Skip to content
Part 2
Europa Universalis IV

Part 2

Europa Universalis IV Very Easy Player gets 50% less infantry cost, 0.5 Global Manpower Modifier, and -3 Global Revolt Risk.

By ···10 min read·Multi-source verified
1 reading this guide  

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

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content