trade Morea for Bosnia. That gets you far more valuable province, prevents war with Venice, and lets you move your Greek troops somewhere more useful. You should always take this no matter what else you do.

Fix your awful ministers, this will massively increase your income. Build tier 1 buildings in every empty slot, as soon as you can. That won't completely turn your economy around, but it will make a huge difference.

Give away military access and trade agreements to Austria, Georgia, and Persia. This should at least slow down the inevitable declarations of war.

Your units are trash, but one is very good - 18-lber Foot Artillery which starts with Canister Shot (which you can also get in Istanbul) - and two others are at least serviceable - Isarelys (which you can get in Istanbul), and sort of Desert Warriors (which you can get in Middle East).

All other troops, I'd recommend not disbanding yet, just have them be a distraction in first few battles.

Now you have a few options. If you do what I just described, out of original 6 wars you were facing:

  • move your Moldovan troops to help Crimea survive. just sit on river crossing in Crimea - this is especially effective as it has additional effect of confusing AI pathing. Russian attacks against Crimea are fairly anemic, and while Crimea would likely fall undefended, even your modest additional forces should save them pretty much indefinitely - soon Russia will fight Sweden as well, so they won't have too many forces to send against you
  • move all your Balkan troops to Serbia and recruit more to defend it from Austria; without Bosnia there's a lot less to defend, so that war is a lot better. Unfortunately this isn't quite enough as Austria will also attack Moldavia if you just sit in Belgrade, so you'll need to take the fight into Transylvania, and be generally a massive nuissance - eventually Austria will get into wars with Prussia and Poland, and you can probably push them out; this is the hardest frontline, but still a good deal easier without Bosnia
  • recruit troops in Baghdad (spam Desert Warriors; you have general, Demi-Cannons there and some trash there) to defend against Persian invasion. Persia will attack with their own comparable trash, so you'll do fine.
  • Morocco will fight Barbary States, but it's too far to actually attack your lands, so feel free to ignore it indefinitely
  • Venice without Morea is very unlikely to go to war with you now
  • while not completely guaranteed, hopefully Georgia leaves your alone with military access - this won't work on anyone else here

If that's the level of challenge you like, go for it. Time is on your side. You're slowly rebuilding, and your enemies will get more and more enemies.

But you can go for an even easier challenge:

  • buy alliance with Persia for 2 technologies. Do not call them into your wars when attacked, as they will dishonour, but at least this will give you peace and quiet
  • if you ally Persia, then you can move your Mesopotamian troops to face Georgia, and you'll easily defeat them if attacked
  • you can abandon Barbary States (just keep trade), that prevents Morocco from attacking you, and even lets you have alliances with Europeans eventually (but they won't like you due to religious differences)
  • you can sell Moldavia, Serbia or both to any minor country for some petty cash - the point is to either prevent war with Austria, or at least simplify your frontline to one place to defend not two; if you sell both Serbia and Moldavia (as well as Bosnia, which you always do), then Austria shouldn't bother you, so you can go fight Persia or Russia instead

I couldn't find anyone who'd give me anything good fo Serbia or Moldova, but the point is buffer zone, not land. Getting Morea for almost free gets you very far ahead on tax income anyway.

For longer term strategy, it's really tempting to go for Vienna, but then you're exposing yourself like crazy to Poland, Prussia, Russia, and so on. Russia, or India are easier directions for defensive borders.

As soon as you have money, replace all your madrasas and inns by universities - you don't have any slot in your capital province, and you'll need at least one to build Modern University, as it can only be built there. By the time you get the technology, Kozani and other town will pop out.

Poland

You start as Constitutional Monarchy, which is a great system. Your starting ministers are trash so before you do anything else just press election button to get new random ones - they'll be far better, and you should build up from your new cabinet.

If you play campaign without knowing what to do, you'll find yourself in very difficult situation. You are allied with Denmark and Russia, and have Saxony and Courland as protectorates. Without fail, Sweden will attack Denmark, and Prussia will attack Saxony turn one. Then Austria is very likely also attack Saxony turn two.

It gets so much easier if you're prepared. First, Denmark is a liability. They will not defend you, they add nothing of value, just break that alliance right away. Just be sure to break alliance yourself, that costs no diplomatic reputation with other countries. Refusing to defend your ally costs you a lot of diplomatic reputation.

Abandoning Saxony seems like it would save you from two other wars, especially since they'll get destroyed before you can reach them anyway, but that only delays war with Prussia by a few turns, as you're their next target once Saxony falls.

But there's a great way to deal with Prussia - for some crazy reason they want Gdańsk, West Prussia so badly they're willing to give you Koenigsberg, East Prussia for it, and even throw some cash for a good measure. It's an insane deal and you should absolutely take it whatever your other plans are - East Prussia in about 4x more valuable than West Prussia, and it massively weakens your main enemy.

Now you have a few options. You could break your overlordship over Saxony, then fight just Prussia - either attack them right away, or get attacked in a few turns. You could ally Austria, as that generally stops them from declaring war on your protectorate, but they'll want some cash to agree to an alliance. The worst option is to keep Saxony and have wars with both Prussia and Austria right away, but even that is not end of the world, as Austria is really sluggish at gathering its armies for an attack.

Whichever way you choose, you need to deal with Prussia. Since you took Koenigsberg for cheap, you have a huge headstart. Position your troops as close to Gdańsk as you can, so you can take it the turn war begins. Then take all your troops, recruit some more Line Infantry in Warsaw and Koenigsberg, and march on Prussian to take Berlin and Saxony (which at that point will most likely be occupied). War against Prussia won't be the easiest, but once you win, you'll be in really great political situation.

Sweden, Austria, and German minors will likely attack you at some point (unless you ally Austria), but once Prussia is dealt with, your situation is really quite comfortable. Russia is unlikely to backstab you, I've never seen a protectorate backstab its master, so Courland is safe, and Ottomans will likely have too many bigger issues to even think of attacking you, especially if you give them military access and trade agreement.

Polish early campaign is really inflexible, as Prussia will force early war no matter what you do, but once you deal with them, you really have a ton of options.

For universities, replace Gardinas inn in Lithuania, and Tannenberg inn in East Prussia by universities.

Once you take Brandenburg, it's best to destroy university there, as it's a huge hassle with -30 resistance to foreign occupation on top of university penalty. Then again, at this point you can afford to take it slow, and just keep your troops there for a bit longer anyway.

Prussia

Prussia has a start so obvious that even AI manages to do it correctly every time. Attack Saxony, this gets you into a war with Poland without getting Polish allies Denmark and Russia involved, then use your East Prussian armies to take Gdańsk, West Prussia without a fight.

You can do better than that! Attacking Saxony as before, but send just one crappy unit to siege Gdańsk. Alexander's army standing halfway between Gdańsk and Koenigsberg will reinforce without moving. After Gdańsk that is taken, attack Warsaw with your Koeningsberg army, then make Alexander's army reinforce the siege.

You should then move your one unit which was sieging GdaÅ„sk back to Koeningsberg, as it might be attacked by small Polish force in Lithuania (1 Pikemen and 1 Militia). You might want to recruit general for it if you're not feeling confident.

These 4 fights (conquest of Saxony, Gdańsk, Warsaw, and defense of Koeningberg) are not the easiest, but if you win, you crush your main enemy and increase your country from 2 to 5 good provinces on turn one.

A much much less ambitious opening is to recruit a few Line Infantry units in Berlin and Koeningsberg, and take only Saxony and Gdańsk on turn two or three. You can't wait too long, or Austria will take Saxony, and that really complicates that whole campaign.

This is a great start, but you'll face some new issues soon. Austria will likely attack you, German minors you border (Hannover, Westphalia, Bavaria) might attack you, and what remains of Poland might try to attack you from the East. Of these Hannover makes a decent ally, and giving away military access and trade agreements to minors might placate them for a while.

Attacking Austria directly is a terrible idea, as that would bring up to 6 new countries into your fight. Fortunately they'll probably attack you soon themselves. Just keep a few units in Saxony to defend from such attack.

If for some reason Austria doesn't attack you, and you're done fighting Poland, you could declare on one of German minors allied to Austria. They're also allied with each other, so you can't fight just one, but at least it won't pull Great Britain and Netherlands into the war.

Once war with Austria starts, Saxony army can attack Prague, and Warsaw army can attack Breslau. For that other one you might need to move without artillery to start the siege, and then move artillery second to join the existing siege. That, or build better roads, or position Warsaw army closer to the border.

There's no space in your capital for second university, but Leipzig, Saxony, and Tannenberg, East Prussia are good spots - destroy the inns, build schools. University in Kraków is best destroyed and replaced by a factory, as Poland is going to take forever to control, and you'll need those armies elsewhere.

Your ministers are already good enough, just replace one for the navy.

Russia

Russia has two starts, normal start, and sell-your-provinces start. Let's first talk about the normal start.

Russia has 9 provinces, but 4 of them look terrible. Komi has 0 literally tax revenue, and Bashkiria, Don Voisko, and Astrakhan are not much better. In fact they all make you negative money as administrative costs are based on just number of provinces.

So your economic situation looks desperate at first, but it's not really quite as bad.

The first thing you need to do is fix your cabinet. 4/5 of your starting ministers are awful, and you should replace them by other candidates before you do anything else, especially treasury minister.

Then try to construct all tier 1 buildings in every empty slot, starting from farms, then mines. Upgrading Governor's Residence in your good provinces is a great idea as well. Still, you should exempt all provinces with wealth less than 1000 or so from taxes so their villages grow faster. Get farm tech maybe a bit earlier than you would as other countries (but Canister Shot first, no exceptions!).

Replace inn in Yaroslavl by university. There's no great place for an early third university.

The most interesting thing about Russia is bug in the game. Empire is supposed to increase wealth level of towns (very poor / poor / growing / prosperous / wealthy) as province "town wealth" increases, but due a bug it is never happens if there's a port in a province. Since Muscovy and Kiev have tons of town slots, and no ports, they'll get obscenely rich by mid-game, with all towns including emergent ones becoming wealthy, and making twice as much money as other factions' very poor emergent towns. So really, there's nothing to worry about long term.

Russia has pretty decent strategic position.

Russia starts at war with Crimea and their protector Ottomans. You should take Crimea for the port, turn two or three, but there's really no rush going after Ottomans after that. Their Balkan lands are trash, and very awkward to defend.

Your ally Poland is really unlikely to backstab you so you're safe from the West. To your East there's edge of the map.

Sweden might attack you, but they can't reach any of your cities fast enough, so even if they catch you completely unprepared, you'll be able to recruit a whole new army in Moscow before it comes under Swedish siege.

Once you go to war with Sweden, you should take Ingria, destroy shipyard at Staraya Ladoga, and replace it with Trading Port. After that you can go for Riga or Finland, but there's really no rush. If Sweden is reduced to just their capital (plus possibly Norway or Denmark), don't try the slow walk around Gulf of Finland, use ships to drop on Stockholm. You don't need to fight any naval battles, just haul your troops and attack Stockholm in one go.

All this is really easy, there's just one complication - Georgia and Dagestan hate you, and really want to attack you. Giving them trade agreements and military access might delay that, but it will happen. I'd recommend not caring too much about this risk. If Don Voisko or Astrakhan fall before you can reinforce them, it's really no big deal, and there's no way for them to surprise reach Muscovy or Kiev.

After you eliminated Sweden, Crimea, Georgia, and Dagestan, you can do pretty much whatever you want. Maybe backstab Poland, maybe take over India by land through Persia, maybe destroy the Ottomans and take over the Holy Lands? Everything is possible.

The other Russia start is to sell a lot of your provinces, especially to minor powers. You get huge injection of cash this way (just check below each faction's starting money, they'll often pay you all they have), your income will be higher as they're net negative at start, and the new owners will even develop your provinces for you.

I'd recommend keeping at least 4 since that's what has no administrative costs. Those 4 should be Muscovy, Kiev, Karelia, and Arkhangelsk - all very good provinces (Karelia and Arkhangelsk a lot better than wealth number says, since they also produce furs). Kazan is maybe worth keeping as 5th.

Province selling strategy also prevents Georgia and Dagestan from attacking you, so you can fight Sweden and Ottomans in peace.

Spain

Spain starts with enormous empire of 9 provinces and a 6 province protectorate of New Spain - making it the biggest country in game, as well as one with least defensible borders.

You start allied to France, which is great, and Bavaria, which is fairly pointless, but unlikely to drag you into too many wars.

Your cabinet is decent, but your king is terrible. You could switch to a republic early, but then again bad king mostly costs you diplomatic reputation, and revolution also costs you a lot of diplomatic reputation. The country is mostly ran by ministers not by the monarch.

If you do nothing, you'll be attacked by Netherlands, as they really want Flanders. Pirates will also attack your ships in the Caribbean, and Barbary States will attack your ships in Mediterranean.

Because of your extensive European possessions, you'll likely get attacked by Pope, Genoa, Morocco, Venice, Portugal, and even Westphalia over next few turns. These attacks are not as predictable as Dutch attack.

Including your two starting wars, which for you start with naval battles turn one, that's 8 wars, far too many.

You can avoid 3 wars by alliances with Pope, Venice, and Genoa. They all want your land, but weirdly they also really like you, and will ally you right away without any demands. Just never call them into your wars, and your Italy is safe for a while. You could try to conquer Italy instead, but you have so many other more urgent fronts, it's best if you wait a while with backstabbing Italian minors.

Flanders I recommend just selling. You have many possible buyers. France will trade it for Newfoundland, which is not as rich, but completely safe, and once you upgrade its high yield fur trapper and other slots, it's actually quite close in value to Flanders. Venice will trade it for Morea, which might be direction you're going for. Westphalia will buy it for 7500, or Prussia for 8000, and so on - it's not so much about money, it's mainly about which wars do you want Germans to fight. Check list below for how much money other potential buyers have.

Alternatively you could try to fight the Dutch for Flanders. This is mostly a bad idea. If you call your allies to get France in, then your other allies will abandon you and you'll get some wars in Italy. If you don't call allies, then the Dutch can recruit 3 Line Infantry a turn, while you can only recruit 1 Militia, and it would take at least 4 turns for first reinforcements from Spain to show up. You can do this if you feel very confident in your skills, but that's definitely hard mode. Even if Westphalia somehow doesn't attack Flanders.

This leaves you with much fewer wars:

  • Netherlands will attack you anyway turn one, for your Caribbean colonies, but you won't need any land armies to defend
  • Morocco and Portugal will still attack you soon enough
  • Pirates and Barbary States will still harass your ships

Do not call anyone into your wars, or you'll lose your allies. The only fight of these you care about is one between France and Netherlands, and they'll start it anyway.

What I'd instead recommend is to focus on Morocco first. March troops towards Tangier. Your navies as well, you can burn Oran on your way. Recruit some Line Infantry in Madrid, it will be useful later. Morocco might attack you or not - if they don't, they never have any allies so just declare war on them, conquer them turn 2, and then remove that risk early. There will be massive religious unrest there, so you might even want to destroy factory in Fes to build a church.

You cannot really declare war on Portugal, as you don't want to fight Britain early, but if Portugal declares war on you, that's amazing, just drop your Morocco army and take Lisbon same turn. You'll also get another university this way.

If Portugal is not interested, then you can take Algiers, Tunis, and Malta. Sadly Algiers and Tunis are full of rebellious Muslim peasants, and don't even have a slot for a church, but you'll need to deal with Barbary States sooner or later. Just crush a few rebellions, they tend to be very weak (6 shitty units typically).

As Spain you should prioritize getting Secular Humanism as early as you can in your technology tree, to reduce Muslim peasant unrest, but even rushed it's a mid-game tech.

Once you have that under control, you can sail from Porto to fight the Dutch, saving a turn compared with sailing from Cadiz. But really, you're better off just letting them go.

Italy is a good second target after Morocco / Portugal / Malta. Once those alliances outlived their usefulness, get Italy under your direct control. Malta almost always have zero allies, and most of the time so does Savoy.

I think Mediterranean Empire is much better direction for Spain than trying to get Flanders and Netherlands back and getting dragged into wars against various Germans.

In the New World you'll be at war with Pirates and Netherlands. You can recruit Line Infantry in Florida, but you lack ships to move things around safely.

To integrate your protectorate of New Spain you need three provinces - Curacao from Netherlands, which should be your first target anyway, as it instantly doubles your recruitment capacity; then Trinidad & Tobago from the Pirates, which should be your second target anyway, as you want to remove pirates as soon as possible. Now your next targets should be Antigua and Dutch Guyana. For the mission however, you'll need to take Texas. It's really easy once you've dealt with the Pirates and the Dutch - natives put almost no resistance, and it's very easy to drop troops there.

For every captured island, if it has a shipyard, you absolutely must destroy it and build a trade port. Otherwise, plantations on those islands cannot export and they whole island is completely worthless.

Of all protectorates, New Spain is most valuable to annex. New Spain and New Grenada provinces are some of the richest in the game once their building slots are filled, Guatemala and New Andalusia are good as well. Panama is poor, but you need it for continuity of your defenses. New Mexico is a trash province, if you can find a buyer for it, you probably should sell it.

Overall first 10-20 turns basically play themselves this way, and you'll end up owning Iberia, most of Italy (leaving Venice as buffer state makes sense), most of North Africa, South America, most of Caribbean, and Newfoundland (which you traded for Flanders).

Then you have many options:

  • you could backstab France
  • you could invade Netherlands (possibly after France)
  • you could attack Britain (possibly after France)
  • you could conquer Ottoman lands
  • you could invade India
  • you could spam trade ships

And so on. There's likely going to be very little pressure for you.

Going back to first few turns, destroy church in Sevilla, Spain and inn in Barcelona, Spain and replace one of them with an university. 3 universities in one province in too much unrest for an absolute monarchy, so unless you plan to switch to a republic early, it's best to make the other one a factory.

Palermo, Naples is another useless church that can be an university instead.

Send all your priests to North Africa, converting Protestants is useless, Muslim peasants you'll conquer later generate 5x as much unrest per person as Protestant peasants.

If you want to build trade ships, Spain has unique Galleon. Absolutely do not build it ever. It is obscenely expensive compared to Indianmen (300 vs 50) and will never pay for its own upkeep, and because its guns have low range it's terrible as warship.

Sweden

Sweden's main issue is that it's surrounded by alliance block - Denmark, Poland, and Russia, as well as Poland's protectorate of Courland. You'd like to fight one of them at a time, not all of them.

Related issue is that Riga is impossible to defend, and not even worth trying.

There are two obvious approaches:

Plan Denmark First - move your 7 Swedish units to port of Malmo by 1 ship. This is not strictly necessary, but using 2 more ships and mid-sea ship-to-ship transfer you can even move your 4 Riga units there too. Declare on Denmark, Poland will not honor alliance, and there are zero units in Copenhagen so you can take in turn one. After that, blockade crossing from Copenhagen to Europe with a ship, trapping main Danish army, and turn two drop on Norway and take it. Iceland doesn't matter, you can now destroy remaining Danish forces, and then move your troops to Eastern front before that front goes hot. This plan can be greatly improved by giving Russia military access and trade agreement - that makes them also abandon Denmark (at least on hard/hard), so you'll be fighting Denmark and nobody else.

Plan Courland First - declare war on Courland which will bring their protector Poland into the fight as well. Besiege Courland with 4 units you have in Riga. Drop 7 units from Sweden to reinforce - there's no port, so you might need to use movement trick to have them move after landing, but even without it, it's not too hard - just take time to let reinforcing troops join. After that just get more troops and march them towards Vilnius and Minsk. Poland will likely be busy fighting Prussia and Austria, so it will be really easy.

There's no real Plan Russia First, as both their allies will honor their alliances. If you want to focus on Russia, just start with Denmark and let Russia join. Your army in Ingria can defend itself until Denmark is destroyed.

If you don't do that and wait - one of the three enemies will attack you sooner or later, and then you can fight them before others do so as well. If you split your army in three (Malmo / Riga / Ingria), none of those attacks can do much, and then use your ships to reinforce whichever front goes hot. If it's Poland, just seize Courland before invading Poland itself.

Whichever way you go, after you take over Denmark, make sure you have good relations with Hannover (trade agreement and military access) and keep that crossing blockaded anyway, just to completely secure your Western borders.

Your starting ministers are all decent, but you can do better.

Destroy inn in Karlstad, Sweden and replace it with university. Keep the one you capture in Denmark.

At some point destroy inn in Narva, Estonia & Livonia, and replace it by factory or university. The risk is that you'll need to leave Riga undefended early game, so your investment might get wasted, so it makes sense to do it a bit later.

If you capture Muscovy, Poland, or Brandenburg, they have too much unrest, so I'd destroy their universities and replace them with factories. Instead I'd recommend building some in Koenigsberg, Lithuania, and so on.

Initial Faction Treasuries

This is most helpful when selling provinces turn one. Minors are starting with surprising pile of cash.

Beyond turn one, there's no easy way to find out how much money each faction has, so you can start by offering a province for a ton, and just keep going lower until they accept.

  • Austria - 10000
  • Barbary States - 9000
  • Bavaria - 7500
  • Britain - 7500
  • Chechnya Dagestan - 7500
  • Cherokee - 8000
  • Courland - 7500
  • Crimean Khanate - 7500
  • Denmark - 8000
  • France - 10000
  • Genoa - 7500
  • Georgia - 7500
  • Hannover - 7500
  • Huron - 8000
  • Inuit - 7500
  • Iroquois - 8000
  • Knights of St. John - 7500
  • Louisiana - 8500
  • Maratha - 6500
  • Morocco - 9000
  • Mughal - 12000
  • Mysore - 7500
  • Netherlands - 7500
  • New Spain - 8000
  • Ottomans - 7500
  • Papal States - 7500
  • Persia - 8000
  • Piedmont-Savoy - 7500
  • Pirates - 7500
  • Plains - 7500
  • Poland-Lithuania - 6000
  • Portugal - 7500
  • Prussia - 8000
  • Pueblo - 7500
  • Russia - 6000
  • Saxony - 7500
  • Spain - 7000
  • Sweden - 7000
  • Thirteen Colonies - 9000
  • Venice - 7500
  • Westphalia - 7500
  • Wurttemberg - 7500