Hardest Starting Countries In EU4

Highlights

  • Starting as Granada in EU4 means facing a challenging start due to the impending attack from Castile, forcing players to mount a formidable defense and secure early alliances.
  • Karabakh, starting as a vassal of Qara Qoyunlu, requires players to secure support for independence in order to expand into neighboring regions and form Armenia.
  • Chavchuveny, starting in East Siberia, faces isolation and limited room for expansion, making it crucial for players to migrate to Manchuria for better opportunities.



When players begin their Europa Universalis 4 gameplay, they can determine the fate of any country that existed in the world at the start of the Age of Exploration. Its start date of November 11, 1444 puts players at the end of the Battle of Varna, with the Ottoman Empire on the prowl as a rising global power. While players can select potential powerhouses such as Castile, France, or even the aforementioned Ottomans, fans who want more challenging gameplay can select other nations with disadvantageous starts.

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While starting a Europa Universalis 4 playthrough with a challenging nation doesn’t necessarily mean an automatic loss, seeing a struggling country rise to become an eventual superpower can make an EU4 playthrough more satisfying. For advanced players looking for the game’s most difficult starts, just which nations fit this description?


1 Granada

Looming War Versus Stronger Castile Puts Nation In A Race Against Time

Granada


Primary Culture, Capital

Andalusian (Iberian), Granada

Government

Iqta

State Religion, Technology Group

Sunni, Muslim

Ideas of Interest

Recover Al Andalus (-15% Core Creation Cost), Beacon of Learning (+10% Institution Spread), Strait of Gibraltar (+10% Domestic Trade Power, +10% Trade Steering), Moors (+10% National Manpower Modifier), Ambition (-10% Idea Cost)

Nature of Difficulty

The impending attack on Castile in 1448 forces players to secure an early foothold or risk annihilation, with multiple bigger nations potentially joining the war


Castile primed to attack Granada in 1448 makes the latter quite a challenging start in Europa Universalis 4, especially when doing so forces players to stay on their toes to mount a formidable defense against the former. Even if players secure an alliance with the Ottomans, they may break it as soon as Castile begins making a move. With not a lot of options to expand, Granada by paper might feel difficult to maneuver to outlast Castile. However, despite its difficulty, the popularity of Granada’s strategies makes it a compelling challenge.


Ideally, players can wait for Castile to launch a war against them for as long as Granada allies with Morocco. Things can become more ideal for players if Morocco isn’t rivaled with Tunis, as players can ask for help from the latter. Alternatively, players can pursue the Morocco alliance while making their way south, attacking Tlemcen. Releasing them as Algiers afterward could secure better relations, avoiding unnecessary rebellions in North Africa. This foothold should help players expand into the Maghrebi nations, especially if players want to block Ottoman expansion.

2 Karabakh

Challenging To Squeeze Out Of Vassalage And Expand In Unpredictable Areas

Karabakh


Primary Culture, Capital

Armenian (Caucasian), Melikates

Government

Autocracy

State Religion, Technology Group

Coptic, Eastern

Ideas of Interest

Traditions (-0.02 Monthly War Exhaustion, +10% Recovery Army Morale Speed), Land Reclamation (-10% Development Cost), Border Nation (+1 Diplomatic Reputation), Sygnakhs (-10% Regiment Cost), Nakharar Titles (+0.5 Yearly Army Tradition), End of Armenian Diaspora (+10% Production Efficiency), Ambition (+1 Attrition for Enemies)

Nature of Difficulty

Starting as Qara Qoyunlu’s vassal means independence is a priority before other nations pose a threat


Often cited as a classic example of a challenging nation in Europa Universalis 4 gameplay, Karabakh begins as a vassal of Qara Qoyunlu. Should players want any hope of expanding into its neighboring regions, Karabakh should secure support for its independence or risk being diplomatically annexed. What makes being an independent nation attractive for Karabakh is the likelihood of Qara Qoyunlu being invaded by other nations anyway, risking Karabakh as yet another target even after Qara Qoyunlu is colonized.


In that regard, players should consider asking Aq Qoyunlu, the Mamluks, and even neighbors such as Gazikumukh to support Karabakh’s independence. Failure to do so early on still gives players a bit of time to develop their provinces to maintain high liberty desire, which in itself should lead to high early income and access to Renaissance. Thankfully, securing independence will likely mean being able to depend on the same allies when reclaiming other Armenian culture provinces, paving the way for the formation of Armenia.

3 Chavchuveny

Isolation Forces Early-Game Migration, Limited Room For Expansion

Chavchuveny


Primary Culture, Capital

Kamchatkan (Kamchatkan), Kagyrgyn

Government

Siberian Native Council

State Religion, Technology Group

Tengri, Chinese

Ideas of Interest

-33% Stability Cost Modifier, -20% Institution Spread

Nature of Difficulty

Begins with no Estates. Although they can Migrate to a neighboring province, the only viable initial move is to either colonize neighbors near Manchuria


Starting as a Tribal Government in Europa Universalis 4 can already count towards a tough start for players, but those looking for a more extreme challenge should consider beginning as Chavchuveny. Technically a part of the Tartary super-region’s East Siberia, Chavchuveny shares similar traits with neighbors Chukchi, Kamchadals, and Khodynt. Given how distance isolates them from most of the known world, the best move for the entire East Siberia group is to migrate southward and start gaining territory in Manchuria. However, Chavchuveny could have the most difficulty in this regard as it begins at the easternmost tip of East Siberia, sandwiched by its three neighbors.


The nation’s only saving grace is a -33% Stability cost modifier and the lack of Estates that can remove some worry from internal politics. However, the government type means Chavchuveny’s only viable move is to create a foothold close to Manchuria and begin expanding from there. And even then, being able to migrate only once every five years means wasting at least a score’s worth of time just setting up a geographical advantage. Failing to colonize Solon can spell bad news for Chavchuveny, as this means not having anywhere to expand.

4 Rhade

Starting Small Hinders Normal Expansion Unless Conditions Are Fulfilled

Rhade


Primary Culture, Capital

Malay (Cham), Rhade

Government

Stateless Society

State Religion, Technology Group

Animist, Chinese

Ideas of Interest

Cham: South Indian Connections (+10% Global Trade Power), Che Man’s Legacy (+20% Improve Relations), Agarwood (+10% Trade Efficiency), Resisting Foreign Rule (+10% Fort Defense), Ambition (+25% Naval Force Limit Modifier)

Nature of Difficulty

Starting conditions limit governing capacity, making it difficult to expand until the nation unlocks Feudalism and becomes a Republic


Despite its proximity to neighboring nations in Europa Universalis 4, the nature of Rhade as a Stateless Society can make it much harder to expand into its fellow neighbors in the Indochina region. Granted, its possession of Cham Ideas gives it a decent boost to global trade power, efficiency, and even relations. However, the traditional conquest strategy won’t fare well with Rhade due to its lack of innate Government Power, making it reach capacity very quickly and backfires on players with extremely high maintenance costs.

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Adapting to this setback is best accomplished should players prioritize unlocking Feudalism and reforming into a Peasant Republic (Republic). Despite this forcing players on a path at the onset, doing so provides them with much-needed flexibility. They can also have a workaround in their limited Government Power should Rhade become a suzerain and release vassals instead of maintaining total control over conquered nations. Forming early alliances with nearby Khmer or Ayutthaya should give players higher chances of survival when expanding in Southeast Asia as well.

5 Mzab

Begins Surrounded In A Corner, Needs RNG To Survive Early Game

Maldives-1


Primary Culture, Capital

Maghrebi (Berber), Mzab

Government

Feudal Theocracy

State Religion, Technology Group

Ibadi, Maliki School, Muslim

Ideas of Interest

Berber: Traditions (+10% Army Morale, -25% Naval Attrition), Barbary Pirates (+25% Naval Force Limit), Trans-Saharan Trade (+10% Trade Efficiency, +20% Caravan Power), Ambition (+10% Global Trade Power)

Nature of Difficulty

Only Ibadi nation in its immediate vicinity, surrounded by states that benefit from occupying Mzab


Tucked at the southern end of the Maghreb region of North Africa is Mzab, a nation in quite an unfavorable position due to its neighbors. At its core, the country begins as one of the few Ibadi nations on this part of the map, already establishing itself as a potentially labeled heretic to its Sunni neighbors. Mzab’s Berber Ideas work best should they manage to access a coastline, which isn’t available at the onset. Expanding into Tougcourt and Djerit should help, provided they don’t immediately make allies with Mzab’s other neighbors.


It’s the fact that Mzab relies heavily on early-game RNG that makes it such a challenging nation to start a Europa Universalis 4 playthrough with. On top of hoping to secure an early alliance with the more powerful Tlemcen or Morocco to make conquests easier, it could be game over for players should Tougcourt or Fezzan ally with Tunis. This is especially true when the latter is incentivized by missions to secure Mjab.

6 Maldives

Isolated Naval Nation Leaves Little Room To Maneuver

Maldives


Primary Culture, Capital

Dravidian (Malayalam), Maldives

Government

Indian Sultanate

State Religion, Technology Group

Sunni, Shafi’i School, Indian

Ideas of Interest

Deccani Sultanate: Traditions (+10% Cavalry Combat Ability, +1 Promoted Culture Max), Promote Deccani Regional Identity (-10% Idea Cost), Appoint Brahmin Administrators (-10% Stability Cost Mod), Purchase Habshis (+10% Infantry Combat Ability), Joint Marathi-Habshi State (-10% Advisor Costs)

Nature of Difficulty

Isolated as a naval nation. Becoming a Pirate Republic is the likely best choice for survival


Isolated around the far southeast of the India super-region is Maldives, located specifically in the Deccan region. While its access to coastlines of the Middle East, the rest of India, and some of the East Indies make it ideal for trade and naval warfare, its starting position as a one-minor province makes it challenging to meet its early-game naval potential in Europa Universalis 4 gameplay. Even if players attempt to establish landfall in the nearby coastal provinces of Venad, Kumari, and Salavata, it’s in the interests of the growing Vijayanagar and other nations to acquire Maldives for themselves.


In turn, the most optimal course of action for Maldives is to secure the requirements to “Hoist the Black Flag” and become a Pirate Republic. This way, Maldives becomes a more efficient naval power and can earn more money through coastal raiding. Down the line, using “War Against the World” (Tier 6) gives Maldives a casus belli against all other countries, although this means making allies can become much tougher as well.

7 Albania

Decisive Early Game Disadvantage Vs Ottomans If Players Aren’t Quick To Expand

Albania


Primary Culture, Capital

Albanian (South Slavic), Lezhe

Government

League of Lezhe

State Religion, Technology Group

Catholic, Eastern

Ideas of Interest

Traditions (+10% Manpower Recovery Speed, +20% Tower Defense), Land of Ambushers (+1 Land Leader Maneuver), Kingdom of Albania (+1 Yearly Prestige), Hit and Run (+50% Cavalry Flanking Ability), Land of the Eagles (-10% Stability Cost Mod)

Nature of Difficulty

Neighboring Ottomans and Venice are always on the verge of invading Albania, while the starting leader is close to death, forcing players to make strategic early-game plays


Bordering Ottomans to the east and west are Byzantium and Albania, respectively, making it especially difficult for the two nations to make sustainable early-game Europa Universalis 4 plays without the Ottoman Empire breathing down their necks. While Byzantium has a more favorable approach by merc-ing their way to victory, Albania becomes challenging to rule when the larger Venice is also interested in acquiring it. Albania’s only saving grace is its starting leader Skanderbeg, who is both a 6/5/6 leader and a 5/5/5/1 general. However, the player’s most viable option here is to capitalize on Skanderbeg’s presence in early-game acquisitions, as the leader will likely die at the turn of the next century.

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On top of Skanderbeg potentially dying out on players, Albania could suffer an early game over if Venice and/or the Ottomans suddenly make a move against them. While this isn’t happening, players should try securing Bosnia and Serbia as soon as possible. A viable way of doing this would be securing alliances with Aragon and Hungary, so the Ottomans shift their attention to Byzantium.

8 Muisca

Bordered By Empty Provinces Forces Long-Distance Expansion

Muisca


Primary Culture, Capital

Muisca (Chibchan), Bogota

Government

Tribal Monarchy

State Religion, Technology Group

Inti, Andean

Ideas of Interest

Traditions (+25% Domestic Trade Power, +15% Fort Defense), Zipa and Zaque (-10% Stability Cost Mod), Gueches Wrestling (+0.5 Yearly Army Tradition), The Tale of Bochica (+15% National Manpower Modifier), Consuetudinary Law (+1 Yeary Devotion, Legitimacy, Horde Unity, Meritocracy, +0.3% Yearly Republican Tradition)

Nature of Difficulty


Compared to other nations in the Andes, Muisca has the privilege (or the bad luck) of being surrounded by empty provinces. Given its possession of three provinces, they aren’t able to migrate from its starting position. Moreover, its location in the Andes will inevitably make it a target for European colonization. At first glance, it doesn’t seem like there’s much to do as Muisca due to its geography, but its unique position forces players to rethink their early-game strategies. Due to their lack of immediate neighbors, Muisca should secure Expansion Ideas, high Administrative Technology, and pursue wars without the need for casus belli.


When translated into the game, Muisca should ideally ally with Quito’s rivals and launch a war on them without a casus belli. In the process, players should form at least two vassals and prepare to expand eastward toward the Aymaran and Quechan nations. The long-term nature of Muisca’s playstyle makes it difficult for players who want to see immediate results. However, it may be fruitful to save Military Points and only use them after reforming their religion to have a more punishing military force. Likewise, securing Muisca’s safety through mountain forts should ensure a steady influx of income without risking defeat.

9 Hisn Kayfa

Having Aq Qoyunlu And Qara Qoyunlu As Borders Makes Conquests Challenging

Hisn Kayfa


Primary Culture, Capital

Kurdish (Iranian), Hisn Kayfa

Government

Iqta

State Religion, Technology Group

Sunni, Muslim

Ideas of Interest

Traditions (+10% National Tax modifier, -10% Shock Damage Received), Citadels and Fortresses (+20% Fort Defense), Righteousness of the Faith (+10% Army Morale), Elite Warriors (+10% Cavalry Combat Ability), Rise of the Eagle (-10% Core Creation Cost), Strengthen Central Authority (-10% Stability Cost Mod)

Nature of Difficulty

Being bordered by more powerful Aq Qoyunlu and Qara Qoyunlu means there’s little room for expansion for Hisn Kayfa, unless players have early alliances to aid in war efforts


The nation of Hisn Kayfa can make for quite a challenge due to its rather unappealing starting position. Being bordered by the larger Aq Qoyunlu to the west and Qara Qoyunlu to the east means both nations may attempt to dominate the rather small Hisn Kayfa should it pose a threat. It doesn’t help that Aq Qoyunlu may also pursue an allegiance with the Ottomans, making it a more difficult target at the onset. To counter this, players should ally with Dulkadir as they always rival Aq Qoyunlu, and strike as early as they have a sizable army while Aq Qoyunlu still has one or two allies.


It’s this reliance on timing and RNG that makes Hisn Kayfa more difficult to manage in the early game. Players should ideally improve relations with the Ottomans to acquire a more powerful ally. Even with Aq Qoyunlu as an Ottoman ally, players can still curry favor with the latter if they strike a Turkish ally at the same time as the Ottomans, occupying lands the Empire is interested in. Doing this periodically and never giving occupation to the Ottomans will both slowly build Hisn Kayfa’s foothold and almost always guarantee Ottoman assistance in wars.

10 Naxos

Vassalage To Venice, Distance From The Ottomans Can Make Expansion Provocative To Bigger Nations

Naxos


Primary Culture, Capital

Venetian (Latin), Naxos

Government

Feudal Nobility

State Religion, Technology Group

Catholic, Western

Ideas of Interest

Traditions (+4 Heretics Tolerance, -25% Fabricate Claims Cost), Maritime State (+20% Naval Force Limit Mod, +10% Galley Combat Ability), Archipelago of Opportunities (+10% Embargo Efficiecny, +25% Privateer Efficiency), Latin Roots (-5% Technology Cost), Naxian Ambition (-10% Core Creation Cost), Ambition (-15% Diplomatic Annexation Cost)

Nature of Difficulty

Starts south of the Ottomans and as a vassal of Venice. Attempts at expansion will likely make Venice hostile, and proximity to potential allies make it impractical to engage in early-game conquests


If the inability to choose Naxos as a starting nation beginning in 1579 is any indication, the country’s undesirable geographical and political position can make it one of the hardest Europa Universalis 4 locations to start a playthrough. At its core, attempts to conquer nearby territories not only transforms the naval nation into an immediate threat to Venice, but it also positions itself as a target of the Ottomans. Despite its National Ideas eventually boosting galley combat, privateer, and core creation costs, the starting heretic tolerance and claim fabrication bonuses won’t do much to ensure the player’s survival.


To turn this unremarkable start into a manageable situation, Naxos should consider asking Venice’s rivals for assistance in its bid for independence. An attractive option in this regard is Aragon, as they will likely have Naples assist in the matter as well. Gaining independence from Venice does put Naxos in a race against time, as this makes them ripe for acquisition by the Ottomans. Players should also take care in allying with the Ottomans, as this leaves them with little wiggle room to expand.

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Europa Universalis 4

Released
August 13, 2013

Genre(s)
Strategy