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Primary culture
Georgian (Caucasian)

Capital province
Kartli (423)

Despotic MonarchyGovernment monarchy.png

State religion

Technology group
EasternEastern technology group
Georgian ideas
Traditions.png Traditions:
+50% Hostile core-creation cost on us
−10% Shock damage received

Chance of new heir.png Bagrationi Dynasty

+50% Chance of new heir

Improve relations.png Georgian Isolation

+30% Improve relations

Construction cost.png Restoration of Fortresses and Churches

−10% Construction cost

Income from vassals.png Georgian Protectorates

+20% Income from vassals

Stability cost modifier.png Samouravo Counties

−10% Stability cost modifier

Manpower recovery speed.png Sadrosho Districts

+20% Manpower recovery speed

Diplomatic reputation.png Georgian Embassies

+1 Diplomatic reputation

Idea bonus.png Ambition:

−20% Infantry cost

Georgia is a country located in the Caucasus region. It is also the primary nation of the Georgian culture. In the 1444 start, it's guaranteeing the independence of Flag of Trebizond Trebizond.


Georgia starts in a difficult, but manageable position. The nation is surrounded by many weaker foes, but must act quickly to preserve its independence, or stronger neighbors will annex the country with ease.

Early strategy[edit]

Georgia begins with a fort in its capital. As Georgia does not begin with a particularly strong economy, the player can sell all ships and possibly demolish the fort in Kartli in order to save money. As a few very early wars will be necessary to ensure Georgia’s survival, recruiting a good general is a top priority. Georgia’s beginning heir has 3 military power, so he may provide a good option. Granting a generalship to the Nobles estate can also provide a worthy leader.

A successful Georgia run may require some restarting, as AI-controlled Flag of Qara Qoyunlu Qara Qoyunlu often declares war on Georgia very early in order to vassalize the country. If Qaara Qoyunlu does not attack immediately and instead focuses on other targets, this can provide a window of opportunity for early Georgian expansion.

Georgia starts out guaranteeing Trebizond. This is quite dangerous because Trebizond is in between the Flag of Ottomans Ottomans and Qara Qoyunlu, both of whom are eager to devour it, and thus Georgia if the player continues guaranteeing it. For a free 25 Diplomatic Power, the player may take the mission to ally with Trebizond, and after completing it, immediately choose them as a rival, breaking the alliance. The player should then revoke the guarantee of Trebizond. This keeps Georgia safe for the immediate future and somewhat reduces the danger posed by nearby regional powers.

As the player is now relatively safe from being dragged into war by Trebizond, it is time to consider expansion options. Three avenues of expansion are open: Flag of Circassia Circassia to the north or Flag of Shirvan Shirvan and Flag of Gazikumukh Gazikumukh to the east. Circassia is an attractive target for Georgia’s first war of expansion as all of its provinces are Orthodox and have no coring cost penalty. In addition, Crimea and the Golden Horde also desire these provinces, so it is often best to annex Circassia as soon as possible to avoid their falling into other nations’ hands first. Georgia will also often get a quest after rivaling Circassia to conquer one of Circassia’s provinces, opening the possibility of declaring war as early as December 1444. While this war is going on, one diplomat should be busy fabricating claims on provinces in Gazikumukh and/or Shirvan.

After annexing Circassia, Georgia’s attention should turn eastward to Gazikumukh and Shirvan. These nations each contain two provinces, all of which are Shia. However, their national traditions give a coring cost penalty, and if Georgia has already annexed Circassia, Administrative Power is likely already in short supply. Thus, the best option in this case is to conquer one nation, vassalize it, and then conquer the other, transfer the occupations to Georgia’s vassal, and then conclude the peace treaty with the vassal taking control of the other two provinces. Georgia is then free to diplomatically annex the vassal at its leisure. (As detailed below, however, this may not be for quite some time.)

At this point Georgia will have expanded considerably annexing four provinces and having a vassal of four provinces, though it will still be weak economically due to the low development of its provinces, the stresses of several wars, and high autonomy in recently conquered provinces. This can be a good period to allow manpower to recover and autonomy to fall. Georgia will from this point need to be something of an opportunist, as chances may arise on several different fronts to gain territory. Georgia’s top priority at this point is to secure an alliance with Flag of Muscovy Muscovy. As an Orthodox power, Muscovy is inclined to be friendly toward Georgia and its help can be invaluable in future expansion, as well as deterring enemies from declaring war on Georgia.

Avenues for expansion[edit]

By this point the truce from revoking the guarantee on Trebizond should be over, but conquering them can be a dangerous proposition, not due to the threat that they pose, but as before due to other powers coveting the province, particularly the Ottomans. Expanding to the south and especially to the southwest in general can be dangerous for the same reasons – the Ottomans will see much of Eastern Anatolia and Armenia (even as far as the Georgian province of Guria) as theirs and can quickly become hostile toward a player controlling these regions.

Other expansion routes will depend on the opportunities that arise. Qara Qoyunlu may become involved in drawn-out conflicts with the Ottomans, the Flag of Mamluks Mamluks, or the Flag of Timurids Timurids, which can provide opportunities for Georgia to expand at Qara Qoyunlu’s expense. Provinces gained in such wars can be fed to Georgia’s vassal (either Gazikumukh or Shirvan) in order for the Muslim inhabitants to not cause rebellion problems. This option is made more attractive by the ethnicity of several of these provinces being Azerbaijani, which will already be an accepted culture in Georgia’s vassal.

If Qara Qoyunlu begins facing uprisings, one likely place for this to happen is in Armenia, just across Georgia’s southern border. (Georgia begins with one Armenian provinces, Samtskhe.) Qara Qoyunlu may struggle to put down these rebellions as all Armenian provinces are mountainous. Thus the player should be ready to take advantage of the situation should Armenia manage to gain its independence to immediately seize Armenia for Georgia. During Armenian rebellions, rebels will cross the border into Georgia, but if the fort in Kartli still stands, rebel control of Samtskhe will revert to Georgia once the rebels leave the province due to the zone of control of the fort in the Georgian capital. Therefore, if there is still a fort in Kartli, there is no reason for the player to engage the rebels, as Georgia can simply engage in a waiting game and hope that the rebels are able to enforce their demands for an independent Flag of Armenia Armenia.

Expansion to the north will depend on the fortunes of the hordes in that area. Typically either Flag of Crimea Crimea or the Flag of Golden Horde Golden Horde (typically the Golden Horde) will face enough pressure early that it will crumble, which presents an opportunity for Georgia to seize land. Of particular interest is the province of Terek, which is Dagestani and will therefore be an accepted culture in Georgia’s vassal. While there are good prospects for expansion here, the player must be wary of rebellions, as unrest in provinces that are Sunni and of non-accepted cultures (Crimean and Mishar initially) will be high for some time. The player can consider allying with Flag of Genoa Genoa in the short term in order to gain the bonuses of Western Arms Trade, but in the medium to long term, Genoese territory in the area will be a very attractive target for well-timed Georgian expansion.


Georgia faces some difficult choices with its first idea groups. Using a vassal to absorb at least some of the Muslim land that Georgia conquers can be an effective way to reduce the need to take Religious ideas immediately. In the medium term, the player may be able to convert some provinces with an Inquisitor (which can be recruited from the Clergy estate) and high stability. Economic ideas can be an effective option early to increase Georgia’s cash flow and make up for the relatively low development of its provinces. There are no diplomatic ideas that immediately provide a strong advantage to Georgia, though in the medium- to long-term Trade ideas can be of some use. Military ideas are of the usual benefit, though again due to poor development of Georgia’s provinces, Quantity ideas may provide above-average returns.

If the player is planning on expanding considerably as Georgia, Humanist ideas could be considered as the ethnicities of the provinces in all directions are quite different and many cultures will not be accepted. However, if this is the case, Administrative ideas should be taken first in order to not fall too far behind in Administrative technology.

Economic strategy[edit]

Georgia begins in an uncomfortable position regarding Trade nodes. The capital and western provinces are part of the Crimea node, while the province of Kakheti is part of the Persia node. Georgia’s poor development and lack of any Important Center of Trade means that trade will not provide a significant source of income in the early game. In addition, expansion to the east and the southeast yields provinces in the Persia node, which feeds into the Aleppo node and cannot feed into the Crimea node. Thus, from a trade point of view, expansion into this area is not particularly lucrative, though it can yield two of the three Important Centers of Trade in the Persia node (Shirvan and Tabriz) for Georgia or its vassal. However, should the player elect to collect trade income in Persia, this will mean that Georgia will gain no benefits from traders upstream from the Crimea node, which incidentally nullifies some of the benefits of taking Trade ideas (mostly the extra Merchants). These complications from the Persia node may be one extra reason to not integrate Georgia’s vassal early. As a result, the player can consider forcing the vassal to convert to Orthodoxy in order to convert at least some of the provinces before annexation. However, Georgia will likely need to help its vassal suppress rebels if it elects to follow this path.

Ultimately, in an ideal world, the best trade node to collect in would be Constantinople because this node can unite trade coming from both Crimea and Persia, but Constantinople is out of reach at the beginning of the game. However, the Crimea node is an achievable objective, particularly with Muscovite/Russian help. The player will need to pay attention to Genoa’s alliances and to strike when its allies are least likely to join a war. This can eventually net the player both the Azov and Caffa Important Centers of Trade, leading to a respectable increase in trade income.

The Astrakhan node and the Important Center of Trade in the province of the same name can also provide an attractive target for Georgian expansion, but both this and expansion into the Crimea area can arouse the ire of Georgia’s powerful patron to the north. While control of both of these nodes will be a considerable asset, the danger of antagonizing Muscovy/Russia is certainly worth taking into consideration.

Later strategy[edit]

As alluded to above, the most desirable expansion route for Georgia following its initial acquisitions is probably to the northwest to secure the Crimea trade node. This may bring cause some border friction with Lithuania and/or Poland, but as these nations are typically rivals of Muscovy/Russia, the player should be able to count on having a strong ally in the event of a war. A more likely scenario is that Georgia will need to come to Muscovy/Russia’s aid in a war with Flag of Poland Poland and/or Flag of Lithuania Lithuania.

After the demise of Crimea and the Golden Horde, the player’s expansion options to the north and northeast dwindle rapidly as much of this land is typically swallowed up by an expanding Muscovy/Russia. The southwest is similar, except that the danger comes from the Ottomans. The south and southeast may provide some additional avenues for expansion, particularly if Qara Qoyunlu or the Timurids face difficulties. This may lead to some opportunities to expand in the Basra or Persia trade nodes, although a collapsing Timurids may mean the player will have to reckon with Flag of Persia Persia instead.

At least in terms of trade nodes, the ultimate goal in a Georgia game would seem to be control of Constantinople, as this will allow Georgia to finally collect trade income from its provinces spread across a somewhat unwieldy configuration of trade nodes. However, this will require significant Russian help, a reasonably powerful Georgian military, and bad luck on the part of the Ottomans, either by way of internal strife or losses in wars in Southeastern Europe to Hungary, Austria, Lithuania, Poland, or Venice. Georgia's newly acquired coastline may also provide enough shipbuilding capability to be able to block the Ottomans' troops from crossing from Europe into Asia or vice versa.

Country guides

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