Europa Universalis IV Very Easy Player gets 50% less infantry cost, 0.5 Global Manpower Modifier, and -3 Global Revolt Risk.
Very Easy Player Modifiers:
- Global Manpower Modifier is 0.5
- Infantry cost 50% less
- Cavalry cost 50% less
- Artillery cost 50% less
- Big Ship cost 50% less
- Small Ships cost 50% less
- Galley Ships cost 50% less
- Build Cost is 50% cheaper
- Sending merchants cost 50% less
- Sending colonists cost 50% less
- Inflation Reduced by 0.5 a year
- Global Revolt Risk is -3
Easy Player Modifiers:
- Global Manpower Modifier is 0.25
- Infantry cost 25% less
- Cavalry cost 50% less
- Artillery cost 50% less
- Big Ship cost 50% less
- Small Ships cost 50% less
- Galley Ships cost 50% less
- Build Cost is 25% cheaper
- Sending merchants cost 25% less
- Sending colonists cost 25% less
- Inflation Reduced by 0.25 a year
- Global Revolt Risk is -1
Hard Player Modifiers:
- No Advantages or Disadvantages
Very Hard Player Modifiers:
- Army Tradition -0.25 a year
- Navy Tradition -0.25 a year
Very Easy AI Modifiers:
- Army Tradition -0.25 a year for AI
- Navy Tradition -0.25 a year for AI
Easy AI Modifiers:
- No Advantages or Disadvantages for AI
Hard AI Modifiers:
- Army Tradition +0.25 a year for AI
- Navy Tradition +0.25 a year for AI
- Global Tax Modifier is 0.25
Very Hard AI Modifiers:
- Army Tradition +0.50 a year for AI
- Navy Tradition +0.50 a year for AI
- Global Tax Modifier is 0.50
Provincial Static Modifiers:
OverSea Provinces:
- Local Tax is Reduced by 30%
- Missionary Cost is 75% more expensive
- Spy Defence is lowered by 5%
- 100% Longer to train troops
- 100% Longer to build ships
- 5% penalty on garrison growth
Coastal Provinces:
- No Advantages or Disadvantages
Non Coastal Provinces:
- 10% more expensive for Colonists
Coastal Sea:
- Supply Limit is 5
Tropical:
- Colonists 20% more expensive
- -10% chance for Colonists
- -8% Population Growth
- Attrition is 5
- Max Attrition is 5
Sea Zone:
- Max Attrition is 5
Land Province:
- Max Attrition is 5
- Stability Cost is 25
- Garrison Growth is 10%
- Tax on Province is at least 10%
Mild Winter:
- Attrition increased by 2
- Max Attrition increased by 2
Normal Winter:
- Attrition increased by 5
- Max Attrition increased by 5
Severe Winter:
- Attrition increased by 10
- Max Attrition increased by 10
Out of Supply:
- Max Attrition increased by 10
Blockaded:
- Trade Income is reduced by 75%
- Tax income is reduced by 75%
Adjacent Province Not Controlled:
- Colonist Cost increased by 15%
- Colonist Success Rate decreased by 5%
Provincial Tax Income:
- Chance of Missionary decreased by 2% for Each Ducat
- Missionary Cost increased by 1% for Each Ducat
- Supply Limit Increased by 0.2 for Each Ducat
- Spy Defence +1% for Each Ducat
- Regiment Recruit Speed 1% Faster for Each Ducat
City Population:
- Missionary Cost increased 1% for every 1000 Population
City:
- Pays 100% of Tax
Colony Level:
- Colonists Cost 2% cheaper for each level
- Colonist Success Rate 4% higher for each level
- +0.5% Population Cost for each level
- Tax Income +10% for each level
Native Agressiveness:
- Colonist Chance -3%
- Population Growth -1% for each % of agressiveness
Core Province:
- Tax Income increased by 90%
Same Culture in Province:
- -10% Tax on Province
Unaccepted Culture in Province:
- -30% Tax on Province
- Missionary Success Rate decreased 5%
- Manpower Modifier decreased 5%
- +1 Revolt Risk
- 50% Longer to Train Troops
Different Religion:
- Tax Income Decreased 30%
- 50% more expensive stability cost
- +1 Revolt Risk
Same Religion:
- Tax Income Decreased 30% if in Different but in same Group
- 25% more expensive stability cost
Centre of Trade:
- +5% Population Growth
- Tax Income +10
- +1 Merchant for Each Positive Stability
Occupied:
- -3% Population Growth
- +2 Revolt Risk
- -5% Garrison Growth
Under Siege:
- -3% Population Growth
Looted:
- -5% Populatio Growth
- Max Attrition increased by 5
- 50% Less Tax Income
Tolerance:
- 1% For Each Point of Tolerance
- +/- X Revolt Risk for Total of Tolerance/Intolerance
Foreign Centre of Trade:
- -15% Merchant Compete Chance
Revolt Risk:
- Tax Income -5% for each Revolt Risk
- Spy Defence decreased 1% for each Revolt Risk
- 10% Longer to Train Troops for each Revolt Risk
Nationalism:
- Minimum Revolt risk 0.1
- Local Revolt Risk at least 0.1 every year
Manpower:
- Garrsion Growth increased 1% from Manpower
Global Static Modifiers:
Base Values:
- +2 Merchant Competition
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