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Another way to pull enemy troops off your territory is to open a circuitous passage through neutral countries from your territory to theirs. Neutral territory becomes a perfect place to hide. The enemy can chase you and fight you on neutral ground, but they can never occupy the territory, and therefore they'll have to contend with the fog of war. If the war drags on for a long time (and a long war is your best chance here), those lost points will add up, and cause you to fall behind on the naval and economic technologies that those points would have bought.īut getting military access is worth it when things are dire. You can go over those limits, but each extra relationship costs you a monthly diplomatic monarch point. Agreements with other countries count as "diplomatic relationships" against your country's maximum. In that case, you open the diplomatic relations window, go to "Access Action" and "Request military access". But chances are, you have some people next-door who are happy to lend you a cup of sugar, jump-start your car, or let you conduct guerilla warfare from their sovereign territory.
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If all your neighbors hate you ( all of them?!) then we may need to talk about basic diplomacy. Your own territory is being overrun, so it's time to look to your neighbors.įind neighbors who don't hate you, and ask for military access to their countries. You can't hold ground in battle, so you need places to run and hide. But what if you don't have enough space to protect your army? Russians can always withdraw deeper into Russia, for example. Playing a "where's my army" shell-game is easy to do if you have a fairly extensive country. Remember, siege progress resets once the besieging army moves, so just forcing them to respond to your army is a victory that causes the war to drag-on. If they group up to fight, you melt away. If your enemies spread out across the countryside to start dismantling your nation, your ineffectual little army can attack the small siege detachments and start whittling down their strength. As long as you have an army in play, it's something that forces the enemy to stay relatively concentrated in case you decide to fight. It's more like the naval strategy of keeping a " fleet in being". The most important thing you can do when a war is going wrong is to keep a credible army in existence. If you can't win pitched battles, you need to give up on the idea of fighting them. You might be watching a rout unfold, but here is how you turn that into a victory. The chances are, you can not only survive this crisis, but come out of it almost unscathed. But this is why EUIV is a game where it pays to never give up, and never reload. But no, this is a war that poses an existential threat. If it were easy, if it were just a matter of agreeing to a minor settlement, you wouldn't hesitate. The point is, you're losing a major war in EUIV, and you're losing it badly. Or maybe you just got unlucky, and your enemy had a military genius in their back pocket while you're stuck with the equivalent of Ambrose Burnside. Maybe you gambled that your enemy's powerful ally wouldn't actually bother to travel across Europe to fight you, but they did, and now they have arrived, unwanted and obligatory guests at your war, and they look hungry. Perhaps you declared war on someone the day before they hit a new level of military technology. Europa Universalis IV is a game of ruthless caprice, where even slight mistakes, misjudgments, and lapses in attention can bring you to ruin. It's nobody's business but your own why this article is suddenly relevant and important to your well-being. First off, let's not fall to finger-pointing of the laying of blame.