Among the features added in the recent Mandate of Heaven expansion for Europa Universalis IV was the concept of Ages. Campaigns now progress through these four, distinct periods that each have their own rules, challenges to complete, and attainable rewards. While they add a new sense of pacing and of progression through a rapidly changing world to EU4 - quite fitting for the era - it can be tricky for both new and long-term players to come to terms with what they actually mean for your empire. This guide is here to lay out each Age and give you some advice on how to interact with the unfamiliar bits and pieces.
Eu4 How To Change Colony Culture
Part Zero: The Era of Religion, The Era of the State, Absolutism, and Splendor
Perhaps the most significant effect of the Ages system is that it breaks each game of EU4 into two, distinct phases with different rules (and no formal name, but we’ll refer to them as such for the sake of clarity).
Note that Absolutism normally does not naturally tick down over time. It can only be raised and lowered by events, decisions, player actions, or by the cap being lowered below the current value. The exceptions to this are
This may seem like an overall nerf to Republics and Constitutional Monarchies - and it is. The design goal seems to be to make the harsher monarchies more competitive, though it also deepens the plight of some already fairly underpowered government types like Merchant Republics. So if you’re gearing up for a Venice campaign, you might want to consider ditching your starting government as soon as you are able in this patch.
Part One: The Age of Discovery
This is the starting Age in every bookmark from the start date (1444) up to The War of the League of Cambrai (1508). It ends 10 years after the appearance of the first Protestant Center of Reformation (dependent on Catholic Reform Desire), which triggers the Age of Reformation.
Part Two: The Age of Reformation
This Age triggers 10 years after the appearance of the first Protestant Center of Reformation (dependent on Catholic Reform Desire), and is the starting Age for the Eighty Years War (1579) and Thirty Years War (1618) bookmarks. It ends 10 years after the Global Trade institution has spawned (which is usually around 1600), triggering the Age of Absolutism.
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Part Three: The Age of Absolutism
This Age triggers 10 years after the Global Trade institution has spawned (which is usually around 1600), and is the starting Age for the War of the Spanish Succession (1701) bookmark. It ends 10 years after the Enlightenment institution has spawned (which is usually around 1700), triggering the Age of Revolutions.
Part Four: The Age of Revolutions
This Age triggers 10 years after the Enlightenment institution has spawned (which is usually around 1700), and is the starting age for all bookmarks from the War of the Quadruple Alliance (1718) forward. It lasts until the end of the game.
The Final Piece: Golden Eras
In any Age, but only once per campaign, you may trigger a Golden Era for your nation when you’ve completed at least three Age Objectives. This lasts for 50 years, granting +10% Army Morale, +10% Naval Morale, -10% to all Monarch Power costs, +10% Goods Produced Modifier, and +5 Max Absolutism. There are three strategies I have found to be effective for choosing when to trigger a Golden Era:
Eu4 How To Change Culture In The World
Hopefully this guide has helped you get your head around the Ages and their associated mechanics. Let us know in the comments if you have any other questions about the systems, or have come up with some awesome, new ways to exploit them. Don't forget to check out our review for a broader picture as to what the expansion is like.
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Discussion in 'Crusader Kings II' started by michalodzien, Jul 5, 2013.
In common usage, 'culture' means 'the customary beliefs, social forms, and material traits of a .. social group' (m-w.com). In Europa Universalis II, culture is simpler: it's basically just a number. In EU2, there are lots of cultures, but two cultures are either the same, or they are different. There is no such thing as 'similar'.
Three entities in EU2 have culture: countries, provinces, and settlements.
State Culture Edit
Countries have one primary culture, but they may also have secondary culture(s). You can see the state culture(s) on the country screen. The first culture listed is the primary state culture. For example, the Ottoman Empire has as its primary culture Turkish, but it also has Arab, Greek, and Slavonic culture.
State cultures are established by the scenario file for all countries which exist when the game is started or loaded. Upon new country creation (via revolt, freeing a vassal, etc.), the new country always gets a single culture, usually that of its capital province.
Once a country exists in the game, it can change its state culture(s) only via scripted events. There are no random events which change state culture.
Provincial Culture Edit
Every land province has exactly one 'base' culture. If the province has a trading post, and it has not had a colony on it that was then destroyed, you can see its base culture on the province screen and the send missionary screen. You cannot see the base culture of a province if it has ever had a settlement on it, or if it is empty. The base culture is fixed by the scenario and cannot change.
Settlement Culture EditEu4 Change Culture Separatism
Every land province may have a settlement (a colony, colonial city, or full city); and if it does, that settlement has exactly one culture. Settlement culture is independent of the base provincial culture. This culture is shown on the province screen.
Cultural Change in Settlements Edit
Events can change any settlement's culture to any culture. For example, in the scripted event where the Ottomans can move their capital to Thrace, if they make that choice they get cultural conversions of several provinces nearby to Turkish culture (as well as some nice religious conversions). scripted events changing culture are rare; no random event changes culture.
When a colony is created, it gets the primary state culture of the country creating it. After that, settlement culture usually does not change much. However, there are two actions that the country owning a settlement may do, that may change the settlement's culture. These always change settlement culture to the country's primary state culture. The actions are:
There is one other way that culture can change. In non-European provinces that contain colonial cities (1000-4999 pop), whenever nationalism ends, the colonial city's culture will change to the owner's primary state culture. This effect only works if the settlement culture is different from the base provincial culture. Note that nationalism usually lasts 30 years; you can see it via the increase in revolt risk. However, when a country gains ownership of one of its core provinces, nationalism ends immediately (and the culture changes if other conditions apply). Similarly in the case of a colonial city defection, there is no nationalism, and therefore there is immediate culture change.
Again, there are two very substantial limits on this effect: the colonial city must be non-European, and it must not match culture to the base provincial culture (which you can't see). Base provincial culture usually matches the settlement culture for settled provinces as they are in the Grand Campaign scenario. (A few exceptions exist, including the Canary Islands.) Thus, for example, China cannot easily expand into the Changatai Khanate and convert its many small cities into Han culture, because those cities are Mongol cities on provinces with Mongol base culture.
Penalties for Cultural Diversity Edit
Culture has a number of effects. For a particular country, a wrong-culture city/colony/province is one that does not match any of its state cultures. A wrong-culture settlement:
There are many more effects in cities. A wrong-culture city:
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Sooo…having the slave pops in the files is necessary for the converter to know whether or not there should be slaves (or descendants of slaves with a different culture than the usual population) in the provinces. It's not a system I particularly like, but all our experiments to come up with something better failed. However, I can make changes, such as making it so unowned provinces don't have slaves, and could maybe even change the culture of slave pops to match the rest of the pops. I think that would help us avoid most of the nonsense that might otherwise result.
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Maybe the first question should be: what is the impact of the 'Accept Culture change'? Does it only change country culture or culture of ALL provinces?
If that only change main culture.. what is the benefit of Accept Culture change at all?
BuddaBudda
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3 Answers
Accept Cultural Shift is a good decision to take if you are a small nation that is expanding into a different culture group than your own, because you can move the capital, accept a cultural shift, and then you no longer suffer from the penalties to tax and manpower and rebellion from being a different culture. The decision changes the culture of your nation's government, not the culture of any particular province.
For example if you are playing as a greek OPM and expanding primarily into italy, you can change culture to italian. This means you don't have to spend time and points on converting all the italian provinces to greek. Instead you just convert your original province to italian.
LawtonLawton
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Here you can read more about cultures: http://www.eu4wiki.com/Culture#Accepted_cultures
Brief: if provinces with some foreign culture contribute more than 20% of your base tax, then the culture becomes an accepted culture and you get no manpower and tax penalties.
The article about cultural shift: http://www.eu4wiki.com/Decisions#Accept_Cultural_Shift
This decision is available only when the culture of your capital is different from your main culture. It is not just replace culture in one province, it changes the main culture of your entire nation. You don't have to take this decision, you can change the culture of you capital province instead with diplo points.
Alien-47Alien-47
Provinces with unaccepted cultures get (iirc) -33% reductions to tax and manpower, as well as +2 to province unrest.
Accepting a culture does not change your primary culture - it only means you have enough of it to get the full use out of it.
SunspawnSunspawn
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