one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

core loop

accrue administrative, diplomatic, and military monarch points -> buy technology, stability, ideas, and development -> steer trade and colonize -> ally and declare wars -> occupy and annex provinces -> manage unrest, estates, and coalitions

design notes

EU4 converts ruler quality into three spendable currencies (administrative, diplomatic, and military monarch points) that buy technology, stability, ideas, and province development, which makes each succession an economic event. Expansion is checked by systems rather than scripts: aggressive expansion feeds defensive coalitions, and conquered provinces stay restless until integrated. Monarch points, war score, province integration, and missionary conversion are not yet mechanics in the taxonomy (proposals political-capital, war-score-peace, territorial-claims-integration, culture-religion-conversion).

relations

21 stored edges
uses

Faction diplomacy

Alliances, vassals, tributaries, and royal marriages bind nations; aggressive expansion raises other nations' hostility until they form a defensive coalition against the expander.

core
uses

Political capital

Administrative, diplomatic, and military monarch points accrue monthly from the ruler's skills (plus advisors) and buy technology, ideas, stability, and province development, so each succession changes the nation's budget of action.

core
uses

Stability and unrest

Provinces accumulate unrest from foreign culture, religion, and recent conquest, and high unrest spawns rebel armies; national stability is a separate stock raised with administrative monarch points.

core
uses

Territorial control

Provinces have an owner and a controller; sieges flip control, peace deals transfer ownership, and new provinces must be cored with administrative power, with uncored land adding overextension and unrest.

core
uses

Trade routes

Trade value generated in provinces flows downstream through a fixed directed network of trade nodes; merchants either collect in a node or steer value toward the player's home node, and trade power in each node sets the share taken.

core
uses

Corruption leakage

A national corruption value accumulates from several state conditions and falls with a monthly budget line for rooting out corruption; while high it raises the cost of technology and other state actions.

supporting
uses

Culture and religion conversion

Provinces have a culture and a religion; missionaries convert province religion over time against resistance, and non-state religion or non-accepted culture adds unrest.

supporting
uses

Dynasty succession

Each monarch's administrative, diplomatic, and military skill sets monthly monarch point income; on death an heir succeeds, with risks of regency, succession wars, or personal unions.

supporting
uses
supporting
uses

Interest groups

Estates hold loyalty and influence over the crown and grant bonuses or demands.

supporting
uses

Loans and debt

Deficits are covered by loans, and unmanageable debt ends in bankruptcy.

supporting
uses

Modding API

Script and data files define events, countries, and rules; total conversions replace the setting.

supporting
uses

Opinion modifiers

AI opinion of the player is an itemized sum of modifiers such as improved relations, royal marriage, and aggressive expansion.

supporting
uses

Policy toggles

Idea groups, policies, and government reforms change national rules.

supporting
uses

Reputation

Prestige and power projection modify diplomacy and stability.

supporting
uses

Statistical combat resolution

Land battles roll dice each phase of fire and shock, modified by general skill and terrain, and drain each army's strength and morale until one side retreats.

supporting
uses

Tech tree

Administrative, diplomatic, and military technology tracks are bought with matching monarch points; institutions such as feudalism spread between provinces and raise technology cost until embraced.

supporting
uses

Triggered event chains

Historical and flavor events fire from national history and current state.

supporting
uses

War score and peace terms

War score from battles, occupation, and the war goal caps peace demands, each priced in score (provinces, gold, vassalage).

supporting

backlinks

computed from other records
influenced
1

sources

1
Wikipedia contributors (2026). Europa Universalis IV. Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gicatalog
2026-10-25
reviewed2026-10-25-contributor-readinessmaintenance