- +10% Trade efficiency
- −1 Interest per annum
- −10% Stability cost modifier
- −10% Cost to justify trade conflict
- +20% Morale of navies
- +10% Trade power abroad
- +20% National sailors modifier
- −33% Galley cost
- +10% National tax modifier
- +25% Naval force limit modifier
- −10% Shipbuilding time
- −20% Naval maintenance modifier
Genoa is a merchant republic centred on Liguria in northwest Italy, with colonies throughout the Mediterranean and the Black Sea. In 1444 Genoa finds itself in a precarious position, surrounded by more powerful countries and losing the sustaining Mediterranean trade to the vastly more powerful Venice. Historically, Genoa's possessions were gradually chipped away over the centuries until the city was annexed by France in 1805, and handed over to the Kingdom of Piedmont in 1814.
However, Genoa in 1444 is not beyond saving: the colonies in the Black and Aegean Seas provide a lucrative, if declining, income from trade in Constantinople and the Crimea; many of the nearby Italian city-states—though, for the most part, stronger than Genoa herself—are willing to align themselves with the Genovese, or are vulnerable enough to be subjugated by a well-timed (and well-supported) strike; and the city of Genoa itself sits on an enviable position to dominate the trade routes from the east. If a capable doge can consolidate Genoa's territories and move swiftly to secure his position, Genoa can be pulled back from the brink of ruin and rise to dominate the Mediterranean.
- Main article: Genoese missions
Genoa's missions are focused on maintaining her initial territory and securing trade dominance in the Mediterranean, strongly focused on building mercantilism. Funnily, all of the titles of the missions are alliterative.
- Main article: Genoese events
Genoa's events revolve around Admiral Andrea Doria and the Mediterranean trade after the fall of Constantinople.
Genoa can form the nation of Italy.
This infobox may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.19.
As the heart of the Renaissance, our nation is blossoming culturally. We have just entered the beginning of what looks like a prolonged artistic rebellion, especially in the field of architecture and literature. The cultural evolution is not aiding our country in maintaining peace within our borders however. Our country is continuously stricken by foreign states seeking power and territorial gain.
Italy does not exist.
If the country is AI-controlled then it:
If the country:
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.21.
Genoa starts as a minor power with 7 provinces, 3 in Italy, 1 in the Aegean Sea and 3 in Crimea. It's fragmented possessions do give many potential areas to expand into, but also mean that Genoa faces many potential threats, both internal and external. Only the Italian provinces are of the state religion, giving Genoa a low religious unity and thus a lot of internal unrest and potential for rebellion. Genoa is surrounded by potential enemies: in Italy Savoy, Milan and Florence are at least as powerful and all have their eyes on the lucrative Center of Trade that is the namesake of the trade node and the capital of Genoa. Aragon, the Provence and the Papal States also might show an interest, while the Ottomans will get claims either by mission or event on all of the overseas provinces, while Crimea also has a keen interest in the Black Sea colonies.
The first thing Genoa needs to do with so many potential threats from all sides is to get some strong allies. The preferred choices are Austria and Castile. Austria is strategically located to be able to help out defensively in Italy as well as against the Ottomans. Also, an alliance with the emperor will prevent the demand to return unlawful territory within the HRE. Castile has a big enough navy for it, together with the Genoese navy, to challenge the Ottoman fleet, but can also be used offensively to accomplish the Greed in Gibraltar mission against Granada and potentially take Sardinia from Aragon by promising land. If either of those isn't interested in an alliance Poland and France are good alternatives for Austria while Aragon and Venice are good alternatives for Castile.
The third relations slot should be used for an Italian nation to help out with any expansion opportunities within Italy, as Austria won't help against fellow HRE member and Castile is likely not interested in such a distant war either and favors take long to earn with more powerful countries. The Papal States is a good choice as it's one of the larger Italian nations and strong papal relation will help to earn Papal Influence faster. Venice is also a great ally as it's the strongest independent Italian nation that will be able to help out both in Italy and against the Ottomans. If neither of those is willing Savoy, Milan or Florence will also do.
The fourth slot will be taken by the the Trade League if Genoa decides to form it. It is advised to do so as it will act as a defensive pact and help steer trade. Ragusa usually starts friendly and since it's guaranteed by the Ottomans, it can be a good idea to add it before they change their attitude, as the Ragusa trade node is critical to steer the Black Sea trade back home. They can always be kicked out without penalty if the times comes to declare war on Ragusa. Alternatively, one can gamble and hope they will start a trade league of their own with Albania, although this is not guaranteed as sometimes they'll actually ally the Ottomans. Other good candidates that are useful in gaining trade power in critical nodes and that are usually willing to join are the The Knights, Cyprus, Siena and Lucca. Also keep an eye on the Champagne trade node. It doesn't start with any eligible candidates but Bar might get released and Lorraine might be relegated to one. If one doesn't own the Mare Nostrum expansion and thus can't form a trade league one of the alternative allies previously mentioned can be used.
While the diplomatic envoys are traveling it's a good time to review the Genoese merchants' position and plan the player's first conquest, two things that with Genoa will often go together. If the player plans to expand into the Black Sea region it's a good idea to start moving their troops, as it will take a while to get them there. Since the player starts with only seven cogs, it's most efficient to just leave two in Italy and build a few more troops over in the Black Sea, preferably mercenaries to conserve manpower. If the player plans to expand mostly outside of Italy, as the missions most likely will guide the player to, they should probably also build a few more cogs so they can transport a more decent sized army in the near future.
As starting rivals one should definitely set Byzantium, as the spy bonus will be needed to fabricate a claim and attack them to take Constantinople before the Ottomans do. Crimea is another good starting rival. The third rival slot should go to either Milan, Savoy, Florence, Aragon or possibly Ferrara if the Feast in Ferrara mission is available and they rival the player. It's advisable to keep it open until just before the end of the month so the player can observe which alliances they develop, then set it to the one which seems like the easiest prey. Sometimes Circassia or Theodoro have Genoa as a starting rival if they do that favor should be returned as they are easy targets and thus great opportunities to build up some power projection.
The early game is critical for Genoa as it provides some great expansion opportunities that will disappear sooner rather than later. Control over the Constantinople trade node is critical to steer the trade of the black sea colonies and control of the City of World's Desire is the most effective way to this, as it has both a Center of Trade and a Bosporus Sound Toll trade modifier. Taking it from Byzantium is a lot easier than taking it from the Ottomans so this should be done as soon as possible. Since the player will often be able to choose a mission to either remove Theodoro or conquer Adyghe from Circassia and those are weak countries that have trouble finding allies, those can probably be taken while waiting for the spy network in Byzantium to grow enough to be able to fabricate a claim on of its provinces (preferably a province the player will take).
Another early expansion target is Gibraltar through the Greed in Gibraltar mission, taking it from Granada with Castile as soon as their truce expires is a lot easier than taking it from Castille later. Taking it early will also provide Genoa with a good position to explore and colonize early. It's also desirable to take at least Kuban from Crimea to connect Azov with the player's other Crimean holdings before Crimea becomes an Ottoman march. Less critical but still desirable early conquest targets that most likely will be a lot harder later are taking Sardinia and perhaps even Sicily from Aragon before the Iberian Wedding fires, Theodoro before Crimea conquers it and Tangiers through the Trade Trouble in Tangiers mission before Portugal conquers it or Morocco becomes too big.
Meanwhile, the player should also lookout for opportunities to expand into Italy itself as well as to complete the other mercantilism missions as they are all desirable provinces. This means the player will be at war or preparing for the next constantly in the early game. It is, therefore, advisable to run a mercenary heavy army, this will help to keep war exhaustion under control and keep a healthy manpower reserve, and Genoa will have lots of ducats to maintain them. The Genoese tradition of -1% interest on loans is, therefore, more useful than it might first appear as it can help to fund the mercenaries for those critical early wars. Playing as Genoa means playing as an opportunist. Always check if the countries the players want to attack are weakened because of rebellions or war exhaustion; the player may want to add these countries as countries of special interest. The player's army is quite small at the beginning and the war target is often so far away that the player's allies don't want to help them to conquer them. One can decide not to solicit his allies too much: let them rest a bit, they will help soon enough if the Ottomans attack...
Genoa starts fragmented with a low religious unity and following the missions will only make it worse. Humanist ideas are therefore a great choice as first idea group as it saves the player a lot hassle sending armies across the Mediterranean Sea to defeat rebels. An alternative could be religious ideas, especially if the player plans to use the Crimean possessions as a base to conquer the hordes. Another alternative could be plutocratic ideas, as this group also contains a -2 national unrest and has many other useful bonuses.
If either Gibraltar or Tangiers has been conquered exploration ideas are recommended as a second choice. Colonies in the Caribbean and South America will help to make the Genoa trade node even richer and the naval force limits modifier is very welcome as well. An additional advantage is that the ‘Colonialism’ institution will have a good chance to span in Genoa, as Portugal, Castile and England are the only competitors. If the player has no interest in the colonization game maritime ideas are a good alternative, naval ideas are not recommended, as they do not help with trade. As this idea group is also needed for the powerful ‘Confirm Thalassocracy’ decision, it can also be taken in addition to exploration in a later stage.
As a third idea group, a military one is recommended to spread out the point cost. If not taken earlier plutocratic ideas are still a good option, but quality ideas are also very useful as it boost both the player's army and their navy. Another valid alternative are the defensive ideas, as some forts on the player's fragment lands might be able to buy the player some time to send troops in case of a rebellion or surprise attack and the morale boost stacks nicely with the one from the plutocratic ideas.
For the later ideas there are many groups that are worth a consideration. Influence ideas has several useful bonuses: a diplomatic reputation boost will help the player add more members to their trade league, a relation slot to compensate the one they'll lose for leading a trade league and the envoy travel time reduction brings the player's diplomats home much quicker from the Black Sea. If the player chooses to stay within the HRE and thus can't upgrade to kingdom rank an idea group that provides an additional diplomat is recommended. Both diplomatic ideas and espionage ideas are worth considering. As a merchant republic, trade ideas are obviously always a valid choice as a diplomatic idea group. Besides the previously mentioned military ideas the offensive ideas and naval ideas are also worth a consideration as a later choice for a military idea.
From the administrative ideas there are many valid choices depending on the objectives of the player. If the player plans to conquer lots of Italian or Berber and Caucasian lands administrative ideas are a solid choice as the high development of Italian provinces make them expensive to core and the Berber, Circassian and Georgian national traditions have an increased coring cost modifier. The mercenary bonuses of this group are also welcome as Genoa has a relatively low manpower pool and even the -1% interest idea stacks nicely with the Genoese traditions. Expansion ideas are a great choice if the player wants to colonise as the player can steer the spice trade through Alexandria after it has completed the ‘Ale in Alexandria’ mission. It also provides another merchant and another relation slot to compensate the on used by the trade league and has great synergy with the Genoese National Ideas. One should also keep policies in mind when choosing the later groups. Due to this innovative ideas or economic ideas might also prove to be desirable.