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Rule Britannia
uch is made of the unlikeliness of the triumphs of Great Britain in the
M 18th and 19th centuries. Once a continental power that overawed France,
England fell on hard times by the 15th century. Even the Tudor golden
age of English power, when Henry defied popes and Elizabeth defied
Spain, were marked by internal division and religious unrest, and the traditions of
English freedom were stomped underneath a network of secret informers.
But the greatness of Britain is not entirely surprising. Strong nobles usually pro-
vided a counter to true absolutism, and the salutary example of Charles I served as
a reminder of the ultimate price of running roughshod over the privileges of the
English elite. Despite the occasional bloody suppression of northern national spirit,
the union between Scotland and England proved a powerful combination. English
merchants had easy access to the trade ports of the Netherlands and a location that
allowed sailors to take advantage of prevailing currents to the Americas.
Most importantly, Great Britain was spared the scorched earth of the continental
Religious Wars, and its own periods of disruption were generally shorter and less
intense than the Deluge of Poland or the Russian Time of Troubles. It helps to be an
island, with a culture of seafaring and ocean battle.
Rule Britannia is an Immersion Pack for Europa Universalis IV. It is designed to
deepen the experience of playing England or Great Britain, so most of the changes in
this pack will heighten gameplay in that region. However, many of the changes are
more universal, and will be appreciated by a wide range of nations and play styles.
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Naval Doctrine
ritain hasn’t always considered itself a naval power, but the scat-
B tering of the Spanish Armada in 1588 was a near miss that showed the
importance of protecting the English shores. As it expanded its colonial
empire, trade became the source of British power and the security of
these sea lanes was the primary military consideration of the nation.
Navies are flexible instruments, but this flexibility does not preclude a specific
task or focus, whether it be guiding trade, eliminating opposing fleets, or capturing
enemy ships as prizes.
In Rule Britannia, any nation with a navy can spend money to set a Naval Doctrine.
A Naval Doctrine will allow your navy to get bonuses to certain naval tasks. There is
no penalty for adopting a Naval Doctrine, but they are not cheap. Adopting or chang-
ing a doctrine will cost 1 ducat for every 10 sailors needed to maintain your navy.
In other words, a navy whose ships require 1000 sailors will have
to spend 100 ducats to adopt or change a Naval Doctrine.
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There are four Naval Doctrines available to all powers and one extra doctrine exclu-
sively available to British nations.
• Fleet in Being: You have a tradition of building and maintaining a strong navy,
reducing the administrative costs. (Naval Maintenance Reduced 15%)
• Free Oarsmen: Your galleys are manned by citizens, not slaves, giving them an
incentive to fight. (Galley Combat Ability Increased 15%)
• Merchant Navy: Keep the seas free and open for trade. (Trade Steering by Ships
Increased 33%)
• Ship Boarding: Enemy ships are prizes to be taken, not targets to be sunk. (Chance
of Capturing Enemy Ships in Combat Increased 33%)
• Wooden Wall (British Only): Britannia Rules the Waves. (+1 to all combat die
rolls for British ships fighting by home coastal provinces.)
So, in times of peace, you will usually want to adopt the Merchant Navy doctrine to
increase your wealth. Larger navies will find Fleet in Being a good way to keep costs
down. Mediterranean nations at war will find Free Oarsmen a good way to tip the
odds in galley fights.
You may change your Naval Doctrine at any time, if you can afford it.
4
Industrial
Revolution
th century inventions like the flying shuttle and the spinning
5
18th century, even though coal mining for most of this period was surface level scrap-
ing. By 1800, coal pits were increasingly framed with timbers allowing the miners to
plumb deeper.
In Rule Britannia, coal is a new resource available in historic locations, but it is not
available at the start of the game. Provinces that might spawn coal can be seen on the
Trade Goods map mode; they are identified with blue diagonal stripes.
These provinces will only spawn the coal resource if they have Development of
20 or higher and the nation (and that province) have adopted the Enlightenment
Institution. Coal modifies the state’s maintenance cost by 20% (relative to the size
of the coal province), and increases goods produced by 10%. It has a base value of 10.
The greatest benefit of coal can be found in its related manufactory. Unlike other
manufactories, the Furnace does not double the production of goods in the province,
but increases the production of all goods nationwide by 5%. Owning a lot of furnaces
can add a lot of commercial power to your empire in the late game.
6
Innovativeness
hrough the lifetime of Europa Universalis IV, we’ve made a
Every technology or idea that your nation is the first to unlock adds points to
your Innovativeness. (“First” is determined by month, so two or more nations can
be “first”). Every month you lag behind in the discovery of new technology reduces
your Innovativeness. There is also a bonus to Innovativeness when you are ahead of
the technological timeline.
Innovativeness is a 100 point scale, with scaled effects that reduce the costs as-
sociated with using monarch power (to a maximum of a 10% reduction) and slow the
7
decay of your military traditions (to a maximum of +1 annual tradition).
Innovativeness can also be raised or lowered by random events, including events
connected to the freedom of the press or the legalization of medical dissection of
corpses.
8
Knowledge
Sharing
ome nations lag behind in adopting institutions, so a potentially
9
Trade Steering
his is a new diplomatic option in peace deals that forces your enemy
T to steer their trade towards your trade capital. The defeated nation will
have all of its merchants redistributed to direct the maximum trade ben-
efit for the victor.
The Trade Steering term, like Transfer Trade Power, cannot be ended while there
is a truce between the winner and the loser. Trade Steering costs 60% war score be-
cause it is a very powerful tool.
10
Anglicanism
he Anglican Church is a unique Protestant faith. In many respects,
11
spent on specific actions - Anglicanism in this interpretation is less about creating a
new doctrine and more about demonstrating the power of the monarchical church.
12
Anglican nations can develop their provinces for 10% lower costs, and get a 50% mul-
tiplier to all Innovativeness gains.
Historical Missions
We have transformed the mission system in Europa Universalis IV to add more trans-
parency and clarity to what is happening. Though EU4 has always had historically
themed missions, it was not always clear which missions would unlock others - at
least not without repeated playthroughs of the same nations or peeking at the game
files. National missions are now clearly laid out as paths for your country to follow.
In Rule Britannia, the nations of England, Scotland, Ireland and Great Britain have
new unique mission paths.
13
Credits
Europa Universalis IV:
rule britannia
14
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16
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