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EUIV Golden Century Manual ENG

Welcome to
Europa Universalis IV:
Golden Century
ixteenth century Spain had one of those charmed histories
that underline what we mean by a Golden Age. The completion of
the Reconquista and discovery of the Americas in 1492 in the reign of
Isabella of Castile and Ferdinand of Aragon kickstarted a hundred years
of dominance in Europe.
The crowns were unified under their successor, Joanna, who was ably assisted in
her tumultuous reign by Charles, who would go on to rule as King of Spain and Holy
Roman Emperor - the very peak of Hapsburg power with an empire composed of a
third of Europe and stretching around the globe.
Charles was succeeded in Spain by his son Philip II, best known as a foil for
Elizabeth and her English privateers. Philip’s religious zeal and dynastic ambitions
energized his reign, even as he struggled with a divided kingdom and massive debts
left by his father.
Popular legend has it that this Golden Century of Spain ended with the 1588 defeat
of Philip’s Armada, a grand invasion fleet targeting England. But Spain’s golden age
didn’t quite come to a sputtering end, no matter what movies about Elizabeth I might
tell you. The slow decline of the Hapsburgs and the loss of the Netherlands in the
mid-17th century marked the true end of Spanish power.
But in Europa Universalis IV, you are the master of the Spanish Main and the Pillar
of Hercules. Your power can last forever.
In Golden Century, an immersion pack for Europa Universalis IV, new tools are
at the disposal of Iberian rulers and their North African neighbors. The naval game
has been enhanced with a couple of new features, and pirates may now rule the
Minority Colonies
hough some colonial enterprises were sponsored by the crown,
a good number of overseas settlements were organized by religious and
cultural minorities who thought they would find greater safety and success beyond the borders of their home country.
The English Puritans who settled parts of New England and the English Catholics
who settled Maryland are probably the best known examples of these minority colonies, but there were others. French Protestant Huguenots made many attempts to
establish cities in Florida and parts of New France. Dutch colonial activity first got
underway while the Low Countries were part of the Spanish Empire, and the religious wars were still flaring.
In Europa Universalis IV, colonists were always the same culture and religion as
your monarch. This made colonies pacified copies of the Motherland, and led to a
monolithic colonial world. In Golden Century, nations can now send their minority
populations overseas to better reflect the diversity of European colonies.
When you choose to send a colonist to a new territory, you will now have an option
to decide the composition of your colony. You can, as usual, send a colonist of your
primary culture and faith. However, you can also choose to select a minority colonial
population, with the immediate cost in Diplomatic points equal to what it would take
to convert their origin province to your primary culture.
Once a minority colony is fully established, the origin province will be converted
to the primary culture and faith of the the homeland.
Minority colonies cost less overall money to establish than normal colonies, making them attractive to overseas empires with a budget crunch. They also start with a
small development bonus, since the community has packed up everything it owns to
start a new life.
There are downsides. Minority colonies will be very resistant to cultural or religious conversion, so it is likely that any Colonial Nation formed from them will keep
its minority identity. A Colonial Nation that has too large a minority presence might
also find that its governance is more strongly influenced by that heritage than the
rules of the homeland.
And, of course, minority populations are always a little more prone to unrest, so
govern those colonies wisely.
Religious Orders
orn out of centuries of religious war against the Moorish rulers in
the region, the Spanish monarchs would often cast themselves as the
vanguard of the Catholic Church’s expansion and power. The Inquisition
was more firmly entrenched in Spain than in other Catholic realms, and
the conversion of the indigenous populations of the Americas was a central part of
the Imperial mission.
In Golden Century, Iberian Catholic nations and Muslim Andalusia can call upon
three religious orders to administer States. These orders provide minor bonuses to
the state, and cannot be changed once in place. As expected, the three orders roughly
match the three Monarch powers available to you.
The major difference between Iberian Catholic and Andalusian Sufi Orders is that
placing a Sufi order deals a small blow to your Muslim Piety, pulling your nation more
towards Mysticism.
• Jesuit (Catholic): Costs 50 ADM to place, each province in State gains +1
ADM development, +1.5% Missionary strength in State, 10% reduction in construction cost.
• Dominican (Catholic): Costs 50 DIP to place, each province in State gains
+1 DIP development, cultural conversion 30% cheaper, slaves in state removed as
trade good and replaced.
• Franciscan (Catholic): Costs 50 MIL to place, each province in State gains
+1 MIL development, -1 to unrest, State recovers from
devastation more quickly.
• Shadhili (Muslim):
Costs 50 ADM to place,
each province in State
gains +1 ADM development, +1.5% Missionary
strength in State, +10%
Institution spread.
• Qadiri (Muslim): Costs 50
DIP to place, each province
in State gains +1 DIP development, -10% local build cost,
cultural conversion 30% cheaper.
• Aissawa (Muslim): Costs 50 MIL to
place, each province in State gains +1 MIL
development, -1 to unrest, State recovers
from devastation more quickly.
or centuries, it was customary for royal fleets to have Flagships. All
fleets would have command vessels and flagships directed by the admiral in charge, but national Flagships, like Nelson’s famous Victory, were
often large or prestigious vessels, usually state of the art first-rate ships
or ships that had served with distinction.
Flagships are more expensive than other ships, but also more powerful. Your
Flagship will be identified by a special icon, and will also have a paler blue ship status
bar instead of a blue one. The fleet containing your flagship will also be identified on
the information panel in the upper right.
You can only have one Flagship, but can capture enemy Flagships to add to your
fleet. These will also be identified.
You must already have a fair sized navy in order to build a Flagship, so you can’t
just start with a superboat. You must have at least 3000 sailors currently active in your
navy to construct a Flagship. (Neither England nor the Ottomans meet this standard
in the 1444 start.)
Once you have selected to build a Flagship and chosen which type of vessel it will
be, you will be prompted to choose which modifications you will add to your new
ship. You may up to three modifications for your Flagship, with each modification
adding to the maintenance cost for the ship.
Modifications include:
Mass Load Cannons: +15% Cannons, +0.5 Maintenance cost
Trade Route Map: +1 Trade Power to ships in fleet, +0.25 Maintenance
Command Aftercastle: +5% Morale to Ships in Navy, +0.5 Maintenance cost
Improved Crows Nest: +5 Engagement Width to Navy, +0.5 Maintenance Cost
Mortars: +1 Blockade Impact on Siege, +1.0 Maintenance cost
Standardized Signal Book: +1 Speed Base to Ships in Navy, +0.5
Maintenance Cost
• Hull sheathing: +50% Durability of ship, +0.5 Maintenance Cost
The nation specific Flagship modifications include:
• Portuguese Navigators: +100 Range on Exploration Mission,
0.5 Maintenance Cost
• Portuguese Bombardier: Half cost on Naval Barrage, +0.5 Maintenance Cost
• Portuguese Trade Route Map: +2 Trade Power Base to Ships in Navy,
+0.25 Maintenance
(Generic Trade Route Map is not available for Portugal)
• Spanish Grand Armada: - 30% attrition for fleet, +0.5 Maintenance Cost
• Spanish Treasure Convoy: Cannons counts twice for Hunting Pirates for
Navy, +0.5 Maintenance Cost
• Spanish Mass Load Cannons: +30% Cannons, +0.5 Maintenance cost
(Generic Mass Load Canons is not available for Spain)
• Dutch Courage: +10% Morale,
+0.5 Maintenance
aval supremacy in the early modern era was not just about protecting
sea lanes, but also hastening sieges of coastal forts, especially in India
and Southeast Asia, where few forts could stand up to the battering cannonades of Portuguese or English man-of-wars.
In Golden Century, you can spend 50 MIL points to conduct a Naval Barrage on
a fortress province neighboring a sea zone where you have a fleet. This barrage will
open a gap in walls of the fort, speeding its eventual capture. (This is the same mechanic as the Artillery Barrage introduced in the Mandate of Heaven expansion, but
will not unlock that land army ability if you only own Golden Century.)
he Golden Age of Piracy in the Caribbean stretched from the mid-
17th to mid-18th centuries, though pirates and privateers had plagued
the sea lanes of the Americas almost from the founding of the Spanish
Empire in the New World. Largely fueled by the European rivalry between Spain and England (as well as opportunistic Dutch sailors preying on both
these larger nations), piracy ceased to be a major concern in the region once England
received important trade concessions from the Spanish Crown.
But, for about a century, pirates were able to establish themselves as threats to government and merchant vessels in the Atlantic, with some captains becoming strong
enough to establish loose governments.
The most famous of these is the Pirate Republic of New Providence, based in
Nassau. Less a Republic than a collection of independent contractors who agreed to
abide by the same Code of Conduct, it survived for barely over a decade and was less
successful than many of its Asian counterparts.
However the idea of a Pirate Republic has long inspired romantic notions of brigands coming together to stand up to kings and admirals. In Golden Century, Pirate
Republics can appear in a number of locations, spawned by events if certain conditions are met. For example, the Caribbean pirate nations may activate in Trade Nodes
with heavy privateer activity if treasure fleets regularly pass through.
Pirate Republics have a number of abilities and bonuses.
All pirate republics may do coastal raids, regardless of religion
Pirate Republics have a 50% higher Naval Force Limit
Pirate Republics have a 33% greater chance to capture ships
Pirate Republics do not have a base gain to republican tradition and have much
lower Maximum Absolutism
The possible Pirate Republics are:
• Sale: A late 17th century pirate state in western Morocco, that plied its trade on
the Barbary Coast. Famed as the home of Murad Ries, a Dutch pirate in the employ of the local chieftains, Sale was founded as a safe haven for Morisco refugees from Spain.
• Tetouan: This corsair republic was most active in the late 16th century.
Situated just east of Tangiers, this was the home of the famous Sayyida al-Hurra,
one of the great Pirate Queens of the Mediterranean.
• New Providence: The most famous of the America pirate republics, New
Providence in the Bahamas tried to regulate pirate behavior to make life more
secure for the crews of pirate ships.
• Port Royal: For decades, this Jamaican city was a safe haven for English privateers targeting Spanish property. The pirate influence grew too strong for the
English to secure the town, so the governor turned over security to other pirates.
• Tortuga: This small island to the northwest of Haiti was home to the
“Brethren of the Coast”, a pirate society that developed the famous pirate Code
of Conduct.
• Libertatia: First described by Cpt Charles Johnson in his 1724 history of pirates, the actual existence of Libertatia, a pirate republic on the Madagascar
coast, is doubted by most historians. But there were numerous pirate settlements
in the area that likely gave rise to the story.
• Palembang: This city was a haven for pirates through much of the early 15th
century, threatening Chinese and Malaccan trade. If you play as Palembang, an
event triggers at the beginning of the game that enables you to convert to a Pirate
Once a Pirate Republic spawns, players will have the opportunity to choose to play
the rest of the game as the buccaneer nation.
Become A Pirate
However, players can convert their nation to a Pirate Republic if they meet certain
criteria. First, they need to be located on an island or in the Mahgreb.
You must also:
Have a stability of +2 (the decision will reduce your stability by 5)
Have no subjects
Be at peace and not bankrupt
Have a navy that is at least 90% of your naval limit
Have privateers operating with at least 10 trade power.
Taking this decision will convert your nation to a Pirate Republic. So, what does that
Governing the Cutthroats
Pirate Republics are, of course, republics. They operate with Factions, like other republics and the Chinese Empire.
ADM faction, composed of the crews of the pirate ships. They gain influence from
Coastal Raiding, the Articles of Agreement, and the War Against the World reform.
While dominant, the Buccaneers give +1.0 Republican Tradition, 20% Sailor Recovery
Speed and reduce taxes by 5%
DIP faction, representing the fences who help dispose of ill-gotten booty. They
slowly gain influence while the pirates are at peace, but lose it quickly from raiding.
Gain more influence from Smuggling Ring reforms.
While dominant, the Smugglers give +10% Global Trade Power, +10% Trade Efficiency, and
-0.5 Yearly Prestige
MIL faction, made up of the ships’ commanders. They gain influence from privateering actions, the Pirate King reform and Council of Captains reforms.
While dominant, the Captains give +1 Naval leader fire, +10% Naval Morale and +10%
Stability cost
Pirate leaders serve for four year terms and are chosen from a pool comprised of
one candidate from each faction. Election adds influence to the winner’s faction.
The elected candidate is automatically transformed into an Admiral.
Pirate Government Reforms
If you have the Dharma expansion, your Pirate Republic will be able to implement
a number of unique Government Reforms. If you don’t have Dharma, you’re not entirely out of the luck, since the benefits conveyed by these reforms will still be available via the Decision menu.
Tier 2 - Republican Values:
The three default reform options to choose from are replaced by:
Council of Captains:
• Yearly Captain influence gain
• 33% Privateering Efficiency
Articles of Agreement: I.e Robert’s “Pirate code”
• Yearly Buccaneer influence gain
• +0.5 Republican Tradition
• 10% Global Sailor Modifier
Smuggler’s Haven:
• Yearly Smugglers influence
• +30% Foreign trade power
Tier 5 - Separation of Powers:
Pirate King:
Ruler for life
-20% cost of Harsh Treatment
+1 naval leader fire
Yearly Captain influence gain
War Against the World Doctrine:
• -5 Years of Nationalism in conquered provinces
• -15% ship building time
• Unique casus belli that replaces the Imperialism CB.
• Removes Slave trade goods from provinces
• Yearly Buccaneer influence
Black Market Consortium:
• Enable Trade Posts and Goods Produced bonuses (Merchant Republic)
• Limits you to 20 fully cored provinces (Merchant Republic)
• Yearly Smugglers Influence gain.
olden Century has new exclusive mission trees for Castile/Spain,
Portugal, Aragon, Morocco, Granada, and Tunis.
Castilian and Spanish missions are largely targeted to the Reconquista,
Spain’s overseas empire, and dealings with the Holy Roman Empire.
Portuguese missions are, likewise, themed around the glory days of Portuguese
sail, building empires in the Americas, Africa and Asia.
Aragonese missions are centered on its naval dominance in the Mediterranean and
dealings with other Iberian monarchies.
Moroccan missions focus on the expansion of Moroccan power across Northwest
Africa and crossing south into sub-Saharan Africa.
Granadan missions challenge you to preserve the last Moorish kingdom and reconquer the lost Muslim territories in Spain, potentially refounding Andalusia.
Tunisian missions are themed around ruling the North African coast and making
inroads into Europe.
Europa Universalis IV:
Golden Century
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You represent and warrant that the UGC, and your grant of rights in such UGC, does not violate any applicable contract, law or
regulation, and that the UGC is your original work and does not infringe any third party´s intellectual property rights or any other rights.
Paradox specifically disclaims any liability with regard to User Generated Content.
Anyone who believes that their original work has been reproduced as UGC through one of our Games in a way that constitutes
copyright infringement may notify us by sending an email to [email protected]
Paradox may collect information from you when you use the Game. Such information includes your SteamID, computer configuration,
gameplay behavior and progress, browser type, platform type and software usage. This information is gathered periodically to
facilitate the provision of software updates, product support and other services related to the Game.
Paradox may use any collected information to improve its products, administer the Game, analyze trends, or to provide services
to you. In addition, Paradox may use this information for the purpose of research, development, administration, support and
marketing of Paradox products and services. For more information, please see Paradox’s Privacy Policy available at https://
From time to time, at Paradox’s sole discretion, Paradox may provide you with technical support and community management services
related to the Game (“Support Services”). Paradox reserves the right to alter, suspend, and terminate the Support Services at any time
and for any reason. You can contact Paradox for Support Services at [email protected] or
You acknowledge and accept that from time to time, Paradox may patch or update the Game for the purpose of resolving software
bugs or other issues, rebalancing the Game or adding and/or removing features in the Game.
This License is effective until terminated.
You may terminate it at any time by destroying the Game with all copies, full or partial, and removing all of its component parts.
Without prejudice to any other rights, Paradox may terminate this EULA if you fail to comply with the terms and conditions of this
EULA. You shall then cease all use of the Game and destroy all copies, modifications, printed or written materials, and merged
portions in any form and remove all component parts of the Game which have been downloaded to your unit.
This limited warranty is in addition to, and does not affect, those of your statutory rights which cannot be excluded or limited in
any way under applicable law.
Paradox warrants that the Game will provide the features and functions generally described in the product specification on www. at the time of your purchase and in the product documentation. PARADOX DOES NOT WARRANT THAT THE
To the maximum extent permitted by applicable law, in no event shall Paradox, its affiliates or licensees, be liable for any special,
incidental, indirect, or consequential damages whatsoever (including, without limitation, damages for loss of business profits,
business interruption, loss of business information, or any other pecuniary loss) arising out of the use of or inability to use the
Game or defect in or caused by the Game, including but not limited to compromising the security of your unit on which the Game
is run, operating system or files, or the provision of or failure to provide Support services, even if Paradox has been advised of the
possibility of such damages.
Nothing in this EULA limits our liability to you in the event of death or personal injury resulting from gross negligence, fraud, or
knowing misrepresentation on our part.
You agree that this EULA shall be deemed to have been made and executed in Sweden and any dispute arising under this EULA shall be
resolved in accordance with the laws of Sweden, excluding the law of conflicts and the Convention on Contracts for the International
Sale of Goods.
Most concerns regarding this EULA or the Game (“Disputes”) can be resolved by contacting Paradox at
support. Therefore, you agree to first attempt to negotiate any Dispute informally with Paradox for at least thirty (30) days before
initiating any court proceeding. Should the Dispute not be resolved by informal negotiations, you agree, to the extent permitted by
applicable law, to the exclusive personal and subject matter jurisdiction of the courts located in Stockholm, Sweden, for making
and resolving any such claims, and hereby waive any right to participate in any type of law suit brought and/or maintained as a
class action or similar in nature to a class action.
We may amend this EULA from time to time by posting a prominent notice on our web site.. Your continued use of the Game after
changes are posted means you agree to be legally bound by the EULA as updated and amended.
If for any reason a court of competent jurisdiction finds any provision, or portion thereof, of this EULA to be unenforceable, the
remainder of this EULA shall continue in full force and effect.
If you have a question regarding this EULA, or want to give us feedback about it, please contact us at
Paradox Interactive AB
Västgötagatan 5
118 27 Stockholm
© 2018 Paradox Interactive.
“Europa Universalis IV: Golden Century” is a registered trademark of Paradox Interactive. All rights reserved.
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