EU4 - Global Campaign
Season 5
Season 5
Join the discord here!
Welcome to the next EU4 Campaign in the Babylon roleplay community. This webpage will contain all the information necessary to participate in the game.
Tiered Nations (T5+)
EU4 is not a balanced game. Some nations have advantages over others and some are even straight up overpowered. To ensure that nations that are unbalanced does not screw up game health and that their power is only used in an acceptable roleplay manner, they are only given out to players ranked 5 or higher. Lots of nations will be gated behind roleplay ranks.
Situs Nations (S)
Situs is Latin for 'Situation'. These nations begins the game in such a deep historical situation that we expect to be played in a certain way. Situs nations has a foundation of requirements and expectations around them. These nations are not to be seen as railroaded and forced down a specific path, but to begin the 1444 stage in such a unique situation that it would be strange to go against it. Examples would be for Ottomans to built tall, Portugal to ignore exploration and the Papal States to roleplay as atheist.
Recommended Nations
Western Europe
England (T5+) (S)
France (T5+) (S)
Castile (T5+) (S)
Portugal (T3+)
Burgundy (T3+)
Aragon (S)
Scotland
Irish Minors
America
Inca
Aztec
Holy Roman Empire
Austria (T5+) (S)
Brandenburg (T3+) (S)
Bohemia (T5+)(S)
Saxony (S)
Mainz (S)
Trier (S)
Cologne (S)
The Palatinate (S)
Holland
Brabant
Switzerland
Bavaria
Italy
Papal States (T3+)(S)
Naples
Venice
Savoy (S)
Florence
Genoa
Milan
Eastern Europe
Poland (T3+)
Lithuania (T3+)
Muscovy (T5+) (S)
Hungary (T3+)
Moldavia
Wallachia
Serbia
Crimea
The Steppe Hordes
Sub-Saharan Africa
Karnem-Bornu
Mali
Kongo
Kilwa (T3+)
Madagascar
Ajuuraan
Ethiopia
Songhai (T3+)
Anatolia & Caucasia
Ottomans (T5+) (S)
Aq Qoyunlu
Qara Qoyunlu
Georgia
Shirvan
Cyprus
The Knights
Middle East
Mamluks (T3+) (S)
Yemen
Oman
Najd
Hormuz
Rassids (T3+)
Northern Europe
Denmark (T4+) (S)
Norway
Sweden (T5+) (S)
Teutonic Order
Livonian Order
India
Bengal
Vijayanagar (T4+)
Bahmanis (T3+)
Malwa
Mewar
Sirhind
Gujarat
Orissa
Jaunpur
Kotte/Kandy/Jaffna
Far East
Ming (T5+) (S)
Japan (S)
Korea
Tsang
Indochina
Ava
Pegu
Ayutthaya
Khmer
Dai Viet
Indonesia
Malacca (T3+)
Brunei
Pasai
Majapahit
Madyas
How to Roleplay Europa Universalis IV
Roleplaying is the backbone of our games. We are not a competitive group nor a casual one. We are a roleplaying community and our stories can vary a lot. Playing as an Icelandic count in CK3 can most likely be quite a casual endeavor, while playing as a major such as the Ottomans in EU4 can be quite competitive with crusades and coalitions targeting you. The point is, we are a roleplaying community and the roleplay narrative between players directs the story. If the Icelandic count gets invaded by a contender to his land, then it suddenly becomes less casual, and if the European coalitions manages to tame the roaring Ottoman Empire, the Turks might be in for a more peaceful Anatolian tall play.
Some people in our community has 20 years+ of tabletop roleplaying experience while others show up brand new.
Being a good roleplayer is not a single skill. It is not something that you are either really good or bad at, but a large collection of different skills. Some players might be excellent at making long statements, others excels over voice RP, some might be really good at dragging historical accuracy into the conflicts and open the narrative to a new level.
The most essential part of roleplaying in our community is the acknowledgement of it being a multiplayer community. This means that our narratives are going to impact each others stories and develop a more wide and global story were all our
What we as staff in the Babylon Roleplaying Community defines as good Roleplay in EU4
The next chapters below will focus on major aspects of human society in the timeline of the game, all of them can be a part of story you want to create. We will also go into some game mechanics too.
Trade
The production of goods, buying and selling them is a major part of human society, trade is one of the primary sources of income for a nation as a whole and in 1444. Trade had such an impact of life, that traders all over the world got their own social class, ships were even explicitly designed to transport trade goods, merchant republics occurred and wars were started over trade conflicts.
Trade was so impactful, that it led the traders of Europe to seek new routes to the lucrative trade of India and China, leading to the discovery of the Americas and the contact of civilizations that never had met before.
Trade is such a central part our games and this chapter will shed some light on some of the trading aspects that we can roleplay around.
Trade Goods
Our modset includes a total of 47 new trade goods spread all over the world for us to enjoy and RP around.
Some of the Trade Goods do not start on the map until they are created, these are manufactured goods that can be produced in a province by building a manufacturer building. They have requirements and unfolds as technology progresses. Dominating the market of manufactured goods leads to some powerful bonuses.
Trade Goods are great tools to use for roleplaying, for example is Venice the worlds leading producer of glass, while the Mamluks dominates saffron and Bengal opium. At game start England dominates the beer market to satisfy their large army - but how will the future of beer look once some of the Germanic nations starts to brew?
One thing is to be good at producing, another at dominating the trade!
All the new trade goods, their bonuses from trade and production can be seen here.
Trade Deals
Every nation can make trade deals.
A trade deal is dependent on the category of trade goods, whenever it is rural, urban, mining or plantation. If a nation produces enough in one category, they can export those goods to another nation through a trade deal. The exporter will always receive a bonus to goods produced, while the importer receives another bonus too.
A trade deal takes up 1 trade deal slot for both nations.
The number of trade deals can be improved through government reforms, events and idea groups.
These are great tools to RP around. Trade deals, trade goods and dominating the flow of markets is an excellent tool for conflict and built up for new friends and enemies.
Religion
Whenever we like it or not, religion plays a central role for humanity. It plays a major role in our games, every nation has a religion and the 3137 provinces in the game each have their own assigned religion. The Age of Reformation is essential to the European stage and religion will always play a major part of the roleplay narrative, no matter where in the world we create our stories.
The purpose of this chapter is to explain the different religions and shed some light upon their situation in the world of year 1444. We want to understand the differences and inspire us all to engulf our roleplaying stories with the flavors and conflicts of religion
Rules
No Blobbing
No Meta Gaming or Exploiting
The first three idea groups have to be from each category each (1 - 1 - 1). After that you are free to choose the categories freely
Contradicting idea groups are mutually exclusive
Quantity or Quality
Offensive or Defensive
Religious or Humanist
No exploiting of the loan system/bankruptcies
No bullying, bleeding or trying to hurt other players personally
Use common sense and prioritize role play narrative over winning
If you feel treated unfairly please contact your Game Controller
War declarations in player vs. player have to follow the guidelines of EU4 War Declarations
AI wars with the intention to demand any land from a player allied to the war target is considered a PvP war and needs to follow the rules for PvP declarations.
You may only have 50% of your forcelimit as mercs (can have full forcelimit on top as normal units).
There are no condottieri limits. You do however have to pay or OFFER an amount for them equal to at least 2x their maintenance. It is forbidden to hire out free condottieri.
Colonists:
You are not allowed to make more colonies than you have colonists. If you have 2 colonists, you can maximum have 2 colonies being built at the time, let the colonist finish before sending him off to a new one. It is not allowed to send them home early to begin a new one early.
Some events allows for a new colony to begin, this is an exception.
Forts:
It is forbidden to build forts adjacent to each other.
The exception is the fort you may build in your capital, it ignores this rule, but the forts surrounding your capital may not be adjacent to each other.
Barraging forts immediately is legal, but doing it too much is frowned upon and in bad taste.
Institutions through developing provinces, while it is allowed to develop into the institutions from afar, but it has to follow this rule.
You are not allowed to dev into it, if it is not present in your region.
Example: If The Printing Press is embraced in Arabia and begun to spread in India, Indian players are allowed to dev into it, but not Indochina. Once present in India, Indochina can dev into it and so on.
You are always allowed to dev into the next institution if you are behind on two institutions. For example if you're still on feudalism and colonization starts to spread, you are welcome to dev into renaissance.
If you are in doubt on whenever you are allowed to dev an institution or not, ask your local GC.
Disinherit
Disinheriting heirs can be done, but it is not something we want to see done too much. If you do it, we expect at least a roleplaying statement explaining what is going on inside your nation since this heir decides / was forced to leave the line of succession. To spam heirs away until one has good stats is meta gaming and against the rules. Remember that monarchies has the educate heir event chain, which provides a major buff that nations without heirs doesn't get. This is to balance a bit the better stats that republics and unique governments (Mamluks, Ottomans ex.) usually provides.
Disinheriting too often is meta gaming.
Alliances (Wars only)
Each nation starts with 3 player alliance slots
Great Powers count as 2 player alliance slots
Guaranteeing a nation and player vassals takes up 1 player alliance slot for both nations
Ways to increase alliance slots (+1 each)
National ideas & idea groups that increases diplomatic relations
Being Holy Roman Emperor, Emperor of China or
Increased diplomatic relations from great projects, government reforms, events, missions ex does not increase alliance slots
Alliances (Peace time)
Outside of wars you can have as many relations as you please, though it is forbidden to go over the diplo limit.
If you are planning a major war, such as a crusade, coalition ex, contact a GC to get approval of exceeding diplo limits.
Game changes
This is for the changes we make mechanically
Mod List
the list of mods we run with link
Important links