We're always talking about this in IRC so I thought I'd finally make a proper thread for it. For those who don't know, Europa Universalis 4 is a grand strategy game made by Paradox, the same people who made Crusader Kings 2. It follows on from CK2 in the timeline, taking you from 1444 to 1821, covering the age of early exploration and colonisation, as well as the emergence of the modern state. That's probably the main difference between EU4 and CK2: in EU4 you play as a state in the more traditional sense of the term, whereas in CK2 you played as a family dynasty. The other major difference is that EU4 is truly global in scope. You can play as anything from France to minor Japanese Daimyos. Like CK2 there's a moderately steep learning curve (especially on the trade side of things), but it's not quite as hard as CK2 (probably because of the more familiar idea of playing as a state). The interface is also really good. Needless to say, re-playability is massive. Anyway, the idea for this thread is for general chat. What do people think of the Coassacks DLC? I haven't got it yet as I'm nervous about estates making the game much more difficult, and also I'm waiting for bugs to be worked out. What's your playstyle? Hardcore achievement hunter or role play? I lean more towards role play: I like to start a game, use the console (or custom nation designer) to fiddle with various countries to create an alternate history scenario and play that out. About to start a game as Brandenburg with intention of forming Prussia. What idea groups do you thing are best for this? I'm leaning towards: 1. Humanist (stability for when you go Protestant and for all those conquered territories; military points best go into tech in early game so shouldn't take a military idea first, especially as national ideas give a military boost; also gives -10% idea cost for all future ideas) 2. Quantity (Necessary to counter Brandenburg's small size in early game) 3. Economic (Need to fund that expanding army) 4. Offensive (Time to stack military bonuses with national ideas to really start stomping militarily) 5. Influence (Aggressive expansion and diplomatic reputation reductions are useful, the extra relation will help with HRE dynamics) 6. Quality (More military bonus stacking) 7. Defensive (By this time fort costs will be massively inflating as you upgrade them, also more military bonuses) 8. Innovative (Mainly for the reduced advisor costs, as late game advisors are bloody expensive) By completely ignoring exploration, colonisation and trade you can really go nuts with stacking a fuck ton of military bonuses to become a land army powerhouse.