Лучшие моды для europa universalis 4

Алан-э-Дейл       03.05.2023 г.

Access to estates[edit | edit source]

Not all nations have access to all available estates. The reasons can vary from not being in the right geographical area, not being of a certain religion and so on – further details on this are available under each estate’s section.

Additionally, some government types do not have access to the estates mechanics at all (they have other mechanics instead):

  • Pirate Republic
  • and Venetian Government
  • Veche Republic
  • Siberian Native Council
  • Sich Rada
  • Native Council
  • Revolutionary Republic, Revolutionary State and Revolutionary Empire
  • Celestial Empire if Mandate of Heaven is disabled
  • Colonial Nation

Decisions[edit | edit source]

id

Introduce Din-i Illahi

Reduce social unrest caused by religious disagreements between our subjects by introducing a new religious doctrine that will attempt to merge the principal thoughts of Islam with Hinduism.

Potential requirements

The ‘Dharma’ DLC is not enabled.

The country:

  • does not have the modifier ‘Divine Faith’.
  • is either Hindu and owns a Muslim province or is Muslim Mughals and owns a Hindu province.
Allow

The country:

  • is not the Defender of the Faith.
  • has a ruler with an administrative skill of at least 3.
Effects

The country gets the modifier ‘Divine Faith’ until the state religion is changed with the following effect:

−6% technology cost.

Decisions[edit | edit source]

id

Repair of the Great Wall

Parts of the Great Wall are in dire need of extensive repair. In its current state it doesn’t offer sufficient protection for our northern provinces.
 

Potential requirements

The ‘Leviathan’ DLC is not enabled

The country:

  • is Ming, Qing or has enacted the ‘Celestial Empire’ government reform.
  • owns Taiyuan (693), Hejian (695), Baoding (696), Datong (697), Lanzhou (699), Xi’an (700), Yumen (707), Alxa (709) and Beijing (1816).
  • does not have the modifier “Reparations of the Great Wall”.

If the country is AI-controlled, then it:

can not be a custom nation.

Allow

The country:

has a ruler with a military skill of at least 5.

Effects

The country:

  • gets the modifier “Reparations of the Great Wall” for the rest of the campaign with the following effects:
    • +25% fort defense,
    • +10% fort maintenance.

id

Construct the Forbidden City

The Forbidden City will be a glorious national monument, increasing our prestige and promoting stability.
 

Potential requirements

The ‘Leviathan’ DLC is not enabled

The country:

  • is Manchu, Ming, Qing or has enacted the ‘Celestial Empire’ government reform.
  • has its capital in Beijing (1816) or Nanjing (1821).
  • does not have the modifier “The Forbidden City”.

If the country is AI-controlled, then it:

can not be a custom nation.

Allow

The country:

  • is not at war
  • has hired a level 3 statesman or has a ruler with an administrative skill of at least 3.
  • either the faction system is disabled or the Bureaucrats faction is in power.
  • has a stability of +3.
  • has at least 1 year’s worth of income in its treasury.
  • has at least 50 administrative power.
Effects

The country:

  • loses ducats equal to 1 year of income.
  • loses 50 administrative power.
  • gets the modifier “The Forbidden City” for the rest of the campaign with the following effects:
    • −10% stability cost modifier,
    • +0.5 yearly prestige.

Decisions[edit | edit source]

id

Make St. Petersburg the Capital

As a more western oriented state, Russia must have their capital in the west, and St. Petersburg will be our glorious beacon!

Potential requirements

Playing with normal or historical nations

The country:

  • is Russia.
  • owns Neva (33).
  • does not have Neva (33) as capital.
  • does not have country flag relocated_capital_st_petersburg.
Allow

Russia:

  • has a core on Neva (33).
  • is not at war.
Effects

Russia:

  • set country flag relocated_capital_st_petersburg.
  • loses ducats equal to 1 year’s worth of income.
  • moves its capital to Neva (33).
  • gains 100 prestige.

Neva (33):

  • changes its name to St. Petersburg (with province capital St. Petersburg).
  • gains 6 base tax.
  • gains 3 base manpower.
  • changes its culture to the culture of the former capital.
  • if does not have level 3

    gets level 1 center of trade

    center of trade

id

Establish Russian Patriarchate

Constantinople is no longer the bastion and defense of Christianity. We need to pick up the mantle and establish a third Rome.

Potential requirements

Playing with normal or historical nations

The country:

  • is Russia.
  • is Orthodox.
  • does not have country modifier “Russian Patriarchate”.
  • does not have mission Russian Patriarchate.
Allow

Russia:

  • is not at war.
  • has a prestige of at least +2.
  • has less than 3 innovative ideas.

Constantinople (151) is not owned by Byzantium.

Effects

Russia:

  • gets the modifier “Russian Patriarchate”

    -20% cost of reducing war exhaustion.

    for the rest of the campaign with the following effect:

Age of Discovery[edit | edit source]

At the dawn of the Early Modern era new continents are being mapped while feudal society is slowly giving way to centralized states.For an enterprising state this age can see the foundation of a worldwide empire.

The Age of Discovery is the age initially present in the game, starting (technically) in 1400, and lasting until 10 years following the appearance of Protestantism. During this age, religious rules are valid (i.e. the special Curia abilities).

Possible age disasters include: Castilian Civil War, Peasants’ War, War of the Roses.

Objectivesedit | edit source

Objective Description
Discover America As a nation with a capital in Europe, Africa or Asia, discover North America, South America or a random new world continent.
Developed Nation While the capital is not in Europe, Asia or Africa, have at least 100 total development.
Control Centers of Trade Own and control 5 core provinces with the level 2 or level 3 Coastal Center of Trade or Inland Center of Trade modifier.
A Large City Own and control a core province with at least 30 development.
Embrace Renaissance Embrace the Renaissance institution and keep it in all state provinces.
Hold Three Thrones As a Christian country, have at least 2 personal unions.
Feudal Society As a non-Christian country, have at least 5 vassals.
Present on Two Continents Own provinces on at least two continents.
Humiliate Rival Humiliate a rival through a peace treaty.

Abilitiesedit | edit source

Ability Effect
Feudal De Jure Law Allow Edict “Feudal De Jure Law” ( −5 Unrest).
Justified Wars −10% Aggressive expansion impact
Transfer Subject Transfer Subject peace treaty at half cost, and allow fabricating claims bordering existing claims.
Improved Wartaxes −100% War taxes cost
Cavalry Armies +20% Cavalry to infantry ratio
Higher Developed Colonies Gain +1 base tax, +1 base production, and +1 base manpower in a colony when it becomes a city.
Adaptative Combat Terrain Gain +1 combat bonus in provinces with the same terrain type as the capital.
The Guns of Urban +33% Siege ability (available only to Ottomans)
Portuguese Colonial Growth +50 Global settler increase (available only to Portugal)
Danish Subject Loyalty −30% Liberty desire in subjects (available only to Denmark)
Venetian Trade +50% Ship trade power (available only to Venice)

Age of Reformation[edit | edit source]

From East to West this is the age of religious conviction, debates and mass movements. In Europe Protestantism is entrenched while millenarianism takes hold of Iran and religious Syncretism shapes Indian society.

This Age triggers 10 years after the appearance of the first Protestant Center of Reformation (dependent on Catholic Reform desire), and is the starting Age for the Eighty Years War (1579) and Thirty Years War (1618) bookmarks.

Possible age disasters include: The Count’s Feud, French Wars of Religion, Religious Turmoil, Time of Troubles.

Objectivesedit | edit source

Objective Description
Join the Reformation Embrace Protestantism, Reformed, Anglican or Hussite as your state religion.
Humanist or Religious Complete either the Humanist or Religious idea group.
Convert Provinces Convert 10 provinces of a different religion. (Conversions done during the Age of Discovery count.)
Create a Colonial Empire Have at least 5 colonial nations.
Converted another Nation Convert another nation through war, subject interaction, or enforcing unity. (Doing this during the Age of Discovery counts.)
Asian Trade Gain the trade bonus in Silk, Spices or Chinaware
Unify Culture Own all provinces of your culture group

Abilitiesedit | edit source

Ability Effect
Religion Enforced Edict Allow Edict “Religion Enforced” (+90% Resistance to reformation)
Floating Batteries +1 Blockade impact on siege
Religious Wars −25% War score cost vs other religions
Mercenary Discipline +5% Mercenary discipline
Powerful Tradeships +20% Ship tradepower propagation
Institutional Spread +50% Institution spread in true faith provinces
Prestigious Conversions +0.3 Prestige per development from missionary after a successful conversion.
Spanish Tercios −30% Shock damage received (available only to Spain)
Mughal Artillery −50% Artillery cost (available only to Mughals)
Polish Crown +33% Goods produced modifier (available only to Poland or Commonwealth)
Persian Reinforcement −30% Reinforce cost (available only to Persia)

Claims & Warfare

The espionage-based claims system in EU4 was always a rather imperfect and peculiar approximation of historical reality. Even up to the 18th century, strategic marriage was the preferred instrument of territorial acquisition for any ambitious state. So EU5 should emphasise the critical importance of royal marriages and inheritance for generating claims. Once you have a claim in hand, foreign nations can pledge to support or even oppose it, perhaps sparking an international crisis.

Given the centrality of warfare to the series, Paradox could significantly improve it by introducing new unit types and a supply system similar to Imperator. Nations would also ‘pledge’ a percentage of their armies and income to a war, depending on many factors such as trust. The rest of the army would remain neutral to prevent every conflict from escalating into all-out bitter struggles. Another possible mechanic would allow you to decline to engage in an unfavourable battle. You can either stand and fight or immediately withdraw.

More like this: A guide to grand strategy games

EU4 made interesting strides in the realm of warfare, especially in re-working the significance and impact of forts, but these are strategic (and peace-time) decisions. Imperator showed that there is a way of making grand strategy combat more tactical and interesting without going into the weeds of a Hearts of Iron-style system, and it would be good to see a sequel incorporate these newer ideas.

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Strategy[edit | edit source]

The below is one of many player suggested strategies for Persia. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

Depending on the country used and position you are in, your path as Persia will differ.

The Persian mission tree is fairly powerful, especially regarding permanent claims as well as
gaining permanent modifiers applicable for the remainder of the game. It is therefore advised to carefully map out one’s progress given these powerful bonuses.
Moreover, be sure to analyse the «National decisions» for those that provide permanent modifiers valid until the end of the game. Some require certain provinces in order to take the decision, for example «Rekindling the Royal Fires» which provide a substantial +20% increase in manpower in true faith provinces.

To form Persia it’s suggested to start as Ajam, which is generally the easiest path. Also, Persia is the tag most suitable to convert to Zoroastrianism and gain from its unique bonuses, especially coupled with the deus vult from Religious ideas as no one in the world will share it’s religion.

Make sure Afghanistan is defeated as early as possible and Herat taken. If they are left alone, they often will grow and be quite powerful. After you have taken care of the minors in the area, you can expand in many directions. Expanding into Afghanistan and Baluchistan have the benefit of having Iranian Cultures. You can expand into the Caucasus and either vassalize the Christians, or annex them to strengthen the Dhimmi estate. Make sure you expand north before Russia gets there.

Expanding West though, is most fun. You can play the Ottomans and Mamluks against each other in their battle for Syria, while you bite off chunks of Mesopotamia. Many of these provinces have Kurdish Culture, but for the Arab provinces, you can convert them to any of the Iranian cultures. If the Mamluks end up winning over the Ottomans, a good late game ally is Spain, since they often rival the Mamluks.

Make sure you convert all provinces to Shia, besides maybe Yazd. The Zoroastrians usually don’t cause problems. When expanding west into Mesopotamia, don’t forget to build good forts. Unlike the mountainous plateau of Persia Proper, Mesopotamia’s flat terrain makes it really easy for enemies to roll over.

An alternative is to build Persia into the premiere Trade power in Asia. Once formed, Persia has the optimal position to monopolize high value silk Trade Nodes as well as other key nodes in Arabia and Africa. Conquer the East African Coast, Arabia and Central Asia to transfer a significant trade income into the Persian Node. Using trade companies and the Trade idea group Persia can build a very healthy early game trade income. If the player is playing tall this base can be built into a massive 400/month income without too much additional conquest. If the player wishes to play a more conquest oriented game Persia is optimally suited for this as well. After formation Persia will have some tough wars to fight and substantial development to stay modern. If the player waits till around 1530 to launch major offensive operations they will be on par with those in the West and 2 tech levels ahead of those in the East. Dont attack in the West and try to build a long term alliance with either the Mamluks or Ottomans. Slowly reduce the Timurids or whoever controls the Eastern Iranian area. After that roll into India. India should be controlled by 5 or 6 nations that have big outdated armies. Defeat them and take a few provinces but mainly take money. Rinse and repeat until you control the whole sub-continent. At this point your trade income will be extremely high and you can do whatever you want going forward.

Types[edit | edit source]

The bonus and the allowed decisions are listed for each type of advisor.

Hiring a level 3 advisor enables the trigger of an advisor event.

With the Women in History DLC activated, any of the advisors can be generated as female. The chance is flat 2% across the board. There are also some events that can add a female advisor to the pool. These advisors have a silver border around their portrait, as opposed to a golden one. The game allows advisors to be restricted to one gender, but the base game doesn’t do this.

Administrativeedit | edit source

Administrative advisors help in situations that are regarded as domestic policy. Their job is to improve a nation internally: reforming the tax system and promoting cultural patronage are two examples.

Advisor Effects Decisions Requirements
Artist Stability cost modifier: −10%
Inquisitor Missionary strength: +2% 90% reduced spawn rate on province not following the owner religion
Master of Mint Yearly inflation reduction: +0.10
Natural Scientist Production efficiency: +10%
Philosopher Yearly prestige: +1
Theologian National unrest: −2
Treasurer National tax modifier: +10%

Diplomaticedit | edit source

Diplomatic advisors address matters related to the navy in general and foreign policy. Their job is to promote naval advancement as well as conducting foreign diplomacy: increasing a nation’s trade competitiveness and improving diplomatic relations are two examples.

Advisor Effects Decisions Requirements
Colonial governor Tariffs: +10% The province owner:
  • has at least 1 colonist.
  • is not a colonial nation.
Diplomat Improve relations: +20%
Naval reformer Morale of navies: +10% The province has a port.

The province owner is not primitive.

Navigator Colonial range: +20% The province owner:
Spymaster Spy network construction: +25%
Statesman Diplomatic reputation: +1
Trader Trade efficiency: +10%

Militaryedit | edit source

A military advisor’s sole function is to enhance a nation’s military, offensively or defensively. Thus, their job involves improving a nation’s army and overall defensiveness against foreign attackers: implementing logistical reforms and increasing resistance to sieges are two examples.

Advisor Effects Decisions
Army Organizer Land force limit modifier: +10%
Army Reformer Morale of armies: +10%
Commandant Discipline: +5%
Grand Captain Land maintenance modifier: −10%
Master Recruiter National manpower modifier: +10%
Military Engineer Fort defense: +20%
Quartermaster Reinforce speed: +33%

List of regions[edit | edit source]

Regions

Subcontinentsedit | edit source

Super-regions

Subcontinents
India
East Indies
Oceania
China
Western Europe
Eastern Europe
Tartary
Far East
Northern Africa
Southern Africa
Amazonia
Andes
North America
Central America
Levant
Persia

All of the land regions are grouped together to form the following in-game subcontinents:

India subcontinent
  • Bengal
  • Hindustan
  • Western India
  • Deccan
  • Coromandel
East Indies subcontinent
  • Burma
  • Malaya
  • Moluccas
  • Indonesia
  • Indochina
Oceania subcontinent
  • Oceania
  • Australia
China subcontinent
  • North China
  • Xinan
  • South China
Western Europe subcontinent
  • France
  • Iberia
  • Italy
  • Britain
  • South Germany
  • North Germany
  • Scandinavia
  • Low Countries
Eastern Europe subcontinent
  • Poland
  • Baltic
  • Russia
  • Ruthenia
  • Carpathia
  • Balkans
  • Pontic Steppe
  • Ural
Tartary subcontinent
  • East Siberia
  • West Siberia
  • Mongolia
  • Central Asia
  • Tibet
Far East subcontinent
  • Korea
  • Japan
  • Manchuria
Northern Africa subcontinent
  • Niger
  • Guinea
  • Sahel
  • Horn of Africa
  • Maghreb
Southern Africa subcontinent
  • East Africa
  • Kongo
  • South Africa
  • Central Africa
Amazonia subcontinent
  • Brazil
  • Colombia
Andes subcontinent
  • Peru
  • Upper Peru
  • La Plata
North America subcontinent
  • Hudson Bay
  • Cascadia
  • Great Plains
  • Mississippi
  • Southeast
  • Northeast
  • Great Lakes
  • Canada
Central America subcontinent
  • Central America
  • Mexico
  • Caribbeans
  • Rio Grande
  • California
Levant subcontinent
  • Anatolia
  • Mashriq
  • Arabia
  • Egypt
Persia subcontinent
  • Khorasan
  • Persia
  • Caucasia

Subcontinents were called superregions in patches prior to 1.30

Sea regionsedit | edit source

Inland sea zones indicated in turquoise (Simple Terrain map rendition).

In addition to land regions there are many water regions as well. Those can be divided into two types as listed below (inland sea zones provide bonuses to galleys):

With some inland sea zones
  • Baltic Sea
  • Mediterranean
  • Arabian Sea
  • Eastern Indian Ocean
  • South China Sea
  • East China Sea
Without any inland sea zones
  • North Atlantic
  • American East Coast
  • Caribbean Sea
  • West African Sea
  • Western Indian Ocean
  • South Indian Ocean
  • North West Pacific
  • South West Pacific
  • South East Pacific
  • North East Pacific
  • Pacific South America
  • Atlantic South America
  • South Atlantic

State maintenance

A state requires monthly monetary upkeep in the form of state maintenance.

Each province’s contribution to state maintenance is determined by the following:

Modifier
+0.007 Per development level
+0.001% Per unit distance from the capital
+25%
  • Different continent
  • Non-accepted culture
+200% Active
−20%
  • Provincial Governments (Tier 4)
  • Dakhni Culture (Tier 4)
−25%
  • Patronize Jain Families privilege
  • Courthouse building
−50%
  • Capital state
  • Town Hall building
Traditions Ideas Bonuses Policies
−25%
−20%
−15%
  • Brabant idea 7: Generality Lands
  • Brunswicker idea 2: Niedersächsicher Reichskreis
  • Great Qing idea 6: The Viceroyalties
  • Hanoverian idea 1: Niedersächsicher Reichskreis
  • Lusatian idea 5: Lusatian League
  • Lüneburger idea 5: Niedersächsicher Reichskreis
  • Saxe-Lauenburg idea 2: Diarchic Duchy
  • Swabian idea 1: Swabian Decentralization
  • Tripuran idea 5: Appointment of Missips
  • Chernihiv ambition
  • Moravian ambition
−10%

Structure[edit | edit source]

Areas

Each ordinary land province belongs only to one area, which belongs to one region, which itself belongs to one super-region (also referred to in-game as subcontinent). This makes it easier to discern at a glance what «makes up» a region and a province’s value when considering mission goals, territorial claims, , etc. The smallest of the groupings — the area — comprises two to five provinces. They are usually based on historical context and have a tendency to be around the same development levels within their region. The division of provinces into areas is the basis for the states and territories mechanic.

In addition to those groupings, every land province (including wastelands) also belongs to one continent. Continents bear no special relationship to regions or super-regions, and even areas can cross continental borders.

Every sea province belongs to an area within a region, but these sea regions do not have any super-region. Sea regions are the basis for many that do not involve trade nodes.

Overlapping regions may be added to the game by modding a special file, but are not present in the unmodded game.

Note: A super-region and a continent bearing the same name do not necessarily have the same scope.

Regional namingedit | edit source

If a nation owns land which is disconnected from its capital, it will display the nation’s name following the location’s name. The feature can be turned on/off through the General Options sub-menu.

The name of the location depends on its size:

  • Exclaves that are part of the same region as the capital will still display the nation’s name. Example: France.
  • Exclaves that are small and belong mostly to one area will add the area’s name. Example: French Alexandria.
  • Exclaves that are large and belong mostly to one region will add the region’s name. Example: French Egypt.
  • Exclaves that are very large, with no one region containing half its provinces will add the super-region’s name. Example: French Middle East.

Viewing modesedit | edit source

Main article:

When using the Area, Regions, or Subcontinents map modes, hovering over any province will reveal which area, region, subcontinent and continent it belongs to.

There are three map modes that are used to view some of the groupings. The Areas map mode will color code all the areas, and the Regions map mode will color code all the regions, highlighting only the region’s areas when selecting a certain region. The Subcontinents map mode colors the provinces according to which subcontinent they belong to.

Преимущества системы[]

Главными преимуществами Универсалиса являются свобода действий и нулевое время подготовки. В этой системе можно разыгрывать любой сюжет, в любом мыслимом мире, и все детали игры решаются сразу за столом. Играть по выдуманному только что миру так же легко, как и по заранее прописанному (одним ли из игроков, в других ли ролевых играх, в книгах, кино…).

Хотя правила Универсалиса объяснены примерно на 90 страницах, их можно рассказать не знакомому с системой человеку за 10-15 минут. Будучи игрой повествовательной, Универсалис походит не только для традиционных ролевиков, но и для любых заинтересованных людей с воображением.

Универсалис не требует дополнительных вложений, кроме разве что покупки фишек-монет, если участвующие хотят играть более стильно. Достаточно иметь карандаш и бумагу для записи фактов и что-то в качестве монет (хоть пуговицы). Дополнительных книг также не требуется.

State edicts

In each state, a state edict can optionally be enacted. This applies a bonus to all owned and cored provinces in the state, including any territorial cores. All edicts cost +200% state maintenance.

Once enacted, an edict cannot be adjusted for one year. After this time has passed, it becomes possible to remove or replace the edict.

The ‘States & Territories’ page on the ledger shows the current edict for each state, if any, and the State Edicts map mode colours states according to the currently active edict. These can be useful for keeping track of edicts in a large country with many states.

The first three ages each have a special edict associated with them. These edicts can be unlocked by spending on the relevant age ability, but such edicts will only be usable until the end of that age.

List of available edicts

Edict Effect
Advancement Effort +33% Institution spread
Centralization Effort −0.03 Monthly autonomy change
Defensive Edict +33% Local defensiveness
Encourage Development −10% Local development cost
Feudal De Jure Law −5

Available only in the Age of Discovery with the «Feudal De Jure Law» Splendor ability.

Local unrest

Religion Enforced +90%

Available only in the Age of Reformation with the «Religion Enforced» Splendor ability.

Resistance to reformation

Edict of Absolutism −0.25

Available only in the Age of Absolutism with the «Edict of Absolutism» Splendor ability.

Monthly devastation

Increased Enlistment +25% Local manpower modifier
Protect Trade +50% Local trade power
Enforce Religious Unity +1% Local missionary strength

Splendor[edit | edit source]

In its expanded form, each age contains seven period-related objectives, which when fulfilled, grants nations +3 power projection and +2 monthly splendor (per objective). Splendor may then be used to purchase age-specific abilities, which are various temporary bonuses a nation can activate for the remaining period of that age. The age-abilities are divided into 7 general abilities, which can be taken by any nation, and 4 nation-specific abilities, which may only be taken by the indicated nation—these reflect countries that were historically powerful during the active age period. When a given age ends, all accumulated splendor and all previously purchased abilities disappear while power projection gained from objectives starts waning—thus resetting the table for the new age.

Some objectives, once achieved, may then be lost (for example, if «have 2 personal unions» objective was achieved and then one of those unions ended). A lost objective will no longer grant extra splendor. It can be achieved again to resume splendor gain.

There is giving +1.5
Monthly splendor.

Golden Eraedit | edit source

A nation managing to complete at least 3 objectives in a given age may, once per campaign, enter a golden era period for the nation lasting 50 years.

During a golden era a nation gets the following benefits:

−10% All power costs
+10% Morale of armies
+10% Morale of navies
+10% Goods produced modifier
+5% Maximum absolutism
+10% Maximum revolutionary zeal

Смысл победы

Итак, зачем проходить через всё это? Даже, если получится пережить войну, вы 5-10 лет потратите на сражения и потом ещё 10-20 лет будете разгребать последствия. Только, чтобы остаться в прежнем положении.

Разве что, это не совсем так. В Europa Universalis подходящее время для действий в итоге заканчивается. Тот, кто гонял вас по всей карте в 1480, воспользовался наилучшей возможностью. У него был подходящий альянс, подходящая дипломатическая ситуация, подходящие технологии, подходящая армия и командиры. Если вы переживёте всё это, вряд ли противник когда-нибудь впредь будет представлять такую угрозу. Тем более, что он бросил все свои ресурсы на ваше уничтожение. А вы выстояли.

How To Survive A Long War, RPS.

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