Europa Universalis 3 versus 4: Sometimes Simpler, Occasionally More Complex, and Just As Fun


After the two week interruption, it's time to return to video games (There will be a final Star Wars piece tomorrow).

After outlining the Europa Universalis systems and examining the uniqueness of characters in EU: Rome, it's time to compare EU3 and EU4 (EU3 complete vs EU4 vanilla – just to be clear).

Upon playing a new session it became clear that the difference between EU 3 and 4 is less like the difference between using a Mac or PC, and more like driving the 2016 model of a car after driving the 2015 model. Playing EU3 will prepare a player for all the components of EU4. The player will see both games use the same underlying systems, just as two Ford Focuses will handle the same on the road. An experience player of EU3 will have no surprises playing EU4.

That is, until the details begin.

The most noticeable difference happened during the first war. Soldiers move from province to province with a line indicating where they are moving to, and the line fills up as they reach their destination. Twenty thousand French soldiers, at war with Aragon (Southeastern Iberian Peninsula), were nearing Barcelona, but out of the fog of war twice as many Aragonians arrived first. In EU3 a move order could be canceled at any time, immediately. Woe, in EU4 the french commander discovered that after an army has moved halfway, it is required to complete the journey. The French readied their lines, and then fled back to Paris, rifles and cannons abandoned in the rout.

Though this change was initially surprising and devastating it is an improvement. In EU3 it was possible to play keep away, where both the AI and player would find it difficult to chase down a fleeing force. If an army marched toward an enemy they could run away, and if intercepting forces were deployed, the enemy would changed direction.

There is another, smaller change in movement but it's hard to explain. I' m not really sure it even exists, but as I play it feels like it must. It seems units move faster than they should. I've been ambushed a number of times by enemies who seemed to reached me much faster than I thought possible. So fast I wasn't able to avoid battle. I wonder if the enemy's forces move slightly faster than mine, or if the computer shows them in one province for a short period of time, even if they have already moved into the next, or if it gives all armies a bonus to movement across many provinces if they plot it out instead of moving piecemeal. I don't know, I can't find anything on the EU4 wiki, but it still feels different than EU3.


If the changes in movement are small and subtle, the most obvious change is the simplification of EU4 by rolling a large number of components into one. Every nation has administrative, diplomatic, and military points. Every country receives 3 of each per month, with bonuses for the current ruler and hired advisers. These points can be spent on many different systems. Paradox (the developer) decided the game would be better if they took a number of the systems of EU3 and placed them all into the category of: spend points to solve a problem. For instance, in EU3 there were five different technology categories (Government, Production, Trade, Naval, and Land). On the economy screen the player would decide how much of the budget would go into each. But in EU4 these five are consolidated to three with the same names as the point systems. Government has been combined with Production and Trade has been united with Naval. They are now improved with points and have no connection to the economy. Both of these choices seem like they weren't thought out. Both the economy and technology are now too simplified and the game doesn't seem to benefit from either choice.

Points are also used for a number of other elements where before the player had to actually do something. Take for instance: rebels. In EU3, when provinces became disenchanted with the player's benevolent rule they rebelled. The player had to raise armies to chase the rebels across the country side; spending money, manpower, and time in the pursuit. Now, as potential rebels become agitated they declare their intent to rebel. The player can preempt their revolution by spending military points to put them down. In EU4 I've never had to fight rebels, except during the English Civil War. In EU3 it was troublesome and draining to defeat rebels, but to reduce them to a nonentity in EU4 eliminates the threat of overextending when acquiring territory after a war. There are more elements that use this simplified system and I never found it fun to spend some points by clicking a button, where before I had to think, plan, and solve a problem.

A positive change is the religion system rework. Unlike the point system, religion has been expanded; introducing minor sects. Further improved are the rules for religion spread. In EU3 religions spread erratically, and if a nation practiced religious acceptance it could expect a patchwork of Protestants, Buddhists, Catholics, Sunnis, and Animists, living together in the middle of France! Now religions don't spread except for Protestants and Reform Protestants, and they do so by creating Centers of Reformation, which proselytize their religion to nearby provinces. It's a welcome change that helps the player understand the mechanics.

Another excellent change is the impact of religion on diplomacy. Different religions no longer seriously hinder diplomatic relationships. In EU3 a difference in religion would result in a permanent -200 relationship. In EU4 a difference of religion provides a permanent -10 to -20 modifier. A -20 is substantial, but can be overcome if an alliance is desired. This change makes the game more realistic and allowed my French nation to crush the Austrians with the aid of the Ottomans. Another change which makes the game more challenging is a limit on diplomatic relationships. At the beginning a player can have only four alliances and any number over comes with a diplomatic point penalty (along with other smaller penalties). A final diplomatic change is the increased ease of obtaining casus belli. Part of this is because of the inclusion of the imperialism casus belli, unlocked at diplomatic tech level 23, but it allows the invasion of any country. It hands the player a blank check for declaring war.

The changes I have mentioned are clear cut technical changes. To conclude, I want to mention a conceptual change in the game not based on a single component, but is the result of a number of alterations. It's something I think has changed, but I'm not sure, as it could be my interpretation of having one and a half playthroughs. This change (if it exists at all) is the result of too many casus belli, the introduction of diplomatic/administrative points, and the ease of suppressing rebels. It seemed in EU4 it was easier to make small gains, but harder to make larger ones. This idea seems reasonable, but the difference between EU3 and 4 is remarkable. In EU3, though there were many wars, there was always a number of tiny nations. They existed on the fluctuating borders of powerful neighbors. Unlike EU3, tiny nations in EU4, once conquered, are very unlikely to reacquire their freedom. The end result is in EU4 the whole world is consolidated into a small number of large countries, unlike in EU3 where even in 1821 (the end of the game) there would be a whole host of small nations.

For example, playing as Great Britain, I encountered a completely unified India by about 1650. Tunis had unified the entire north-western African even earlier. The Ottoman Empire and the Commonwealth (Poland-Lithuania) owned massive swaths of land as well, and Songhai held a significant portion of southern Africa. I don't have any pictures from EU3 to compare it to, so you'll have to trust my memory, but in EU3 this did not happen as quickly and it didn't last. Of course nations (especially the player's) should be able to expand, and it is not that which is different. It is the lack of smaller nations filling in the boundaries. Part of it is the change in rebels, which used to tear countries apart rarely arise. Additionally, after a war in EU3 it was common practice to tear off chunks of the enemy by freeing their conquered subjects. This was cheaper than taking the provinces for yourself, so you could do more damage to the enemy, and then scoop up their scattered remnants later. In EU4 it didn't seem as if the cost is less, and you had to spend diplomatic points to do it, whereas before it was free. I'm not sure if the new result are more realistic, but I definitely don't care for it.

And that looks to be about it. While there are many more differences I've discovered, such as new rules for forts or increased events, and a whole host of undiscovered content (I've only played England and France) I think for now we'll leave the Europa Universalis series and move on to another game. I'm sure I'll visit it sometime, along with some comments about Crusaders Kings II, and thoughts on the DLC for EU4.

The end verdict, as the title implies is EU4 vanilla is just as good as EU3, being better in some areas and worse in others, but only slightly. I don't know why they simplified in some places while increasing the complexity in others, but maybe I'll discover the answer in the DLC.

Europa Universalis Rome, 3, and 4 Series

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